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GameLoft Game Design Test

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Before I left Canada, I’d responded to an ad for a Sports Game Designer at GameLoft, a company that makes games for cell phones. Recently, they sent me a game design test. Here’s the test, and my answers to it.

Goals:

Part One

The goal of this section is to test your knowledge of the North American wireless game market and the future of the game industry.

1.1. Industry Trends

Name one emerging trend in the North American mass-market (from TV, fashion, music, etc…) and provide a brief summary of what makes this trend popular.

Two trends of note:

Write a one or two sentence description of a 2D platform-styled video game based on this particular trend.

Has-Been Castle: Choose one of three contestants to run the gauntlet of former stars to win a prize of $1 million. Each level in the game is themed based on a particular former star.

Do you feel that the platform-styled game is the best genre for the trend you selected? What other types of genres could you envision for this game? If given a choice, which style of game would you prefer to design?

The platform game is the classic way to approach this kind of game idea. Other possibilities are a first or third person shooter, or a scrolling fighting game, a la “Smash TV” (Williams, 1990). I don’t have a strong preference between these styles of game; they all have a great deal of potential for fun. I think that a platform game is a better choice if the target is the casual gamer, because it’s a simpler form of gameplay.

1.2 Target Audience

If you were to create a game based on the trend you mentioned earlier, who would be the target audience and briefly explain why?

This would most likely appeal to a young adult demographic. Reality shows (Celebrity Mole, Dancing with the Stars, etc.) that focus on celebrities do well in the Teen and Adult 18-35 demographic.

What are some elements or features that would help a game appeal to a wider audience?

The game could be tuned to specific audiences based on the stars that were selected and their degree of previous celebrity. For example, Danny Bonaduce (The Partridge Family) and Sherman Hemsley (The Jeffersons) would appeal to an older demographic. Bonaduce has a wider appeal because he’s been more active recently (recurring character in the early seasons of That 70s Show). Luke Perry (Beverly Hills 90210) would be a better character for a younger audience. Tommy Lee (Motley Crue) would have a wider appeal than, say, MC Hammer, because Tommy has a new reality show coming on the air this fall.

1.3 Video Game Market

In your opinion, do you think that the traditional platforming game is in the decline? Use whatever data necessary to help explain your answer.

For me, “traditional platform” game is a 2D game along the lines of Donkey Kong, Prince of Persia, or Super Mario Bros. By this definition, platform games are in decline on PCs and the major consoles (Xbox, PS2, GameCube), having been supplanted by 3D games such as Sonic the Hedgehog, Crash Bandicoot, or Prince of Persia: The Sands of Time, or, to a greater extent, the first person shooter (Unreal, Halo, etc.)

Two markets where traditional 2D platform games are on the increase are the wireless market (Splinter Cell: Pandora Tomorrow, for example) and online gaming (Panda Craze on Zone.com, for example). The greater restrictions on games, due to lower processing power and smaller program space requirements, make these markets a natural fit for this older game genre.

What game elements or features could you introduce to help this game appeal to a casual gamer?

This breaks into two parts. Before the sale, the casual gamers can be attracted by careful selection of the has-been celebrities. Licensing the likenesses of the characters for use in the game may be beneficial, although broadly recognizable parodies would work just as well for game play purposes. Music licensing may also be a selling point.

Post-purchase, two key points for the casual gamer are: careful introduction of new gameplay mechanics will help keep the user’s skill level matched to the challenge of each new game level. Second, the play sessions of casual gamers are shorter than hard-core gamers; the ability to save in any location is a key feature. (If, for technical reasons, saving anywhere is not possible, then frequent save points are required.

Part Two

The goal in this part of the test is to define the essence of a 2D platform game. Your game should be based upon your answers from part one of the test.

2.1 Main Character and Abilities

Write a short description of your main character. (No drawings or pictures are needed for this part.)

The key theme of this game is defeating the former celebrities, so the user’s character is Everyman. Actually, Everyman or Everywoman: at least two characters should be available for the user to select. There will be no difference in the abilities of the characters; simply different graphics to customize the character for the user’s preference.

Briefly describe the character’s universe and an environment for a level of the game.

Universe & Game World: This game should have something of the feel of the television show MXC, on Spike TV (or, more to the point, the feel of what I imagine the original show, Takeshi’s Castle, to be like). Each has-been celebrity game level should have two or three levels, with enemies and obstacles that tie into the celebrity’s story.

For example, Danny Bonaduce is famous as Danny Partridge on The Partridge Family, and also as a radio DJ. In his area of the game, the user would play through three levels: one would be a Mario Bros. style area, visually similar to the Partridge family house, where the user is chased by partridges; another where he’s on top of the Partridge’s multicolored bus, jumping over and crouching under obstacles; and a third where he’s running through a radio station trying to get to the studio, where there’s a final confrontation with Danny.

