Minggu, 29 Maret 2020

Superhero Dungeon Crawl


On first glance, Marvel Strike Teams looks like another variant in Wizkids' Heroclix line of games. It has many similarities, both thematic and mechanical, but a number of differences that make it an interesting game in its own right.

Like Heroclix, Marvel Strike Teams is a tactical superhero battle game. It uses a grid system for movement and range, and characters find their powers and abilities decreasing in effectiveness as they take on damage, which is a hallmark of the Heroclix system.

Unlike Heroclix, Strike Teams is a one vs. many style game, with one player taking on the role of a supervillain and his minions, and the others each controlling a single hero and working cooperatively to foil the villain's dastardly plans. It's also much more mission oriented, with victory centered on accomplishing certain in-game goals (such as rescuing hostages or finding macguffins rather than just trying to obliterate your opponent's forces. In spite of the superhero theme, the game structure is that of a classic "dungeon crawl," with heroes creeping through rooms and corridors in search of treasure and a quick exit.


The game is designed to be played campaign style over multiple game sessions, with both the heroes and the villains gaining experience and improving their abilities between games, another thing that sets it apart from the one-off battles of Heroclix and makes it seem more like a D&D-style dungeon crawler.

But the really innovative thing about Strike Teams is that it uses a diceless system for combat. Players instead use resource management and damage control to accomplish their side's goals during the game.

Each round, characters are given a certain number of action points, which can be spent to move, heal damage, use special powers, and most importantly, attack and defend. Action points can be saved up from round to round (up to a pre-set maximum), so game play is a balancing act between moving, attacking, and saving aside points to defend your character against attacks.

It's very different from most battle games (including Heroclix), which use random dice rolls to determine the outcome of combat. Sure, most of those games will include game mechanics to mitigate the randomness such as rerolls, bonuses, and extra dice, but there is always the chance that an attack will go badly due to random chance that is outside the player's control.

Monolith's Conan game is probably a closer comparison in terms of the level of strategic resource management and focus on scenario goals over outright fighting, but even it uses dice to resolve combat.

With only a handful of characters to choose from in the base game an one small expansion, Strike Teams lacks the epic scope of what Heroclix can offer with its thousands of different figures over multiple franchises. It's a pity there aren't more expansions planned for Strike Teams, because mechanically it's a much more interesting game.

Rating: 4 (out of 5) A terrific alternative to battle games like Heroclix, but unfortunately its lack of commercial success will limit this game to only a handful of characters and limited replayability.

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Sekiro Only From Software Game I'm Not Pre-Ordering (Monday Musings 73)

In general, it's always best to wait until the about to be released game comes out much later with a complete bundled package, including all the DLCs, because at that time, the price comes down from $60 to the more affordable $20 or $30. Further, patches would have been out by now that will fix the glitches. 

Therefore, not only will the game be cheaper in price, but you get more content for less money, and a more polished experience! Additional benefit is, during that period of time, you can watch others play the game, to make sure you really want it.

However, there are some games that I have to pre-order and play right away, and those are the From software games. I played and fell in love with Demon's and Dark Souls years after release, Dark Souls being my favorite game. Therefore, I had to pre-order Dark Souls 2, Bloodborne and Dark Souls 3, as I played them on day of release. It was worth the full price, even as Bloodborne eventually became free for Playstation Plus (PS+) subscribers.

The only other thing I can think of in terms of pre-ordering is to get the preordered bonus content, but usually the bonus content doesn't justify buying the game now, rather than waiting for the complete and more affordable game to come out.

Sekiro just didn't appeal to me, as it won't have the RPG elements and character building that I've come to love in video games. This has gotten to the point where it was hard for me to play games other than RPGs.

I know I've been whinging about Sekiro since it was introduced back in E3 2018, but I hope that I'm 100% wrong about this game. If my friends really love the game, I'll be sure to wait until the complete bundled package arrives - usually From Software comes out with future DLCs.

What are your thoughts about pre-ordering and will you pre-order Sekiro?

The How of Happiness Review

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The CollectorVision Phoenix Part 2 - The FPGA System Built By Thieves And Sold On Disinformation

Three blog posts ago, I was rather critical of the CollectorVision Phoenix, an FPGA console which implements the ColecoVision : https://nerdlypleasures.blogspot.com/2018/10/the-collectorvision-phoenix-fpga.html  I said all that I believed needed to be said, but since then I have determined that the console was deserving of further criticism.

Before we go into the specifics of my claims, let's review the basic hardware specifications of the ColecoVision and similar systems which are based off the TMS9928A Video Display Processor (VDP).


