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	<title>Pastagames &#187; Game Design</title>
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		<title>Break Your Rules</title>
		<link>https://www.pastagames.com/breakyourrules/</link>
		<comments>https://www.pastagames.com/breakyourrules/#comments</comments>
		<pubDate>Fri, 27 Jun 2014 10:00:12 +0000</pubDate>
		<dc:creator><![CDATA[Nadim]]></dc:creator>
				<category><![CDATA[BLOG]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Ideas]]></category>
		<category><![CDATA[Pix the Cat]]></category>
		<category><![CDATA[Player]]></category>
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.pastagames.com/?p=563</guid>
		<description><![CDATA[<p>When I start working on a new game, I make a few core rules to use later on as DNA pillars. These basic rules help to take all my decisions down the road. As we are making Pix the Cat @Pastagames, I learned that this process is flawed. Here is why: When you play an action game, the emotions you feel come from the connections between your mind and body. You might even come close to a mantra-like experience and the bubble you get drawn into is our ultimate goal as (action games) designers. There is a lot to discover when building. &#8220;Better&#8221; ideas bloom and ripen. If these ideas contradict your initial intentions, you will be frustrated if you stick too closely to your core rules. Logical bottom-up creative process helps to build a coherent game but can get in the way of emotional lift-off. When writing a description about a game; it is better to describe the experience a player will go about rather than listing the number of characters, levels, environments… I now understand that during a creative process, it is much more fruitful to set unwavering emotional targets rather than cast-iron core rules. Wings before roots. Staying on the emotional course is more important than being coherent and structured. Accepting to do “illogical” things is often hard, but it can contribute to reaching your emotional targets. Players may end up disoriented but it is acceptable considering the added emotional value. For example, a basic rule of Pix the Cat was that when Pix collides with a wall, it kills him. It was meant as a tough rule (taken from Snake) that ensured constant flow and danger. &#160; &#160; This rule was used to decide how the Cat turns in curves; it guided the positioning of collectibles [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://www.pastagames.com/breakyourrules/">Break Your Rules</a> appeared first on <a rel="nofollow" href="https://www.pastagames.com">Pastagames</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><span style="line-height: 1.5em;">When I start working on a new game, I make a few core rules to use later on as DNA pillars. These basic rules help to take all my decisions down the road.<br />
</span></p>
<p>As we are making <i>Pix the Cat</i> @Pastagames, I learned that this process is flawed.<br />
Here is why:<span id="more-563"></span></p>
<p>When you play an action game, the emotions you feel come from the connections between your mind and body. You might even come close to a mantra-like experience and the bubble you get drawn into is our ultimate goal as (action games) designers.</p>
<p>There is a lot to discover when building. &#8220;Better&#8221; ideas bloom and ripen. If these ideas contradict your initial intentions, you will be frustrated if you stick too closely to your core rules.</p>
<blockquote><p>Logical bottom-up creative process helps to build a coherent game but can get in the way of emotional lift-off.</p></blockquote>
<p>When writing a description about a game; it is better to describe the experience a player will go about rather than listing the number of characters, levels, environments…<br />
I now understand that during a creative process, it is much more fruitful to set unwavering emotional targets rather than cast-iron core rules. Wings before roots.</p>
<p>Staying on the emotional course is more important than being coherent and structured. Accepting to do “illogical” things is often hard, but it can contribute to reaching your emotional targets. Players may end up disoriented but it is acceptable considering the added emotional value.</p>
<p>For example, a basic rule of <em>Pix the Cat</em> was that when Pix collides with a wall, it kills him. It was meant as a tough rule (<i>taken from Snake</i>) that ensured constant flow and danger.</p>
<p>&nbsp;</p>
