GOG Galaxy: The DRM-Free Online Gaming Platform

I haven’t been following much of the news, but apparently GOG has an optional client to use that will automatically update your games and allow you to play online with friends.

They call it GOG Galaxy:

I found out about it because I just got an email offering me a free copy of Alien vs Predator Classic in exchange for joining their beta-test program. Oddly, for such a huge service, I am surprised I only just learned about it from them.

I’ve been a big fan of GOG’s DRM-free approach. I know Steam is now available for GNU/Linux, but I haven’t found myself too compelled to run it regularly. Most of the games I have purchased online came from the Humble Bundle or GOG, partly because they are DRM-free offerings I can play on my preferred system.

I know people like the convenience of Steam, but the concept of DRM, the idea that what I can do with the games I purchased is restricted in arbitrary ways, still bothers me. Single player games which require you to be online to play, or games that complain that I’ve installed them one too many times or on too many of my own systems? No thanks.

I’m interested in what GOG is offering, if only because it is optional and still allows me to play my games no matter what. I just wish that Alien vs Predator was available for GNU/Linux. As it is, I apparently signed up for the beta-test of the Windows version.

Game Design Workshop Wednesday Exercise 2.8: Gripping Stories #GDWW

Each week, I’ll go through an exercise from Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. Fullerton suggests treating the book less like a piece of text and more like a tool to guide you through the game design process, which is why the book is filled with so many exercises.

You can see the #GDWW introduction for a list of previous exercises.

This week’s exercise asks me to explain why any specific games might have moved me emotionally.

Story

I’ve written about the importance of stories years ago, arguing that games don’t need to dictate the story the way a book or a movie would. Games are interactive and allow for a variety of responses and developments, so I’m sometimes disappointed by games that can be reduced down to “Press the button to advance to the next page” because they don’t live up to the potential of the medium.

That said, story can be quite engaging. Like premise, it can give you context for what you do in a game, and discovering what happens next can be a motivating factor. I want to know how the Prince of Persia managed to stop the Sands of Time from spreading everywhere and consuming everything. I want to know if the Terran or the Protoss dominate. I want to know if this is finally the castle that Bowser has locked away the princess of the Mushroom Kingdom.

The exercise this week asks me if any stories within a game ever gripped me, moved me emotionally, or sparked my imagination.

In the past, I’ve written about great gaming moments, such as the Illusion of Gaia raft scene and the time I sent 30 pilots to their horrific deaths in Homeworld: Cataclysm. The second one is one of my favorite stories, which is a mixture of the story the game was telling and the story I created by playing it.

Throughout the war with The Beast, I never forgot those 30 ships. Technically, they weren’t more than digital bits running through memory on my computer, but the screams were terrible. The drama was real. The details of the names or types of ships involved in the above story might be remembered incorrectly, but the feeling of dread when I realized that I had just caused the deaths of 30 good people will stay with me. It wasn’t a cut-scene or a FMV movie to watch passively. I participated in it. Logically, it wasn’t my fault. I couldn’t have known what was going to happen without cheating. Technically I could have restarted the mission and tried again. I normally prefer the challenge in similar situations, but the reason for not restarting this time was different. I didn’t want to dishonor the memory of the loss. Oddly, those 30 fighters were identical clones of each other. It wasn’t like you normally would have a tie to any one of them.

Still, I had made a bad decision, and the consequences were very real to me. My fight wasn’t just to play a game anymore. It was for honor. It was for redemption. Neither of these ideals were communicated directly by the game. There was no “Honor Meter”, for instance. I simply had a strong desire to make things right again.

Ok, Past Self, you’re a little dramatic, but the point remains that the story in the game was a very engaging aspect of it. I internalized the story so that it was my own, and playing the game had new meaning for me.

Exercise Complete

Now I want to go back and play through all of the Homeworld games. I never did finish them. How does the fight with the Beast end in Cataclysm? And how do the original game and the sequel work out?