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Selasa, 24 Maret 2020

EGLX, Last Day, Talk Day!

#SuzyCube #gamedev #indiedev #madewithunity #EGLX #EGLX2018 
Well, here we are, the last day of EGLX here in Toronto! If you're attending, I invite you to come check out my talk at 4pm in room 717A where I'll be sharing some of the lessons learned over the course of my three years working on Suzy Cube!

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Sabtu, 21 Maret 2020

2017 Holiday Gift Guide

This guide includes games for young and old, for every sex, generation, temperament, and culture.

Whatever you do, and whatever you celebrate, there is no better way to spend a Christmas, Hanukkah, or what have you than together with friends, family, and neighbors with a warm cup of (fair trade) cocoa and a stack of casual board and/or card games.

Remember that the most valuable gift you can give is time. Don't just give your loved ones a game; play it with them. Find or start a local game group and join or form a community.

I hope you enjoy the guide. Remember: the holidays are not only for sharing the warmth with family and friends, but also for sharing with those who have no one else to share with them. Give to your local shelters, hospitals, and so on, because that's the gift that keeps on giving.

Samsung Galaxy Tab 4 10"

Tablets are perfect platforms for playing thousands of face to face games for two to four players. Because you don't need to buy the physical components, you can stack all your games in a teeny space, the games (if not the tablet) cost very little, and you don't have to cut down old trees to make them or use fossil fuels to ship them. Tablets have their own environmental impact in their making, so that's a trade off; but if you're getting one anyway, most of the games on this list are available electronically.

Nowadays, most games are also available on consoles, too.
7 Wonders: Ages 9+, 4 to 7 players

This is a game of drafting cards and building a wondrous city. You get a hand of cards; pick one and pass the rest. Everyone reveals the card they picked and puts it into their tableaux. Repeat. Done. Score points based on the combinations of cards you have at the end of all the passing.

The graphics are fantastic, the theme not so visible. It's easy to learn, provides great choices, with depth enough to spare.

Antike II: Ages 8+, 2 to 6 players

Risk is a long game of laying low, with player elimination and just too much in the luck department; this game (and its predecessor but very rare and expensive Antike) is the perfect evolution to, and replacement for, Risk.

It plays quicker, there's dice-less conflict, no one gets to lay low watching while others fight, and - excepting truly poor play - everyone has a chance for most of the game. There's also a lot more to the game than just conflict, but the rules are short and elegant.

Other alternatives for the Risk player are Antike Duellum (for two players) and Risk Legacy (an odd game that moves in one game affect the next).

Backgammon: Ages 6+, 2 players

Backgammon is a classic game that can be enjoyed by children and parents alike. While there is a large amount of luck in the game, there are also many meaningful decisions, which makes this a good stepping stone to future games with more challenge, such as Checkers or Chess.
Blokus, Blokus Trigon, Blokus Duo: Ages 8+, 4 players (Blokus), 2-4 players (Blokus Trigon), or 2 players (Blokus Duo)

Blokus, Blokus Trigon, and Blokus Duo are abstract games with very simple rules. Each round you take a piece and place it on the board such that it touches any previous pieces you have played, but only corner to corner. It can touch other players' pieces along corners or sides.

The rules are easy, the components are beautiful, and it's fun.
Boggle: Ages 8+, 2 to 10 players

Boggle is a word game, whose simple rules - find all the words you can within three minutes - make it a game that is both fun and quick. Adults can play with kids by restricting the adults to have to find words of four or five letters.

The pictured version is a little quieter and less bulky than the old boxy version, and comes with a built-in electronic timer.
Candle Quest: Ages 6+, 2 to 4 players

A little plug for my own game. This is a simple set-collection auction game with a Hanukkah theme. It fits in well with the other games on the list: easy to learn, quick to play, lots of replayability. The theme makes it appropriate for all ages, and there's nothing overtly Jewish about it, other than that it's a menorah, so anyone should feel comfortable playing it.

Of course, I may be biased, since I designed it.
Carcassonne, variants, and expansions: Ages 10+, 2 to 5 players

Carcassonne is a bit more complex than some of the other games here, but the beautiful pieces and the fun game play are worth the time to learn. Pick a piece from the pile, rotate and place it so that it fits on the board (like dominoes), and then optionally place one of your pieces on that tile. There are several ways to score, some of which occur during the game and some of which only at the end of the game.

There are some more rules than that, but not too many more. The game play is engaging enough to make you want to play it more than once in a single sitting.

There are dozens of versions to the game, and some of the versions have several expansions.

Catan: Ages 8+, 3 to 4 players

This game, formerly known as The Settlers of Catan, and Ticket to Ride, are the perfect adult games for beginning gamers.

