Spelunky Glory, Videogame Rituals, and Nifflas’ Miracle Run

Nifflas posing with his reward – a Yang avatar!

 

Today, my roommate Nicklas – the renown Swedish indie developer better known as “Nifflas” – beat the secret “Hell” world in Spelunky. It was truly a run for the ages, full of daring feats of skill and a well-timed miracle or two.

But I’m getting ahead of myself! First, some background:

Spelunky is an addictive, procedurally generated platformer game for XBLA. It’s the follow-up the widely acclaimed (and freely available) PC version.

Over the course of this past summer, I gradually got sucked into the game. Nifflas is very good at the original version, and so he’s been teaching me along the way. Of course, Nifflas has had to adjust to the new XBLA controls, so we’ve both been honing our skills.

About a month ago, Nifflas and I started a daily tradition – a ritual, if you will. Every night, each of us gets one – and only one – Spelunky run. The other sits and watches, cheering along and providing advice. On rare days we’ll indulge in a few practice runs, but it’s only the “official” run that really matters – at least to us!

This ritual has been deeply enjoyable for several reasons. First, the tradition gives us something to look forward to every evening. Second, the “stakes” of the game feel so much more real when you only get one shot. One error and you’re done for the day. Nerve-wracking, but invigorating! Third, and perhaps most importantly, I find that it’s far more rewarding to play the game with somebody spectating – a witness with whom to share your triumphs and tribulations. After all, Spelunky is all about the stories you the player end up producing. As my hero Hannah Arendt puts it: “The presence of others who see what we see and hear what we hear assures us of the reality of the world and ourselves.”

Jokingly, before each run, we make a little prayer to Derek Yu, the game’s creator. (For example: “Derek Yu, please grant us plentiful bombs and protect us from dark levels. Amen.”). The prayer has itself become a key part of our daily ritual – to the point where we feel like we’ve almost created a Spelunky religion/cult. Like, why do bad things happen to good Spelunky players? And does Derek Yu even exist? Spelunky theology is tricky!

This leads us to Nifflas’ epic victory today. (Warning: spoilers ahead).

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Designing for the Pleasures of Disputation

Photo by Natalie Seery

 

A few weeks back, I announced my PhD defense. Now, after several months of delays, I finally got around to making the last edits. I’ve published the full dissertation (as a pdf file) on my personal website. You can read it here.

The dissertation explores a variety of theoretical issues in game design and design research more broadly. Discussing my notions of dialogic game design, broken games, and low process intensity games, I reflect on a number of games I’ve worked on over the past several years, including B.U.T.T.O.N. and Johann Sebastian Joust.

If you’re going to read any excerpts, I’d recommend the Intro chapter, as well as Chapter 3 – a journal article about B.U.T.T.O.N. which I’ve previously published in Game Studies, here. If you do read any of the dissertation, any feedback and/or critiques are welcome!

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Connecting PS Move controllers by Bluetooth on OSX 10.7

Having problems connecting PlayStation Move controllers to your OSX 10.7 Mac? In this post, we suggest some handy fixes. For a quick solution, see the video tutorial above.

Note: Chris Figueroa reports that the same tricks seem to work on the OSX 10.8 beta.

 

Last November, we distributed an early alpha version of Johann Sebastian Joust to several hundred people who had contributed to Brandon Boyer’s Venus Patrol Kickstarter campaign. This was great for us – not only were we able to support our friend Brandon, but we were also able to gather a bunch of useful feedback.

(To be clear: yes, we’re very eager to get the game out to the general public. We’re working on it. Meanwhile, I want to write this blog post for all the Venus Patrol donors, as well as any other developers working with the Move controller on Mac OSX).

I had developed the Venus Patrol alpha version of the game on OSX 10.6. Aside from a few problems here and there, the build seemed to work well on most Macs – even on 10.7.

A few months later, though, Apple released OSX 10.7.3. As far as I understand it, this version (and every version since) features some additional security measures related to connecting Bluetooth devices. Unfortunately for developers like me using Thomas Perl’s PS Move API, connecting Move controllers suddenly became a real headache.

I do hope to eventually “fix” this problem, or at least provide a smoother workaround. In the meanwhile, there are some solutions – some more user-friendly than others.

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New J.S. Joust Mini-site!

We’re excited to announce our brand new website for Johann Sebastian Joust! Check it out – and make sure to try clicking the four characters! ;)

The website was designed and implemented by our friend Andreas Zecher, who is one of the guys behind the award-winning indie game Spirits. Like Nils and (formerly) Bernie, Andreas is a German living in Scandinavia (Stockholm, not Copenhagen). Andreas also happens to be the guy behind Promoter, a rad tool for game developers to keep track of reviews and promocodes, so he knows his stuff when it comes to web dev.

Why the new website, you ask? In addition to giving the Joust page a visual makeover, Andreas also added a few key features that are very handy indeed.

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Bridge in the Menagerie

Thanks to my friend Mike, I’ve recently been doing a lot of thinking about the classic card game Bridge. As I learn more about the game, I’ve become increasingly intrigued. Speaking as a game designer and researcher, I find Bridge to be a wonderfully curious game, both mechanically and culturally. I’m surprised that Bridge doesn’t get referenced more often within the game dev and game studies communities.

I’m also surprised there aren’t more specialized 2v2 videogames out there. What an under-explored design space! There’s a reason that Bridge has become so popular, birthing clubs and leagues around the world – namely, it’s fun to play games with a partner! In the world of indie games, Ramiro Corbetta’s 2v2 sports game Hokra stands as compelling proof.

Mike got me reading one particular book about Bridge – Victor Mollo’s Bridge in the Menagerie, from 1965. The book, part of an entire series, follows a cast of fictional players at a fictional Bridge club, the Griffins Club. I wouldn’t recommend the book to beginners (I can’t entirely follow it myself), but I do want to share some choice excerpts.

Mollo, always a little wry, opens the book with a cheeky meditation on the “art of losing”:

There is too much stress everywhere on the art of winning and not nearly enough anywhere on the art of losing. Yet it is surely the more important of the two, for not only do the losers pay the winners, but they clearly enjoy doing it. Were it otherwise they would have stopped playing – or taken to winning – long ago.”

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