The Two Kinds of Proficiency in Games, and the Two Kinds of Criticism

I'm going to introduce two concepts here. I haven't seen them mentioned anywhere else, and thus have decided to call them "Structural Proficiency" and "Thematic Proficiency"

Structural Proficiency . It talks about how technically proficient a game is. Do the graphics work? Is the game stable? Do horrendous bugs appear throughout, shattering the illusion? Is it even playable?

Then there is Thematic Proficiency. Is the gameplay fun? Well balanced? How does the narrative reflect the gameplay? Does the game have anything to say? Are the set-pieces interesting and varied?

I recently sat in a presentation of student-games (I love those).

Game Alpha was a solid Jump'n'Run. You could jump, shoot and duck. You progressed until the end, where you encountered a boss, which had unique attacks. There was interesting work with the color-palette, and some nice humorous bits that made me applaud (after which the rest of the class joined me).

Game Bravo was supposed to be a puzzler. I think. I say "I think", because it barely worked. The level presented consisted of 3 grey boxes against the standard-blue background of Unity. The main character was a cube, and couldn't actually move. The one action that was supposed to happen didn't. It was a complete and utter failure on every level.

Yet when both games were critiqued, it took about the same time. The things I just mentioned were discussed, which, despite the huge gap in quality, took the same amount of time to talk about.

What happened was, that the Critique of Game Alpha (the good one) centered on its Thematic Proficiency. It already was Structurally Proficient, so there was no need discussing that.

Game Bravo (the crap one) didn't even reach the Thematic level. It was stuck on the Structural Level, never moving beyond it. And was then taken apart for it.

 Colonial Marines fails on a Structural Level. Without this, talking about the Thematic Proficiency is difficult, at best.

The conclusion I took away from this is: You have to EARN a Thematic Critique. Your game has to prove to be Structurally Proficient, before it can be seriously discussed on a Thematic level.

Which brings me to the infamous 1-10 scale.

Now please bear with me, because this argument will come out In Favor of the current use of the 1-10 scale (I know, right? I was surprised too). Or at least it might explain how it works, and how it has reached the state it is currently in.

The majority of game-journals (be they online or print) rate games on a scale ranging from 1 to 10 (or 1 to 100%). A neutral, unknown observer might think "Surely, a 5 would be mediocre," Only the actual grades given range from 7-9, and maybe a 1 or 2 fro truly horrendous ones. The grades 4-6 are barely ever awarded. It is jokingly called the "7 to 9 Scale", because 95% of games reviewed get one of these three grades.

Which, if you look at the grades and the idea behind them, is LITERALLY INSANE.

But if we take a look at Thematic and Structural Proficiencies, and we can maybe conclude how this scale came to be.

A review, of course, takes both Proficiencies into account.

When a review for a game is given, the score for "Structural Proficiency" and "Thematic Proficiency" are combined. If a game works structurally, it already deserves at least half the grade. Hence most games are never lower than 6, as they are "working games". A Structurally Proficient game also usually has the basics of Theme down, so the score goes up to 7.

A bunch of games group around the 1-2 mark, because if a game is structurally not proficient – as in, it fails on a basic level and barely works – it usually fails thematically to.

 Zoo Tycoon 2, a perfect example for a Structurally sound, yet Thematically mediocre game. Its Structure is similar to the RollerCoaster Tycoon-games, yet Zoo Tycoon doesn't reach the levels of fun of RCT.

Of course I would like to suggest a "better" method of criticizing games in journals, but it already exists. Site that eschew scores, like Rock Paper Shotgun or IndieStatik barely even talk about the structural thing. That's what it is to those caring about story, gameplay and art: The Structure beneath it. The canvas it was painted on. They care about gameplay, story and theme, and the reviews are more interesting for it.

Some other sites, like Eurogamer, despite having a score at the end, barely even need it. The interesting stuff is there, inside the body of the review, taking apart the narrative of a game.

And that is what a review should be, after all. An interesting take on a title. The number at the end is ridiculous, and can't possibly work in being a general indicator of a game's greatness (which is another discussion in itself).