<p align="center"><a href="http://www.pastagames.com/wp-content/uploads/2014/02/crashtest-dummy-computer.jpg" rel="lightcase" title="Break Your Rules"><img class="aligncenter" src="http://www.pastagames.com/wp-content/uploads/2014/02/crashtest-dummy-computer-300x224.jpg" alt="crashtest dummy computer" width="300" height="224" /></a></p>
<p>&nbsp;</p>
<p>This rule was used to decide how the Cat turns in curves; it guided the positioning of collectibles for the level design; it contributed to the collision rules with the tail you build up…<br />
It unfortunately forced us to keep <em>Pix</em>’s speed pretty low. I held on to it because it vouched for the <em>Die &amp; Retry</em> aspect that was very important for the player’s frustration/satisfaction balance.</p>
<p>It took time to break my mold and understand that the emotional benefit of increasing the Cat’s speed was more valuable to the player’s experience than the initial balance and intentions. Increasing the speed added another level of concentration and contributed to the mantra-zone pleasure.<br />
We therefore changed the core-rule to allow greater speed by being more tolerant on the collisions (<i>using a long slow motion before impact</i>).</p>
<p>&nbsp;</p>
<p align="center"><a href="http://www.pastagames.com/wp-content/uploads/2014/02/arcade-slow-mo.jpg" rel="lightcase" title="Break Your Rules"><img class="aligncenter" src="http://www.pastagames.com/wp-content/uploads/2014/02/arcade-slow-mo-300x162.jpg" alt="arcade slow mo" width="380" height="204" /></a></p>
<p>&nbsp;</p>
<p>We even ended up removing this rule entirely in the multiplayer ARENA mode. The satisfaction of “finishing off” your opponent became more valuable than the game’s DNA. Though illogical, we chose to reduce the situations in which a Cat dies because of his own mistake to avoid the <em>“You won only because I lost”</em> factor. We wanted that Victory was obtained by the winner&#8217;s action directly!</p>
<p>The collision-with-walls rules are now different in each mode and very un-elegant: here walls kills you, there they stop you without damage, here there is a slow motion that protects you, there direct crash&#8230;<br />
We sacrificed consistency but made the player experience better overall.</p>
<p>From now on, I will start by crafting top-down emotional targets that should resist production discoveries, and only then basic bottom-up rules that can be tampered with if necessary.</p>
<p>Until I change my mind&#8230;</p>
<p>&nbsp;</p>
<p><a href="https://twitter.com/nadimpasta">@nadimpasta</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.pastagames.com/breakyourrules/">Break Your Rules</a> appeared first on <a rel="nofollow" href="https://www.pastagames.com">Pastagames</a>.</p>
]]></content:encoded>
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		<title>Pix&#8217;n Love &#8211; Rush</title>
		<link>https://www.pastagames.com/pixn-love-rush/</link>
		<comments>https://www.pastagames.com/pixn-love-rush/#comments</comments>
		<pubDate>Fri, 07 Mar 2014 14:00:34 +0000</pubDate>
		<dc:creator><![CDATA[Herve]]></dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Pastagames]]></category>
		<category><![CDATA[Pixel]]></category>

		<guid isPermaLink="false">http://www.pastagames.com/?p=154</guid>
		<description><![CDATA[<p>UNIVERSAL DECLARATION OF PIXEL RIGHTS All pixel beings are born free and equal in dignity and rights. Universality, when we are in your thrall… Thanks to the new-and-improved Pastagames Amusement Device, enjoy The Rush with never-before-seen playability! Do you want the clearest, cleanest, shiniest pixels money can buy? Choose Pastagames Amusement Device brand game consoles (any iOS powered device)! You get not one, not two, but three times the fun for the price of one. Hurry to your local drugstore or the nearest app retailer and get yours while supplies last! Say Goodbye to a bland and boring life, and Hello to the laughter of children! Warning: this game may contain residues of macadamia nuts and gluten. &#160; &#8212;&#8212;- &#160; We were growing a bit weary of various work-for-food projects when a massive desire to build a dot-matrix driven display came up. We failed to resist the urge and dove head first into an extra-hours project. It was a great opportunity to release some pressure and give a task to a special kind of minion we host from time to time at Pastagames. At least twice a year we have 9th graders who come eyes wide open to our studio for a week to get a first contact with the professional world. We want them to do more than just play-test our latest production for a week. So we set up a computer with Game Maker and invite them to give it a try. A one page design document in hand and a folder full of graphical assets; welcome to the beautiful world of video game making! Our goal is for them to leave the Studio with a game that is not just placeholder populated. We had just released 03: Pixel with Arkedo. In it were plenty of great sprites and [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://www.pastagames.com/pixn-love-rush/">Pix&#8217;n Love &#8211; Rush</a> appeared first on <a rel="nofollow" href="https://www.pastagames.com">Pastagames</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;">UNIVERSAL DECLARATION OF PIXEL RIGHTS<br />
