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	<title>OMGWTFGAMES!!1!</title>
	
	<link>http://omgwtfgames.com</link>
	<description>games, served indie side up</description>
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		<title>New title screen for GrandMasterPixel on Android</title>
		<link>http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/</link>
		<comments>http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 09:19:06 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=282</guid>
		<description><![CDATA[So after making some mockups, I decided to go ahead with the idea of making a title screen for GrandMasterPixel. I&#8217;m not a big fan of superfluous title screens, but this one contains some useful information and navigation buttons so it earns it&#8217;s pixels.

Also, thank you, thank you, THANK YOU, to the people who have [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>So after making <a href="2010/01/grandmasterpixel-front-page-mockups/">some mockups</a>, I decided to go ahead with the idea of making a title screen for GrandMasterPixel. I&#8217;m not a big fan of superfluous title screens, but this one contains some useful information and navigation buttons so it earns it&#8217;s pixels.</p>
<p><img class="aligncenter size-full wp-image-283" title="GMP new title screen" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP_new_frontpage_magic.png" alt="GMP new title screen" width="432" height="811" /></p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 469px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Also, thank you, thank you, THANK YOU, to the people who have been play testing. I really appreciate that you&#8217;ve taken the time to try out the game, even though it is still evolving &amp; a little unpolished at this stage. While I&#8217;ve only been given a little bit of feedback so far (* nods to @kelseyhigham *), I&#8217;ve seen the pics that a few of you have submitted when I&#8217;ve been playing myself. It&#8217;s been a great encouragement to keeping banging away at making GrandMasterPixel more playable.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 469px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Next on the list is implementing &#8216;notifications&#8217;, so you can easily see when one of your pics has been defeated, or if you have levelled up. And then some optimization of the Arena judging interface, which I don&#8217;t think is snappy enough. And then more types of Rankings lists (daily, weekly, all time etc). And then &#8230; and then &#8230; and then. Lots more to do !</div>
<p>Also, thank you, thank you, THANK YOU, to the people who have been play testing. I really appreciate that you&#8217;ve taken the time to try out the game, even though it is still evolving and a little unpolished at this stage. While I&#8217;ve only been given a little bit of feedback so far (<em>nods to </em><a href="http://twitter.com/kelseyhigham"><em>@kelseyhigham</em></a>), I&#8217;ve seen (and judged *mwahhahaha*) the pics that a few of you have submitted when I&#8217;ve been playing the game myself. It&#8217;s been a great encouragement to keeping banging away at making GrandMasterPixel more playable as a social game. I&#8217;ve released a new version (1.0.6), and if everything is working as planned. existing users should get an update notification on their mobile device.</p>
<p>Next on the list is implementing &#8216;notifications&#8217;, so you can easily see when one of your pics has been defeated, or if you have levelled up. And then some optimization of the Arena judging interface, which I don&#8217;t think is quite snappy enough. And then more types of Rankings lists (daily, weekly, all time etc). And then &#8230; and then &#8230; and then. Lots more to do !</p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol></p>]]></content:encoded>
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		<title>What I’m Playing – January 2010</title>
		<link>http://omgwtfgames.com/2010/01/what-i%e2%80%99m-playing-%e2%80%93-january-2010/</link>
		<comments>http://omgwtfgames.com/2010/01/what-i%e2%80%99m-playing-%e2%80%93-january-2010/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 22:43:37 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[What I'm Playing]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=280</guid>
		<description><![CDATA[(&#8230; including part of December 2009)

Wii Sport Resort (a family Christmas game)
House of the Dead II &#38; III Returns (Wii) (Worst. Voice acting. Ever. And I love it !)