This can work, because it already does. Look at other media, like books of Film, where there is NO Structural criticism. This seems only to exist in games.

If you read a review of novel, the author won't discuss whether the book is falling apart or the font is readable. It already Structurally Proficient, and this part can be ignored outright. Hence she concentrates on the Thematic Proficiency, taking the setting, characters and plot apart.

If a movie is discussed, people do not concentrate on whether it is visible or not. Cinema-technology has changed relatively little in the last 90 years, and if a review-score is given, it is given on Thematic Proficiency alone.

...but not quite. Recently some experimental changes in the film-format have been added to movies, like 3D or the 48fps-experiment. And suddenly the Structural Proficiency is discussed again, influencing the overall verdict.

The Hobbit doubled the framerate it was recorded in, thus justifying talking about the Structural Aspects. As a result the overall scores and verdicts were skewed.

Arguing about how a game succeeds or fails thematically is the interesting stuff. This is why we play games, after all. It has gotten better recently, with the advent of low-fi Indie-Games and the gradual slowing of the hunt for more pixels.

Because a game being Structurally better will only result in a mediocre game at best. Making it Thematically better is the only way to greatness.

Quest Complete!

My latest game is finally done. I humbly present "Quest Complete! - A Progress-Bar Porn".



It's a detailed no-player simulation of the typical RPG-Experience, complete with
  • Creating a unique character 
  • Chosing a class
  • Completing quests
  • Collecting/trading items
  • Progress Bars
Features:
  • 55000 Classes (OMG)
  • 50000 Items
  • 9000 different Monsters
  • 5 million unique character-names 
  • INFINITE Stories, in a unique and procedurally generated experience

Go Play

-Matthias

Cards

Here is the current version (I think it's the 4th) of my Extra Large Octangular Business-cards.

  

They are approximately 1.5 times the length of an ordinary card, and easily twice the surface-size. The idea is for them to stick out and not just disappear within a card-holder.

For comparison, here is the first version from ~1.5 years ago


This is the first time I've seen them side-by-side, actually. I like how they've gotten more stream-lined, but still follow the original idea :)


Fireball Muffin Pony Adventure

I made a game about Ponies.


Took me about 9 hours. 

Go Play


-Matthias

Brass Monkey

Unstoppaball has just been released on Brass Monkey, a relatively new gaming-portal with a neat twist.

On Brass Monkey you connect your Android- or iPhone via wi-fi, and can then use the phone as controller. In the case of Unstoppaball, you control the Ball by tilting the phone.



Check it out!

(It's based on the free web-version, not the iOS-version, which you can still get here)

-Matthias

The Color of Games

A thought occurred to me: Can games have a certain "Color"? Not that they contain colors (everything does, after all), but that some games have a certain color that describes it, and between which you make a connection, as in "This game is red!"

I will try to attempt an experiment to convey my point. All the images and screenshots in this article have been blurred, in order to reduce them to a simple "blob" of colors.

I've noticed there are 3 broad categories of colorfulness.

1. Games with a certain color (or color-scheme) woven through them


A good example is Deus Ex: Human Revolution, which is gold. There are no other games who do this, and Human Revolution practically owns it.

The combination of Gold and Black is woven into the fabric of the game, from menus to architecture. Not every level is gold, of course, but it persists and appears in a lot of different ways.

Here is a packshot from Human Revolution, which has been blurred.



And here is an in-game-scene.



Note how the color persists.

Are there more? Well of course!

In Saints Row: The Third, Like in the aforementioned Human Revolution, one color is woven throughout the entire game, seen in menus, architecture, clothing, and other misceallanoues stuff. Unlike Deus Ex, it's not gold, but violet/purple.


Here's Mirror's Edge. It has a unique combination of white and light-blue


This is always recognizable as belonging to Mirror's Edge.

Color is such a basic element, you can structure an entire game around it. Let's take a look at the recent Hotline Miami.


