Tag Archives: GGJ

Classification and Censorship

I’ve been lurking on a thread over at the Pigmi Discussion List that’s been debating the pros and cons of Game Classification, in the wake of the news (reported on Kotaku) that the Australian Government is working to close a loophole that allows unclassified games and applications to be downloaded and used on mobile devices. Coincidentally, I was contacted yesterday by Ben Grubb, a journalist with the The Sydney Morning Herald, for comment on the very same issue. I wrote this blog post partly to express my thoughts to Ben (his article has now been published online), and partly to respond to Nick Lowe, who expressed some opinions in the Pigmi thread which irked me. Nick has since written an opinion piece that suggests he had a change of heart before I’d had a chance to change it for him :)

Classification exists to allow consumers to make informed choices. The Classification Website states that games are classified to “provide consumers, especially parents, with classification information to help them choose a … game to play”. This implies that game classification exists to help us protect our kids, which makes it especially annoying when games clearly only intended to be played by adults are banned from sale in this country. Besides which, I believe that these kinds of recommendations are of limited benefit, and are often ignored by consumers. When deciding whether or not to allow my child to play a particular game, I’d much prefer to base my decision on my previous experience with the game, or on the recommendations of my friends and family.

The Classification Website states that “every film and computer game, whether produced locally or overseas, has to be classified before it can be made legally available to the public”, which means that most of the games I’ve ever created, including my GameJam entries, and the iPhone and iPad games released on the App Store by RocketHands, are illegally available in Australia.

Apart from causing some titles to be banned, this mandatory classification system, which requires game developers and publishers to pay to have their games classified, has resulted in some content just not being available at all in this country (presumably because publishers/developers choose to forego the expense of getting a game classified if it is not forecast to generate a large return in this market). This robs us from experiencing small, independent offerings which, for mine, are where the fun’s at. These classification requirements mean that many smaller WiiWare and Virtual Console titles don’t get a release down here, and have prevented Microsoft from making the Indie Marketplace on XBLA available to Australians. This is a regrettable state of affairs.

On the other hand, countless downloadable games and online Flash games are readily available, and, due to their entirely unregulated nature, sometimes contain highly objectionable content. The behaviour of the Australian Government makes it easy to accuse them of revenue-raising (by fining Apple, and requiring them to pay for classification) rather that performing their stated duty of protecting the kiddies (although I’m presuming that they assume their proposed Internet Filter will take care of everything else).

I think Apple should be applauded for flaunting the letter of the law, allowing countless applications and games to be available to Australians via the App Store, while satisfying the spirit of the law, by policing the App Store themselves, ensuring that violent, pornographic content is not available, and rating all games and applications to allow consumers to make an informed choice. Rather than complying with the Australian Government, Apple needs to fight for a shake-up of our classification laws. At the very least, games should be treated the same as TV, where the commercial stations self-regulate based on an industry code of practice (which is essentially what Apple has been doing until now).

What I’d like to see happen is for the classification process itself to be deregulated and crowd-sourced, with each game initially released as unclassified (and, therefore, unavailable to minors), and for adult users to submit the age threshold that they deem appropriate after experiencing the game for themselves. I’d predict a wide standard deviation of responses (which begs the question of why we allow one or two public servants to make these decisions for us), but it’d be great to be able to see the average recommended age for a game as taken from members of my social circle.

P.S. Note that “Plants vs Zombies” has been classified as 9+ by Apple, but that I’m still happy for my 4+ daughter to play it :)

Gusher Sighted at Perth GameJam

Another Perth Game Jam has come and gone, and what a huge bag of fun it was too! The mighty Simon Wittber once again outdid himself, making a fantastic venue available for the 20-or-so participants, who banded together to hack up nine games from nothingness over a period of 45 hours or thereabouts.

For me, this event was totally different to the Global Game Jam held earlier in the year. Due to the lack of other sites around the globe, I wasn’t spurred on by a sense of competition. It was more a case of manufacturing inspiration and enthusiasm by surrounding yourself with like-minded people and imposing constraints in the form of a deadline, a theme, and a “significant asset”. Also, the non-presence of that Louis Castle douchbag removed hate as a motivating factor, so I wasn’t keen to develop an evil game with Louis as the antagonist, as I did for GGJ.

Mr. Wittber chose to announce the theme and significant asset well in advance of the jam, giving everyone ample time to think about what they wanted to do. This was a great decision, as the amount of dithering about was reduced almost to zero, replaced with interesting discussions about several really promising game concepts. I went into January’s Global Game Jam wanting to make a flash-based game, which I’d never attempted before, and I used the time to learn how to write a game in ActionScript, using the FlashPunk framework, from scratch. This time, I knew I wanted to create a fluid simulation, similar to this one. I was pretty happy when I found out that the significant asset was a bubble, because that fitted what I wanted to achieve. As for the theme of “choose two at the expense of the other”, my first thought was the old project management adage “cost, quality, time: choose any two”. Kudos to Simon for choosing a much, much better theme than GGJ2010.

