Blog of Scott Brodie

2.03.2010

Truth in Game Design on Gamasutra

I have been working on an article called Truth in Game Design, and it was featured today on Gamasutra. I'd love to hear what you think.

http://www.gamasutra.com/view/feature/4263/truth_in_game_design.php

-Scott

1.29.2010

XBLA Games Announced

I don't often discuss my work projects here, but I thought I'd pass along a few links to some of the games I'm working on that have been recently announced.

Scrap Metal
Scrap Metal is an awesome top-down combat/racing game I produced in partnership with Slick Entertainment (N+ guys). I just returned from a trip to Las Vegas where I represented the game at CES.



Links:
Game Website: http://www.scrapmetalgame.com/
Kotaku: Scrap Metal Hands-On: Calling All Twisted Metal Fans

Lazy Raiders
Lazy Raiders is a Action Puzzler made in partnership with Sarbakan Game Studios. The game has an innovative mechanic where the player rotates and flips the world in order to help the main character navigate towards hidden treasures. It is in someways reminiscent of my IGF student showcase game, Ballistic, so it was fun to take what I learned from that project and help Sarbakan make a polished and fun title for XBLA.


Links:
Game Website: http://www.lazyraiders.com/

10.25.2009

Music of The Beggar by Jack de Quidt

After releasing The Beggar, I was floored by a piece of mail I received from a talented musician and avid game player named Jack de Quidt. Jack was inspired enough by the game to author some alternate music, and I think it's fantastic.

When I put the original music together for The Beggar, I made a decision to keep the first half of the game devoid of music, so as to offer a contrast to the up-beat music that emanates from the castle area (representative of the difference in wealth core to the game's theme). While I am happy with the current implementation given my limited musical background, Jack's version shows what is possible when you let a trained ear interpret a mood. If you have any need for original music in your indie project, I would highly recommend contacting Jack at jack.dequidt+AT+googlemail.com or on twitter at twitter.com/jackdequidt!

For your listening pleasure, I have made Jack's version, as well as the "Castle Theme" that can be found in the game, available for download:

Download: Jack De Quidt - "The Beggar"

Download: Scott Brodie - "Castle Theme"

8.03.2009

The Beggar Coverage

I am humbled by the positive response to The Beggar, which was released this past week. It's great to see that players and reviewers alike are discussing the themes, and sharing their experiences playing. Here are a few of my favorite write-ups. I highly recommend checking out the comment sections of each as well:

Jay Is Games (Kyle E. Moore) - http://jayisgames.com/archives/2009/07/the_beggar.php

IndieGames.com/blog (Michael Rose) - http://www.indiegames.com/blog/2009/07/browser_game_pick_the_beggar_s.html

Fly Trap Games (Edwin) - http://www.flytrapgames.com/2009/07/30/political-sim-portrays-life-on-the-streets/

Rock Paper Shotgun (Alec Meer) - http://www.rockpapershotgun.com/2009/07/31/gaming-for-change-the-beggar/

I'd also like to take a moment to thank a few people who gave me critical inspiration and feedback while developing The Beggar. Thank you to Daniel Cook, J Epps, Jason Rohrer, Brandon Furtwangler, Brian Murphy, and my lovely wife/seagull artist, Kate :). I don't know if I could have pushed through and finished without your support.

7.27.2009

The Beggar Released

I've just released my new game The Beggar. While I have a lot to say about the game and what it is exploring, I'd like the game to speak for itself for now. I hope you enjoy it and take some time to consider what your choices have meant. (The Shockwave plugin can be a pain, so if you are having trouble simply grab the download version)

I'd absolutely love to hear your comments about your experience playing, and I've tried to make it as easy as possible for you to do that. You can provide feedback directly on the game's comment page, use the "Post Stats to Twitter" function available on the end game screen, send a message to @brodiegames on twitter, or if all else fails, just drop me a note at scott+AT+brodiegames+DOT+com.

UPDATE: new version (0.91) with some minor tweaks and bug fixes now available.

5.18.2009

Preview: The Beggar


I've been working diligently on my weekends on a new web/downloadable game. By its form and goals you might call it indie, casual, or even "art game." I don't know if those labels are appropriate, but I'm excited to finally be able to share it with you soon nonetheless. I'm calling it The Beggar, and I'll be releasing it free sometime next month. More details coming soon.

