Wednesday, April 22, 2009

More studio madness!


That's me, busting out some Irish flute action. We laid down some good stuff today.

It looks all cool an stuff, but here's what recording studios are really about:




Our guitarist Ace sitting around, doin nuttin. That's what being in the studio is really like. Waiting three hours for your 30 minutes in front of the mic....then some more waiting while the engineer plays games at the console...

Speaking of,...here's a double platinum record our engineer did...



Don't know what it is, besides awesome!

Toodles!!-- Post From My iPhone

Game Mechanics for Kids

More on the recording studio coming tonight. In the meantime, here's some of my thoughts on making video games for kids...

From T and M to E

I've worked on my fair share of games in my career. Most of the time we've been able to rely on combat in some form or another as the primary game mechanic. In the RPGs it was sword and sorcery type combat. In the WW2 games, it was shooting enemies with authentic World War 2 weapons.

Blood? Who cares? Dismemberment? Cool! These are things that game designer rely on every day to create conflict, drama, and ultimately, entertainment. I'll admit that it's fun to blast soldiers, or raiders, or fire ants into thin red paste, if you'll forgive the Wasteland reference.

I'm not going to get into the appropriateness of violence in video games,...that's a whole different topic of discussion. We can argue with Jack Thompson all day long over what sorts of content are appropriate for public consumption. I think we'll all agree though that exploding human beings like a blood sausage isn't the sort of content you want to be directing at 6-12 year olds.

So what's the deal? The biggest problem I've faced going from adult themed games to kid themed games is the inability to rely on game mechanics that we as designers take for granted.

Most games rely on some form of conflict to drive the gameplay. In shooters, that conflict is at the barrel of your gun. In RPGs, the tip of the sword or the end of the wand. it's the same with most strategy games.

So here's the challenge: try to design a core game mechanic that includes drama and conflict, but no one dies. ToonTown and Raving Rabbits plunger shooter don't count. Those games use non-violent versions of the same old mechanic we've used time and time again.

In the beginning of my time at Spin Master Studios, we weren't sure what sort of game we were going to make. Before I got lucky with a skateboarding MMO, I struggled day in and day out with potential solutions for game mechanics that are appropriate for children, but aren't necessarily just sanitized versions of the same old mechanics that we use time and again.

Of course, there are plenty of games out there rated E, and plenty of game mechanics available that they use. Sports games are one example, though you could argue that they're just sanitized versions of war in the first place.

Mario and Sonic are two other good examples of game mechanics that aren't exactly violent (though they are in their own way, killing Koopa's and such) but they are mostly appropriate for a young audience.

So here's my challenge to you...can you design a game based on an RPG or FPS mechanic that would be appropriate for children?

Originally posted at Gamasutra

Tuesday, April 21, 2009

Dirty filthy mugs in the studio


So the band is in the studio today working on our second EP called "Another Round". Today is day one and were all working hard laying down tracks.




That blurry mess is Fookin Joey laying down some mean ass bass tracks...

-- Post From My iPhone

Sunday, April 19, 2009

Who am I?

So yeah, I've been meaning to start a blog for a while...maybe a little about my dumb little life, but mostly about other things...video games, music, stuff like that.

so who is Timbecile?

one of my better photos:


My official occupation is Lead Game Designer for Spin Master Studios. I'm working on a cool game called Tech Deck Live. It's an online skateboarding MMO based on 96mm mini skateboard decks. I've also worked at New World Computing and EA. For a extra-full list of my published credits, check out Moby Games. There's more in there, because there's another Tim Lang who worked on a bunch of games that I didn't. So we get credit for each other's games.

I'm probably going to be talking a lot about video games here. Mostly offering my opinion on various aspects of game design. If you're into that sort of thing, awesome. I've got a bunch of articles on Game Career Guide to check out if ya like. Just do a search for my name. I'll have links up for them later.

Anyway, I'm also a musician, and play in the band Dirty Filthy Mugs. We're the bastard sons of AC/DC and the Pogues. I might talk some about music here too. Check us out. You'll either love us or hate us.

I know you're running out of patience right now, so I'll stop blabbering for the moment. anyway, thanks for reading, and stay tuned for more cool stuff!

-Timbecile