IGDA Finland seminars + January Gathering with Metropolia: The Aftermath

Happy New Year, folks! Time for the recap of the year’s first gathering, sponsored by Metropolia. Held in Maxine for the second time, the event was kicked off with a seminar on storytelling. A respectable number of people had braved the weather and knee-deep snow to tap into the knowledge of Mika JD Sorvari of Rival Games and Adam Mayes, Game Designer and subject responsible for the Uppsala University Game Design programme in Visby. The Devil in The Detail

Mr. Sorvari talked about the practical side of publishing their neo-noir crime adventure The Detail. The team’s goal was to create a five-episode season, and they decided to focus on the story instead of gameplay and puzzles. Their format, inspired by Telltale games and Dontnod’s Life is Strange, hasn’t really been overdone in the market, so they wanted to join the race and even do better! The game has been quite successful with 80/100 average rating on Steam, selling over 100,000 copies.

The presentation provided delightful insight into a game writer’s job and some of the choices they face when writing a modular story. Mr. Sorvari described to us several ways to structure such writing, from the relatively simple “String of pearls”, where storylines come together every so often in the same place, through the “Diverging Paths”, which can be more fun for the player with its multiple independent story streaks, to the “Full Octopus”, which appeared to be a mix of both. Some choices may skip some parts of the plot entirely, for instance, but there would still be an abundance of possible outcomes. All structures need to balance meaningful choices with available resources.

Mr. Sorvari emphasised the importance of “mid-level choices”. Often you may be faced with the fact that your choices are often either completely trivial or absolutely life and death. Giving the player choices from the middle ground can be very satisfying, especially if they lead to concrete outcomes – possibly even later in the game.

For keeping all of this together, Mr. Sorvari introduced us briefly to his most important tool, articy:draft. It’s a professional game design software, especially powerful in organising modular writing. Beat the dead horse until it stops spitting out money, or, You’re doing stories wrong Mr. Mayes took us on a (at times absolutely hilarious) whirlwind tour of good storytelling principles. He started with “cussing out lazy, feckless narratives and the people who buy them” (his words, not ours!). But there was more to it. According to Mr. Mayes, since we have this massive new storytelling media with millions of consumers, we should make something other than Michael Bay movies with it. So how? Taking storytelling apart, we have the narrative: a simple telling of events. ”The floating hands and gun flew into a room. The floating hands and gun killed some people.”

A plot then, is a sequence of events with a causal link. “The king died, and then the queen died of grief.” And then, of course, you have your characters. Mr. Mayes showed us a quote from Matt Burnett, the creator of the Steven Universe cartoon; he was asked whether his show was a character driven or a plot driven story or a bit of both. His answer: “Character driven. Plot means nothing without characters.” Alright, so what makes a good character? In short, Desire, and goals. What do they want? Why do they want it? Plot can’t be isolated from characters, because they are the ones creating the causal links that make up the plot! And if you link your player’s goals with your character’s goals, you’ll not only be telling a story through an interactive medium, but you actually engage the player and make them drive their own interactive story.

It doesn’t even need to be tedious. The adorable Steven Universe video (available in the slides) showed us that you can introduce characters and their motivation, lay down the backstory and push them towards the future in only a few minutes if you’re clever about it.

So what’s the problem? Why aren’t we already doing this? According to Mr. Mayes, the industry consensus seems to be that an interesting lead would make it harder for people to relate to the protagonist. Or that the players need to be able to see themselves as the protagonist, which clearly, as you can see, is usually the case.

Sure, the protagonist might be a supersoldier. And a cyborg. You’re also assassins. From the future. But it’s a blank character, immediately relatable to anyone!

And here came perhaps the most poignant words of the evening: since games are an interactive medium that can be the complex bearers of ideas, designers should not only be capable as designers. They should also be competent and responsible authors, who can express meaningfully through interactive systems.

