Category Archives: development tricks

Realism or not

This is a question that has been spinning in my head since I started writing Vera Blanc’s game.

You might say that the answer is obvious since is a detective game: it MUST be realistic. However, you also know that is a mystery / detective game, with a solid mythology background which picks the most common myths from occultism, paganism, and so on. In other words, werewolves, zombies and vampires won’t be unusual guests! 🙂

So, you could say that the answer is “unrealistic” then. Well, I don’t claim the game will be impeccable but I’m trying to, with the help of many researches, friends and Amy who’s proofreading the game. The goal is to have the game be as realistic as possible, and not use the paranormal as an excuse to change completely the clues from a chapter to the next one. I don’t want the player to think that the assassin might be XYZ, and then find out that was ABC because XYZ was a ghost so all the clues about him were wrong!

You might ask: So how would you describe the game?

The game will provide you solid clues, but also many red-herrings. The clues, even if will regard the supernatural world, will be consistent. For example, if you took a blood sample, and you suspect it’s werewolf blood, you could use a certain metal who is well-known to be the werewolf-bane and see if there’s any unusual reaction (I’m talking about silver, for those who don’t know!). This is just an example how I tried to merge the normal investigation practices with the paranormal.

This is my first attempt in writing a mystery game and trust me, is ten times as difficult as writing just a regular story. I *think* I made a decent job but ultimately will be the pubilc to judge for it!

About the game, I am now writing the final chapters, and it will be finished at end of the month: however will need to be proofreaded completely, and since there are 25.000 words in the game (despite not being a VN) will take some time. I hope to have it finished by mid-April!

The importance of minigames

As you might know reading my tweets, in my upcoming game Vera Blanc: Fullmoon I am going to have LOTs of “minigames”. They became very popular recently, especially on casual games portals, so I decided to give it a try too. I must admit they work very well to increase the replayability and the immersion of the game.

Now you could rightly ask me: how does a “memory game” or a “find the differences” does help the game’s atmosphere/immersivity ?! Well, I’m going to show you two examples.
Check the image on the left: it’s one of the “find the differences” minigames. In this case we’re in a wood nearby the main town of Wolfach (it will be an imaginary town even if I know probably such a name exist for real).

We’re looking for clues. So, such a minigame can help because the player will feel like if he’s searching the surrounding, trying to spot any detail can help in the investigation.

That’s what the real detectives do: look around to see anything that can catch their attention, even really small details like in this minigame.

Now for the other example, I’ll show you a youtube video:

This is an “action scene”. The player must run away from an ominous big man who’s chasing Vera for some reason. For this scene I thought would have been much better to use something like that – I even thought about a real-time sequence but probably would have been too difficult. However there is a real-time minigame already, but don’t want to talk about it because would be a spoiler for the story 🙂

I believe the minigame above with the music and the images represent well one of those scenes typical of the action-movies, helps player immersion and I think is also fun to play 🙂

I have now reached the point where the demo would end, and I’m starting the rest of the game. The art is almost completely done, so my aim is to finish the game, at least the beta version, by end of this month, even if I know it won’t be easy!

Online vs offline games

More and more developers I know are going to move online-only (some have already). But what are the key differences of online vs offline games, both from the developer and the user point of view? This is what I gathered so far. If anyone has any comments/suggestion, is welcome.

Online

Pros:

As developer, you basically eliminate piracy. People making online games in general make MUCH more money than people making offline games. Also, online enable you to use subscriptions, microtransactions, pay per item, and so on.

As player, you can now compete/collaborate with friends. You can have new experiences otherwise unattainable by offline gaming, like new content/leves, updates, bugfixes.

Cons

As developer, you enter a whole new realm. You need to guarantee people are able to play. If your server is offline, your game is useless and this will make people angry, very angry. Also it means you need to learn network programming, which is a pain. There are also increased costs (but as we saw you should also expect increased profits). Usually once you go online, you’ll need to focus on one game. Most online games takes YEARS to make, so be sure to have a backup plan. Also, you enter a VERY CROWDED market: everyone is making MMOs now, so while the potential revenues are much higher, the competition is also more fierce. Online games are mutually exclusive too: people playing WoW are likely to play that for 4-5h a day, leaving no room for other games. This means that if a big player has established a foothold in a certain niche/segment of the market, will be very hard for you to get new players.

As player, you can say goodbye to immersion. Most people playing MMO knows how annoying some people can be. You can meet anyone, from a 60 years old polite university professor to a 16-years old boy always yelling at you. There can’t be a plot in a online game. You’re also going to pay MUCH more, and some games feels more like a scam. With normal offline games you pay a price and know what you get. Online games are designed like mousetrap: they lure you in with the FREE word, and then you get addicted and you’ll end up paying even hundred of dollars for, let’s be honest, what you could get for 1/10 less. You’re also going to spend much more time to a single game and become an addict (that’s exactly what the companies want).

