Posts Tagged ‘video games’

E3 2010 Report

Thursday, June 17th, 2010

On Wednesday, June 16, 2010 – with a particularly long day, 21+ hours, I flew down to Los Angeles and back in the same day while packing in as much as I could of the Electronics Entertainment Expo.

In years past it has filled 3 halls in the LA Convention Center – this year the 3rd hall was closed. Which meant a bit less walking and I was actually able to see most things in a single day.

Nintendo 3DS
First, I braved the 1.5 hour line to get into see the new Nintendo 3DS – the lines got much longer after the initial rush when the doors opened.

It is INCREDIBLE! As a person who wears glasses I enjoyed a real 3D movie for the first time (I hate wearing the polarized lenses over my own glasses). I played games, tech demos, watched moves, took 3D pictures and had fun for almost a half hour. The accelerometer and gyroscope worked flawlessly and with own user-facing camera and 2 stereoscopic away-facing cameras the most fun was with Augmented Reality apps. Games like Mario Kart, Resident Evil and MGS were fantastic, but there were demos of simple vertical shooter games that had parallax layers of 2D graphics that really looked new and innovative again.

3DS Features:

  • Faster CPU – we don’t know who makes it or how fast yet
  • 3D display with adjustable slider for 3D effect (maximum to off)
  • Larger touch pad display – 320×240 (old screen was 240×192)
  • Analog control pad
  • User-facing camera for face grabs
  • 3D Away-facing camera for Augmented Reality and photo/video taking
  • Downloadable games like DSi
  • Gyroscope – knows exact orientation
  • Accelerometer – senses shaking and movement
  • D-pad, 4 action buttons and 2 shoulder buttons
  • 50+ 3D enabled games at launch – compatible with all old DS games

The 3DS wins the show award for the most BUZZ – which is what E3 is all about. Buy stock now!

Nintendo General
I was not able to brave the second long line for the new Zelda game, but I did get to see it played and enjoyed what I saw. Wii Party and Kirby’s Epic Yarn looked particularly good as well. Golden Sun looked great. I really appreciated Nintendo having such a nice layout to the booth – it made waiting in line entertaining because I was still playing games and watching trailers.

Sony
Kind of disappointing. Everything looked like games I’d already seen, version X.0. Even Little Big Planet 2.0, which I was hoping would really innovate with the new 3D level building tools they promised looked like v1.0 with some harder to use tools. Move, Sony’s new motion controller, had some support. I believe that too many developers were just trying to use it as a fancy 3D mouse. It feels too much like a Wii-remote with Motion-Plus and a nunchuck controller to be called innovative.

Microsoft
Kinect, MS’s new name for Project Natal, had a lot of support and was playable in many booths including Microsoft, Capcom, Ubisoft, MTV and many more. An observation made by many people based on the size of the demo areas was, “I don’t have an apartment/house big enough to play Kinect games.” With all the jumping, running, dancing and bouncing around it does seem like you will want a BIG area to play in. The new tiny Xbox 360 with the built in WiFi and 250GB HD was very nice.

Disney
Epic Mickey and Guilty Party were both pretty impressive. Epic Mickey feels like a Zelda or Mario scale game made in the good old USA. It felt moody and cool and will be fun to play. Guilty Party was something brand new – it combines elements of the Clue board game, with mini-games and social party style games to create a very innovative mystery party game. It reminds me of Mortimer Beckett (I worked on the Wii version) and my friend, Keith Nemitz’s game, “Dangerous High School Girls in Trouble!”

Unexpected
While watching the trailer loop for Nexon (Maple Story, Kart Rider) I found out that they have over 200 Million MAU for their Dungeon Fighter game – a arcade style side-scrolling beat’em up with tons of players and monsters on screen at one time. Numbers like 200+ Million make even Farmville seem small by comparison. It is a staggering number of users and certainly explains why they have decided to develop their own social network.

