Showing posts with label podcasts. Show all posts
Showing posts with label podcasts. Show all posts

Sunday, 20 November 2016

4:40 am

I started recording the latest Roguelike Radio podcast (on Imbroglio) at 4:40 am in order to accomodate both UK and US based guests which is why I have such a slow start to the show.

One point I touched on is how Imbroglio has the ingredients of a roguelike with a very different set of outcomes, which justifies Michael Brough's labelling of it as 'roguelike?'. This missing piece is close to the tactics versus strategy debate but it doesn't fall on the same axis. It's also close to a puzzle form but it isn't just procedural puzzle solving. I'd like to label it "improvisation" because it feels very much like improvisation (in theatre) or how I imagine musical improvisation plays out. Imbroglio has improvisation, but the core design discourages it in some of the ways we talked about (at the level I'm playing at).

I don't think I've seen anyone write clearly about improvisation in depth in the context of game play (Feel free to point me to articles I may have missed) except perhaps relating to Far Cry 2. More significantly, I'm not sure if there are games which have improvisation as their primary mechanic (Spelunky?) and I'd be interested in hearing about whether there are any games which do so.

Sunday, 4 March 2012

A Conversation with Dan Kline

I had the opportunity to sit down earlier today with Dan Kline, game developer and frequent commenter on this blog, and have a great chat about procedural content generation in games. He's posted it up on his blog: feel free to pop over and have a listen.

Saturday, 3 March 2012

Roguelike Strategy Games

I'm surprised there's not more games that explore the fertile boundaries between roguelikes (which are almost always tactical) and the strategy genre. The latest Three Moves Ahead podcast features Conquest of Elysium 3, which the panel headed by Troy Goodfellow (a well known Dungeon Crawl: Stone Soup fan) describe the game as a strategy roguelike in the sense that it is a strategy game firmly embedded in roguelike randomness: not just procedurally generated maps, but the emergent strangeness and unexpected behaviours of the genre we love. 7 Cities of Gold is cited as the closest relative, but I immediately thought of Expedition: The New World which is inspired by the same source, but much more in the roguelike tradition. I guess Pirates would be the other series to be so obviously inspired by these ideas. Strange Worlds of Infinite Space and its sequel hew to the same kind of play, but the playfulness and over-randomness of Weird Worlds means that the strategy element falls away. I'm have a feeling Space Rangers and Space Rangers 2 (despite containing a full RTS sub game) and Space Rangers 2.5 Spore do the same.

Care to suggest others?

[Edit: Ah, irony. From Vic Davis, talking about his new roguelike 3 hours before I made this post:

The Occult Chronicles is a thinking man’s rogue like….. a “strategy rogue like” is the term being bandied about.
]

Tuesday, 8 November 2011

Isaac Unbound

The recent discussion of the Binding of Isaac at Rock, Paper, Shotgun features yet another thread discussing whether games which are like roguelikes should be called roguelike-likes - as I've suggested previously. The term 'roguelike-like' appears to be incredibly polarising, which is why I'm drawn to it, but calling the Binding of Isaac a roguelike-like does the game a disservice: it is a roguelike, just one which is real time and with graphics. There's the three key ingredients I look for in a roguelike: an inventory system with emergent interaction between items, monsters and terrain, procedural generation and permadeath; but Isaac has other roguelike elements missing from the likes of Spelunky or Desktop Dungeons, such as an identification system and positional combat (including the Angband staple: pillar dancing). Alec Meer in discusing the game suggests the term 'arcade roguelike' which I'm a lot more comfortable with in this instance.

The Binding of Isaac is also influenced by the Legend of Zelda, but when I've written about a procedural Zelda, I've always been referring to the puzzle dungeons which Brian Walker effectively recreates in Brogue, rather than the top down screen by screen rooms which Isaac features. Playing this game briefly draws me into an alternate dimension, where Shigeru Miyamoto was inspired as much by Rogue as the caves he explored as a boy, a universe filled with procedurally created stories instead of the linear narratives we favoured here (the only person to have crossed successfully in the other direction being one Tarn Adams). There is nothing here technically or game design wise which couldn't have been implemented in the original Zelda, and the Binding of Isaac is a superb example of how the ideas of Rogue can be extended and built on in another direction again. Discussing the game play is an exercise for another day, but I'll note here that Isaac has 131 item drops, plus 22 tarot cards of the Major Arcana and 17 pills, not to mention hearts, keys, soul hearts, coins, and bombs, and the game does not suffer from too much junk - a triumph of design.

But to enjoy the game, you have to overcome its greatest obstacle: Isaac's theme, which appears at first to be an off-putting combination of religion, child abuse and toilet humour. I was prepared completely to dismiss this game with some snide remarks ('so have you read the book it's based on?') and a few choice observations about misogyny and instead find myself contemplating the Binding of Isaac as my possible game of the year, and wondering why no one on the Internet has thought to write critically about the themes it uses.

