Reality is a Game

Game thinking from Adam Clare

Jim Guthrie on Video Games and Music

Jim Guthrie has gone from being a Canadian musical indie champion to a video game musical indie champion. He’s the great mind behind the musical score of Sword & Sworcery and not too long ago he sat down to be interviewed by The Verge.

Guthrie provides some keen insights into making music for video games and making games themselves.

What have you learned about adaptive scoring since you began work on Sword & Sworcery? Has it influenced your methods or style?

The biggest thing I learned was if you can think it, you can probably build it and make it work in a game. If your ideas are overly complicated then the code will tell you by crashing the game every time you change or add something. I had no idea how much work went into a game. Also, less is generally more and the simplest way is always the best, but that’s not always apparent especially when it’s your first game. In most cases the music is the last thing on peoples’ list, but if you have the luxury of creating a game around the music and the music around the game then you’ll probably achieve something pretty special in any game genre.

Have you ever thought about making a game yourself?

More recently I’ve thought about making my own game but the biggest obstacle is finding someone to help you code it. Not to mention the 5 million other things you need to do to properly design and market something that isn’t a total piece of crap. I’m too busy to put the time in and pursue someone to help but eventually I’d love to make my own game. Most of my game ideas start with the music so it’d be interesting to see what I come up with!?

Read the full interview at The Verge.

Video Game Rocket Science

Making games isn’t rocket science unless of course, it is. There are a lot of games that use rocket science to make a game, just check out Wikipedia’s category page of space simulators. Two rocket simulation games have come across my radar recently that I think are worth mentioning.

NASA’s Rocket Science 101

NASA’s most recent official foray into mixing rockets and games can be found in their game Rocket Science 101 which incorporates real missions into the sim. It’s designed for kids and does a good job of explaining what’s happening and why. One problem I have with this application is that there is no way to mess up meaning that it’s more of an interactive learning experience rather than a game.

RedOrbit has an article on the NASA game.

As well as the entertaining aspect of Rocket Science 101, the game provides users with a way to learn all about NASA’s thrilling missions and the various components of the rockets used in those missions, as well as how they are configured and how they work together to provide a successful launch. Game players will have a unique opportunity to follow in the footsteps of engineers at LSP, who do the same things for real missions at NASA every single day.

Kerbal Space Program

Now this is a game where you can screw up!

Kerbal Space Program (KSP) is challenging, very challenging. You need to construct a rocket then launch it with three kerbals (living things) aboard without blowing it up. In KSP you have to design and fly the rocket meaning that if you don’t know your flight angles then you’re going to run into problems. It’s so good that people at NASA play it.

KSP has a demo of an older version of the game that you can download and play at their site.

No matter what, it seems it’s a complicated process to get to the Moon (or the Mun):

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