In addition to the basic move set, the character must have three special abilities or skills. Define 3 of the special skills that your character will use during gameplay.

Your character must have the following basic abilities:

Ability/Skill #1: Missile Attack

User collects a power up that allows him to fire missiles at enemies. The nature of the missiles and their effect varies with the celebrity whose level is being infiltrated and the enemy on which they are used. In the Danny Bonaduce level, the missiles are musical notes. This immobilizes “Screaming Fans” and destroys one segment of a “Partridge Train.”

Ability/Skill #2: Camouflage

Changes the user’s appearance to that of the celebrity who owns the level. Limited duration, causes level’s defenses to ignore the user, excessive use may cause “Screaming Fans” to appear and chase the user.

Ability/Skill #3: Ego Tantrum

User collects power-ups that allow him/her to throw an ego tantrum, which causes enemies to cower (effects vary: some enemies will retreat, others will become vulnerable or immobile). Lasts 10 seconds.

2.2 Controls

CONTROL SCHEME: Define the control scheme given the following constraints:

Action Button
Move to the right Right
Move to the left Left
Jump Up
Crouch Down
Special 1: Missile Attack Action Button 1
Special 2: Camouflage Action Button 2
Special 3: Ego Tantrum Double tap on Action Button 2 (if Ego Tantrum power-up has been collected)

NOTE: Directional buttons can be pressed in sequence for varying effects. Pressing Right and then Up causes a jump to the right. Pressing Left and then holding Down causes a crawl to the left.

In your opinion, what are the particular problems that are introduced by the lack of double input controls in a 2D-platform game?

The biggest issue is the restriction on the directional use of abilities. For example, if you have a missile attack, you can only fire in the direction that the character is pointing if there is no double input. If you had that ability, you could fire above or below the horizontal. Similarly, it’s harder to jump left if you cannot hold the left button down and press jump.

How would you try to solve the problems that you mentioned in the previous question?

By using sequences of inputs, the issue can be partially mitigated. For example, if you press the left button, then press the jump button, the user can jump left. Or, if the user presses up (jump) and fires his missile weapon while airborne, it can have a similar effect to shooting up. This becomes a little tricky, in that the maximum time lag between the two button presses has to be carefully balanced.

2.3 Gameplay Elements

SURFACES: Define at least 3 surfaces that will be used for your level and explain their properties.

Surface #1: Rubber

Properties: Can be used on walls or floors. The character can jump into a wall and be bounced up and away from the wall. On floors, the player can jump and be bounced higher than his normal jump height.

Surface #2: Ice

Properties: User will not stop when movement button is released, but will slide all the way to the other end of the ice. If the ice runs all the way to the wall, the user will bounce off the wall and slide to his start. (NOTE: An ice floor that leads to a rubber wall causes the user to bounce and slide back at twice his initial speed.) Also, the user cannot jump while on ice.

Surface #3: Conveyor

Properties: User’s speed is cut in half when moving in the opposite direction of the conveyor, or is doubled when moving in the same direction as the conveyor.

Surface #4: Glass Wall

Properties: User can break through the glass wall if he is moving at double speed (either on conveyor, or by bouncing off rubber wall on ice floor.

INTERACTIVE OBJECTS: Players must be able to interact with objects throughout the level. Define at least 2 interactive objects and describe the effect they have on the game world.

Object #1: Guitar

Effect: Allows the user to fire missiles (musical notes) at enemies.

Object #2: Switches

Effect: Changes the configuration of the level. For example, a switch would move, add, or subtract a platform.

ENEMIES: Your game world should have other characters or units that try to prevent the player from trying to complete their goals. Define at least 2 enemies and describe their behavior.

Enemy #1: Partridge trains

Behavior: These behave similarly to the Centipedes in the old coin-op arcade game. Each train consists of one large partridge with five smaller ones trailing behind it.

Enemy #2: Screaming Fans

Behavior: Drawn out of the woodwork by excessive use of camouflage, screaming fans are similar to the Lemmings: they pursue the user’s character until they touch him, in which case he’s killed. They reverse direction when they reach a wall, but they are killed by any fall greater than 25 pixels.

REWARDS: Your level should introduce game elements that the player perceives as positive for completing goals in your game. Define at least 2 rewards the player can receive within the level.

Reward #1: F-A-M-E letters

Effect: The user may collect these letters during the course of each level. There should be three complete sets in each level. Once the user has a set, he may expend them to throw an Ego Tantrum, or save them. The greater the number of sets he has at the end of the game, the more famous he is. The ultimate goal of the game is to become famous enough to star in a movie, which requires him to keep at least two complete sets per level.

Reward #2: Star Icons

Effect: Collecting ten stars gives the user an extra life.

Part Three

The goal of this part of the test is to see how clearly you can present your design visually. You may use whatever tools you need to complete this section.

3.1 Level Map

Use all of the elements that you have just defined and create a map of a level in the game. The map should demonstrate the purpose of every feature you have just defined above.

The map must be created under the following conditions:

My Test Level

NOTES:

3.2 Screen Layout / Mockup

Create an image that will provide a rough idea on how the user will see the game as it will appear on a mobile screen.

The screen should be created under the following constraint:

Screen Mockup

NOTES:

Does Homosexuality Leave You Easily Offended?

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My lovely wife, Amy, and I like to verbally spar with each other. It’s good mental exercise, and it keeps our relationship fun. A few years back, one of my standard ripostes was, “Gee, you’re easily offended. What are you, a Democrat?”

Needless to say, neither of us are Democrats, and generally, we’re not easily offended. But there are some folks at Harvard University who are easily offended, and you may assume that they did not vote for G. W. Bush last November.

Jada Pinkett Smith appeared at the Cultural Rhythms show at Harvard on Saturday, Feb. 27, and she said this:

“Women, you can have it all–a loving man, devoted husband, loving children, a fabulous career. They say you gotta choose. Nah, nah, nah. We are a new generation of women. We got to set a new standard of rules around here. You can do whatever it is you want. All you have to do is want it.”

When I first started reading about this on Taranto’s Best of the Web today, I thought there was going to be some comment from the right about how women should carefully consider making the choice between career and children. I mean, someone really ought to stay home with the kids. (Could be the husband or the wife, but someone ought to do it.)

Nope. The offended parties here are the Bisexual, Gay, Lesbian, Transgender, and Supporters Alliance (BGLTSA), a student organization. They have pledged to begin working “to increase sensitivity to issues of sexuality at Harvard.” They called for an apology from the Harvard Foundation for Intercultural and Race Relations, the sponsors of the show.

Apparently, “Some of the content [of Smith's speech] was exteremely heteronormative, and made BGLTSA members feel uncomfortable.” According to BGLTSA Co-Chair Jordan B. Woods, heteronormative implies that standard sexual relationships are only between males and females.

The good folks at dictionary.com say:

normative: adj. Of, relating to, or prescribing a norm or standard.

And for norm, they say

norm: n. A standard, model, or pattern regarded as typical.

“Typical.” The gay rights movement has never claimed that more than about ten percent of men are gay, and about five percent of women are lesbian. Let’s stipulate, for the sake of discussion, that these numbers are correct. (Many researchers believe the correct numbers are closer to one percent for both men and women.) Heterosexuals make up more than ninety percent of the US population; how high does the percentage have to be in order to call heterosexuality “typical?”

But I guess that’s how easily offended the folks on the far left are these days: if your speech isn’t specifically addressed to them, then you are “taking the narrow view” and “offensive.”

Thoughts While Avoiding Work

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I’m playing hooky.

Well, sort of. It’s midday as I write this, and I really should be “back from lunch” now, but I’m having a hard time focusing on work today (yesterday, too), and I’ve decided to put a few notes here.

Really interesting article on “Why Crunch Mode Doesn’t Work” by Evan Robinson. I dropped an e-mail to Evan asking a follow-up question about this article, and he was nice enough to reply within a day. His blog, which I haven’t read yet, but I’m looking forward to when I get my life back, is here.

Sound Politics is largely up in arms about the gubernatorial election and its aftermath. It’s fun to read, but not something about which I’m terribly concerned: I suspect the most likely good outcome from the whole debacle will be a court ordering the state of Washington to make recount procedures uniform throughout the state. I’d guess the odds of having the election nullified are less than 1 in 6. But Dino Rossi’s still a young man, and he’ll beat the crap out of Gregoire in ’08 — she’ll have a record of being a lousy governor by then.

I’ve also been looking at Number 2 Pencil. Kimberly Swygert is a professional in the field of measuring academic progress, and has interesting insights on what’s broken in the American educational system. Oh, and check out this story on NPR’s Morning Edition about why college costs are really going up. Richard Vedder’s primary theory is that there’s too much federal money in the system. That’s been my idea for a while now, and it also explains why the cost of health care keeps going up. If Vedder’s theory is true, it should predict that the President’s prescription drug benefit will cause drug prices to skyrocket even more.

P.S.: I got a letter from my sister, Sandy, recently. She’s been having some health issues — if you’re the praying type, could you please add her to your list of people to pray for?

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