Jul 29

I’ve been making a ton of progress on Outwitters lately. Although when I step back and look I still see a mountain of work left to do. But I *do* feel like I’m whittling away slowly at it. All of the core gameplay has been implemented for local play. Online play works in a non user-friendly manner and is still missing a few bells and whistles to make it stand apart from the typical affair. I always recognize this stage of development as when the game starts transforming from a toy/prototype/hobby into a commercial-ready product. Most of the ‘fun parts’ of game development are behind me (Although I’ve saved a few for the rainy days ahead), and now it’s about focusing on all the less glamorous parts of making it a usable, marketable  game. Things like player preferences, profiles, UI, first-run initializations, etc are rising up on my to do lists these days. Oh, and lots of testing/debugging. Very much your typical software development role. At a glance, very similar to any given dev job in the business world. Only thing is my object models have cannons, health points, and spells instead of accounts, transactions, and employee data :) .

One thing that has constantly surprised me is the amount of data we’re dealing with this game compared to Tilt to Live. It’s immense. A quick file count shows there’s about 3500 files in our ‘data’ folder, which contains images, sounds, maps, and animations. The tools I wrote work on game data in kind of a ‘macro’ view, where editing one, it goes ahead and updates all affected files throughout the project to maintain links and references. Without our tools/scripts it literally would’ve been impossible to iterate on anything. Sometimes it’s aggravating having to go in and ‘fix’ a tool or update it to reflect a new data format change where it’s sometimes easier to just edit that *one* file. But by constantly having the mentality of trying to keep human hands out of the asset pipeline beyond the actual drawing and designing, I’m always reminded it’s worth it when I launch 2 scripts, and come back 2 minutes later and all assets are packaged, sized, meta-data generated, and placed in the xcode project directory ready to be deployed.

I also suppose this is my last iDevBlogADay post, or at least until the new incarnation takes place. With or without iDevBlogADay I’ll be keeping to this bi-weekly schedule as best as I can. Hopefully, after Outwitters is released I can write up a bit more useful content beyond just a dev diary :) .

Jul 15

Wow, Friday almost flew right past me. I’ve been working on Outwitters practically non-stop. A lot of the major ‘components’, as I like to think of them, have been figured out and implemented in some sort of fashion. Now I have to make this big herculean effort to get it all integrated and seamless:

  • 1v1 and 2v2 pass-n-play
  • A couple of teams and their animations and unique powers
  • The ever crazy complicated (implementation-wise) UI
  • Asynchronous play using Google App Engine

Aside from team animations/powers, all those things exist in kind of their own isolated ‘prototypes’ in one way or another, and now I’m trying to get it all under one “roof”.  Our 1v1 and 2v2 pass-n-play are fully functional. We’ve had a few playtests of the 2v2 game mode with family and friends and it’s been a sigh of relief to see them genuinely enjoying themselves. Sometimes, you don’t have to look at the actual game to see if the player is ‘getting it’, just looking at their laughing faces as they all play against each other is vindication enough that you’re on the right track. The bigger task at hand his trying to make this game as close to engaging as possible in the asynchronous model as it is when in a small group of players. Realistically, we’ll never achieve that, but it’s something to shoot for.

In other news, I got my standing desk in the beginning of this week and I’ve just finished my first week of ‘standing’ while I work with my new desk. I tried it out first for a week with a small glass-top high breakfast table and liked it enough to invest in an actual standing desk. Of course, I’d like to sit in the evenings so having something adjustable is extremely handy. Noel Lllopis had mentioned his foray into this work style a while back, so I took his and several other dev’s recommendations and went with a GeekDesk, and I’m loving it. With just a couple of weeks of doing it, my back doesn’t feel completely owned every morning when I wake up (I have a bad sitting posture). I find that whenever I’m brainstorming, or thinking about a problem I tend to pace around the room or go to my whiteboard to draw stuff up. While standing, this feels a lot more natural and I tend to move around a bit more during the day. Another plus, is during the mornings I’m finding I’m a little more focused on getting through some of the less enjoyable parts of the job like managing money, bug hunting, etc.

Unfortunately, I don’t have much else to share at the moment other than Outwitters is shaping up to be pretty freaking cool. Only time will tell if we’ll be alone in that opinion.

