The more advanced technology in Oceanhorn 2 quite often have rounder and smoother shapes, much like some of the vehicles found in Akira Toriyama's work. The Yellow Bird, Trin's airship, is the perfect example of this rounder design. The most advanced Arcadian tech takes this up a notch, featuring an even sleeker and aggressive design, inspired by modern sports cars or jet planes.
quinta-feira, 23 de maio de 2019
The Inspirations Of Oceanhorn 2: Knights Of The Lost Realm - Part 1
The more advanced technology in Oceanhorn 2 quite often have rounder and smoother shapes, much like some of the vehicles found in Akira Toriyama's work. The Yellow Bird, Trin's airship, is the perfect example of this rounder design. The most advanced Arcadian tech takes this up a notch, featuring an even sleeker and aggressive design, inspired by modern sports cars or jet planes.
Journey: Won! (With Summary And Rating)
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| The winning screen you've been desperately anticipating for 8 years. |
Difficulty: Hard (4/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
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| Infocom called this a "role-play chronicle." What does that even mean? |
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| In case you forgot, Journey is the game that canonically establishes that orcs and grues are the same thing. |
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| I feel like I've seen this somewhere before . . . |
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| The party later finds Garlimon insane and living as a hermit. |
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| Some of the options in dealing with a party of orcs. |
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| Astrix gives the party its final quest. |
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| Tag saves the party in the final combat. |
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| Crebain from Dunland! |
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| Tag, just like Frodo, freaks out when he sees some suspicious characters in the Prancing Pony. If they stay at the inn tonight, the party will be killed. |
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| A simple choice to go left or right has enormous consequences for the rest of the game. |
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| The shopkeeper tells you that a required inventory item won't help you. |
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| A lot of text and programming--not to mention the graphics--went into a battle you're not even supposed to fight. You're meant to take a different path. |
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| The name of the boat captain you need to ask for at the end of the game is also randomized. |
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| Failing to note the "fine orange residue" early in the game makes it nearly impossible to cast the final spell. |
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| Tag muses on the many things the party did wrong. |
Your Journey will provide you with many hours of enjoyment and many hundreds of difficult decisions. But unlike other games you may have played, there are virtually no dead ends. Any action you take will advance the story toward one of its many endings. But there is only one ending that is the best.
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| "Not a dead end." |
[T]here inevitably comes a point when you realize that everything Infocom has been saying about their game and everything the game has been implying about itself is a lie. Far from being the more easy-going sort of text adventure that it's purported to be, Journey is a minefield of the very dead ends it decries, a cruel betrayal of everything it supposedly stands for. It turns out that there is exactly one correct path through the dozens of significant choices you make in playing the game to completion. Make one wrong choice and it's all over. Worse--far worse--more often than not you are given no clue about the irrecoverable blunder you've just made. You might play on for hours before being brought up short.
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| Evocative graphics are one of the game's few positives. |
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| I like to think that the next two would have been Destination and Return. |
People Behind The Meeples - Episode 170: Brett Picotte

Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
| Name: | Brett Picotte |
|---|---|
| Email: | bubbamaker&$64;aol&$46;com |
| Location: | Willard, MO USA |
| Day Job: | President of Brettco, Inc. |
| Designing: | Over ten years! |
| Webpage: | www.pushfightgame.com |
| BGG: | Push Fighter |
| Facebook: | Push Fight or Brett Picotte |
| Twitter: | @BPicotte |
| Find my games at: | My webpage is the only place right now. |
Brett Picotte
Interviewed on: 1/11/2019
Brett Picotte is both a game designer and an inventor. In addition to designing the game Push Fight, Brett also has a few inventions to his name, including practice golf balls and a Jiu-Jitsu training dummy. Read on to learn more about Brett and his projects!
Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Over ten years!
Why did you start designing tabletop games?
I created a game for just for myself, one that I could play solo or with others. I had a need.
What game or games are you currently working on?
Push Fight for 2-4 players.
Have you designed any games that have been published?
Yes, Push Fight was published briefly by Penny Arcade.
What is your day job?
President of Brettco, Inc.
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
Family gatherings.
Who do you normally game with?
My nephews.
If you were to invite a few friends together for game night tonight, what games would you play?
I have a couple of games I invented by can't mention yet.
And what snacks would you eat?
Nachos
Do you like to have music playing while you play games? If so, what kind?
Yes - Beatles.
What's your favorite FLGS?
I don't have one.
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Golf for all three questions. :-)
What is your favorite game mechanic? How about your least favorite?
Pushing is favorite. I don't have a least favorite.
What's your favorite game that you just can't ever seem to get to the table?
Monopoly - still one of my favorites for sentimental reasons.
What styles of games do you play?
I like to play Board Games, Card Games
Do you design different styles of games than what you play?
I like to design Board Games
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
With Push Fight, I came up with the board first. It had a theme, too - playing a game on a raft in the water. Losing meant taking a dip.
Have you ever entered or won a game design competition?
Never entered.
Do you have a current favorite game designer or idol?
No.
Where or when or how do you get your inspiration or come up with your best ideas?
I invent things that I need. I'm currently looking for a manufacturer for my golf practice ball.
How do you go about playtesting your games?
I play with family and friends.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I like to work alone.
What do you feel is your biggest challenge as a game designer?
Getting it published by someone who wants to make it a huge success.
If you could design a game within any IP, what would it be?
A gambling game.
What do you wish someone had told you a long time ago about designing games?
Nothing really.
What advice would you like to share about designing games?
Have fun with it and don't expect to become rich.
Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Push Fight
Games that will soon be published are: Can't say yet.
Currently looking for a publisher I have: If Penny Arcade doesn't produce anymore games, I will be looking for a new publisher.
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Yes, several groups. Abstract Nation is a cool one.
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Trek, Coke, VHS
What hobbies do you have besides tabletop games?
Martial arts and sports
What is something you learned in the last week?
How to play Presbyterian Guitar by John Hartford on my guitar.
Favorite type of music? Books? Movies?
Rock and roll, bluegrass. Currently reading The Phenomenon (a book about Rick Ankiel) and just saw Bohemian Rhapsody. Great movie.
What was the last book you read?
The Phenomenon
Do you play any musical instruments?
Guitar
Tell us something about yourself that you think might surprise people.
I'm old
Tell us about something crazy that you once did.
Volunteered to be the first victim for the 5th ranked fighter in the nation at a karate tournament.
Biggest accident that turned out awesome?
Can't think of one.
Who is your idol?
Royce Gracie
What would you do if you had a time machine?
Go back to my high school and college days. Fun times.
Are you an extrovert or introvert?
Right in the middle.
If you could be any superhero, which one would you be?
Spiderman so I could shoot webs.
Have any pets?
Clyde the spoiled Coonhound/German Shepherd mix and Toby the cat.
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I hope Push Fight survives. And, it would save me a lot of time if my golf clubs got wiped out.
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Hello to all who love my game.
Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?
I have an accounting degree and somehow passed the CPA exam. That's probably why I like the details of game design so much. I also invented a Jiu-Jitsu training dummy we call Bubba. I built Bubbas for a long time, and they are great for practice.
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links
, like GJJ Games on Facebook
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. And be sure to check out my games on Tabletop Generation.Brainstorming With Reversal
In the previous two posts I described how I sometimes approach a problem by trying to arrange it into a matrix. Sometimes that doesn't work and I instead try to look at the problem backwards. As an example, consider procedural map generation. I often start with a noise function, adding octaves, adjusting parameters, and adding layers. I'm doing this because I'm looking for maps with certain properties.
It's fine to start by playing with parameters, but the parameter space is rather large, and it's unclear whether I'll actually find the parameters that best match what I want. Instead, after playing around a bit, I stop and think in the opposite order: if I can describe what I want, it might help be find the parameters.
This is actually the motivation I was taught for algebra. Given an equation like 5x² + 8x - 21 = 0, what is x? When I didn't know algebra, I would've solved this by trying a bunch of values for x, jumping randomly at first, then adjusting it once I felt I was getting close. Algebra gives us the tool to go in the other direction. Instead of guessing at answers, it gives me tools (factoring, or the quadratic equations, or Newton's iterative root finding) that I can use to more intelligently find the values of x (-3 or 7/5).
I feel like I often am in that same situation with programming. For procedural map generation, after tweaking parameters for a while, I stopped to list some things I wanted for the game worlds in one project:
- Players should start far apart on the beach.
- Players should move uphill as they level up.
- Players shouldn't reach the edge of the map.
- Players should join into groups as they increase in level.
- Beaches should have easy monsters without much variation.
- Midlands should have a wide variety of monsters of medium difficulty.
- Highlands should have hard "boss" monsters.
- There should be some landmark to help players stay at the same difficulty level, and another landmark to help players go up or down in difficulty level.
That list led to some constraints:
- The game worlds should be islands with a lot of coastline and a small peak in the center.
- Elevation should match monster difficulty.
- Low and high elevation should have less biome variation than middle elevations.
- Roads should stay at a fixed difficulty level.
- Rivers should flow from high to low elevation, and give players a way to navigate up/down.
The constraints then led me to design the map generator. This led to a much better set of maps than the ones I got by tweaking parameters like I usually do. And the resulting article has gotten lots of people interested in Voronoi-based maps.
