Monthly Archives: February 2011

Playing With My Food

I played one of my favorite games today: grocery shopping.

I am a geek: a person inclined to get excited over the minutia of a topic or topics. One of the ways I manifest this is by being a foodie. I enjoy the history, science, and craft of food preparation and consumption. Food has more in common with games than one might think. In fact, everything about food can be appreciated in the same way as a game.

The first-world way we approach food fundamentally a luxury. We need to eat, but our basic needs can be taken care of by any number of inexpensive and simple foods. The countless choices available at a grocery store and the multitude of preparations are frivolous from the perspective of our pre-technological ancestors or even from the perspective of a less-well-off third- or second-world citizen.

That means that my grocery experience was only a short hop away from being a game.
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Fine-Tuned: Being Troy Sterling

I’ve just gotten around to playing “Fine-Tuned,” a 2001 work of interactive fiction by Dennis Jerz. It’s a fun piece about a 1920s dandy with an automobile and an opera singer given a strange job. I’m about halfway through, and the game reportedly ends in a cliffhanger (which is disappointing), but so far I’m impressed at how excellently the game puts me into the heads of its characters.

I’ve had a shift in my gaming tastes over the years. There was a time when I most wanted story from my games; that is to say, a narrative, an interesting series of events that needed not be too interactive. These days, however, I’m most interested in character and setting; I want to be an interesting person and/or explore an interesting world. Oh, I still want a good story, but it’s now third on my list of priorities instead of first.

“Fine-Tuned” does an amazing job of letting you roleplay its characters. Miss Melody Sweet, the opera singer, is proper and polite yet independent and practical, and playing her is a pleasant joy. However, it’s Troy Sterling, a daredevil-for-hire(-in-training) and all-around likeable guy, who steals the show. There’s an early sequence where Sterling, controlled by the player, drives to town, pausing only to clean up litter, rescue a baby bird, and wave to a passerby. It’s a joy playing the cheery and friendly Sterling. Read along in this edited transcript:
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“A Ride Home” Released

I’ve just released “A Ride Home.” “A Ride Home” is a game about patience, futility, and walking. It’s my first finished experiment with Unity.

Morning again. Time to check the beacon.

You can play “A Ride Home” at Kongregate. Give it a rating if you like it!

3D is an interesting tool to work with. Unity is an amazing tool and its free version is totally worth checking out for anyone interested in dipping their toes into 3D. EDIT: This game was made entirely with the free version, along with free tools like Blender, GIMP, and Audacity.

The Cost of Content

The most expensive part of game development is content production. This is a bit unintuitive: if you look at a game like Kirby’s Epic Yarn, you immediately see the cool graphical style, the fun game mechanics, and the well-polished charm. The clear advancements Starcraft II made over the first game are its increased graphical fidelity and its modified gameplay elements. The levels are just where the game happens; they’re rarely the interesting part. However, I’d bet you that more person-hours were spent making those levels than on any other single aspect of the game. This is a big part of the appeal of procedural content.
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