 

Jul 1

Keep in mind, a lot of the rambling below is in the context of me being neck-deep in working on Outwitters, which is a strategy board game. I’m constantly thinking of ways to present games, their systems, and their objectives to people. Notice I said people, not gamers, or casual gamers. Sometimes I even look around my own environment and question “why the designer wrote that message the way they did”. Sometimes it’s obvious they gave little thought to the message and scribbled it on some printer paper for all to see on their store front. Sometimes it’s spot on and even clever. Other times, I question their decisions:

I’m constantly always surprised by how confusing traffics symbols can be. When your speeding down a new stretch of highway at 70mph you don’t really have a “2nd try” at figuring out what a sign means. Sure, the locals all know that this exit sign is mis-labeled or too close to the actual exit to realistically act upon it, but I’d argue those signs should be made with an emphasis on new people to the area.

The Mistaken Non-Gamer

In any case, I think about this habitually, but sometimes I wonder if it’s even making a difference to a certain segment of the potential audience. I can really only speak from personal anecdotes, but I’m starting to think reaching out to the “non-gamer” crowd is less about how well your UI is designed and more about how socially engaging it is. I will use my mother’s gaming habits, for lack of a better example.

She will not play a new game on her own accord. She does not seek them out, and the usual ‘marketing venues’ one would use to garner an audience for an iOS game completely bypass her and her demographic. I can hand her a game, but she will ‘demand’ that I tell and show her how to play it. If I walk away, she’ll lose interest. If I stay, she won’t bother with tutorials or help menus and simply ask what to do next. For her, games are social experiences and she has to be ‘introduced’ to a game by another physical person who already knows the rules. But once she does understand the game, she’s no less engaged or competitive than a ‘typical’ gamer. Am I crazy in thinking there’s a large segment of the audience like this that is incorrectly labelled as a ‘non-gamer’?

No amount of well though-out UI design, tutorials, or marketing will capture this kind of person. Is this why Nintendo struck gold with the Wii since the vast majority of their mega hits were multiplayer-centric wii games? Were they able to tap the “non-gamer” market by selling an experience that was championed by the gaming enthusiasts who brought home these devices to their curious “non-gaming” family members?

The “Gamer”

Then there’s the typical, mainstream view of a gamer. He/She isn’t afraid of new systems or paradigms. In fact, they seem to be curious and love trying out novel ideas, and don’t require another person to introduce them into the game. When something confuses them, they don’t throw up their controller in frustration, or look to a friend to get an answer immediately. They fiddle with the controls, dig through the menus, and sometimes even go online to find an answer. To them, a well designed UI means something and there’s a tangible benefit in reducing the friction to learning how to play the game.

I imagine they have their limits though, present them with a genre they feel they don’t care for and with a ruleset that takes a little more than a minute to understand and they’ll probably walk away from an experience that might’ve actually been pretty fun. Or, hell, get a console gamer to try to install, setup, and play a PC game and you’ll see what I mean, all before they even get to run the game.

Then there are hardcore gamers who just love the idea of solving problems. Games in themselves largely revolve around this fact, and anything inside or outside the game’s fiction is a problem waiting to be solved. This sometimes borderlines on ‘geekiness’.  Picture the guy that will tinker with his computer for hours to get a game to work. No amount of rules, or depth will deter them from at least trying to get involved in a game they see as potentially enjoyable.

These kind of gamers can introduce games to “non-gamers”, and the great social experience that results is better for it.

Now Back To Design…

For the iOS platform, who do you design for? It seems trying to come up with clever ways to engage the mistaken non-gamers through tutorials and UI won’t help them directly as they depend on social interactions to guide them through a game. Think of new players playing a board game for the first time with family or friends and how that interaction ensues. This is where they get most of their information. Yet, if you design with the ‘non-gamer’ in mind, you’re helping the actual gaming crowd gain easier access to your game, which hopefully will result in them being the person that introduces this game to their friends and families. In a weird way, you’re designing systems and interactions to help someone become a living tutorial for your game.

Does this mean if you wish to target the “main stream”, and as a result, the widest audience, that you should be designing games with social interactions being the core of the experience? It seems a good number of the recent iOS successes are building off of this idea. Given the pressure in most gaming enthusiast circles to always have some sort of solo experience built in, do you even bother with it knowing that most of your “non-gaming” audience doesn’t even care for it? For example, is a single-player mode for Monopoly really necessary? I could never envision my family or friends playing on their own, but put them in a room together and it’s usually a great time.

It’s all interesting stuff to think about as I look at how Outwitters is shaping up to be versus how we originally envisioned it so many months ago. The social experience I think is absolute key in making a game like this widely approachable.