Super Mario 3D Land (Can Nintendo save us again?)

Crisis had returned to the Mushroom Kingdom. Bowser had kidnapped Princess Peach and once again the plumber Mario was tasked to rescue her. That is the plot of the new Super Mario 3D Land game for the 3DS. Quelle surprise!

Bowser kidnaps Princess Peach... again.

Perhaps the game shouldn’t be judged too harshly on its narrative as that has never been the strong point of the series. Instead the focus was innovative mechanics and strong level design that resulted in games that were a joy to play.

Nintendo spoke prior to the launch of their Wii console, of wanting to “disrupt” the industry with its introduction, and this is what happened in 1985 when they released the original Super Mario Bros for the NES. It defined the platform game genre and spawned countless imitators by competitors.

With every iteration they release of a Mario platform game there has been subtle changes to the formula. However, basically, we’ve been playing the same game ever since and the same could be said about their other flagship title, The Legend of Zelda which is also a series that has been flogged over and over with only minor variations.

Super Mario 3D Land is a fun game though, with clever level design and if the game is fun, it might be said that this lack of innovation does not matter. If you’re happy with your familiar meat and potatoes meal then maybe you don’t need anything more adventurous and exotic. Nintendo haven’t changed the menu but they cook quality food and if you own a 3DS then Super Mario 3D Land is one of the few quality tasting recipes available on that system at the moment. Okay, I’ll stop now with the food analogies.

Mario cupcakes!

To its credit, Super Mario 3D Land does make impressive use of the 3DS’ 3D feature which is used as a game mechanic and not just a gimmick or as it was used in Dead or Alive : Dimensions – to look up the skirts of female characters.

Mario’s creator Shigeru Miyamoto has said that it’s a “3D Mario that plays as a 2D Mario game”. The game’s camera view switches between 3D and 2D perspectives, as suiting the level, and the use of the Tanooki suit harks back to its previous use in Super Mario Bros 3. However, whereas Super Mario Bros 3 was an inspired spiritual successor to the original Super Mario Bros game that greatly improved upon the original game and added many new concepts to the platform game genre, Super Mario 3D Land instead feels like more of a mash up of elements of Super Mario Bros 3 and Super Mario 64. It takes advantage of the 3DS’ 3D capabilities and adjusts the formula slightly, but never enough to feel fresh and inventive. It’s just retreading the same ground that we’ve already been a plethora of times now.

Tanooki Suit in Super Mario 3D Land

If you have a 3DS and you’ve enjoyed Mario platform games in the past, then you might find something entertaining here to tide you over until more unique content appears on the platform, but note that you’ve played the elements of this game already, over and over for the last twenty five years.

Satoru Iwata, the President of Nintendo, hit out at the industry in his keynote address at the Game Developers Conference last year. He criticized mobile phone and social network game developers for flooding the market with quantity over quality. Nintendo’s Reggie Fils-Aime prior to this, added that the cheap games on these platforms are “disposable”. Nintendo was instrumental in restoring confidence in the industry in the early 80s in America when the market had indeed been flooded by poor quality “disposable” games, thanks largely to Atari and their dominance at the time. Nintendo launched the NES with quality innovative games such as Super Mario Bros and The Legend of Zelda which helped revive the fledgling industry in the States. Does Nintendo truly see itself in the same role now? The glasses-free 3D technology of the 3DS is impressive no doubt, but when their main software is a repeat of the same game they’ve continuously rehashed, one doubts if they’ll be the saviour of the industry this time around.

Mario kicking a green shell at some goombas in Super Mario 3D Land

It’s a Mario… again.

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First student games

The first semester of my diploma this year had a heavy focus on games. This was fine with me, but it wasn’t so fine with other students in the class. The lesson learnt here is that if you’re going to make games with other people, then at least make them with people who actually like games. And I mean all types of games. Not just Call of Duty.

I’m told that student games often remain unfinished. I’d like to break that pattern, but not just yet.

Our first game was The Comeback that I mentioned earlier in the year. At present, it’s still incomplete, but it’s a game I actually would like to finish eventually. I had some positive feedback to the rough version of it that I showed to some people at an IGDA meet I attended this year. I can’t anymore use the joke that it’ll be released before Duke Nukem Forever is out, so I’ll say instead that it will be done before Half Life 3 is out. I hope.

