Tag: Physics
Platform Jump (Nintendo DS, Scribblenauts)
by Porter on Sep.15, 2009, under Flash Industry, Game Reviews

Scribblenauts
It’s not every day that I see a console game that could become a flash game, and even rarer that I find one that is almost screaming to be turned into one. Scribblenauts for the Nintendo DS is one of those rare gems, and it’s just blessed the world with it’s presence today. Scribblenauts is not only an amazing game, but it’s the first game I’ve actually looked forward to and felt was truly original since Portal came out with the Orange Box. If you’re unfamiliar with Portal, log into your steam account now and check it out, you can also try Portal: The Flash Version which is basically the same concept, but in 2D.
First off, let’s take a look at what makes Scribblenauts such an amazing game. The point of the game is to solve various puzzles, or reach the goal, to receive the magical that is a starite. The way you solve these puzzles is where Scribblenauts really shines. You can move around using the DS’s stylus, look around using the D-Pad or ABXY buttons, and last but not least, click on the note pad and write in anything that comes to mind. What does writing in anything that comes to mind do for you exactly? It brings it to life, plops it into the world in front of you, and begs you to interact with it in whichever way possible. You can write so many things it’s unbelievable, the database of items is absolutely massive. I’ve only played the game a very short while since it just came out, but already I’ve ridden a whale, had that whale defeat an angry lion, and used a rocket to blow holes in the ground to navigate to new areas. When I say you can write anything, I mean it. Admittedly (and this is nearly impossible to avoid) you can stump the system and come up with something it doesn’t have, but you nearly have to try to do so which is quite impressive; on top of that, it gives you options that are close to whatever you typed that wasn’t found, so you really can’t complain. After you create various objects, you can ride them, throw them, shoot them, combine them, and so on. If this doesn’t sound at all amusing to you, you’re anhedonic, and I’m sorry for your loss.
So you may thinking that the above is quite impressive, well, it is. So how does this relate to the flash industry? How can such an impressive game be moved to a platform such as flash? Easily is how. The entire game, although amazing, is basically a giant database of words, tons of simple art and animation, basic platforming, and a fine dose of Box2D or your favorite physics engine. The art has it’s own style, but is certainly something that could be seen in a flash game. It’s colorful, simplistic, and almost looks as if someone drew it with a tablet. The biggest draw back I see is that the game is 32MB, which would be a massive flash game, but I’m sure a lot of the file size are files that pertain directly towards communication with the DS and stuff of that nature. If not, the database of items could be loaded externally to reduce the file size to something acceptable. Regardless of the solution picked, it’s definitely doable. The game would undeniably be a huge project, but it’s one that could definitely shine as one of the greatest flash games to this day. The game really is perfect for the flash platform, and I’m almost surprised the company didn’t launch a mini game flash version to build up some extra hype for the DS release. It’s creative, it’s the most intuitive game since Portal, and it’s amazingly casual and laid back, which is perfect for the flash industry.
The most impressive aspect of the game is that game developers have once again created something incredibly original. After thousands of clones of great games, another company has stepped forward, used some creativity, taken a risk, and is now reaping the rewards for their work on an original concept. The most inspiring thought I get from the above isthis, yes they developed the game for the DS, but it could just as easily been you or I developing this game for the DS. Creative ideas that have yet to be thought of are still out there; leave the tower defense games and physics clones for someone else, and embrace the importance of originality.
Physics Based Games
by Porter on Jun.18, 2009, under Flash Industry, Help

Physics Games
I’m sure nearly everyone reading this is aware of the success that physics based games have been bringing in. Games such as Splitter, Super Stacker, Fantastic Contraption, Totem Destroyer and Civiballs have done amazingly well on the net thus far. There’s clearly something majestic about these games in the eye of the player, but what is it? Do they feel that the game is better because it offers realistic physics which are rarely seen in games? Does the general public (dare I say it) enjoy using their brains to solve puzzles using real life knowledge? There’s something about these games that really draws players in, and because of that, sponsors too.
Many developers have heard of the Box2D physics engine, the power behind nearly all of these highly successful physics games. Many developers enjoy using this amazing tool, while others put it down for one reason or another. Regardless of developers opinions, it’s clear that the games produced with Box2D that were given a decent amount of effort pay off very well. Civiballs is the highest paid sponsored game by King.com, and many other physics games are up there among other sponsors. Many developers like to use Gemcraft as the ideal example of a successful game, which it certainly is, but what many of them don’t know, is that some of these physics based games have sold for more, a lot more. Without a doubt, games such as Gemcraft have a ton of more work put into them, but somehow these physics games with a significantly lower effort put into them (not low, just lower) are doing amazingly well along side them. With this newly found info to many of you, you may want to think twice about ignoring Box2D any longer, unless you prefer making less money for more work. That’s not to say developers should all flock to physics games and abandon others, but I’d love to see some more creative takes on the genre, and I’m sure sponsors would be willing to dish out the cash, judging by recent sales of similar games.
Let’s take a closer look at a physics game and dissect it, let’s try and figure out what makes these games so successful. Dynamic Systems is a brand new game (at the time of writing this) that was sponsored for a price that definitely sits up among the top paid for games. The goal is to guide a small metal ball to the bucket in each stage using various tools such as dominoes, bouncing platforms, metal rails and more. My first impression of this game’s success, as with most physics based games, is that it’s incredibly user friendly. I’m against hand-holding in most cases, but it actually works in these kind of games and I know from experience in game design that players love to have things spelled out for them, at least at first. There really isn’t any confusion to be found within the first few levels, new elements are introduced one by one and in very easy scenarios. The trick here is that the difficulty would be boring if it was the same over and over, however since a new mechanic is introduced every level for some time, the difficulty is completely disregarded, a smart move in level design. Once you’ve learned every mechanic the game has to offer, it’s up to you to think on your own and solve the puzzles combining your newly found knowledge. From a player perspective, I believe I can see why these games do so well. Most flash game players are complete novices at games, they don’t like a huge challenge, especially at first. These games teach you everything you need to know step by step in a way that isn’t boring, nor does it actually appear to be a tutorial you would normally click through, despite the fact that the first few levels indeed are just a tutorial in disguise. Aside from that, I believe the realistic approach of using physics, something we encounter every day in the real world, really appeals to gamers. I believe they feel like the developer has done a good job mimicking the real world and that impresses them. Not only that, the real physics makes them feel comfortable because they’re already aware of many of the reactions they will get in the game, because it’s based on what they live with every day in the real world.
Regardless of my opinion on why these games are successful, they certainly do well. Players love them time after time and the games seem to recieve a higher number of views than their surrounding games on nearly all portals. Weather you’re a fan of Box2D or not, I would recommend giving it a look. If you’ve got a creative mind and the ability to use this library, you’re certain to come out with some very nice cash in the next few months. On a complete side note, I recently said that achievements were going to be the next big thing in flash games, now it seems that real physics is the new trend, sponsors better check their bank accounts when developers start using both.