I should point out in the interests of full disclosure that this game may speak to me more strongly than most because of the position I'm in, and not just from the roguelike perspective. I'm the full time stay at home father of 9 month old twins; so the idea of crying away piles of poo is closer to my everyday experience than the typical gamer. I'm also a huge horror fan, a result of working in a video store in the 90s, so moaning, empty eye socketed meat puppets are quite low on my disturbance scale. Having said that, this blog is called Ascii Dreams because of the phenomenon resulting from playing too much roguelikes invading your sleep, and the dreams that occur after even the short amount of time spent playing the Binding of Isaac are vivid to say the least.

I strongly believe if you put off playing this game because you are worried about the thematic content, you are making an understandable but unfortunate mistake. The Binding of Isaac is not about religion, child abuse or poop, as much as it is about the hysteria of satanic ritual abuse, the mythology of modern childhood and the totemic power of game play. And even if it isn't ultimately my game of the year (in a year which has featured Terraria, Brogue and Spacechem, and Crysis even), it is so far my most important.

Satanic ritual abuse was the widespread moral panic that there was systemic Satanic and occult physical and sexual abuse of children in the late 80s and early 90s - as a result of now discredited therapeutic and interrogation techniques particularly of children. While it should not be confused with actual child abuse, which is prevalent but not systemic, or instances of actual systemic and institutionalised neglect and abuse, the Binding of Isaac deliberately conflates the two, so that the abused and neglected Isaac gains access to diabolic upgrades and deals with the devil, by building on the same conflation and moral panic that conventional media presented stories of satanic ritual abuse, and the extremely rare, but incredibly widely reported instances of child kidnapping, imprisonment and torture in bespoke basements similar to the dungeon presented in the game. In fact, the Binding of Isaac is more truthful than the mainstream media, in that almost all instances of child abuse are intra-familial, in this case, a consequence of untreated mental illness (schizophrenia) in the family.

In a society where we're prepared to let more than 95% of rapists walk free without being successfully prosecuted, we have a bizarre fascination with the incredibly unlikely event of stranger initiated abduction of children. Child abduction is primarily an issue of contested child custody, and child abuse is most frequent from someone known to the child, but we do not choose to warn our children that we are the most danger to them rather than a (non-)relative stranger. The Binding of Isaac here serves as a cautionary story in the tradition of Grimm's fairy tales, as a counter balance to the myth of abductor-captor as other. Isaac serves as a macabre narrator, documenting his deaths, in childlike writing and pictures, and feigning that he will die if the player leaves the game (in reality, a sop to avoiding having to save the in game state), but his voice frames the whole game and not ironically undercut in any way.

A childhood fascination with death and mortality is as conventional as Stand by Me. And notably, as the Brothers Grimm made their collection of stories increasingly child friendly, they did so by removing sexual references and increasing the level of violence. The virtual Isaac is in no more real danger when we play the game, than any child play acting out cowboys and Indians, for how can a picture of a child be in any kind of danger at all. Of course, we have criminalized some pictures of children, and Isaac is noticeably, but abstractly naked.

I've seen Edmund McMillen accused of misogyny - an easy target for a developer who has released a game called Cunt - but the Binding of Isaac doesn't feel misogynistic. Instead, the choice of Isaac's mother as the atagonist feels simply lazy, a conventional and boring genre decision. Which is a shame, because the Biblical story offers a chance to explore the complex relationship between fathers and sons, rather than the horror movie cliche of mad, estranged mothers. The movie Frailty, starring Bill Paxton, is an exploration of schizophrenia, the Bible and fathers and sons, that could have been one source of inspiration here. If the Binding of Isaac is misogynistic, it is merely because the source material it draws from, religion and horror movies are - in a simple reading - although the reality is more complex (Horror has a tradition of heroines which few other genres match). Change Mom to Dad and the Womb levels to Prost(r)ate levels would have little impact on the overall game - except some item drops would leave Isaac's father a cross-dresser or require some manly alternatives.

The Binding of Isaac does highlight how poor Hollywood is at representing childhood. One of the first things that struck me when looking after my own children was how little media I could draw on to understand their needs - in fact, the closest analogy to a real living helpless child I could think of was the zombie baby in Braindead (another movie with mother as monster), as a way of thinking about their restless, helpless energy. The absurd intra-level vignettes are contrasted with the touching, piteous, huddled Isaac crying as he is thrust into a new level to be explored - much as a real child can be overwhelmed by the new and unusual.

What lifts the Binding of Isaac above horror movie cliche and 'significant' themes, is the thematic interaction between the protagonist and the items he finds in the game. Pickups are expressed in either terms of their relationship to Isaac (Sister Maggy, distant admiration) or as a singular object that Isaac must have encountered (the Bible, not a Bible), or both (Dead Cat (Guppy)). More importantly, in the context of playing as a child in a world defined by childish wants and fears, the relationship between an item and its game mechanic is exposed for what it is, an arbitrary rule defined by one child (the game designer) in relationship to another (the player), much as two children playing together negotiate the rules of a game. The random drops from game to game are the toys that happen to be the closest to the playing area, each map the way they are strewn about, procedural generation as a virtual sandbox. Playing the Binding of Isaac exposes the elemental nature of game play as a child's endeavour, Isaac is as much a childlike game as it is a roguelike one.

