[comp.sys.amiga.games] A Philosophy of Game Design, from the author of PocoMan

lphillips@lpami.wimsey.bc.ca (Larry Phillips) (06/09/90)

In <1990Jun9.222125.2499@zorch.SF-Bay.ORG>, xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes:
>I promised to post a part of the letter I received from the author of
>PocoMan, in response to my Multitasking vs Games posting, if permission
>were forthcoming.
>
>>    PocoMan is not copy protected. ...

>>    PocoMan is multi-tasking friendly.  ...

>>    This disk is not bootable.  ...

>>    You can either run PocoMan from the CLI, or via
>>    WorkBench by double-clicking the icon.
>>    ...

Well, so far you have managed to hit my main criteria right on the mark.
It's nice to know that there are game creators that care about that segment of
the community who want to use their machines in the manner they were intended
to be used.

>>   Thank you, and enjoy playing PocoMan.

I'm sure I will. I will be buying it on sight.

>>  Sleepless Software, 1989

>>   Anyway, I'd be interested in anything you have to say about PocoMan
>>or game (mis-)design in general.  We have two games underway right now,
>>both of which will fully cooperate with workbench.  BTW, our publisher
>>tells us that of all their published titles, PocoMan is the only one
>>that runs fine as-is on the A3000, I guess it pays to play by the rules...

I'll let you know what I think of the game itself once I play it. It's a
no-lose situation for me. Even if I don't like the game, buying it will make
the statement I want to make to all programmers of commercial software.

Program long and prosper.

-larry

--
The raytracer of justice recurses slowly, but it renders exceedingly fine.
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|   //   Larry Phillips                                                 |
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xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (06/10/90)

I promised to post a part of the letter I received from the author of
PocoMan, in response to my Multitasking vs Games posting, if permission
were forthcoming.  It was, and I think the part I have included is of
interest to all game designers trying to decide whether to copy protect,
multitask, und so weider on the Amiga.  The first paragraph is mine, from
my article, the rest is Ron's response.  Followups to comp.sys.amiga,
since these discussions tend to be more heat than light, and c.s.a.games
isn't yet well enough distributed to allow a converstation there.  Ron's
email address is included for those who wish to address comments directly
to him.  Enjoy!

>> 4) I've already said it, but of course you should exit!  Give up the
>>    paranoia!  Poco isn't copy protected, it multitasks, the game is
>>    completely described on the screen so you don't need a manual, and
>>    it is lots of fun and full of wonderful puzzles.  I tell my friends
>>    to _buy_ a copy; I want the folks who made this game to be
>>    encouraged by lots of cash return to write another great game that
>>    is completely compatible with me and with my computer.
>
>   I haven't seen a lot of cash return yet, but I am encouraged by your
>kind words.
>
>   I'm the author of PocoMan, and I'm glad to see that someone out there
>is actually buying and enjoying it.  It's been out since about last October,
>but our publisher has been a less than stellar performer marketing-wise.
>It's listed in a couple of mail-order ads in the latest (A3000) Amiga World,
>so maybe it will start to gain a little momentum now.
>
>   You might be interested to know that we (Sleepless Software) are a
>tiny little two-man operation (my brother and myself, he does the artwork,
>I do the coding), and that PocoMan is our first published product.  In fact,
>it's one of my first Amiga projects, I'm a Unix hacker, spent several years
>at the U. of Texas as Sun guru.  We now develop using two Amigas with
>ethernet boards connected to my Sun 3/60.
>
>   Regarding the discussions in the usenet thread, and the comments in your
>article, you may be interested in the following text file which I originally
>wrote as a readme file to be included on the PocoMan disk.  The publishers
>didn't use it in that form, but it illustrates my philosophy about
>copy-protection and multi-tasking friendliness:
>----
>
>			PocoMan - Introduction
>
>
>    Hello, and thank you for buying PocoMan.  We hope you'll find PocoMan
>  to be a refreshing change from the usual shoot-em-ups and eternal adventure
>  games.  You'll actually have to think in order to solve this game, and not
>  a bit of violence anywhere.
>
>    PocoMan is not copy protected.  You can easily make archival backups
>  and install it on a hard disk using the standard Amiga utilities (See the
>  instructions in the Docs directory concerning hard disk setup).  We have
>  purposely chosen not to copy protect PocoMan.  We are computer users too,
>  and we know what a pain it can be.  It only serves to annoy the rightful
>  owners, and does little or nothing to prevent those determined to make
>  bootleg copies.  We've chosen to trust you, please respect our copyright
>  and do not make illegal copies of PocoMan.
>
>    PocoMan is multi-tasking friendly.  We have gone to great effort to
>  keep the amount of chip ram used to a minimum, as well as overall
>  memory usage.  PocoMan should co-exist well with just about anything
>  else you might wish to run at the same time.  It does not take over the
>  whole system, nor require a special boot disk like many commercial games.
>  The copy that you run PocoMan from should be enabled for writing, PocoMan
>  needs to write to the score file periodically.  If PocoMan is unable to
>  write to the score file, it will still run properly, but you will need
>  to dismiss an error requestor at the end of each new level when it tries
>  to update the score.
>
>    Speaking of score, PocoMan doesn't really give you a score in the
>  usual sense.  The only thing it keeps track of is which levels you've
>  solved.  There are no points at all, just the objective of completing
>  all of the levels.  We think that is job enough, without tacking on
>  meaningless point values.
>
>    Copy this disk before doing anything else.  Make sure your original
>  distribution copy is write protected, then duplicate it onto a blank disk.
>  Store the original in a safe place, and run PocoMan from the copy.
>
>    This disk is not bootable.  Boot up as you normally do, then insert
>  the PocoMan floppy.  You can either run PocoMan from the CLI, or via
>  WorkBench by double-clicking the icon.
>
>    See the other text files in the Docs directory on this disk for more
>  detailed information.   Thank you, and enjoy playing PocoMan.
>
>  Sleepless Software, 1989
>
>-----
>
>   Anyway, I'd be interested in anything you have to say about PocoMan
>or game (mis-)design in general.  We have two games underway right now,
>both of which will fully cooperate with workbench.  BTW, our publisher
>tells us that of all their published titles, PocoMan is the only one
>that runs fine as-is on the A3000, I guess it pays to play by the rules...
>
>   Cheers,
>
>Ron Hitchens cs.utah.edu!caeco!vixen!ronbo hitchens@cs.utexas.edu