All you need to do is collect ten points through building settlements and cities, connecting roads, adding developments and trading with your fellow players. A unique board that changes each time you play, constant interaction even when it's not your turn, and a great balance of luck versus strategy makes this The Game to acquire if you still think that board games are only for kids.

Chess / Xiangqi / Shogi: Ages 6+, 2 players

These three games, Chess, XiangQi (Chinese Chess), and Shogi (Japanese Chess), are all top-tier 2-player games that can occupy a curious mind for an entire lifetime. They also have wide followings, so learning the game is learning a language that will admit you to a culture of fellow players around the world.

Board and piece prices range from inexpensive to very expensive, and Chess pieces come in many different themes.
Chinese Checkers: Ages 6+, 2 to 6 players

Another great abstract, and a pretty one if you find one with nice marbles. The rules are simple: move or jump your pieces from one side to the other. Finding chains of jumps is a thrill for all ages.
Carrom / Crokinole / Nok-Hockey / Air Hockey / Billiards / Foosball, etc.: Ages 6+, 2 players

Carrom is the most played tabletop game in India. Like Billiards, the object is to knock pieces off the table area, which you do by flicking wooden disks with your fingers. Crokinole is another classic finger flicking game, as is a racing game called Pitchcar. I finally picked up Crokinole for myself this year, and it is a constant hit with my nephews and their friends.

All kinetic tabletop games, from snooker to billiards to foosball, are loved by players of all ages.
Cards: Ages 3+, 1 to any number of players

Decks of cards, whether they are the well known Western type with 52 cards in 4 suits, or special European or Asian decks, are a great starting point for any number of wonderful games, including Bridge, Hearts, Skat, Cribbage, Pinochle, Oh Hell, Bullsh*t, Durak, President, Spades, Solitaire, and many others.

Check out Pagat.com for the rules to these games and to thousands of others.
Codenames: Ages 10+, 4-10 players

Codenames is a new, fun game that uses words in an unusual way. Two teams, the clue givers alternate trying to give one word clues that match as many of their team's cards as possible. You must find a word that matches multiple other words, but not any of your opponent's words or the assassin's word. It's mindbending, and the game is infinitely replayable.

A great game for non-gamers and gamers alike.

Dixit: Ages 10+, 3-6 (12) players

Dixit is an incredible game, especially for non-gamers. It is loved as a creative exercise: pick a card and give a word, phrase, song, dance, or any other clue to describe it, but not too perfectly. The other players try to play cards that also match your clue. You only get points if some people guess which was your card and some people don't.

The fun is in the creativity of the clues, and I've yet to see a game where even the most stodgy non-gamer doesn't have fun.

There are now several expansions, which are all good. This game, like many others, was inspired by Apples to Apples, another nifty game for the casual non-gamers who walk among us.
Froggy Boogie: Ages 3-9, 2 to 4 players

Froggy Boogie is a brilliant game to frustrate grownups and please younger children. All you have to do is remember where the picture of the fly is, under the left eye or the right eye? The dice have only colors - no counting necessary. It's a perfect first game.
Go / Pente: Ages 6+, 2 players

Beyond Chess, Checkers, or XiangQi is the absolute perfect game of Go (aka Weiqi); it's so popular, there are twenty-four hour television stations dedicated to it, an anime series based on it, and it's considered one of the four arts of the Chinese scholar.

It really is that good, and the rules are easy, too. Best of all, a built-in handicap system allows two people of any skill levels to enjoy a challenging game against each other.

You should play with the nicest board you can afford.

Pente, a game of getting five stones in a row, can be played on the same board. The rules are just as easy as Go, and while the game has much less depth, it is also a little less intimidating to new players.
Jungle Speed: Ages 8+, 3 to 8 players

There are several games of speed reaction / pattern recognition on the market; I chose this one because of the components. Players flip cards in turn and grab for the totem in the middle as soon as two matching cards are revealed. Don't play with friends who have sharp nails or finger jewelry.

Love Letter: Age 8+, 2-4 players

This game has just 16 cards, but it packs a full, replayable deduction, bluffing game into 10 minutes. It's a top seller, takes 30 seconds to learn, and is challenging to play.

It's not my type of game, but I'm in the minority.
Magic the Gathering: Ages 8+, 2 players

After two decades, Magic is still The Bomb when it comes to collectible card games, although Yu-Gi-Oh sells more cards. These are not easy games to learn, but quick start guides can get you off the ground fairly quickly, and then you have months and years of challenging game play ahead of you.

