Openbracket

11Sep/075

Jobs page

Pretty much as it seems. You have a job related to PBBG design or development? Email me and I will post it on that page. There is a pretty weak example there since I don't want to constrict people too much. Please try to keep the adds less then 500 characters though. Just for the sake of the page organization.

Hopefully this will help bring people together until an idea like Ben's can be created.

Also, it's also the 14th... everyone know what that means? Camerons new game will be is alpha(?). I looks very cool. Check it:

http://www.perenthia.com/

http://www.cameronalbert.com/

11Sep/072

Friends page

Some of you may notice that I have created a friends page. The idea for the page is pretty simple. You link to the blog,  send me a message with a link to your front page with the link back to the blog,  and I will add you to the friends page!

whatca guys think?

10Sep/074

Schedule and availability for design work – looking for another writer

Lately I have been getting email's asking me to help create or design games. I am very honored that people are asking this of me, but I am busy with some other things first.

Currently I have coding my own project, which I think will take me about 2 months. I sadly do not have time to create code for others at the moment, but I am able to do design work.

If you would like me to do work for you, please check out the contact us page (see tab in banner). Use the email in there instead of posting a message. I will likely delete it.

On a total side note, I would like to see if there is any of the regular readers/posters out there that want to write for this blog. It can be technical (php/asp/cf/etc tips) or theory (like all my design based posts).  If you are intereste, leave a comment please.

And just a word on the next article. I hope to have it out tonight or tomorrow. It will be like the last one but this time about strategy games. Our discussion about RPG's has given me lot's of idea's for posts, so I will hopefully have a steady stream for the next few weeks.

7Aug/072

OpenBracket Podcast – Character growth

Hey, I have finally got around to making my next podcast. I actually made it last week but had to take off to my parents for the weekend and didn't get it uploaded before I left.

So here it is. It looks at how to make a character feel like they are growing in your game. It mainly applies to RPGs example wise but this theories could very well be applied to ways to almost any kind of game.

Hope you enjoy it and as always, please leave some feedback to help me improve ^_^

Podcast

25Jul/0717

new layout / next podcast / help?

Hey all,

Changed up the layout of the blog. I'm simply using default wordpress themes so it was no effort on my part :P I like this one but when I have more time I will go through the rest to make sure there isn't one I like better.

The next podcast will hopefully be out tomorrow night since I am going to my parents for the weekend and want to get it out before I leave. It will be about how to make a players/characters feel like they are growing. I will likely focus on RPGs/Strats since they are what I know best.

Also, I am looking for someone to help me write articles. They can be damn near about anything as long as they relate to web gaming,  but I would like someone that could write technical posts on an array of langauges.  If you are interested,  send me an email with an article or podcast (whichever you like ^^) and after a week if I receive any submissions I will ask the person I find the better blogger/podder to join me.

And just a side note, I'm thinking of just throwing up little paragraph posts about little things I think of. What are your thoughts readers!? Would that be fine or would ya's rather just the weekly post?

17Jul/0711

Looking for games

Well I am looking for some new web games to play and this is how I would like it to work.

If you know of a really good game, send me a link through the comments. I will NOT sign up using a referral link. I will sign up normally through the main page. If you own a game, please include that information in a post.

Please do not email me. Just leave a comment, since I get emails about the comments. But if you are an owner and want to give me a beta or special account, then you can email me.

What I will do for every game I sign up for is this: I will do a week long review of game. I will cover everything from interface to graphics to gameplay to the community. So if you think you have a great game and want some free advertising, leave a comment and I will play your game and review it.

I will be brutally honest in my reviews but I mean no offense. I feel that if mistakes aren't pointed out they can't be fixed or improved upon and will only eventually get worse.

So everyone! Suggest to me your favorite web games and I will try them!

15Jul/075

Future of Web Gaming

What do you see when you think of the future of web games? What is going to to pull this genre out of the niche that it's currently in, and out into the mainstream? Will it be AJAX? Or maybe flash integration? Possibly better graphics?
Personally I don't think these will be the kickers for the next 'gen' of web games. And I'm sure some of you who read this article or my blog regularly have an idea of what I'm going to say next. The most important thing that will pull web games out of its little corner niche will most likely be game play. This is where some may start to get confused but I'm going to set things straight. Using better technologies DOES NOT mean it will improve game play.

