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Games Industry: Crunchy like a crouton?

Geoff has posted his take on labor practices in the games industry in response to a Gamasutra article from last month. Geoff is a vet from two company’s mentioned in the article, so it might be worth a look. An exceprt:

employee of the week

employee of the week

Obtaining accurate values for how much work remains and how long it takes do not spawn from “tribal experience” or “years in the industry.” They are generated by spending a considerable amount of time and effort evaluating the skills and work styles of your employees, looking at process, identifying bottlenecks, and reigning in and anticipating “customer fastidiousness.”
 
I feel that a big reason that progress towards elimination of crunch is spotty at best has to do with the fact that many mistake it for hard work. If I put in my time down in the trenches I can wear it like a badge of courage then expect the same later in my career from those that I manage.

Links:

Not Everyone Feels the Crunch [Gamasutra Article]

Gamers Crunch Because They are Scared, the Zone is a Lie! [Geoff's response]

August 17th, 2008. One comment... »

Castle Crashers: a kobe beef taco truck.

colossus is mine bitch

colossus is mine bitch

Castle Crashers is the evolution of one of my favorite types of games growing up – the 4 person isometric brawler. Those old games, which were popular in 90’s arcades, came in several skins: the Simpsons, X-Men and TMNT. With these awesome licenses and lots of button mashing it was hard to beat their collaborative action. But playing any of those games today reveals some big issues:

They were really hard. This is readily illustrated by all the cheats people use to beat these games on youtube and meant plenty of frustration for players when they inevitably ran out of quarters.

Lack of depth. Both in terms of the actual 3-button gameplay and the length of the games. With a steady stream of credits, the games only took 20-25 minutes to complete.

The big killer – The licenses they used were a huge draw but the games lacked any flavor besides the marquee above the cabinet.

Actual gameplay screenshot

Castle Crashers gameplay screenshot

Behemoth has updated the brawler recipe by adding their own brand of charm, humor and basic rpg elements. Crashers’ gameplay is marinated in the instant-gratification -action-style of the earlier brawlers and solves the three big issues that those games had.

Difficulty. Overall, crashers is not a quarter sucking endeavor and the addition of character stats helps players keep up with increasingly difficult enemies. By earning XP you can upgrade your 4 stats: armor, agility, strength and magic.

Depth. The basic 3-button gameplay has been upgraded to 4-buttons plus a magic modifier. This configuration allows for a slew of melee combos and magic attacks that give slaughter plenty of variety. For what could be a very repetitive game, crashers multi-hour campaign never feels like a rehash. Dozens of unlockable weapons, pets and eventually characters give this game plenty to stay addicted to.

owl poo

owl poo

Flavor. Crashers has been so endowed with video game flavor that I can’t help but think of games like No More Heroes or the old Lucas Arts properties. This is where castle crashers truly shines. Every detail seems lovingly intentional. In so much of the game, you feel completely in tune with the developers, whether they are fucking with you or making you laugh. Ridiculous bosses, catchy sound effects, hilarious moments, the perfect implementation of art and animation. It all amounts to one of the most cathartic and subsequently addictive video game experiences of this generation.

Castle Crashers hits Xbox Live August 27th @ 1200 MS Points.

Related Links:

Behemoth Store

Behemoth DevBlog

The cutest castle crashers pet? [you bet you'll need it]

August 16th, 2008. 3 comments... »

Expanding on Casual vs Core (part 1)

Last week, Geoff came over to play PS3. PS3 laughed at Geoff. So, we played Pixeljunk Monsters. This got Geoff thinking, this got me thinking.

What is it about a game that defines it as a casual game? Price? Distribution platform? Graphics? Budget? It seems like the current trend is to use a combination of these metrics to brand a games “casual”.

  • Geometry Wars 2 – $10 – CASUAL!
  • Lost Winds – Wii Ware – CASUAL!
  • Castle Crashers – Flash Graphics – CASUAL!
  • PixelJunk Monsters – Small Budget – CASUAL!

These methods of determining a games casual appeal are all bullshit. In actuality, none of these games are casual:

  • Geometry Wars 2 – Only twitch shooters need apply.
  • Lost Winds – Puzzle solvers and platforming gurus only.
  • Castle Crashers – Serious brawlers w/RPG love required.
  • PixelJunk Monsters – Intense strategy dancers wanted.

I’m proposing a new test for measuring a game’s casual appeal. It’s the readily available non-gamer girlfriend/fiance/wife test. After you’ve convinced said female to touch the controller you’ll know within five minutes whether your game is casual or not.

  • Geometry Wars 2 – Fuck no.
  • Lost Winds – Um, bwah?.
  • Castle Crashers – What? Where? When? Why? Bye.
  • PixelJunk Monsters – What’s on TV?
It's like solitaire

Geometry Wars 2 - It's like solitaire

Related Links:

Castle Crashers and Pixel Junk Monsters: The Future of Gaming Oh and Geometry Wars

August 16th, 2008. No comments... »

Yarr! Pirates (part 2)

Having access to PartnerNet (Xbox’s practice Xbox Live for developers) has its perks. Actually, it has only one perk — occasional access to full XBL Arcade games before they are released. Age of Booty is part of that perk. It’s a fun, simple game that puts you in control of a pirate ship and dares you to pillage towns, merchants and friends.

It looks a lot like that but instead of being on your computer, it’s on your TV. Pretty cool right? I think so. The gameplay is incredibly easy to get into but perfecting your strategy is challenging. Capturing islands and towns increases the players three resources (barrels, trees and gold) which in turn allow you to upgrade your ship or towns. There is a challenge mode which pits you against AI opponents and requires the player to really fine tune their strategy. Personally, I think the core of the game is multiplayer where it looks like up to 8 players can battle each other online. Age of Booty is great fun headed to PSN and XBLA.

Related Links:

Age of Booty: Halo Meets DOTA? 

August 16th, 2008. No comments... »

Yarrr! Piracy (part 1)

Video game piracy was a staple of my younger gaming days. I’m not sure if it started because of the IRC channels I spent my summers on (in?) or if it was just because I thought free shit was cool but I was a kid-pirate in the 90’s. Back then, piracy wasn’t easy; 56k, ftp, irc, newsgroups were the methods. It was a much different environment from today’s 500k/s torrents. And yet, for a young person, I think the reasons are still mostly the same: cash money. I was too young to have a job and parents couldn’t keep up with all the awesome games coming out. Piracy was always the third parent you could coax into getting you Tribes or whatever.

I miss tribes

I miss tribes. I have guilt.

Even until recently, I thought of piracy as a reasonable way of getting the new hotness. Today though, things are the polar opposite; I actually go out of my way to help support the games I enjoy. Finding out how to buy direct from the developer, buying developer paraphernalia and evangelizing the games that I love. This change may stem from multiple areas; I’m becoming a more responsible adult, I work in the games business feel some moral obligation or a simple realization that most games are crap and I need to help the amazing, creative developers. Whatever the reason, the result is that I now go above and beyond to show (my friends and the developers) my appreciation for the games that I love. Does this in anyway absolve me of my past sins? Does this give and take have any merit?

Related Links:

Genuine call for emails from pirates

Talking To ‘Pirates’

August 16th, 2008. No comments... »

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