Don't get sucked into having to buy endless amounts of boosters; to play the game outside of a tournament, you only need a few hundred common cards which can be picked up for a penny each on various sites.
Mancala: Ages 5+, 2 players

This is widely known around the world under various names (e.g. Oware), and the national game of many African countries.

The rules are easy: pick up all the seeds in one of your bowls and place one in each bowl around the table. If you land on an empty space on your side, you win the seed and any seeds opposite.

There are a few more rules, but that's about it. It takes a few games to get up to speed; early victories tend to be lopsided. Once you get the hang of it, you can play several, quick, challenging games in succession.
Memory: Ages 3 to 12, 2 to 5 players

This is a first game for kids and adults, and a great game for it, because kids get the hang of it very quickly and adults find it a real challenge without having to pretend. All you need are one or two decks of cards, but an infinite number of these games are sold with various different pictures and themes.

You can play with more than 5 players, but I wouldn't recommend it.
Nefarious: Ages 8+, 2 to 6 players

This is a game of mad scientists that is great for 2 to 6 players, and doesn't sacrifice speed with more players. Each round, you select one of four actions. collect money from any neighbors who selected actions that your minions are invested in, perform your action, and then check to see if you won. The actions are: invest minions, play cards, take cards, or take money.

The cards are fun and the game is quick and replayable, because, in each game, you play with some random twists that make that game's experience unique.
No Thanks: Ages 7+, 3 to 5 players

This is an easy to learn and addictive little card game. A card is flipped up, and you either take the card and any tokens on it or place one of your tokens on it and pass it to the next player. Cards are bad, and tokens are good. But runs of cards only penalize you for the lowest valued card.

A simple and fun game.

Pandemic / Pandemic Legacy

Cooperative games used to be either very boring, very childish, or very hippy. A new breed of cooperative games are nail-bitingly challenging and fun.

Pandemic is a cooperative game of saving the world from disease. Other cooperative games include Lord of the Rings, Shadows Over Camelot, and the much simpler Forbidden Island.

The new Pandemic Legacy (like Risk Legacy, mentioned above), is a version that plays out: each time you play the world is permanently changed with stickers and torn cards; after dozens of plays, the game is over.
Poker: Ages 6+, 2 to any number of players

Playing for money is not a good habit, but a nice set of poker chips and some decks of cards is a great way to spend an evening. There are countless poker games, too.
Scrabble: Ages 8+, 2 (or 2 to 4) players.

Scrabble purists will tell you that you should only play with 2 players and a Chess clock, but for casual purposes it can be played with up to four. It is The word game, and for a good reason.

My favorite way to play is to ditch the board and just play Anagrams: turn over tiles, and first to call a word gets it. A similar, recommended game is Bananagrams, where players race to create their own crossword boards.
Set: Ages 6+, 2 to 10 players

Those who don't have it won't enjoy it. For those who do, it hits just the right spot in the brain. All you have to do is call out matches when you see them, but the matches have to match or not match in all four characteristics.
Stratego: Ages 6 to 15, 2 players

By the time I was in my teens, I had outgrown this, but it remains a seminal game for early players, a great introductory war game with all the basic elements: strategy, tactics, and bluffing. Avoid the electronic ones; they break and they're noisy.

Splendor: Ages 8+, 2 to 5 players

The new game on this list, this is a little resource management game of taking jewels and buying trade routes (i.e. cards). The components and decisions are few and pretty, and there are a few options for strategy, but they are well balanced, making this a tight game every time.

Very simple to understand, challenging to win.
Ticket To Ride: Ages 8+, 2 to 5 players

Many of my fellow bloggers think that this, rather than Catan, is The Game. I used to disagree, but I think I have come around. New players will find this a great intro game, with lots of choices and great game play.

There are several editions of the game, and the 1910 expansion is recommended.
Tichu: Ages 8+, 4 players

A partnership "ladder" game, similar to the game President (sometimes known by its crude name). It's similar, but the addition of a few special cards, a partnership, and passing elevate this to a perfect game for two couples. This is THE card game in gamer circles, and it's not at all complicated.
Time's Up: Ages 8+, 4 to 10 players

This consistently ranks as the number one party game on all of my fellow bloggers' lists. It's the number one ranked party game on Board Game Geek. Which says something.

It plays a lot like the parlor game Celebrities.
Uno: Ages 6 to 12, 2 to 8 players

This could be a child's second game, after Memory, and before moving on to real games. There's not much in the way of thinking involved, but its simple rules, portability, and quick play make it an ideal game for younger kids in almost any situation.