Offline

Pros:

As developer, offline games are much easier to program. Even if you’re not an expert programmer you can easily put a normal downloadable game together. You don’t need to have a dedicated server or be a network expert.

As player, you know what you get. You can have immersive games with wonderful plot and NPCs, like Dragon Age (or any of my games hehe), you can play RTS knowing your ping doesn’t matter, you can play while flying on a plane with a laptop, you can pause anytime, you can play games at your pace (and not be tied to a raid or a online event) and the list goes on. All of this knowing you’re going to pay a FIXED amount (that recently is getting lower and lower).

(Note – I am one of those players. I can’t honestly believe that people pay 15-20 eur a month to play WoW when they can get wonderful games from Bioware for a fixed price!)

Cons:

As developer, expect to make much less money: except very rare cases, a offline game is always going to earn less than a online one, since you can’t bill multiple time the same person (selling him subscriptions or items for example).  Also you have to deal with piracy which is a real pain and will seriously hurt your business.

As player, I am not really sure what are the cons of offline games. I guess stupid/paranoid DRMs are the worst thing you can experience. Apart for that, I can’t really think about any cons, except if you like competition, ladders, etc. But then you wouldn’t be playing offline games at all 🙂

That is. As you can see there are several things to consider, both for the developer and the player. I also think that the age influences what people play: I used to play EQ1-2 when I was younger, and had more free time than now. As I grow older, I found I hadn’t time anymore to invest HOURS in a character, or pay for a monthly subscription when I wasn’t sure I would be able to play the game. About the new free to play games, I honestly think it’s plain stupid to pay $5 “for a sword” when you can get complete new games for the price of 2-3 swords 😀 Also I like games with plots and writing, so that’s not really what I want. But know many devs making a fortune with free to play / MMO games.

Will I be making a online game? No, not really soon. But who knows, maybe one day… 🙂

success and failure

I think it’s important to set goals in life. You can be successful, or fail. But you have to set a goal, it’s too easy to just live by, without anything to aim for.

As in life, even in games is important to give the player some clear goals: in the Flower Shop farming sim, your first task is to clean the plot of land from the weeds. Initially I tested it, and was OK, but a bit pointless without a clear goal. So now I added one: clean at least 6 “slots” of terrain from weeds. The plot of lands indeed is divided into 5×5 slots, on each slot you can plant a seedling and grow something. But first you need to clean the weeds from each slot, and then you can plant the seedling.

Just adding the goal was enough to change the game, adding a strategic element. Indeed, each slot has a different “weed density”, so while some only needs 1 click to clean, others need even 3. Each click is an action, worth 1 turn (or 1 hour of game time). So, even if in the first day you’ll work 10 hours (latter only in the morning 6 hours), you still need to check for the slot that need less click to clean.

Because if you just randomly click, you’re very likely to see this screen:

with bad consequences like Uncle Sam forbidding you to call back Jill, not letting you use his truck to reach the town, and so on! 😀 Instead if you do it right, you’ll be rewarded with:

That’s enough work for today for me. Happy New Year to everyone, and may the 2010 bring fame, fortune, happiness and… flowers! They never hurt 🙂

VN Series and more

Today I thought that would be cool to have some sort of VN series. Like a TV series, several episodes covering several months. However, I’m aware that it wouldn’t be an easy task at all. I seriously doubt anyone could release a VN of decent size (at least 2-3h of gameplay) in less than 30-45 days.

Also much depends on the artist, since VNs require lot of art and I believe that artist are even more important than writers, in terms of “releasing stuff”. Of course a great writing can make the difference, but if there’s no art available, the game doesn’t get released 🙂

A way to do it could be to start producing many “episodes” in advance, so you would have “half-season” ready when you start releasing them to the public. I really think this could work, and I’m disappointed that I lack the means (financial, team, time) of trying this. However, not many people know that the game Farenheit, also known as Indigo Prophecy (I quote that often since I love it) originally was conceived as a series of episodes. Yes, exactly: they thought to use this method but even big companies like Quantic Dream had to give up to this idea (even if from what I remember, was because of publisher’s pressure). They had to cut off several chapters from the game, and make 1 big game instead of a series of games. Those were different times though, now that ESD and platforms like Xbox Live are more widespread I really think it could work well (selling downloadable packs with 1-2 chapters each for low amount).

Am I going to try this? Well, never say never, but at the moment I’m in a fun situation where I have 5 projects started, and I am stuck because I’m waiting for external people to finish their jobs on ALL of those 5 (yes, mostly are artists, in case you wondered!). Also, doing a VN or adventure game in 3d is different: once you have the models of the main characters for example, you can reuse them even if you make 10 games. Same for evironments and objects. I’m not saying it’s easier to do in 3d, but that once you build up a good collection of 3d models and you have a working engine, is surely faster to produce games in 3d than hand-drawn 2d (that’s not a big discovery).

Back to my own games, the final proofreading of all Spirited Heart texts is almost done, so I could release the beta-test version of the Deluxe version just before Christmas 🙂