Following Ultima through the Years

These days, I am quite fascinated with the idea of studying the development of a genre, game type, or game series over the years. It just hasn’t been done much (seems we have mostly been doing the very big picture or general musings on a single game), and the payoff from studying details is often surprisingly high. (To see the world in a grain of sand.)

Via GameSetWatch, here’s Blogging Ultima, where CageBlogger has been playing his way through the Ultima series since February.

From the introduction:

Welcome to what will presumably be a long-running Ultima blog. The purpose is to blog the experience of playing the now-defunct Ultima series by Origin Systems (plus a few other names here and there) from beginning to end. I will be including all the non-remake spin-offs that I am aware of, under the theory of “If I’m gonna do it, might as well go all the way.” I am not blogging as if I am a character in the game, or giving reviews. I’m going to write about the process of playing, the annoying things, the fun things, and the assorted mental musings that arise from any long-term activity.

Details are good.

Our New game: High Seas – The Family Fortune

High Seas Logo

High Seas – The Family Fortune
I am happy to announce my secret side project: High Seas – The Family Fortune.

It is our attempt at making a fairly innovative yet accessible casual game.

Get it here.

High Seas play 1 480

From the Press release:

“High Seas: The Family Fortune” brings players into the world of Tricia McDormand – a disenchanted young woman who has been trudging along at her father’s map company for years. That is, until one day, a long lost map of her late Grandmother – a legendary pirate – is found. With the map in hand, players join Tricia as she sails the seven seas in search of the mysterious family fortune. In order to power Tricia’s ship, players must drag rows of jewels and align them by shape or color – and receive big bonuses for aligning by shape and color. Players travel to 16 different island locales, and complete challenging puzzles to discover clues that reveal the great McDormand secret that has eluded historians for years!

Features

  • Yes! It is a matching tile game, but with some radical twists!
  • Physics model: You can interact with all tiles on the screen, all the time.
  • No waiting for tiles to fall. Free interaction without making matches.
  • Match on shape or color.
  • Developed story (!): Tricia travels the world following her grandma’s map in search of the Family Fortune.

Credits

  • Developed by Soup Games & The Planet. Published by GameTrust.
  • Game Design: Mads Rydahl and Jesper Juul.
  • Graphical and Model Design: Simon Sonnichsen.
  • Graphics & 3D: HappyFlyFish / Michael la-Cour and Jesper Fleng.
  • Additional Graphical design: Mads Rydahl.
  • Sound: K?v Gliemann.
  • Story writer: Heather Chaplin.
  • Programming: Jesper Juul.


Methods

I could write a lot about the methods we used, but some of the work was surveying the history of matching tile games as previously mentioned, and after that a long prototyping phase with lots of iterations and user testing. I may do a longer writeup, depending on how the game does, I suppose.

Play the game!

In the meantime, please try and buy the game!

StarCraft II is a Many Splendored Thing

It’s hard to argue with Blizzard these days, but the announcement of StarCraft II stirs many emotions for me.

One is respect for the game design of the original game (balancing three entirely different races that well!), but the other is that I experienced my own playing as a long plateau: I would admire the game design, but feel that I just wasn’t getting any better at the game. Perhaps, this time.

Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games

I have put up a new article, “Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games.”

Swap Adjacent Gems is an attempt at writing the history of matching tile games through the last 20 years.

This is a quite detailed article that discusses a large number of small games. It touches on a few things I consider underexplored:

  • How does a game genre develop historically?
  • What is special about casual games and the casual games channel?
  • How do developers perceive the issue of originality in casual games?
  • How does a player make sense of a new game?

Swap Adjacent Gems is slated to appear in the Artifact Journal, October 2007.

Acknowledgment: Thanks to everybody who helped me by commenting on my earlier post about matching tile history.

Ex-core Gamer

Main Entry: ex-core
Pronunciation: 'eks-'kor
Function: adjective

1: Gamer that is no longer a hardcore gamer.

Coined by Juan Gril on the Casual Games mailing list.

I meet a lot of these. Jobs, kids, etc. making it impossible to be a core gamer anymore.

I Want some Freedom. (XNA Refreshed)

The XNA framework has been updated to version “1.0 refresh”.

The important change is that it now should be possible to build an Xbox 360 game and send the binary to other users and have them play your game. Previous versions required you to share the source code.

If you were hoping for a blossoming of indie games for the 360, the answer is NO: Games can only be shared with members of the XNA Creator’s Club ($99/year).

Having played briefly with XNA, I can say that it is an amazing step up from building in C++ and DirectX directly – so much clearer, so much faster to use, so much easier to debug, and using a nice managed language, C# (which I enjoy because it is amazingly similar to my favorite language of Java).

*

But we are still stuck with our main problem: The console manufacturers retain complete control of what gets published. Imagine if Philips could decide which audio CDs came out, JVC could decide what DVDs came out, and Penguin could decide what books came out. Only PCs and Macs remain a small haven for free expression in games. THIS IS A HUGE PROBLEM.

This control is partially about money, but still … is it that far-fetched to imagine a future where everybody is allowed to make games for consoles?

I will be happy to give Microsoft/Sony/Nintendo 50% of any money that comes in, just allow us to make the games we want to make. Now.

Workshop: For a Theory of the Novel of the 21st Century

Center for the Study of the Novel, Stanford, April 20-21:

Workshop: For a Theory of the Novel of the 21st Century

Here, I will be participating in a two-day workshop of a more literary nature:

Please join us for our last event of the CSN 2006-2007 season. This two-day workshop gathers together a younger generation of novel scholars now emerging to national and international prominence to discuss future directions in the field.

More here.