The curious experience of SOMETIMES YOU DIE

Created by the developer Philipp Stollenmayer, SOMETIMES YOU DIE has become the surprise hit of 2014, despite (or perhaps because of) its unusual take on life, death and the meaning of video games.

In this game you control a simple square and the challenge is to reach the exit of each stage. But there’s a important detail: you need to die to achieve your missions; by dying you leave a previous “corpse” to use as a ladder or to block some spikes, saws and other dangerous artifacts. You can understand the main idea of the game in the image below:



It’s possible to die many times to create solutions for the puzzles. The game still uses some interaction with your smartphone, like rotating the device to change gravity rules and some special elements like the very clever advertising box below.



With a minimal design and a disturbing soundtrack, SOMETIMES YOU DIE is an awesome gaming experience for mobile devices. Check the trailer with the gameplay and mechanics:



This kind of game explains the procedural rhetoric idea proposed by Bogost (2007, p.3). This author says that procedural rhetoric is the practice of using processes persuasively.

And, finally, this kind of ludic experiment gives us clues as how the gaming market is increasingly diverse and full of possibilities.



Reference:

BOGOST, Ian. Persuasive Games: The Expressive Power of Videogames. MIT Press, 2007.

Video Game Cultures & The Future of Entertainment Conference (Oxford – July 2014)

Last week I was in Oxford (UK) at the Mansfield College for the “Video Game Cultures & The Future of Entertainment Conference”. The event is part of the Oxford’s University inter-disciplinary program, a global network for dynamic research and publishing. There were 3 days of full immersion inside the gaming research universe with excellent content presented by people from 15 different countries.

On the first day, we had a very interesting discussion with René Schalleger about how game designers create interactive experiences that let players explore complex issues of identity, free will and agency. Another highlight from day 1 was Teros Pasanen’s presentation about the Hobbesian state of nature in the game DayZ.



The second day was intense and focused on mobile gaming, gender in video games, serious games, educational games and game design.

On the third day, I presented my paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience” that I wrote with my friend Marcelo Vasconcellos (click here to download).

This kind of event is perfect for networking and to improve our researches. For more information and the complete conference’s content access the official site of inter-disciplinary.net by clicking here.

Another good badge for my character’s sheet. =)

Go gamers!

Google Maps Smarty Pins: putting trivia on the map

Google is well known for using different strategies of entertainment in its various sites and social networks. The latest company's creation is the Smarty Pins game, a trivia challenge that uses Google Maps to solve enigmas.

Before playing, you can select some categories for the questions like “arts & culture”, “science & geography”, “sports & games”, “entertainment” etc. The main idea of Smarty Pins is to answer as many questions as you can before you run out of kilometers (the “energy” of the game); you need to submit answers by dropping a pin on the map at the correct location and kilometers are lost by placing the pin incorrectly (bonus kilometers are gained for quick thinking). There’s a cool gallery of trophies and badges for advanced players.

In the example below – in the category “sports & games” – the system asked “Which city hosted all FA Cup finals between 2001 and 2006 while the new Wembley Stadium was under construction?”. You have little time to drop the pin on the correct location.



After choosing a place and dropping the pin, the system returns the right answer and the difference between your tip and the correct place.



With this tool, Google is teaching – in a fun way – how to use various Maps tools.

Click here to play >>

T-shirt



"MISSPENT YOUTH" by the Paper Crane.

More information here.

Talking about my new mobile game DOMINAEDRO

Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.

The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.

The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.



Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:

1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.



You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.

The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.

If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:



You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.

Go gamers!

E3 2014

Last week, I visited the famous Electronic Entertainment Expo (E3) in Los Angeles. The fair is well known as one of the biggest videogame events in the world, and every year the trends and launchings of such market are presented in this mega fair.



The experience of two days fully immersed in new games, videogames, game accessories, gaming conferences, and gamers was too complex to synthetize in a small post, so I decided to create a list of highlights of the fair, divided by subject:

1) Games, games and more games: this year great games were announced in the event, like Little Big Planet 3, The Order 1886, Alien: isolation, Evolve, Super Smash Bros WiiU, the new Halo and Batman: Arkham Knight, only to name a few blockbusters. The experimental games also gained terrain and titles like Entwined, Abzû (I felt mesmerized by this one, check the trailer below) and No Man’s Sky had good space at E3.



2) Sony’s press conference: I watched the exclusive presentation about the future of the PlayStation platform. The company said that, for 2014/2015, the focus would be on more free content and in exploring the videogame as an entertainment central. Sony intends to launch each TV of the brand with PlayStation Network embedded in its interface, so it will be possible to play some of the games without a PS console. Another great revelation from Sony is the PlayStation TV, a U$ 99,00 device with access to exclusive content (animations, movies, documentaries etc.) created exclusively for PS network, the first production will be an animation of the comic book POWERS (created by Brain Bendis). You can watch the full conference in the video below:


3) Nintendo: the brand bets on classic characters but showed nothing relevant to the public.

4) Microsoft: the Halo franchising was the great highlight of Microsoft’s stand. The Xbox One with new Kinect interactions generated good experiences for the public. Microsoft bets on a perfect balance between the casual and the hardcore player.

5) Accessories: loads of equipment were displayed at the fair, like joysticks, screens and special chairs, but the true highlight was the VR devices like Oculus and the Virtuix Omni (check the video).



6) Final thoughts and some pics: staying in touch with the experience of E3 is something unique. The fair is a place to see how the next year will be in the gaming market, to anticipate the future and make good networking. I came back to Brazil full of ideas (and souvenirs from the stands) and I want to work hard to put some projects in practice as soon as possible (a new book among them). And check some images from this great event.



Go gamers!

Duet

A few weeks ago I downloaded a very elegant game in my mobile phone: Duet. The game is a minimal and hypnotic experience created with a simple interface and high level of involvement. It is an invitation to “expand the limits of your radial awareness”.



The game comes from an Australian publisher named Kumobius and the composer Tim Shiel signs the awesome soundtrack. The idea is very simple: you press the right side of the screen, two small balls spin to the right; you press the left side of the screen, they spin to the left. With these two simple movements you must dodge elements that fall from above. Check the gameplay below to understand the main idea:


The game has a complex learning curve with a real challenge in the high levels. This kind of experience tells us about how a casual game could be a challenge even for hardcore players. And, in this scenario, we can see how rich the field for good ideas to mobile media is.

Another point to highlight on Duet is the simplicity of the interface. With few elements, the game conveys an engaging idea and a perfect ballet between aesthetics and gameplay. About that, it’s possible to say that “Gameplay must take place somewhere, and so the design and creation of digital environments is a critical factor in developing outstanding games. (…) Designing game spaces comes in two distinct parts – the first is the look and feel of the game environment, and the second is the design and challenge of the playing space” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.98).

Let’s discuss more and more about this emerging category of the gaming industry.



Reference:

THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and tecniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007

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