My plan is to meet up next month with the programmer I met at the IGDA meet and redo the game with him in the game engine Unity. I’ll have more to say about it and show when that happens, but I’m not ready to write off this student game yet. It needs a lot of work but it’s still doable.

The next and final game that was made in the second semester of the diploma is an untitled game about a whale being hunted by Japanese whaling boats. Here’s the swim cycle animation I made for the main character:

swimming whale

The game was extremely rough though. It was rushed to completion in the seven weeks that we had and there was little of any play testing and refinement that should have happened. Also, the concept has already been done more successfully by games such as Whale Trail and Sea Stars so I’m content to let this be one of those student games that is never completed, and go on instead to work on other projects.

I’m off to Melbourne tomorrow for a holiday for a week and then when I return it’s time to get organized, contact the programmer to work on The Comeback, be productive, and do some self-study for the remaining time I have until I start at AIE in February.

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Where to now?

Merry Christmas and Happy Holidays everyone! Today seems like a good time to update this neglected blog of mine and talk about the recent past and the future.

It’s been neglected for two reasons. 1) I was finishing off my Diploma of Interactive Digital Media. It’s at last over so now I can interact with digital media, I suppose?
And 2) I’ve come to know (especially via Twitter) a lot really talented writers and developers, and you’re all so talented and proficient that I find it can be a little intimidating putting my thoughts on here for the world to see. What if I stick my foot in my mouth and say something stupid? My life and career will be ruined FOREVER! Well, not really, but that’s the paranoia that builds up when I compare myself with others. I once heard someone say that the quickest way to depression is to compare yourself to others. There will always be people better than you and there will always be people worse than you. However, to progress in your chosen path, you need to be willing to be vulnerable and accept that you will stumble multiple times before you improve, and that’s to be expected. Progress is impossible without failure. To never accept the possibility of failure, is to stay stagnant and to never learn.

So I started studying Interactive Digital Media a year and a half ago because I was dissatisfied working full-time in retail and I wanted to work in an area more appropriate to my interests. I thought initially that perhaps I could be a writer, but then anxiety cat appeared and I doubted myself. I hear that’s common to all writers though, no matter your experience. I wonder if Shakespeare ever thought to himself, “doth mine writings suckest”? (apologies for that made up Shakespearian English there)

During the course I was inspired by many professional indie game developers such as Markus ‘Notch’ Persson, Erin Robinson, Dave Gilbert, and Adam ‘Atomic’ Saltsman to name just a few very.

I thought, I could do that. As a small child, I muddled around with programming and making games when I had an Apple II computer, but as I aged, I thought of friends I knew who were fantastic programmers or amazing artists and I doubted myself. See that danger there of comparing yourself with others? It’s a crippling paralysis of analysis.

So next year I’ll be studying an “Advanced Diploma of Professional Game Development – Specialising in Art” at AIE. While it’s certainly possible to succeed in the games industry without any formal education, having it doesn’t hurt either. However, I did encounter many students in my recent diploma who had this naive idea that all you need to succeed is just the piece of paper that says that you’ve finished a course – that apparently that will be enough for potential jobs to come flying towards you. That’s ridiculous though. You need skills. You need a portfolio that demonstrates what you can do. Without that, your piece of paper is useless. So I’m under no illusions that going to AIE next year will magically grant me jobs. How much I put into it is how much I’ll get out of it. I suppose life is like that overall.

When I first started this blog, I assumed it would solely be a development blog to document my progress in games I was making, but then I wrote a review, and then I wrote an opinion piece and enjoyed doing so. I think I’ll continue doing all of these here from now on. Fragments Are Found will still be about games, mainly, but not necessarily exclusively either. What I wrote on my about page sums up best my motivations for this blog. I want to explore videogames and how they make us feel and think. I’ll examine my own steps in making them and my thoughts on playing games made by others. I’ll try not to compare myself to others while doing so too.

Next post, I’ll show the results of some of the games I worked on in class this year and the lessons learnt from that. Stay tuned.

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Tales from the Geek Side

Should we call ourselves geeks or nerds or dorks? (I’m going to just use ‘geek’ for the remainder of this post because as far as I’m concerned, they’re all synonymous terms but if you want to debate their etymology then feel free).

Growing up, ‘geek’ was a pejorative term used by bullies to insult me and others like me. I was shy. I played videogames. I tinkered with computers. I watched science fiction. I loved comics. I loved to read books – all sorts of books, and libraries were a second home to me. These hobbies made me an easy target for the label ‘geek’, and it bitterly stung. I resented being an aberration. I wanted to be normal, and I wanted to be ‘cool’, whatever that was. But I never was.

