Archive for November, 2009

Isolating Your Creative Spark …

Monday, November 30th, 2009

This past week the remnants of my family (my sister and I) got together to watch The Boondock Saints 2. After the movie she criticized it rather harshly which spawned a conversation about what makes a good piece of entertainment.  My sister and I are both writing books.  The difference being that I’m writing a tech book on iPhone development and she’s writing a fiction novel.  Inevitably we talk about each other’s projects.

On this particular night she tells me that she’s scrapping the 46 pages of single spaced 10 point font she’s written thus far.  Her reasoning is that she wants to differentiate herself from other female writers.  The specifics of her decision revolve around shifting the focus of the story from relationships to losing one’s mind.

A large part of the conversation involved a debate about the relevance of Twilight which shared some aspects with her original story.  Being the older brother I am I had to point out the fact that Twilight has been hugely successful as have love/relationship stories throughout time.  I also pointed out the fact that there haven’t been too many successful stories about the erosion of one’s mind (though A Beautiful Mind was fantastic).  The end result of the conversation was that I shook my sister’s confidence and at Thanksgiving dinner the next night she reminded me several times.

As a creative person I’ve learned throughout the years that you largely need to ignore other people in your pursuit of that perfect piece of work. The honest truth is that the only person who knows your vision is you. What you create for other’s to see may only be a crude representation of what you actually envision.  If that’s the case then it’s simply a matter of improving your skills to match your vision.  No matter what it’s important to remember that.

Many creative individuals are also insecure which is why most entertainment industries are run by opportunistic moguls instead of the creatives that actually power our culture’s best works of art.  If you’re creative, forget the insecurity.  This is what I told my sister.  I explained to her that it doesn’t matter what anyone, not even me sees in her creation. She’s the only one who knows what her creative spark is capable of.

At the end of the day this is the point of creativity.  It’s the challenge to get what’s on the inside to make sense as it comes out.  There are many ways to communicate these creative thoughts and sometimes other people can help you clarify what you’re trying to communicate but they’ll never be the source of what you’re trying to communicate.

A week or so ago I wrote about The Human Compiler which is an important component of game development.  As a game designer you need to watch other people’s reactions to your creation closely to see if you’re communicating properly with the player.  This is different than relying on someone else to communicate your creative vision for you.  As I stated earlier, you need to grow your skills to match your creative vision and this is no different.  It takes a certain type of skill to siphon out the difference between someone else’s creative vision infringing on your own and an error in the communication of your creative vision.

So there you have it, isolate your creative spark.  You are the only one who knows what’s on the inside and it’s your job to find the best way to showcase it on the outside.  Don’t bow to anyone in this process but don’t get hurt if people don’t “get it” either. People aren’t mind readers, they’re creators, which means it’s your job to communicate not others’ to magically comprehend your inner most thoughts.

Game Dev Agony …

Saturday, November 28th, 2009

In 1997 I came up with a game concept. That concept was a fun and simple 2D building demolition game where players would plant charges and try to level a cityscape. I developed this concept about a year after learning some BASIC programming on my TI-85 calculator and before I entered college. At the time it’s safe to say I didn’t really have the skills to do the concept justice.

Fast forward to 2006. I sit down at my computer one evening and I finally prototype this concept now calling it Debris. I develop a working sim with blocks, bombs, and a caution tape line. The premise is simple, plant the bombs in such a way that upon detonation all the blocks fit below the caution tape line.

I work on this prototype for a few months (mainly tweaking the physics) and eventually show the concept to a company who’d published my earlier work. They write me back and tell me they don’t see any promise in this concept. They tell me they can’t suggest even a single bit of advice in order to make the concept more fun for them.

Their feedback of course stood in stark contrast with my vision as well as the feedback I’d received from several other people who I’d actually gotten to show the game in person. As with anything communication is key when unleashing a brand new game concept. I’m sure something was lost without myself involved to fill in the blanks as someone played this game for the first time. Such is the potential fate of any unfinished prototype.