During the pre-Jam BBQ (during which Simon proudly revealed his massive cheese kransky, which both honoured and humbled me), I discussed two concepts with Jack, Nick et al.:

  1. A resource management game called Gusher, whereby you send out geologists to explore land and sea, them choose a suitable spot to drill an exploratory hole, then build an oil rig to extract the crude, then refine it, store it to manipulate the market, then pipe or ship it to sell. You’d need to manipulate the media and the authorities, and there’d always be the chance of an incident (either deliberate or accidental). Each choice would allow you to fix two of the three cost, time and quality constraints, so, for instance, you would get an inaccurate report of where to drill if you sent your geologists out on a tight deadline and didn’t pay them very much.
  2. A fishing game called Floater where you paddle your wooden boat across a turbulent ocean, choosing to stop and fish, bail out your vessel or move it left and right (only being able to do two of these things at a time).

After I began coding, I quickly realised that the fluid simulation would take a long time to code, and wouldn’t run at a decent framerate in Flash (I coded up a quick demo in C++ and in Flash, both using Box2D, to find big performance hits with more than 100 physics objects at once in Flash). So I started doing a little bubble simulation instead, using Box2D’s built-in support for buoyancy. This quickly led to an idea of a chef cooking a pot of soup on the stove, with ingredients being thrown in to raise the water level, and a game mechanic of merging like-coloured bubbles both to increase score (the deliciousness of the stock) and decrease heat (hence reducing the likelihood of losing an ingredient due to the intensity of bubbling, which would be the lose condition).

This worked out pretty well. Jack helped out with the graphics and playtesting, and the game mechanic came together nicely. You can have a go yerself on the RocketHands web site. Comments and feedback welcomed!

So what now? As I mentioned to Jack, Simon, Anthony and others at the end of the Jam, I treated things this time around as a great way of getting started on a project, rather than as a great way of finishing something off. So I plan to keep working on the soup-making game, which I’ve called Gusher2, until it’s at a point where I’m happy with it. With that in mind, here’s my to-do list:

  • Ask Simon Boxer to draw some lewd cartoonish graphics, inspired by Muscle March. We need an attract screen, the main game screen in the same style, a win screen, a lose screen, and five distinct ingredients (celery, tomato, carrot, onion and kransky sausage).
  • Add an egg-timer, and constrain playtime to 3 minutes, with a new ingredient going in every 30 seconds.
  • Make the ingredients change the water level when they go in, and change the tint and alpha of the stock, to ramp up the level of difficulty as the game progresses.
  • Display the current score somewhere on screen, and tweak the scoring mechanism to favour multi-merges.
  • Continue to improve the game mechanic. Some playtesters have said they’d prefer to click on bubbles, rather than click-and-drag. So I’ll try that out.
  • Animate some fire under the pot, some particles in the stock, some steam on top of it and so on.
  • Add suitable sound effects, musical stings and… voice acting. Oh yeah: “My soup… she’s a-ready!”

After all that, I’m going to perform an experiment with online flash games:

  1. Integrate with mochimedia. to experiment with in-game advertising as a revenue stream, to get analytics information, to keep online high scores, and so forth. Did I mention I want 5 different win screens, depending on whether you’re the top scorer, in the top 10%, and so on?
  2. Integrate with Kongregate, to do much the same thing with a different API (mochimedia and Kongregate have an agreement to stay off each other’s turf, so to properly experiment you need to do both).

I’m hoping that integration with these services will increase re-playability. After all, competing with members of your social network for high scores seems to work. I’d like to give it a shot.

I want to get all of this done in the next four weeks. I’m working on three other projects. I have two small children. I’m building a house. We’ll see how it goes!

Postal Worker Pause!

I plan to take a bit of time off to (a) recover from the fantastic Global Game Jam that was held over the weekend and (b) check out some of the other Global Game Jam games. Big props to Simon Wittber for organising such a great event, and well done to all who took part!

I went into GGJ with the intention of developing a Flash game, even though I’d never done that before, and didn’t know my ActionScript from my Objective C. It was a long haul; I worked around 40 hours in a single weekend (the equivalent of a normal working week), and I did all of the design and implementation myself (although Pazu and Sizzle helped with graphics, and I used some other freely available assets).

So, without further ado, I humbly request that you check out and vote for Bogus Quest.