Critical-Casts Episode 3: Trigon B-Side
February 22nd, 2013
The other week, I joined Richard Terrell and a few of his mates on the b-side recording of his third Critical-Casts podcast. The final cut was put online yesterday, so go ahead and check it out. Like the previous shows, Richard did a great job at putting this one together, and I had a great time being a part of it. Having just come off crunch time on my book, coupled with Chinese New Year commitments, I was pretty exhausted going into the recording. I wake up about half-way through though, so it’s not all bad. I’m thinking of writing up a few comments on what we discussed, but it seems like I’ll need to do a bit of research first, so that might take a while. In the meantime, be sure to have a listen and leave Richard any comments on his site.
The blog’s been a bit quiet this week cause I’ve been relaxing a bit more, working on a few longer posts, and doing a ton of research. It seems like some of my notes are turning into their own mini-projects, so we’ll have to see where that gets me. By the way, if you like the Wipeout series, you should totally check out Hellfire_WZ’s YouTube channel. This guy has done hours worth of tutorials, tournament matches, and documentaries on the series. I’ve been watching his stuff for the past few days and learnt a whole bunch. I would recommend Wipeout HD Fury – The Basics, Wipeout – Circuits from Hell, and Wipeout – Through the Ages – The Weapons.
And Now For a Return to Your Regular Viewing Schedule
February 9th, 2013
After 2 years of full-time work on top of my regular full-time job and personal commitments, I’ve finally completed my book, Rethinking Games Criticism: An Analysis of Wario Land 4. What was originally meant to be a 120-page warm-up for a full-sized book on Metroid Prime turned out to be a part-critique, part-game-design-text-book, 450-paged behemoth. Yet despite the gradual change in direction, I kept the planned 6-month crunch going for 2 years. While the final push has worn me out a bit, I’m keen to just get on with what’s next as it’s been a year since I’ve written any new material. I have a bunch of upcoming projects that I’ve been stewing over for far too long. I’m not exactly sure which one I’ll start first, so I’ll probably just catch up on my backlog of game design notes—starting with the stuff I can pump out quickly—and see where that takes me. I’m guessing most of this copy will come out on the blog, while other parts will go into the projects. I also have a few posts on writing, editing, and the book itself that will come out over time. So, in whichever form you see it in, expect stuff on:
Tactics Ogre: Let Us Cling Together, Red Steel 2, Metroid: Other M, Final Fantasy Tactics Advance, Wario Land 3, Wario Land Shake Dimension, Star Ocean: Second Evolution, Wipeout Pulse, Bookworm, Critter Crunch, Kid Icarus, Resident Evil Darkside Chronicles, Resident Evil 4, Super Mario Galaxy 2, Shining Force, Braid, DK: King of Swing, Spider: The Secret of Bryce Manor, Cut the Rope, Burnout Revenge, Metal Gear Solid: Ghost Babel, Zelda: 4 Swords Adventures (comments on my Twitter), Harvest Moon, Vanquish, Halo Legends (comments on my Twitter), Uncharted 2, deep reading and the internet, concept albums, player manipulation, and asynchronous multiplayer design in the classroom.
If you’ve got any ideas on any of these topics or games, then I’d be happy to trade thoughts. You can hit me up on email or IM through the following channels:
- Email – danielprimed [at] gmail [dot] com
- MSN – daniel [at] danielprimed [dot] com
- AIM – danielprimed
- Skype – danielprimed
- Twitter – @danielprimed
I haven’t gotten around to chasing up any publishing leads, the past 2 and a half months have been solely dedicated to finishing the final edit. Once I have something concrete to announce, rest assure that I will.
Thanks for your support and patience,
Daniel
Progress Report: A Name and a Contents Page!
November 4th, 2012
Given the book’s constant delays—remember when it was meant to be finished last Christmas?—I’ve been feeling reluctant to post any updates. Alas, it’s time for me to swallow my shame.
