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About the Archives

This page contains all entries posted to GAMBIT in November 2010. They are listed from oldest to newest.

October 2010 is the previous archive.

December 2010 is the next archive.

Many more can be found on the main index page or by looking through the archives.

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Watch a GAMBIT Class: CMS.608 Scott Nicholson on "Board Game Publishing"

"BOARD GAME PUBLISHING" In Two Parts. Syracuse Assoc. Professor and the host of "Board Games With Scott". Scott Nicholson teaches the Fall 2010 CMS. 608 Class: Game Design on November 11, 2010. In this particular class Prof Nicholson will be explaining the way in which a board game goes from completed prototype to published game.CMS. 608 Game Design consists of practical instruction in the design and analysis of non-digital games. Provides students the texts, tools, references, and historical context to analyze and compare game designs across a variety of genres. In teams, students design, develop, and thoroughly test their original games to better understand the interaction and evolution of game rules. Covers various genres and types of games, including sports, game shows, games of chance, card games, schoolyard games, board games, and role-playing games. Students taking the graduate version complete additional assignments. Video Produced by Generoso Fierro , Edited by Garrett Beazley.

Friday Games: Dance Central

Dance Central screenshotThis Friday, we'll be playing the killer launch app for the Kinect: Dance Central! We also have a special guest for you: the game's lead designer, Dean Tate, will drop by for an informal question & answer session.

Local developers Harmonix Music Systems have yet again turned a bizarre peripheral into a must-have component of an incredibly engaging musical experience. This maintains a long-standing tradition from the PS2 network adapter in FreQuency to the keytar for Rock Band 3. We'll start dancing at 4pm, then Dean will take questions when we get to an appropriate break. We'll probably keep going as long as folks can stay on their feet. See you at the lab!

How RPG Elements Hurt Good Games

Peace Walker is the stupidest boss in the history of the Metal Gear series. It takes 30 minutes to beat, has a reoccurring instant fail phase, no weak points, and approximately a gazillion patterns that are impossible to avoid. The only way to kill the thing is to just pelt it with endless missiles while absorbing as much damage as possible before your healing items run out.

I know this is a type of boss design (most commonly found in Japanese RPGs) but it is one I personally hate. It is the polar opposite design philosophy of what Metal Gear used to be, which was more puzzle-oriented, like Zelda. Metal Gear bosses used to be about learning patterns, exploiting weaknesses with specific weapons, crippling the enemy to give yourself an advantage, etc. The bosses in Peace Walker swing completely in the opposite direction, into stat-driven endurance battles. This is where the Monster Hunter influence goes too far, reducing Metal Gear to a straight-forward grind-fest.

I love the Pokemon stuff, the kidnapping and army building, but in some ways it was better in Peace Walker's predecessor, Portable Ops, when these elements were simply a meta-game laid over a core game that was still recognizably derived from classic Metal Gear. While it's true that Portable Ops marked the first time bosses lost some of their puzzleiness (mostly as the result of letting players design their own arsenal) they never required grinding to win.

Unlike in Peace Walker, weapon and tool development in Portable Ops was holistic, not incremental. In other words, items did not have various "levels" of power or effectiveness. You didn't have to "upgrade" your rocket launcher to make it do more damage. A rocket launcher was a rocket launcher, and you either had one or you didn't. Sure, there were the RPG-ish elements of needing scientists to build weapons, and what they created and how fast they created it were based on a rudimentary stat system, but once you had an item in the field stats didn't matter. It was about which weapons/tools you had, not what "level" they were.

I can't stand the way Peace Walker scales difficulty by scaling enemy statistics. This essentially means the only way you progress in the game is by scaling your own statistics. It's less about how good you are and more about how many fucking rations and supply markers you have, so you reach a point where you simply outlast the enemy simply because you put endless hours in the game. It's the kind of game design that devalues learning and skill in favor of not having a life.

