Saturday, February 21, 2009

Juicy Updates Cometh

I've got some juicy history that I need to chronicle here because I have some updates regarding both Gamers Of Action and the Community Flash Card project.

First off, I'd like to thank David and Sophia for joining the Gamers Of Action cause and working with Kat and I on Gamers Of Action and the Community Flash Card project. I know their game, sociology, non-profit and critical thinking skills will definitely be huge asset and will definitely be tapped (you've been forewarned ^_^ ).

In terms of game progress, I've created the basic gameplay and flow and just hooked up the game to the GamerOfAction database so we have some user authentication. A lot more still has to be done in terms of further database stat tracking, but I don't anticipate that will be too hard since I've already got the connection established. David has volunteered to help with the art asset generation because I suck at that kinda stuff, hurray for programmer art! I figure that while David is learning Flash CS4, I can continue working on the nuts and bolts of the game so once he's done I can just integrate the art and we'll be good to go.

Things are progressing nicely, although we still need to come up with a real name. I'm leaning toward either Wiki-Flash or Wiki-Flashcards, since the "Wiki" word already has the web 2.0/community connotation and seems like a good fit to the spirit of our game.

Monday, January 26, 2009

Still need a title, damn I didn't think it would be this hard

So as the title suggests, we're still trying to figure out a good title for the Community Flash Card game project. The game tech itself is proceeding very nicely, I've got the majority of the game engine tech working already, but I still need to look into the database integration to handle user logins, but I digress.

So here's some of the ideas that Kat and I came up with, but none of them seem to have that special something. Ultimately the name needs to convey a few things, 1) that the game is a flash card/quiz game, 2) that the game is aimed at socially conscious players and 3) that the game involves a community aspect because fellow players provide the questions.

Here's some of the rejects (that maybe become the real title if we can't come up with something better ~_~)
1) Community Flash Cards
2) Flash Card Nation
3) Flash Card Community
4) Com-U-Flash
5) Wiki-Flash
6) Flash Card Society
7) Flash Card Colony

Saturday, January 17, 2009

Top Secret Totally Revolutionary Socially Conscious Game Project FTW

So I've finally figured out what I'm going to do for my Top Secret Totally Revolutionary Socially Conscious (TSTRSC) game.

Are you ready to have your mind freaking blown?

Drum roll please.....................................................

Community Flash Cards with weekly prizes (actual title pending)

Here's the high level concept
A new "pack" of 40 Flash cards are released every week and players attempt to memorize as many questions and answers as they can. At the end of the week, 20 questions are randomly selected from the pack of the weeks Flash cards and players play a trivia game. The player that is able to answer the most questions correctly in the fastest time will win a prize, hopefully donated by sponsors or fellow players :).

What makes this game a community game is that the pack of flash cards is actually created from questions and answers provided by fellow players because the "entry fee" of playing the weekly trivia game is that you submit a question/answer for the next weeks flash card pack.

Since I want the game to be a have a positive socially conscious angle, I'll have to come up with some guidelines for the questions and answers so that players are encouraged to submit facts that they want other players to also learn.

Ultimately the point of the game is to get players to teach each other about socially conscious issues important to themselves.

Since the game concept is fairly straightforward, I'm thinking of developing the game for multiple platforms including
1) Web - Flash
2) IPhone/IPod Touch
3) G1 Phone on Android OS

Since I'm already using Flash at work, I'll probably create the main game code in Flash and then port it over once I'm done with the initial prototype.

I'm thinking the Flash version should only take about a month. My main concern is the user management system since I'll have to set up a database to keep track of members.

I'll post a more specific design later, but for now I just wanted to do a brain dump to get my ideas down on paper, so to speak.

Look for more in details in the future and please let me know if you have any suggestions for the design and game name since Community Flash Cards doesn't have much zing to it.

Giving up games...at least for two weeks

Although I'd never think I'd have to utter such a deplorable phrase, I've finally been forced to say "I'm giving up all video games for two weeks!"

