Posts tagged with “game jam”

Jeff on Games – Cardboard Jam: Best Jam Ever

This weekend, Boston Game Jams ran Cardboard Jam, a game jam where everyone made board or card games instead of making digital games. I have to say, I think I had way more fun at this game jam than at almost any other digital jam I’ve been a part of for a few reasons.

First, there’s no tech choices or learning curve. At digital Game Jams, the first thing you have to do (once you have a game you want to create) is decide what technology you want to work in. This can be tough when you have multiple people who all come with different tech backgrounds and make them try to work together. Either you end up choosing teams based on tech that people know, or a few people end up working in tech they are unfamiliar with. This can make many digital game jam more about overcoming technical challenges, rather than overcoming design challenges in the game.

Second, other than the theme of the materials, there was no theme for this Jam. Though originally I thought this was a detriment, I am beginning to think that the lack of theme contributed to making this Jam awesome. In every game jam I’ve participated in, the themes have been aesthetic. They’re themes like “immigration,” “extinction,” or “deception,” and although they offer a good constraint on the Jam (and place everyone on equal footing for implementing an idea), they force most Jammers to think in terms of aesthetic first, mechanic last. This is why most Jammers can’t “finish,” because they’re actually pushing for an aesthetic, rather than mechanical goal.

Last, jamming in board games meant that iteration cycles were really, really fast, which meant that you could focus on and tune the game and the mechanics quickly, which resulted in better games across the board. The game I worked on took about 10 minutes to play, and after initial discussion, we did nothing but play it, with short discussions in between. We probably play tested the game 50 times, each time with slightly tweaked rules to attempt to address problems we were seeing in the previous play through. Iteration times like this not only let you learn more about the game you’re creating, but more about game design in general, since you see the results of you actions quickly. This speed of iteration and learning would have been impossible in a digital game jam, since implementing rule changes requires too many cycles. In digital game jams, if you get two to three full playtests in before time is up you’re lucky, and that’s including for teams that use prebuilt engines like Unity.

So in closing, if you get a chance to participate in a board game jam, you absolutely should. There’s less stress, more learning, and way more collaboration. That, and you end up with an actually complete board game at the end, which is super awesome.

[For more insights from Jeff, stop by his blog at JeffOnGames.com and follow him on Twitter at @FuzzyBinary]

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What We’re Playing: RunRunRunJump

All games should have a section where the hero has to run away from a rolling boulder. Classic.

The Global Game Jam was last weekend, and a lot of amazing games were made (for a recount of how one went down check out Jason’s awesome dev blog). A full run down of the more interesting Boston offerings is coming soon, don’t worry!

The current front runner for our favorite GGJ game? That would have to be RunRunRunJump, a delightful and short game by Owen Macindoe, Scott Macmillan, Daniel Perry, Alex Schwartz, and Stephie Wu. The game is a simple platformer, but what is interesting is that the environment literally tells you what to do – if the ground says run, then run! If it says jump, then jump! The soundtrack is especially amazing as it is self referential as well – listen for a few seconds and you’ll know what I mean.

Of course, the theme of the game jam was deception so you should expect a couple of twists to be thrown at you as the game goes on. Keep playing though – the victory screen at the end of the game makes it all worthwhile.

One important thing to note is that the game requires the Unity web player to work, download it here. And then go play RunRunRunJump!

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What We Played in 2009

These games cost money. That's bad. The games in this list? They are free. That's good! Our games? Cost money. But they're still good!

2009 was an awesome year for games! And we played a lot of them! Here’s a recap of the great games we played this year. If you haven’t tried them yet, now’s your chance! They are all FREE and just waiting for you to enjoy them.

Our year started off with a great little platformer called Eversion that has a scary twist (a retail version is in the works). We then laughed a ton while living out the Olympic dreams of QWOP. There were a few fun games in the Boston Global Game Jam, and The Redistricting Game taught us about how messed up our current electoral system is.

The Legend of Princess gave us a glimpse of what could have been a sequel to Zelda 2 (on the NES), and Dino Run ate up a bunch of our time as we ran away from Armageddon with our dinosaur brethren. Speaking of dinosaurs, have you checked out Robot Dinosaurs that Shoot Beams When They Roar yet? It’s a pivotal work in gaming. Gemcraft is an addicting little tower defense game with a fun chromatic twist, and Facade is an older game (2004 or 5, I think) but still a lot of fun to play today.

Effing Hail is a neat little flash game where you destroy buildings, airplanes, and satellites with hail, or if you are in a more constructive mood you can try building with Grow Cube. Don’t Eat the Mushroom (and Knytt Stories) is a hilarious game about what happens when you do (or don’t) eat the mushroom, and is a must play for any serious gamer. Finally this year we enjoyed racing through the apocalypse in Canabalt, and subsequently relaxed with the music of Auditorium.

These were all terrific games, if you haven’t tried them yet be sure to go play them all now!

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Game ideas born at the lunch table

If we do our job right, then this is the feeling that our game will evoke in the user. Yes, I just called an exploding house a "feeling".

I know that a lot of the people reading this are game developers who make games themselves. So to that audience I ask, how often do you find yourself sitting around, talking with friends, and coming up with hilarious ideas for weird little games? If you’re like me then it probably happens a lot – I find that at GAMBIT we discuss weird concepts for little games all the time, especially when we’re eating lunch. Normally these ideas are funny in theory but would probably be terrible in execution, however this time I think that we came up with something that could actually be both funny and enjoyable to play.

So I think we’re going to try to actually give it a shot, and maybe put on a small game jam to make the game a reality. I won’t spill the beans about what the idea is about, but I will say that it involves explosions. I’ll either post a link to the results in a few weeks, or I will come back on the blog and admit, head hanging heavy in shame, that we did not succeed in making the game because we are super lame. Stay tuned!

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What We’re Playing: Boston Global Game Jam Games

Think this picture is confusing? Wait until you play the game!

Last weekend was just chock full of games, with MIT’s battlecode final tournament, the robotic competition final tournament (post coming soon), and of course the Global Game Jam, the latter of which produced a bunch of terrific games!

The full download list for all the games made at GAMBIT are posted here. Of special interest in my opinion is Move Mouse to Fulfill Destiny, an artistic title by Dan Roy, Will Jennings, and Filippo Beck Peccoz. You can read the description about how you are a farmer making friends, but if you ask me it’s much more fun to just play without thinking too much. The Beat is an interesting two player puzzle game which is all about timing your actions with the actions in the world, and was made by Marc Flury, Jesper Juul, Van Nguyen, Randy O’Connor, Filippo Beck Peccoz, and Daniel Costello. You can’t play it alone so be sure to find a buddy! It has an especially entertaining “scream” option, which doesn’t seem to accomplish anything but sure is fun to do.

Of course there were several other games made at GAMBIT, and hundreds made all over the world! Check out as many as you can at the GGJ game browser.

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