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (06/11/90)

In article <30670@cup.portal.com> Sullivan@cup.portal.com (sullivan - segall) writes:
>>
>>>
>>>			PocoMan - Introduction
>>>
>>>
>>>    Hello, and thank you for buying PocoMan.  We hope you'll find PocoMan
>>>  to be a refreshing change from the usual shoot-em-ups and eternal adventure
>>>  games.  You'll actually have to think in order to solve this game, and not
>>>  a bit of violence anywhere.
>>>
>
>So what is it?

PocoMan is a series of 50 puzzles in each of which you maneuver PocoMan ( a
tiny and impatient and self-important automaton ) around a board on which are
scattered a set of objects which need to be packed away in a storage area.
Unfortunately PocoMan has a bad back, so he can only push objects, not pull
them.  He has a bad habit of getting stuff in his own way, completely blocking
himself off from his objective.  Additionally, there are corners and "traps"
that complicate his task, more objects than there seems room to maneuver,
problems in packing the storage area that he can't seem to straighten out.  He
needs the help of an intelligent, logical, and persistent friend -- you.

The puzzles are very challenging; the easiest took me twenty minutes, the
hardest (so far) three days.  The game is enlivened by a starry background
color cycling behind the puzzle, by a cute choice of objects (as you move
them into storage, they change shape, and then that is the shape of the
objects in the next puzzle), by clicks and clacks as PocoMan walks and pushes,
by humorous noises the first object into the storage area sometimes makes,
by PocoMan's comments at the beginning and end of the puzzles (some times
he gives you credit for solving it, more often he claims the glory for
himself) and by PocoMan's impatience with you if you are slow to solve the
puzzle.  Wait a little bit, he starts tapping his feet; wait a longer while,
he settles down with a palm leaf fan and a cool tropical drink.

>If the game is any good (even
>as just a distraction) I'll go out and buy a copy.  

The puzzles are an intellectual challenge.  At least twice I convinced myself
a puzzle was impossible; surely the designers had made a mistake!  But then,
away from it for a while, or brooding in front of the screen, the thought
"what if I try ..." would come to me, and I'd be back into it.

While the game counts time and moves, the only "scoring" is moving up a level.
There is a score table that shows the level of each person playing, and you
start off at the highest level not yet solved.  A menu item lets you go back
and try to solve previous levels in fewer turns or less time, though that is
not entered on the score table.  It can take thousands of moves and hours of
real time to play some of the more complex, though simple looking, puzzles.

The thing that makes the game fun to me, beyond the puzzles, is the great
detailing; the same sort of thing that inspires a model train enthusiast.

There is one puzzle level where the objects to be moved are nearly
indistinguishable from the puzzle wall blocks, which makes you push each block
and see if it is play piece or barrier; one where the objects are clovers, and
PocoMan says he feels lucky, one of anchors, and you hear a snatch of sea
chantey, one where the objects are little PocoMen.  I wish I had as much
imagination.

