Entries by Sirlin (333)

Wednesday
Nov022011

Free Update to Puzzle Strike print-and-play

The print-and-play version of Puzzle Strike now includes the rebalanced characters from the Puzzle Strike Upgrade Pack. This free update has actually been available for a while, I just never really announced it until now.

Anyone who bought the print-and-play (or who bought something that automatically included the print-and-play) can redownload the files with the same links you had before and it will now magically contain this update. I just re-sent those download codes to everyone, so you don't even have to dig through your inbox.

EDIT: Looks like that new e-mail you all got accidentally has the wrong patch notes. Sorry about that. The files themselves really do have the updated character chips.

If you set aside Puzzle Strike for other games and never went back, I really urge you to give it another try with these rebalanced characters. I hope you find a lot more interesting dynamics this time around.

As far as I know right now, the physical copies of the upgrade pack should ship to everyone the beginning of next week. I know it's been a long wait, so thanks for patience.

Sunday
Oct302011

NYU's Practice Conference

I just attended NYU Game Center's conference called Practice. Special thanks to Frank Lantz, Eric Zimmerman, and the rest of the crew that made this first annual event possible. I wasn't quite sure what it was going to be like, and it ended up not being like any conference I have ever attended before. It wasn't exactly because the sessions were so great though (they were ok). It was because of the very specific vibe the "designers" of the conference tried--and succeeded--in creating.

It was very small, at only about 80 people, which was intentional. It had a single track, meaning there was only one presentation going on at any one time, so there was no way to miss anything and all attendees were "together" throughout. The intent of the conference was to focus on the actual craft of making games--the realy nitty gritty, day-to-day things that working designers are really doing, as opposed to high concept stories. It included a wide range of perspectives, including paper game design (board and card games), core single player games, facebook games, fighting games, physical sports, dance games, and so on. Finally, it succeded in having an attendee list that was mostly actual working designers who are able to engage in a high level of discourse about out craft, rather than newcomers, hobbyists, or suits.

It pretty much succeeded on all those counts except that it could have focused even more on the nitty-gritty of real day-to-day processes than it did. I also think in general the quality of the sessions themselves could have been a lot better. Any by "quality," I really mean a very specific thing here: the number of ideas presented per second. Jesse Fuch's presentation on the history of Monopoly stands out especially here, in that it was the most information per second I've received for quite a long time. Amazing job that we should all aspire to.

The Vibe

Two years ago I wrote about the stark contrast in vibes between the social games summit at GDC (souless, dry, and utterly depressing) with the vibe just next door at the indie games summit (overwhelming love, passion, hope, and encouragement). The true character of a conference is defined by something that's between the lines, something interstitial.

At Practice, the vibe was really exactly what

Click to read more ...

Thursday
Oct272011

Podcast about Puzzle Strike Upgrade Pack

Here's a podcast from Myriad Games about the Puzzle Strike Upgrade Pack. You can listen to a full 30 minutes of goofball antics about what they do or don't like about Puzzle Strike. Bottom line: they like quite a bit.

You can order the Upgrade Pack here, and the ship date is getting real close. It should arrive in warehouses next week and I imagine will ship out to everyone early the following week.

Wednesday
Oct262011

Spooktacular Online Yomi Tournament this Saturday

The Halloween Yomi tournament is just a few days a way. You can find info about it and enter here. It's double elimination and takes place at fantasystrike.com. Invite your friends and let's get more people in it, though I'll actually be at the NYU Game Center conference at the time, giving a session on designing competitive games. Anyway, the tournament is free to enter and the winner gets glory and a sense of accomplishment. Thanks to community manager ChumpChange for running the tournament.

ChumpChange is also helping with the Sirlin Games twitter:

 

Tuesday
Oct252011

Banning Gems in Street Fighter X Tekken

I feel like I must be missing some facts about this issue, because the correct course of action seems clear (ban gems or ban the game in tournaments), yet there is debate about it. I may very well be missing facts, so sorry if I'm stating anything incorrectly. It appears that the upcoming fighting game Street Figher x Tekken allows you to customize your character with "gems." Ok that's fine, I have no objection to such an idea. It further appears that you must grind to unlock these gems, and/or buy them, and that some are "pre-order" only. Further, even if all gems were available, actually selecting them is believed to be too time consuming to do match after match at a tournament.

This article on SRK muses about these issues.