Left4Dead (I took the plunge and bought two copies when it was on special on Stream &#8211; been playing with a friend)
GrandMasterPixel (Android) &#8230; yeh, yeh, I [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/06/what-im-playing-april-june-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing: April &#8211; June, 2009'>What I&#8217;m Playing: April &#8211; June, 2009</a></li>
<li><a href='http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/' rel='bookmark' title='Permanent Link: What I’m Playing – November 2009'>What I’m Playing – November 2009</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><em>(&#8230; including part of December 2009)</em></p>
<ul>
<li><strong>Wii Sport Resort</strong> (a family Christmas game)</li>
<li><strong>House of the Dead II &amp; III Returns</strong> (Wii) (Worst. Voice acting. Ever. And I love it !)</li>
<li><strong>Left4Dead</strong> (I took the plunge and bought two copies when it was on special on Stream &#8211; been playing with a friend)</li>
<li><strong>GrandMasterPixel</strong> (Android) &#8230; yeh, yeh, I know, shameless plug &#8230; it&#8217;s my own game. Well, you&#8217;ve got to actually play it to alpha test it, right ?</li>
</ul>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/06/what-im-playing-april-june-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing: April &#8211; June, 2009'>What I&#8217;m Playing: April &#8211; June, 2009</a></li>
<li><a href='http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/' rel='bookmark' title='Permanent Link: What I’m Playing – November 2009'>What I’m Playing – November 2009</a></li>
</ol></p>]]></content:encoded>
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		<item>
		<title>GrandMasterPixel now available for testing in the Android emulator</title>
		<link>http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/</link>
		<comments>http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 06:49:09 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[emulator]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=275</guid>
		<description><![CDATA[With the help of Kyle Stewart&#8217;s post over at Binary Sheep, I&#8217;ve put together a package that contains the Android emulator along with a copy of GrandMasterPixel. This means that if you aren’t one of the lucky people to own an Android device, you can still help test the game by running it in the [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; text-align: justify; line-height: 26px;">With the help of <a href="http://www.binarysheep.com/?p=114&amp;cpage=1">Kyle Stewart&#8217;s post over at Binary Sheep</a>, I&#8217;ve put together a package that contains the Android emulator along with a copy of GrandMasterPixel. This means that if you aren’t one of the lucky people to own an Android device, you can still help test the game by running it in the Android emulator on your Linux, OS X or Windows desktop computer. Keep in mind the download is a little hefty (~ 65 Mb and ~ 200 Mb unzipped).</p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; line-height: 26px; text-align: center;"><img class="size-medium wp-image-276 aligncenter" title="GMP emulator (Arena)" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP_emulator_Arena-300x202.png" alt="GMP emulator (Arena)" width="300" height="202" /></p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; text-align: justify; line-height: 26px;">It’s not quite the same as holding the game in the palm of your hand … but if you don&#8217;t want to wrestle with Eclipse and the <a href="http://developer.android.com/sdk/index.html">Android SDK</a> to setup your own development environment, or shell out for one of the snazzy new Android phones hitting the market, it&#8217;s the next best thing.</p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; line-height: 26px; text-align: center;"><strong><a style="color: #ab5b00;" href="http://bit.ly/5DrYMr">Download GrandMasterPixel + emulator [</a><span style="font-weight: normal;"><strong><a style="color: #ab5b00;" href="http://bit.ly/5DrYMr">http://bit.ly/5DrYMr - 65 Mb zipped]</a></strong></span></strong></p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; text-align: left; line-height: 26px;">To run the emulator, unzip the archive, run the run_emulator.* script appropriate to your platform (eg, run_emulator.linux.sh, run_emulator.osx.sh or run_emulator.bat. You may need to make the script executable first on OS X and Linux).</p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 2em; margin-left: 0px; text-align: left; line-height: 26px;">If you give it a try, please <a style="color: #ab5b00;" href="http://friendfeed.com/grandmasterpixel">give me some feedback on FriendFeed</a>,<a style="color: #ab5b00;" href="http://twitter.com/OMGWTFGAMES"> tweet me @OMGWTFGAMES</a> or send a good ol&#8217; email to perry <strong>at</strong> omgwtfgames.com.</p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
