Noel's Best Board Games of All Time - 2014 Edition

Noel's Best Board Games of All Time - 2014 Edition

There is no doubt that my game tastes are changing over time. Last year I was very much in love with point-salad games, and now I’m craving games with interesting player interactions or economic systems. This list is my attempt at capturing my top 20 favorite games at the end of 2014. It should be very interesting to compare it with the 2015 edition and see what has changed. This list was inspired by Casualgod’s 3rd Annual Top 20 Games of All Time. David and I have a lot of overlapping tastes, so if you like what you see here, make sure you check out his list as well. ...

January 4, 2015 · 14 min · Noel Llopis
Best Board Games of 2013

Best Board Games of 2013

Looking back, 2013 continued my trend of diving deeper in board games, both playing and designing them. It’s no coincidence that Subterfuge, the game I’m working on with Ron Carmel, has very strong board game influences. I’ll talk more in a future post about the design part, what kind of games I tried making and which ones I’m still working on. This post will focus on the best games I played that came out on 2013. ...

January 12, 2014 · 7 min · Noel Llopis
Luck In Games

Luck In Games

The amount and type of luck involved in a game has a profound impact on the feel of that game. Some games have no luck whatsoever, and all the variation comes from what the opponent does (chess), some of them are all about luck with not much else (roulette), and most of them fall somewhere in between, creating a wide spectrum of possible experiences. We don’t talk much about the role of luck in video games, probably because it’s hidden away under the black box of the computer simulation, but just like with board games, it can have have a large impact in the type of experience the video game provides. Thinking about luck in these terms was crucial for the game I’m working on (still unannounced!). We made some crucial decisions thinking about how luck was part of the game and kind what kind of experience it created for the player. I’m hoping this post helps people with similar design challenges. ...

August 6, 2013 · 11 min · Noel Llopis
Board Games: My New (Old) Love

Board Games: My New (Old) Love

It feels like I’ve been making and playing video games all my life. It turns out I’ve been playing board games even longer. ...

July 1, 2013 · 7 min · Noel Llopis
Why Am I Making Games?

Why Am I Making Games?

A couple of weeks ago I posted my GDC micro-talk titled Why are you making games?. From the feedback I got, it seems that it resonated with a lot of people, and it also made some people stop and ask themselves that question (along with a few sleepless nights). However, the question I was asked over and over was why am I making games? What are my answers to that question? As I said before, there are no right or wrong answers. Everybody needs to find their own answers, so in that respect, my answers don’t really matter. On the other hand, since what I write here is purely personal, and a lot of people are curious about it, I figured I would give it a shot and answers those questions publicly. ...

May 3, 2013 · 6 min · Noel Llopis
Why Are You Making Games?

Why Are You Making Games?

This is a written version of my 5-minute talk from the Indie Soapbox session at this year’s GDC. Why are you making games? No, I don’t mean “why are you making games?”. Also, I don’t mean “why are you making games?”. And I certainly don’t mean “why (on earth) are you making games?”. I mean the question in the purest, most abstract sense. Just “why are you making games?”. This was a key question for me last year, I spent a lot of time thinking about it, and I thought other people might benefit from asking themselves the same question. To see where I’m coming from, let’s do a quick flash back. It’s late 2011. Miguel and I finished working on Casey’s Contraptions and my daughter was born. I took a couple months completely off from work (new dads will understand why), and then, right at the turn of the new year, I decided to start working again. The plan was to prototype a few of the juiciest ideas, pick one that really stood out, and make a new game in a few months. How hard could it be, right? Right? ...

April 1, 2013 · 5 min · Noel Llopis
Porting My Game Code To Mac OS

Porting My Game Code To Mac OS

I’m still working on prototypes. I’ve spent the last six months going through different game ideas and working on prototype after prototype. Along the way I’ve made over 20 different prototypes on iPad or iPhone. I’m sure a lot of those prototypes would have made decent iOS games, but I wasn’t particularly excited to develop them all the way and take them to completion. I’m looking for something that’s both very interesting to develop and something I can proudly point to after it ships. Right now I have a couple of game ideas in hand that I’m pretty excited about. I prototyped one of those, but I quickly realized it might be a game better suited for desktops rather than iOS, so I decided to write my next prototype for that game on the Mac. Maybe another day I’ll write a post about prototypes, but what I want to write about today is my experience moving over my prototyping code to the Mac. ...

