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Nov 06 2012
By: NorseGamer Uncharted Territory 1187 posts
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Questions *from* Game Mechanics

9 replies 606 views Edited Nov 6, 2012

Game Mechanics has just arrived in PlayStation Home, and its President, John Ardussi, has written an introductory letter to the Home community, published today in HSM: http://www.hsmagazine.net/2012/11/from-the-president-of-game-mechanics/

 

John has years of experience with PlayStation Home design; most notably, he was the Game Director and Lead Programmer at Sony VASG for Cutthroats: Battle For Black Powder Cove. He's also the mind behind the Mysterious Doll, the Robotic Canine, and a whole bunch of other items and features you've seen in Home. An avid forum reader, he has a few questions for the community:

 

1. "I like the idea of having furniture that is configurable. My fear is that some people will set up their club, leave, come back to find everything reset, and blow a fuse. Is there something we can do to make sure people know about this so they do not discover it for the first time on their own?"

 

2. "We have at least one more item in the pipeline that saves its configuration in an apartment, not in a club. Should we make more?"

 

3. "How do you feel about apartments that come with furniture built in?"

 

4. "If you had a game for your apartment or clubhouse, how many players would you like to be able to play at once?"

 

5. "What are the things you want to do in Home, but get stopped by something missing?"

 

 

I've had the good pleasure of meeting John a few times, and he's an enormously creative individual with a real passion for PlayStation Home -- as exemplified by the articles he's personally written for the Home community in the past, both for AlphaZone4 and HSM. It is no platitude when he says he's genuinely interested in hearing as much as possible about what the Home community wants.

 

Debate often rages on this forum as to whether or not the developers read what happens here -- its suggestions, ideas, trends and so forth.

 

They do.

 

I hope you'll read John's full letter to the community, and take the time to respond to his questions, either here on the forum or over at the HSM article. It is through our feedback that Home shapes itself and grows.

 

 

NorseGamer

Editor-in-Chief, HSM

www.hsmagazine.net

 

Message 1 of 10 (606 Views)
Wastelander
Registered: 07/28/2009
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Re: Questions *from* Game Mechanics

Nov 6, 2012

Welcome to home Game Mechanics. Im very interested in what exactly is customizable in your furniture, besides the names of course. Since you seem to wanna hear what we would like to see, i'll make my plea :smileyhappy:  Active item musical instruments that you can play. Guitar, dj, drums, a mic stand for all the steven tylers and bon jovies out there. lol GL in home.

 

p.s. definitely picking up that bar and parasol combo. Never have to many bars. :womanhappy:

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Gaming Beast
Registered: 06/30/2011
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Re: Questions *from* Game Mechanics

[ Edited ]
Nov 6, 2012

Welcome Game Mechanics!

 

In response to questions 1 and 2:

 

While some people still use apartments, apartments have many disadvantages, and much more people are using clubs now. I think it would be preferable to make these items function in clubs as well. Active items can now function in clubs while owner is gone.

 

In response to 3:

 

Due to the item limit, I think that built in furnuture is good, but not too much. Konami's Jetsetter apt for example, has too much built in and there's no point decorating. What would be really great is optional built in furniture you can switch on an off based on need. Also this would be perfect in a average suburban home type apt/club.

 

In response to 4, as many as can fit in an apt and club respectively, but make sure the game can still be played with only 1 player.

 

In response to 5, the list is far too long, so I will sum up 2 of the major things:

 

-Interactivity with each other, such as hand holding, hugging, kissing, high fives, ect. Something that can be used anywhere would be preferable (like an LMO item or something), but at the very least, a "game" that can be used in apts/clubs.

 

-Have a typical suburban HOUSE experience in home. With 2 floors, a basement,  operating windows and doors, and fully explorable front and back yard, a day/night cycle, beds to lie on in NATURAL positions, and a slew of purchaseable modern appliances to go with the house (microwave, coffee pot, washing machines, ironing board, vacuum, ect) of good size. 

 

Peakvox is the only dev that has made appliances like this, but they are JP only. Ghostbusters stuff is too small, lockwoood's is either GM only  or country style, and Veemee's are too disproportionate (tiny tiny washing machine but a HUGE round TV?!)

 

There has yet to be a dev to make an apt/club that is a real house though. The closest thing is Cutteridge, but it is antiquated and haunted. So I like to propose this idea to every dev that is on the forums asking for ideas, and many other people would like this and requested it frequently.

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Lombax Warrior
Registered: 02/08/2012
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Re: Questions *from* Game Mechanics

Nov 6, 2012
I would like apartments in which you could change the interior design like the harbor apt where you can change the wallpaper PR maybe install paneling. Also the chance to change floor and ceiling would be nice like thehome ddesign space. And how about the ability to use our toys like the kKodiak and chopper on the yacht. If your place has water you should be able to swim or boat. How about clothes on which you could change the colors. Thinking of that We could use more spaces to put clothes on our avatars and need to be able to see and change the appearance of our avis when not waering clothes. And of course the most popular request.more items slots for our apartments.
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Fender Bender
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Re: Questions *from* Game Mechanics

[ Edited ]
Nov 6, 2012

1. "I like the idea of having furniture that is configurable. My fear is that some people will set up their club, leave, come back to find everything reset, and blow a fuse. Is there something we can do to make sure people know about this so they do not discover it for the first time on their own?"