Just be sure to move up to better games when the kids are ready.
Wits and Wagers / Balderdash: Ages 8+, 4+ players

These are party trivia games where knowledge of trivia is not so important. The question is asked, and each player writes down an answer. These are revealed and players then bid on the answers they think are best. The winning answer, and the winning bids, all score points.

Wits and Wagers does this in the form of a poker game setting, while Balderdash requires you to make up funny possible answers. Both have won awards and acclaim as an order of magnitude better than you-know-which famous trivia game.
Zooloretto: Ages 8+, 2 to 5 players

Winner of dozens of awards, Zooloretto is a cute game for kids and decent game for adults. Simply take the animals as they are revealed from the deck and try to fit them into your zoo without overcrowding.

A few extra rules and some clever mechanisms makes the game enjoyable for all ages.


Enjoy,
Yehuda

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Jumat, 20 Maret 2020

[Kitploit] InstaSave - Python Script To Download Images, Videos & Profile Pictures From Instagram

InstaSave - Python Script To Download Images, Videos & Profile Pictures From Instagram

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Hiring: Project-based Programmer



Title: Gameplay Programmer
Type: Full-time, project-based (1 year)
Last day to apply: 8th of July 2018


Frictional Games is famous for its immersive, atmospheric first-person games; games created by a small team working closely together. For our next game, we need to expand that team! We need a gameplay coder who can support the rest of us, taking on responsibility for game-wide systems such as inventory, AI, first-person body, and other features that the player's experience will depend on. Join us, and help us transport our players to strange and terrifying new realms.

The position is full-time, and project-based for the period of 1 year. After that period there may be a possibility for the position to become permanent.

What will you work on?
Here are some of the specific gameplay systems you will find yourself working on:
  • Inventory management
  • AI behavior
  • Physics interactions
  • User interface
  • Game-specific systems (think Sanity system in Amnesia: The Dark Descent)
  • Inverse kinematics
It is a big plus if you have already worked on most of these before. While we value experience, it is more important that you are willing and able to dig into challenges and learn new things. We are interested in playing to your strengths, so the things listed will not be the only ones you will be working on.

What are we looking for?
The person we're looking for should have a solid understanding of different gameplay systems. You need to be able to see the big picture and have a firm grasp on how information flows between modules, and how complex behaviour can be reduced into simple rule sets.

We use our own engines, so you need to be able to adapt to the existing system and code base. We also value the end user experience, so we hope you can step into the players' shoes instead of only focusing on the nitty gritty technical stuff.

You have to be a European resident to apply!

Here are our other essential requirements:
  • You have worked on a game that uses 3D environments.
  • Well-versed in C++, C#, Java or similar.
  • Strong linear algebra skills.
  • Major role in completing at least one game.
  • Strong self-drive and ability to organise your own work.
  • A critical approach to your work, ability to reflect.
  • Confidence in implementing your own designs.
  • Fluency in English.
  • Team communication skills.
  • Knowledge of game design.
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office).
  • A fast and stable internet connection.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.

What we offer:
  • Flexible working hours, a no-crunch approach.
  • Opportunities to influence your work flow.
  • Variety in your work tasks, and ability to influence your work load.
  • Participation in Show & Tell of games, having a say in all aspects of the game making.
  • An office in central Malmö you can use.
  • An inclusive work environment.
  • A possibility to become a permanent employee.

Apply? Yes!
Did the tasks above sound like your cup of tea (or other beverage)? Are you the person we're looking for? Then we would love you hear from you! The last day to send the application is 8th of July 2018 - but the sooner the better.

Please send us your:
  • Cover letter
    • Tell us why we should hire YOU!
  • CV
  • Portfolio
    • PDF or links to your works
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!

Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

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CX 2689, Kangaroo!

Today I'll be covering Atari's Kangaroo, a 1983 arcade port. It has a kangaroo in it, in case you were wondering. Two, actually. I hope you enjoy the episode. Coming up next is Stargunner by Telesys, a pretty rare game. If you have a great many thoughts on this game, please send them to me by end of day 4 November, and I will include it in the show. Please make sure you put your name in the file if you send an audio submission! Also, please consider donating to me or any of my friends that you see here who are doing Extra Life marathons (half marathons in my case), starting on November 3rd. Thank you for your generosity, and as always, for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Kangaroo on KLOV
Kangaroo on Atari Protos
Kevin Osborn's Bald Wisdom blog
Kevin Osborn's YouTube page
May/June 1983 Atari Age ad for Kangaroo and Jungle Hunt
May/June 1983 AA Kangaroo New Cartridge Report
August 1983 Video Game Update newsletter - Kangaroo review (p. 67) and release date (p.80), from Atari Compendium
Mike Halley's Gravitar binder (scroll down to Memos, 1.1 and 1.2)
Arcade USA Ataricade 2600 - Kangaroo
No Swear Gamer 88 - Kangaroo
No Swear Gamer Kangaroo game play
Saturday Supercade - Kangaroo White Squirrel of Dover episode
Saturday Supercade - Kangaroo Tail of the Cowardly Lion episode