Let me give you an example, a rather popular one: Weewars.
Now this game is pretty advanced, utilizing some great technologies. But does just because it has a really slick interface make it a good game? No. Don't get me wrong; Weewars is fun, but I wouldn't give it the game of the year for game play. Game interface or technology usage maybe. Plus I really love that they are pushing the genre with new technology but that isn't enough. The game itself is very limited. You have a handful of units, and you goal is to beat the other player. Simple, fun - but only for a period of time and then the games start to look the same, and start being played out the same ways. Overall the game is lacking in the game play department. But this is a far cry from the worse example (I mean no offense to the game or it's makers so please don't bash).

Now a game that I loved for game play reasons was TornCity. That game was addictive. Nothing special technology wise. Just plain php and html. But god it was fun. I had options, I could play the way I wanted, I could do what I wanted. If you go to TC now, it's dying due to lack of innovation and expansion, but in it's hay-day it was great.

But it still wasn't enough.

What I see when I think of the future is a game the resembles Renaissance kingdoms, but... fun. I see a game where players activity take part in how the game world is form, how items, money, everything works in the game. I see a game play style that is a mix of traditional Pen and Paper RPGs and current MMORPGs. I see a living, breathing world where players can shape events. I see a world where new content is not just being created by the admins or GMs, but by players. Where content isn't added every few months, but very few days.

And this can be achieved with basic PHP/HTML but people now want the fancy AJAX menus or options since they know they exist. Which is fine. AJAX is a great technology that will allow us to push or games further, but as I stated, it isn't enough. So what is keeping designer/developers from creating such huge intertwined games?

One reason, would some people aren't recognizing that they need to actually sit down, and spend two or three months developing their games on paper before looking at a computer. Another would be the sheer size and difficulty to produce/maintain something of this scale. But this is where I believe many are wrong. A game that in depth, that completed as the one I see when I think about the future of web games wouldn't be that difficult to create or maintain.

Sure there's going to be a mountain of coding involved, but it won't be overly difficult. And maintaining: that's only as difficult as your custom tools are bad. The same applies to adding new content. We soon won't be able to produce web games by ourselves (which I don't think we should be doing now). We will eventually need a team of coders and a group of designer to successfully create a enjoyable game. Long is gone the day where I will play a game, even casually where I can't foresee a in depth, ever changing game play model.

Some may disagree with my visit of the future, and think it's all in the technology. But I see technology as just a medium, a support, not the driving force of games. Game play is and has always been the thing that revolutionizes a era of gaming, pushing it forward, and I don't think that will ever change.

9Jul/070

Soon…

Sorry I haven't posted lately. The blog isn't dead. I have just been really busy. I have moved to a new apartment and with moving there comes a lot of random crap that eats up a lot of a persons time.

I have also been designing a new RPG and a new strategy. Both will see production. The strategy will hopefully be finished by The end of the year but no promises! The RPG will take a while. So I am gonna guess maybe this time next year. It is very in depth and just overly huge. I won't release any details until it sees alpha stages though.  :P

19Jun/072

Creating your community

What drives people to play online games? Why would I want to play an online browser game when I can play a game with graphics by myself, or even on online? There are two reasons I believe people play browser games: One is that they offer a (hopefully) in-depth/enjoyable game that can be played anywhere, and two, the community. So why do some people over look the building a proper forums/chat system and for those games that do realize this is important, are there any ways we can improve upon this?

Well before we start trying to improve it, lets examine the standards: Forums, Shout Boxes, and IRC. Pretty standard and most of these are seen in most games. I can honestly say I don't know of a game that doesn't have at least one of those. But I don't know how a online browser game could function without one of them. Anywho, these are great ways of communication for players and a lot of games do a pretty good job of implementing them. Alas, with our field, there is always room for innovation or improvement.

So, lets start on IRC. IRC (Internet Chat Rely) has been around for a while and is an extremely easy way for groups of people to easily and quickly communicate. Unless you plan on writing your own client, there isn't really a way to improve IRC. It's when people don't use IRC is when the problem arises. I will use an example: FurtureCriminal. Instead of using an IRC client, they use instead a HORRIBLE flash based chat. The problem is they can't afford a IRC server. Understandable, but you can make one for free on one of the large, pre-exisiting networks. Why I support IRC so much is that it is the BEST way for a group of players to have live chat. Plus, your players can decide how they want to connect to the channel. Be it ChatZillia, mIRC or Xchat, they can use a client they enjoy.

