Thursday, May 22, 2008

XNA Community Games and the Skinner Box - Rewards in Games

By now you've heard the news - the XNA Creators Club Online web site is back with the all-new Community Games Beta on Xbox LIVE. I'm proud to have contributed and prouder still to see that games are already coming in from dedicated creators.

I wanted to offer a perspective on why I think community games are important. It's not for the reason you think.

Let's get the obvious out of the way. There's been plenty of discussion about the Democratization of Video Games, and while I like the term and its implications, let's be honest: it's been difficult for the industry to justify so many "pipe owners" on the publishing side with Steam and other digital distribution networks barging in on the space...it was only a matter of time. Distribution isn't the part of the equation that's got me excited.

And, if you put your ear to the ground, you'll hear that everyone's talking Retro. The old new thing, the platformers, the puzzle games, the "casual" space - of course, we're conflating generations; mixing the old with the new. Retro is Casual, Casual is Retro, it's all cool and there'll be a lot more Atari 2600-themed bands playing at the Triangle in short order, I'm sure. That's great, but that's still not it.

I'm scratching these off my worksheet. We've all talked 'em to death. Digital distribution is the future, and Retro is a generational hiccup. As we grow and as we change as a culture, we're hungry for the same things, and community games is the key to getting them faster.

I'm talking about rewards.

Pipe Dreams and Plumbers
If you remember the old days of gaming, you'll find your own examples of games that are timeless. Play them today and they'll appeal. They'll challenge you, they'll enchant you, and considering that they were probably made before you were two feet tall, it's not on account of the graphics.

It's not the quality of the visual or audio elements that defines a game's lasting value to a gamer. Remember - games differentiate themselves from movies and music not just by rolling them together, but by being responsive to user input choices.

In the simplest (some would say Skinnerian) analysis, that it beeps when you press the button is more important than what the beep sounds like.

The beep, the explosion, the squashing the bad guy when you stomp on his head is reward, it is interaction. These moments are what we dream about when we dream about making games that appeal. We are in the business of creating reward experiences, from the simplest user interface rollover graphics to the most elaborate explosion effects.

It is less an academic science in the fields of both the what (a sound? a graphic? a controller jiggle?) of the rewards and the when of the rewards (when the player jumps? when they get a hundred coins? when they build a skyscraper?), than it is an experiential exercise - a trial-and-error usability study of the messiest, most disorganized order.

Why? Because games are fantasy. Any one element that ultimately contributes to a game being a rewarding experience runs the risk of sounding silly on its own.

Let's listen in on an early, one-sided conversation about a popular video game.

...Jerry, Jerry, just hang on and listen. No, don't put it on speakerphone, that makes me feel like you're laughing at me.

...So I got a game idea.

...So there's this guy, alright, he's a plumber...what? No, what does it matter who he works for? The Italians, okay?

...I know you don't know how to speak Italian, Jerry. It doesn't matter. Anyway. Anyway. He hits bricks.

...What? No, they're not on the ground, they're in the air.

...Floating.

...Yes, they float.

...I don't know, about twelve, fifteen feet up, they're pretty up there.

...No, he hits them with his fist.

...No, I don't know if that would hurt. Probably, Jerry.

...Yes, he can jump fifteen feet!

...No, no rocket boots or anything.

...No, the bricks, they - kind of bounce. Like they were made of rubber.

...No, they're real bricks.

...No, they just act like rubber, Jerry.

...Who cares how much that'd cost in real life, Jerry, they're not real, it's a video game, don't you remember?

...No, no, no, see, if he's big, then they don't act like rubber, they break apart.

...Well, he - uh - has to eat a mushroom.

...A mushroom.

...A MUSHROOM, JERRY!

...No, I don't know what kind of mushroom. A magic one, alright?

...Yes, magic out the ying-yang.

...No, look, see, if he eats the mushroom, then he gets bigger!

...Bigger.

...Yep, ten feet tall.

...I don't know, about four-hundred pounds?

...Look, Jerry, I don't know how much lasagna he'd have to eat. That's so racist I don't even want to talk about that. Look. You just have your art guys draft the little Italian man and the bricks and the mushroom.

...Yes, you can call him Mario.

...And remember, he needs to jump in the air and hit the rubber bricks until he grows ten feet tall when he eats the mushroom and then he can break the bricks, okay? You got all that?

...Yeah? Good. Oh. Wait. Unless he eats the flower. Then he can throw fireballs.

...

...Hello? Jerry? Hello?

So, barring that, I have no doubt that some very capable designers can visualize these interactions abstractly, no matter how externally silly. They can weave the web before they lay in one line of code.