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Selasa, 17 Maret 2020

Q&A With Frictional Writer Ian Thomas

On the last day of the cold January Will from Extra Credits sat down to stream SOMA, and for the first few hours of the game he was joined by his friend and Frictional employee Ian Thomas. Ian worked on scripting, coding, and level design for SOMA, and is now the Story Lead on one of Frictional's two upcoming projects. During the stream he answered some questions from the viewers, ranging from what type of pizza he thinks Simon had in his fridge, to ways of minimising dissonance between the player and the character in a narrative game.

In this blog we've compiled the best questions and answers into an easily readable form. So go get a beverage of your choice and dive into the everyday life at Frictional, narrative game design and tips on networking in the industry! Or, if you're not the reading type, you can also watch the whole video on Twitch.

Have some other questions? Hit us up on Twitter and we will try to answer the best we can!

(Picture commentary from your favourite community manager/editor of this blog, Kira.)



Q: Does the Frictional team scare each other at the office?

We didn't have an office until recently, and even now most people are still remote, so not really!

The thing about being behind the scenes in horror is that it's very difficult to scare yourself, and each other, because you know what's going on. We do play each others' levels every other week, and it's always brilliant to get a decent scare out of a coworker.

Otherwise we don't hide in the office cupboards or anything like that… regularly.


Q: Is it true that developers don't actually play their games?

No - we play our games thousands of times, and most developers do!

It does depend on where you sit in the development chain. If you work for a very big company and only do something like facial models, you might rarely play the game until it's close to completion. But in a team the size of Frictional everyone plays the game all the time. That's how we get our primary feedback and develop our levels before the game goes anywhere near alpha testers.


Q: How about after they're released?

Probably not that often. For me personally there are two reasons, which both have to do with time. Firstly, I'm probably already working on a new thing. Secondly, during the short downtime after a release I'm trying to catch up on games I had to put aside during development. But it depends: for example, when I worked on LEGO games I would later play them with friends, because they're so much fun to sit down and co-op play.

For a couple of years after the release you might be fed up with your game and not want to see it, but then you might come back to it fresh. With SOMA I sometimes tune into livestreams, especially if I'm feeling down. That's one of the kicks you get out of this stuff – knowing which parts of the game people are going to react to, and getting to watch those reactions! That's the best payoff.


Q: Did the existential dread of SOMA ever get to the team?

It's a little different for the dev team, as the horror is a slow burn of months and months, whereas for the players it comes in a short burst. The philosophical questions affected people in different ways, but I don't think we broke anyone. As far as I know we're all fine, but given that a lot of us work remotely, it could well be that one of us is deep in Northern Sweden inscribing magical circles in his front room and we just don't know...


Q: Why did SOMA get a Safe Mode?

SOMA was originally released with monsters that could kill you, and that put off some people that were attracted to the themes, the sci-fi and the philosophy, because they saw the game as too scary or too difficult. Thomas and Jens had discussed a possible safe mode early on, but weren't sure it would work. However, after the game came out, someone in the community released the Wuss Mod that removed the monsters, and that and the general interest in the themes of the game made us rethink. So now we've released the official Safe Mode, where the monsters still attack you, but only if you provoke them – and even then they won't kill you.

You can now avoid one of these three death screens!

The concept of death in games is a strange one. All it really means is that you go back to a checkpoint, or reload, and all the tension that's built up goes away. The fact is that game death is pretty dull. It becomes much more interesting when it's a part of a mechanic or of the story. We at Frictional have talked about it internally for a while, but it's something we've never really gotten a satisfactory answer to.

So, all in all, even if you turn on Safe Mode, it's not that much different from playing the game normally.


Q: What type of pizza does Simon have in his fridge?

Meat lovers', definitely.

Schrödinger's pizza! And a Mexicana. Unless they mixed it up at the factory. In which case it's also a Schrödinger's pizza.


Q: What was the funniest or hardest bug to fix in SOMA?

There were so many! You can find some of the stuff in the supersecret.rar file that comes with the installation.

I spent a lot of time fixing David Munshi. His animation really didn't behave and he kept leaping around the place. He was so problematic, especially in this sequence where he was supposed to sit down in a chair and type away at the keyboard. We had so much trouble with that - what if the player had moved the chair? We couldn't lock it in place, because we want the player to be able to mess with these things. We went around trying to come up with an answer for ages.

