Showing posts with label audiosurf. Show all posts
Showing posts with label audiosurf. Show all posts

Thursday, 7 August 2008

Audiosurf

I bought Audiosurf last weekend. I resisted buying it for this long on the grounds that when I got it, I wouldn't get anything else done for while. That turned out not to be true - it favours short bursts of play rather than extended sessions.

Some games draw you in for long periods. They tend to be either long games with a lot of story (for a game) and exploration - lots of new content per hour. I call these games "story-form", because even when they don't tell much of a story, they still follow a story arc. The story may be roughly "shoot this monster, flick this switch, another level done" but it's still a story, making sense to videogame aesthetic. There are save points and not too much backtracking - the player expects a reward of content for invested time. I'll talk more about these in later articles.

There are also well-constructed non-linear games. A good example is Football Manager - many otherwise non-gamers will lose about a month of their lives to the hypnotic exchange of matches and subtle tactical and squad alterations available. Yet it's not a story-form game - all the content is available at the beginning, and each player's story is unique.

There is another type of game that is deeply compelling for long periods, but not continuously. The classic arcade game is usually not fun for a very long time - try playing scrolling beat-'em-ups on MAME for hours straight - but sticks in the players mind. After a couple of games the player is satisfied, but wants to play again soon. (The similarity between this and the addiction pattern of narcotics is best left to other writers, I feel). Crazy Taxi is a great example: more than a few minutes of its hyper-bright and furious dashing leaves you sick and exhausted, but a break from the game leaves you wanting to play again.

Audiosurf has this magic property. After half a dozen games I'm pretty tired of playing, but I soon think of other songs I want to put through it. Perhaps the design of the game as a score attack sits badly with the curiosity of turning your music collection into a set of levels. With the choice of every mp3 in existence, why play any of them more than once? Surely exploring the results from different songs is more exciting?

There are other criticisms that can be levelled: the algorithm puts too much emphasis on sharp drums, meaning that snares can dominate the rest of the song. Sometimes this leads to a jerky effect for dance tunes that are supposed to be more sinuous than stop-start. A few more looks and colour schemes would be appreciated too, rather than general filters.

Still, I love it. I'm always tempted to fill five minutes with a quick go, and it always turns into half an hour. I hope that its novelty doesn't put other people off the idea: it looks like a bold development and further work on the song conversion algorithms could lead to even more exciting possibilities.

Monday, 16 June 2008

No Links Must Read 16 June 2008

Links and items I found interesting, inspiring or useful this week:

BBC: Real Racing in the Virtual World
GPS telemetry from motor races could be pumped to PCs, with players racing Raikkonen in real time. Exciting, if they can answer a thousand design questions.

RetroSabotage presents "Twenty Lines"
Tetris and 2001 collide in this tidy Flash pastiche. Check out the rest of the site too!

Flickr: Balakov
My favourite art is that where established forms overlap. Balakov's photos combine classic photograhy references with pop interpretation. And Lego.

Yahoo Design Pattern Library: Reputation Solution Patterns
Only just published to the public, this is a great overview of reputation patterns, which can function in games as player rewards. The whole library is interesting. Great stuff from Yahoo - thanks also to Habitat Chronicles for the tip.

BBC: "Darlings" of UK Games Honoured
Apparently the queen is a Fantasy Island Dizzy fan.

Gamasutra: In-Depth: Audiosurf - A PC Gaming Postmortem
Not a postmortem in the sense of others Gamasutra has published in the past, but interesting all the same. Also good motivation for pushing your own original ideas: genuinely good and original designs sometimes do rise to the top.

Gamasutra: The Adventurer's Guide To Thievery
A look at the new 4th Edition
Dungeons & Dragons, with particular emphasis on things to steal for computer game design. As for 4th Edition itself, it has a much tighter (almost MMO-like) ruleset, but one that leads to more fluid improvisation. For the unconvinced, don't despair - Paizo are effectively maintaining 3rd Edition through the Pathfinder project.

Monday, 28 January 2008

It's been a while

...since I posted, partly because I've been unwell. However some things I'm currently writing are:

In other news: how good does Audiosurf look?