Archive for the ‘game development’ Category

The Paradox of Choice

Saturday, January 30th, 2010

I just finished reading a book recently called The Paradox of Choice by Barry Schwartz that has some interesting psychological statistics that I thought might have some relevance to what we do in the game industry.

The basic thesis of the book is that too much choice leads to unhappiness. The author states that choice gives freedom, a core American value, but as the number of choices build freedom decreases as the amount of analysis required to make a choice increases. Especially for people with a psychological profile focused on maximizing the benefit out of every decision.

The book then references a number of different psychological studies that analyze the effect of making decisions. One simple one was presented to people as “choose one of the options below:”

  1. Receive $100 in cash right now
  2. Flip a coin (just representing an exact 50-50 random chance), if it is heads you get $200, if it is tails you get $0

The large majority of people take the $100. The author postulates that this is due people reacting more harshly to loss than gain. The negative delta change of happiness caused by getting nothing in the coin flip, thinking “I could have had $100”, is greater than the happiness gained by winning the flip, “woot, I got $200 instead of $100”.

When I think about that in terms of game design it is a reminder that taking things away from a player has more psychologically impact than giving them new toys. Taking away has its place but requires great care to not put off players to quit your game. It also makes me put my salesmanship cap on and think of features that could help sell games when someone is playing the demo version of a game with achievements. For example, “hey buddy, you would have just gotten an achievement right now if you had the full version (click here to buy), if you don’t buy now you will lose this achievement and have to earn it again if you buy later.”

The book goes on to analyze a number of other factors that go into decision making and the results of choices such as regret, opportunity cost, psychological effect of comparisons, and counterfactual thought to name a few. I found it pretty interesting.

Zombified

Sunday, October 11th, 2009

As part of the promotion for the recent release of Zombie Apocalypse on XBLA and PSN a few coworkers and I wrote a story about a zombie outbreak within the office of Nihilistic Software. As the last remaining survivor I was overrun by a horde of zombies:

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Gross, right? Nihilistic’s lead artist Ron Kee did a great job on all the photo paint-overs. You can see all the posts by going to the beginning of this category filter on NSI Blog.

Nintendo DS piracy is getting out of hand

Tuesday, July 28th, 2009

In Japan, among my non-game industry friends, I’d say about 90% are using the R4 piracy device for their DS to steal all their games. These are people who are a typical average consumer, perhaps buying one game title every one or two months. Not the type of people you would expect to see pirating but here they are.

On an international flight from Tokyo to San Francisco I witnessed a four year old girl playing the DS version of Mario 64. Nothing particularly out of the ordinary there until I saw her change the game she was playing to something new. Not by changing cartridges but instead by firing up the menu for her R4 that was loaded with games. Clearly a parent set this up but it was still a bit of a shock.

Now Ubisoft have just announced that their DS sales for the year are down 67% and blamed that in large part on DS ROM piracy.

Surely, it is more convenient to have many games on a single cartridge and the R4 (and its friends) does provide that. In this day and age this can be fixed easily with local storage on the device. The new DSi model is starting to address this. Nintendo is always slow with these things but they would likely satisfy the customer’s desire for convenience by moving to a fully downloadable game model with no cartridges, where many games could be stored on the system at one time and be purchased directly from the device.

Nintendo must do something to secure their system better. High levels of piracy directly leads to less financial incentives for developers to build for that platform and thus dropping revenues for Nintendo themselves. Not just directly by having their own games pirated but also because third parties no longer look to release software on their system.

Zombie Apocalypse nominated for best downloadable game at E3

Sunday, June 14th, 2009

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Zombie Apocalypse, a game by Nihilistic Software and soon to be published by Konami that I contributed a lot of gameplay code to, was nominated for Game Trailers’ Best of E3 Awards. Woot! Unfortunately it did not win but it is great seeing the game receive positive coverage in the lead up to its release.

Thanks for the heads up on this Jean.