One thing that games are brilliant at, according to Mr. Mayes, is character development: levelling up, getting more powers, getting more powerful equipment and so on. If you tie this mechanic to the player’s progression in the story, you let the player truly play through the story and not just sit back and watch the it unfold. All in all, these two very inspiring and educating presentations launched an excellent evening with many excited groups of people teaming up to discuss the themes among themselves and the speakers.

 

  • Mr. Mayes’ presentation slides are available here!

 

Demo Corner Report

This month’s demo corner hosted games made by students and affiliates of Metropolia. By the time I got there, there were still six games to try out! Ilkka Räsänen from Mubik Entertainment was there to show off their company’s and Metropolia students’ collaboration, a musical snake game based on Mubik’s original musical quiz game. The goal of the game is to keep the snake alive by tapping on buttons, keeping to the rhythm of the song playing in the background. The company also make pure learning games with similar mechanics to be used in teaching children and treatment of memory patients. The game will be out for Android in February. Panu Siitonen, who currently works at the Metropolia Game studio, presented a 2D flying game called Al’s New Wings. Al is an albatross who has lost his wings, so he’s learned to fly a helicopter and found himself a new career saving people, animals, crates and ships that are in trouble at sea. Adorable! The game isn’t out yet, but iOS and Android releases are planned.

Trash Diver started out as a school project in Metropolia. It’s a post-apocalyptic underwater platformer inspired by the alarming trash situation of the Pacific Ocean. In a world where sea levels have risen critically, most resources are now trash in the bottom of the sea. The game features some puzzles and enemies, and the goal is to get resources to the surface. The demo version has three levels and is available on Playfield and IndieDB. Vulpine Games had brought their social space game, Last Planets. It’s a tactical mobile MMO in the spirit of Clash of Clans, set in space. Every player has their own planet, and you can team up with your friends. Rashad Hasanzade told us that they really aim to make it fun to play with friends, and that the social aspect comes first. There is an evil AI power called B.O.TS.  you’re meant to stop from invading the galaxy destroying your home planet. The game looks really colourful and delicious and will be released for iOS.

Next up was Taphold Games with two games. Lead designer Konsta Kesälä told us about the Metropolia game design project their company formed around, the as of yet unreleased Buglantic Football. Refreshingly, the game is in fact a two-player hotseat game for mobile platforms! The idea is to bring people together over mobile devices, in the manner of board games. The teams move on a hex grid and attempt to score goals kicking around a wilful little bug who also moves if it has the space to do so. I was pleasantly reminded of old Heroes of Might and Magic mechanics, but the game requires some chess-like tactical thinking as well.  The game will be published later for iOS, Android and PC, but the company is currently focusing on their recently published mobile puzzle game, SumTower. Elias Rantanen was there to introduce us to SumTower. The game has some match-three qualities, but the guys at Taphold wanted to do something different. In a 6x4 grid, you start with a screen full of blocks. Removing blocks makes the blocks fall down and similar colours combine, but as an extra twist, the blocks have numbers on them! When the blocks combine, the numbers on them are summed together. The game combines the incredibly addictive features of Candy Crush and 2048 while being quite original. I was instantly hooked! SumTower is available on Android, iOS release is pending.

What a fantastic gathering once again!  See you all in February!

 

 

Photos by Daniel Schildt

IGDA Finland Seminars + January Gathering with Metropolia

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Happy New Year! January means the beginning of our spring season, starting with a gathering sponsored by Metropolia, a university of applied sciences. Media, IT and business are some of the Bachelor's Degree programmes available, with some of the studies being directly related to games. Want to know more? Don't fret, Metropolia folks will be there to tell us how they can help out the industry.

There will also be a different sort of demo corner this time: Metropolia students are going to showcase some of their games. It will be exciting to see what the new talents have cooked up!

The icing on top of this already fancy cake: we managed to piece together a seminar with some very interesting speakers at the last minute! Adam Mayes from Uppsala University will speak about narratives and how to do them right, and Mika JD Sorvari from Rival Games gives us insight on how the episodic model works for story-driven games without an established IP. These gentlemen will surely have quite the stories to tell.