Look at the neon-pink and neon-cyan. What do these colors tell us? The contrast tells us this game is set at night (probably, mostly). It being set a night we can infer it is probably not a happy-go-lucky mario-esque-platformer. These neon colors are rarely used in children's entertainment, underlying the adult themes, perhaps also reminding us of nightclubs. I thought back to 1988-1993, when pink and cyan were en vogue. This could mean the game is either set in that period, or alludes to it, and will probably not feature post-2000-technology.

All this information. Gained from a single composition of colors. These colors are unique. They belong to the game, and its aesthetic.

Well, not completely unique. There is this crappy movie from 1987, whose poster I think was a deliberate basis for Hotline Miami.


2. Packshots/Titles-Images of games with a unique color


Here's the packshot of Left 4 Dead.



No other packshot uses this color. And while the dark green is not prominent throughout the actual game, it does appear, and through the packshot/title a connection is instinctively establiched by the viewer.

Other memorable "Title-Colors" include the stark white-black of Arkham City


And, for a lack of better examples, Left 4 Dead 2


3. Games which fail to establish a color


Another experiment. What do you see?


Packshots of titles which are highly similar and lack any meaningful or unique identifiers. These games fail to establish a unique color. They do actually have some color, but it's mostly Gun-Metal-Grey and Dog-Shit-Brown.

(Clockwise: Call of Duty, Call of Duty 2, Call of Duty 4: Modern Warface, Medal of Honor 2010, Killzone, Gears of War 3)

If you look at these screenshots from afar, you couldn't tell which game they belong to.

Conclusion


Looking at the good examples, it is quite possible to see how a color can be the basis for a game. I keep thinking about centering a game around "yellow". I have no idea what could come out of it, but it probably would be interesting and unique.

Not every game has a color. Not every one has a unique one, which is truly its own. But the successes are recognizable from everywhere. This is an important advantage, and should not be unterestimated.

I'm going to start giving my games colors from now on. I mean more so than usual :P


Thoughts on The World is MINE!

Ugh. The World is MINE feels like it could've been so much better. More focussed.
Yet still people like it. Currently it's the 5th most-played game this LD, which is awesome :D

What went wrong:

Graphics

The style is boring. I feel putting a water-shader might've been a mistake, and the entire thing could be more comic-y. The buildings are ugly, the result of me being swamped with other stuff. The textures are boring too.


 

Difficulty

The World Is MINE! suffers from the same problems it's spiritual predecessor My Little Planetoid (from the last LD) had. Namely, it is too easy. You can just wait until the resources pile up, and then do your thing.

On the other hand, city-building-games like Anno 2070 (or Anno 1404, etc) have the same "structure". In those you can wait too until you have anough material. I'll have to figure this one out.

The first draft also had Enemy Agents, who would undo your progress. The got cut in the stress.

 

Inefficient use of assets

The World is MINE! Has a lot of single-use-assets. The models are used for one purpose, and then never again. All the lines describing the buttons (the narrative, if you will) were time-intensive to write and make witty, and are only used once too. In the end this led to bad 3d-models.

 

Unclear Advanced rules

The simple rules – hire goons, take over cities – work just fine. The more advanced happenings, like control of missiles and assets are a bit more complicated, and only explained in a text-box.

 

The stupid text-bug

I wanted to have two things (among others) in this game: A text displaying the city-name, and a planet that isn't a sphere.

After some deliberation after the event I realized that these exclude each other. To make the text not clip through the mountains I'd have to place it very high, but that would make it look worse. In the end there is no elegant solution to this. Or I just haven't found it yet.

 

Timelapse

Somehow I recorded less images than in the last videos. To counteract this I slowed the framerate, resulting in this "slow" video. Yet somehow it works. Kind-of.

Meh, you decide :P


What went right!

 Music

Almost forgot this (as devs are wont to do). I composed the track in less than one hour 2 hours before the deadline. And it works. It's pompous, and grand, and the march fits the "Evil Mastermind" perfectly.


I should do more music.