But I have even less doubt that we all have the capacity to create these interactions through experience. Through playing around, through quick code and easy prototyping, we can all tap into the feelings we have when playing the games we like. We can identify them, mimic them, and help them evolve into great gameplay that keeps us coming back. We don't have to dream them - we can create them.

New School, Old School
Some of the best designers of the "old days" (and I'm looking at you, Sid Meier), were programmers. They visualized and moved into prototype as quickly as possible, to pour the foundations of their games and each reward system into an experimental mold to play with - to bring it out of the mind and into the world where it could be poked, prodded, and revised.

Big teams with lofty designers have, I think, lost much of that connection, and experimentation costs valuable dev time. First or second-round gameplay tweaks are lumped into horrendously-short "fit n' finish" milestones. The result is little to no experiential reward tuning, no prototyping, no tactile assurance that the game is going to be "sticky" to that spot in the brain that all the great games continue to ping unfailingly.

Community games, by placing prototyping power into the hands of smaller teams, even single, independent individuals, brings the inventor/craftsman mentality of game development back from oversized teams, and the experimentation and reward designs that will be forged by these new, agile developers will, I believe, stand the scrutiny of not only the seasoned early gamers, but the brand-new generation of gamers. The mobile gamers, the Xbox 360 gamers, the cinematic gamers.

Sure, they'll look weird. Yes, they'll be simple at times. But the gamers of yesterday, today, and even tomorrow won't have to call them "Retro". They won't have to call them "Casual". They won't have to call them anything.

They'll pick them up. They'll play them. And because the games reward the players, because the creators could be close to their game, to tweak it, to get it just right, those same gamers won't be able to put them down.

They'll be hooked, and those games that get it right, no matter how small, will live forever.

It's a great time to be a creator.

Games in order: Cannon Fodder, Armor Alley, Airborne Ranger, Inner Space
Graphics courtesy: fabricoffolly.com, abandonia.com, sdispace.com, lemonamiga.com

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Tuesday, December 11, 2007

XNA European Tour 2007: Videos from Belgium and Finland Available

To those that didn't get a chance to attend the XNA Game Studio European Tour, never fear. Our partners around Europe are finalizing and uploading the recorded sessions so you can view them and learn all about XNA as if you were right there.

I'm proud to announce two such sessions are now available for you to view; the first comes from our partners in Belgium, the second from our partners in Finland.

Belgium

The Belgium sessions are available in Silverlight format only, and require a few clicks to subscribe to MSDN Chopsticks.

Democratization of Game Development - Dave Mitchell
Build a Game in 60 Minutes - Charles Cox
XNA 2.0 Deep Dive - Charles Cox
Future View and Call to Action - Luc Van de Velde
Benelux Game Initiative - Tommy Goffin

Finland

The Finland sessions are all available in non-Silverlight format, however: the coding sessions are available in a Silverlight-enhanced format that seperates out the code and the speaker (that's me). I highly recommend the Silverlight version.

Democratization of Game Development - Dave Mitchell
Making Games for a Living - Jyri 'Jay' Ranki
Build a Game in 60 Minutes - Charles Cox - Watch in Silverlight!
XNA 2.0 Deep Dive - Charles Cox - Watch in Silverlight!


Enjoy, and I'll be bringing you more as they arrive!

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Monday, November 12, 2007

Updated: Charles Cox at Microsoft XNA Game Studio European Tour 2007

UPDATED: Final tour links posted (Ireland is sold out!)



Well, I suppose if you see it on the web, it must be true - I'm headed to Europe for a couple of weeks as part of the Microsoft XNA Game Studio European Tour 2007.

While there, I'll be presenting information on the newest version of XNA Game Studio, and doing that trick where I put together a game in an hour.

Here are the dates, locations, and sign-up links (if you're the international type):

November 26th - Dublin, Ireland (SOLD OUT) link

November 27th - Vienna, Austria link

November 28th - Milan, Italy link

November 29th - Mechelen, Belgium link

November 30th - Stockholm, Sweden (At the Swedish Game Awards) link

December 03rd - Helsinki, Finland link

December 04th - Copenhagen, Denmark link


We're looking at nearly twenty seperate presentation sessions, a couple thousand people, constant travel and questionable (read: negligible) amounts of sleep. I'm sensing a lot of macaroni and cheese. If you're in the area and get a shot of me looking like a half-dead raccoon, just remember that it's for a good cause.

I'll be posting what I can, from where I can, when I can. That may be never. Wish me fair tailwinds and benevolent Wi-Fi.

See you on the road!

Flags by markfennell.com.

