Game Design: For Science

zooniverseSo, I’ve been following the Zooniverse projects for a while now, ever since the retired “Galaxy Zoo” project. For those not familiar, the Zooniverse projects (you can see a list of current projects on that link to their homepage) are basically crowdsourcing science. Each one takes a relatively focused (and menial) task that would take a researcher or research team years to complete, and makes a pretty simple web interface that allows “citizen scientists” to participate. The tasks all appear to be (at least from my limited experience — I’ve only done two or three of them) mostly image recognition of one kind or another. Interestingly, in the Zooniverse Reddit AMA (ask me anything) this afternoon, I learned that one of their retired projects was used to successfully train a computer to perform the tasks that the humans were completing, and thus, the project is no longer needed. That is some pretty cool computer SCIENCE.

Until today, I hadn’t given much thought into the people behind Zooniverse. But when I did think about it, I sort of assumed it was like rocket science — in other words, impossibly hard tech-wizardry. Reading the AMA where the team answered questions about quite a lot of their projects and process was for me a humanizing experience, striking home for me that, much as scientists are real people, (not superhumans), so too are the people who make really amazing software that advances science (also not superhumans).

As an aside, I think I have sort of an inferiority complex when it comes to “real” scientists. Not that I don’t know a few here and there, I do have a healthy smattering of PHDs in my facebook friend feed, (who for some reason don’t count). I think of “real science” as this thing that you have to be WAY smarter than me to do. When, in reality — or anyway my newly rationalized version of reality — I am now trying to internalize the idea that much of scientific discovery is not “breakthroughs” and genius-level eureka moments, but rather made up of tiny incremental observations and discoveries. Maybe this putting scientists on a pedestal comes from reading too much science fiction where there is a lot of hand-waving around what happens when the big breakthroughs are made. (This is actually something I do occasionally fault science fiction for, one of my pet peeves is when some near-future science fiction novel’s plot hinges on one or more breakthroughs that completely disrupt modern society, yet we’ve never heard of them before.)

Anyway, the Zooniverse projects aren’t quite gamefied, at least not in a competitive sort of way. I’ve “helped” a bit with a couple of the latest ones, and some of them give you some nice stats about how many images you’ve helped classify, and that sort of thing, which could be used to create a leaderboard or achievements, but the messaging around all the projects is much more about how you are helping further science than about how you can score more points or get the next gold star.

Screen Shot 2013-11-04 at 11.57.37 PMWhich brings me to my next example of crowdsourced science, the far more gamefied “puzzle” game, Phylo. Phylo is played by moving squares around the gameboard, matching their colors vertically, and trying to optimize (or eliminate) empty space between them horizontally. The link between science and what you are doing in Phylo is a bit harder to grasp than in the Zooniverse projects, but as near as I can tell, the colored squares represent genetic sequences of DNA or RNA. From the project’s about page: “By taking data which has already been aligned by a heuristic algorithm, we allow the user to optimize where the algorithm may have failed.” The game is interesting at least, to the puzzle gamer in me, if not actually fun (it would probably be considered fun to some people, I can’t quite decide why I don’t think it’s fun, even though it’s got that “just one more game” draw for me), and they have packaged up the game with a leaderboard and “levels” (that all represent sequences that need matching). There is even an end-game condition, whereby you have to meet the “par” set by the computer algorithms before you can complete each game.

So back to my observation that scientists, or at least the computer programmers who help scientists are not superhuman, and my final link-observation that much of the Zooniverse code is up on github. This means that, if I had the time to spare and inclination (and an image cataloging project I wanted to crowd-source) I could probably get a pretty decent head start by checking out what they’ve already put together. That observation led to my thinking about whether the power of lots of humans playing could be harnessed to create the ultimate video game. A kind of crowd-sourced game design. I imagine a sort of branching-path puzzle game where at the root node, the game is in its simplest form, (and probably least creative). Then, you give the player a choice of whether they want x feature, or y feature. You measure how many people chose x vs y, and you make games x and y also, so you can measure how long players “stick with” both. (One assumption here is that a “sticky” game is good game design.) You could build this incrementally, so maybe in the beginning only a few branches are “built out”, just to have some content, and then you keep building branches, ideally in direct response to additional user feedback or surveying. Wouldn’t that be fun? The problem is that of course you need to generate the “branch ideas” from somewhere. Maybe you also let the players contribute ideas that also get voted on. (A sort of “other” survey answer.) Dunno, it was just a thought. Might be fun tho.

