Archives for posts with tag: games

As the daily view counts from my First-Person Shooter post tail off, I’m heartened by the amount of support I received from gamers and game makers for the post and the stance it represents. Just by raw volume the sentiment skews positive, but as you can imagine there are voices on the other side of the argument, too.

That’s why I’m thankful to have seen this fantastic advice today from Ann Friedman: The Disapproval Matrix.

In this great handwritten 2×2 you’ll see a number of archetypes you recognize: friends, critics, trolls, even your own internal voice that beats you up daily. A choice quote:

The general rule of thumb? When you receive negative feedback that falls into one of the top two quadrants—from experts or people who care about you who are engaging with and rationally critiquing your work—you should probably take their comments to heart. When you receive negative feedback that falls into the bottom two quadrants, you should just let it roll off your back and just keep doin’ you.

It’s great to have this handy matrix and associated rules if you or your work is out in the public eye. Thanks Ann!

Microsoft has a term they like to throw around: a Career-Limiting Move (CLM). Refuse to take point on a major project from your manager? You’ve just committed a CLM. Accidentally send that witty, opinionated email to a wide audience that includes your Group Manager? CLM. Stand up and throw an iPad at Steve Ballmer at the annual Company Meeting? CLM!

Just maybe, what I’m about to say is a Career-Limiting Move of its own. Maybe it’s a convenient, portable, travel-sized way of ensuring I never get a job again in the industry I love, the industry I threw away every other opportunity (including the chance at a respectable four-year degree) to join, the industry that represents the fastest growing revenue segment of every digital platform ever developed – but screw it, I’ve been in the business a full, stormy, self-doubting decade and the world can hear me loud and clear:

I will never work on a first-person shooter game, ever again. Period.

Read the rest of this entry »

If you’ve been wanting more Node.Hack, it’s just around the corner. A new, expanded edition called Node.Hack EX will be arriving in the Windows Phone Marketplace in February, followed up by subsequent releases of the EX edition as Node.Hack on iPhone, iPad, Android Phones and Kindle Fire.

All editions of Node.Hack EX will cost $0.99 US at release, and will be available worldwide. Of course, the original, ad-supported free version of Node.Hack will still be available on Windows Phone, but we’re pretty sure you’ll want to upgrade when you see what’s in store:

New Features for Node.Hack EX

Featuring all the great hacking action and strategy of the original Node.Hack, the EX version adds the following new features:

  • New Weapon: Mortar Strike – rain down destruction with this close-support artillery weapon.
  • 5 New “Melee” Maps – scramble for more cash under a swarm of enemies in these five new maps.
  • Escape Bonus – get even greedier with 2x score bonuses when the exit is open; 4x for Melee maps.
  • Level Select – play from any level you’ve previously reached without having to start over.

It’s new, exciting, updated hacking action, and we think it’s well worth it to upgrade! If you’ve got a Windows Phone and want to dive in and try the free version of Node.Hack, it’s available now at http://www.nodehackgame.com.

Look for Node.Hack EX for Windows Phone in February 2012, and on all other platforms in March.

When we say “Hack the Planet”, now we mean it! With the recently-released v1.5 clearing up some critical globalization issues, Node.Hack is now available as a free download on Windows Phone Marketplace in thirty-three countries/regions around the world!

Jump in and start your hacking adventures, no matter where your safehouse is located. Don’t forget to read up on some tips and tricks to get your digital misdeeds started off right.


Download the game from Windows Phone Marketplace in the following countries/regions:

  • Australia
  • Austria
  • Belgium
  • Canada
  • Chile
  • Colombia
  • Czech Republic
  • Denmark
  • Finland
  • France
  • Germany
  • Greece
  • Hong Kong SAR
  • Hungary
  • India
  • Ireland
  • Italy
  • Japan
  • Mexico
  • Netherlands
  • New Zealand
  • Norway
  • Poland
  • Portugal
  • Russia
  • Singapore
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Taiwan
  • United Kingdom
  • United States

Want to learn more about Node.Hack? Visit http://www.nodehackgame.com.

Tired of getting turned into digital spaghetti by the hunter AI in Node.Hack? Here are a couple of tips and tricks to stay alive and maximize your loot – starting with general notes about the differences between you and the AI hunters.


Notes about Your Hacker:

  • Your most valuable asset is the ability to alter your path. Once you’ve set a path, you can always change it by tapping a new node, or cancel it by tapping the closest node to your character.
  • You have the ability to turn around on a bridge, not just a node.
  • Your character moves a little faster than the AI – you will always win in a race away from them.

Notes about the Enemy AI:

  • AI enemies do not think of risk the same way the player does. You will often be able to get away as they go down a dead-end. They also do not flee from collapsing nodes.
  • Unlike the player, enemies cannot turn around on bridges – they must get to a node to change direction.
  • Enemies give off a red ping when they move from node to node. You can use this to spot enemies coming your way.

There are more hints coming in the next two weeks, including notes on effectively using your weapons, and planning out your strategy as soon as you set down in a new map. Stay tuned!

Haven’t tried Node.Hack yet? It’s a free game for Windows Phone – get it at www.nodehackgame.com.

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.

It’s finally here.

It’s the long-awaited release day for Node.Hack, and I couldn’t be more excited.

It’s time for Windows Phone gamers to infiltrate their way through the wily maze of money, enemy attacks and destruction, all the while realizing that more money means more risk, but also a speedier reward.

Isn’t that life in a nutshell?


Please give Node.Hack a try; download the free game onto your Windows Phone today. Or, if you’d like to learn a little more, watch this trailer:



Let me know what you think in the comments, Facebook or Twitter, and please spread the word!