Innovation
I learned some years ago that many of the big publishers can’t innovate any more – they have their franchise brands and must release a new one each year or two, or the investment in that brand dies. So I treat E3 like a big Easter Egg hunt… searching high and low for games that explore new ground – trailblazers. This means I lurk around the back of booths, in the corners of the halls and chat with folks standing in lines about what they think was ‘cool’. Over the years I seem to get lucky finding small booths that mostly don’t even have primarily English speakers. Teams from Taiwan, South Korea, Finland, German, Sweden come to see if they can breakout and make it in the BIG industry of video games.

My E3 2010 favorites are:

  • Dungeon Viva – a web-based Taiwan knock-off of the classic Dungeon Keeper with very cool graphics and funny story
  • Nindou – a web-based multiplayer battle game that looks like it might have had 2 people working on it (1 artist, 1 engineer) – I think it was made in a game maker I’d never seen before
  • Dragon Nest – An MMO like Dragonica from the great Nexon folks – cute graphics, epic feeling gameplay and story- easy to learn to play – I almost lost track of time I was enjoying it so much
  • BlockParty.com – a social community build around all the Nexon titles for the hundreds of millions of loyal fans to share invites, hook-up for multiplayer, send messages, and provide the viral mechanisms that Facebook enjoys – but everyone is a gamer already

Weird
While searching for innovation I usually find the occasional weird stuff. This year was fascinating – Renken had a full hair styling studio on the main E3 floor and was styling girls hair – later I did find out that it was in promotion for a game – Busy Scissors – originally I just thought it was an excuse to give away free hair products. One company had a booth giving away samples of GamerGrub – bags of snacks especially designed for gamer’s tastes. The company that makes the slime that cleans your keyboards was selling bags of yellow goop for $5. The list goes on and on – but what did they have to do with games???? I may never know.

Schwag/Swag/Chotskis
I notice a trend to give away a link to a wacky picture more this year. Attendees dress up in a funny costume related to the game and then get their picture taken with a site to pick it up from. Some just built the set and assume you brought your own camera. There was still plenty of candy, t-shirts, and buttons. I didn’t find any key-chains. BTW – GamerGrub is good. My best schwag of the show is a bunch of black recycled fiber bags to carry my groceries in – Thank you E3 for making me a greener person.

Tell me what you liked, or ask me about what I saw – post your comments below.

Game Design Maxims

Thursday, February 11th, 2010

I read this very interesting post today, Maxims of Game Design on via a link from Gamasutra. I found it refreshing to read something that explains why they did the research, and gets right to the point of explaining what they mean. I hope you enjoy the article.

Modern 2D Level Editors

Monday, March 2nd, 2009

2D is NOT dead! Folks are still making really innovative, and sexy cool, 2D games that just wouldn’t have been possible back in the 8-bit and 16-bit days. In those days, tiled graphics backgrounds and 32×32 pixel 8-frame sprite animations (or smaller) were the normal, and limits of the hardware. These days, 2D games can have segmented body parts, bone animation (with IK) and parallax graphics using non-tiled backgrounds. I’ve been reading a lot lately about how games like Aquaria, Braid, Boingo and many other modern 2D games are building their levels.

Aquaria Level Editor Video
Level Editing in Braid
Boingo Trailer with editor footage

Some very cleaver guys have been working on how to make level editors for game engines like IndieLib and HGE. These are brilliant.
Mercior’s Polygon Level Editor
Game Tutorial on a Non-Tiled Level Editor

Do you guys know of others I should be looking for?

WonderCon

Wednesday, February 25th, 2009

Just wanted everyone to know that I’ll be speaking with Keith Nimitz and Bruce Harlick at WonderCon, the San Francisco/Bay Area comic book convention, this weekend (2/28/2009 at 5:30pm) about Video Games. Topics typically range from how we got into the industry, what our job entails and how someone might break into the industry.

If you are at WonderCon stop by and say ‘Hello’.

