Guest Post - What makes a memorable character? From Mohammed Maxwel Hasan

Mohammed Hasan has written a few guest posts for us, and decided to explore what makes a memorable character below. You can check out his past posts here and here, and follow him on Twitter here.

What makes a memorable character?

Mohammed Maxwel Hasan

With hundreds of AAA and independent games releasing every year, how can a franchise stand out? One way is creating memorable characters and in this post, allow me to share 3 quick observations that form the ingredients to creating that iconic character.

Art Design

Making a character simple makes it easier to remember. Look at Mario: his circular features, simple colour scheme and M logo on his hat helps you draw from your memory bank. Different shapes denote different messages. Round = youthful. Square = stability. Triangle = danger. Besides, the simpler the character design, the easier to put it on merchandise. The constant advertising feeds into the memorability and the cycle continues.

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Dialogue

“The genius of the hole: No matter how long you spend climbing out, you can still fall back down in an instant.” – Max Payne

Ever heard a line in a game that you couldn’t stop thinking about? That’s the power of genius writing. When a character has catchphrases or certain phrases that stick with you, that will dramatically increase their memorability. Max Payne is littered with dramatic quotes that’ll cause you to reflect about life.

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Relatability

Even though Nathan Drake embarks upon larger-than-life adventures, his personality as an everyman connects him to the players. For instance, Drake reveals how he hates clowns. If you aren't too fond of them either, it instantly draws you close to Drake and helps bridge the gap. Building on those moments that allow the player to see themselves in the character will increase that memorability.

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What else makes a memorable character? Leave your comments below, or on Twitter and join the conversation!

Guest Post: Why do we play video games? - Mohammed Maxwel Hasan

The follow is a guest blog post from our friend Mohammed Maxwel Hasan. Stay tuned for more from Mohammed as he’ll be joining me on the podcast shortly about storytelling in games.

[Update September 26th: We did our podcast]

You’re nestled in a comfy chair, gripping an overflowing popcorn bag while the booming surround sound penetrates your chest. You look to your right; teenage guys howl loudly at the character fights. You look to your left; fists are pumped in the air a mile a minute. As you lean back into your chair, you begin to wonder how many treasured memories are made at video game tournaments.

Why do we play video games? It’s embedded into our societal DNA as a favourite pastime. With millions poured into game development, what makes this a lucrative entertainment industry?

One reason has two words: wish fulfillment. Video games make the impossible possible. Maybe you’ve always wanted to experience what it’s like to be a hero, saving the planet from a dastardly villain or discovering an exotic land untouched by humans. Real life is limited with your unique circumstances but gaming gives you a window into another world.

Did you play Uncharted 4 for the story?

Did you play Uncharted 4 for the story?

Speaking of worlds, the human craving of compelling stories also pulls us into interactive media. When we watch something that resonates, we can’t stop talking or thinking about it long after the credits roll. The moment you can see yourself in a character, an instant bond forms and an emotional attachment with the narrative develops.

Take Uncharted 4’s dialogue as an example: “Emptiness. Yeah, well, you know, as thrilling as the next adventure might be, in the end... you’re always left with that same feeling. Sometimes you just gotta choose what you’re gonna keep and... and what you’re gonna let go.”

Then there’s the story. You can have the same story, but when the cast is swapped, you can have an entirely different experience. Stemming from the ability to connect with others, gamers look for those on-screen figures to cultivate positive associations. These one-sided connections are called “parasocial relationships.”

Look at the upcoming Super Smash Brothers Ultimate. Throughout the hype, gamers frequently comment and request for a story mode. Seeing all the classic franchises clashing is one thing, seeing them together in a coherent story is another.

Should Super Smash Brothers Ultimate have a story mode?

Should Super Smash Brothers Ultimate have a story mode?

Sometimes, living out these stories is all about escaping to a new reality outside our own. Not always necessarily escaping from the negative, but encountering new friends and experiencing new worlds that enhance imagination. It’s analogous to the saying from George R.R Martin: “A reader lives a thousand lives before he dies… The man who never reads lives only one.”

Video games anchored its place as a leading pastime. With all the various genres and diverse productions, there’s something for everyone. So why do we play? By exploring the behind-the-scenes of the gaming experience, maybe video games can save us from ourselves.

Guest Post - Tips on getting OMDC’s IDM Fund for a video game project

Our friend Danny Forest from Power Level Studios is back, and was kind enough to let us post his most recent Medium post on how his studio got OMDC funding. Check it out below, and make sure to follow Power Level Studios on Twitter and FaceBook.