3.17.2009

Emotion Study #1: Trust

Why trust for my first study? The simple answer is that I've had the chance to think a lot about how trust can be explored in games because it is a central part of the play of Aegis Wing, my first title released on Xbox LIVE Arcade.

Definition
Trust: a. the trait of believing in the honesty and reliability of others; "the experience destroyed his trust and personal dignity" b. reliance: certainty based on past experience; "he wrote the paper with considerable reliance on the work of other scientists"; "he put more trust in his own two legs than in the gun"

What is it?
I would describe trust as a feeling of confidence or certainty attributed to something else. It is most often expressed most intensely in multiplayer games, where some aspect of the game requires teamwork or reliance on another agent.

How is it generated?
Trust & mistrust are obviously linked, and most trust mechanics ask a player to interpret to what degree they have confidence in something else, and why that is.

Trust Mechanics


Mechanic #1: Separate management and usage of a resource - In Aegis Wing players were forced to give up the management of their ship movement in order to gain added attack power by choosing to attach to another player's ship. The decision to attach asks the player to make a vote of confidence in the other player's ability to manage their ship movement. The mechanic does not need to involve multiple players, however the meaning generated from something like this will resonate more when a human relationship is layered on top of it.

Mechanic #2: Hide or partially expose game information - Many mechanics that have hidden information ask players to make a vote of confidence in their own understanding of the current game state. The classic game of memory is a simple example, where the player makes a decision based upon confidence in their own memory to find a matching card. A more resonant example is Poker, where players must decide how much they trust the other player's betting patterns and tells.

Resonance Knobs
Here are some useful ways these types of mechanics can be adjusted to resonate more with the average player.

  • Make both the manager and user of the resource players. Human relationship decisions almost always resonate more. (my guess is this is a knob that will persist across most emotions)
  • Repeat the choice cycle often so that the player has a long history to evaluate when making a vote of confidence.
  • Offer players the ability to shake other's confidence in them by offering incentives to them to betray. By offering this option, when players do not take advantage of it, it can build a stronger trust bond.

What other mechanics can generate trust? I'd love to hear your thoughts.

3.10.2009

Emotion Study Series: Introduction

At nearly every game conference I've attended, there is some speaker who invariably makes a plea to designers to focus on evoking new emotions in their games. Whether as a response to the lack of meaning in the speaker's recent gameplay experiences, or in an effort to justify that game design is an artform, emotion is held up as the holy grail that will lift us out of our nerd shackles and bring us to the game design promised land. I think they are on to something, however I find that I never walk away from these conferences with a concrete set of tools that will help me execute on creating emotional experiences in my own games. I've done a lot of thinking on the subject recently, and I'd like to change that.

In this and subsequent articles I will attempt to outline specific ways unique emotions can be evoked through studies of individual emotions and the mechanics that evoke them. My hope is that each article will provide some concrete mechanics that can be used as tools to help designers craft player experiences more intentionally. My first article on Trust can be found below. But first I'd like to take a brief detour to explain conceptually how I believe game mechanics lead to emotional responses in players.

Emotion through Meaning

As described in Rules of Play by Eric Zimmerman and Katie Salen, through play, meaning can be evoked when a player interprets the feedback (stimulus) they receive as the result of a game action.

That meaning manifests in the player as a feeling we typically refer to as an emotion. For our purposes, it's helpful to think of emotion as the shade and intensity to which the meaning created through play resonates with the player. Shade implies what a player is feeling, and the intensity defines the degree to which that emotion is felt. Emotional resonance is a topic for a post of its own, but there are a variety of factors which affect how much an emotion resonates (context, awareness, etc.). The definition isn't perfect (and is a little too clinical for my taste), but it helps frame some of the general variables we can use when designing mechanics to generate specific meaning.

We can see then that the Game Designer has a wedge to deliver emotional responses by generating meaning through designed mechanics (action/response sets). If the Game Designer can understand how the play the player experiences will be interpreted, then it is possible to understand what type of emotions will be evoked. In practice most meaningful play has a range of interpretations, which as a designer is a desirable outcome, as each emotional experience will belong uniquely to the player.

I hope that through studying mechanics and their interpretations, we can develop a set of concrete tools that can be repurposed to craft unique experiences for players. My first attempt linked below tackles some mechanics that can explore the trust emotion.