It is the context of poo, and tears, and toilet humour, that forced me to think like a child and broke down my relationship between the game and myself so that I could see all game mechanics for what they are. A +1 sword is only significant in a certain way because of the years of accreted adult 'wisdom'. Whereas Max's Head is what Edmund McMillen decides it is, and I can either agree it is useful in this playground or ignore it; but nothing in the presentation of the game forces me to take this item seriously. It brings to mind the titular Wasp Factory, a death trap maze for de-winged insects which a similarly disconnected child uses for prognostication. The rules of this death trap maze are random and capricious in a way that only a child playing can be.

Wednesday, 2 November 2011

Roguelike Radio - Episode update

We're doing so many episodes and interviews for Roguelike Radio, I'm not going to bother post updates to the blog any more - it's getting too hard to keep up. I'm just going to repeat a comment I made on that site:

I think it is worth pointing out in the last 2 months we have recorded and released 12 separate podcasts (9 episodes and 3 interviews, not counting the spoilers bonus content for 100 Rogues). That's an absolutely incredible amount of output. We need to pat ourselves on the back.
Of course, we've released another episode since then, and are in the process of lining up at least one more interview... and it's been my week off.

Thursday, 20 October 2011

Roguelike Radio - Episode 8 (Progression Systems)

Has been up for a short while now at Roguelike Radio. I've been too busying playing bRogue to be posting this in a timely fashion - as you may guess from listening to the podcast. However, it appears that I was not busy enough not to have anything to say. I was also involved in episode 7, on 100 Rogues, which I neglected to post earlier.

We're on iTunes so please rate and comment on the podcast there to help spread the word.

Thursday, 6 October 2011

Roguelike Radio - Bonus Episode (Interview with Ido Yehieli)

Is now up at Roguelike Radio.

I've been trying to persuade my fellow podcasters that we should be calling these bonus episodes @sides, to little effect.

Tuesday, 4 October 2011

Roguelike Radio - Episode 6 (Dungeons of Dredmor)

Is up at Roguelike Radio.  It's another episode where I say I really enjoyed the game and then spend most of the episode bringing up flaws and making over the top statements that I already regret making. I'm going to follow up with a blog post to clarify some of the stuff I'm talking about.

We're on iTunes so please rate and comment on the podcast there to help spread the word.

Tuesday, 27 September 2011

Roguelike Radio - Episode 5 (Frozen Depths)

Is up at Roguelike Radio.  I really enjoy how effective Frozen Depths is at conveying its theme.

We're on iTunes so please rate and comment on the podcast there to help spread the word.

Tuesday, 20 September 2011

Roguelike Radio - Episode 4 (DoomRL)

Is up at Roguelike Radio. Episode 3, if you missed it, was on Brogue last week - I was on holiday in Fiji so wasn't able to attend. Luckily, this meant I was able to enjoy the first podcast dedicated to roguelikes I've had the pleasure of simply listening to.

We're on iTunes now so please rate and comment on the podcast there to help spread the word.

Thursday, 8 September 2011

Roguelike Radio - Episode 2 (Desktop Dungeons)

Is up at Roguelike Radio.

We're on iTunes now so please rate and comment on the podcast there to help spread the word.

Tuesday, 30 August 2011

Roguelike Radio - Episode 1 (Cardinal Quest)

Is now up at Roguelike Radio.

I've had a blast putting this together with Darren and Scott.

Wednesday, 17 November 2010

One Life Respect

I've always maintained that roguelikes have a huge amount of goodwill from the wider gaming community.

Nethack was reviewed by Ste Curran in last week's episode of One Life Left - a formerly award winning UK radio show about games - and it manages to get a score of 7 out of 10, despite its age. Unfortunately, due to the postponement of this week's episode, we may never learn what Ste thinks of Angband...

Tuesday, 8 June 2010

Game Design Podcast recommendations

I have a not insignificant commute every day (1.5 - 2 hours each way, longer if I drive) and was wondering if you, the Internet, have any recommendations for game design podcasts that I may have missed.

I'm specifically looking for game design, or interviews with game designers, or journalists who have in-depth knowledge of a particular game genre.

Currently on my podcast rotation:

Highly recommended:
Another Castle (just discovered which has prompted me to ask the question)
Brainy Gamer
Three Moves Ahead

General games gossip, and worth it for entertainment value:
Gamers with Jobs
One Life Left

Still in the early days of listening so can't make a recommendation yet:
Second Person Shooter (promising)
Hey Ash Watcha Podcastin' (not so)

Not really worth it despite the caliber of the journalists involved:
Rock Paper Shotgun (still on rotation)
Kotaku (taken off rotation)

Light entertainment about stuff that's not as serious as games:
The Economist
TED

Thoughts?