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Games Entertainment

Postmortem of IGF's Web GOTY 19

Oasis was the winner of the Independent Game Festival's Game of the Year award in the Web/Downloadable Category. To give us some background on how an award winning indie title is put together, Gamasutra has a Postmortem from the folks at Mind Control Software. From the article: "'Life's not fair.' Oasis levels are not fair. They are created randomly, following a complex set of heuristics. It is not a foregone conclusion that a player will win a level militarily. If things look bad, a smart player starts to think more defensively."
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Postmortem of IGF's Web GOTY

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  • Somewhat interesting to read about the design concepts... but still, just one big advertisement... the guy who designed it writing about the "problems" (not real problems, fake, hey our game is great problems)... oh well. *shrug*
  • links (Score:3, Informative)

    by rayde ( 738949 ) on Friday June 10, 2005 @07:07PM (#12785784) Homepage
    if you're so inclined, you can download the demo [oasisgame.com] from their site [oasisgame.com].
  • demo too short (Score:2, Informative)

    by Eugene ( 6671 )
    I've played the demo, and IMHO it's allowable time is too short to attract players to buy it. It give you one hour of free trial total, and the website itself is really lack of information.. I know this is a low budget game, but.. at least provide enough information for possible buyers to decide whether you want to spend $20 to play it or not. by the time I went through tutorial, the time is up already. (yes, maybe it's intended, but it should allow enough time for players to finish a few rounds of easy
  • To bad it's Windows only. These seems like the perfect kind of game to be available on Linux/Mac/etc. No complex 3D engine to port or worry about, etc. Oh well, wonder if it's any good?
    • Well, TFA said that they're using DirectX 7. They originally went for DX9, then their first publisher wanted a proprietary DX7 framework, then they switched publishers - to another (different) proprietary DX7 framework user.
    • This surprised me too. Why would anyone make a quick, 2D, puzzle game targeted to one platform? Why should I check this out when I can run things like puzzle pirates [puzzlepirates.com] on any platform that runs java?

    • I had a play with the demo, and while I wouldn't pay what they're asking for a Windows version, I'd happily pay *more* than that for a Nintendo DS version...
  • "'Life's not fair.' Oasis levels are not fair."

    To me, this about sums up the reasons why auto-generated levels are most often useless. Life's not fair, but I'm playing games to avoid the unfairness of life, not to experience even more of it.

    Levels should be designed by humans who can anticipate how a game will play out. Otherwise, games become more luck than anything else, which ultimately is often bothersome, annyoing and discouraging.

    • Or, you can look at it this way:

      In human generated levels, you're playing more against the designer than the game. On one level, this is more interesting, because it's adversarial and competitive. Yet if the designer uses the same tricks over and over, or uses strategies that are difficult to understand, then this can become boring real fast.

      On the other hand, in a randomly or heuristicly generated level, you're playing against Chaos. Of all the possible levels that could have come into existence based
      • In human generated levels, you're playing more against the designer than the game. (...) if the designer uses the same tricks over and over, or uses strategies that are difficult to understand, then this can become boring real fast.
        On the other hand, in a randomly or heuristicly generated level, you're playing against Chaos.

        That's an interesting point, but I would say that even if the level is randomly generated, you're generally going to find the same kind of repetition that human designers introduce

    • the nethack community does not agree with you :)

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