Archive for December, 2010

Mario 64 piece published in Well Played 2.0!

Tuesday, December 14th, 2010

I’m happy to announce that the piece I wrote about Mario 64, titled “Mario 64: an exercise on freedom and style” is now published as part of the Well Played 2.0 book!

Well Played 2.0 in the second book in the Well Played series, edited by Drew Davidson. In these series, different authors analyze the experience of playing different games. I chose Mario 64 because it is a game that opened my eyes to the magic of 3D adventures. In the piece I attempt to explain why the game feels so timeless and reflect on the reasons why it holds a special place in my heart. Hope you enjoy it!

Read it here.

Game mechanics of note: Zuma Blitz’s lingering bonuses

Saturday, December 11th, 2010

Zuma Blitz is a game of skill, speed and precision in which players must shoot balls at other like-colored balls with the objective of making clusters, thus making them disappear. Sometimes these balls will have bonuses on them, and eliminating them nets you the specified bonus.

Quick! Get those multipliers!

These bonuses disappear rather fast, which means that you have to act quick if you want to get those extra points. It also means that sometimes you spot a bonus, shoot a ball at it and watch it disappear before the shot reaches it.

So unfair!

Except it’s not. The game has the incredibly good sense of letting the bonus linger invisibly on the ball for a small period of time, so that the player will still get the bonus if it disappears while the shot is in mid-air – or if even if it it disappears just before the player takes the shot. The bonus might not be visible, but the audio and visual feedback remain.

No doubt that the spirit behind this mechanic is to be extremely forgiving with players in the social space. PopCap knows that there is no room in that space for unforgiving mechanics, and they clearly design their games (especially the Facebook versions) with that in mind. In turn the player, instead of feeling cheated, feels a sense of accomplishment for making the shot in the last possible second.

I’ve been here before

Friday, December 3rd, 2010

It happens to me way too often. You know the feeling, right? It’s that “have I actually been here, or was that in a dream?”. Tycho puts it into words, except for him it happens with games. Like so:

Speaking specifically to the Lairs, there were moments where the obvious “structure” of the levels you’re supposed to traverse in game terms melted away into completely organic environments, which I could then navigate intuitively. That happened in Uncharted 2 quite often, and it alters your brain function. i think that if I try to recall these places in the future, I might recall them as places I’ve been.