As a teenager, I would recoil when I’d read writers in videogame magazines refer to themselves and their readers as geeks. That was a term of hatred to me, not a term of endearment. They meant no harm by the term though as I would come to realize. They were reclaiming the term for themselves to take the power of the word away from their oppressors. This is called reappropriation and is commonly employed by oppressed people. An example of this is homosexuals who refer to themselves as ‘queer’ (previously a term of derision), and there are many many other examples.

But in this day and age where society relies so heavily on technology, are geeks an oppressed people anymore? And what actually are geeks?

The now very out of date, The Hacker’s Dictionary defines a geek as, “gamers, ravers, science fiction fans, punks, perverts, programmers, nerds, subgenii, and trekkies. These are people who did not go to their high school proms, and many would be offended by the suggestion that they should have even wanted to.”

That’s a very broad description!

Incidentally, I did go to my high school formal (as is called the Australian high school equivalent of the US high school prom). It was awful.

The gist seems to be that a geek is anyone who is on the fringe of society with his or her hobbies or lifestyle. That’s still a rather vague description but I had more of an idea when I was about twenty years old.

I had just finished a three year arts degree. I followed by starting a teaching degree, but then I started my prac and wondered what the hell I was doing back in a high school. I hated high school!

As it so happened, during my time at university, I had been teaching myself html, javascript, css, web design, drawing, photoshop, and other such skills. This successful stint at autodidacticism prompted me to take up web design & development for a career. I hesitated at first because if I did so, I would be publically entering a geeky environment. Would I have the courage to admit that I belonged there? But the bullies were long gone and it didn’t matter what people thought. I was in control of my future. The confidence to admit this was ‘cool’. In fact, some of the ‘coolest’ people I’ve ever met have been unashamedly geeky. It was their confidence in liking themselves for who they were and not letting the naysayers change them, was what made them attractive.

I enrolled in a TAFE college and studied IT and then web design & development. I now embraced the label geek and proudly called myself a geek. I excelled in my studies and was enjoying life.

But something stood out that made me hesitate. There was these strict expectations by the geeks I would meet in class and online on what it meant to be a geek.

At the time I was quite fit. I enjoyed being healthy. I went to the gym at least three or four times a week. I played badminton twice a week, and regularly swam, jogged, and rode my bike. I didn’t look the part of a stereotypical geek as I made my way into class in my tight jeans, t-shirt with some indie band logo on it, and purple hair. I loved many of the same hobbies and activities as the people in my class, but now, I was starting to feel like an outsider amongst geeks for not being “geeky enough”.

I entered class and sat myself down next to an overweight girl about my age. Actually, other than a middle aged Asian woman who never spoke, she was the only female in the class. She introduced herself to me by singing “ badger, badger, badger, badger, mushroom, mushroom, snake, it’s a snake” and then quoting “gonads & strife“. She then proceeded to tell me how most of the other guys in the class had already unsuccessfully hit on her. We then had lunch together. She was disappointed that I wanted to have a sandwich at the local deli instead of eating McDonalds.

So this was geek culture, was it? Unhealthy eating habits, males desperately hitting on the nearest person with ovaries, and endless repetition of internet memes?

If that’s what it meant to be a geek, I wasn’t so sure that I wanted to be one anymore.

My hesitation was further cemented one night when I entered an internet cafe. A programmer friend and I had been trying to start up a web design business with a business partner of his. I went to the internet cafe with my programmer friend and his business partner who was owed a favour by the owner of the internet cafe. We were going to be allowed to make use of some of the unused backroom office space for free while we tried to start up our web design business.

As I entered the internet cafe, I was overwhelmed by the smell of BO, sweat, flatulence, and pizza. All of the customers playing videogames at the banks of PCs were male. The only women in there were the ones with vacant stares in the pornography on some of their screens. Counterstrike was the most popular game being played by the rest, with a few playing Starcraft instead. The language of the room was punctuated with shouts of “noob” and “fag”. Was this what I signed up for when I declared myself a geek?