</ol></p>]]></content:encoded>
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		<title>GrandMasterPixel front page mockups</title>
		<link>http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/</link>
		<comments>http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 06:01:54 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[mockup]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=255</guid>
		<description><![CDATA[With the design of GrandMasterPixel, I&#8217;ve generally worked on the principle that features should have to fight to be included (ala 37signals), and worked to create the bare minimum required to play the game. No more, no less.
Part of that philosophy lead me to forgo the customary title screen found in many games. At most, [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>With the design of GrandMasterPixel, I&#8217;ve generally worked on the principle that <a href="http://gettingreal.37signals.com/ch05_Start_With_No.php">features should have to fight to be included (ala 37signals)</a>, and worked to create the bare minimum required to play the game. No more, no less.</p>
<p>Part of that philosophy lead me to forgo the customary title screen found in many games. At most, I planned to have the title text &#8220;GrandMasterPixel&#8221; overlayed on the Drawing screen upon first load, then elegantly fade away. This way the user is thrown straight into one of the two key mechanics &#8211; <em>drawing</em> (other being <em>judging</em>). They can immediately poke the screen an start creating some simple pixelart. There isn&#8217;t any dire need for a &#8216;navigation screen&#8217; on the Android version, since all navigation can be accessed in the popup menu, by pressing the Menu button on the device. This is the convention for pretty much every Android app (and is the suggested style in the <a href="http://developer.android.com/guide/practices/ui_guidelines/menu_design.html">Android Menu Design Guidelines</a> published by Google).</p>
<p>Recently, however, I&#8217;ve have a change of heart on the front page navigation screen idea. Maybe it is required, to better lead new players into the game. Additionally, I&#8217;ve also noticed that Android <em>games</em> conventionally seem to have a front page navigation screen, unlike other non-game apps.</p>
<p>Here&#8217;s a mockup of one possible front page screen for GrandMasterPixel, made with <a href="http://gomockingbird.com/">Mockingbird</a>:</p>
<div id="attachment_257" class="wp-caption aligncenter" style="width: 416px"><img class="size-full wp-image-257" title="GrandMasterPixel, possible new front page mockup" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP-New-Front-mockup.png" alt="GrandMasterPixel, possible new front page mockup" width="406" height="541" /><p class="wp-caption-text">GrandMasterPixel, possible new front page mockup</p></div>
<p>At the moment, I&#8217;m still looking for more people to play test what I have so far, before going crazy  on implementing more features. There are certainly lots of parts that need work, but I&#8217;d like to direct my efforts toward areas where players feel they are more required. <a style="color: #ab5b00;" href="http://www.grandmasterpixel.com/download/gmpixel-paint.apk"> You can download the alpha version of GrandMasterPixel for Android with this link</a>. I&#8217;d appreciate any feedback you have, <a style="color: #ab5b00;" href="http://friendfeed.com/grandmasterpixel">on FriendFeed</a>, or<a style="color: #ab5b00;" href="http://twitter.com/OMGWTFGAMES"> via Twitter @OMGWTFGAMES</a> or right here in the comments !</p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/' rel='bookmark' title='Permanent Link: Unveiling my uber-secrect Android game : GrandMasterPixel'>Unveiling my uber-secrect Android game : GrandMasterPixel</a></li>
<li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
</ol></p>]]></content:encoded>
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		<title>Unveiling my uber-secrect Android game : GrandMasterPixel</title>
		<link>http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/</link>
		<comments>http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 11:22:03 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[android]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=244</guid>
		<description><![CDATA[For the last few months I&#8217;ve been spending some time developing a game for the Android mobile platform. Up until now, I&#8217;ve just eluded to it as my &#8216;uber-secret Android project&#8217;, but it&#8217;s time to let the cat out of the proverbial bag.