 

Goons

I am SO GLAD I re-named them "Goons". "Henchmen" is so boring (and exluded women). The Goons are named procedurally, with every Goon receiving a unique name. The name shows up when you hire them, and again when you send them on a mission.

 

"Writing"

This game may have the biggest amount of "dialogue" I've put in a game (I usually try to avoid long texts). The text-button-descriptions are the dialogue of an unseen advisor, and I'm satisfied with the results (people agree). I also love the names of the Evil Vehicles you buy (Buttercup, Purplepants and DeathRigible).

 

Pacing

The game starts slowly, and then picks up in complexity. A lot of buttons appear later, and buying the DeathRigible-Blimp allows you to see more cities, ramping up the challenge.
I am very proud that few people seem to quit the game prematurely (so far I can gather), which means they are eased in well (Nice work me! *show off*)

 

The DeathLaser

Till the very last second possible I thought whether to make it an Orbital Laser or a Lunar Laser. In the end I felt satellites would be too much like My Little Planetoid, so I opted for the moon-base (which, funnily, also appeared in My Little Planetoid). Reaction to the DeathLaser has been 100% positive, so it was a good decision :)

 

The world changing

At the beginning, the world is blue, and only your evil hideout (on super-secret Doom Island) belongs to you. But the more you advance, the more the world changes in color. Your submarines patrol the sea, and cities switch over to you, while auxilliary bases appear around the globe.

 

The Ending

After the world has slowly changed to become yours, the games calls back to the beginning. I still laugh when I see the final screen.

Go check it out, you might like it :D

-Matthias

Ludum-Dare Picks

Hey guys!

So I've rated 333+ games this Ludum Dare. Woo!
Here are some memorable ones.

Abrupt Salvation


You are an evil block-dude/dudette. Destroy the kingdom! Weirdly beautiful, and atmospheric. Very good use of Unity-resources.

I Never COULD Get The Hang Of Thursdays...


Array-of-minigames-story-thingie. Also, you speed-pet a turtle. YOU SPEED-PET A TURTLE

The Fall of Mr. Wily


This is one of the few games with a character-arc I've encountered. Excellent use of music.

Internet Avenger


You are the Internet Explorer, sent back in time, to destroy other browsers. Simple, but lovely as hell.

Seeds of Wrath


You're a bird. Piss off the scarecrow.

Mad Princess


You are the Princess, who actually hasn't been captured. She hasn't bee captured at all! Also, she's evil. Mwahaha. Lovely.

MARTYR


Hurt the cute guy to advance, but not too much. Too cute. Too much evil.

Vixen


Jerk Simulator. You are hurting your friends. This is too villainous. Seriously, I can't take it. You try.

Hell Guy Hells It Up


A game about sacrificing villagers and goats. Simple and efficient (also fun).

The World is Mine!


World-Domination-Simulator. You hire Goons and take over cities.
Hang on, this is my game. I am shamelessly plugging this! OH GOD SOMEBODY STOP ME

-Matthias

The World is MINE!

Ludum Dare 25 was recently, and I created The World is MINE! for it. It's a world-domination-simulator. There aren't many of those :)

Features!
  • The G.O.A.T.
  • Evil Bases!
  • Goon-Management!
  • A Blimp! (it's evil)
  • Laser Death Rays!
  • Kongregate-Highscore-integration 
  • A kick-ass evil march I composed in less than an hour


Currently it's the 5th most-played game of the 1400 submitted, which is awesome :D

Go Play | LD-Entry

-Matthias

Skyline

Here's the view from the Unity-Reception on November 29th. It's the second-highest place in Berlin, and it was breath-taking.



Too bad these over-reflected pictures don't do it justice.

-Matthias

Play12

Today I got to hold a talk on Creativity at the Play12 in Potsdam. Also had the chance to meet some cool people and discuss game-design with them, which was great :)

 A video was recorded of it too. Going to post it later, once I find it.




Go check out what else they made, there's some interesting stuff :)

-Matthias

Why I probably won't take part in the IndieSpeedRun

//UPDATE
The friendly guys from IndieSpeedRun clarify a few of the criticisms over on the Gamsutra-post of this article. I've taken the liberty of reproducing the comments down below.
 