In October 2007 I attempted once again to show off this concept.  This time at the Indie Games Con. Again, it’s turned down for publication by this company that had worked so closely with me in the past.  To add insult to injury, I’m told by someone I’d once considered a mentor that it “sucked”.  I went home dejected and dropped the development of Debris to work on Full Contact Debate another idea I’d had banging around my brain for years.

Of course there was one redeeming event which took place at IGC that year. The morning after I was told the game sucked I walked in an there was a group of 6 other developers standing around a computer laughing. As I walked up I realized they were playing Debris and they’d just realized you could take the helicopter out if you planted the bombs correctly. In the PC/Mac version of Debris the helicopter would go spastic and bounce around the screen taking everything out in its path. As they left a few of the guys told me it was a great game concept. Seeing their reaction to the title renewed my belief that eventually this would be a hit game.

Now we move on to October 2008. At this point I’d long given up the idea of pitching ideas to publishers with lesser vision than myself. Throughout the years I’d pitched concepts to a plethora of publishers and I was always disappointed with the results. Finally though, the iPhone and the App Store had arrived and there would no longer be a difference of creative opinions to stop the publication of any title. I jumped onto the iPhone development wagon as quickly as possible and I knew exactly what my first title would be.

Debris appeared on the App Store by December 5th 2008 and to my knowledge was the first 2D casual building demolition game created. When I originally developed the prototype I searched for other controlled demolition games and the only thing I found was an obscure PS2 game released in Europe but it was a more serious 3D simulation instead of a casual physics game. My prediction circa 2006 was that the most popular casual games were going to be physics based as opposed to the match-3 titles that dominated the early-mid part of the decade. Looking at the iPhone market today I was absolutely correct and I’m proud to say that I not only made an accurate prediction but I took part in the market with a handful of causal physics sims which I developed.

Now it’s the end of 2009 and it’s been the roughest year of my life. It hasn’t all been bad but it has been a roller coaster. As most people who read this blog know, I lost my dear mother to suicide on March 23rd. I have been depressed since then although certain events have been overwhelmingly positive this year, the loss of my mother casts a shadow over those events. To further add to my pain this year a title called Implode! landed on the App Store about a week ago and since then has risen up the charts into the top 5 best selling iPhone games. Implode! is Debris, it’s a casual 2D controlled demolition game and it arrived almost exactly 1 year after Debris on the iPhone.

Considering that I developed this concept sooo long ago I’m heart broken that I wasn’t the one to fully capitalize on the concept. When I developed it in 2006 I knew it had the potential to rise straight to the top. Unfortunately, being first isn’t always best and in fact some people would say it’s detrimental. This is one of those cases.

I rushed Debris out on the iPhone trying to take advantage of the devices unique abilities such as pinch/zoom, swipe momentum, and the accelerometer tilt. Unfortunately, using these special capabilities of the iPhone was ultimately a distraction from the core experience. Implode! for the iPhone is actually much closer to what Debris was originally for the PC/Mac. Plant bombs, detonate, and try to get the blocks below a line. The version of Debris I ended up putting out for the iPhone wasn’t received particularly well because the core was watered down in an attempt to make it iPhone-centric. Granted, some components of Debris are great fun but overall I let the core suffer in favor of design diversions such as tilt, zoom, and killing aliens with the blocks.

Still, I’m not jaded or angry (OK, just a little). Debris was after all the title that allowed me to develop my own concepts as my sole source of income. Without Debris I wouldn’t be where I am today. Furthermore, there’s no law against sequels and while Debris may not ultimately get recognized as the title that brought the casual controlled demolition genre into the limelight perhaps its sequel can utilize the success Implode! is currently enjoying to be an even bigger success.

Hope everyone had a happy Thanksgiving!