Emotiv Kickstarter Ends This Weekend

20130914-083342.jpgI just got my reminder email that the Kickstarter for the Emotiv Insight is ending in 3 days (38 hours now). Just like the Ouya, Oculus, and Google Glass, I’m deciding to pass. Not because I don’t believe in the products, but because I think it is too soon. These first-run products are too limited. They are all, in my opinion, important evolutionary steps in their particular niche of the human tech tree, but none meet or exceed what I imagine to be the potential inherent in their design.

Kickstarter has been amazing for getting these revolutionary products (sans Google Glass) into the hands of consumers without needing the infinite pocketbooks of, say, google. I do think human trials are an important fist step in the process, but only google really has the capability to do an 8,000 person beta test. So the other products, even though nobody knows really what they’re for, or how they will be used, have to be dressed up as a finished product. (I guess the Ouya is the outlier here, it’s a perfectly viable product already, just needs more games, IMO. It’s also not doing anything particularly revolutionary.)

A 4X Dice Game

dice-pnpThis project came about while I was joking yesterday afternoon with my friend Patrick about how we needed to rush a space-themed dice game to Kickstarter before TMG publishes Eminent Domain Dice.

I’m still working on my deckbuilding 4X game, so 4X mechanics have been on my mind a lot lately, and the more I thought about it, the more I actually thought a 4X dice game could be pretty cool. Right away I had the idea that you would take your actions at the beginning of your turn, then roll the dice to plan out your next turn’s actions. From there, the game practically wrote itself.

I went to BGG to post my rough draft of the rules (without any graphics or pnp files), and before I got that far, I discovered that the theme for this month’s 24 hour game design contest is dice. Well, that seemed awfully convenient, but reading through the rules, I’d have to do everything myself, prototype art and all… so I did.

The other thing I did for this project that I’ve never done before, because I think it’s part of the “complete board game package”, is that I wrote some “flavor text”. I’m actually pretty happy with it too. Here’s probably my favorite bit: “What gravity at the edge of a black hole, this calculating weight of choice?”

So without further ado, here are the rules (and PNP pages, including custom dice in two sizes), for my new game, which I am tentatively calling 4X Dice.

deck building with standard playing cards

I posted a set of rules on BGG this morning for an idea I had for a deck building game with standard playing cards. The game was specifically envisioned for the 2013 Solitaire Print and Play Contest. I think the idea could be expanded to a multiplayer game, but I haven’t done too much thinking about that yet. This was partly inspired by the contest, and also partly inspired by this neat RPG I found (also on BGG) called 52 Card Adventure (also playable with standard playing cards). Anyway, here my rules are, reposted here for posterity:

Object
Acquire all cards into your deck in as few turns as possible

Setup
You start with 10 cards in your deck, (all 2s & 3s, and two 4s). Also set asside the other 4s and two 5s for scoring. Shuffle the rest of the cards and lay out five of them (the lineup) for purchasing.

Turn overview
A turn consists of the following steps:

  • increment your score/turn counter (see scoring below)
  • draw 5 cards and use them to acquire other cards
  • put all the cards used, unused, or acquired in your discard pile
  • refresh the lineup back up to five cards

Gameplay details
Draw 5 cards from your deck each turn and buy cards using the values of the cards you’ve drawn. For example, you may buy a 10 of clubs by paying a 9 of diamonds and two of clubs. You do not get “change” for your purchase and the same card may never be used to buy more than one card.

You may only buy a card if you are using at least one card of the same suit.

If you buy a card using its exact value (a 6 using two 3s, for example), you may acquire another card from the lineup without paying anything for it. The “same suit” rule does not apply to the free card acquired in this way.

You may acquire as many cards from the lineup in a turn as you can afford/acquire.

Face cards (J, Q, K) may be acquired by paying their value (11, 12, 13), or (more likely) with the free card after an exact payment. When they are in your hand they may be used as their value (11, 12, 13), or you may discard them to draw additional cards from your deck. A Jack lets you draw one card, Queen two cards, and King three cards.