Join us next week for fun and games to kickstart 2016!

IGDA Finland Seminars presents: Once Upon A Time... Narrative in Video Games
Time:
12.01.2016 at 17:30 – 18:30
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

- Adam Mayes (Uppsala University): Narratives. We're really doing it wrong. - Mika JD Sorvari (Rival Games): The Devil in the Detail – Developing a Story-Driven Game in the 2010's

IGDA Finland January Gathering with Metropolia
Time: 
12.01.2016 at 19:00
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

Please note that you need to be at least 18 years old to attend. The cloakroom service is offered free of charge.

Seminar agenda

"My name is Adam Mayes, and I am a game designer." Adam is part writer, part designer, and wholly embarrassed about speaking in the third person about himself. In a previous life he wrote short stories, comics and plays. He likes to think he has an understanding of narrative that makes him frustrating to watch movies with. How working at Uppsala University, he spends his days coaching the intentionally creative, his evenings developing stuff for money (who is he kidding, grading and planning courses), and his weekends planning the build of a residential taker in preparation for the inevitable rise of the Idiocracy.

Narratives. We're really doing it wrong. (Part of me wants to leave this section blank and tell you that it's an emergent presentation, but that would be as lazy as that style of narrative design.) In a curmudgeonly presentation Adam will go back to basics and look at how narratives are put together, before killing your puppy and telling you that you're letting our vibrant medium down. He'll then go on to talk about systematizing narratives, making better characters and, how to author truly interactive narrative experiences. All in 30 minutes.

Mika JD Sorvari is the Lead Writer at Rival Games in Turku. Having previously occupied himself as a games journalist, freelance writer and a hearse driver's assistant, he now works on finishing the first season of the neo-noir crime adventure The Detail. He believes in the potential of games to serve as a powerful medium for telling thought-provoking stories.

The Devil in the Detail – Developing a Story-Driven Game in the 2010's Episodic story-driven games are all the rage today mostly thanks to Telltale and their numerous successess. With only a few competitors, it looks like a great field for new IPs, but how is it to actually develop one in 2016, and how does the episodic model fare on the online marketplace without an established brand?

Spring season 2016 gathering dates

Happy New Year! I hope everyone has had a relaxing holiday break and a wonderful start to 2016. I've got some news to kick off the new year: the gathering dates for spring season 2016.

  • January 12
  • February 9
  • March 8
  • April 5
  • May 17

That means the next gathering is only a week away! More info will follow early this week so stay tuned.

The list of gathering dates are also available on the gathering info page.

Games for Health Finland and IGDA Finland Turku Hub Gathering in Sparkup Turku 10.12.2015

On Thursday 10 December researchers and professionals from the gaming industry and health care sector gathered in the ICT-building in Turku. The seminar was organized by Turku Science Park and keynotes were held on topics like the serious game market in China, exercise games for the elderly and emerging trends in health games.

The seminar guests could also try health games themselves in an exhibition outside of the seminar room. There were virtual reality exercise bikes, health care robots and different physical games to play.

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Making healthcare fun

Some reflections on the seminar: a lot of people seem unhappy with the concept of “serious games” and other suggestions popped up during the day, like ”applied games”. The word “serious” makes you think if something that is not primarily fun, and the point of gamifying health care is to make it more fun. Health games have a track record of not being very “good games”, so this is an area that needs development. If gamification is to actually work, the games have to be good and as engaging and addictive as mainstream games.

The atmosphere was optimistic. We are still only in the beginning of developing health games as a business, even though the idea of health games is not new anymore. But there is much potential for growth, and Finland is in a leading position. The problem right now is the lack of actual finished and good products. Health care researchers brought up the various challenges in creating health games: are they supposed to be actual medical devices with all the extensive and time-consuming testing and research that is needed for certification? Validation and testing processes in health care are very slow.

