Saturday, January 21, 2012

Indie Game Challenge

We're thrilled to announce that The Dream Machine was selected as one of the 10 finalists in this years Indie Game Challenge!

Visit the web page below and vote for The Dream Machine! Please, please, please!

Indie Game Challenge 2012

Wednesday, January 18, 2012

In protest of SOPA & PIPA

We quote: "PROTECT-IP is a bill that has been introduced in the US Senate and the House and is moving quickly through Congress. It gives the US government and corporations the ability to censor the net, in the name of protecting 'creativity'. The law would let the government or corporations censor entire sites -- they just have to convince a judge that the site is 'dedicated to copyright infringement.'

The US government has already wrongly shut down sites without any recourse to the site owner. Under this bill, sharing a video with anything copyrighted in it, or what sites like Youtube and Twitter do, would be considered illegal behavior according to this bill."

Learn more here

Tuesday, January 10, 2012

Another Massive Update!

In celebration of the new year, we released another update to the game. This time we added 75 new interactions possibilities to Chapter 1 and 2, and over 130 new interaction possibilities to Chapter 3.

Through the magic of Google Analytics, we can see whenever a player tries to combine objects unsuccessfully. Every so often we add proper responses to the top failed interaction attempts, instead of leaving the boring standard 'That doesn't seem to work'. Our goal is that every single interaction possibility will eventually have a proper response.

At this stage, the things we're adding to Chapter 1 and 2 pretty much fall into the 'strange & rare' category. For instance, attacking the bedroom pillow with the crowbar now has a proper response. In Chapter 3 we're still seeing some confusion during some of the harder puzzles. If a lot of people are trying to use every single inventory object on everything in the scene, it's a pretty good indicator that more tweaks and hints are required.

From a game design point of view, it's also important that the stimulus-response cycle never gets predictable. If you keep getting the same response no matter how you interact with the world, you will get bored very quickly. It's the equivalent of getting exactly the same loot drop every time you kill a monster in Diablo.

We don’t track who did what. All that happens when you attempt an interaction is that a counter increases by 1. So if seven people try to smear baby oil on the radiator in the bed room we just see something like this: "Chapter 1:Bedroom:Use baby oil on radiator:7".

Personally, I'm very fond of this data-driven approach to game design, since it makes the player an active part of the process. I look forward to taking this approach to the next level once The Dream Machine is done and dusted.

Development news on Chapter 4 will follow in the next post. Stay tuned!

Cheers,

 – a