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Hello! Oh, this is a bit early, ain't it?

Well yes, I wanted to finish up all my Game Maker's Toolkit stuff for 2016 before Christmas so I could give myself a proper break to relax, play some video games, reset my brain, and be ready to get working in 2017. 

The final video for the year is basically done but I will release it next week. Though, Patrons will get it sooner as always. And $3 backers can expect Game Maker's Playlist tomorrow, if all goes to plan.

Oh, and before I forget - you can see a cool GMTK shoutout on Extra Credits, here

Post-Script

5 Game Design Innovations from 2016 

I knew that I wanted to bring back the video I did last year , where I highlighted 5 bits of good game design from 2015. But I felt like the title was a bit vague and wishy washy. I wanted it to be clear what would be inside. 

So I eventually ended up with "innovations". The idea being that games deserve special credit for coming up with fresh and original ideas - even if they're not completely perfect.

This did mean I needed to chuck out a couple half-written ideas that fit the original title of "bits of good game design". Here's the first draft for a thing on Recore's extraction mechanic.

Reviewers dunked on ReCore for being buggy and broken. But, if you ask me, that game was practically flawless. 
Flawless. Floorless. Ah forget it. (There was an amazing visual joke here of a bug where Joule fell through the floor into an infinite void. It pains me to lose it). 
Okay, so the game's rough around the edges but dig a bit deeper and you'll find a game filled with clever ideas and fun mechanics. From colour-changing enemies to spider-bots that run on sky-high rollercoaster rails. 
My favourite part of the game, though, is the extraction mechanic. This is when an enemy or a boss monster is weakened and you plunge your hookshot thingy into their tummy.
Then, the game turns into a manic tug of war, or something ripped straight out of SEGA Bass Fishing. You have to pay attention - only pulling on the analogue stick when the rope is white, and letting loose when the cord goes red.
It's more involving than Doom's instant glory kill, and much more engaging than those button-prompt cutscenes you'd find in a game like God of War.
There's a lot of tactical depth. You're vulnerable while you're extracting, for example, so you have to unleash this attack wisely. You want to be a good distance from the enemy, and make sure other foes are either dead, or busy fighting your robot companion.
You also get a different reward for using extraction. Killing an enemy normally gives you scrap, while extraction gives you a core. 
You do get instant extractions, too, but they're rare and so should be used judiciously. You don't want to waste one on a weak enemy but you can use it to quickly erase one tough enemy from the battlefield. And the split-second pause when you wipe out that enemy is ultra satisfying. 
ReCore packs a lot into this one mechanic... and that's where I ran out of words. 

There was also a thing on Furi, and how it has a tug-of-war style health system for its multi-phase boss fights, and the ability to win back health by timing your parries well. 

The main takeaway is, I think, that I want to do some shorter episodes on smaller stuff next year.

Sometimes I think "this is a cool bit of game design but it wouldn't sustain a full episode" when, in reality, I can make the videos as long or as short as I like. Though, I will need to consider Patreon stuff - feels weird to charge the same for a 4 and 10 minute video. 

Video 2

Almost done!

Sneak Peeks

Okay. So, we used to have escort missions in games, right? And they sucked. Everyone hated them. But developers didn't want to let go entirely because they worked well narratively. Especially for the power fantasy storyline of, like, every game ever.

The solution was to make your AI companion invincible. See: The Last of Us and Bioshock Infinite.

Which is smart, but also kinda shitty. We see Joel and Ellie's relationship in the cutscenes but we rarely get to explore their dynamic in the gameplay because Joel literally doesn't need to protect Ellie. She can't be seen or hurt by enemies. Same goes for Elizabeth. 

Anyway, The Last Guardian does some really interesting stuff in this space and I reckon I'll do something on that. My question to you is - can you think of a game that explores companionship, or a bond, or parental protection, etc... through the mechanics of the game. 

