Category Archives: From The Cloud

Other work…

There is a reason for lack of posting here and that is this site – www.sebastianbularca.com. And of course, also the fact that we are working with Simbin for GTR 3 and other small projects.

Since I haven’t had much activity as game designer, except for a few personal drafts, I have nothing to write about for the moment. I could write something about being a producer, but since I am still in the initial part of the learning curve, I can’t say anything of value. I am sure in time I’ll be able to recount some of the new experiences I’ve had here.

I have also discovered in the meantime that I am not the best tester around. It seems that something about this particular job does not work with my current skill set. I am doing all I can to become better at it, since it is necessary, but I do not feel very confident that I will manage to evolve too much.

As for the rest, our Swedish experience is great and we just can’t get enough.


A new beginning

We dropped our original game idea because it turned out it is too complicated. And because of a story I told, which resonated with the team and sparked ideas. But, as all projects go, when and idea is born and debated in a team of 4, it always, ALWAYS grows too much and becomes too entangled. This is what happened again, but clearly our previous experience was not a failure, because we acted more responsively, slept on it, argued a few times, slept on that as well, and found a way to bring this new game to life. We found a way that connects all elements naturally and provides sense, progression and meaning to the game.

Right now, the team is in full production mode and we’re all busy bees. We even gained a new team member, an artist of EXPOSÉ fame who I am sure will bring our little project to new heights. We’re forging designs, conceptualizing mechanics, planning stories, dreaming – all of it while we’re trying to build a prototype and the first bits of art.

As a team, we started to discuss making an indie game together at the beginning of May. Now, a little less than two months after, I’ve learned this:

- there’s nothing harder than to put the basis of forging a really good team

- the only thing harder than truly starting a team is to maintain the confidence, the trust, the vision. This is perhaps the most challenging job we all share completely

- a good team acts like this: when one falls, the others pick him/ her up. One will always wall to some degree at any given time of the project, most of the times not due to project-related issues. But this is good, as long as the others are there to help.

- ideas really are a dime  a dozen, but 99% of them don’t fit in something which actually needs to be done in a decent timeframe

- everybody’s different and one word can mean a thing to me and a different thing to you; so it’s crucial to ensure that everybody is on the same page

- what is not written, does not exist

- what is written and not understood by the others, does not exist

- there is a very thin line between ownership and ego. Game creators must always own their stuff and defend it fiercely, but never be selfish and opaque, ever

- there are plenty of tools to express an idea, so you can always surprise yourself and others by truly trying to get the good stuff out of your head and lay it on the table

- ideas can look great in your head and yet suck when are placed on paper. This is a wonderful idea survivability test

- no coder will ever fully understand normal people’s talk :) This usually triggers many great things

Back to work now. If this goes well, in September we should have at least as good a morale as we have now.

L


Practicing Balance, part 1


The Theory

Now…

…the problem is that one of the most required qualities of a designer is the understanding of the concept of EQUILIBRIUM/BALANCE, not only in games, but in life. This is one thing that is really hard to get. This is why some people with extremely good logic can fail miserably at being game designers. Because balance means everything around us. There are exceptions, but usually the best conceptual game designers are those people who are extremely open minded, up to obsesion, which helps them see more things and understand more complex and even apparently highly abstract systems, with no theoretical logic of their own.  They can see how things fall into place around them, without even thinking of it. On the other side, they can make terrible, terrible mistakes, because of their inherited self-confidence.
Balancing sometimes can be dependent on things eluding even the most accomplished and experienced people in this field. Things can be so complicated that you mind will just hang on anything to create a understandable balance, and not wait to discover it.

 

To jump on the main subject…

…for example, the problem of the automation. How many things you can automate in a game. Should I let you gather things, or should I let give you the possibility of creating a system that will make gathering an automate process. Should I force this automatic gathering system to require from player to create additional systems to control it efficiently, or should I make it as efficient as it can be and just give it to the player to use it. Would this be a game/fun breaker or no?

I am writing this since me and Silverbolt were discussing about him programing a Minecraft mod, which would give you a box that will gather things that fall on the ground near the box. As you know, Minecraft is quite a rudimentary world where you use very, lets say, archaic methods of doing things. For example, the most complicated thing is a Cake, which is made out of many ingredients. On the other hand by mining and using redstone (working as a conducting wire), a stick and a block you can make a diode. Having a diode, you can build a ALU, basic logical unit and, even a simple computer using only blocks and redstone. Incredible, but true. The concept is quite revolutionary.


Continue reading


About Winning

What do you win in Minecraft though? You pass the night? Or maybe is the fact that you gain respect in my small community of geeks?! Hard to say.

Win’ is a loaded term. It seems of the past, about bullying and other gloating behaviour. To say that games are all about winning seems to detract from their potential as an art and their role as a medium for grown-ups. This is unfortunate, because I think no game design really functions well without incorporating winning.

Read the rest of the article on whatgamesare.com.


Bill Roper about Hellgate London

[In this extensive interview conducted at GDC China, Bill Roper, former developer of Hellgate: London, sifts through the aftermath of that doomed project and reflects on mistakes made, community reaction, and how decisions get made in games.]

Hellgate: London was one of the most anticipated and then, soon after its release, one of the most reviled games of the past decade. At the time Flagship Studios was founded, it seemed that nothing could go wrong.


To be honest, I can’t really see where is he talking about making the game fun. I can only see things about how was the project planned and how did the gamers managed to destroy a decent game because it was made by “awsome” people. I hate to see this getting into his private life, but when you go public, well, you will have to stay public all the way.
Read the rest of the interview on Gamasutra.