[Edit]

Ok, I’m back and had a terrific time. Some months ago I found a cool new toy that I’ve been hoping to collect Chara Fortune. There were several booths that had them, and I bought 3.

I found several cool artists in the artist alley that I chatted with. I always enjoy seeing where comic book art is headed – what the trends are and see my old favorites. I wore a ‘Go Go Gophers’ t-shirt and got several thumbs-up from folks who remembered the cartoon.

The talk went very well – Bruce couldn’t make it, but Eric Lindstrom joined it. It was a pleasure to meet him. Keith ran the panel and tried his best to keep me from blabbering too much ;-) Thanks again Keith – it is always a pleasure to speak on a panel with you. Lots of questions were asked relating to items that I will be please to fill-in with another post.

Video Game Design

Thursday, February 12th, 2009


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Having designed games since 1977, I have a few things to say about the subject. I prefer the academic approach to design even if I live my life more like a wacky cartoon character. These ideas have stood the test of time and several projects. I have confidence that I am right but I’m not so foolish as to suppose that there aren’t other ways or even a few tidbits I may have missed.This is an introduction to what I feel are the most essential “rules” by which good designers should measure their creations. With these “rules” it may seem like you have enough to insider information to go off in a dark closet and create a million selling game. I doubt seriously that it would ever be made. First and foremost, a design is a living document prepared with the development team in mind. Without the synergy and buy-in of the team any design is incomplete.

What is a Game?
Definition: Two or more people interacting using a set of agreed rules. This can mean a lot of things in different contexts but fundamentally that is why games can be almost anything.

If during the development of a game you see the elements of the game becoming more like the props and characters revealed in a story or movie with little motivation other than moving the story along you have made an interactive story but not a game.

In games each prop is part of a larger economy that changes the balance in a system. The characters are the other players or their agents (simulated or not), or they are “signposts” intended to assist or reveal secrets. The two or more sides of players are negotiating the “board” trying to gain advantage so they can beat their opponents.

Many “adventures” boil down to a story cut into chunks revealed by solving puzzles. It is important to realize this when you sit down to design. Place yourself firmly in the “Adventure” or “Game” camp before you develop further. I also have never seen a multi-player “Adventure” and probably never will. The very mechanics of an “Adventure” makes it solitary.

Simulations are reproductions of some real-life activity, usually sports or vehicles driving/piloting. Occasionally there is a game under the simulation, sometimes there is just practicing the activity which you can’t normally do unless it is on a computer. The main problem I have with simulations is that I much prefer to live out my fantasies in my games, and they don’t usually include playing sports or piloting a combat fighter. If given the choice to play Formula 1 or Mario Kart, it is Mario Kart every time.

I’ve had conversations with video game designers before that were stumped when it came to game concepts. Some friendly advice, play games, all kinds of games, real sports and board games, paper games, classic games and cutting edge console games. While I’m at it, I think you should go shopping, buy comic books and toys. Become inspired to create FUN. Think young. Play again.

What is Conflict?
At several points in my career I’ve been asked to design a good puzzle. To me a puzzle is a problem that needs to be solved. Once solved access is revealed to previously unattainable locations or items. The solution can also set off an event that will change the game state. A narrow minded individual may invent a clever lock and key puzzle, but why can’t the problem also be combat with an enemy, navigating a particularly difficult obstacle course, or seducing a character with some reward.

In games we are talking about interactivity. The possibilities are endless. Conflict arises because we are put in situations were we need something and there must be a way to obtain it. The situation may be too difficult to overcome with your current resources, which drives you to obtain the power needed to defeat it.

The game industry’s genre system means that players who like one kind of problem solving over another can readily buy games that fit the mixture of “conflicts” they like to solve best. Kids may buy more “jumpers”, “fighters” and “shooters”, while adults may buy more “puzzles”, “sports” and “adventures”. Everybody gets what he or she wants.