After finally finishing Persona 4 which topped off at about 90 hours (frigg'n awesome game by the way), I decided to give up gaming for two weeks so I could focus my free time on my other goals mainly working on Gamers Of Action and working on a top secret totally revolutionary socially conscious game project.

Well I lied about the "totally revolutionary" part because I'm still don't have a solid game concept or design for now although I'm kicking around a few ideas that I would like to tackle.

The real question that needs to be answered though is what do I do about my gaming addiction at the end next week ( I've already been game free for 1 whole week :( ). Do I continue practicing game abstinence or do I just go back to my old habits? Ultimately I think I'll just have to decide to give up gaming on certain days of the week to force myself to get other productive things done.

Man I have to make the "Guilt Be Gone" game that has the magical ability of assuaging my guilt about gaming. It could be a game that helps you rationalize why you play video games and how they better your life and a good use of your time. Hmm now that I think about it, it sounds like the whole rationalization angle is already handled by the mainstream gaming press.

Speaking of the mainstream gaming press, check out Brian Rubinow's blog "The Select Button" for a very eloquent on going critique and reflection on the state of videogame journalism.

The Select Button blog is definitely one to watch as Brian's vision for videogame journalism and the gaming industry in general run parallel to my own goals and dreams for the industry and its gamers.

Saturday, November 22, 2008

Hurricane Katrina: Tempest in Crescent City Review



Created by Global Kids youth leaders at Canarsie High School in Brooklyn, Hurricane Katrina: Tempest in Crescent City is a side scrolling game that focuses on the heroism of a young girl named Vivica Water during the flooding caused by Hurricane Katrina in 2005. Although the Vivica's heroic rescue efforts are only played out in her dreams, the situations she and her neighbors overcame were definitely real.

According to Tempest's website, the three main goals for the game were
1) Teach players about how everyday residents of New Orleans acted heroically to help each other.
2) Emphasize what are perhaps the two most important priorities in any disaster: communication and use of local resources, needs, and knowledge.
3) Draw attention to the continuing struggle in New Orleans as residents fight for housing in 2008.

Tempest did a good job at 1) and 2), highlighting how many residents helped each other during the rescue efforts by sharing food, shelter, medicine, tools and hope. I appreciate the game's positive portrayal of the survival efforts during the disaster because at the time it seemed like all the mainstream press wanted to focus on stories of "looting", "pillaging", "general chaos" perputrated by people of color. Although Tempest was created in 2007 after the Katrina converage had ended, I believe the positive portrayal of all Louisiana citizens both white and people of color sends a subtle, yet very powerful message to players that everyone can be a hero.

Unfortunately in terms of 3), the focus on the continuing struggle for housing, I didn't get the sense that the game raised that issue other than the fact that Vivica is not living back home in Louisiana even one year after being evacuated. A whole new game to focus on the contining struggle for housing and infrastructure could be useful because it's a multifaceted issue facing many communities both in the US and internationally.

General Critique Disclaimer: I understand that the socially conscious games that I'm reviewing are independently developed usually with very limited manpower and funding. I also understand that these games have been created with a target audience in mind (which usually doesn't include hard core gamers). The critiques that I make are not intended to be jabs at the game designers and developers because I respect the time, effort and heart that went in to creating their game. However I believe that providing feedback is a good way for both game developers and the game community as a whole to learn what improvements can be made in future projects.

Now with that out of the way, let's get down to reviewing.



Gameplay
Gameplay consist of standard side scrolling elements such as running, jumping, swimming, collecting and delivering items and interacting with NPCs. Since the game only consist of 5 levels and can be beaten in about 10 minutes, the gameplay remains fresh with the first level focusing on jumping and ducking and the remaining levels focused on running, jumping and swimming. For a 10 minute game, I was pretty impressed with the variety in Vivica's move set because many similar sized games only have a run and jump gameplay.