I was nearing the end of my web development diploma, when I made the decision that I would come to regret, to drop out of my course. Maybe it was the teacher who insisted that “you only need three hours of sleep a night” and that any more is “a waste of time”. Maybe it was the nerdbros who were just as much as conformists as those who bullied us in high school were. I read “screw this geek culture” on everything2.com and declared that I was done being a geek. I was going to find a normal job and live a normal life. I was considering finding a public servant job. Other than teaching, what else can you do with an arts degree? People in my class tried to convince me not to drop out of the web development course. They said that I would be terribly bored in a public servant job. And sadly they were right.

The bigger you think you are the harder you fall.

So I floated from public servant job to retail job feeling lost. I gave up on playing videogames for some time too. Anything to be normal! I had seen the geekside, and it wasn’t all pretty.

The conclusion to this is that now I’m studying digital media and will gain my diploma in it at the end of the this year. Next year, I plan to study an advanced diploma of games art. I suppose I still consider myself a geek. I don’t consider the term to be an insult but at the same time I don’t slavishly adhere to a belief in a unified geek culture. I saw how some of the stereotypes had a basis in truth and I didn’t want to encourage that or be a stereotype myself. I guess my hobbies and interests are geeky if you wish to call them so, but with the videogame industry now being more profitable than the film industry, it’s hard to still claim that it exists on the fringes of society. I don’t know that I’ll ever be ‘normal’, but I’m not really sure what that is anyway. Ultimately, I’m happy with who I am right now because I’ve learnt that it has to be yourself who defines you. Pigeonholing yourself into a stereotype is too limiting. Be who you want to be, not whom you’re told to be by the bullies and the geeks.

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Sexism in Gaming Culture

I didn’t attend this year’s Freeplay games festival held in Melbourne but I did listen to the audio from the panel at it titled ‘The Words That We Use’ in which the panellists were unable to name a single female videogame critic. How a panel of people talking about videogame criticism (who presumably have some interest in videogame criticism and videogame culture) couldn’t name a single female videogame critic (when there are many) astounds me.

The panel has already been examined in detail, by people who were present at the event, such as Brendan Keogh, Ben Abraham, and Katie Williams, to name just a few, whose pieces on the event are all worth reading.

So it had me thinking about videogame culture and the videogame industry if women are ignored and discriminated against because of their gender. Is it a boys only club? As a male myself, I’ve never felt barred from enjoying videogames. It’s considered acceptable in society for guys to like videogames. Whereas by contrast, had I had taken an interest in a hobby that society at large considers to be feminine such as ballet, then it’s quite likely that I would have faced condemnation from society which disapproves of males doing anything that it considers effeminate. It’s as though society is saying that anything feminine is inferior so if any privileged male dares to do something that is traditionally in the female domain, then he is debasing himself. It’s absurd, but that’s how sexism effects both men and women and why it should matter to all of us to stamp it out. For more on that, have a read of the article 5 Stupid, Unfair and Sexist Things Expected of Men that Ben Abraham linked to in his Gamasutra post about Freeplay.

I’ve never understood the driving force behind sexism. I was raised by parents who consider themselves feminists, and so do I. Equality and fairness are the goals. It makes no sense to me to exclude one set of humans based on their gender being different to yours, and when it comes to videogames, it’s always been an open house for me. Everyone is welcome I say. Come join the big nerdy party!

And while I know many guys who feel the same as me on this, I’m well aware that there are many other males who don’t hold the same view, who jump onto internet forums and announce that there are no female gamers or that OMG Girlz Don’t Exist on teh Intarweb!!!!1.

At times when I encounter such guys, I feel like the black hat guy in the following XKCD comic:

But one of the regulars in the channel is a girl!

Unfortunately, science hasn’t yet found a way to remove all arseholes from the internet.

As a male, there’s a feeling of shame I have when I read the site Fat, Ugly or Slutty. It’s not a shame for myself, but a shame for those of my gender featured on the site such as this gentleman:

Classy dude.

What makes them think that this is okay? Is that seriously his best attempt at seduction?

I’ve heard this mindset from a lot of nerdbros. You know the type. They’re parodied by the characters in the comedy series Pure Pwnage. They have a very narrow vision of how gaming culture should be. When anyone who doesn’t fit their perception crosses their path, they become caustic and utter such phrases as, “Wii is for fags” or “girls only play causal games”.