Places to Go, People to See, Things to Do
For almost all of the years I’ve been designing games I have also been a computer programmer. I like distilling systems into their component parts, determining the relationship between those components and simulating behaviors. The old saying “Places to go, people to see, things to do” struck me one day during a design session and has remained my object-oriented approach to game design since. One of the best side effects of this approach is that it is also easy to program when you get to that stage of development.

“Places” are the worlds, levels, locations, terrain and maps of your game. Players (simulated or not) can navigate the map using movement, or “Go” to “Places”. “People” are the avatars of the players and their encounters. The graphics and sound represent all the sensory input that the player experiences, or “Sees”. “Things” are the props, items, power-ups, etc. that the players can accumulate and use to gain advantage during the game. “Do” is the kinds of interactions the players have that can change the game state and ultimately lead to a win or lose situation. During design I like to make lists that fit these categories adding to them while building the game.

The “Things” should have simple enough economies that they are easy to learn to use. Those economies allow the designer the opportunity to dial the difficulty or drive the action during a specific section of the game play. Alfred Hitchcock called the “Thing” a “McGuffin”, a prop that drives the story. An economy is the cost to the player it takes to use those items. Some items may use forms of energy; others may be limited use or require a recharge time. The item can be difficult to find requiring more exploration than is needed to finish the game without it. The item can of coarse be the key needed to reveal more of the game.

The player’s interactions (“Do”) are usually fairly limited at the outset of the game but become more complex and interesting as the game progresses. The player makes decisions based on what they “See” and tells the game, through a controller, what to “Do”. This is called “Player I/O”. The status of the game is rendered for the player to “See” using the game map and the user interface instruments. My eight-year-old, at the time, son once told me that anything that happens in game occurs because of something the player did or a timer. All I can say is “That’s my Boy.”

Technically any game that has the player interaction aspect of the design well defined can easily move between single player and multiple players. It also makes the artificial intelligence for the automated agents much easier to develop because a simple expert system may evaluate the game state make a decision and “Do” some action. Another key component of this is the “Reaction”. Any object in the world that can have an “Action” can cause other objects to have a “Reaction”. Typically “Reactions” are processed to change a state in the various objects, colliding with a wall causes a “Bump” reaction, getting hurt causes a “Damaged” reaction.

Character Development
One of the single most important decisions I make when buying a game (besides the clever box art the marketing types want me to see) is what will I be doing as the player. If the character I become isn’t interesting I will continue my search.

The role of developing a good intellectual property is not just to get a toy line and Saturday morning cartoon. It gives the player a hook. They become the hero and live vicariously through the main character while playing the game. The more interesting you make the character the more players will be attracted to your game. Simple characters may hook the players, but to hold their attention and sell sequels a player must see a relationship develop with the character. During the course of the game the player must feel compassion and empathy toward the situations the character gets into, because the player is in those same situations.

I’m not saying that every game must be a role-playing game (RPG). But as designers we can learn a lot from looking at the classic RPG mechanics and realize that all games put the player into some type of role.

Storytelling
Another important design decision is placing your game on the sliding scale of storytelling. At the low end is a game of just rules and scores where the player is tested against previous scores or other players. At the high end is a carefully crafted story that follows classic storytelling formulas to achieve 3 or more acts with an ultimate conclusion.

Learning the finer elements of storytelling is great for any game designer. How to construct scenes, build tension, develop characters and deliver dramatic endings is also important to good game design. I think each game designer develops these skills to some extent and uses them to make better games.

Looking carefully at the academic analyses of storytelling shows us some good tools we can use as designers. Morphology of the folktale, 36 dramatic plots, 3 (or 9) act movie structure, and the mono-myth all give practical examples of a distinct formula for developing story. Aristotle’s Poetics can easily be used in game design, and many designers do.