Introducing &#8230;. (drum roll please) &#8230; GrandMasterPixel !
GrandMasterPixel is essentially a low-res pixelart competition, with [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/' rel='bookmark' title='Permanent Link: GrandMasterPixel front page mockups'>GrandMasterPixel front page mockups</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>For the last few months I&#8217;ve been spending some time developing a game for the Android mobile platform. Up until now, I&#8217;ve just eluded to it as my &#8216;uber-secret Android project&#8217;, but it&#8217;s time to let the cat out of the proverbial bag.</p>
<p>Introducing &#8230;. <em>(drum roll please)</em> &#8230; <strong>GrandMasterPixel</strong> !</p>
<p>GrandMasterPixel is essentially a low-res pixelart competition, with light combat RPG elements.</p>
<div id="attachment_248" class="wp-caption aligncenter" style="width: 389px"><img class="size-full wp-image-248" title="GrandMasterPixel Arena screenshot (Android emulator)" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_screenshot_arena_full_phone.png" alt="GrandMasterPixel Arena screenshot (Android emulator)" width="379" height="729" /><p class="wp-caption-text">GrandMasterPixel Arena screenshot (Android emulator)</p></div>
<p><em><span style="font-style: normal;"><br />
</span></em></p>
<p>The basic gameplay is as follows:</p>
<ul>
<li>Draw a pic. Make it look good. Submit the pic to the Arena &#8211; this costs &#8217;submission credits&#8217;.</li>
<li>Judge some battles in the Arena between other artists pics by touching the one you think should win &#8211; judging one battle costs one &#8216;judging token&#8217;, and earns you one &#8217;submission credit&#8217;.</li>
<li>&#8216;Judging credits&#8217; recharge over time, so if you run out, just come back later.</li>
<li>Pics have &#8216;hitpoints&#8217;. Losing a battle loses the pic hitpoints &#8211; when the pics hitpoints reach zero, that pic is dead and can no longer battle.</li>
<li>Artists (that&#8217;s you) begin with only limited colors in their palette. You earn more colors based on <strong>(a)</strong> the number of pics you have submitted (&#8217;leveling up&#8217;) <em>and</em> <strong>(b) </strong>how successful your pics have been in battle (eg, &#8216;achievements&#8217; earned based on the number of wins before dying).</li>
</ul>
<div id="attachment_249" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-249" title="GrandMasterPixel drawing mode screenshot" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_screenshot1.png" alt="GrandMasterPixel drawing mode screenshot" width="320" height="480" /><p class="wp-caption-text">GrandMasterPixel drawing mode screenshot - me drawing an 8-bit Mario-like guy, with blue skin since that&#39;s all the colours I have at this level.</p></div>
<p>The idea behind this system is that players need to use all their creativity to make interesting pics, even with limited colors. Credits to submit new pics are only earned by judging, and judging is rate limited &#8211; this means players should be encouraged put some effort into each pic they submit, since submissions are a somewhat limited resource. In the current design, only half the colors are accessible based on number of submissions (eg, quantity) &#8211; the other half can only be earned by submitting pics that are successful in battle (&#8217;quality&#8217;, as subjectively judged by other players).</p>
<p>I think some interesting dynamics may emerge here, but I&#8217;d rather not speculate too much before letting a bunch of players loose with the game.</p>
<p>Check it out and <a href="http://friendfeed.com/grandmasterpixel">give me some feedback on FriendFeed</a>, or<a href="http://twitter.com/OMGWTFGAMES"> tweet me @OMGWTFGAMES</a> ! <a href="http://www.grandmasterpixel.com/download/gmpixel-paint.apk">Download a time-limited alpha version of GrandMasterPixel for Android with this link</a>. Or scan the QR code below with the Barcode Scanner app using your phone. In order to install it, you will need to allow applications from &#8220;Unknown sources&#8221; under the Settings-&gt;Applications menu.</p>
<p><img class="aligncenter size-full wp-image-251" title="GrandMasterPixel direct download QR code" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_qrcode.png" alt="GrandMasterPixel direct download QR code" width="195" height="195" /></p>
<p>There are still lots of features left to implement to make it more game-y, and a few bugs to swat, but I&#8217;ve spent a surprising amount of time developing and polishing this little game so far already, so I thought it was time to put something out there and get some feedback.</p>
<p>In future posts I may detail some of the lessons I&#8217;ve learned about developing Android applications, social games on Google App Engine and some general game design issues I&#8217;ve come up against in this project.</p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/' rel='bookmark' title='Permanent Link: New title screen for GrandMasterPixel on Android'>New title screen for GrandMasterPixel on Android</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-now-available-for-testing-in-the-android-emulator/' rel='bookmark' title='Permanent Link: GrandMasterPixel now available for testing in the Android emulator'>GrandMasterPixel now available for testing in the Android emulator</a></li>
<li><a href='http://omgwtfgames.com/2010/01/grandmasterpixel-front-page-mockups/' rel='bookmark' title='Permanent Link: GrandMasterPixel front page mockups'>GrandMasterPixel front page mockups</a></li>
</ol></p>]]></content:encoded>
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		<title>What I’m Playing – November 2009</title>
		<link>http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/</link>
		<comments>http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 06:28:49 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[What I'm Playing]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=242</guid>
		<description><![CDATA[
Mass Effect !! Yeah, yeah, I know, I&#8217;m over a year behind on this one &#8211; but it&#8217;s part of may strategy to not spend too much money on the latest games when I don&#8217;t have time to actually play them properly. It was on special on Steam, so I pounced. Only a few hours [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/09/what-im-playing-september-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing &#8211; September 2009'>What I&#8217;m Playing &#8211; September 2009</a></li>
<li><a href='http://omgwtfgames.com/2010/01/what-i%e2%80%99m-playing-%e2%80%93-january-2010/' rel='bookmark' title='Permanent Link: What I’m Playing – January 2010'>What I’m Playing – January 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<ul>
<li><strong>Mass Effect</strong> !! Yeah, yeah, I know, I&#8217;m over a year behind on this one &#8211; but it&#8217;s part of may strategy to not spend <em>too much</em> money on the latest games when I don&#8217;t have time to actually play them properly. It was on special on Steam, so I pounced. Only a few hours in, but I&#8217;m loving it so far.</li>
<li><strong>Play testing my</strong><em><strong> uber-secret</strong></em><strong> Android game</strong>, soon to be released for alpha testing. Of course, this doesn&#8217;t really count as &#8216;playing&#8217;, since playtesting isn&#8217;t all fun and games, and can get quite tedious at times. It&#8217;s a labor of love.</li>
</ul>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/09/what-im-playing-september-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing &#8211; September 2009'>What I&#8217;m Playing &#8211; September 2009</a></li>
<li><a href='http://omgwtfgames.com/2010/01/what-i%e2%80%99m-playing-%e2%80%93-january-2010/' rel='bookmark' title='Permanent Link: What I’m Playing – January 2010'>What I’m Playing – January 2010</a></li>
</ol></p>]]></content:encoded>
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		<title>What I’m Playing – September 2009</title>
		<link>http://omgwtfgames.com/2009/09/what-im-playing-september-2009/</link>
		<comments>http://omgwtfgames.com/2009/09/what-im-playing-september-2009/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 01:35:19 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[What I'm Playing]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=221</guid>
		<description><![CDATA[Not a huge amount of gaming this month actually &#8211; been doing more coding and testing on my uber-secret-Android-project. Here&#8217;s what I&#8217;ve dabbled in:

The Gratuitous Space Battles beta &#8211; it&#8217;s currently undergoing lots of balance changes.