The end result of this is that it can have the effect of distancing females from gaming. A LAN party for Battlefield 3 in Texas earlier this year decided to ban women from attending for their own safety, to avoid them being harassed. Great job there punishing the victims instead of the perpetrators. It’s as stupid as an Italian judge in 1998 overturning a rape conviction because the victim wore jeans. Excluding women from gaming so as not to upset the nerdbro status quo does us no favours in the long run. If we want videogames to be taken seriously (as other forms of expression are such as literature, film, and music) then we need a diversity of input. As much as the nerdbros hate to admit it, gamers are a diverse bunch, and especially so with the expansion of the market in recent years. With new markets such as social games on Facebook and the ubiquity of the iPhone and other mobile gaming devices, gaming truly is for everyone. For the industry to continue to grow, we still need people who come from all walks of life to play games, to make games, and to critique games. That includes women who are half the population. Let’s stamp out arseholes who try to say otherwise.

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The Sims Social

I have a gaming confession. I have never played any games in The Sims series on the PC. They are a hugely successful series and in total, have sold more than one hundred million copies globally. I once had a GameCube port of it but found the micromanaging frustrating so I never played it again or ever tried any of the games from the PC series.

I have also never played FarmVille on Facebook. Perhaps I was an elitist gamer of the kind that Brenda Brathwaite spoke about in her rant at this year’s GDC. So with an open mind, I thought I would try the new Sims game on Facebook – The Sims Social.

The Sims Social is a “freemium” game that works by offering the game for free while charging micropayments for items or upgrades or features within the game. It’s a popular business model for games online these days with other well-known freemium games being Farmville or Evony. However, it’s not an especially new development. Habbo Hotel (now known as just “Habbo“) began in 2000 and was a similar, social simulation game as that of The Sims Social. Players began with a very limited amount of game currency to buy furniture and decorations for their rooms, but after that ran out, players had to pay for game items using real money. So the experience of Habbo Hotel was very restricted if you weren’t prepared to pay real money to play the game.

However, The Sims Social mostly avoids this by having a large variety of items available to use at the onset without needing to spend real money. There are specific premium items that are only available with real money, but for the most part, it’s possible to play the game, not spend a single cent, and still have a good time.

I paid about ten real dollars for this bed. For research purposes of course.

Most actions you perform in the game consume your character’s energy. Once your allocated energy has been spent you need to wait a few minutes for it to refresh slowly or pay real money to restore your energy to continue playing the game at once. If you don’t want to spend real money to play the game then it can be tiresome to run out of energy quickly and have to wait to have enough energy to be able to do anything useful in the game again. The upshot of this though is that it in theory encourages short sessions of the game that don’t take up too much time. I say ‘in theory’ though as because of the compulsive nature of the game, you may be inclined to keep checking it every half hour to see if you have more energy.

The Sims Social lets you simulate life through your sim character, but through a censored, puritanical lens that wants to giggle at sex and nudity without actually showing anything explicit. It’s like a fourteen year old boy who refers to sex as “doing it” whilst giggling at the very thought. So get ready for lots of innuendo in this game as characters strip to their underwear, jump under the covers giggling, and proceed to “woo-hoo”. Yes, sex is called woo-hoo in the Sims games, and although your sim will need to urinate constantly, he or she will never poo. Defecation is unheard of in the world of the Sims. As is being naked to have a shower or bath as your sim changes into swimwear to do so. The developers are trying to have their cake and eat it too. They want to be naughty and risqué but they err hard on the side of caution so as not to offend anyone prudish. It’s like an old British carry on film. Any minute now I expect a sim that looks like Benny Hill to come rushing through my house chasing a scantily, clad girl.

It’s really hard to keep the bathroom clean. It’s so hard. That’s what she said! Geddit? Oh, never mind.

Actually, one of the romance options for characters is this:

You can think that’s about horticulture if you wish.

The Sims Social being played on Facebook adds the extra dimension of your real life friends interacting with your game. Will someone become pissed off if the sim of a girlfriend/boyfriend/wife/husband woo-hoos with someone else’s sim? Will you be friendly to the sim characters of your friends or will you kick over their rubbish bins instead? The dynamics of playing with other real people gives interesting possibilities for emergent gameplay.

Perhaps the game is appealing because it mirrors reality in a fantastical way. Maintaining a home, gardening, achieving in our hobbies and careers, and developing relationships with other people are all part of our lives. We enjoy the game that emulates these aspects of our lives because the themes are so close to home for us. Reality can be hard, but in The Sims Social you can change your house or garden or clothes with the click of a mouse button. Also, with the game being played on Facebook with other real people, we’re learning to interact with other people which is just as much a part of what makes the game fun to us as is the mechanics of the game that we are trying to unwrap.