As an answer to this there is a research project in Turku University where commercial games are being tested on people with brain injuries. Could already existing and engaging games help in rehabilitating these people? As part of this project, player preferences are also being researched. If health games are to be effective at all, we also need to understand what kind of games different kinds of people like to play. A good finishing point for the seminar was the statement that creating good and effective health games, requires focusing on: 1. Entertainment, 2. Mechanics, 3. Player preferences, 4. Business model.

IGDA gathering and after party

In the evening IGDA took over and hosted an after party for everyone. The gathering was held in the newly opened Sparkup facilities, where Boost Turku, Creve and Turku Science Park are giving the local start up scene a cool new home.

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There were presentations by NordicEdu, Morrow games, Ikoniac, Boost, Turku Game Lab and Quadro Delta.

Tatu Laine’s post mortem of NordicEdu’s math game Tile Tales was very insightful. Tile Tale is math, puzzle game with beautiful graphics and music that was aimed at a core audience of casual, social gamers and puzzle lovers. Developing it took two years, and it was first launched as F2P on the Windows phone. And this autumn it was launched on Appstore as a premium game, and it was featured in several countries, still it did not make it to become a big hit, even though reviews were largely positive. Tatu’s message to us all was that they had to eat a lot of humble pie, but “it’s a good pie”.

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The other talks were a bit shorter, but no less sweeter. Liisa from Morrow games presented their horror game Crowmire. Jaakko from the new game company Ikoniac presented their work on a sci fi, puzzle game with deep storytelling for mobile (and they are hiring!). Konsta from Boost told us some more about the coming Startup Journey 2016. Natasha from Turku Game Lab gave us some exciting news about new developments for next year (Turku Game Lab is entering the entertainment industry). And finally Vitali from Quadro Delta blew our minds with a new, almost finished game trailer.

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After the presentations the evening continued with drinks, snacks, networking and some gaming on Sparkup’s huge TV screen.

IGDA Finland Turku Hub wishes you a Merry X-mas and Happy New Year. Hope Santa brings you something nice!

White Nights Helsinki 2016

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On February 11-12, 2016 the White Nights Conference will be held in Helsinki for the very first time. White Nights Helsinki 2016 is a unique business platform for mobile and social games industry that will join gaming worlds of East and West. For the 9th time in a row the conference will gather leading companies from all over the world.

Besides, Helsinki is called one of the European IT capitals and you can kill two birds with one stone: attend the conference and visit offices of the greatest gaming companies.

Purchase a ticket at a the lowest price possible now as early bird rates are ending soon! Note that by using the promo code "IGDA-Finland" you get 20% off on all tickets.

Experts from leading companies will share their knowledge and secrets to success! Supercell, Rovio, Wooga, Playraven, Wargaming, Google, Amazon, Facebook, VK.com, Creative Mobile, Skolkovo and many more will be attending! Preliminary program will be available on the official conference website at the end of the year.

Developer Exhibition

Talented indie teams will get a chance to present their best project in order to find partners, investors, a publisher or to receive support from platforms.

Every team will get a super awesome mini-booth with their company name on it, as well as one free Premium ticket. To participate please apply here: (http://goo.gl/forms/QxQ15HK9hS)  Please note: the number of developer booths is limited!

Indie Game Cup

Indie Game Cup, a prestigious contest for game developers, will once again be held as a part of the White Nights. Games for various platforms are accepted to enter the competition. If your game is in alpha or higher and you wish to participate, please apply here: (http://goo.gl/forms/CdPfnjKyji)

A panel of judges will select one winner for each category: The Best Art, The Best Game Design, The Best Story-Telling and The Grand Prix.

Applications will be accepted until January 15, 2016. Participation is free of charge. Please note: you have to have a valid conference ticket to be able to participate in the contest.

White Nights Game Industry Awards 2015

The White Nights Game Industry Awards will be held as a part of the conference for the third time. Companies that achieved the most in the year 2015 will receive awards in 5 categories. The nominees will be announced next week. Don’t forget to cast your vote on the White Nights website. The fate of the nominees is up to you!  

See you in Helsinki!

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