And how did I just find out that Gearbox Software has had the rights to the franchise and is working on Homeworld Remastered? I hope it is ported to Linux-based systems.

If you participated in this exercise on your own, please comment below to let me know, and if you wrote your own blog post or discuss it online, make sure to use the hashtag #GDWW.

Next week, I’ll wrap up chapter 2 by playing a simple game, then analyzing its formal and dramatic elements.

Game Design Workshop Wednesday Exercise 2.7: Premise #GDWW

Each week, I’ll go through an exercise from Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. Fullerton suggests treating the book less like a piece of text and more like a tool to guide you through the game design process, which is why the book is filled with so many exercises.

You can see the #GDWW introduction for a list of previous exercises.

This week, I’ll be identifying the premise of a handful of games.

Premise

This section of the book continues identifying ways to engage the player. Premise provides the context for the other elements in the game.

You can touch or avoid arbitrary positions in an area, or you can eat all the pellets while chasing or evading ghosts in a maze.

No one says, “I almost fulfilled the victory condition before I triggered the loss condition.” They say, “I almost ate all of the dots, but then the ghosts killed me.”

As games involve submitting yourself to constraints and trying to achieve some goal, the premise gives you the reason why.

This week’s exercise tasks us with identifying the premise of a few popular games.

  • Risk: each player is in charge of an army and fighting for world conquest.
  • Clue: each player is suspected of a murder and trying to identify who really did it.
  • Pit: it’s all about cornering the market in commodities
  • Guitar Hero: you’re struggling to become the next big rock star

Exercise Complete

You can see how a premise could make for a good starting point when trying to create a game, as it gives you a focus in terms of the player experience. The premise also lets your players know what to expect.

If you’re making a golf simulation, you want to mimic it as best as you can with wind speed and silence, but if you want to make a strange fighting golf game, you might have zany music and fast-paced action, with golf carts used as a means to quickly close in on opponents to strike them with your unrealistic and mechanized clubs in order to get the ball in the hole first. A fan of the first could be disappointed with the second.

If you participated in this exercise on your own, please comment below to let me know, and if you wrote your own blog post or discuss it online, make sure to use the hashtag #GDWW.

Next week, I’ll talk about games with gripping stories.

RIP Saturday Morning Cartoons

This past week, there has been talk about how the Saturday Morning Cartoon is dead. See NPR’s sendoff at ‘That’s All Folks:’ Saturday Morning Cartoons Bid Farewell. Last weekend was the first time in 50 years in which there wasn’t a block of cartoons broadcast on television.

Saturday Morning Cartoons Officially Dead

While cartoons were used to sell sugary cereal and toys to children, they were a great opportunity to teach a receptive audience.

Many of those shows were some of the only stories children heard, and they often featured public service announcements afterwards, which were little nuggets of education.

Popeye told you to wear your seatbelt even on short car rides. G.I. Joe told you that swimming during a thunderstorm is a bad idea. Inspector Gadget even demonstrated how to get a foreign particle out of your eye by allowing your own tears to wash it away. There were often anti-drug PSAs during the commercials.

Often the stories themselves were packaged lessons, a modern day Aesop’s fables. Even if you weren’t fighting ghosts with Slimer or writing home from Camp Candy, Saturday morning cartoons were arming us for life.

That said, I suppose when your cellphone is for all intents and purposes a Junior Woodchucks Guidebook, you might not need them anymore.

But I think we have a question to answer: what stories are today’s children hearing instead?

(Photo: Saturday Morning Cartoons Officially Dead | CC-BY-2.0)

Game Design Workshop Wednesday Exercise 2.6: Challenging Games #GDWW

Each week, I’ll go through an exercise from Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition. Fullerton suggests treating the book less like a piece of text and more like a tool to guide you through the game design process, which is why the book is filled with so many exercises.

You can see the #GDWW introduction for a list of previous exercises.

For this week’s exercise, I’ll name three games I find particularly challenging and describe the reasons why.