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Saturday, December 09, 2006

The Vanity Gaming Experience: Your Face in Rainbow Six Vegas

Vanity gaming is nothing new. The concept of putting "you" in the game is as old as Ouija - which is more like putting "your dead uncle" in the game...and when I say game, I mean horrible screaming as the game board levitates, spins, and cuts somebody's head off.

Thank God for technology; we no longer have to rely on the deceased to supply our nightly entertainment. But ever since the days of the Atari 2600, when people struggled to make out squiggly lines and chunky pixels in search of the beauty of the human form - in such classics as Custer's Revenge - there's been a never-ending chorus that, to my mind, was screaming "opportunity"! Or maybe it was "go get your dad another beer", that's a popular one.

We're talking about the opportunity of seeing yourself as a character in a video game. We've gotten a huge wake-up call in the gaming business with the advent and subsequent mega-popularity of MMORPGs (you know, those online things with the gold and monsters and Leroy Jenkins, I'm not gonna spell it out); people want to create online versions of themselves. Superheroes, mythical figures, Janet Reno - whatever, they've got your fix.

But something's been missing. While you can strap on as much armor and buy as many daggers and swords and Potions of Your Mom's Basement as you want, that character will never truly represent you in the game - until they have your face.

Putting faces on characters has always been a dicey proposition, even with professional models. Remember the pain we all went through looking at Sean Bean's ugly mug in Goldeneye for the N64. It looked like Prince Charles' 11th grade yearbook photo pasted on a grapefruit. The technology just wasn't there to make it work right.

But with the release of the Xbox Live Vision camera and the new Rainbow Six: Vegas game for the Xbox 360, the possibility now exists to allow you to create your own multiplayer game character using your own face. Unlike the Sean Bean School of Face Mapping we saw several years ago, which just maps face detail onto generic three-dimensional face shapes, the system that creates the face in Vegas actually uses the contours it identifies in your face to mold the three-dimensional mesh that your face details are mapped onto. Bottom line - it got my nose right. That's impressive.

Still, I have my skepticism: as anyone in the industry can tell you, the history of this enterprise in general has been - less than inspiring. And I have to say, the current incarnation of the thing - and maybe just the principle of the thing itself - has been vaguely creepy.

I mean, you can't put your finger on it, but even if your character isn't getting mangled or hacked up - they could be just picking flowers and making shroom tea, whatever - it's very strange to see the bits of yourself you don't normally see, in anything that resembles a human form, doing human things.

And as it turns out, the individual who is being represented isn't the only one that's weirded out by it. Two members of my own squad were killed by snipers while staring at my digital mug. Later, to massage their wounded egos, they blamed me, and I quote: "Your face got us killed."

Your face got us killed. You know, if I was a younger man, that might be kind of traumatic.

Still, I hold high hopes for this technology, even if for the next several years it occupies a "gee-whiz" sector of gaming technology. We've broken the first ground by including this technology in a retail-available game. And to be fair, the version that ships in Vegas is the most impressive demo of this technology I've seen yet.


I just wish it hadn't given me a bald spot.

See the Pics

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Monday, November 27, 2006

Resetting VGA Resolution and Screen Format on Xbox 360 Blind (Without Video Output)

If you ever have to reset the display resolution/aspect ratio settings on an Xbox 360, and only have a VGA cable and monitor to do it with, you may find yourself in a bit of a quandary, as the monitor may not display the Xbox 360 menu, making it very difficult indeed to reset the display settings!

Never fear. Here's the sequence of controller presses to reset the VGA settings to standard aspect ratio, 640 x 480, which should work on almost any monitor. You will want sound for this, it will make things easier.

Once the Xbox 360 boots up:



  • HOLD D-Pad RIGHT until blade selection sounds stop, or 3 seconds (You are now at System Blade)

  • HOLD D-Pad UP until menu selection sounds stop, or 3 seconds

  • PRESS A (You are now in Console Settings)

  • HOLD D-Pad UP until menu selection sounds stop, or 3 seconds

  • PRESS A (You are now in Display)

  • HOLD D-Pad DOWN until menu selection sounds stop, or 3 seconds

  • PRESS A (You are now in Screen Format - If you get a "bonk" sound, skip next 2 steps)

  • HOLD D-Pad UP until menu selection sounds stop, or 3 seconds

  • PRESS A (You have just selected NORMAL Screen Format and have returned to Display)

  • HOLD D-Pad UP until menu selection sounds stop, or 3 seconds

  • PRESS A (You are now in Screen Resolution)

  • HOLD D-Pad UP until menu selection sounds stop, or 3 seconds

  • PRESS A (You have just selected 640 x 480)


You should now see the screen. Proceed to set your display settings as normal.

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