Some character sketches for a game under development. Trying to decide between a more stylized or realistic approach to the flat shaded art approach.
Author Archives: Michael Magee
Capsule: A Review
I recently started going to an indie game critique group so I could start thinking a bit more critically about what is going on in game design at the moment. The YYC Critique group picked “Capsule” for this month’s discussion and post-mortem.
Capsule is marketed as a survival game and I’d say that is fairly accurate. It was built by Adam Saltsman and Robin Arnott of Venus Patrol. The basic story is that you wake up in a capsule and your only way to interface with the world is through a grainy CRT-style screen. The navigation is simple, you use the 4 arrow keys that let you steer left and right and thrust forward and backward. You start out the game at a station with a basic narrative that tells that you need to make it to the next station.
Everything shows up as a simple cross on the screen until you “ping” the world with your radar and the things around you become identified. The resource drain element is both oxygen and energy that you burn as you move through the terrain. You can hit elements around you to gain resources or have them taken away. The game play is extremely simple but that was the designers had set out to create. They were inspired by the old arcade game Lunar Lander.
So, what was it like to play? Well there are a couple of things. When it comes to designing games you are often thinking about “The Loop”. This is the cycle of game play that you repeat over and over. In simple arcade games like Mario it is just a matter of running and jumping while trying to avoid (or hit) objects on the screen. You do this over and over again. In first person shooter games it can last a bit longer as you maneuver and try to use one of your various attacks and weapons to kill an opponent. One of the goals of a game designer is to extend that loop as long as possible so that the game remains interesting for the player. You might need a longer sequence of behaviours that need to be completed to finish the loop. In many games new equipment or combinations of elements are added to make the loop a bit different, not in what you do but in how you do it. Think about the upgrades to weapons and special items that can be used in many games. Capsule doesn’t have a long loop. It is extremely short. In many ways it is a great example of how to build a game to prototype a loop because what is there is excellent. Unfortunately for me it got a bit boring. That isn’t necessarily a bad thing in a game because it can then give the designer a chance to get the player to focus on new things.
In the case of Capsule the new thing could have been the narrative. As the gameplay becomes more or less automatic there is a real chance to start thinking about the short email messages that appear each time you dock with a new station. I think this was the real missed opportunity that could have carried the game in a different direction. There is obviously a mystery about what has happened and how you ended up in the capsule in the first place. Unfortunately the writing didn’t really engage me and I found myself skimming the emails after the first couple of stations. This element could have been expanded into something more interesting. Even with a stripped down minimalist game they wouldn’t have had to add a lot. There are a lot of very interesting interactive fiction pieces created with software like Twine that could have served as a good example.
The other media elements of the game had some great production value. The music and sounds of the game did a great job at building suspense and added to the claustrophobic panic that came as you started to run out of air.
Overall, the goal of creating a minimalist game were achieved. I think it could still be tweaked into something really interesting. Maybe someday there will be a Capsule 2.
Indie Game Design Manifesto
I came across a great article by Edmund McMillen about the kinds of things you need to think about when developing an indie game. It is a great little article you can find here:
Opinion: Indie Game Design Dos and Donts
He made several great points about game development, I think the strongest ones relate to the fact that you aren’t answering to accountants or investor who will insist on lowering risk in order to maximize profitability of your game. You can take the risks that a larger company never would even dream about. This doesn’t mean you don’t answer to anyone though. The other important part is to check your ego and get as much feedback from your peers and your community. They are going to help you find your blindspots and weaknesses in your design. You’re human, you’re good at denying things you don’t want to see, it’s called confirmation bias, you should look it up and remember it.
Story and Game Design Tool: Articy:draft
In The War To Build The Biggest Mobile Gaming Platform, Japan’s GREE Courts Indies | TechCrunch
Funzio and Gree are present an interesting opportunity for any indie developers looking to get their game marketed. Gree loves Indies has a contest where games can be submitted to win a 4-6 week launch and marketing campaign. It isn’t really all altruism on the part of Funzio, it is good business. They supply the platform and spread their risk out across a lot of different titles. This gives them a chance to take risks on games that might not initially be seen as extremely commercial. Something to think when you’re looking for distribution.
In The War To Build The Biggest Mobile Gaming Platform, Japan’s GREE Courts Indies | TechCrunch.
Video games are the truest form of art
Well, as long as art is about creating emotion then I suppose video games will win the debate, I suppose when my dog chews up my cell phone I can frame that on the wall as well.
A lot of things create emotion, what really counts is how you interpret that experience. One perspective on modern art has the interplay between the art and the viewer as being the most important aspect of that art. Modern art isn’t worried about realistic representation, beauty or even symbolic representation, it accepts that each experience can be personal and unique. I’m not sure that Halo falls into that kind of experience.
It might be better to think of video games as thoughtful examples of emotional design. I’ve seen games like Dear Esther create a very different experience that is less about emotion and more about creating a unique experience. Perhaps that is an example of the start but for most video games the art debate is still wide open as far as I’m concerned.
Gamasutra – Features – Kickstarter for the Average Indie
Arts head: Alex Fleetwood, founding director of Hide&Seek | Culture professionals network | Guardian Professional
A great interview with the Hide&Seek, a UK game company that focuses on developing new kinds of play and collaboration experiences.
10 indie games you MUST play this month | Technology | guardian.co.uk
A little summary of some of the best indie games released this month:
10 indie games you MUST play this month | Technology | guardian.co.uk.
The Indie Game Database – TIGdb – Discover hand-picked, hand-crafted independent games
I came across a great resource that addresses one of the biggest problems with indie games… how to actually find them. The TIGdb is a database of indie games and a lot of them have reviews written by the community on the site. Check it out and you’ll find a huge range of games in a variety of genres.
The Indie Game Database – TIGdb – Discover hand-picked, hand-crafted independent games.