And then someone on the team went: "Standing desk!". Problem solved! It's silly little things like this which tie up your time.

For all you thirsty Munshi lovers out there. You know who you are.

Another similar element was the Omnitool. It was a fairly major design thing that we came up with to connect the game characters, and to gate scenarios. We were struggling trying to tie these things together, and then it was just one of those days when someone came up with one single idea that solved so many problems. It was a massive design triumph – even if we realised later that the name was a bit Mass Effect!


Q: Why does using items and elements in Frictional's games mimic real movements?

This is one of Thomas's core design principles: making actions like opening doors and turning cranks feel like physical actions. It binds you more closely into the game and the character, on an unconscious level. We've spent an awful lot of time thinking about ways to collapse the player and the character into one and make the player feel like a part of the world. It's a subtle way of feedback that you don't really think about, but it makes you feel like you're "there".

There's an interesting difference between horror games and horror films in this sense. You would think that horror movies are scarier because you're dragged into the action that moves on rails and there's nothing you can do about it. But for me that kind of horror is actually less scary than the kind in games, where you have to be the person to push the stick forward.

We try to implement this feedback loop in other elements of the game too, like the sound design. When a character is scared it makes their heartbeat go up, which makes the player scared, which makes their heartbeat go up in turn, and so on.


Q: Why didn't SOMA reuse enemies?

It obviously would have been much cheaper to reuse the monsters. But in SOMA it was a clear design point, since each of the enemies in SOMA was trying to advance the plot, get across a particular point in the story, or raise a philosophical question. Thus, the enemies were appropriate to a particular space or a piece of plot and it didn't make sense to reuse them.


Q: Did SOMA start with a finished story, or did it change during development?

The story changed massively over the years. I came on to the game a couple of years into development, and at that time there were lots of fixed points and a general path, but still a lot changed around that.  As the game developed, things got cut, they got reorganized, locations changed purpose, and some things just didn't work out.

Building a narrative game is an ever-changing process. With something like a platformer you can build one level, test the mechanics, then build a hundred more similar levels iterating on and expanding those core mechanics. Whereas in a game like this you might build one level in isolation, but that means you don't know what the character is feeling based on what they've previously experienced.

You don't really know if the story is going to work until you put several chapters together. That's why it's also very difficult to test until most of it is in place. Then it might suddenly not work, so you have to change, drop and add things. There's quite a lot of reworking in narrative games, just to make sure you get the feel right and that the story makes sense. You've probably heard the term "kill your darlings" – and that's exactly what we had to do.

A lot of the things were taken out before they were anywhere near complete – they were works in progress that were never polished. Thus these elements are not really "cut content", just rough concepts.


Q: The term "cut content" comes from film, and building a game is closer to architecture or sculpting. Would there be a better name for it?

A pile of leftover bricks in the corner!


Q: How do you construct narrative horror?

Thomas is constantly writing about how the player isn't playing the actual game, but a mental model they have constructed in their head. A lot of our work goes into trying to create that model in their head and not to break it.

A central idea in our storytelling is that there's more going on than the player is seeing. As a writer you need to leave gaps and leave out pieces, and let the player make their own mind up about what connects it all together.

You'll meet a tall, dark stranger...

From a horror point of view there's danger in over-specifying. Firstly having too many details makes the story too difficult to maintain. And secondly it makes the game lose a lot of its mystery. The more you show things like your monsters, the less scary they become. A classic example of this is the difference between Alien and Aliens. In Alien you just see flashes of the creatures and it freaks you out. In Aliens you see more of them, and it becomes less about fear and more about shooting.
It's best to sketch things out and leave it up to the player's imagination to fill in the blanks – because the player's imagination is the best graphics card we have!

There are a lot of references that the superfans have been able to put together. But there are one or two questions that even we as a team don't necessarily know the answers to.


Q: How do you keep track of all the story elements?

During the production of SOMA there was an awful lot of timeline stuff going on. Here we have to thank our Mikael Hedberg, Mike, who was the main writer. He was the one to make sure that all of the pieces of content were held together and consistent across the game. A lot of the things got rewritten because major historical timelines changed too, but Mike kept it together.

During the development we had this weird narrative element we call the double apocalypse. At one point in writing most of the Earth was dead already because of a nuclear war, and then an asteroid hit and destroyed what was left. We went back and forth on that and it became clear that a double apocalypse would be way over the top and coincidental. So we edited the script to what it is now, but this has resulted in the internal term 'that sounds like a double apocalypse', which is when our scripts have become just a bit too unbelievable or coincidental.