An example to get your brains whirring is the indie game Passage by Jason Rohrer. When you get married in the game, your character is now wider (as you move both the man and the woman), and you can no longer reach certain areas. A nice, mechanical metaphor for how the commitment of marriage blocks off certain things in your life. 

Any and all ideas welcome. I seem to remember Enslaved doing something clever with Trip and Monkey. I'll replay that one. 

Mark's Month

So this was my last month working at Pocket Gamer. 

Working at Pocket Gamer has been interesting. It was never my goal to write about mobile games - I just wanted to be a games journalist and this was the best I could get at the time! - but it was actually a fascinating industry to cover. 

When I started in 2010, the App Store was about two years old and there was a wealth of innovation. Game creators, especially on the indie side, started to explore new ways to use the unique pleasures of the smartphone. The multi-touch screen, location data, the camera, the microphone, the accelerometer all lead to incredible games not possible elsewhere. 

But devs were also experimenting with how to sell their games, and the focus was increasingly put on "free to play" - a business model I have never been a huge fan of. I think free to play negatively impacts game design , shattering the balance, pacing, and fairness of a game. It's a model where devs introduce "pain points", so they can charge you to overcome them. Blurgh. 

So imagine trying to run a website where you didn't care for the most successful and profitable things that the website was supposed to cover. It wasn't an easy job! I'm enormously proud of what we did, though - I think we struck a good balance between covering the populist games and the more niche, independent stuff. 

But, ultimately, being an editor wasn't really my thing. I never enjoyed the busywork and chores of running a thing, I struggled with staffing stuff, and I preferred to just write articles rather than do big-picture editor-y things. Don't get me wrong, I was good at my job - traffic went up, the site was strong, we did amazing work - but I didn't love it. 

Anyway. I'm pleased with my legacy. I'll be interested to see where the site goes. And I wonder if it will ever get that much-needed redesign. A new website was in the works for the whole six years I worked there. 

I'm pleased I was still there for Super Mario Run, though. Here's my review of the game .

It is a game where the designers thought carefully about how to translate the bouncy thrills of Mario to a platform without buttons or a d-pad and came up with something special: a deceptively simple game that serves as a full-bodied celebration of Mario's genre-defining jump.

And here's a fun Photoshop thing  about what the game would look like if it were truly free to play.

It was dissapointing, to say the least, to see that the mobile games industry is so tarnished by free to play that many players met a game with a free demo and a sensible price tag with such opposition. It didn't give me much hope for the future...

Also this month, I did my first proper consultancy gig for this firm I'm freelancing at! I had a couple jobs with them earlier in the year but they fell through for boring reasons. This time I finally got to play a game and write a report. 

It's an interesting process! The main difference from writing a normal review / script is that the game is very early and so you have to make best guesses about how things will turn out and what the developer intends to do in certain places. Which makes it kinda tricky. 

Obviously, I can't say anything specific about the game or the process. All under strict NDA. Speaking of which, this job has made me privy to info on games that, like, you don't even know about. They haven't been announced. It's absolutely bonkers - I shouldn't be trusted with these secrets. I want to blurt them all out! Argh!

Best I move on. But this is getting kinda long so here are some one sentence, thoughts on stuff I've been playing.

  • The Last Guardian is busted and clumsy but ultimately a beautiful story about companionship.
  • 2 hours in and Mafia 3 is just bad.
  • Kirby Planet Robobot is filled with crazy one-off ideas but I wish it wasn't so simple.
  • Stardew Valley got its hooks in me for a good few days but I could see how long it would take me to get where I wanted and I had to bail.
  • Batman Arkham VR is a really great showcase for the headset.
  • Ittle Dew 2 is like playing a Zelda speedrun and I'm not sure I'm into that.

Have a Merry Christmas, or whatever holiday you celebrate, and have a have a happy new year!

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Comments

Anonymous

While I initially thought Marion Run was just going to be another cash grab, I was impressed by some of the challenges with the coins in the demo levels. I still think it's a bit steep (especially since I don't own an iOS device), and the always-online stuff I heard about seemed disappointing, but I'm sure that the levels themselves get better and better.