Challenge vs Conflict

Last week, I published an exercise comparing and contrasting the conflict in poker and in American football. I touched on conflict as a core component of games. That is, without conflict, you don’t have a game.

Game rules and procedures tend to prevent a direct route to the objective of a game. For example, you can’t start playing in World 8-4 in Super Mario Bros. You must go through previous levels, dealing with obstacles and enemies, protecting your limited lives as you do.

Challenge is related to conflict. Challenge is one way to engage the player emotionally with the game.

If the conflict is too easy to overcome, that is, the challenge is too easy, it can be boring. Think of Tic-Tac-Toe and how young children find it enjoyable to play over and over again, yet grown-ups who know how the game is solved don’t need to play it anymore. Of course, a game which doesn’t adapt the challenge to a player who is learning how to play a game eventually feels similarly solved or mastered.

If the conflict generates a challenge that is too difficult, you have another reason why people stop playing a game. It becomes too frustrating to play.

A game designer has a tough job balancing the challenge in a game in order to keep players engaged.

What follows are three games I find challenging:

Pac-Man

I love Pac-Man. It’s one of my favorite games, despite growing up with the Atari 2600 version as my first experience with it. When I go to the local bar arcade, I tend to sink quite a few quarters into the Pac-Man upright there.

I haven’t memorized any patterns for it, so I play using my knowledge of the ghost AI.

I have yet to reach 50,000 points.

Each maze is identical, and the objective never changes, but, man, those four ghosts.

They have their individual personalities and maneuver the maze the same as always, yet the changing scatter and chase mode switch timings and the way they get just a little bit faster throws me off eventually. They usually get me when I’m being greedy and going for the fruit or trying to eat all four of them when it’s too late.

NetHack

NetHack

Every so often, I get the urge to play this game. I wrote about my stupid death by a shopkeeper in 2007 and my stupid death by lucky snake bites in 2008.

I have never recovered the amulet, and in fact haven’t made it much farther than a few levels down. I’ve been a fairly casual player of it.

That said, there is so much to do, and so much I learn each time. One of my favorite sessions involved freeing myself from a bear trap, then picking it up and taking it with me. Then I encountered a small band of gnomes. I was weak, and they were giving chase. I put down the bear trap, and wouldn’t you know it, NetHack allowed me to set it as a trap. I found out one of the gnomes got caught in it, giving me time to get away as bolts were raining down around me. It was a close one.

Between weird interactions like that and random events, each session always has at least one surprise. Usually, though, it’s death.

Wizardry 8

I had a few choices, between the RTS I struggle with or the RPG I never finished or the weird game I can’t wrap my head around. I decided to go with Wizardry 8.

I am apparently not very good at RPGs, because it took me a long time to have a total party kill and find that I didn’t get very far in the game. The game is incredibly hard to start with, since your party starts out fairly weak compared to the enemies you encounter.

When Jay Barnes did his Wizardry 8 commentary, I was impressed that he made it so quickly through. I had to stop reading it because I still have the delusion that I’ll finish the game myself and didn’t want any spoilers. I did learn that as polished as the game was, the balance wasn’t quite right, so yes, it is very difficult to fight enemies.

Besides the combat, there are the freestyle conversations, the lock picking, the magic, the strange mysteries, and more. I remember my last session years ago ending with a bomb blowing up before I could find a way to disarm it.

It’s not NetHack, but it was kind of punishing for the casual player. Yet, I will probably install it and give it another go one of these days.

Exercise Complete

Those are just three games that I find challenging, and I’m sure you can think of some more modern ones. As challenging as these games can be, I find that the sense of accomplishment I get is that much more enjoyable. When I passed 40,000 points on Pac-Man or made it one more level down in NetHack, it was progress that I found encouraging and satisfying.

If you participated in this exercise on your own, please comment below to let me know, and if you wrote your own blog post or discuss it online, make sure to use the hashtag #GDWW.

Next week, I’ll focus on the premise of games.

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