An important distinction I make as to what makes a great game as opposed to a great story is that the players all write the game, each one differently, whereas the author writes a single view of the story. Simply placing the elements of a story into a game will allow the players to experience them in a random fashion, like a dim sum restaurant. Arranging them carefully so that they are revealed in a time-released way, tells a strong and convincing story of the game that player experienced. It will always be subtly different than another player’s story of the same game. The trick here is to give the players the story components and let them build their own story from those pieces. Clever construction of dialog and cut-scenes means you can get more mileage from your story assets.

Mass Destruction, Carnage, Crushing Your Enemy, and Global Domination
This is wholly an observation on my part, and one that tends to cause quite a bit of controversy. I will stand on a soapbox for a moment and tell it the way I see it.

Games that sell well allow players to reap chaos and benefit from it. This may be appealing to the lizard part of your brain or just some juvenile form of energy release. But it works. Watch the top ten lists and keep a short count each week of which games have violence or any kind. Look at the revenue from these products.

As a designer you must decide where you are comfortable drawing the line. I personally believe that taking the classic Warner Brothers cartoon approach to violence is my comfort area. Mayhem occurs but the consequences are unrealistic and can be detrimental.

As a society we have been “programmed” to respond to certain kinds of violence in positive and negative ways. Football is OK, but mugging is not. The damage can be similar but the intentions are different. In games I believe that we can keep our good karma if we blow stuff up, but slamming people has consequences if done for the wrong reasons.

During design you must ask yourself what am I allowing the player to do? Have I given the player freedom to play as they wish within constraints that make sense? Accommodating every kind of player is just not practical within our game budgets. Draw your bell curve of player types and pick the biggest standard deviation. Focus test to be sure. Realize that I make games for profit, not art.

If you make games where the only interaction is “Blowing Stuff Up” you are forcing the player to follow that tactic. Try giving the players both a Captain Picard and a Captain Kirk way to solve their problems. It worked for me in the Star Trek: The Next Generation cartridge I designed for Sega. I once heard from Sega that it was the number one selling RPG of all time for the Genesis in the USA. One reviewer even said it “redefined what a good Star Trek game was”.

The Heartbeat
In any great design there is always a single life-giving heartbeat. That single shard of the design that once distilled is the essence of FUN that makes your game. Once you know what that one thing is everybody gets it. It becomes the vision of the project. The team comes together in a fascinating and synergistic force of creativity that becomes unstoppable; management sees this as the blockbuster of the year; the marketing departments “gets it” and sells the game like “hot cakes” (have you ever actually seen hot cakes sell fast? hum).

With experience most designers understand what it is. It is not easy to teach, but there is a test that can help determine if you’ve found it. Take everything else away: graphics, sound, story, and characters. If it still looks FUN to play you have found your heartbeat. With a good heartbeat the game will work on any platform, two people can develop it or twenty people and still be successful. Players will feel it instinctively and clamor for the sequels. You will be successful. I have seen it work on a design where the budget was cut, the team reduced, and the platform changed. I have also seen it work when there was no other reason to finish the product, the team had the kind of passion necessary to finish even after cancellation due to circumstances beyond their control.

Many designers suggest that this heartbeat can be a single sentence. I have always believed that ideas transcend communication so I don’t worry about how many sentences it takes, but it should be easily communicable.

Conclusion
Go forth and design great games. Do Good, annoy Evil. Make big bucks and buy more of my games. Thanks.

Original content Copyright © 1999-2009 Randy Angle

Humor in Games

Thursday, February 12th, 2009


19990512

Allow Me to Introduce Myself
A man walked into a bar; an ambulance drove him to the hospital where they treated the concussion. (Maybe not the best joke, but it is clean)

A personal philosophy of mine is that reality is overrated. If I’m going to live life by my rules then things are going to be FUN. If I’m not having FUN then I must be doing it wrong. Being an engineer and designer means that I look at life analytically. I use my background to create systems, rules, and explanations for why things work the way they do. One of the most difficult aspects of human personality is humor. Why do we laugh? What is funny? In Star Trek: The Next Generation the character Data spends entire episodes dwelling on humor trying to make sense of it in his android mind. Philosophers and great comedians have commented on this subject for centuries. Game designers like Greg Costikyan, Warren Spector, Steve Meretzky, Al Lowe, Bob Bates, James Wallis, Walt Frietag and others have found innovative and creative ways of including comedy in their paper and video games. This is my attempt to show how you might also include it in yours.

