April 21, 2006

Beat Matching but Casual

During this year's Experimental Gameplay Workshop, Nick Fortugno from Gamelab presented their challenging project Downbeat, a casual game combines RTS with beat matching mechanics. Nick mentioned that it is quite a challenge to design a beat matching game (which was mainly for hardcore gamers) to be easy to pick up by the casual gamers.

Downbeat successfully solved the problem. It changed the basic gamplay from the very hard "click in time" to the easy to pick up "move direction before it's too late". Interestingly while Downbeat is still not released yet. Japanese game designers have already put out a flash game that is surprisingly close.

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Without any graphics candy, this game is surprisingly pleasing. The synchronization between body, eyes and ears is always a very addicting experience.

Posted by Jenova at 6:20 PM | Comments (2)

April 13, 2006

Slamdance’s 99K Feature Project April 22nd & 23rd

I just got email from Slamdance, they are hosting this cool session. If you are independent film maker. It is definitely interesting.

SECRETS OF INDEPENDENT FILMMAKING!
Use this e-mail printout to get a $50 discount!
Spend a weekend with Slamdance and learn everything you ever wanted to know about real independent filmmaking from filmmakers, producers, writers and industry experts. We’ll cover low budget production from concept to alternative distribution. Find out how films get made outside the studio system.

Panelists include authorities on independent filmmaking: Jeremy Coon (Producer, Napoleon Dynamite), Paul Federbush (Warner Independent), Micah Green (CAA), Stephen Israel (Producer, Swimming with Sharks), Greg Laemmle (Laemmle Theaters), Linda Phillips Palo (Casting Director, The Virgin Suicides), Meredith Kadlec (Here!TV), Wash Westmoreland (Director, Quinceanera), Steven J. Wolfe (Producer, Twin Falls Idaho)

Event also includes two screening of Slamdance 2006 Films:
- April 22nd (7-9pm) "THE OTHER SIDE" Directed & Written by Gregg Bishop
- April 23rd (7-9pm) "NEO NED" Directed by Van Fischer, Written by Tim Boughn

Location: The Village (1125 N. McCadden Place, L.A., CA 90038)

For more information, pricing, to attend:
visit www.slamdance.com/99k
e-mail 99k@slamdance.com
call 323-466-1786

Posted by Jenova at 11:12 AM | Comments (0)

April 8, 2006

What am I playing now?

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The Elder Scroll IV: Oblivion
It's one of those games spilling passions from the makers that I'd like to devote my time to immerse myself in. So far 15 hours are gone...

Posted by Jenova at 2:06 PM | Comments (3)

April 5, 2006

"Ever17" an interactive novel with the most stunning story I have ever seen

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"If you want to tell a story in video game, how can you tell it better than other traditional media like novels and films?" As a game designer and artist, I have had this question for a long time. I couldn't find any strong examples to prove that till I played Ever 17.

Ever 17 was first published on Play Station at August 2002, then on PC and DC at 2003. Theoretically, it falls under Japan's Dating-Sim games. In Japan, fully 25% of computer software published belong to a unique genre of game called "bishoujo games" ("pretty girl games"), which are usually a kind of love simulation game in which you try to become romantically involved with beautiful anime characters as the object of the game. As a rule, you have different girls you interact with as the story develops, with many different endings, one or several with each girl. They're very challenging and very interactive, with everything from lovable, goofy anime characters to romantic love and heartbreak to very erotic sex. In Japanese these games sell tens of thousands of copies at $88 per copy, despite the fact that they're censored with a mosaic.

However, Ever 17 doesn't have any uncensored content, yet still stayed on top of the selling list for a long time. The reason behind is its mind twisting story. It generates such enlightenment after player play though the game.

The first time experience feels like a well written escape love story (like Titanic). The second time you go through the story again but choose different branches, it ends up like the movie A.I.. The third & fourth time the story seems altered. Player will play through another character's perspective. Each time player plays through, more and more questions rise. Then the fifth time, everything become clear. I don't want to expose the story, but it's something related to 4-D life form. Unlike Matrix, it's so well thought that there is no logical flaw in it.

If you are interested in interactive narrative, or have the time to enjoy a 12 hours mind tricking experience. Give Ever 17 a try. It's highly recommended...

Posted by Jenova at 1:50 AM | Comments (5)