//ORIGINALThe IndieSpeedRun is a gamejam that is already going on, up until January 6th. Unlike previous gamejams and competitions, this one changes a few things.
  • You have to pay to take part
  • The winners gets a cash-prize
  • It is voted on by Jury, instead of community
I am eager to see how this new approach will fare, and contemplated joining up. Then I studied the rules, and I have to say: No thanks.

Probably.

Here's why: 


The Entrance-Fee

This is a necessity of the format, I admit. You can't give out cash-prizes without the cash, and a small entry-fee that would help cover this would be incredibly useful.

After the discussions about the 100$ Greelight-Fee, and the continued irritations about the 90$ to have your game entered into the IGF, 25$ seems kind-of acceptable. 

Clarity of Prizes

What does "Take away 2500$ in cash" mean? Does the first place get 2500$? Do the next-ranked games get something? Is the 2500$ split up between a certain number of highest-ranked games? These are valid questions, yet they are nowhere adressed.

Now, several days into the event it is not clear who will get what in the end. I'd like the rules for such an investment to be a bit clearer about these things. In the state they are now, this is not reassuring.

Then it was announced that more prizes will be announced in the near future, yet this is all the message says. Which in practice means more confusion for the participants and the curious observer.

The Team-Size

The rules specify a team-size of "1-4" people. And here I am out. As previous jams and competitions have shown (Ludum Dare, Global Game Jam, Unity's Flash In a Flash), a team with a large amount of resources will invariably win. Maybe a few teams of 2-3 people will score well, maybe even a single-person game. But going up against 4 times the amount of work-time they can muster up, the larger, experienced teams with several games under their belt will probably make it.

And that kind-of undermines the idea of the "Indie". There is only little competition between these different levels of resources available. It's as if you were to race a F1-car with your bicycle.

The Time

IndieSpeedRun tries something new. Unlike other jams, which are strictly set to run over a certain time, this jam gives every team its own unique time-slot.

Until January 6th there is time to "start" the project. Once you have hit the "Go"-button, you get assigned a theme and have 48 hours time to come up with a game and complete it.

This has upsides, of course. You aren't hampered by ime-period starting at night due to being planned in another timezone. You can chose your own 2 days to use, which allows you a certain flexibility.

Yet the downsides remain. If you complete you game early, other teams can see it and will have an easier time besting it.

More importantly however, is that the "spirit" (for a lack of a better word) is gone. Take the classic Ludum Dare, for example, where ~1500 people work in parallel over 48 hours. At the Global Game Jam it is more than 10000, on hundreds of locations. This feeling is vitally important, and might easily be understated.

The combined excitement, news, reports, and shared deadline are a motivator not to be underestimated. It is what makes us stay awake until the last minute in the middle of the night. It is what keeps us motivated to keep going. It is what makes the event special.

With IndieSpeedRun, the “spirit” might as well not even manifest.

The Theme

Most previous jams have a set "theme", to which your game should adhere. It can be chosen by a single person, by a committee, or voted by the participants/everyone. The important thing is, once the jam begins, everybody has the Same Theme.

Adherence to the theme is not strictly necessary, but your game will invariably be scored lower if it barely contains or flat-out ignores it. The theme is important to a) make sure everybody starts on the same footing, and b) all games have an independent basis for comparison. That way it is even possible to have an objective comparison between a text-adventure and a 3d-shooter.

IndieSpeedRun will assign a random theme to each team. I highly question this.

While the "random theme jam" has been done before, it works better in jams and events on location without detailed rankings, where you have a bunch of people. In this case the jam becomes about hanging out with people as much as the actual creation of the games, if not more so, alleviating the need for a strict scoring-basis.

Yet a unique (random) theme for each theme brings conflict. As I have learned in a multitude of gamejams, a "bad" theme can break a game, a team even. Some themes are "easy". They allow many approaches, and can be easily slotted into existing concepts. Other themes sound good on paper ("Evolution", for example, which was a disaster of a theme during the last Ludum Dare), but are extremely difficult in execution.