If there was any doubt about Peace Walker's "damage sponge" difficulty philosophy it is proven by how the game omits any and all permanent effects that might give players a strategic upper hand. Setting anti-tank mines or blowing up a fuel tank only stops land vehicles "temporarily" even though they should in all rights stop them permanently. It's clear each boss is designed not to be "too easy" for players who want to pound away on it with their snazzy guns. Since everything has hit points now it's just a matter of hitting bosses--anywhere--until they go down. This is a far cry from the tank battle in Metal Gear Solid 1, where one grenade would disable its treads and another down the top hatch would finish off the gunner. The main challenge was getting close enough to the tank to do this, and the fight was perfectly interesting, logical, and satisfying.

Given how excellent the simple puzzle-logic of Metal Gear boss fight have been in the past, it feels dumb for Peace Walker to simply abandon all of it in favor of straight-up RPG stat-grinding. The better fights in the game--the PUPA, the ZEKE fight, and if you choose to try and stealth the vehicle bosses--retain some of the old Metal Gear strategic thinking. When it comes to the later bosses, though, it's so stat-heavy and grind-necessitating the game feels more like Dragon Quest than tactical espionage.

I always loved Metal Gear's reliance on tools with discrete uses rather than stats with incremental effects. This is what put the series in the same category as Thief and Hitman--all superb games about using sharply-defined tools to make decisions in a richly simulated world. Peace Walker takes a disturbing turn away from this, sort of like when Irrational "improved" System Shock by adding stats... taking a richly simulated world and reducing it to a mere RPG (albeit a good one).

This isn't to say stats always work against strategic decision-making. It depends on how they are implemented. When they seem to exist only to augment things like health or damage they do. But when used in other ways they don't. Metal Gear Ac!d, the short-live Metal Gear spin-off series released on the PSP some years ago, indulged RPG conventions without undercutting this sort of tool-decision-making. It's hard to imagine anything more RPG-ish than Ac!d's turn-based, card-based combat system. Yet I have to confess that--when put side-by-side with Peace Walker--both Ac!d games manage to express the strategic thinking of classic Metal Gear in a way Peace Walker seems to totally lose sight of.

Even though Ac!d featured a "card deck", in which actions could only be "played" based on which cards happened to come up in your "hand", all these actions had discrete functional values, not arbitrary incremental values. Drawing the card of a particular tool or weapon meant you got to use that particular tool or weapon. Pistols, rocket launchers, etc. all had specific strategic values. It wasn't just about how powerful they were. There was no rocket launcher "+1" or "+2" because challenges did not scale primarily in terms of how much HP enemies had (like they do in Peace Walker). Like any true turn-based strategy game, the Ac!d series was all about, well, strategy. It was about how well you could out-think your opponent by seeing several moves ahead of them and using your resources accordingly.

I remember spending hours on some screens of Ac!d, just trying to figure them out like puzzles. I specifically remember a screen full of snipers perched on ridges, and having to figure out how to use my current card deck to sneak past them. It was hard but rewarding once I developed a successful strategy, the way any turn-based strategy game is. In this sense Metal Gear Ac!d recalled Front Mission, Vandal Hearts, or even the original X-Com--all turn-based strategy games where cleverness was more important than how high you had grinded your characters.

Metal Gear Ac!d was a PSP launch game, and at the time I remember Hideo Kojima claiming he was skeptical as to whether the real-time tactical stealth gameplay of Metal Gear would "work" on a portable platform, hence Ac!d's "experimental" turn-based approach. Ac!d was predictably criticized at the time for "not being a real Metal Gear game" even though most people admitted it was quite good turn-based strategy game. Portable Ops, in obvious response to this, was intended as the the first "real" Metal Gear game on the PSP console, and Peace Walker was even more hyped as a full-blown main series installment, even though in some ways Ac!d was more true to the concept of tactical espionage action.

Thinking about Ac!d again makes me wonder if Peace Walker's more frustrating battles would actually be fun if they were turn-based. Even if they were they probably wouldn't be as fun as Ac!d, because they'd still be just endurance tests, which is the least interesting type of strategic problem I can imagine. Two opponents hit each other until one of them dies. Brilliant. If I wanted that I'd play...

...well I wouldn't play Metal Gear, that's for sure.

CarneyVale: Showtime now available on Games for Windows and Windows Phone 7

Carneyvale PC.pngCarneyVale: Showtime is now available for Games for Windows - LIVE! Introducing new props and more power-ups, fling Slinky across deadly hazards and complex arenas. Help Slinky the Ragdoll restore lifeless cities back into their full vibrancy as he performs gravity-defying stunts through insane levels!