An ace may only be acquired as the free card from an exact value payment. Thus if the last card to be acquired is an ace and there are no other cards remaining in the lineup or lineup deck, this is the only way to lose the game. When an ace is in your hand, you may use it to acquire any card from the lineup regardless of suit or cost (other than an ace).

Scoring
Right now, your score is simply the number of turns it takes you to acquire all the cards in the lineup deck.

Lay a 4 and a 5 face-up near (but separate from) the play area. Place the other 4 and 5 face-down on top of them. The 4s are your “tens” counter and 5s are for 1s. On the first and subsequent turns, reveal one of the suit symbols on the face-up 5 by moving the face-down 5 on top of it. When you get to 5, flip the face-down 5 to face-up, and cover the other suit symbols. For six, move the top face-up card to revelal another symbol, etc.

(I hope this is explained well enough. I cannot take credit for this, as it’s how my family has scored euchre for years.)

Feedback desired
I’ve played through this a bunch of times (best score was 12). I think the scoring is the weakest part right now. Definitely looking for ideas on how to improve that.

Rymdkapsel review

Rymdkapsel
So I was massively looking forward to the iOS release of Rymdkapsel. (Pictured above.) The game first came out on the PS Vita a while back, and I think I only heard about it when it was announced it was also coming to iOS. (Probably via TouchArcade.) Anyway, it came out last week, and I played it exactly twice. For a little longer than 45 minutes each time. There are several aspects of the game that I think are awesome. The music is great, for instance. I also find the visual aesthetic to be simply amazing. There are also several areas where I think the game falls down, and replayability is definitely my biggest concern.

Rymdkapsel is a Real Time Strategy game where you don’t control your units movement, only their tasks. The twist is that you have to place your buildings adjacent to one another, and they’re going to be shaped like Tetris pieces. There are a couple of points around the tetris shaped buildings where I think the game kinda fails. 1) You have to connect your buildings to a pathway (that you also build out of tetris shapes), but however the game determines where that building has a door into the hallway is flawed. Often the doorways will appear in a space that is not the closest to your resources, meaning your workers have to walk farther to get into the room, which can be very frustrating, especially when there are walls adjacent to the walkway much closer. 2) There are very few obstacles to building your (what is it? city? space station? abstract area?), and so the tetris aspect here is pretty minimal. The placement does factor into how long it’ll take your workers to get from place to place, and you want to optimize for that, as well as getting good coverage with your military buildings, but otherwise there isn’t much strategy (or point) in using tetris shapes for the buildings. It does look damn cool though.

My final nitpick is that the game has a very definite difficulty curve, and there is a point after which you basically won’t be able to play much longer. This in and of itself would not be a big deal… but that is the only mode of play. So the game shares this aspect with tetris also, you play until you die, and then you play until you die again. It is a race for highest points, and that’s it. There are exactly 3 achievements in the game. I would love to have seen a lot more achievements. Or some additional game modes. As-is, I will maybe play this one more time to get the third achievement. Maybe.

In other Tetris-related news, my Tetris google alert is BLOWING UP with news about Tetris Monsters, which EA recently announced for Japanese release. I think it’s gotten enough buzz that they’ll probably look into releasing it here, but I’m guessing it’ll be a while. The game is (as far as anyone can tell from the limited information available) essentially a cross between Tetris and Pokemon. I want some more information before I get excited about it, and frankly, EA’s record for taking a franchise and turning it into a freemium mess isn’t very good right now. So I’m not expecting much.

Pebblis & Tetris on new hardware

pebble-watch-face-tetris-300x300So I finally got with the program and figured out how to load up watch faces and 3rd party software onto my pebble today. (It turns out you just need to open relevant files in Safari, and they are already associated with the Pebble app, which then syncs them to the device for you.)

Anyway, this of course meant that I could try out Pebblis, a version of Tetris created for the Pebble by Robert Hesse. As widely reported, Pebblis is nothing more than a Tetris clone you can play on your wristwatch, but if you’re not looking for anything fancy, it’ll definitely scratch that tetromino itch.