<em>All pixel beings are born free and equal in dignity and rights. Universality, when we are in your thrall…</em></p>
<p style="text-align: left;"><em>Thanks to the new-and-improved Pastagames Amusement Device, enjoy The Rush with never-before-seen playability!</em></p>
<p style="text-align: left;"><em>Do you want the clearest, cleanest, shiniest pixels money can buy?</em><br />
<em> Choose Pastagames Amusement Device brand game consoles (any iOS powered device)! You get not one, not two, but three times the fun for the price of one.</em></p>
<p style="text-align: left;"><em>Hurry to your local drugstore or the nearest app retailer and get yours while supplies last! Say Goodbye to a bland and boring life, and Hello to the laughter of children!</em></p>
<p style="text-align: left;">Warning: <em>this game may contain residues of macadamia nuts and gluten.</em></p>
<p>&nbsp;</p>
<p style="text-align: center;">&#8212;&#8212;-</p>
<p>&nbsp;</p>
<p style="text-align: left;">We were growing a bit weary of various work-for-food projects when a massive desire to build a dot-matrix driven display came up. We failed to resist the urge and dove head first into an extra-hours project. It was a great opportunity to release some pressure and give a task to a special kind of minion we host from time to time at Pastagames.</p>
<p style="text-align: left;"><span lang="EN-US">At least twice a year we have 9th graders who come<span class="apple-converted-space"> </span>eyes wide open to our studio for a week to get a first contact with the professional world. We want them to do more than just play-test our latest production for a week.<br />
So we set up a computer with<span class="apple-converted-space"> </span><em>Game Maker</em> and invite them to give it a try. A one page design document in hand and a folder full of graphical assets; welcome to the beautiful world of video game making!<br />
Our goal is for them to leave the Studio with a game that is not just placeholder populated. We had just released <em>03: Pixel </em>with<span class="apple-converted-space"><i> </i></span><em>Arkedo.</em> In it were plenty of great sprites and animations to work with.</span></p>
<p style="text-align: left;"><span lang="EN-US">So we designed a<span class="apple-converted-space"> </span>minimalistic platform game design with a twist.<em> Pix&#8217;n Love &#8211; Rush</em><span class="apple-converted-space"><i> </i></span>was thought of at first to give a chance to these kids to end their one week internship with something to take home and be proud of!</span></p>
<p style="text-align: left;"><span lang="EN-US">The simple design got refined at every new trainee. We ended up liking the gameplay cocktail we had shaken enough that we decided to make a prototype our way. Then we got excited&#8230;</span></p>
<p style="text-align: left;"><span lang="EN-US">The production was cool for all of us: code-wise, the game<span class="apple-converted-space"> </span>uses a real Dot-Matrix display, each pixel has its own physics <i>(shaders without shaders!)</i>; art-wise, playing with an existing set of sprites and modifying the rendering for each combo and game mode; and gd-ld-wise, using notepad to create levels<span class="apple-converted-space"> </span><em>(C was the cat, # a wall)</em> and working the<span class="apple-converted-space"> </span><i>WarioWare</i><span class="apple-converted-space"> </span>hectic rhythm was amazing!</span></p>
<p style="text-align: left;"><span lang="EN-US">We struggled a lot to propose &#8220;good&#8221; tactile controls. It was the biggest setback we suffered. Virtual buttons on a touchscreen are a no go. Period.<br />
To get back on the right track, we devised 3 one-touch game modes and added them to the 1$ package! One love.<br />
</span></p>
<p>The post <a rel="nofollow" href="https://www.pastagames.com/pixn-love-rush/">Pix&#8217;n Love &#8211; Rush</a> appeared first on <a rel="nofollow" href="https://www.pastagames.com">Pastagames</a>.</p>
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