Disclaimer: These tips are based on my own experience with OMDC. They are not endorsed by OMDC. They may or may not work for all studios. 

The idea to write this article comes from a private message we received on Reddit:

“[…]how was the OMDC process if I may ask? We are also from Toronto and thinking of applying this year with a roguelike we are making, and would love to hear about the process from someone who has been throw it if you had a moment =)”

Go To The In-Person Information Sessions

For every new round, there are always a few information sessions you can attend. Kim usually present the program and you have the opportunity to ask any questions you may have. 

Go see her after the presentation. Introduce yourself and your project. Ask relevant questions. Show you care. 

When you do talk to her, make sure you sound passionate. For the information session, try to stay on topic too, she’s always busy and there are other people who have questions as well.

Ultimately though, the jury chooses the winners of the grant, but I have a feeling she has some say in it. I could be wrong. It never hurts to make a good impression on the people managing the program!

Go To Local Events

There are plenty of good events to go to in Toronto. Kim attends them frequently. She even goes to local game launch parties. I met her for the first time at Massive Damage’s Halcyon 6 launch party. 

If you can see who attends events you want to go to, look for Kim Gibson. I won’t share any photos here for privacy reasons. 

Another great reason to go to the local events is for the other developers you meet. Having connections in the industry really helps. You never know when you’ll meet someone to partner with, cross-promote, etc. And also, the jury is composed of people in the industry. Any good impression you make during these meetups can increase your reputation.

If you don’t live in Toronto, drive to some events. Pick the ones you think will have a bigger impact. [Steve's Note - We have an events page here on the website.]

Write Freaking Good Documents

This is an obvious one, but I really mean it.

This is a competition. Other studios will write awesome documents. Be interesting. Do not be corporate. If you’re not a good writer, hire one.

When you think it’s good enough, do better. Go from good to great.

Share with people you trust to give you brutally honest feedback. If someone says it’s shit, listen to them. If they say it’s good. Improve until they tell you it’s the most amazing thing they’ve ever read.

Aim freaking high. Other studios will.

Only a few select studios get it. Everyone is great. You’re likely competing against studios who have a track record and you don’t.

Make All Your Documents Pretty

To me, this is another obvious one, but I don’t know how pretty other studios make their documents. Our documents look awesome.

Put game art, concept art, design special layouts. Make EVERY page appealing visually. Graphs are nice. Good tables may look appealing too when done right.

If you don’t have an artist helping you with that, you’re screwed. Just being honest here. I found great artists on Upwork.com before I had my team, just to make a good visual representation of the game. 

Make sure though that it still looks good when printing. Some members of the jury may print the documents. 

Be Impressive

Definitely easier said than done. 

When we originally applied for concept definition, we didn’t have a team outside of the two co-founders and had never released a game yet. 

We did however have a good track record of working in the industry for other studios and working on projects that were successful. 

Here’s what I did to look impressive:

Advisor Network

I sought out a network of advisors for Power Level Studios. People both in and out of the industry. People in games, other businesses, finance, etc. I looked for people with good credentials that I could trust to tell me the truth.

If you don’t know anyone, again go to local events and connect with people. CEOs and other important people do go to them.

Awesome Team Resumes

Make it shine, both visually and professionally. Don’t just print your LinkedIn profile, unless it’s really awesome. For your artists, they need to have someone visually stunning.

Track Record of Founders

Ultimately, investors invest in people. Be awesome. Show you can do great shit. If you haven’t released anything yet, show prototypes of awesome stuff you can do. Show you work great as a team. 

Get Featured Somewhere

For our second application, we were lucky enough to have gone through Square Enix Collective and received a very good rating. Do your best to get your project featured somewhere that matters. This mostly applies for Production.

Have A Team In Place, Or Prove You Can Form One

The first time I applied, the team was me, my co-founder and an unnamed artist. 

That was one of the negative point of our application. This hurt our credibility a lot. The point of our application for Concept Definition was to come up with a game prototype and define our art style. Yet we didn’t have an artist.

We didn’t hide that though. We did explain how we’d fix that weakness.

If you do have the team in place already, that’s a major plus.

Have A Good Project

As in, not a clone of another game with a different theme. 

They want you to show some innovation, but also that you can sell the game and make money. Another Candy Crush clone doesn’t qualify. 

Combine ideas from different genres. Combine ideas from awesome games. Design something unique.

If you’re a small studio, be realistic. Present a project that’s not too ambitious and not to easy.