I haven’t yet mentioned on this blog that I got into Google’s Glass Explorer program. In case you’re not familiar, google is giving 8,000 people the chance to get their hands on Google Glass early (you still have to pay for it). They held a big contest on twitter and Google+ to pick who gets it, and I got in with this tweet: “#ifihadglass I would use OpenCV to find grid patterns in what you are seeing. Then allow you to play Tetris on them, of course.”

Unfortunately, now that the Glass API has been released, it doesn’t sound like AR tetris is really possible, at least with this 1st-gen device. (In fact, the AR capabilities will be quite limited, and that rather disappointing aspect of the hardware has not gotten much press, at least that I’ve seen.) I’m still excited to get my eyes on mine, and I’ll be exploring what games appear for it over at Games with Glass, a site I’ve started with my former co-worker Breon. Not much up over there yet, but then again, there’s really not much yet to report on either. I’ll be writing more about all this soon, for sure.

UPDATE: After much deliberation, I decided not to put in for my Google Glass. I didn’t have time to make something for it, and it was hard to justify as a business expense if that was the case. Additionally, I tried them out, and had a sort of “what’s the big deal?” feeling about them. I’ll be curious to see how the next few years shapes up for that product line. I think they’re going to be leapfrogged by tech that is maybe not quite as technically revolutionary, but delivers a more compelling experience. (Perhaps even tech originating from google or even the Glass project.)

GDC and App Stickers

This year’s GDC is already a blurry whirlwind memory of game design talks and discussion, hodgepodge game postmortems and analysis sessions, and a smear of industry faces and handshakes. GDC is a lot of things to a lot of people, and there is definitely far more happening in that week than any one person can realistically experience, but for me the main point was to soak up as much as possible in five days, mostly in regards to game postmortems, game design theory, and hearing about what’s happening on the “fringes” of game development. And with that goal in mind, it did not disappoint.

This year, at the suggestion of Eli over at TouchArcade, I had some 2″ app icon stickers printed for some of my apps, and aside from the initial premise of trading and collecting, I found the stickers to be a really excellent conversation starter and way to just launch immediately into who I am and what I do when meeting other people at GDC. I’ll admit to being one of those people who meets you and immediately scans your badge (see the previous post for my GDC badge), looking to see if I recognize your name or your company. It’s a great way to find some common ground for discussion, but I found with the stickers in my pocket, it was far easier to start a conversation, and I rarely had to resort to the “so what do you do?” mantra.

Here are the stickers I had printed:
4grid

And here are all the ones I collected:
loot1

You can see on the right there is a long smear of them. That’s because Dave Castelnuovo, creator of Pocket God, was a sponsor of the Touch Arcade party, and he walked around with a box of stickers, handing out rubber-banded stacks of 50 at a time. Here’s the full set from him:
pocketgod

So in total, I think that makes my sticker haul exactly 100 rounded-rect stickers, including the 50 pocket god ones. There were also a handful of differently shaped ones (only the Letter by Letter one is pictured, but I also got a cool triangular Galcon 2 sticker from Phil Hassey, and probably a dozen other ones too). Last year most of my GDC swag was t-shirts, and I got a few of those this year too, but the stickers were far more valuable, at least in terms of process of acquisition.

Last but not least, many thanks to Sticker Mule, who provided all these high-quality stickers at such a great discount!!!

Case Studies in Mobile Board Game Conversion

I did a talk yesterday at Mobile March about Mobile Board Game Conversions. I basically just ran through three example applications, Carcassonne (BGG, App Store), Ascension: Chronicle of the Godslayer (BGG, App Store), and For The Win (BGG, App Store), showing them off while paying attention to features and aspects of the applications that highlight decisions the developers had to make while making these conversions. I didn’t end up following the slides as much as I’d done in my run-throughs (things never go how you plan), but here the slides are for posterity anyway:

ActionChess 1.7 Release Notes

new-iconActionChess 1.7 has been submitted to the app store. It’s a very minor release, and here are the notes:

* fixed leaderboard submission for Highest Level Reached
* new app icon courtesy of John Grider (http://brokencrow.com/)
* updated default graphics and one or two other minor changes

I hope you like the new icon, I really dig it!