Create and share your very own levels and try out maps from other players with our new and improved Map Editor. Unlock bonus levels and our secret character!

Carneyvale Phone.pngWe're also proud to be one of the Singapore developers selected for the global launch of Windows Phone 7! Now you can carry the circus in your pocket. Launch Slinky into the skies with the cannon, activate trapeze-like Grabbers to fling him around increasingly complex and hazardous arenas, deftly avoid perilous elemental obstacles of fire and electricity, while bursting trails of balloons along the way, grab on to Rockets for exhilarating rides!

Perfectly execute acrobatic tricks to unlock achievements and boost your gamerscore. Soar through the Ring of Fire before the time runs out! Every successful show is rated with stars by the Carneyvale Press. Gain their approval by finishing with a flawless run, bursting all balloons, finding the secret star start hidden in the level-all within the time limit of the performance. Earn more stars to increase your rank and become the true legendary acrobat!

"Making A GAMBIT Game" Series Episode Ten "Interviews and Presentation"

MAKING A GAMBIT GAME Ep 10, Pt 1. "INTERVIEWS AND PRESENTATION"
IN EPISODE 10 OF "MAKING A GAMBIT GAME": In this, the final episode of "Making a GAMBIT Game". The "depression" game now called "Elude" has gone "gold" meaning the final prototype has been approved by the GAMBIT Staff. Team 4 will now work on promotion for the Elude game and many of the members are interviewed about their experience at GAMBIT before they deliver their final presentation of the game.


THE MAKING A GAMBIT GAME SERIES: In Episode Five of the GAMBIT Research Video Podcast Series , Postdoctoral Researcher Doris Rusch, explained the concept behind her 2010 Summer Game Project entitled "Game Design Meets Therapy." Following a two week orientation in Singapore we documented that research until the game was constructed over a nine week period in the summer of 2010. This series "MAKING A GAMBIT GAME" will give an in-depth view of that process which lead to the creation of the game, ELUDE (to play the game click the link below) .

"Founded in 2006, the Singapore-MIT GAMBIT Game Lab sets itself apart by emphasizing the creation of video game prototypes to demonstrate our research as a complement to traditional academic publishing. Video Produced by Generoso Fierro, Edited by Garrett Beazley, Music by Sean M. Sinclair.

CLICK HERE To Play ELUDE and all of the other GAMBIT 2010 Summer Games A NEW EPISODE WILL BE RELEASED EVERY TUESDAY UNTIL NOV. 9th, 2010

11/10/2010: Fun in the Stacks: Games, Gamers and Gaming in Libraries

Nov 10, 2010, 1pm
Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
(Above Legal Sea Foods, Kendall Square)

nicholson.jpgThis Wednesday, we've invited Dr. Scott Nicholson to speak about the past, present, and potential futures for gaming in libraries. Libraries facilitate gaming activities as services to draw in patrons, build community, and introduce patrons to other library services. Dr. Nicholson will present the results of his studies of gaming in libraries and his conceptual and classification models for facilitated gaming experiences. This talk is open to the public.

Dr. Scott Nicholson is an associate professor at the School of Information Studies at Syracuse University, director of the Library Game Lab of Syracuse, a professional board game designer, and host of the Web video series, Board Games with Scott.

Friday Games: Vanquish and P.N.03

In 2004, Capcom funded a new independent game company known as Clover Studio. Responsible for offbeat, critically acclaimed titles such as Viewtiful Joe and Okami, the company closed after shipping the perennial GAMBIT favorite God Hand in 2007. The key creative personnel went on to start Platinum Games, which clearly picked up the torch for remarkably stylish games, such as MadWorld and Bayonetta.

With this pedigree of mold-breaking innovation, what could have possessed them to develop... a space marine third-person shooter? At first glance, Vanquish doesn't really seem like a terribly novel concept. (Spoiler: A soldier in power armor shoots lots of robots.)