 

There's no fool-proof method, as there will be a percentage of people that will simply not read any warning you give them.  Still, I would think a simple disclaimer in the item's description should be enough.

 

2. "We have at least one more item in the pipeline that saves its configuration in an apartment, not in a club. Should we make more?"

 

I would first see how people react to that one, but that's me.  I think there's a market in this, as I believe your average Home patron makes friends with a few people and sticks with those same people, so being able to customize items to specific people and/or gatherings would be something I feel a lot of people would like to have.

 

3. "How do you feel about apartments that come with furniture built in?"

 

I have mixed feelings.  I prefer to set all my own furniture, but we're starting to see a conflict in this practice as personal spaces get larger and the item max stays the same.  I feel a good compromise would be that any active items (items that take multiple item-placement slots) are built-in so to cut back on item-placement costs.

 

As a side note, I don't mind paying a little extra for basic furniture (matching tables, chairs, sofa, etc.), but I would prefer earning decorative items such as statues, vases, plants, etc.

 

4. "If you had a game for your apartment or clubhouse, how many players would you like to be able to play at once?"

 

I think four is a good number.

 

5. "What are the things you want to do in Home, but get stopped by something missing?"

 

Hmm...good question.  I'd like to have some sort of daily planner that I can use to alert me of meetings and events that I program in. 

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Treasure Hunter
Registered: 01/28/2012
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Re: Questions *from* Game Mechanics

[ Edited ]
Nov 6, 2012


 1. "I like the idea of having furniture that is configurable. My fear is that some people will set up their club, leave, come back to find everything reset, and blow a fuse. Is there something we can do to make sure people know about this so they do not discover it for the first time on their own?"

 

What do you mean by reset?

 

2. "We have at least one more item in the pipeline that saves its configuration in an apartment, not in a club. Should we make more?"

 

All things new and innovative are welcomed.

 

3. "How do you feel about apartments that come with furniture built in?"

 

It depends. If it's a built in active, sure, I'm all for it. Generally I prefer a blank slate.

 

4. "If you had a game for your apartment or clubhouse, how many players would you like to be able to play at once?"

 

Four is a good number. It would also have to have rewards and replay value.

 

5. "What are the things you want to do in Home, but get stopped by something missing?"

 

The only thing that stops me is an empty wallet....:smileytongue:

 

 

I have a question for you. What is that space at the end of the video???

 


 


 

 





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Game Mechanics Developer
Registered: 11/09/2012
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Re: Questions *from* Game Mechanics

Nov 9, 2012

It is really great to be here! Thank you all for your feedback. We print out your responses and discuss them all. It helps us to make sure we do the best job we can. You all have great ideas. Thanks! We are looking forward to creating and releasing more.

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Wastelander
Registered: 05/20/2011
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412 posts
 

Re: Questions *from* Game Mechanics

[ Edited ]
Nov 12, 2012

NorseGamer wrote:

Game Mechanics has just arrived in PlayStation Home, and its President, John Ardussi, has written an introductory letter to the Home community, published today in HSM: http://www.hsmagazine.net/2012/11/from-the-president-of-game-mechanics/

 

John has years of experience with PlayStation Home design; most notably, he was the Game Director and Lead Programmer at Sony VASG for Cutthroats: Battle For Black Powder Cove. He's also the mind behind the Mysterious Doll, the Robotic Canine, and a whole bunch of other items and features you've seen in Home. An avid forum reader, he has a few questions for the community:

 

1. "I like the idea of having furniture that is configurable. My fear is that some people will set up their club, leave, come back to find everything reset, and blow a fuse. Is there something we can do to make sure people know about this so they do not discover it for the first time on their own?"

 

2. "We have at least one more item in the pipeline that saves its configuration in an apartment, not in a club. Should we make more?"

 

3. "How do you feel about apartments that come with furniture built in?"

 

4. "If you had a game for your apartment or clubhouse, how many players would you like to be able to play at once?"

 

5. "What are the things you want to do in Home, but get stopped by something missing?"

 

Hi,

 

In corresponds to the first question,

 

Personally, I like it when you can interact with furniture, or anything else for that matter, in an original way, with animations.

 

So, for instance, in front of an oven, you can open it, place something in it, or something out, and close it again, place a pan on it and off, with a kitchen sink, you can open and close the closets (or any closet), or open and close the crane, with a sofa, you can sit straight, laid back, or lie down. And that all animated.