Sadly the game can be quite buggy . There have been times when the game has crashed and I’ve lost the last few minutes of progress, or items that won’t load, or times when the game is down and it’s impossible to proceed past the title screen. That’s to be expected though as the game is in beta. Presumably, it’s just teething problems and these bugs will be ironed out eventually.

So to wrap up, put aside any prejudices you may have (as I did) to social games on Facebook that use micropayments to fund them. The Sims Social is a fun game to play with your friends, and let me say to any Facebook friends of mine who don’t want to play and who are receiving spam from me on my Facebook wall from the game – I’m sorry, but it’s worth it. Join us!

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The Comeback comes back

On Tuesday evening I attended the IGDA Bits & Piece: Finding Funding event at The Arthouse Hotel. It was an evening to learn about finding funding for game projects and also to meet other game developers and playtest their games. There were some great games on display from everyone involved, but I wasn’t intending to show off The Comeback yet as at present it’s much too buggy to be playable. However, I took along my Macbook in my bag at any rate, just in case I ran into anyone I already knew to whom I could show it privately.

I was showing in the corner of the room the game to Josh from Doppler Interactive when we started to gather a small crowd of people intrigued by what game was playing on my computer. It was a nice feeling to have strangers generally intrigued by what I had. I’m looking forward to having the game actually playable in the near future so I can present it properly at a future IGDA meet and get some feedback and thoughts on it then.

Towards the end of the evening, I’d found a programmer who liked the game and offered to recode it for us in Unity. We used GameSalad to make it which is fine for little physics based games, but it’s less than stellar for platform games, which is what our game is. So yah for successful networking!

It raises the question then if we still publish it to the App Store for iPhone/iPod touch or if we just make it a downloadable game for PC and Mac to be played with keyboard/control pad. The issue is with licences, as it would cost us $400 for the Unity iOS licence and then another $99 for an Apple developer licence. This would be fine if we were actually planning to make money from it, but for a first game made for a class assignment that we were planning to release for free, I don’t know if it would be worth buying the licences at this point. At any rate, we’ll make a decision on that later on when it’s finished.

In the meanwhile, here’s two more screenshots from the game:

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The Comeback

I’ve been working on a game with some other people from class for a little while now. It’s a platform game for iphone called The Comeback. It’s about a middle-aged, formerly famous but now retired rocker named Nicolas Dagger who receives a phone call from his music label wanting him to return to the business by making a comeback Christmas album. So he has to find his way from his extravagant mansion to the recording studio in time to make the album. On the way he encounters various obstacles, such as other musicians jealous of him and mutated rats and spiders that block his way. As you do.

Nicolas Dagger

This is serious business for Nicolas Dagger.

The plan is for it to be finished within the next few weeks and then it’ll be up on Apple’s App Store. Not sure if it’ll be free or not yet. Our college wants to publish it for us but I’m not entirely certain at the moment if they plan to charge for it on the App Store. If they do, I hope it’s cheap so more people can play it.

I’ve always liked platform games so it figures that my first game would be one.

level 6 by from The Comeback

I was made team leader of our group for this game, a role that I’d recommend every student tries to undertake. And not because you’ll go fantastic in the role. Quite the opposite I’ve found. You’ll make mistakes and then you’ll learn from them and realize what not to do the next time you make a game. It’s been a process with quite an interesting learning curve. I’ll have more to say on that once the game is completely finished and released soon.

So that’s all for now. I’ll have more to mention within the next few weeks as we race to the finish line.

Perhaps the title of the game, The Comeback, also reflects my own journey with video games. I grew up playing them and always wanted to make them myself. There were various vague attempts over the years but there was also this negative voice saying, “you can’t do that” or “it’s too hard”. I shouldn’t have listened to that voice, but I did. However, here I am, about to release my first game, and there will be more to come. Maybe this is my own personal comeback.

-Mark

Posted in Games | 12 Comments

Introduction

And so it begins.

Hi! I’m Mark Duval. I’m a games design student at the moment at a college in Sydney, Australia.

I’ve been playing games for longer than I can remember. Now I make them too.

I enjoy games of all types and I’ll be writing about them here – those I play and those I make too.

So that’s my obligatory introduction for the blog. Stay tuned for actual content next time when I write about what I’m playing and what I’m making.

Posted in Games | 3 Comments