Trials and Tribulation of Alex’s non-Existant Game Career
crafted by: AlexI remember back in middle school talking with friends about what we wanted to be when we grew up (the same Turbo Boss Battle crew you know and love, yes we've been friends THAT long.) I remember that I wanted to make video games for a living. That idea came and went over the years as I struggled with middle and high school issues such as "being cool." In high school I was introduced to programming in an introductory computer programming course. I promptly spent the rest of my high school math and physics career programming stupid things on my TI-83. For example, a 3D box that bounces around the screen for a few second until a picture of a dick appears - classic.
When deciding on what I wanted to study in college it was between communications and computer science. I accidentally ended up at an engineering school so I went with programming. I really liked programming because when the day was over, you had something interactive, something you can show to people and say "check this out, I made this." Even stupid homework assignments usually resulted in something to feel proud of. Then again, maybe math majors feel proud about having 8 pages worth of Greek symbols that no one can read or appreciate except other math majors.
Unfortunately, I'm not someone who loves programming so much that I feel a compulsive urge to do it all the time, so I never attempted to make much more than what I produced for my homework. After my sophomore year I took a shot at making a game with XNA, and in 3 weeks time, working about 7 hours a day, I made a pretty decent Bejeweled rip-off. I learned a lot, and it was really exciting to show people who were not only a little interested, but refused to give me back my computer because they were playing it. Then I started working again, 40-60 hours a week, and the game got shelved. It lives on my hard drive now, collecting virtual dust.
During my junior year in college I took a game design course. It was focused on board and card games, but touched briefly on video game design. I found that designing games is where my true love was. However, as most people know, or should know, game design is not something you just walk into and expect to be paid. But, with a degree in programming, I had a skill so I decided I would try for my old dream of making games.
I applied to lots of game companies before graduating college, just like many others did. Those who succeeded in getting those jobs, I congratulate you. My admitted laziness clearly held me back from getting a job, something I regret. However I still love video games, and I've learned a lot in the past year since graduation (sorry this has become a coming of age story). More than anything though, I've learned in the past year to motivate myself enough to successfully complete projects. What projects you ask? This blog. It is now 4 months strong, and I'm proud of it. It started as a little dream, and it because a reality.
While I'm not done with blogging, Paul and I have added a new video game project to the table. This time, we are MAKING a game. I still have to do the programming, but at least I have a 50% share in the design of the game, which is infinitely more than I would have had at a large company. I get really excited thinking up new ideas and discussing them, I almost called Paul at midnight when he was probably sleeping one time because I came up with a great new game play concept and didn't want to wait till morning. (Asleep at midnight? Ha, never! - Paul)
Currently I'm simply learning the ropes of the language and tools, but even the simplest tutorials make me happy when they are done. Tell someone you made an interactive thing, and they are instantly impressed. It's a good feeling. Now I just need to keep this motivation going.
Design 101: Final Fanasy XIII Weapon Upgrades
crafted by: AlexIn Design 101 we will discuss good or bad aspects of various games we are currently playing.
For the first time I will be using this section to describe what I believe to be poor design. I remind you that I am really enjoying Final Fantasy XIII right now, though I'm only about 12 hours in. So although I'm highlighting poor design, it does not mean the game is bad.
Final Fantasy XIII slowly and deliberately introduces players to the various systems in the game which at times can be very complex. However when the weapon upgrade system is introduced, the tutorial is vague, stating things like "some items will increase experience gain on a weapon, others will lower it." It explains that some weapons may reach a max level and be transformed with some item. I think this was a deliberate decision of Square-Enix to leave the weapon upgrade system not well defined in order to force players to explore and experiment. Personally I was very confused.
A game should clearly define how a system works to the player, especially in games where a mistake, such as using the wrong item at the wrong time could cause a result that leads the player to either reset, or play for a couple hours to earn enough resources to replace the item used. It turns out the weapon upgrade system really is not that complex, but intentionally vague. Then again I guess making weapons that fold up isn't very simple.
I was surprised by this because the battle system, which is very complex, is well explained. Others may enjoy the weapon upgrade system, but I don't have a lot of free time to play games and experiments with weapon upgrades, so I turned to the internet. Some may find these weapon charts very beneficial. Now, back to more FFXIII!
Battlefield: Bad Company 2 – First Impressions
crafted by: Alex
I haven't been interested in a multiplayer based game in a long time. I have over 6 days logged in Modern Warfare, but the sequel frustrated me and I havn't played it since the first month it was released. I played a lot of Medal of Honor 1, Call of Duty 1, and Battlefield 1942 multilayer back in the day. But only Modern Warfare really grabbed my attention since then, and it is definitely due to persistent leveling system found in the game along with the precise gun play.
I believe I played a single player demo of Bad Company 1 and I was unimpressed. The destruction seems limited. The guns felt weak and inaccurate, a problem that I feel has plagued battlefield since the beginning, likely a side effect of the development team focusing heavily on vehicles. I was disappointed that the Bad Company 2 demo would be multiplayer only, because recently I have had no interest in playing shooters online. The MW2 community infuriates me, and I find a lack of team cooperation to be boring. I tried the demo anyways, and I instantly fell in love. To be honest I had no idea what the hell was going on. Building were blowing up, people were dieing, I was being revived by the famous defibrillators. I barely knew the controls but I was able to defend the bomb from a few enemies. Even with my little effort I felt as if I was part of a team.
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