I’ve been working on a digital game for the past week or so, and in the process of designing and refining, I’ve found myself simplifying the rules quite a bit. Maybe the player character doesn’t need to gain experience points, if increasingly powerful equipment can have the same effect as increasing intrinsic stats. If the control scheme is so simple that it doesn’t allow movement that would be possible in real life, that can be a tactical challenge rather than a clumsy system. Simplification is a process that can turn a good game into a great one.
Category Archives: Digital Games
Lost in “La La Land”
Anna Anthropy, creator of the creatively structured Calamity Annie, just posted about a series by TheAnemic (I think) called “La La Land:”
the la la land games, of which there are (to my knowledge) five, are haunting and surreal short tales. in the way that static might draw attention to the pauses in a phone conversation, la la land emphasizes those vast between-spaces in the dialogue between player and game. it is here that the games take place.
A warning up front: on first glance, these games come across as some guy screwing around with Game Maker and being deliberately weird. And that’s what they might be. But it all feels so deliberate. The special effects must have taken long enough to code, and there’s such a unifying bizarreness to the games, that I might as well assume that the creator knows what he or she’s doing, and try to make some sort of sense of it.
The Surreality of Games
Yesterday, Richard Terrell at Critical-Gaming posted about the genius of slowdown. In the post, he discusses the slowing down some games display in complex scenes due to hardware limitations. Terrell writes:
The benefits for the slower gameplay are the same as with bullet time. When the game is slowed down, the player has additional time to process and analyze the game. But unlike bullet time, the amount of slowdown that occurs is directly proportional to the amount of in game “chaos” on screen. Like the smart slow-mo from Perfect Dark that activates when two players in a multiplayer match move within a certain proximity of each other, slowdown makes the game time relative to action and position.
Slowdown like Terrell describes was far more common on older consoles of the SNES era or earlier. Typically, when a large number of enemies or other sprites were on the screen at once, the game itself would slow down as the console churned to keep up with the graphics. Examples are the slowdown that occurred in some Zelda games when healing fairies filled the screen with a ring of hearts, or the lag that happened in early Megaman games when there were more than a handful of enemies and projectiles visible. As Terrell points out, these slowdowns aren’t just unintended errors. They connect the player to the medium, in a similar way to the oddities in Mark Z. Danielewski’s book House of Leaves connect its readers to the medium of the book.
Ludus Novus 014: From Side to Side

The classic Super Mario Bros. Let’s take a look at its influence and its gameplay.
References:
- Super Mario Bros. by Nintendo
- The Legend of Zelda by Nintendo
- Final Fantasy by Square
- Bubble Bobble by Taito
- Pac-Land by Namco
- Adventure Island by Hudson Soft
- Donkey Kong series by Nintendo
- Wrecking Crew by Nintendo
- Mario Bros. by Nintendo
- Design Patterns of Successful Roleplaying Games by Whitson John Kirk III
- “Coins: Gotta Catch Them All” by KirbyKid
The music for this episode is “Lullaby Set” by Shira Kammen, and is available under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 license.
Three Kinds of Replay
My second column for GameSetWatch has been posted at their site. It’s called “Three Kinds of Replay,” and it uses the recently-released game Iji as an example of a game that has each of the main categories of replay value.
Why Should Digital Game Designers Care About Tabletop Roleplaying?
I’ve made a few posts lately about tabletop roleplaying games. Many digital-games-focused folks may not be very interested in such things, since they seem so different from digital games. As I’ve said before, tabletop roleplaying games are a synchronous form of digital games. Why does that matter?
Simple. Imagine the perfect video game engine.
Continue reading Why Should Digital Game Designers Care About Tabletop Roleplaying?
Boss Fights: Frustration and The Two Thrones
Ah, the boss. Since 1975, games with combat have punctuated their gameplay with fights against characters that are bigger, meaner, tougher, or just cleverer than the average enemy. Zelda, most shmups, and Mega Man/Rock Man are well-known for bossy goodness. At its best, the boss fight can be a test of the player’s skill and a climax for each section of gameplay, bringing all of the aspects of the game together in one mano-a-mano battle. At its worst, the boss fight brings the fun crashing down as you scream at your computer screen.
I’ve been playing Prince of Persia: The Two Thrones on GameTap. I loved Sands of Time, and I’m eagerly anticipating concluding the trilogy. Sands was a masterpiece, we can pretend Warrior Within didn’t happen, and Thrones is all-too-happy to maintain our delusion. But there was one moment in Thrones that set my hands twitching and my blood pressure rising.
Continue reading Boss Fights: Frustration and The Two Thrones
Benmergui’s Three Views of Love
Daniel Benmergui, the creator of “Night Raveler and the Heartbroken Uruguayans“, has been releasing three games, one a week, for three weeks. They were created for an event called Sense of Wonder Night at the Tokyo Game Show, and they each deal with a similar mechanic of moving or duplicating things in the game world to change the game’s situation.
One of the things I love about Benmergui’s recent games is that he deals with themes that are underexplored in most digital games: namely, love. “I Wish I Were the Moon” is based on a story by Italo Calvino, and relies on the player shifting elements around to affect a tragic and bizarre love triangle. “The Trials” actually has you taking Polaroids of game elements to create duplicates and solve several puzzles, including one that puts me strongly in mind of “Raveler.” Finally, “Storyteller” has the player rearranging the position of characters in three periods of time, to affect the final outcome: who lives, who dies, and who loves whom.
Check these games out. They’re short, they’re cute, and they’re very clever.
TIGSource Bootleg Demakes Competition
The Independent Gaming Source recently finished the submission period for their Bootleg Demakes Competition. Contestants had to “demake” a well-known game as if it were illegally ported to a more primitive system by shady bootleg developers. There were a lot of great or promising games turned into less graphically great games – Mirror’s Edge, Homeworld, Team Fortress 2, and Shadow of the Colossus all got treatments, for example. A few of the submissions, however, stood out to my own personal tastes as notable, like a Lovecraftian Katamari Damacy and a Tetris RPG. Click through for the list.
Ludus Novus 013: Over the Next Hill

In this podcast, I talk about exploration games. Exploration games, as I categorize them, are games with an open world that offer an array of paths at any one time. They’re awesome because they appeal to players’ curiosity and completionism, and they help deal with player frustration.
References:
- Morrowind
- Metroid
- Super Metroid
- The Legend of Zelda
- Shadow of the Colossus
- The Grand Theft Auto III series
- Knytt (free download)
- Noctis (free download)
- An Untitled Story (free download)
- Half Life 2
- Deus Ex
The music for this episode is “Space Doggity” by Jonathan Coulton, and is available under a Creative Commons Attribution-NonCommercial 3.0 license.