Archives for posts with tag: game development

Games are among our most evocative communication mechanisms as a species. With graphics, sound, and interactivity, you can get people to almost any emotional state. But games are clever about showing their hand; they don’t look all that sophisticated. A few blinky bits, exploding things – what’s so nuanced about it? Turns out: an awful lot.

Strategy is sometimes defined as the art of finding fit – choosing a set of mutually-reinforcing tactics that come together to bring you to a desired future. In designing Node.Hack, I took on the challenge of envisioning an emotional strategy; I decided that my first choice would be emotional, and that the rest of the game would follow from there.

So – you’ve got a hacking game. How would you want your player to feel? I picked three primary emotional themes and led with them: paranoia, anxiety, and greed. If you think of the player’s hacking enterprise as just one in a long career of digital misdeeds – a real pro hacker – these emotions don’t seem so far off. I placed myself halfway through the game’s progression: I’ve got plenty of money, but the stakes are higher and I’ve just barely escaped this last system. What would the ultimate mental mixture play to out to in words? How would the player’s mind explain their own choice if it were talking to itself?

I know they’re coming to get me, but this is more money than I’ve ever seen in my life. I have to take this chance.

You could say that every game has some elements of this, and you’d be right. So does one of my favorite movies: Heat (NSFW). But it’s about what the game doesn’t do that represents a faithful dedication to the strategy:

  • Slow, not fast tempo (in action, and in music)
  • Single-hit kills, no replenishing life meter
  • Moments of waiting suspense (movement vs. money)
  • Allow “inevitability” moment where the player knows they will die

Put it together and you have a game that’s a little more like chess than a traditional video game. Players that tested the early version felt addicted to the challenge, but not overly frustrated. When they died, they felt it was something they had influence over, rather than a random bullet from out of nowhere.

To me, that’s success in a video game; reward often, and punish only with a lesson in how to do better. True randomness, while a seductive notion for video games, is something better saved for real life - but that’s a discussion for another post, when we get into the dynamic map generation at the heart of Node.Hack. For now, stay sharp and watch out for those AI.

Want to try Node.Hack? Get it free for Windows Phone at http://www.nodehackgame.com.

Ah, Node.Hack. We have come a long way from Wargames. Truly, a game about hacking computers, played in the palm of your hand on a megabit-throughput smartphone? As children growing up in the 80′s, we would have boggled at the thought. And yet, it’s that very same retro-fueled heart that’s beating at the core of this game.

Does the node-and-bridge architecture remind you of something? Do the representations of the player, the enemies, the loot, do they seem like somewhere you’ve been before?

They do to me – and it’s no accident. I am an unapologetic ASCII-hound, and the simplicity of the single code-page world was an exercise in constraint-fueled design whose challenge has yet gone unmatched.

Tim Sweeney’s ZZT – the grandfather of this kind of game – made it feel like all things were possible. And, during my SysOp days on my bulletin board, I fell in love with a particular doorgame called NetRunner (shown above): a 1993 ASCII-based hacking game that drew inspiration from the card game of the same name, and the stylized anthropomorphism of “node” hacking made popular in the Shadowrun series of RPGs and the visceral writings of William Gibson.

As a developer, I’ve had some direct forays into that world of ASCII graphics with prototype projects like The Agency: Razor One, but today’s modern platforms – phones, tablets, consoles – just don’t play that game anymore. And why should they? Games made of text characters? They fail to impress, they feel like playing on punchcards.

Seriously - Would You Play Something Like This?

But what if a stylized version of that world formed the backdrop, crafted some of the rules, and then let you break them? Could you imagine, being held down to an ASCII world but then suddenly breaking free? Explosions, splashes of binary on skewing vectors, breaking the imagined plane of the two-by-two universe?

I did – and I called it Node.Hack.

Tomorrow, it will be released to the world, and I hope that you’ll enjoy it. There’s a lot of my childhood in its shapes and contours, from the sounds to the interface all the way to the strange notion that somehow, tapping that node with your finger, rather than typing it into a computer console, still feels right – even though we aren’t sure why.

Welcome to the future. Again.

Learn more about Node.Hack at http://www.nodehackgame.com.

It’s amazing to see your game on a physical device. I’ve been seeing various bits of my game on hardware for a while now, but tonight is special – this is the way you’re going to see it. These same 1′s and 0′s are now on their way into the certification pipeline to be tested by Microsoft and propped to the Windows Phone Marketplace to make their way onto your Windows Phone.

This isn’t the first time Node.Hack has been through the pipeline – I made sure to give it a good couple of test runs; I found the Marketplace process efficient and instructive. Now comes the final wait: officially, Node.Hack is on v1.4 – that’s the version that entered certification tonight.

If I’ve done my job, that’ll be the version that you get to play. When? Next Tuesday, November 15th. We’re even having a release party.

We’ve already got our first press preview for the game out in the wild - if you haven’t seen it, be sure to check it out, including the trailer video.

Over the next month as the game rolls out, stay tuned to this blog and to http://www.nodehackgame.com for updates; I’ll be posting stories about the game’s development including details about the dynamic map generator, and tips and tricks for navigating Node.Hack’s treacherous digital world.

When I look back at the difference between my professional projects and my personal projects, the gap is always in the planning.

Whether it’s because work is planning-heavy and I want spontaneity in my personal projects, or because I hold some deep-seated paranoia about not destroying the creative process of making games by imposing deadlines and constraints, I’m not sure.

All I know is that for the last decade, I’ve been working instinctively, following rules I never really codified. Last night, I started to change that, by planning out how to take my Windows Phone game prototype for Node.Hack all the way to a finished product.
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For those of you that haven’t gotten sick of hearing me go on about Windows Phone development yet, here’s a full 60-minute session with the low-down on Windows Phone Game Development, including what’s new for game developers in Mango.


All the details, downloadable slides, and a larger video are available here: Windows Phone: how to build a game

For those of you who can’t make it to Gamefest, but still want to take a lap around Windows Phone game development with XNA, check out my quick thirty-minute talk at this year’s Casual Connect Seattle event.

Learn about the phone ecosystem and hardware, Silverlight vs. XNA, then jump into coding a game live on stage, finishing up with answers about Xbox LIVE on the phone.



For all the details and downloadable slides, check out the talk at the Casual Connect Site.

Time to take XNA and Windows Phone goodness to the Washington State Convention Center this coming Monday and Tuesday!

For those that are registered for the event, I hope you’ll join me for the Windows Phone track; I’ll be giving two talks on Day 1:

MONDAY, AUGUST 22, 2011

10:00 AM to 11:10 AM
“From The Ground Up: Windows Phone Game Development”
ROOM 620

2:35 PM to 3:30 PM
“Shiny New Features for Windows Phone Developers”
ROOM 620

We’ve got ten more fantastic talks lined up for Windows Phone game development afficionados, from game studio postmortems, to independent developers sharing the secrets of ad revenue in games, to tech luminaries in Xbox LIVE and the Advanced Technology Group outlining brand-new features arriving on Windows Phone that are sure to delight.

If you haven’t signed up already, online registration closes this Friday, so be sure and get registered if you plan to attend this event!

For all the details, see www.microsoftgamefest.com. See you there!