Tuesday, December 17, 2013
Christmas Time
Being that I have a seasonal job for December, and it's nearing Christmas, I have to pause this blog until at least after Christmas. I'll either give a normal post or at least an update of Friday, the 27th.
Friday, December 13, 2013
Dev Log: The Vortex #32 - Reworded Cards (and Instructions)
I went through all of the cards and reworded them to keep
vocabulary consistent. "in
play" is now "the Field of Play" and references to
"Turn" have been changed when what I mean to say is "Round". Some things have been clarified, like a few
Frenzies that might have been confusing.
I also made some instructions that look nice, and hopefully
are thorough and easy to follow. I have
tons of examples of turns and at the end a five Round game, so readers can get
the feel of it. After sixteen pages, I
still haven't covered the weird interactions, so there may still be
questions. But for an alpha version, I
think it's okay. Unfortunately, I couldn't
get the rules to look right in .pdf, so I've made two versions: a .xps, and a
.doc. Hopefully, one of those two
formats works for you. I'll try to make
it into a PDF some other time.
So here is all the PDFs again, most of which have some
changes to them, plus the newest rules DOC/XPS.
Tuesday, December 10, 2013
Dev Log: Horror Text Adventure #32
Rearranged code a bit so Item is a generic class and various
items like Bed and Dresser and Painting are subclasses. Had to learn how to do subclasses. At first I got met with ~50 errors, but of
course they got fixed in groups, so I didn't really need to make 50
corrections.
Also did the same thing with Rooms.
Then I got a tricky runtime error. I spent hours searching on line and asking
people about it, but like many runtime errors, it's not the piece of code that
stops that's the problem, but something earlier. I had forgotten the "new" keyword
in a couple of spots, which was making me tear my hair out, thinking that for
some reason subclasses weren't inheriting public functions, or somehow they
couldn't be accessed through the subclass.
Of course, I had just had a similar problem of forgetting the
"new" keyword elsewhere, and I fixed it easily, though the runtime
error I got that time was a completely different error. Same solution, different errors.
Well, that's all basically just background stuff that will
make my coding easier (I hope), but doesn't affect too much visually.
Friday, December 6, 2013
Dev Log: Horror Text Adventure #31
User friendliness work.
Now the command you type is repeated in the a box so you can doublecheck
what you wrote, both in case you made a typo or an invalid command, and also in
case you want to make sure you don't accidentally go north when you just came from
there, or other historical notes you'd like to have. I am having trouble figuring out the best
place to put it, however. At first I put
the player's command in the lower left box, but that's really for error
messages, so I don't want the player continually looking over there, thinking
there's an error when there isn't. Then
I put it in the upper-right box, because that's for realtime events. However, that's kind of meant for non-player
realtime events, so when something pops up there, it should freak the player
out a little ("The door slams shut." etc.). So for now I've stuck it in the upper center
box, which is the "dynamic" box, where basically for the most part
what you type has a direct impact on what happens there. So when you examine an item, the item
description appears there. So I think
for now that's the best logical place to put the player's command. UI design is tricky!
Also, when you make a command like "examine bed"
the description becomes a new paragraph for easier reading.
Tuesday, December 3, 2013
Dev Log: The Vortex #31 - Last of the Locations
I finished up putting placeholder art onto the 24 "basic" location cards. Now you no longer have a half chance of getting a gray box for a picture if you draw a location card. So ignore the link for locations on the previous page, and print out these locations instead:
Also, here are the backs of the cards, if you'd like to have
nice back for them:
The one for the majority of cards has instructions in the
document on how to print. For the locations cards,
simply print out the page six times and you'll get as many backs as you'll need.
Friday, November 29, 2013
Stuffinged. I mean stuffed.
Turkey day is fun. Recovering from the mashed potatoes.
Have some quick spot-the-difference games to help wake your brain back up:
5 Differences
6 Differences
4 Differences
Tuesday, November 26, 2013
Positive Feedback Loops
I'm going to go a little left field with this article,
starting with a principle of game design and applying it out to websites.
Positive feedback loops sound, well, positive, but they are
actually something to avoid in games.
Positive feedback is when a player receives a reward of some sort for
completing a challenge, which makes the game a little easier. On the surface, positive feedback sounds like
common sense: of course you should be
rewarded for doing a good job. Lots of
games are entirely designed around positive feedback. Leveling up in an RPG, or getting bigger,
badder, better weapons in a shooter. But
in these instances, the positive feedback is also tempered with negative
feedback: the game becomes harder, with bigger bad guys, and more of them. This prevents the positive feedback from
becoming a positive feedback loop.