Present your idea to potential gamers. When applying to IDMF, only present ideas that generate VERY positive reactions from the gamers you talked to.

Never Lie / Be Realistic

When I asked for feedback on my first application, a very positive point from the jury was that they saw how honest and realistic I was about everything. 

I didn’t hide any weaknesses. I showed them how I’d overcome them. With precision. Always. 

My numbers were backed by data I’ve analyzed. When I had to estimate things, I explained my reasoning. 

Never put numbers you can’t “prove”. 

Meet All Deadlines

If you were realistic to start with, that could be a non-issue. If you send your application before the program deadline, that won’t go unnoticed. 

If you do get the grant, respect your milestones. If you can’t meet your milestones, don’t lie about it.

Limit Deferrals As Much As Possible

You are allowed to defer payment for work done on your project. For a small studio with limited funds, it’s hard to avoid that. But make sure you limit it to the bare minimum. 

Invest your own money. Ask friends and family to invest as well. This shows how serious you are about the project.

If 50% of the budget comes from OMDC, provide 30% yourself. The more the better.

Apply For Concept Definition Instead Of Production

If you have no credentials yet, apply for Concept Definition. If you have an ongoing project currently, apply for a new project. You can’t have started the project beforehand, so it has to be a new one. 

Concept Definition is less competitive, and less risky for everyone. Plus, you receive money to build prototypes, how awesome is that! You get paid to make a better design of your game.

Once you receive the grant for Concept Definition and deliver successfully, it’s much easier for them to give you more money when you’re ready for Production.

Business And Marketing Plan Is The Most Important Document For Production

In one of the information session, Kim said that was the most important document. 

I took that seriously. I spent a shit-ton amount of time polishing that one. Again, make the text and the visuals awesome.

For Projections, Do Worst Case, Normal Case and Best Case Scenarios

This shows you’ve done research and are as realistic as you can be. No one can fully predict what’s going to happen. Prove that even if you reach the worst case scenario, you still benefit from the project.

Research your competitors, pretend you’re going to perform worse than your worse competitor. Put your numbers in the worst case scenario.

For normal case, pretend you’re going to do exactly like your worse competitor.

For best case, pretend you’re going to be doing a little better than your worse competitor. 

Does A Good Game Need A Good Story? - Guest Blog With Mohammed Hasan

 "No amount of great animation will save a bad story.

John Lasseter, Chief Creative Officer at Pixar

nintendo64

As a '90s kid, growing up with the Nintendo 64 encompassed a fountain of endless fun and impeccable classics. Super Mario 64, Legend of Zelda, Super Smash Brothers and much more! However, as time progressed, the video game industry changed its focus to immersive storytelling. This paradigm shift begs the question: Do video games make the story or does the story make the video game?

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Let's look at Naughty Dog, the lucrative company that prides itself on character-driven narrative with the Uncharted series and The Last of Us. Their studio philosophy and award winning titles redefined the emotional connection gamers have with their characters, while aiming to set the narrative gold standard. "I want studios that make story-based games to start taking their stories more seriously...[with] an in-house writer that sits next to the designer, helping them make their levels," Neil Druckmann beckons. While this meticulous standpoint cemented Naughty Dog's legacy in the industry, other companies etched their name in a different way.

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Arguably, Nintendo is the root of the video game tree. Its mega influence stretches worldwide and at the forefront of that triumph is the Mario franchise. Despite its earth-shattering sales, it’s unlikely that the average gamer recognizes the Mario series based on its storytelling. Getting entangled with the enthralling Super Mario 64 levels overshadowed the basic goal of rescuing Peach, who happened to make a delicious cake and left it at the castle. I highly doubt gamers mouths’ watered as they heroically strived to obtain that cake with every collected star, ability cap and crushed Goomba. In this case, Nintendo laser focused on memorable gameplay, not memorable storytelling. "Video games are meant to be just one thing. Fun. Fun for everyone," Satoru Iwata proclaimed. Even though you weren't hanging on the edge of your seat anticipating the flavour of the cake, Super Mario 64 embodied the fun factor.

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So, is storytelling necessary for video games? It depends on how you view gaming in general. If you're someone who casually pops in a disk or cartridge to have a good time, then gameplay would probably take precedence instead of storytelling. However, if you look at gaming as an immersive, cinematic experience, then scout out story-driven games.

Play the story or let the story play you.