Sound
Each level has a different background beat with a similar unifying theme. A small set of sound FX covers all of Vivica's moves as well as environment interactions like smashing roofs, opening doors, taking damage from sharp debris, etc.

Controls
Controls are intuitive and should be familiar to anyone who has ever played any post-Mario Bros era side scrolling platformers. As a gamer who was raised in the console style of using my left hand to control player movement, it would have been cool to have the option of using the WASD keys first person shooter style.

Social Conscious Content
The socially conscious aspects of the Tempest are much more subtle than other games like Molleindustria's McDonald's Videogame, but are powerful none the less because they come across so naturally. Here's what I observed.
1) The main character Vivica is a young African American female - These three facts are important because they break with video game convention which primarily features main characters who are male, either racially white or Asian and range between 18 to 30 years old.

2) The game's story involves child's dream of finding her mother who in reality is most likely dead. Most games, especially those targeted at a younger audience usually don't cover serious issues such as mortality and parental separation or death. Although the game never explicitly mentions whether Vivica's mother is alive, I would assume that since Vivica hasn't heard from her mother even after a year, Vivica's mother didn't survive. I commend Tempest for raising such a mature issue.

3) There is no mention of Vivica's other parental figure, which I would assume either means he or she passed away or was not a part of Vivica's life either by choice or not. I'm not sure if it was intentional or not, but I am glad that the game touches upon the point that single parent households are becoming more common place.

4) In the last level, I found it impossible to save all the residents in trouble becase I ran out of daylight. I'm not sure if this was intentional or perhaps I just wasn't good enough to time every thing correctly. I interpretted the failure to save everyone in the last level as a statement about the futility of trying to save every person in need even if you do everything perfectly and try your hardest. The thought of having to leave people behind in order to save yourself and others is an unfortunate and disturbing concept, but I think it touches on the grim reality that decisions made in diaster and life or death situations have very serious outcomes some unavoidable.

Overall
Hurricane Katrina: Tempest in Crescent City is a solid, yet short side scrolling platformer that will appeal to a younger audience with its bright graphics, intuitive controls, young herione and message of youth empowerment, community heroism and diaster preparedness. More experienced gamers will have no problem finishing the game in under 10 minutes or may tire of the simple gameplay before completing the five levels, but all gamers will walk away with a better understanding of the situtation many faced in 2005 and are continuing to face in the aftermath Hurricane Katrina. In terms of socially conscious content, Tempest touches upon several serious and mature issues that are important to players of all ages and to people of all cultures.

Wednesday, November 19, 2008

MacGyver "The Game"

Wouldn't that be pretty freaking bad ass. I'm envisioning it as a puzzle adventure game where you're put into situations where you have to figure out how to make useful contraptions out of seemingly random stuff. The Monkey Island series was pretty good about using seemingly random items, but it would be cool to inject some real life physics and science into the mix. Obviously the laws of physics and science would have to be bent a little (or a lot), but it would be cool to give the players information on what principles of physics, chemistry and engineering are working behind the scenes. I guess for a science head like myself, I would love to hear explanations about the chemical reactions being used when Macgyver creates his taco shell pen rocket launcher.

Tuesday, November 18, 2008

Financial Advisor Game for Gamers

I just met with a college friend today who's a financial adviser and he really gave me some important reminders about what things to start considering for my financial future. I think this information would be really useful to pack into a video game that was able to show users the effects of their decisions.

It could be a virtual human game similar to the Sims except that when certain events happen the virtual humans would be confronted with the same decisions and outcomes that we'll probably encounter in real life. As an example situation, your human could receive a huge inheritance from a recently deceased family member like mom or dad, but instead of just wallowing in the money, you would have to figure out how to pay the inheritance taxes, most likely requiring you to sell off a bunch of your stuff immediate or take out a loan while the paper work is taken care of.

The game sounds dry, but I think that many of the situations can be presented in an entertaining way because the game itself doesn't have to be about finances, it can just present financial facts that could come up in certain common events like character death, housing purchases, amassing large amounts of money, marriage and having kids.