Making Nonsense
A particularly effective way of making nonsense is to use random table generation. Carefully constructing tables of similar types and using the tables to seed your adventure plots, character names, McGuffins, and motives. Picking from a list of colors and foods gives results like “purple banana” which is strange and therefore funny. Constructing an Evil Genius you may pick personality traits like “robot” and “diaper” and create someone very funny that nobody would expect. Coming up with non-sequiturs is much easier if you “choose one from column A and one from column B”. Comic strips like “The Farside” are masters at combining two dissimilar concepts and creating something very funny in the twist.

Take a look at “Madlibs” a wordplay pastime that takes any story and replaces the verbs, nouns, and adjectives with blanks that are filled-in by the players. It is the very absurdity of taking something familiar and wreaking chaos on it that causes laughter.

Sounds Funny to Me
David Letterman, Woody Allen and Mel Brooks all like weird sounding names. Towns in New Jersey, words with ‘K’, ‘W’, or ‘OO’ can all create visions of something funny when you say them. Strange sounding cultural words can be funny too, try Yiddish, German, French, and Japanese. Many-times normal words will sound funny if you use outragous accents. Try Monty Python and Peter Sellers movies for good examples of comedic accents. When you hear a strange word write it down and use it later. Use puns (sparingly) and oxymorons or other forms of wordplay to build small “in-jokes” for players to find. One of my favorite one-word oxymorons is “Producer” since they tend not to.

Comedy Plots
For our use a picaresque is a funny travelogue. It is a series of humorous events that happen while going from point A to point B. If you build your adventures as sets of funny bits that players can reveal while playing, and then whisk them through it with a wacky guide they will experience the humor to the degree that they participate. Remember that there is a big difference to writing humor and playing humor. The players must feel like they have some control of the plot even if they have a lack of control of the situation. When faced with conflict a player should be able to choose from multiple possible solutions.

Try the books of Terry Prachett, Douglas Adams, and Robert Asprin for examples of putting character into funny situations while they try to accomplish a goal. Taking a standard fantasy epic and parodying it is a cheap, but effective, way of making comedy. For great parody check out “Bore of the Rings”.

Get a running gag. Find something early in the game and reuse it in different ways. Don’t go overboard. A properly used running gag can give a theme to your game and help make the game have continuity. I like to tie my running gags with my reoccurring characters.

Rim Shot
Tempo or Beat is one of the most important features to keeping the game moving and funny. If the players seem stuck or bored drop something unexpected into the scene and let the mayhem begin. A comfortable way to gauge encounters in games is to properly balance action and storytelling. Too much storytelling gets boring; too much battling gets monotonous. Open the adventure by dropping the players into a short action sequence, once resolved let them catch up to the story by having an actor or McGuffin give them clues to the situation. Always finish with a climatic action sequence followed by a wrap-up story ending. Another aspect of beat that is very important with multi-player games is keeping everybody involved. If a player has nothing to do there is no way for them to have fun. Purposely find ways to use the players together and focus several times during the game on special character attributes of each player.

Stick in the Mud
Funny motivations can help otherwise unfunny players to join the act. Give them something silly to do, make it difficult to achieve while at the same time opposing some motivation of another player and you have the recipe for disaster, and that is great for comedy. If a player still won’t get involved send a game character after them. Little brothers, jealous girlfriends, angry authorities, and hungry monsters all work to spice up the life of the terminally serious.

On occasion I’ve picked a running gag and used it mercilessly on the unfunny player. You must be careful with this but it works like a comedy team with a Straight Rube.