The theme for the last Global Game Jam was "Ouroboros", a theme so convoluted, of the ~25 games of my location (GGJ Bremen) only one team actually made a game centered around it (my team).

Comparison goes out the window as games will probably vary wildly in scope and quality. The missing central theme will eradicate the single baseline to compare games against.

The Motivation

Gamejams have many motivations, the main ones being “having fun”. People experiment, do things that couldn't be done commercially, create wondrous and unique pieces of entertainment.

Not now. The unique aspect of this jam is “win cash”, and suddenly all experimentation goes out the window. Entering the jam requires more investment than others. You need to pay to enter, to show your motivation. You need people to be able to compete.

A game has a much higher chance of scoring well by adhering to an established genre and format (see the results of Ludum Dare). Artful experimentation appears contra-productive to this.

People will start planning the game before the actual 48h-period starts, and then may try to shoe-horn the theme into it. Actual, well-thought-out planning takes a lot of effort and time, which in the jam-period is thought to be better assigned to the “building” of things. It only appears prudent.

Will I compete?

Probably not. Although a chance remains.

The 25$-entry-fee is discouraging, yet acceptably low. Should I enter I feel I would have to use the possibility and compete with high-quality 4-person-teams. In order to have any chance in this I would have to highly compress my game, not allowing any deviation of “the plan”. I feel my creativity would be crippled, and the fun possibly sucked out.

Or I am wrong about this. Maybe IndieSpeedRun won't be bad at all. Maybe it will become a yearly fixture, growing in size every iteration. Maybe we can combine it with other jams (entering the highly-regulated Ludum-Dare-games is a popular idea). Who knows, maybe it's perfect for you.

Probably some interesting games will come out of it. Maybe a few of those will continue to become commercially succesful. That would be awesome.

Maybe calling IndieSpeedRun a "jam" is a misnomer. The organizers themselves state it is only "sort of" a jam, so we might end up arguing semantics. 

Perhaps this might help establish a new class of "higher profile"-jams, which we have already seen in the succesful attempts of 7DFPS and FuckThisJam. This I will grant it, as there are few of those, and more might be useful.

-Matthias

//UPDATE

Hey, Mike from Indie Speed Run here. Congrats on the featured post! Let me start by saying that you're completely entitled to your opinion, and that I'm not here to argue any of your opinions. I totally understand if we're not for you, but you have a few unfortunate factual errors in here that I wouldn't want misleading others.

1) "Is the 2500$ split up between a certain number of highest-ranked games? These are valid questions, yet they are nowhere adressed."

The $2,500 is mentioned as a grand prize, and it is. $2,500 goes to the winning team. Period. We have some additional prizes going out to winners of specific categories, but the main cash is going to one place.

2) " If you complete you game early, other teams can see it and will have an easier time besting it."

No games can be seen or played by others during the entry window. All games will be made public simultaneously.

3) "The unique aspect of this jam is “win cash”, and suddenly all experimentation goes out the window."

As you yourself have pointed out more than once through the course of this blog, there are many things that make us different: our judges, the way we handle the 48 hours, the way we handle themes, etc. We love, and I mean love Ludum Dare and Global Game Jam, but they already exist. We're just trying to do something different for people who want something different. Yes, you can win cash, but in no way does that kill experimentation. Another unique aspect is that we have a robust panel of industry expert judges, and if you think they want to see another Mario, you're sadly incorrect. Innovation and experimentation are key.

4) "A game has a much higher chance of scoring well by adhering to an established genre and format."

Again, this is not only untrue, but in fact, the opposite of the way our judges view games and ISR entries.


There are many roads to getting indie developers out there creating, and we're just one of them. If you choose to travel ours, then we'd love to have you. If not, we hope you're out there with events like Ludum and the GGJ instead. Thanks for your thoughts, Matthew, and I hope we can convince you to give us a shot, if not this year, then next!