Dungeon Quest. It&#8217;s a braindead grind-RPG in the simplest sense. But it&#8217;s on my Android phone, and it&#8217;s on Facebook. [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/06/what-im-playing-april-june-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing: April &#8211; June, 2009'>What I&#8217;m Playing: April &#8211; June, 2009</a></li>
<li><a href='http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/' rel='bookmark' title='Permanent Link: What I’m Playing – November 2009'>What I’m Playing – November 2009</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<div>Not a huge amount of gaming this month actually &#8211; been doing more coding and testing on my <em>uber-secret-Android-project</em>. Here&#8217;s what I&#8217;ve dabbled in:</div>
<ul>
<li><span style="background-color: #ffffff;">The <a href="http://www.gratuitousspacebattles.com/">Gratuitous Space Battles</a> beta &#8211; it&#8217;s currently undergoing lots of balance changes.</span></li>
<li><span style="background-color: #ffffff;"><a href="http://www.moblyng.com/gphoneLink.php">Dungeon Quest</a>. It&#8217;s a braindead grind-RPG in the simplest sense. But it&#8217;s on my Android phone, and it&#8217;s on Facebook. It&#8217;s <em>just there</em> &#8230; so I play it.</span></li>
<li><span style="background-color: #ffffff;">Played just a little bit of Guitar Hero World Tour. I&#8217;m so out of practice now it&#8217;s pathetic <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></li>
</ul>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/06/what-im-playing-april-june-2009/' rel='bookmark' title='Permanent Link: What I&#8217;m Playing: April &#8211; June, 2009'>What I&#8217;m Playing: April &#8211; June, 2009</a></li>
<li><a href='http://omgwtfgames.com/2009/11/what-i%e2%80%99m-playing-%e2%80%93-november-2009/' rel='bookmark' title='Permanent Link: What I’m Playing – November 2009'>What I’m Playing – November 2009</a></li>
</ol></p>]]></content:encoded>
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		<title>Game Design Concepts: post-mortem (although I’m not finished)</title>
		<link>http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/</link>
		<comments>http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 01:19:48 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[GDCU]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=211</guid>
		<description><![CDATA[So, the Game Design Concepts course officially finished a little over two weeks ago. I followed along for the first half, but dropped the ball when it came to the month-long design project. Playtesting is time consuming, but essential &#8211; and finding a bunch of &#8216;randoms&#8217; to act as testers for blind playtesting is tricky.
Rather [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/' rel='bookmark' title='Permanent Link: Game Design Concepts : My &#8220;Homeplay&#8221; Assignments'>Game Design Concepts : My &#8220;Homeplay&#8221; Assignments</a></li>
<li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/' rel='bookmark' title='Permanent Link: Game Design Concepts : Vocabulary'>Game Design Concepts : Vocabulary</a></li>
<li><a href='http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/' rel='bookmark' title='Permanent Link: Game Design Concepts: Mindmap'>Game Design Concepts: Mindmap</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>So, the <a href="http://gamedesignconcepts.wordpress.com/"><em>Game Design Concepts</em></a> course officially finished a little over two weeks ago. I followed along for the first half, but dropped the ball when it came to the month-long design project. Playtesting is time consuming, but essential &#8211; and finding a bunch of &#8216;randoms&#8217; to act as testers for blind playtesting is tricky.</p>
<p>Rather than working on my Game Design Concepts project, I instead decided to focus my game development time in August on getting something ready for the &#8220;<a href="http://code.google.com/android/adc/">Android Developer Challenge 2</a>&#8220;. While I didn&#8217;t actually make that deadline (I decided it was not worth submitting something unpolished), it helped to push my <em>uber-secret-Android-project</em> into the realms of playability, and I should be able to release it before the end of the year.</p>
<p>Here&#8217;s a summary of my <em>Game Design Concepts</em> project, as it stands.</p>
<p>The game board &#8220;pre-prototype&#8221;:</p>
<div id="attachment_213" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-213" title="Public Transport Commuter Hero board design" src="http://omgwtfgames.com/wp-content/uploads/2009/09/2009-08-09-14.14.00-300x225.jpg" alt="Public Transport Commuter Hero board design" width="300" height="225" /><p class="wp-caption-text">&quot;Commuter Hero&quot; board design. Squares are stations, circles are points enroute between stations. Triangles are the destinations (&quot;goals&quot;). Lines are railroads, &quot;roads&quot; are bus routes, dotted lines are walking routes. The &quot;piechart&quot; thing represents the clock, which turns to the next colour each turn (representing 15 minute timesteps, I guess). It&#39;s been rubbed off the whiteboard now, so this photo serves as a record of the design in case I want to reproduce it and continue.</p></div>
<p><span style="background-color: #ffffff;">Each player is given three destination cards, which are destinations they must visit during the game, as well as sharing two &#8220;shared destination&#8221; cards with two other players, which are destinations that each pair must meet at during the game. Once a player visits their five destinations, they win. Players move around the board one step each turn, but sometimes they must wait several turns at a station for a train to arrive (indicated by the &#8220;colour clock&#8221;). While they are waiting at a station, they must roll to possibly draw an &#8220;event card&#8221;, which can initiate things like rail strikes, or provide a &#8220;taxi ticket&#8221; to get them from A to B, pronto. The game forces players to determine the optimal route between their destinations, re-route as events occur, and negotiate their routes to be compatible with the players that they must meet.</span></p>
