Kid Icarus creator: Stories in video games are ‘honestly irksome to me’ | Polygon.
I just want the game to let me play it already.
He makes some really good points. I believe you can make a good story fit with gameplay, even with character deaths and the like. Not wanting to “have to keep explaining things to the writer” might be a little bit of effort whining, but it’s absolutely true that everything in a game should be subordinate to gameplay.
I want to see a world where players can make a name for themselves. I was thinking: How could Destiny be more personal, more human than Halo? Then it hit me. Names. Although everyone would have their gamertag, which would be the usual combination of any letters and numbers, Destiny could have world names in addition to that. (Constrained somewhat to be pronounceable.) Then you could more easily store meaning in those names and they could pass between players more fluidly, as opposed to a potentially cryptic gamertag. The emergent stories you create could spread through the world on your name. Your accomplishments would be branded. Not only would this allow other players to know and relate to successful players they may never meet, it would imbue the world with intangible value for the player. Individual or small group stories could be easily repeated beyond their original occurrence and become cultural knowledge. “So-and-so is so awesome ’cause they….” “Do you remember when so-and-so did x?” The first player to manage to get into an area everyone couldn’t previously access would be remembered as a pioneer. The cultural knowledge will continue to travel and grow, names will become great, and stories will become folklore.
I’ve created worlds for almost as long as I can remember. From when I first got a Super Nintendo and reflexively began drawing my own levels to when I discovered RPG Maker and writing, I have always been driven to create. Ever since I picked up the tools of world creation, I have had a story in my head, a world that I can’t stop working on. In writing, I want to create stories that dig deep, stories that stir readers. I believe in a world where readers and gamers alike don’t have to ever experience a world that is disappointing. From the simple to the profound, enjoyment and awesomeness in a game never has to be absent. In seeing the way games can effect people and the way the mind can even grow through such a simulation, I see a wide and bright future for games and that games will change people more than any other medium.
Ancient d20 die emerges from the ashes of time | Crave – CNET.
This is just about the coolest thing a Google search for “d20” could reveal.
I’ve always thought that the games humans have played through the years have had to have been more complicated that Hit the Ball and gambling with d6’s. We tend to tell the story that that’s all there was till Kick the Can and then that’s all there was for another while and then finally someone invented video games or sports, whichever you adhere to. The thing is, humans have got to have been thinking more than that. I’ve always thought that children’s games and sports of the past must have been a lot more like ours than we make it sound, only with less regulations and padding, and that we’ve simply lost these games to time.
Not that the Egyptians were playing their own brush & papyrus RPGs, but then again, they had an elite, developed “first-world” society that may have produced an appetite similar to ours for games. Who knows, it might have even been some kind of word game like Scategories. They were definitely thinking more complexly than d6’s, though.
Achievements should not be game progress markers.
It’s disappointing to see “Achievement Unlocked!” only to find that the achievement was for beating the level. Beating the level tells me I beat the level. Achievements are supposed to medals for going above and beyond the call of duty. They should be true feats of gaming prowess. Progress should absolutely be marked—the player needs that feedback—but it should be a separate system from achievements.
Having formidable achievements to attain can add lots of replay value to a game. It sends the player back through the world with new eyes, yet the developer hasn’t made any new areas. Achievements will often evoke creative involvement by the player or even multiple players cooperating for one achiever’s success. Achievements will keep advanced players coming back to the same world.
It makes me sad that it’s not mathematically possible for hexagons to form a polyhedron on their own. Images like these come up labelled as ” 3D hexagon.” At least it reminds me of Tarski’s World.
If you truncate a polyhedron (which I assume means to use a mix of polygons, thus making it irregular) you can get some pretty cool looking solids with hexagons.
In discovering this, I stumbled across Catalan solids and some of them are just beautiful. The pentagonal hexecontahedron is mesmerizing. Definitely improving my opinion of pentagons.
Hexagons are so captivating for games because they increase the number of options a player has by just enough. I can see that the designers of a game like Settlers were going for that sweet spot of options for the player because it shows up in the cards too. Having 5 resources seems to be the perfect number for a players processing, providing just the right amount of complexity. If there were too few resources, there wouldn’t be enough contingencies for the player to think about while others took their turn and trades would be too simple. But if there were too many resources, then the amount of complexity would be overwhelming and Settlers would only come off the shelf about as often as Risk.
This guy has done a little of the math on the suitability of hexagons.