Building Character
People are funny. The way we relate makes animal mating behavior look simple. Our bodies are always leaking, oozing, farting, or belching. Everyone has unique looks and most people have at least one funny feature. We get embarrassed from the mistakes we make. We place taboos on certain body parts and certain behaviors and then spend all our time trying to break the taboos.

When putting characters into your game make sure you consider all the human weaknesses and include a healthy dose of those weaknesses when defining personalities. Occasionally give someone a sneeze, body odor, or nervous tick. It may become the most memorable part of that character. Don’t be afraid of forcing the players into situations where they catch colds, get sprayed by skunks, or get unsightly blemishes.

I tend to spend a lot more time on the personalities of characters than their back-stories. If a character makes it trough a first pass I’ll then spend the time to more fully develop them. I love to reuse characters that the players have met. It builds relationships and provides a sense of continuity.

Remember that it is much more funny to role-play a weakness than it is an advantage. Being the best isn’t as funny as thinking you are the best.

In single-player video games I suggest that you have a buddy-AI, a sidekick that follows the player. That way the player has someone to talk to, instead of himself, and there is always somebody you can do something funny to without it being the player.

Another interesting rule I learned from melodrama is don’t use shades of gray in personality. There is evil and good, but nothing in-between. Even if your bad guy has a weakness, his intent should remain solidly evil. Use extremes of personality and borrow heavily from stereotypes so that players can easily grasp the intents and purpose of your characters without much thought. If you wish to have a character switch sides, so to speak. Make it happen as the result of the player’s actions.

Vocabulary
Schtick – Comedic actions, funny things people do
Beat – The timing, delivery is everything
Gag – A one liner that provides the theme for a session, often it repeats throughout
Routine – A collection of funny bits
Situation – A place and/or all the necessary components for comedy, just add players
Joke – A situation and players that when mixed result in something funny happening
Twist – An unexpected event, unusual use of an item, or unusual behavior
Pun – Different meanings for the same word, mostly with ironic or comedic results
Farce – A ridiculous and silly situation where everything is chaos and nonsense
Whopper – Exaggerating the properties of anything to an extreme
Surprise – The obvious and expected are replaced with opposites and uncertainty
Irony – While things seem to happen for all the wrong reasons, somebody is keeping score
Chaos – A state where no system of physical or social laws can give predictable results
McGuffin – A prop that drives the plot of a story, for example the Holy Grail or Maltese Falcon

Character Types
Rube – The butt of a joke or gag
Straight – A too serious person, because of their seriousness funny stuff happens to them
Stooge – A funny person that just can’t stop cutting up, bad luck happens all around them
Fool – An innocent, naive person that just wants to do good but can’t get it right
Goon – A tough person with more muscles and mouth than brains
Femme fatale – A Straight or Fool female who’s looks cause traffic accidents
Hag – A matronly, ugly, or nuisance female
Bitty – A friendly, sometimes overly protective female, eager to please
Grump – A dark, pessimistic personality that doesn’t laugh much
Rascal – A friendly personality that is sometimes lazy or sneaky
Miser – An extremely greedy personality, wealth and power rule their lives
Evil Genius – A soulless, power hungry, megalomaniac that has diabolical plans
Kook – A befuddled, wacky, and absent-minded old person with answers to most everything
Coward – A person who will at any cost avoid danger or threat, they can be liars too
Hero – A selfless and all around good person, everything is about action and the cause
Bootlicker – Similar to the Coward, the Bootlicker manipulates people in power to their own ends
Know-it-all – Contrary to their name they over state their real knowledge, usually causing harm
Dude – This person exudes Cool and bad luck simply slides right off
Bureaucrat – A political or corporate person of some stature that makes life difficult for others

Conclusion
Go forth and design great games. Do Good, annoy Evil. Make big bucks and buy more of my games. Thanks.

Original content Copyright © 1999-2009 Randy Angle