Monthly Archives: July 2010

You’d Be Interested to Know Top Games By Current Player Count?

I just happened to notice that Steam offers detailed statistics about which games people play. For example, I can see that 265 people (Steam users) are currently playing World of Goo. I can also see that 942 is playing Plants vs. Zombies. 1,771 Torchlight. 7,008 Garry’s mod. 43,478 Counter-Strike (which is just insane if you think about this a bit). And then finally, 50,518 are playing Call of Duty: Modern Warfare 2 (Multiplayer)

In case you want to do some sort of market research, the Steam stats system might come handy.

Principle On Choosing The The Right Theme For Your Game

Bit over two years ago I wrote about choosing core values for game projects (after hearing this from somewhere). In this week, I used this principle to help me find a good theme for my traitor game project.

The principle is quite simple: choose theme that support the core gameplay.

That might seem obvious, but I believe that there’s games that do well and games that do poorly in choosing the theme. I think games like Saboteur and Thief did well – at least for some parts – when they choose their themes. Sneaking in nazi camp or having a silent thief sneaking in a castle supports the core gameplay (unlike the map where you had to kill zombies in Thief). A fun game called Trine did quite fine on choosing the fantasy theme, but one of the characters (the warrior knight) doesn’t fit so well in the “physics puzzle game” as his specialty is fighting & killing. In this aspect, this fine game is choosing partly a character (inside the fantasy theme) that does not support the core gameplay.

I guess there’s also themes which might be difficult to categorize, and it isn’t always necessary to have a theme that reinforces the gameplay. For example, in Meatboy game you control a meat boy that has no flesh… which makes the guy drop blood wherever he goes. I’ve yet to know if this supports the core gameplay (hardcore platform jumping), but it sure is fun and memorable.

But even then, I believe that well chosen theme that supports the gameplay translates into a fun gaming experience.

Some details about my own thoughts

In the very core of traitor game I can find keywords such as “traitor” (quite obvious) and “deception” and “paranoia”. The game is about “finding out who the traitor is” (or “infiltrating the group”, if you happen to be the infected in the group).

When I was thinking of themes, I got some great suggestions and had plenty of ideas. Here’s some of them:

  • Werewolf theme (one of the characters is a werewolf, disguised as one of the villagers)
  • Mafia (one of the characters is a rat, or undercover cop)
  • Rome – and the death of Julius Cesar (never really liked this idea, but it popped in my mind at some point)
  • Zombies (one of the guys is infected and becoming a zombie at some point)

And so on.

Some of these ideas were not quite practical, as in I could not figure out how the gameplay could work – and so that the game does not turn into too big in terms of resources needed. I thought that zombie genre could work, and it would somewhat make sense to have this infected “traitor” in the group.

But something didn’t feel quite right.

I felt that while zombies could be okay option, I felt that that it was lacking something.

I thought hard and came to conclusion that theme did not support the core gameplay/value (“traitor among us”) well enough, and thus after hearing the idea about “like in The Thing”, I somehow felt that this isolated place where one of the group is “infected” supports the traitor gameplay more. When we hear about zombies, I immediately think of “shoot them in the head”. The zombies have been “branded” much to be about headshots and blood, not about traitors.

For this reason I felt that “group of scientist trapped in Antarctica” might give a better setting to my traitor game. I believe this theme supports the core values.

You Want to Be a Traitor? (Hunt For Testers Has Begun)

I’m on early stages with my prototype, and the next thing I’d like to check is to see if the network code is good enough to handle a few players (up to 6). I’ve never tried enet based system, so for risk prevention purposes I thought it might be a good idea to test the code right in the very beginning.

If you want to test the game and help me, join the Steam group:
I’ll be collecting people to test the game, and Steam provides good chat options, so this is now the simplest way for me to handle requests.
http://steamcommunity.com/groups/theinfectedgame

To keep up to date with the game info, follow the game announcements on Twitter
I’ll use Twitter to announce stuff, so this is perhaps something you want to consider following:
@theinfectedgame

Also, if you want to help me get a Facebook page done for the game, please consider Liking this:

http://www.facebook.com/pages/The-Infected-Game/129359667102476?v=wall – I need to see 25 people who like that page to get it going. Your aid would be most appreciated.

Oh, and I will be setting up this website too: theinfectedgame.com