<p>I may finish designing this game at some point, including proper playtesting, but I also feel like the basic mechanic is a little tedious and there are not enough &#8220;interesting decisions&#8221;. I may be better off just scrapping it and starting with something entirely new. Below the fold are the rules as they stand, and my working notes &#8230;</p>
<p><span id="more-211"></span></p>
<hr />
<h3><strong>Commuter Hero</strong></h3>
<p>Number of players: 2 &#8211; 6 (maybe more, better with more than two)</p>
<h4>Assets:</h4>
<ul>
<li><span style="background-color: #ffffff; ">Game board</span></li>
<li><span style="background-color: #ffffff; ">The clock spinner (may be part of the board)</span></li>
<li><span style="background-color: #ffffff; ">One token per player.</span></li>
<li><span style="background-color: #ffffff; ">Two six sided dice (2d6)</span></li>
<li><span style="background-color: #ffffff; ">A set of 18 destination cards (3 of each destination)</span></li>
<li><span style="background-color: #ffffff; ">A set of event cards.</span></li>
</ul>
<h4>Setup and starting the game</h4>
<p>Shuffle the event cards and the destination cards, put them in separate piles on the the space provided on the board. Players choose their token, and place it in Central Station. The clock starts at 0 o&#8217;clock.</p>
<p>Before the game begins, each player takes _three_ destination cards, which are their &#8217;solo destinations&#8217; that they must visit during the game. The player can keep these cards secret (face down) if they like.</p>
<p>Players also draw a fourth card that is a &#8217;shared destination&#8217; card. During the game they must meet the player to their right at that spot. These cards are not kept secret, and are placed face up. This means each player will need to actually meet both the player to their left and to their right once in the game.</p>
<h4>Gameplay</h4>
<p>Players take turns to move (or wait at a station) in an clockwise direction around the table. The youngest player gets to choose who starts.</p>
<h5>Traveling around town</h5>
<p>Stations are coloured. The &#8216;color clock&#8217; moves clockwise each turn, cycling through four colored times (0, 15, 30, 45). Trains or buses arrive at the station when the clock reaches the corresponding time/color (this will prevent the annoying task of moving lots of little trains each turn). Players can&#8217;t move off a station to travel along the line until the clock matches the time/color of that station or bus stop. Players can always choose to leave a station and travel by foot on a footpath. Once the player has entered a space on the train line or road they must move once space per turn along that line. They cannot change direction, but must travel in the same direction along the route until they hit a station. They can only pass a station on that line if the clock matches the time/color of that station (otherwise they must &#8216;change trains&#8217; and wait until the clock matches that station before travelling on).</p>
<p>If a player has to wait at a station (eg, they are on a station but the clock doesn&#8217;t match the timetabled arrival at that station), they must roll both dice. If they roll a double, they can take an event card.</p>
<p>Certain spaces on bus lines are marked with a &#8216;bottleneck&#8217;. Before moving off these spaces, a player must roll one die. If they roll even then they can move, odd they are delayed in traffic and cannot move in that turn. Trains do not have bottleneck delays.</p>
<h5>Event cards</h5>
<p><span style="font-weight: normal; font-size: 13px; background-color: #ffffff;">Player draws an event card, but doesn&#8217;t disclose what it is for three turns. They place the card face down on the color clock, three segments in advance of the current segment so that everyone remembers this is when the event will be revealed. Once the clock position reaches the card, the card is revealed and the event triggers. (The drawing player hence has inside info that a strike is approaching and can act on it before anyone else). Some cards may also be &#8216;instants&#8217;.</span></p>
<p>Strikes can close down one form of transport. More likely for trains. Player who drew the card rolls 2d6 each time their turn comes around, as well as moving their piece as usual. If the result of both dice matches (eg, a double), the strike ends immediately (the player can also enter the re-opened transport in that turn).</p>
<p>Any player traveling on a bus or train when a strike is called for that mode of transport must continue traveling on that line but exit the vehicle on at the next station. They cannot re-board until the strike is over, but they can leave the station by foot or another mode of transport.</p>
<p>When a player is moving on a bus (but not at a station), before they move they must roll both dice. If they get a double of any number, the bus is delayed in traffic and they cannot move space in that turn.</p>
<h4>Cards</h4>
<p><strong>Destination cards (three of each for a six player game ?):</strong></p>
<ul>
<li><span style="background-color: #ffffff; ">Butcher (#1)</span></li>
<li><span style="background-color: #ffffff; ">Baker (#2)</span></li>
<li><span style="background-color: #ffffff; ">Candlestick maker (#3)</span></li>
<li><span style="background-color: #ffffff; ">Grocer (#4)</span></li>
<li><span style="background-color: #ffffff; ">Hardware store (#5)</span></li>
<li><span style="background-color: #ffffff; ">Game shop (#6)</span></li>
</ul>
<p><strong>Event cards:</strong></p>
<ul>
<li><span style="background-color: #ffffff;">Secret inside info &#8211; Train Strike in three moves ! Once the strike starts, roll 2d6 every turn. A double six to ends the strike.</span></li>
<li><span style="background-color: #ffffff;">Instant train strike &#8211; roll 2d6 every turn. A double six to ends the strike.</span></li>