Prescription for Sleep Lite just hit #1 overall in Japan

Sunday, May 31st, 2009

In a blog post nearly two months ago, I mentioned Prescription for Sleep was the #1 application in the “Health & Fitness” category in Japan. Now it has suddenly become the #1 application across all categories. We are still trying to figure out what caused the usage statistics to skyrocket.

We are currently beating out these other top-10 applications – “Sexy Japanese Girl” at #3, “PeekababeLite” at #6, and “iSashimiLITE” at #9. I can see what our new marketing slogan should be – “More popular than babes and fish!”

The application was not featured by Apple so that wasn’t the cause. It may have been featured on a prominent website or possibly on TV but we have not been able to find out where just yet. Hopefully it will become an Apple featured application now that it has hit the top of the App Store here. If anyone has seen anything about this application in mainstream media in Japan please leave a comment or get in touch with me.

Here’s a graph from our Pinch Media statistics to give you an idea about how much of a change has occurred in the last three days.

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Indicator Maniacs review

Saturday, May 30th, 2009

The TheDigitalLifeStyle has some nice words for the Indicator Maniacs application I programmed for Mission-One:

Get Dirk Drunk press in Japan

Friday, May 29th, 2009

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My silly drinking minigame Get Dirk Drunk, also known as Hebereke-kun in Japan (へべれけくん), is getting some release press on a number of Japanese iPhone blogs. The minigame was created as a comical play on the spirit of Japanese drinking culture so I’m glad some people are enjoying it and not taking it too seriously.

Here is the direct iTunes Store link if you are interested in checking it out further.

Coverage:

If you want to see the game in Japanese first download the latest version (1.2) if you haven’t already and then set your iPhone language setting to Japanese (written as 日本語 in the menu) and you can check it out. Hebereke-kun’s voice comes courtesy of my friend Yoshi to give it the authentic Japanese feel.

“10 games in 10 hours” videos

Friday, May 29th, 2009

You have two options for watching the presentation.

First, here’s a screencast I recorded after the live presentation. The voice and picture quality is clear but it lacks the crowd reactions.

Next is the live version. The quality is much worse but it is still watchable. The presentation is a bit different as I played up some things for the specific audience and fed off their reactions. The audience reactions also make the atmosphere more lively and more fun.

Thanks to Jean Snow for the heads up on the opportunity and to James Kay, Paul Caristino, and all friends who showed up to support me live. You guys rock.

“10 games in 10 hours” Pecha Kucha presentation

Wednesday, May 27th, 2009

Pecha Kucha Tokyo Presentation

As I mentioned earlier this week I gave a presentation at Pecha Kucha 62 in Tokyo last night. I built 10 brand new tiny games in less than 10 hours for the event. I know at least one person was recording a video so there may be video footage soon. If not I will do a screencast of the presentation for the web.

Although the games were mostly (completely) silly they seemed to go over well with the crowd and I got some laughs. A full set of photos is available on Flickr.

Right now I don’t have the time to post all the details of all the games but will do so in the near future. For now here is the game list, in the order they were presented:

  1. “Can You Say Pecha Kucha?” – iPhone – Rhythm game
  2. “Shinjuku Shame” – Web (Unity) – Homeless staring FPS
  3. “Game Developer Life” – Web (Flash) – Game industry wage slave simulation
  4. “Scream Test” – iPhone – Screaming competition
  5. “Voice Invaders” – iPhone – Voice controlled vertical shooter
  6. “Surfing on Sine Waves” – Web (Flash) – Procedurally generated surfing game
  7. “Architris” – Web (Unity) – Blueprint Tetris
  8. “Para Para Punch” – iPhone – Hooligan punching game
  9. “Blind Masseuse” – Mac – Sound based massaging simulation
  10. “Basket Bomb” – Web (Unity) – Basketball terrorist physics game

I leave you for now with this photo of the crowd as I was speaking. You can see some laughs as well as some contorted faces filled with horror. :-)

Pecha Kucha Tokyo Presentation

Indicator Maniacs video

Monday, May 25th, 2009

While browsing a Japanese iPhone blog I ran across a video of Indicator Maniacs, an app I programmed recently for Mission-One. It was cool to see someone post about it. Check it out in motion below: