[Short Story] The Fight

This is a bit of a Kingdom Hearts fanfic I did back in 2008. It never went anywhere, this is basically the most complete part of it.

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Postmortem – BlockUP

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BlockUp is a cooperative 2-player building block game where players are working together to get as high as possible before the rising lava catches them. It was developed by our five person team during one semester. 

The game started off originally as “The World We Make” an experimental exploration of goalless cooperative multiplayer over a local network. We wanted players to work together, make their own goals and most importantly, have fun. The only mechanic in the game was that they players had toy blocks that they could build with.

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What is Procedural Rhetoric and are the criticisms made against it by Miguel Sicart valid?

According to Sicart, as written in his piece “Against Procedurality”:

Proceduralism often disregards the importance of play and players as activities that have creative, performative properties. In this sense, the meaning of a game, of any game, lies in its rules…In the proceduralist tradition, play is not central to understanding the meanings created by (playing) games, since it is the rules that create those meanings. (Against Procedurality, 2011, para. 23)

and that:

In essence, procedural rhetoric argues that it is in the formal properties of the rules where the meaning of a game can be found. And what players do is actively complete the meaning suggested and guided by the rules. For proceduralists, which are after all a class of formalists, the game is the rules, both in terms of its ontological definition (the what in what is a game), and in its function as an object that creates meaning in the contexts in which specific users use it. (Against Procedurality, 2011, para. 22)

This essay will first properly define Procedural Rhetoric and how it is related to Proceduralism in order to bring a groundwork understanding to what it is the Sicart is criticising. Sicart’s views will be laid out in a manner in which they will be taken apart, looked at and considered on whether these criticisms are actually valid complaints. First will be Sicart’s interpretation of procedural rhetoric and whether his criticism against his interpretation is valid to apply to what Bogost really meant. Sicart claims that procedural rhetoric ignores the player yet Bogost outlines a concept called procedural enthymeme which acknowledges the relationship between player and procedure. Sicart claims that Bogost focuses too much on the formal characteristics of the game, and not enough on other other important components such as aesthetics, narrative, and so on. Sicart’s interpretation of procedural rhetoric against his own idea of abusive game design which when looked into are pretty much the same thing and how Sicart believes that procedurality leads to the embedding of agendas and views into the games which are then forced onto the unsuspecting players.

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Wide Asleep – Research Essay

So this is a research essay for a game-for-change game, I had to design during my Game Design Course. I decided upon a sleeping app that added gamelike elements to promote better sleeping habits and alert users of potential health risks associated with poor sleep. This was done with a good friend who designed all the images. I don’t know if I still have all the files but it looked really good in my opinion.

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Build Your Way #5

I’ve begun rewriting the code for my game yet again. The way the graphics are laid out is completely different than it was before. Instead of there being three layers of objects, there’s now just two: the tiles and the attackers that need to be moved. The attackers aren’t actually interactable, they just sit on top of the tiles. So pretty much all the gameplay happens with the board tiles.

So far I have moving the hand tiles onto the board again, but I haven’t put any restrictions in where the players can place the tiles so currently you can put tiles everywhere. Also placing tiles doesn’t reduce the move counter which it should, so the current player doesn’t change. I’m currently working on allowing the attackers to be moved so I can make sure the basics are all in place.

Wow. Where to begin with my group game. The group fell to pieces, well. One person did. They ended up doing barely any work for the 12 weeks we had to work on the game. Most of their work I had to do and I wasn’t even meant to be designing shit.

I found it super stressful and I just had no time to even think about writing updates.  But looking on the bright side we got in a mostly finished game. It still had some bugs and needed a fair bit of fine tuning but considering how much fucking around there was where nobody knew what was going on, I’m pretty proud of what we accomplished. Plus I don’t ever have to work with them again.

This is going to be a long post so…
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There’s also more than just the art direction. I feel that the players don’t have a clear goal. Why do they want to keep building into the sky? Why do they want to work together with other players? I just don’t think playtesting will help. What we need is a design document but we currently don’t have that at the moment. What we have is a lot of questions and mixed thoughts but nothing concrete. We need direction. We need to know what we’re working towards, not just a date. I seriously doubt we’ll get anywhere unless this is fixed soon.

Playtesting should happen when we have our gameplay done and level done. Then we can make modifications to it. Sigh…

I need to work on adding numbers to the blocks so when they’re spawned they have a particular material attached according to what number they’re assigned. It kind of doesn’t help that the textures are all jpegs. JPEGs are awful. They really are. You lose so much quality with them its not funny.

Just bluh….