<li><span style="background-color: #ffffff;">Delay at Central Station. No one can board there this turn.</span></li>
<li><span style="background-color: #ffffff;">Taxi Ticket &#8211; use this at any time to move from A to B in just one step !</span></li>
<li><span style="background-color: #ffffff;">All trains delayed &#8211; players on trains don&#8217;t move this turn.</span></li>
</ul>
<h4>Possible rules to play test</h4>
<ul>
<li><span style="background-color: #ffffff; ">Players have 5 destination cards, but two may be hidden ?</span></li>
<li><span style="background-color: #ffffff; ">Players start with two (or three) destinations, and get given one based on an event during play.</span></li>
<li><span style="background-color: #ffffff; ">Player keeps a drop destination secret. They must drop a token at the destination of their colour. Another player has to pick up a token of a colour, that only they know.</span></li>
<li><span style="background-color: #ffffff; ">Idea: Finite tickets for certain transport, others are free ?</span></li>
<li><span style="background-color: #ffffff; ">Taxi tickets &#8211; move to any station on the board.</span></li>
</ul>
<h4>Board design principles</h4>
<ul>
<li><span style="background-color: #ffffff; ">All destinations should be roughly equidistant in steps from central station.</span></li>
<li><span style="background-color: #ffffff; ">All lines and roads must terminate at a station (there can also be stations along a line)</span></li>
<li><span style="background-color: #ffffff; ">All stations must have two types of transport (walk, bus, train) to enter and exit (reduce the probability of getting stuck during a strike)</span></li>
</ul>
<hr />


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/' rel='bookmark' title='Permanent Link: Game Design Concepts : My &#8220;Homeplay&#8221; Assignments'>Game Design Concepts : My &#8220;Homeplay&#8221; Assignments</a></li>
<li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/' rel='bookmark' title='Permanent Link: Game Design Concepts : Vocabulary'>Game Design Concepts : Vocabulary</a></li>
<li><a href='http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/' rel='bookmark' title='Permanent Link: Game Design Concepts: Mindmap'>Game Design Concepts: Mindmap</a></li>
</ol></p>]]></content:encoded>
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		<title>Game Design Concepts: Mindmap</title>
		<link>http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/</link>
		<comments>http://omgwtfgames.com/2009/08/game-design-concepts-mindmap/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 09:19:46 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[mindmap]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=206</guid>
		<description><![CDATA[I&#8217;ve made a quick &#8220;GDCU&#8221; mindmap using XMind. It covers some of the concepts in the Game Design Concepts course, however I don&#8217;t claim that is complete, and I may update it over time. Feel free to fork it and add/correct it in any way you feel. I&#8217;d love to see updates from others doing [...]


Related posts:<ol><li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/' rel='bookmark' title='Permanent Link: Game Design Concepts : My &#8220;Homeplay&#8221; Assignments'>Game Design Concepts : My &#8220;Homeplay&#8221; Assignments</a></li>
<li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/' rel='bookmark' title='Permanent Link: Game Design Concepts : Vocabulary'>Game Design Concepts : Vocabulary</a></li>
<li><a href='http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/' rel='bookmark' title='Permanent Link: Game Design Concepts: post-mortem (although I&#8217;m not finished)'>Game Design Concepts: post-mortem (although I&#8217;m not finished)</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve made a <a href="http://share.xmind.net/pansapiens/-game/">quick &#8220;GDCU&#8221; mindmap</a> using <a href="http://www.xmind.net">XMind</a>. It covers some of the concepts in the <a href="http://gamedesignconcepts.wordpress.com/">Game Design Concepts</a> course, however I don&#8217;t claim that is complete, and I may update it over time. Feel free to fork it and add/correct it in any way you feel. I&#8217;d love to see updates from others doing the course.</p>
<hr />
<iframe id='xmindshare_embedviewer' src='http://share.xmind.net/_embed/pansapiens/-game/' width='400px' height='300px' frameborder='0' scrolling='no'></iframe></p>


<p>Related posts:<ol><li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-my-homeplay-assignments/' rel='bookmark' title='Permanent Link: Game Design Concepts : My &#8220;Homeplay&#8221; Assignments'>Game Design Concepts : My &#8220;Homeplay&#8221; Assignments</a></li>
<li><a href='http://omgwtfgames.com/2009/07/game-design-concepts-vocabulary/' rel='bookmark' title='Permanent Link: Game Design Concepts : Vocabulary'>Game Design Concepts : Vocabulary</a></li>
<li><a href='http://omgwtfgames.com/2009/09/game-design-concepts-post-mortem-although-im-not-finished/' rel='bookmark' title='Permanent Link: Game Design Concepts: post-mortem (although I&#8217;m not finished)'>Game Design Concepts: post-mortem (although I&#8217;m not finished)</a></li>
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		<title>A Game for Griefers (and why I think it’s hard to make a good one)</title>
		<link>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/</link>
		<comments>http://omgwtfgames.com/2009/07/a-game-for-griefers-and-why-i-think-its-hard-to-make-a-good-one/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 23:24:13 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[essays]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[GDCU]]></category>
		<category><![CDATA[griefers]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=199</guid>
		<description><![CDATA[These are my notes for &#8220;Game Design Concepts&#8221; Level 8 assignment &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to the forums, since the text was (&#38; is) all a bit of a ramble [...]