As competitive gamers, we should reject games (or parts of games) that violate the concept of fair competition. Those games can still be played "for fun," but not like real tournament games. The reason this question about SFxT seems so clear (if I understand right!) is that "pre-order only" should automatically cause us to ban. That's not an acceptable concept in a competitive game, therefore it must be rejected. We need only figure out what to reject. The choices are: a) those gems, b) all gems, c) the entire game. It is possible that these pre-order-only gems are cosmetic only, or strictly inferior to other gems (that you must buy? that you must grind for?), but we don't know yet.

Grinding to unlock is also unacceptable in a competitive game. It's antithetical to the nature of fair competition, not to mention a major hassle to event-runners. Anything that materially affects gameplay should be available to any would-be competitor right away. This actually means DLC characers are potentially fine. You buy them and they are immediately available. If all gems were possible to buy, then there is no "crime" against competition, we'd just have to see if the game cost $500 or something, ha.

Anything locked away behind some grind is not acceptable though. That's a barrier between the player and the game that we as competitive gamers don't want. We want each other to have access to the real game right away. More and more of this has crept into fighting games, and we've all kind of let it slide, but an entire system based on forced grind (if that's what this is...is it??) should be roundly rejected out-of-hand. Is that what you'd like to become standard? I know I don't. I subtract 1 point out of 10 in each version of Soul Calibur that doesn't let me pick Cervantes the moment I buy it. (Looking at you Soul Calibur 3.)

Yes I'm aware that League of Legends has a forced grind in order to unlock materially important aspects of gameplay. That means it, too, violates the minimum standard of what competitive gamers should accept. (Sorry League of Legends, just make a way to buy a full character, full level, full mastery immediately and you're off the hook.) If we applied this kind of reasoning to Starcraft, it would just be ridiculous. Imagine if you had to grind to unlock the Lurker in Starcraft3, and that Reavers were pre-order only. I used to use that same joke with Street Fighter. "Imagine if you had to grind to unlock Chun Li and that Zangief was pre-order only." But now the joke is getting pretty real. It's scary to think competitive gamers might accept that, which will encourage game companies to go more and more in that direction. Leage of Legends has millions of dollars worth of reasons to coninue doing what it's doing because those gamers *do* accept the idea that it's ok to lock gameplay-affecting things behind a grind and still call it a competitive game. Will that be the future in fighting games as well?

If there really are pre-order only gems that affect gameplay, and if there really is a forced grind to get these hundreds of gems, the competitive community is best served by sending a message that such things aren't acceptable. I personally think the idea of customization in a fighting game is pretty interesting, though. You too might be interested in the gameplay these gems could create. I think the best way to get that is to make sure game developers (not just Capcom, but any fighting game developers at all) see that players won't accept things that violate the spirit of fairness in their tournaments. If Capcom could try again another game that incorporates customization in an acceptable way, that would be nice, and maybe we could use that customization in tournaments. Just keep in mind that other fighting game developers are out there too, and they'll be looking at this situation to see if they should do nonsense like pre-order only Mitsurugi and grind-to-unlock a +5 sword for Mitsurugi. They can absolutely make that game, I just wouldn't want to have to play it at a tournament, and especially not at Evolution. On the other hand, when stuff like this is an optional mode that I can mess around with and turn off for competitive play, that's no problem at all. In fact, it sounds fun. Well not the pre-order only part.

Finally, there's the issue of selecting the gems before each match. I think this one is somehow solvable with good UI or something, but I don't happen to know how off the top of my head. If each player really has to select several gems from a list of hundreds before each match, that's actually not feasible in a tournament. Button config already takes a huge amount of time in tournaments, too much really. Picking gems out of a list of hundreds might be reason enough to disallow them in tournaments, just for time-reasons. If you haven't been to a tournament (or watched a stream) you might very well underestimate the importance of this. Once you are waiting for hundreds (or thousands!) of players to select gems before each match, you will see how big of a time-sink it becomes and how hard it becomes to run an event Again, I think this one is solvable...somehow. We just don't know if SFxT will do a good job of solving it yet. Maybe?

Customization sounds fun and interesting. But remember that your "vote" counts as a competitive player. If we accept more and more unfairness in supposedly competitive games, then game companies will give us more and more grind-to-unlock Lurkers and pre-order-only Reavers.

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TLDR version: we have no real choice but to ban SFxT gems in competitive play, or ban the whole game. Either way, make sure your vote is heard on this issue, becuase it will affect more and more fighting games in the future.