After the last edit in July, I spent the following two and a half months doing what I think is the third or fourth edit. I’m not exactly sure, I lost count a few months ago. What I can say with certainty though is that I’m finally satisfied with the copy. I just need to give it a final proof-read and make a few small adjustments to punctuation and it’ll be ready for print.
At the moment, I’m more than a third of the way through the reference images and video. I expect that to last another 2 weeks or so. After which I will begin putting the images, links and text together into its final form. I’m hopeful of hearing a response back from a publisher in the next month or so. If I don’t get picked up, I’ll probably just go ahead with self-publishing. Yes, I will be offering a print version and have been optimising the images and reference material to suit the format. I’m not going to take a stab at a release date this time. Just know that I’ve been spending a ridiculous amount of time on it and it should be done in due time.
Today I want to share 2 things with you. The name of the book and the contents page. The book will be called Rethinking Games Criticism: An Analysis of Wario Land 4. It is as much game design text book as it is a piece on Wario Land 4 and a critique of current serious games writing. As for the contents page, please find it below:
Rethinking Games Criticism: An Analysis of Wario Land 4
Thanks
Copyright
Preface
Introduction
What is Wario Land 4?
How to Read This Book
Online Reference
A Few Words on Style
Need To Know
Game Elements
Wario
Mechanics
Transformations and Navigation
Level Elements
Essential Elements
Regular Elements
Exclusive Elements
Threats
Enemies
Rewards
Coins, Crystals, Diamonds and Treasures
Game Structure
Level, Hub and System Structure
Other
User Interface
Digging Deeper
Mechanics Analysis
Why Jump, Attack and Traversal?
Mechanics, Function and Minimum Difference
The Dominant Mechanics
Attack and Dash Attack Comparison
Dash Attack – Accessibility Diminishing Power
Attack – Power Flavouring Play
Fake Momentum and Step Acceleration
Controller Input~Mechanical Output
Nuance and the Hierarchy of Power
Game Dynamics
Game Dynamics Introduction
Enemies and Interplay
Interplay Analysis
Enemies as Static Game Elements
Psychology and Engagement
Principles of Engagement
Selectable and Scalable Difficulty
Health and Hearts Introduction
Rewards, Punishment and Psychology
Narrative
Premise and Interaction Set in Context
Game Ideas
Counterpoint
Examples of Counterpoint
Suspension
Room Suspension
Visual/Audio
Conveying Information Through Form
The 2D Perspective and The Illusion of Depth
Bounding Boxes, Camera, ACTION!
Music Observations
Design Philosophies
Game as Teacher
The Game Design Style Guide
Additional Essays
Through the Lens of Interaction + Association + Cognition and Application
Designing for Freedom Within Linearity
Level Analysis
Essays on Levels
Folded Level Design
Rooms, Doors and Considerations
Skills and Challenge Types
Transformations and the Level Design Tool Box
Restricted-to-Freer Practice
Levels
Level Analysis Introduction
Entry Passage: Hall of Hieroglyphs
Emerald Passage: Palm Tree Paradise
Emerald Passage: Wildflower Fields
Emerald Passage: Mystic Lake
Emerald Passage: Monsoon Jungle
Ruby Passage: The Curious Factory
Ruby Passage: The Toxic Landfill
Ruby Passage: 40 Below Fridge
Ruby Passage: Pinball Zone
Topaz Passage: Toy Block Tower
Topaz Passage: The Big Board
Topaz Passage: Doodle Woods
Topaz Passage: Domino Row
Sapphire Passage: Crescent Moon Village
Sapphire Passage: Arabian Night
Sapphire Passage: Fiery Cavern
Sapphire Passage: Hotel Horror
Golden Passage
Purple Pipe Puzzle Rooms
Bosses
Passage Themes
Mini-Games
Topical Essays
Wario Land – An Evolutionary History
From Odd to Off-Kilter – The Transition into WarioWare
From 8 to 16 bits in a Year and a Half – Wario Land 3 to 4
The Cutting Room Floor – Beta Vs. Final Game
Wario – A Personality Profile
Mario and Wario – A Character Comparison
Loose Ends
Credits
Glossary