Q: How do you convey backstories, lore, and world-building?

Obviously there are clichés like audio logs and walls of text, but there is a trend to do something different with them, or explaining the universe in a different way. But the fundamental problem is relaying a bunch of information to the player, and the further the world is from your everyday 21st century setting, the more you have to explain and the harder it is. So it's understandable that a lot of games do it in the obvious way. The best way I've seen exposition done is by working it into the environment and art, making it part of the world so that the player can discover it rather than shoving it into the player's face.


Q: How do you hook someone who disagrees with the character?

It's hard to get the character to say and feel the same things as what the player is feeling. If you do it wrong it breaks the connection between the player and the character, and makes it far less intense. Ideally, if the player is thinking something, you want the character to be able to echo it. We spend a lot of time taking lines out so the character doesn't say something out of place or contrary to what the player feels.

With philosophical questions there are fixed messages you can make and things you can say about the world, but that will put off a part of the audience. The big thing when setting moral questions or decisions is that you should ask the question instead of giving the answer. If you offer the players a grey area to explore, they might even change their minds about the issue at hand.

To murder or not to murder, that is the question.


Q: How do you write for people who are not scared of a particular monster or setting?

In my experience the trick is to pack as many different types of fear in the game as you can, and picking the phobias that will affect the most people. If there's only one type of horror, it's not going to catch a wide enough audience. Also, if you only put in, say, snakes, anyone who isn't afraid of snakes is going to find it dull.

We probably peaked in our first game. What's worse than spiders? (Not representative of the company's opinion.)


Q: What's the main thing you want to get across in games?

The key thing is that the players have something they will remember when they walk away from the game, or when they talk about it with other people. It's different for different games, and as a developer you decide on the effect and how you want to deliver it. In games like Left 4 Dead delivery might be more about the mechanical design. In other games it's a particular story moment or question.

In SOMA the goal was not to just scare the players as they're looking at the screen, it was about the horror that they would think about after they put the mouse or controller down and were laid in bed thinking about what they'd seen. It was about hitting deeper themes. Sure, we wrapped it in horror, but the real horror was, in a way, outside the game.


Q: What does SOMA stand for?

It has many interpretations, but I think the one Thomas and Mike were going for was the Greek word for body. The game is all about the physicality of the body and its interaction with what could be called the spirit, mind, or soul – the embodiment of you.

The funniest coincidence was when we went to GDC to show the game off to journalists before the official announcement. We hadn't realised there is a district in San Francisco called Soma, so we were sitting in a bar called Soma, in the Soma district, about to announce Soma!

As to why it's spelled in all caps – it happened to look better when David designed the logo!


Q: Does this broken glass look like a monster face on purpose?

I'm pretty sure it's not on purpose – it's just because humans are programmed to see faces all over the place, like socket plugs. It's called pareidolia. But it's something you can exploit - you can trick people into thinking they've seen a monster!

This window is out to get you!


Q: What is the best way to network with the industry people?

Go to industry events, and the bar hangouts afterwards!

It's critical, though, not to treat it as "networking". Let's just call it talking to people, in a room full of people who like the same stuff as you. It's not about throwing your business cards at each other, it's about talking to them and finding common interests. Then maybe a year or two down the line, if you got on, they might remember you and your special skills or interests and contact you. Me being on Will's stream started with us just chatting. And conversations I had in bars five years ago have turned into projects this year.

You have to be good at what you do, but like in most industries, it's really about the people you know. I'm a bit of an introvert myself, so I know it's scary. But once you realise that everybody in the room is probably as scared as you, and that you're all geeks who like the same stuff, it gets easier.
Another good way to make connections is attending game jams. If you haven't taken part in one, go find the nearest one! Go out, help your team, and if you're any good at what you do, people will be working with you soon.


Q: Can you give us some fun facts?

Sure!

- You can blame the "Massive Recoil" DVD in Simon's room on our artist, David. A lot of the things in Simon's apartment are actually real things David has.

- We try to be authentic with our games, but out Finnish sound guy Tapio Liukkonen takes it really far. We have sequences of him diving into a frozen lake with a computer keyboard to get authentic underwater keyboard noises. It's ridiculous.



- Explaining SOMA to the voice actors was challenging – especially to this 65-year-old British thespian, clearly a theatre guy. Watching Mike explain the story to him made me think that the whole situation was silly and the guy wasn't getting the story at all. And then he went into the studio and completely nailed the role.

- There's a lot of game development in Scandinavia, particularly in Sweden and Norway, because it's dark and cold all the time so people just stay indoors and make games. Just kidding… or am I?

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