About the Author

As a local GTA resident, Mohammed Maxwel Hasan enjoys the treasure trove of effective storytelling in a variety of contexts. Starting with the N64, he found gems within the video game world and looks forward to what the future brings. For storytelling in video games, feedback on this article, or just want to connect, you can directly email him mohammedmaxwel@gmail.com or visit his website https://maxwel92.wixsite.com/mohammedmaxwelhasan.

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Guest Blog Post - Thoughts on Bit Bazaar from Mega Power Games

Along with Brian Yoon the other day, Antonio Miceli from Mega Power Games got to try out some games at the recent Bit Bazaar last week, as well as Gaming Garage at CNE. He was kind enough to write up some thoughts on the recent event. While reading his thoughts make sure to check out Shift from Mega Power Games.

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On the weekend of August 25-27 I had the opportunity to participate in the first edition of the
CNE Gaming Garage (CNEGG) and Bit Bazaar. Here of some of the highlights of the weekend:

PINBALL-MANIA
From the moment you walk through the doors of the CNE Gaming Garage, you are greeted with
the clacks and dings of modern and restored pinball machines. There were approximately 15-20
machines set up for free play where anyone could hop on a machine and go to town. On the
Friday and Saturday there were qualifiers for a pinball tournament (the CNEPC 2017, run by the
Toronto Pinball League). As someone who had never participated in a pinball tournament
before, my results were expected (I stunk up the joint). My favourite pinball machine was one of
the oldest: a machine called Jungle Queen where I posted my best individual result.


Tabletop
In one corner of the Garage there was an area where CNE goers could sit down, grab a board
game and play.
There were also vendors selling board games in booths nearby. I was lucky enough to have
time to play Uncaged: World Warriors, an MMA deck building game from ZeMind Games. As an
MMA fan I was pleased to see a board game encapsulate the strategy one would use in an
MMA fight.


Northern Arena
A large part of the Gaming Garage was devoted to esports and VR, all run by Northern Arena.
This was arguably one of the most popular fixtures inside the garage, as there were consistent
lineups to play VR games, as well as esports games finals being broadcast on the mainstage.


Bit Bazaar
Garage goers would have noticed a long line of tables along the side with games on display that
they may have never heard of before. The Bit Bazaar has been running since 2013, and thanks
to assistance from the Ontario Media Development Corporation, Gamma Space TO managed to
secure some table space to host their eighth edition of the event. Here are only a small subset
of games that you would have found at the event (and that I had a chance to play):


Way Of the Passive Fist - Household Games
This was one of the games that I was looking forward to playing. The artstyle evokes classic
games made in the 90s, but the strategy that you need in this tactical brawler definitely lives up to the standards of today’s modern games. HH Games built a custom arcade machine to show
off at the CNEGG on the Friday and Saturday before packing the machine up and driving across
the continent for PAX.


Tribes of Teldar - Boat Rocker Games
A free mobile turn based strategy game, Tribes of Teldar is a board capture game which is
reminiscent (at least to me) to Go...if each Go piece had a warrior on it that could directly fight
other warriors. The art style is fantastic, the gameplay is easy to pick up, and there’s a lot of
replay value.


Block Droppin’ - Rocketship Park
I read about this game before the CNE Gaming Garage started, and the style intrigued me.
Turns out the gameplay is just as fun as the game looks. Released last week, Block Droppin’ is
a puzzle game where the board is divided into two halves. In the top half, players slide colored
blocks to create shapes by matching colors. Once created, those shapes drop into a grid below
where they’ll need to complete horizontal lines to score points. The game plays smooth, and is
something I could easily see myself playing everyday (if I had an IPhone that is).


Dungeon Crew - Clockwork Kraken
Don’t be fooled by the game’s artstyle. While gorgeous and kid friendly, this demo packs a lot of
tactical elements. The game is level based where you take four warriors out into the battlefield
to battle waves of enemies. Unlike in Final Fantasy where your warriors are stationary and
susceptible to damage, this game allows you to dynamically switch your warriors to adjust
depending what appears in the enemy lanes. The boys at Clockwork Kraken were looking for
feedback for their game all weekend, and from what I can see, the game looks absolutely
promising. Watch out for the the finished product, folks.


Breakforcist - Lucid Sheep Games x Pete Ellison
Breakforcist is the most adorable brick breaker game I have ever played. As waffles fall from the
sky, you need to bat the ball to break them and earn points before they hit the bottom of the
screen. The game made me happy, as well as hungry. If you seek out this game, give it a whirl.

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Thanks again to Antonio and Brian for writing up some things about the Gaming Garage/Bit Bazaar since I couldn't make it out!