Next, let's do an over view of forums, shout boxes, or whatever else that uses a database. These things should all exist *IN* game. I should not need to long into the game and the forums separately. I shouldn't need to leave the game to communicate with other players. A game that does forums pretty good in TornCity.  My forums and character account are connected. So when I browse the forums I can easily click on a persons name and bring up their profile.  You can do the same with your shout boxes, etc. This leads to a possibility that I am openly exploring for several of my designs: Forum activity can lead to character bonuses, experience etc. Why would you want to do this? Well the main reason is an activity community makes the game FAR more enjoyable in my opinion. So, with a forums that is tied into your character account it would be easy for developers to create features that integrate the players activity in the forums.

This, of course, leads to the problem of spamming, flaming, etc. I have been thinking about how to get around it and the easiest way I think would be a two pronged solution: The first would be a group of moderators and flags. By flags I mean other users could reports spam/flames by flagging another person. But all this is pointless if there is no deterrent hen your giving out experience or points for activity. So with flagging, it sends a report to the mods. The mods can review it. If the person flagged was spamming/flaming they loss points, while the person that flagged them gains some. And if a flag is wrong, the person will be docked points. This will eventually lead to a self moderated forum here for 90% of the time (I believe) people would behave themselves. You could of course have your spam sub forum where so points are gained for posting but it lets player let steam off.

I'm sure some people will disagree with me about the points for activity. That's just a design I am playing with because I personally think it's a good idea. But even if you disagree with the points, having the forums in game using your character account is a point I'm not willing to concede. Yes, it takes more effort to do, and when you initially launch a game you may use an external forums but you should set it up so that when you integrate the forums in game that it is smooth and not just a hack job. But I bet you your community would far rather an ingame board instead of an external one. As I said it makes it easier to track players and makes life easier and quicker for those that want to use your forums.

As always I am open for debate. Or other ideas. I sure as hell can't think of every possible way this can be done. But for me, this way makes the most sense from a design usability point of view.

6Jun/072

PBBG Nav and Layout

We are in a field where the ability to navigate quickly and easily are everything. Where players have little time to waste drilling down through 15 sub menus to get to the games more in-depth features or functions. So I pose this question for all the readers: If navigation and layout is so important for browsergames, why do so many sites have horrible layout or nav?

The simple answer is the developers don't think it is a problem. It's not that they can't make better navs, it's just many don't believe it is important as functionality or 'game play'. How the hell can someone say a browser based games gameplay isn't effected by page layout and navigation? The game is purely navigation! I understand not everyone who creates web games to be designers, but this doesn't require a lot of design skills.

"How can we fix our nav/page layouts Bardic?" you may be asking right now. Well I will share my thoughts on it since you asked so nicely: Keep it simple. Really. There is absolutely no need to have extreme animations, or hundreds of graphic buttons. Simple text links that are positioned nicely on your page with an obvious trait that defines them as links works great. But this is only half of the problem.

Have to played a game where you want to say, sell an item. And you need to make 5 or 6 clicks to get to the necessary page? I hate that. I personally try to make all my web sites, not just games, need no more than four clicks to find the information that you want. Keeping the number of clicks needed to get information isn't just a good site design idea, but is a good game design idea. You want your players to be able to quickly perform actions, gather information and interact with each other. Especially interact with each other.

If it takes too much effort to communicate with each other players just won't do it.

So, what do we have? Simple, clean, and as little clicks as possible. Not that hard sounding, eh? But here arises another problem: Information overload. When people think of making theirnav as few clicks as possible, they have the tendency to make a 'city' page with about 20 links on it, which are ambiguous and poorly categorized. A good way to organize a lot of links are rollover menus. Some may think they are cheesy but they do organize the links and allows player to quickly skip 2 or 3 sub menus.

For those that are ambitious I have been playing with the idea of a flash or javascript navigation system, where clicking on a 'map' button brings up anav tree that would allows the player to view all the site links at once and with one click take them where ever they want. I haven't really seen this type ofnav implemented anywheres, but the idea tickles my fancy. I would lean to flash for two reasons: 1) I know flash far far better than javascript :P and 2) (the real reason) is that a lot of people turn of javascript. The only problem with the flash would be having it appear above the normal html/css site. But if I every find a way to do it properly I will share ^_^

But there you have it. Nav and layout are important and shouldn't be overlooked. Please argue with me in the comments. Or agree. But with others input maybe we can discover a different view or approach. I don't claim to be a god of PBBG design. Just a guy that has game design and web design experience. So please! Comment!

Next week I'll have an article on communication in game, which I think is one of the most important features of any game...