The Human Compiler …

Sunday, November 15th, 2009

When you’re developing games it can hurt when you spend a few weeks or months on something only to have other people scoff at your creation. In my early years this really hurt my feelings. Actually, even today it doesn’t “feel good” when other people don’t get what you’re trying to communicate with a game. I often feel like a screaming infant whose parents just don’t comprehend what I’m trying to communicate with my goo-goo-gah-gah’s. It can make you feel quite disconnected from the rest of the world when you think something’s cool and no one else agrees.

The way that I deal with this is to consider play testers what I call “The Human Compiler”. The point of this is that you don’t get your feelings hurt when a programming compiler throws an error. No, instead you simply go to line N and change the code so that it works. When you get people playing your game for the first time there are going to be “Human Compiler Errors”. As with any other compiler the solution is simple, go to the figurative line N and fix it.

The biggest issue is that human beings aren’t discreet like a machine language compiler so you have to use your human judgment and read between the lines a little. Once you get past the “hurt feelings” part though it becomes pretty easy to read people’s feedback and trace the true root of the “Human Compiler Error”. The realization that people play testing your game is just another compiler is the most important piece of the puzzle here. Don’t get disheartened just take it all in, get a gut reading on everyone’s combined input, and then get back to work!

Crash For Cash …

Tuesday, November 10th, 2009

Crash For Cash on your iPhone/iPod Touch

NEW - play it online now at www.iCrashForCash.com

Last year I created this mini-game for a bonus when players completed Debris. It was called Debris Drop and it involved the simple premise of physics-enabled boxes falling from space with players tilting their device in order to match the various colors. Instantly, I knew I had created something cool. The initial mini-game only took about 4 hours to make but it was readily apparent that this core was actually the most fun part about Debris.

After realizing that I’d stumbled onto something my sophomore effort on the iPhone was a pretty easy choice. I took that mini-game and ramped it up a few notches by adding new shapes, online leaderboards, and backgrounds. Poof! Cosmosis was born. The title didn’t take off and I eventually made it free. For a while it accumulated a decent number of downloads but the game had really terrible production values so even as a freebie it wasn’t too enticing. I still thought it was the best core experience I’d created.

Cars go BOOM!

This summer I created several iPhone games that still haven’t seen the light of day. After having some success with Skyline Blade I was able to ramp up the production values of Midnight Status titles and invest some money in better assets and tools. Thus instead of making games with a budget of $0 I was able to jump it up. After fighting with myself on which game to “really” make next I chose to iterate again on the physics box dropping concept.

The first game to reflect the new production values ended up being Ragduck Hunt. Of course in truth Ragduck Hunt was actually started in the middle of development on Crash For Cash. I knew Ragduck Hunt was going to be somewhat gimmicky but also fun for a while. Crash For Cash on the other hand had potential to be a really good game so more time was spent on it. I’m probably one of the few people who will drop one project for 2 weeks just to push another idea out there that I think can be done better with less time … but maybe not. The point is if I get a wild hair up my butt I’m going to act on it. In this case Ragduck Hunt was that wild hair.

Anyway, Crash For Cash represents the current pinnacle of iteration for me. I took what was a neat mini-game and evolved it into Cosmosis. Then I took that evolution and completely trumped it in terms of production values, theme, social networking, and gameplay. Cosmosis was still very limited in terms of playability. There were 6 colors to match and the only thing that got harder was the speed. Crash For Cash goes way beyond this.

The differences in gameplay may seem subtle but they are quite effective. First of all as players earn cash they unlock more expensive cars. More expensive cars in turn earn them more money. Of course as the number of various car models increases it also becomes more difficult to make a match. This is where the brand new tap-bomb feature comes in. Players can now tap on a car to blow it up. This adds an element of strategy that wasn’t really present before. Now players have to think on the fly which cars on-screen will help them capitalize the most once things get really intense. Top the new gameplay off with leaderboards, twitter integration, and high quality production values and I think you’ve got a winner.

Anyway, I like it and I hope other people do too. Here’s a video!