Author Archives: Dan Lawrence

The best games are carrot cake

Carrot Cake

There’s been a lot of talk about games as food recently. First, a week or so ago, there was Cliff Harris asserting that games were doughnuts then, more recently, I see Mr. Randy Pitchford likened Duke Nukem to a “greasy hamburger”. Now Twitter has been abuzz all day long with terrible puns involving a game and an item of food.

Clearly the stars are aligning for one reason and one reason alone. It’s time for me to finally reveal my own tremendously clever food-related game design theory. If you managed to somehow seal your vision ducts for the title and giant picture above then here it is again; fully revealed:

A good game is like carrot cake.

Tremendous.

Though I feel, perhaps, I should explain in a little more detail why I’ve been thinking this ever since I first read Cliffs blog. For me this strikes to the heart of why I’m in love with the medium of games, more than any other. It’s why I’m obsessed with playing them, dissecting them and crafting them. I believe that there is something wonderful and terrifying about games, something that is going to be harnessed more and more in the future for good or ill. It’s their power to teach us; to powerfully imprint their designs on our psyche, to shape our brains.

Games, almost uniquely among mediums, put the person experiencing them directly within the experience. With a book, film or piece of music the consumer is a passive observer, they are being entertained at and being taught to. When you play a game, you shape the experience; you have a role and a place within the game world and to drive the experience onwards you are forced to engage with it and respond to its challenges. To engage with a game you are forced to understand the material it presents and to directly confront it,  with a film or a book the experience might wash over you the events happening far away, you can become disconnected & disassociated in a way not possible while experiencing a game.

As such, I believe the power of games to teach us the lessons embedded wittingly or unwittingly in their designs is a hugely powerful one. I feel that, as a medium, the experiences and knowledge gained within games are more likely to stay with you longer. Games are already much better at conveying complicated systems, like those around which much of the world turns, but I also believe that, as the mediums matures, they will have the potential to generate more emotionally affecting experiences as well.

So.

Games are still entertainment, they are there to provide satisfying experiences. They are for people who want to relax, escape reality or all the other reasons that people play games. Lurking behind that innocent fun though is this great shaping, teaching power. Designers can choose to ignore it; just forget about any lessons their games might be unintentionally imparting let the players worry about it – if they really want to. That’s a perfectly valid approach that has and will continue to lead to many good enjoyable games. However, I think, to be truly great a game should be aware of that lurking power to teach and use it to do some good.

Teach your players the lessons you would want them to learn while you are entertaining them. Teach them powerfully but subtly. Teach them about beauty and politics, about love and chemistry. Teach them without them ever noticing they are being taught then perhaps your game will be truly great.

Which is why they are like carrot cake. The carrot cake looks just like a delicious cake – it tastes just like a delicious cake. Yet somewhere, smuggled inside that shell of pure indulgence, the cook has concealed a load of nutritious vegetable. That’s a great cake.


Small site refresh

I’ve been doing a little bit of work on the site, refreshing the content on the static pages (mostly making it sillier), adding a contact page (that I might soon come to regret) and paying a little bit of money to sort out the roboticshed.com URL properly so that all the internal links are the same rather than the unfortunate mess they were before.  I believe any direct links to old blog entries or pages will automagically link to the new place so no one needs to change anything.

The changes should mean that the WordPress stats now work a lot better so I’ll be able to tell exactly where any visitors to the site originally came from (Hello people searching for Project Zomboid on Google). If you are a webdesignery person and you have any tips on things my site absolutely must have immediately then feel free to comment below or tweet at me.

Free Company development continues in between exam invigilation sessions, the first pass at the ‘overgamey’ stuff I talked about below is nearly wrapped up. The campaign shop looks like this now:

That shop again

Lots of fun bugs and stuff still to tackle in the months ahead.


All hail the overgame.

The start of a shopping UI

Development on Free Company steadily continues here in the shed. I’ve had to venture out into the cruel, uncaring world a bit more than usual recently to earn enough money for those precious wheelbarrows full of coal that keep the code furnaces at full power. It slows the development rate for a few weeks on the one hand but on the other its good to eat food.

That aside, I’m currently focused on creating the primitive skeleton that will help join the 3D tactical battles together into a compelling campaign style narrative  in your minds for the initial paid alpha version. A lot of the work here will be reused when I get to making the ‘proper’ map driven campaign later on so it’s not a total waste long term and hopefully it’ll make the alpha much more fun to play for a series of battles and thereby generate a whole raft more testing feedback if any lovely person does choose to take the plunge and give it a try for a small fee.

So what’s going in this overgame skeleton for the alpha? First up I’ve been working on a shop where you can restock your mercenaries consumables and outfit them with new weapons and other equipment. Secondly, there’s going to be a menu to recruit fresh-faced wannabe mercs to build up your fighting force and tackle more contracts/tactical battles. Thirdly there is going to be some basic facilities for equipping and editing those new recruits so you can roughly shape them into the kind of fighting force of your dreams. Then finally there is going to be the contracts board where you can pick contracts to accept,  dispatch a squads of mercs to take care of accepted contracts and start the tactical battle when they arrive. The campaign screen will also have some other handy functionality, like the ability to save your game, which’ll also mean that the ‘load’ option on  the main menu finally does something! Hooray! If you can think of any other essential ‘overgame’ screens/menus/options that I should absolutely cram in before the alpha version then do let me know, perhaps in the comments below even.

I’ve recently ‘rebranded’ my twitter feed to the more personable (and more related to this fledging gamedev shop) @danintheshed. Existing followers should have transferred over with no problem, but if you are new and interested in Free Company and whatever else I might put out then that’s as good a place as any to get updates.