Anonymous

A game that explores a bond through mechanics. The end of Brothers: A Tale of Two Sons comes to mind. Ico of course (actually, all of Ueda's games have some form of companionship in them. Wander and Argo for SotC). Does the multiplayer of Journey count? I'm sure a really good one will come to mind after I hit post ^^ Grats on leaving PGUK behind. I got into reviewing mobile games in 2009, and yeah, while the space was really interesting to watch grow, so much of what made money was pretty abhorrent. I do not envy your editor duties. I only lasted 10 months as an editor myself before coming back as a writer later. I'm sure if any mobile games do some really interesting things, you'll hear about them. I still kind of keep one eye on the platform, even though the last game that really wowed me was Monument Valley. Have a great Christmas.

Anonymous

I totally agree about the end of Brothers. It's a great example.

SpeckObst

The best AI companion to this day in my opinion is Ashley from Resident Evil 4. Everyone seems to hate on her, but she does exactly what you tell her to do and behaves in predictable ways. You can tell her to hide in a dumpster, she follows your exact path pretty closely and she even ducks when you move the gun in her direction. In regards to the story, most enemies don't want to hurt her and will rather try to take her away. The game only ends when she's leaves the room. She also is only by your direct side for maybe 20% of the game, so the game can craft the levels around her inclusion during those moments.

Shade

Twas a good newsletter, especially regarding your video on F2P. Merry Christmas!

OSW Review

Thanks Mark! Just a small note, the Extra Credits timestamp posted is for "How Did They Do That!?" -- yours is here <a href="https://youtu.be/HjGTQrsUOKM?t=1m18s" rel="nofollow noopener" target="_blank">https://youtu.be/HjGTQrsUOKM?t=1m18s</a>

Daniel Haas

On partnership themes in games - Someone already mentioned Brothers: AToTS, but that was also my first thought - KOTOR 2 had a heavy theme of "you influence your party", but apart from some conversation unlocks and specifically crafted set pieces it's unclear how much that was communicated in the gameplay itself - Portal + Companion cube, but analyzing Portal at this point seems unnecessary - Thomas Was Alone managed to communicate the feeling of growing friendship and interdependency without being anything more than colored rectangles, if you haven't played it I highly recommend giving it a shot. Each rectangle has a personality and they rely on one another for different things, and while they're all player controlled you must cycle between them. There's plenty if you include co-op games, but I think you're referring to the "how do we make the player care about a computer" here. Maybe it's better to start with that question and ask why we feel for certain characters in games and what was done in the design to make us feel that way (Lydia, Companion Cube, starter Pokemon come to mind there) On the Free to Play: I think you're using the term "F2P" unfairly. F2P is a large umbrella for a wide variety of F2P models, some good some bad. There's cosmetic purchases, cooldown mechanics, pay-to-remove/skip ads, pay for power, etc - these are all "free to play" but a game might have only a subset. If we're talking about the more predatory F2P bits I agree. Zynga referred to this as "funpain" - design a game to be fun, then add just enough pain that the player will pay to get past it. Some could argue the "box model" influenced games to rely more on advertising and brand than on actual content, limiting the design choices, while F2P games have to not only prove themselves but remain consistently updated and relevant to enjoy success. I'd be interested in a deeper dive on various monetization models and their effect on design. Or, maybe on what styles of F2P we're not currently exploring that we might instead. I know I loved Bastion's "make the game harder" upgrades, what if we flipped the F2P model on its head by asking the player to pay to hobble themself? That way, the more experienced players are constantly looking to "prove" themself, and matchmaking balances out in the wash. Anyways, it's been a great year and I always look forward to your videos. Keep them coming - whether in 4m or 10m chunks.

GameMakersToolkit

oh yeah, there are definitely good ways to do F2P. on mobile, though, it's 99% predatory funpain stuff. I like the idea of paying to make the game harder... but i don't think it would be a good financial decision for a dev!