Saturday, April 18, 2015

Guest Blogger: With A Side Of Podcast

     This week is gonna be a double feature with a podcast by me and a guest post by another blogger.

     Here's the podcast (I'm so sorry for the quality):

     Here's the blog by Audon Archibald. His blog about Magic: The Gathering can be found here: https://forceofwontmtg.wordpress.com/

     An Analysis of Game Aesthetics: Hearthstone

     Despite the fact that Magic: The Gathering is the game nearest and dearest to my heart, Blizzard's 2014 digital collectible card game Hearthstone has been received incredibly well by critics and players alike. It pains me to say this (greatly), but Hearthstone is without a doubt my choice for the greatest CCG content you can find online, far outstripping any online content Magic: The Gathering has going for it. This success, while attributed to the accessible and entertaining gameplay by many, I would have to attribute more to the sleek UI and smooth gameplay that is enabled by a totally digital medium. I may be simply rehashing opinions said a thousand times in a thousand ways already, but perhaps you'll take my opinion just a tad more seriously if you know it's coming from a diehard Magic player.

The Pregame Interface




     Here are your three main menu options: Play the game. Play the game. Play the game. Sure there are relevant options regulated to the sides of the screen, but impossible to miss is the simple word 'Play' in the center of the screen. This style of menu design (which carries over to every platform, in this case we are looking at the recently released iPhone version) lends itself primarily to ease of access. If players want to play, there's really no opportunity for them to get lost among the menu options. The ambiance is bright, friendly, and easy to navigate, perfect for drawing in new players.

     Here we have the deck building interface, which combines a surprisingly small amount of tools to create a very interactive experience for the player without overwhelming them. Only eight cards are included on the screen at any given time, with the full text of each card readable as you browse the options. Search options take up a very small portion of the screen but are still very easy to see due to the intuitive use of shape and highlighting that distinguish the elements from everything else. The deck list is displayed prominently to the side, with names, costs, and number of copies of a card in the deck all displayed at the same time to again accentuate the ease of the UI.

In Game Interface

     Hearthstone's in game UI again represents a maximization of usability, with elements such as the shape of the minions (which can be different to distinguish different abilities) to the clear representation of a minions power and health via different symbols and colors (the sword for power and a blood drop for health). In addition, the cost of the cards in your hand are linked to the mana available to you in the bottom right corner both by the use of the same symbol and clear numbered representation wherever these costs are concerned. The placement of these board pieces, from the larger, uniquely shaped player pieces to the smaller, rounded minion pieces creates the feeling that you as the player are creating this army of sorts and are in direct competition with the only similar sized piece on the board quite well.

     As far as art direction goes, the half serious, half whimsical nature allows a player to fit in with how they'd best like their Hearthstone experience, be it a serious one focused on victory or a more experienced based one focused on the game itself. To help preserve the recognition of these minions across the board, the UI allows amble space to clearly distinguish pieces from each other while creating clearly defined borders on each card that emphasizes the individuality of parts rather than an overall theme that the parts must adhere to.

Conclusion

     While the debate on whether or not Hearthstone is an overall superior game to Magic: The Gathering is not something I'm making a statement on here, it's certainly the superior CCG when it comes to the online experience, ease of access for now players, and smoothness of play, largely in part to its incredibly effective interface and intuitive card design, catering to players of all skill and intensity levels masterfully. While it's not something I play often, I can objectively appreciate what it's done to the gaming field and card games in general. Thanks for reading and have a good one!

Friday, April 10, 2015

Interview: KupoGames

     So this week I'll be posting a message interview I had with game maker Matt Roszak, also known as KupoGames on DeviantArt.

     Let's get to it already.

     Q - How long have you been making games? What games have you released? How did you start?

     A - I've been making games for about 9 years. I've released the Epic Battle Fantasy series, and some spinoffs related to those, like Bullet Heaven and Adventure Story. I started off by making Flash animations for Newgrounds.com, and started learning to code at University, which helped me turn that hobby into games.

     Q - What is your favorite game aesthetically and why is that?

     A - Hmm, that's hard to say. I like games that create an effective atmosphere with very simple graphics and mechanics. Things like Cave Story or Super Meat Boy ooze with personality and memorable scenes. They're also very easy to learn to play, as the graphics are so clear and precise, and can explain the goals and mechanics without many words.

     Q - Your games have a very distinct visual style/signature, why did you decide to go with the way you did?

     A - My style came from artists and works that I enjoyed. So inspired by lots of anime and cute video games.

     Q - Do you think that the AAA game industry needs to focus more on good visual design and storytelling rather than simply improving graphics requirements? Any ideas on how to change things up?

     A - I don't really play a lot of AAA games, but when I do, the graphics are one of the best impressive parts for me. I think many AAA game go over the top with how much detail they put into some of their scenes, and would be more effective at conveying mood or mechanics if they simplified the graphics a bit and focused on what they were trying to convey to the player. For example, I think Bayonneta 2 has a much better aesthetic than Devil May Cry. Both games are similar, but Bayo has a much more pleasing use of colors and more polished and consistent stylistic choices. I think it's also great to see an interesting story combined with beautiful graphics, like in The Vanishing of Ethan Carter. Obviously there's different audiences for different games, and I think the AAA industry is kind of forced to work on whatever sells rather than try anything risky, which is understandable. If you want to see new ideas, it's probably best to look to indie games.

     Q - What elements do you think make up a good concise visual design that can tell a story without words?

     A - Cutscenes and visual hints can tell the player what's happening. Little details in the backgrounds can tell you a lot of story info. Level design can teach the player the mechanics and goals of the game by forcing them to overcome new obstacles and rewarding them for doing so (Look at Super Mario Bros, Megaman or Super Meat Boy).

     Q - What's your favorite snack food?

     A - Pizza.

     That's it. I want to thank Matt again for taking the time to answer these interview questions for me.

     His games and animations are available on Kongregate, Steam, his DeviantArt page, Newgrounds, and a fair few other places.

     -Marc

Friday, April 3, 2015

Infographic: Wait, Can You Even Quantify Aesthetics?

     Here's an infographic (of sorts) that I made compiling the information in previous posts into a visual space.


Don't mind the visual artifacts. Blogger messed with the sizing and I had to re-upscale it.
Image by Marc Chea



     -Marc