Try it, you may like it, and it is the kind of game that needs community cash
support, to prove that non-copy protected games can be financially successful.

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

saify@cbnewsl.att.com (saify.lanewala) (06/14/90)

In article <1990Jun11.072644.16213@zorch.SF-Bay.ORG>, xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes:
	......
> 
> The puzzles are an intellectual challenge.  At least twice I convinced myself
> a puzzle was impossible; surely the designers had made a mistake!  But then,
> away from it for a while, or brooding in front of the screen, the thought
> "what if I try ..." would come to me, and I'd be back into it.
	......
> 
> While the game counts time and moves, the only "scoring" is moving up a level.
> There is a score table that shows the level of each person playing, and you
> start off at the highest level not yet solved.  A menu item lets you go back
> and try to solve previous levels in fewer turns or less time, though that is
> not entered on the score table.  It can take thousands of moves and hours of
> real time to play some of the more complex, though simple looking, puzzles.
	......
> 
> The thing that makes the game fun to me, beyond the puzzles, is the great
> detailing; the same sort of thing that inspires a model train enthusiast.
> 
	......
> 
> Try it, you may like it, and it is the kind of game that needs community cash
> support, to prove that non-copy protected games can be financially successful.
> 
> Kent, the man from xanth.
> <xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

I'm sold on the concept.  I'll get a copy right away.  I have kids and I
refuse to let them play shoot-'em-up games of *ANY* kind.

I love games like Carmen Sandiego whih are educational and fun, so games
like Pocoman fit in very nicely with my philosophy of computer games as
a challenge to the intellect and dexterity.

I wish though that the author would change the name -- Pocoman sounds
too much like another not-so-intellectual game....

Saify Lanewala
.. att!attunix!stl

kudla@pawl.rpi.edu (Robert J. Kudla) (06/14/90)

In <1990Jun13.171117.7095@cbnewsl.att.com> saify@cbnewsl.att.com (saify.lanewala) writes:

-> I wish though that the author would change the name -- Pocoman sounds
-> too much like another not-so-intellectual game....

I have played a game called Sokobon which sounds mighty similar to
this one (though with an ASCII-only interface of course) on Unix.
Perhaps the name is somehow a take off on Sokobon.... 

I intend to buy it as soon as possible. I've got a copy of Amigaworld
in my car, and I may go out, get it, and order Pocoman today.
(Assuming their ad is also in the latest issue. I rarely pay attention
to game ads, I'm afraid....)

Speaking of non-copy-protected games that multitask pretty well, has
anyone played "Drip"? It's freeware ($5.00 donation to charity
requested), runs really smoothly, and is a truly professional and
slick game with lots of cool sounds and eventually, extremely
difficult puzzles. It's on one of the recent Fish disks and I can't
recommend it highly enough....
--
Robert Jude Kudla  <kudla@pawl.rpi.edu>
                                   
           Throw out your gold teeth and see how they roll;
               the answer they reveal: life is unreal.

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (06/28/90)

In article <1990Jun26.192405.5523@cbnewsl.att.com> saify@cbnewsl.att.com (saify.lanewala) writes:
>
>WHERE DO I FIND A COPY OF POCOMAN?
>
>The dealers near me in Northern New Jersey that I talked to (four of them)
>have not even heard of it!!!!
>
>Perhaps the author can sell me a copy?
>
>Saify Lanewala
>att!attunix!stl

PocoMan is packaged and distributed by

	Designing Minds, Inc.
	3006 N. Main
	Logan, UT 84321
	(801) 752-2500

I was unable to locate a distribution center carrying the game in its
ads.

Comments:  The packaging for PocoMan contains not a hint of where the
vendor could be located; I was fortunate enough to locate the address
and phone number in the Spring '89 Amazing Computing Product Guide
(so it might be out of date), where the product was not advertised!

Vendors, THINK!  People might like to get back to you for copies of
your software for their friends; put contact info on the package!

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>
--
Oh, well, but thanks for correcting me. -- Jeff Martens

cosell@bbn.com (Bernie Cosell) (06/28/90)

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes:

}PocoMan is packaged and distributed by

}	Designing Minds, Inc.
}	3006 N. Main
}	Logan, UT 84321
}	(801) 752-2500

}I was unable to locate a distribution center carrying the game in its
}ads.

Creative Computers has it.

  /Bernie\

aaronf@hpfcbig.SDE.HP.COM (Aaron Friesen) (07/10/90)

From: deven@rpi.edu (Deven T. Corzine)
> Myself, I always liked GravAttack.
> 
> Deven

Have you tried the commercial version of GravAttack (Dr. Plummet's House
of Flux)?  It still has most of the quirks of GravAttack (like it doesn't
exit from the game without re-booting) but it has 7 additional levels.

Aaron