Archive for June, 2007

It's iPhone day!

Hey watch this!

No, I’m not getting one. But gosh, are they cool! Thanks, Olde English!

There's a small problem with Enemy Chocolatier.

It’s not exactly a runaway feedback loop, but it’s close. As I explain in my Off the Grid review, players earn points in Cheapass Games’ Enemy Chocolatier by owning neighborhoods. Once a player is earning points, he does so every round, with no guaranteed way for other players to stop him. The points end up snowballing (especially as that player continues to purchase new properties as his points steadily increase), and often the game’s outcome is apparent two-to-three rounds before it actually ends. As much as I like the game, I have to admit that it’s not fun to know you’re going to lose. There are definitely ways to hack and tweak the gameplay, but I’ve been a bit too busy to think them up myself.

I’m in Georgia this week, no doubt lying out on a floating dock, dreaming about Scottypedia (which is now technically possible thanks to my awesome hosts!). In recent news, Bonnie was on national television, and I’m starting as a full-time Joystiq blogger next Monday. We’re also moving to the city, but that’s a whole ‘nother post.

On Diamond, Pearl, and the theoretical PokéMMO.

Pokémon Diamond and Pearl take everything I adored about the original Game Boy games… and keep it exactly the same. Same simple visual aesthetic; same synthesized battle cries; same basic battle system; same super-cute creatures and the motivation to “catch them all.”

Nothing’s changed in the latest franchise titles. Instead, more has been added on top of the already-perfect formula. Your pokemans can do more than just battle; they breed, dance, and compete in beauty competitions. The trading is made easier by local wireless connection, and the super-amazing Craigslist-esque Global Trading Station. You’re still out to catch all of them, but now there are more to catch. What’s most amazing, is that all these additions to the formula actually work. I love these games.

The logical next step for the series seems to be a massively multiplayer experience. A lot of people agree on this point. But how would a PokéMMO work? Here’s what I’m seeing:

  • The Lo-Fi MMO aesthetic. We don’t need high-poly-counts! Eschew complicated graphics for quick-loading, low-bandwidth, stylized simplicity, similar to the graphics already present in Pokémon games.
  • Turn-based battles. In an MMO? Well, yeah. Pokémon’s never been about who can click faster, so why change that now? We’ve limited ourselves to the standards set by WoW and those that preceded it for far too long. But how would turn-based battle work in a Massive game? Well, for starters…
  • Battles occur outside of normal game-space. Anytime a player enters a battle, that player is taken to a separate screen, outside of the overworld of the game. The player’s avatar remains in the game-space, but indicates that the player is in battle.
  • The first random-encounter MMO. Players walking in particular areas can randomly encounter wild Pokemon, and enter battles. Sensing a pattern here? A lot of these details keep PokéMMO in much the same realm as its single-player ancestors. If it isn’t broke, why fix it? And why go out of our way to make PokéMMO like every other Massive out there?
  • Entirely PVP. Every player in the PokéMMO world is a trainer. Players can talk to other trainers, and request battles in 1v1, or 2v2 flavor. Battles are necessary for leveling up pokemans, but players must all consent before fighting. Trainer battles, like all battles, occur outside of the game-space. The avatars of the trainers in battle indicate that those trainers are battling each other.
  • Players can watch other players battle. If two or more trainers are battling, other players can see their avatars in the overworld, and have the option to enter a spectator mode to watch the battle in progress. Spectating players can cheer for particular trainers in battles, and this encouragement can have an effect on the match.

Like the Pokémon games, the PokeMMO should practice a clear-cut delineation between the simple world of the characters, and the fantastic battles of the Pokémon. This has always been a conscious separation in the design of the Pokémon games. The simple, squat sprites give way to more stylized representations of both pocket monsters and trainers when a battle commences. This same division should be practiced in the MMO. It encourages players to use their imaginations, and Pokémon has always been about imagination.

The final element of a successful PokéMMO should be an open-endedness in the world and narrative design. “Make your own Pokémon adventure!” the box would say. Allow players to tell their own stories, develop their own teams of devoted Pokémon, and take on the world at their own pace.

Well, it’s a start, anyway. Any other ideas? Am I wrong about this being the first turn-based MMO? The first with random encounters? Am I wrong about everything?

I really like Give me the Brain!

Apparently my review was a little unclear on this point, but I find James Ernest’s Give me the Brain! to be a really fun card game, with a unique central mechanic that makes it feel like a non-digital version of rugby. With fast food. And zombies. It’s worth playing. You should play it.

I’m going to be rolling out a whole slew of reviews of Cheapass Games for Off the Grid, and I’m wondering if it might be prudent to implement a scoring system for my reviews. Part of me wants to create a simple “yes” or “no” system, referring to whether people should or shouldn’t bother to play the games. Another part of me really detests scoring systems, and wants to subvert the whole mess with a oblique scoring system that changes its vocabulary on a weekly basis.

At the moment, I’m leaning toward the latter. So I give Give me the Brain! 3 gold stars. Shaped like brains.


» photo from ravsitar on Flickr. Thanks!

In other news, I graduated.

So, that’s over. Good four years, though. Went in fancying myself a writer; came out fancying myself a game designer. In between, lots of missteps, parties, classes. Beautiful scenery. Bard really was a place to think. I did a lot of thinking there.

Next step? Summer in New York City. Try and find clever ways to publish non-digital games. Design more. Write more. Learn to cook.