 

When you have a lounge chair that is configurable, like make it for lying down, or sitting, it's the same.

 

But if I place a chair in one way, and when I return, I see that it was configured in a whole other way, (like the color has changed), that I would find not acceptable.

 

For the second question,

 

Oh, please do. :smileyhappy:

 

For the third,

 

Very good. :smileyhappy:

 

Especially the huge apartments like the 'Dream Yacht' should have more built in furniture. It's very nice when a space comes with a lot of active built in furniture. :smileyhappy:

 

The fourth,

 

From 1 to 8 players.

 

I think that all games in Home should also be playable for one player, as there aren't always other players willing to play. If a game can only be played by 2 players, then it will always depend by other players if you can play. And when you look at the Bowling Alley... :smileysad:

 

Then the last one,

 

What I love to do in Home is play games.

 

Only, since the core update 1.65, a lot of my friends and other players have stopped coming on Home, because of what they say, the update has ruined the bowling game, and above all else, the pool game in the Bowling Alley.

 

Since that time, I find it a lot harder to find other players with the same interest as myself. That, and also some other reasons, has stopped me a couple of times of signing onto Home.

 

What I would like to see, is that Home represents real life, or more, a simulation of it. Being able to interact with other players; Shaking hands, hugging, kissing, handing over an object, those kind of things.

 

Interacting in your apartment with furniture; Opening closing doors and windows, cleaning, climbing a ladder, cooking, eating, know what I mean? :smileyhappy:

 

I would also like to see more normal everyday games, like Badminton, Tennis, Volleyball, football, games where your own Avatar plays in, but not that you have to buy it, but just normally in a public space so you can play with anyone.

 

Those Locomotions are nice, but they are just that. I think that Home could use a lot more open games that the community can play freely with each other. :smileyhappy:

 

Was this helpful? :smileyhappy:

 

Lol, I'm eager to see what you'll bring. Have fun creating. :smileyhappy:  

 

 

 

 

 

 


 

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Game Mechanics Developer
Registered: 11/09/2012
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Re: Questions *from* Game Mechanics

Nov 12, 2012

Thanks for replying. All great notes. I think you will see some of what you are asking for from us in what we have in the pipeline. Some we have added to the list.

 

We really appreciate the feedback and do read it all.

Message 9 of 10 (265 Views)
PlayStation MVP
Registered: 02/12/2011
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2834 posts
 

Re: Questions *from* Game Mechanics

Nov 12, 2012

NorseGamer wrote:

1. "I like the idea of having furniture that is configurable. My fear is that some people will set up their club, leave, come back to find everything reset, and blow a fuse. Is there something we can do to make sure people know about this so they do not discover it for the first time on their own?"

 

2. "We have at least one more item in the pipeline that saves its configuration in an apartment, not in a club. Should we make more?"

 

3. "How do you feel about apartments that come with furniture built in?"

 

4. "If you had a game for your apartment or clubhouse, how many players would you like to be able to play at once?"

 

5. "What are the things you want to do in Home, but get stopped by something missing?"


 

;^) Hey, there. Developers who're seeking ideas are always welcome, because they're ready to listen. My suggestions:

1) For configurable furniture, it should be sufficient warning just to mention it in the item description before something is purchased, though there'll always be those customers who don't read it first, including me. For them, perhaps the item should have the option for the user to freeze it in the configuration he chooses, so that it won't change if he doesn't want it to. In fact, giving the user control over configurable furniture is a good idea in itself. This could include changing colors, adjusting shapes (an outdoor table umbrella that closes or opens, etc.) or whatever allows more individuality and creativity on the customers' part.

2) Definitly allow configurable items to save their states in apartments.

3) Apartments with built-in furniture can save item slots for the customer's own items, but too much built-in stuff can limit the user's creativity. An example of existing welcome built-in stuff would be the curtains in the Casino Courtesy Hotel Room. A prompt allows the user to open or close the drapes, as he chooses. Built-in shelves are good, as long as there aren't so many that they feel unfinished unless the user allocates most of this item count to the task.  In general, built-in stuff along the walls frees the middle of the room for the user's discretion, while built-in stuff in the middle can restrict the user.

4) Four is the usual number for simultaneous play with built-in games, and I've never personally had even that many guests at once, so I feel no need to increase it.

5) One of my personal peeves with many of my spaces is a lack of spawn points. For Blaster's Paradise, the invisible glass tunnels that connect the sections are too narrow for some of my furniture to make the trek from the lone spawn point to my intended destination. This restriction greatly reduces my enjoyment of that space, as nice as it is otherwise.

One product that would make this space, (and any existing space) much more enjoyable would be a Portable Spawn Point. It would be classified as an Inventory Item, and when used, it would access the user's furniture, placing the selected chair, etc. into place wherever the user was at the moment. The avatar's position coordinates would become the furniture's coordinates, see. It would breath new life into many existing spaces.

;^) That's it, for now. Thanks for listening....

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