Another example is unit tests. I'm supposed to come up with a list of examples to test. For example, for hexagonal grids I might think of testing that add(Hex(1, 2), Hex(3, 4)) == Hex(4, 6) . Then I might remember to test zeros: add(Hex(0, 1), Hex(7, 9)) == Hex(7, 10). Then I might remember to test negative numbers too: add(Hex(-3, 4) + Hex(7, -8)) == Hex(4, -4). Ok, great, I have a few unit tests.
If I think more about this, what I really am testing is add(Hex(A, B), Hex(C, D)) == Hex(A+C, B+D). I came up with the three examples based on this general rule. I'm working backwards from this rule to come up with the unit tests. If I can directly encode this rule into the test system, I can have the system itself work backwards to come with the instances to test. This is called "property based testing". (Also see: metamorphic testing)
Another example is constraint solvers. In these systems you describe what you want in the output, and the system comes up with a way to satisfy the constraints. From the Procedural Content Generation Book, chapter 8:
In the constructive methods of Chapter 3 and the fractal and noise methods of Chapter 4, we can produce different kinds of output by tweaking the algorithms until we're satisfied with their output. But if we know what properties we'd like generated content to have, it can be more convenient to directly specify what we want, and then have a general algorithm find content meeting our criteria.
In Answer Set Programming, explored in that book, you describe the structure of what you're working with (tiles are floors or walls, and the tiles are adjacent to each other), the structure of solutions you're looking for (a dungeon is a bunch of connected tiles with a start and an end), and the properties of the solutions (side passages should be at most 5 rooms, there are 1 or 2 loops, there are three henchmen to defeat before you reach the boss). The system then comes up with possible solutions and lets you decide what to do with them.
A recent constraint solver got a lot of attention because of its cool name and demos: Wave Function Collapse. You give it example images to tell it what the constraints on adjacent tiles are, and then it comes up with more examples that match your given patterns. There's a paper, WaveFunctionCollapse is Constraint Solving in the Wild, that describes how it works:
Operationally, WFC implements a non-backtracking, greedy search method. This paper examines WFC as an instance of constraint solving methods.
I done much with constraint solvers yet. As with Algebra, there's a lot for me to learn before I can them effectively.
Another example is when I made a spaceship where you could drag the thrusters to wherever you wanted, and the system would figure out which thrusters to fire when you pressed W, A, S, D, Q, E. For example, in this spaceship:
If you want to go forwards, you'd fire the two rear thrusters. If you want to rotate left, you'd fire the rear right thruster and the front left thruster. I tried to solve this by having the system try lots of parameters:
It worked, but it wasn't great. I realized later that this too is another instance of where working backwards would have helped. It turns out the movement of the spaceships could be described by a linear constraint system. Had I realized it, I could've used an existing library that solves the constraints exactly, instead of my trial-and-error approach coming up with an approximation.
Yet another example is the G9.js project, which lets you drag the outputs of some function around on the screen, and it will figure out how to change the inputs to match your desired output. The demos of G9.js are great! Be sure to uncomment the "uncomment the following line" on the Rings demo.
Sometimes it's useful to think about a problem in reverse. I often find that it gives me better solutions than if I only consider the forward direction.
quarta-feira, 3 de abril de 2019
The Argument Hour, With Seth And TC
Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:
Ludology
Board Game Design Lab
Building the Game
Game Designers of North Carolina
There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).
I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.
And so was born The Argument Hour, with Seth and TC!
The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.
We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.
Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.
Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.
So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...
terça-feira, 2 de abril de 2019
Game Masters Exhibition With Ian!
Game Masters at Franklin Institute
Game Masters Wikipedia page
Botanicula by Jaromír Plachý
Child of Eden by Tetsuya Mizuguchi
segunda-feira, 1 de abril de 2019
SOMA - Two Years Later
It's over two years since we released SOMA, so it's time for another update on how things have been going.
First of all, let's talk about sales. As I've said many times before, sales are not straightforward to count, and the number you come up with is reliant on many different factors. For instance, SOMA was part of the Humble Monthly Bundle, which meant that everybody subscribing to that service was able to download a copy of SOMA. These are not really "sales", so should we count them? It's also worth noting that pricing differs a lot between different sales. A single unit sold at full price means more than one sold when the game is 75% off. I think it's important to think about these things, and remember you can't directly compare the sales of two games.
With all that said, what I'm going to do here is to basically take every single download of the game as a sale. Doing so gives us a total of 650 000 units, a 200 000 units increase since the the same time last year. This is a very good result.
It's interesting to compare how sales have changed across the two years for SOMA. The normal day-to-day income, when there are no discounts or anything, is 33% of what it was the same time last year. However, when the game is at a discount (such as a Steam summer sale), the generated income is about 75% of what similar events generated last year. This means that discount events are extra important this year.
Taken as a whole, the sales that we make from all our games will cover all our expenses every month, and even make us a profit. This is quite amazing. Given that we currently have about 16 people working with us full time, we have a pretty high burn rate, and to still be able to support all that on your ongoing sales is great.
This means that we still have a good buffer from our launch sales. While it will by no means last forever, it gives us peace of mind and lets us take the time we need. While we'll continue to generate income next year too, I'm not so sure it'll be enough to cover all our costs. This is when that initial buffer comes in handy, and will let us continue working on our projects without any monetary worries. To put things in perspective, it is worth noting that most companies start using up their buffer just a few months after release, so we are in no ways in a dire situation right now - quite the opposite!
However, this also makes it very clear that we need to be able to release games at a more regular rate. We were lucky that SOMA was a hit, and that the money is easily able to sustain us for the time we need to complete our next project. Had SOMA been a flop, the situation would have been a lot worse now. That's why we are focusing on becoming a two project studio, and the goal is to be able to release a game every two years. Had we managed to set that up prior to SOMA, we would be in the process of releasing a game right now. Needless to say, it would makes us a lot more financially stable, and able to handle a less successful release. In turn this should allow us to take greater risks, which I think is a key element in being able to create great games.
This leads me to another thing that's been on my mind. A few months back someone asked me: "How do you get people to buy your game?". This is a fairly basic question, but it really made me think. When it comes to sales made during launch, the answer feels quite self-evident. We generate a lot of buzz, there are reviews, let's plays and so on. There are a number of fairly obvious ways that people learn about our game.
But what about the customers that buy our game two years after release - why do they do it? That's a much harder question. I think most of this is via word-of-mouth recommendation. When the right circumstances arise (e.g.: "I feel like playing a game tonight") and when external influence (e.g.: "your friends said they liked our game") is strong enough, that's when a sale happens. I know that Steam and other stores have some forms of discovery tools, but I don't think they play a major factor. What really matters is not a single source, but the slow build-up of good will around a game - eventually this will make a player consider buying it. Discovery tools, such as "you might also like"-adverts, surely help, but they are just part of a much larger process [1].
Because of this, and considering the sheer number of games that are currently being released, I think the best strategy is to focus on unique experiences. You want to create the type of experience that is not only hard to get elsewhere, but also leaves a mark on those who play it. This is now a core philosophy here at Frictional. I guess we sort of always had it unconsciously, but we have now made it official. Our goal is to create games that are more than forgettable escapism. We want people to come out of their experiences feeling changed. A lofty goal? You bet. While it'll be impossible to make sure every single player has this type of experience, it feels like the perfect thing to strive for.
Now I will round of this post with a brief discussion on the status of our current projects.
The first project is in full production, and about 80% of the team is currently working on it. The focus for most of this year has been on creating the first few maps of the game to create a solid vertical slice based on our experiments last year. However, we recently came up with some new avenues that we wanted to explore. The stuff that has come out of this recent detour is feeling really great and I am certain it'll make the game feel very special. All of this came out of what I just discussed: our focus on making games that leaves a mark on the player. I'm not sure we would have gone down this route if we hadn't explicitly stated that goal, which makes me confident it's a really good way of thinking. I'm afraid I can't go into any details on this, other than to say that the project will be horrific in nature. There will be no release this year, but we hope to announce something during the first six months of next year.
As for the other project, that's also going well. We've been a bit delayed due to new tech taking longer than anticipated to develop [2]. The upside of that has been that the game has had more time in pre-production than any of our previous games. This has been incredibly valuable, as the things we aim to tackle in this game are quite difficult, and allowing it all to brew for a bit has meant many of the basic aspects are clearer for us. This game will be less about direct, visceral horror, and more about the player gaining an understanding of different concepts. This can, as we know from working on SOMA, be quite tricky to get right and requires a slightly different approach than when working on a more direct horror game. Release for this game is quite far off though, so don't expect to hear any concrete details in the near future.
That's it for this update. I'm incredibly excited about the things that we have planned, and I'm very eager to give you all more updates. I also want to thank everybody for the support over the years, and rest assured that while we might not reply to every single mail, tweet, etc. that you send us, we make sure to read every single one!
Notes:
1) For games that are heavily based around online communities, such as a Rocket League, I think things work slightly differently. There is still a word-of-mouth zeitgeist going on, but a lot of it comes from your game become a habit for your players, something that they participate in on a daily basis. This forms a feedback loop that helps drives new buyers, which I think is quite different from how our games work.
2) We are currently working on the fourth iteration of our HPL engine for this game, and due to some of the things we need to be able to do for the game, we've been required to make some major adjustments. These things take time, but luckily we have most of it done now.
