This Friday, we'll look at Vanquish against another Capcom game, one that predates Clover Studio but was developed under the direction of Clover's Shinji Mikami. P.N.03 was considered by many critics to be the worst (released) game of the Capcom Five, a series of Gamecube exclusives. Audience expectations for a blistering third-person shooter like SOCOM or Oni were confounded by P.N.03's tank-like controls, lack of guns, and emphasis on timed dodging and room-clearing scores. However, the game bears more than a passing resemblance to Platinum Games' latest outing, and by playing the games back-to-back, we talk about the ideas that survived or morphed in the 7 years between both titles.

4 to 5pm at the Singapore-MIT GAMBIT Game Lab. There may be jokes about MIT graduate students.

GAMBIT Research Video Podcast Episode 9 " Six-Button Samurai: How Arcade Sticks, Online Haters and Laggy Monitors Shape Fighting Gameplay."

In Episode 9, New GAMBIT Postdoctoral Research Todd Harper heads an entertaining discussion at the GAMBIT lab based on a lecture he created entitled " Six-Button Samurai: How Arcade Sticks, Online Haters and Laggy Monitors Shape Fighting Gameplay.". Video Produced by Generoso Fierro, Edited by Garrett Beazley, Music by Abe Stein.

"Making A GAMBIT Game" Series Episode Nine "Game Review"

MAKING A GAMBIT GAME Episode Nine. "GAME REVIEW"
IN EPISODE 9 OF "MAKING A GAMBIT GAME": The two focus tests are now complete and Team 4 has a game review left before there game can "go gold" (have their final prototype approved). Doris Rusch and Rik Eberhardt meet with the team for a final run through to check for any flaws before the final presentation.

THE MAKING A GAMBIT GAME SERIES: In Episode Five of the GAMBIT Research Video Podcast Series , Postdoctoral Researcher Doris Rusch, explained the concept behind her 2010 Summer Game Project entitled "Game Design Meets Therapy." Following a two week orientation in Singapore we documented that research until the game was constructed over a nine week period in the summer of 2010. This series "MAKING A GAMBIT GAME" will give an in-depth view of that process which lead to the creation of the game, ELUDE (to play the game click the link below) .

"Founded in 2006, the Singapore-MIT GAMBIT Game Lab sets itself apart by emphasizing the creation of video game prototypes to demonstrate our research as a complement to traditional academic publishing. Video Produced by Generoso Fierro, Edited by Garrett Beazley, Music by Sean M. Sinclair.

CLICK HERE To Play ELUDE and all of the other GAMBIT 2010 Summer Games A NEW EPISODE WILL BE RELEASED EVERY TUESDAY UNTIL NOV. 9th, 2010

Friday Games @ GAMBIT MIT Museum 11/12/10 - GAMBIT Exhibit Grand Opening

We're gaming over at the MIT Museum tonight as part of the grand opening of the new exhibit featuring GAMBIT work. Stop by GAMBIT at 4:30 to walk over with us, or just meet us at the museum from 5:30-7:30pm for an evening of games, mingling, and museumy goodness.

Note the museum becomes free at 5pm, though the event itself doesn't start until 5:30. Feel free to come at 5pm and check out the place. There's holograms and robots and stuff to keep you entertained until the GAMBIT bit starts. Pretty neat.

Need more details? See the original blog post.

GAMBIT Exhibit Grand Opening

2010 Summer Game Avatars, MIT Museum ExhibitCome one, come all to the Grand Opening of the GAMBIT exhibit at the MIT Museum!

Date: November 12th
Time: 5:30-7:30pm
Place: MIT Museum, 265 Massachusetts Ave, Cambridge MA
Admission: Free

In October, the MIT Museum opened an exhibit featuring our humble lab. Visitors can learn about GAMBIT processes, play the 2010 summer games, or even participate in research with Pierre: Insanity Inspired.

On November 12th, the museum is throwing open its doors for a celebration of GAMBIT research. GAMBITeers past and present will show off their work, combining the traditions of entertainment software with cutting edge research. Executive Director Philip Tan will give a lecture--short and snappy, he promises--about game development at MIT. And as always, playable GAMBIT games will be available to amuse, engage, and enlighten our guests.

Bring your questions and your curiosity as you learn how fun and games are not just... well, you get the idea.

Full schedule

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