An unchecked positive feedback loop would make the game
easier for players who clearly are already successful. Grinding, in essence, is using positive feedback
loops to get ahead and gain rewards for completing the same easy challenges
over and over. Playing the same easy
race to come in first and get the same prize money over and over is the racing
game equivalent of grinding. Often, a
racing game will only give you the money the first time you beat it, and
subsequent times do not yield any prize money.
This gives positive feedback for doing a good job without creating a
loop.
There are other rewards that can be given that, by their
nature, require no check or balance.
Beating a boss and getting a cutscene for a reward in no way makes the
game easier, but it is still a welcome relief to the player. Achievements (as much as I hate them) also
provide positive feedback without creating a loop--as long as the achievement
is a trophy or medal or visual effect, and another bonus is not included with
it.
I think by now most game designers understand the concept of
positive feedback loops, and how to avoid them.
Sometimes they sneak in, because designers are trying to give
less-than-stellar players a leg up, while accidentally giving positive feedback
loops to great players. This aspect
still has some kinks to work out, but overall I don't see many games with
horrendous positive feedback loops.
To me, the bigger issue is applying this knowledge out into
other areas. Positive feedback loops do
need to be avoided, and there are quite a few websites that mess these up.
Let's take YouTube as an example. Suggestions are oftentimes part of horrible
positive feedback loop. For instance,
once, a number of months ago, I watched an episode of Nostalgia Critic or
something related to it on YouTube. I
normally watch Nostalgia Critic on thatguywiththeglasses.com, which is their
official site, and they host their videos through blip.tv, so the only way
YouTube should know I like Nostalgia Critic is through the instance. Several months later, half of my suggestions
are still Nostalgia Critic episodes.
The other half of my suggestions are music videos, because I
occasionally look up music through YouTube.
All of my subscriptions are science-based shows, like
SciShow and MinutePhysics, so all of my suggested channels are science-based
channels, or channels that hover around the VLog brothers (Hank Green is the
host of SciShow).
![]() |
| These guys are awesome, but I don't need to worship them, YouTube. |
So I get three kinds of suggestions, but all are based on
things which I already am satisfied with.
When I want to listen to a piece of music, I search for it. When I want to watch a science-based video, I
check my subscriptions. And I never want
to watch Nostalgia Critic on YouTube anyway, I go to their appropriate site for
that.
What I would like
from YouTube suggestions is new content.
Since Google (owners of YouTube) is a trend-finding machine, they
probably can see an overlap between viewers of science-based shows and other
types of shows. Maybe 25% of science
show viewers also like political shows, for instance. I may not like political shows, but there is
a decent chance I will.
Instead, I'm stuck in a positive feedback loop with Youtube
content. I've proven to them I like
three types of shows, so my reward is more of the same. And if I watch those, I get rewarded with
more of the same, and more of the same, and it never ends, keeping me in a
loop, rather than expanding my horizons.
![]() |
| YouTube suggested you look at this same picture again. |
A great example of using positive feedback, however, is
Pandora. Pandora is a music service that
offers you new music to go with what you already like. So when I type in a band name and create a
new station, I'm sometimes given that band, but I am also given other bands
that have similar sounds, or are even only tangentially related. When I give positive feedback about a song I
like on the station, it uses that information to expand my horizons even
further. Instead of assuming I'm liking
the song because it's by a particular artist, it deconstructs the song and then
asks me to listen to music with a few similar parts.
So it uses positive feedback to challenge my music tastes.
It never gives me something ridiculously out there that is over my head,
but it slowly introduces new sounds for me to get used to and learn to enjoy
(or gives me new music I already enjoy but never knew I did).
![]() |
| The only thing I don't quite get about Pandora is that is seems to think Red Hot Chili Peppers goes with everything. |
When a game has a positive feedback loop, it makes the game
boring. When a website has a positive
feedback loop, it insulates the user from challenge, whether it's challenging
tastes, or viewpoint, and creates an echo chamber, which can become dangerous. Heck, this expands to everything: Mitt Romney thought he could not possibly
lose the last US presidential election. He was stuck in
a positive feedback loop and became insulated from alternative voices, so his worldview was not challenged.
But I digress.
I found it rather weird that Google wants to give "personal"
results, both in the search engine, and in YouTube comments now (and possibly
other places I don't know about).
Personal results seem to be a positive feedback loop that does nothing
but damage the experience for the user.
Google/YouTube is just one example of many, of course. Website designers, social media designers,
etc. need to watch out for positive feedback loops just as much as game
designers do. Perhaps even more so. Because a positive feedback loop in a game
only ruins one game. A positive feedback
loop in other aspects of life can ruin a mind.
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