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			<content:encoded><![CDATA[<p><em>These are my notes for <a href="http://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/">&#8220;Game Design Concepts&#8221; Level 8 assignment</a> &#8211; we were tasked with outlining the concept for a game that appeals to the player type &#8220;Griefer&#8221; or &#8220;Killer&#8221;. I never quite completed the assignment by posting this to<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm"> the forums</a>, since the text was (&amp; is) all a bit of a ramble while I organised my thoughts. Despite that, I think there are some useful insights here &#8211; and I might clean it up later into some kind of essay.</em> <em> It is written in the context of <a href="http://www.mud.co.uk/richard/hcds.htm">Richard Bartles article on player types in MUDs</a>, but is generally applicable to pretty much any sufficiently open and complex multiplayer game whether played online, offline or on-tabletop. Read on below the fold .. if you dare &#8230;<br />
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<p><em><span id="more-199"></span></em>The archetypal Griefer/Killer player type primarily derives pleasure in causing grief to others playing the game. The most pleasure for the Griefer/Killer is derived when they break &#8217;social norms&#8217; of the game accepted by the majority of other players, and cause annoyance to those other players who play within those &#8217;social norms&#8217;. Note that breaking social norms is well within the rules of the game, it&#8217;s just &#8216;unpopular&#8217; behaviour to most other players.</p>
<p>The difficulty in this task is that Griefer/Killer players generally do not exist in a vacuum, but require other players with different goals to feed off. Any game that caters to only Griefer/Killers would have difficulty finding (or at least maintaining) players of other types. I don&#8217;t believe G/Killers would derive much pleasure from simply &#8216;killing&#8217; other G/Killers, if all players in the game were G/Killers with essentially the same goals &#8211; kill or be killed &#8211; since this would be the accepted behaviour in the game, and no social norms would be broken. However, I&#8217;d predict that a group of &#8216;real&#8217; G/Killers, if they kept playing at all, would find a way to play that would annoy everyone, hence deriving pleasure &#8211; but this dynamic would not be the intended way to play the game (or at least not appear to be).</p>
<p>One strategy would be to set up dynamics such that G/Killers were griefing other G/Killers. The problem here is that if it was obvious to those players that griefing was within social norms and generally accepted as &#8216;part of the game&#8217;, the griefing would  no longer maintain it&#8217;s appeal.</p>
<p>To take <a href="http://www.mud.co.uk/richard/hcds.htm">Bartle&#8217;s example of a MUD overbalanced to encouraging G/Killers</a> &#8211; he proposes that this would be an arcade-style shooter, which would preserve the &#8216;thrill of the chase&#8217;, but sacrifice the main motivating activity of the G/Killer &#8211; the &#8216;parasitic&#8217; griefing of other players. Parasites need hosts to survive, and other parasites usually don&#8217;t make good hosts to feed off. I don&#8217;t believe that a shooter, for example a FPS like Quake, is a &#8216;game for griefers&#8217; &#8211; witness how a new specific class of griefer just emerges instead, now called the &#8216;camper&#8217; or &#8216;teamkiller&#8217;.</p>
<p>To put things another way &#8211; G/Killers knock down, and don&#8217;t enjoy to build anything except maybe their reputation. There needs to be someone else to build &#8211; unless the G/Killers can be &#8216;tricked&#8217; into building through their own prefered actions of knocking down. Even then, the fun for the building-Griefers may only be maintain so long as they remain decieved about the actual mechanics of the game.</p>
<p>How can the dynamic of G/Killers killing G/Killers by made into a compelling (or &#8216;fun&#8217;) experience for these players ? For &#8216;pure&#8217; Griefer/Killer/Troll player types, this is very tough, but most players will in reality be a mixture of player types. G/Killers that have some tendency toward the Achiever player type can be catered for &#8211; one simple way would be to make scoring equivalent to kills, with kills being reset to zero if a player is killed. Maybe also taking the killed player out of the game for a short time, and broadcasting their humiliation clearly to the other remaining players would help enhance the need to feel superior (at least for those that were winning).</p>
<p>Another less ethical proposal is to create the Griefer game as an &#8216;overlay&#8217; or &#8216;meta-game&#8217; on top of some other legitimate game or activity that does not explicitly include the G/Killers as an accepted participant. As outsiders to a larger group of players with different goals, the G/Killers would have a fresh stream of hosts to parasitize, as long as they do not become too dominant and kill the game entirely. One example may be organised groups that make a game of trolling Slashdot, such as the obscure, possibly defunct, GNAA organisation ( <a href="http://web.archive.org/web/20040805015319/http://www.gnaa.us/">http://web.archive.org/web/20040805015319/http://www.gnaa.us/</a> , NSFW, depending where you work ). Bartle also notes that, on the whole, the game played by a G/Killer is a solo pursuit. In this proposed griefing/trolling meta-game, G/Killers with some tendency toward socialization would probably have more fun, since they can chat and brag about exploits, further fulfilling their need for feeling superior to other players.</p>
<p>I had a quick look at the <em>Game Design Concepts</em> course forums and noticed that Matthew Johnson has come up with a similar type of idea, using existing forums or social networks designed for other purposes as the backdrop for a &#8216;trollish&#8217; game. A significant difference (both ethically and with respect to catering to the targeted player type) is that in his design concept all players appear to be willing participants &#8211; see his &#8220;<a href="http://gamedesignconcepts.aceboard.com/336227-5298-0-Level-Challenge-Blue-Square.htm">Facebook Diplomacy</a>&#8220;.</p>


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