July 5, 2012 · 6 min · Noel Llopis
What The Rovio Deal With Casey's Contraptions Means To Me

What The Rovio Deal With Casey's Contraptions Means To Me

I imagine everybody reading this already knows that we sold the Casey’s Contraptions game and IP to Rovio. They’ll be relaunching the game as Amazing Alex for iOS and other platforms soon, and putting all the Rovio marketing might behind it. Exciting times ahead for Casey! I’ve been receiving a lot of questions about how it happened, how’s affecting me, and what my plans for the future are. So here’s my attempt to answer some of those questions. ...

May 11, 2012 · 5 min · Noel Llopis
Office Space

Office Space

Those who put up with my incessant chatter (or rants, depending how long I’ve gone without a run) on Twitter, know that I recently moved out of my home office and leased an office in town. This change was mostly due to my wife and I having a baby daughter a few months ago. I’ve taken most of this time as an extended paternity leave, but when it was time to do some work again, it was clear that working from home wasn’t the ideal environment anymore. ...

January 16, 2012 · 3 min · Noel Llopis
Quick Tip: Working With Shaders On iOS

Quick Tip: Working With Shaders On iOS

I’m taking a couple of days to upgrade some of my libraries for doing prototyping both in 2D and 3D. One of the many overdue things I wanted to do, was to finally ditch OpenGL ES 1.1 and move to 2.0 exclusively. Yes, even if you’re only doing a 2D game, OpenGL ES 2.0 is way worth it. There were even a couple of cases during Casey’s Contraptions that we wanted a particular effect, and couldn’t get it quite right, but it would have been trivial to whip up a shader if we had been using OpenGL ES 2.0. In the end, we had to resort to texture combiners (yuck), and it wasn’t exactly what we had in mind. ...

January 6, 2012 · 4 min · Noel Llopis
Big Displays: The Good, The Shiny, and The Ugly

Big Displays: The Good, The Shiny, and The Ugly

I remember back in the mid-90s, I went through 5 or 6 19" CRT monitors before I found one that I thought was acceptable running at 1600x1200. I believe it was a Samsung and it even needed BNC cables to get the signal without interference and degradation to get the quality I wanted. Fortunately, display technology caught up over the years and I’ve been happy with the LCD monitors I have since then. Until now. I’ve been looking into large LCD monitors to set up in my new office with my Macbook Pro, and I find myself pushing into the limit of technology once again. The results: I went through 3 monitors of about $1K each. Two fell completely short, and one was perfect. ...

December 23, 2011 · 7 min · Noel Llopis
iCloud Demystified

iCloud Demystified

Play a game on a device, put it down, pick up another device, and continue playing exactly where you left off. This is the future of games. That future is a reality today for some games and apps (Netflix, Kindle), and I’m convinced that players will expect that in most games in the next year or so. So obviously, the next bit of new iOS tech I decided to try was iCloud. I would love to turn Flower Garden into that kind of seamless experience, independently of the device you use to access it. As a quick spoiler, it turns out I won’t be able to make Flower Garden quite so seamless without a lot of extra work. But I learned a lot along the way and I should be able to take a small step in that direction. ...

December 22, 2011 · 9 min · Noel Llopis
Trying Out Multisampling On iOS

Trying Out Multisampling On iOS

I only recently broke free of iOS3.x for Flower Garden, so I’m finally adding all the features I had been itching to add that required higher OS support. I had already added some iOS4+ features, but I was keeping them to a minimum because it’s always a huge cause of bugs to target multiple versions of the OS at once. One of the first features I looked into adding was multisample antialiasing (MSAA) support for OpenGL, which was originally introduced in iOS 4.0. The geometry generated for the petals in Flower Garden is fairly high contrast, and since it’s not like the textures were carefully created and laid out by an artist, the result is pretty bad aliasing around the edges. Perfect candidate for multisampling! ...

December 16, 2011 · 5 min · Noel Llopis

View Controller Notification Changes on iOS5

If you use view controllers in your iOS apps, here’s a doozie: The behavior of viewWillAppear/viewDidApear/viewWillDisappear/viewDidDisappear silently changed on iOS5. Depending how your app is organized, this might range from not mattering to being a total disaster. ...

December 9, 2011 · 3 min · Noel Llopis
My Next Game

My Next Game

No, this is not an announcement of my next game (I wish). Rather, it’s a brain dump of my struggle with the process. It seems that in the game development community we often share the process of making a game and how it did afterwards. But it’s rare having some insight into what goes on before the project gets started. Where do ideas come from? Why do we pick one and not another? These are semi-coherent notes about the things I’m struggling with right now. ...

November 19, 2011 · 7 min · Noel Llopis