Archive for the 'Design' Category

20
May
10

Stress Free for You and Me

Halo: Reach

If you know me at all, you know I can be a pretty busy guy, even to the point where I seem to “fall off the grid” here and there.  I juggle a full time job, full time loads of upper-tier classes (even summer semester this year!), and a whole awesome menagerie of friends.  I also pass out a lot!  The number of hours I get to put into video games is reduced compared what I used to be able to pull off maybe a year or two ago, but even then, I think I might still play too much.

At any rate, here’s the story: it’s Wednesday, May 19th, 2010.  I worked a hard 9 hour shift that morning, and after a short nap I’ve batted down the hatches for several hours straight on homework and studying for upcoming exams in multiple courses.  On a whim, I decide to shut it all down and end the night with a few hours of games.  I turn on the TV and my 360 and I sit down, ready to roll.  I’ve been juggling several games at once lately, so I have a good selection to choose from for the night.  The top three: own the countryside in Red Dead Redemption, find some more clues for the case in Deadly Premonition, or jump into the very last opportunity to take up arms in the Halo: Reach beta, as the 19th would be the last day the beta would be active.  The deciding factors I use to choose what game I want to play vary here and there, but there’s an overriding, persistent factor that seems to take over lately: stress relief.

Continue reading ‘Stress Free for You and Me’

30
Mar
10

Probably a brief thought on probability

Civilization: Revolution

Sid Meier and Rob Pardo of Blizzard gave a couple of talks recently at GDC 2010,  and they inadvertently talked about similar things; fudging the math away from “truthful” math under the nose of the player, usually to the player’s advantage.  Meier, for example, reported frustrations in playtests when players lost fights where the game had given them a 50:50 chance to succeed, and even more so when they lost consecutively.  Mathematically, it’s a completely reasonable scenario but that didn’t matter to the beaten and battered player.  They decided to fudge the math that actually increased chances of success after failures above and beyond what the statistics would report (the player’s unit strength vs. their opponent’s).  Players responded well, and now the game launched with that system in place.

The debate here is that fudging the math like that seems to be undercutting the strengths of gaming to pushing players’ abilities and thought process to higher levels than before the challenge is presented and their experience has stagnated for it.  Jaron linked a good overview of that argument on the Game Design Advance blog here.  The points being made there are valid and I don’t disagree with them at all.  A good game, like a good book or a good movie, isn’t afraid to keep shoving you towards its own intentions, no matter how uncomfortable you might get, until you start to learn, grow, and better yourself through its obstacles (or stories or messages or whatever).

Continue reading ‘Probably a brief thought on probability’




intro

My name is Anthony Munar, a computer programmer in Utah. I also play a bunch of video games every now and then. I talk and think a lot about them, but I never really solidify those thoughts anywhere, and writing is something I like doing, so I thought I'd do it right here. I don't intend to be high-and-mighty authoritative about what I say and I don't really have any sort of standing in the games industry. This is just for me to muse about games when I want to.

Naming a blog these days was harder than I thought. In calculus, the inflection point on a curve is where its concavity changes between upwards and down. So, maybe, the inflection pixel is the pixel which represents something that turns my opinion around on a game, like the pixels representing a beam cannon firing in FreeSpace 2, the pixels representing a flying car wreck in Burnout, or the pixels representing my own sentry gun holding off an army in Team Fortress 2.

Using the word 'pixel' in naming something game-related seems clichéd, so sorry about that.

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