Saturday, September 24, 2011

Chaos Game Design

Started a Tumblr page to keep track of changes and prototypes created for the Chaos Game.

Friday, September 16, 2011

Star Wars already has 8 Million Registered Users

Just announced today, Star Wars MMO has already surpassed 8 million registered users. John Smedley said the company was thrilled with the success of the game when it originally got to one million users. Smedley said, "LucasArts continues to be an excellent partner, giving our team unprecedented access so that we can continue to create a virtual world that expands beyond the storylines ... in fun and creative ways."


He said that the company was happy and said that he "looks forward to seeing our community and games continue to grow..."


Read more over on Gamasutra.

Tuesday, September 13, 2011

Punishment in Videogames


At some point in many videogames you either no longer feel threatened or the punishment for death becomes meaningless. In Super Mario Bros. it was when you were able to generate near infinite lives. In Final Fantasy X it’s when you unlock each character’s ultimate weapon, and can finish the last boss in one hit. In Grand Theft Auto, it’s when you turn the game into a sandbox by cheating.

At these points, when the game crosses the threshold of no longer having consequences, a few things tend to happen. Some players use this as a time to feel liberated. They have fun being able to run around, explore, and generally not worry about “running out”. To use an MMO example, this is a level 85 tanking all of Scarlet Monastery for a lowbie friend. It is an exultation of power. By itself though it can become boring very quickly.

This boredom sometimes comes first until the player figures out how to have fun with it. Essentially the game is now a sandbox. This means that players can simply practice, explore, or make up their own challenges. Another way to reach this point is through mastery, as mastery can result in similar situations and feelings as becoming overpowered.

The other side of games becoming too easy is games that become too challenging. In this case, the player may end up simply quiting the game. If they do keep playing, they may or may not increase in skill to get to the next level of mastery to surpass the challenge and continue play. At the same time, there are games that are essentially about punishment (rogue-a-likes) and at that point the game is about player versus designer, where good players begin to be able to predict the designer’s horrible evil plot to kill them.

With all that in mind, what are the positives of punishment in games?

1) It adds risk to gameplay. This means is essential to taking a concept from learning to mastery. Things like complicated wall jumps over spike pits, dangerous enemy combinations or bosses that require use of the player’s different skills are examples of this.

2) It adds value to certain resources. Risk makes safe zones, health kits and super mushrooms things that the player seeks out. Suddenly using a health kit is can be an interesting choice, especially if part of the heal will be wasted if you use it too soon.

3) It makes victory feel more fulfilling. Especially if the game is in a high flow state where the player is meeting the challenges and struggling just enough. The risk of dying or of losing a large combo multiplier versus the risk of not successfully accomplishing a goal is an example of this.

On the other hand, punishment in games can easily be overdone. Probably more easily than many other design choices the game maker decides on. It can make players give up at one extreme and it can make players too cautious and averse to exploration on another.

In one of the Fable games, the game would scar the player if they lost. This can lead to quick game resets, where players would rather lose part of what they have done rather than suffer the punishment of scarring their avatar. Punishment can devalue a player’s actions and choices, making the game less satisfying. This makes it more likely for all players to follow a guide rather than explore the game themselves. For example, in WoW, they player’s punishment of not doing enough damage happens when they do not follow predetermined “correct” gearing and talent choices.

One of the greatest forms of punishment, is shaming. This is why in Fable 2 players would reset their game, and why in WoW certain players will do anything to not be called a noob. I remember in Ridge Racer Evolution on the Playstation, the announcer would insult the player the moment they started doing poorly. At the age of 14 that game left me in tears of rage and shame.

Punishment can be used to control player economies, by creating money sinks (I’m looking at you armor repair cost). Resource depletion is one of the most common forms of punishment. This includes ammo in FPS games, or lives in quarter-cruncher style games. Games where there are a time limit, the punishment is often loss of time. For example in Mario Kart, the Lakitu takes a while to reset the player back on the track.

In games where lives are no longer an issue, the punishment is in the form of lost time, or prevention from continuing. In these cases, light shame punishments (You Lose) may be required to create tension for the player.

With all this in mind, the main thing that makes punishment more of a fun thing as opposed to a negative in games is control. The player must not only be able to prevent the punishment, but they must be able to understand why it is happening.

This is one of the major issues players have in PVP against stealth opponents. They feel that they have no control over the attacks. This is where skill shot based attacks do better than target attacks (the difference between casting a Blizzard spell and a Fireball spell in WoW). The skill shot allows for the player to predict the location of the hidden opponent and hit them. The more control the player has, the better they feel when when they lose. Because then it is something they can fix or improve, rather than the game simply being unfair to them.

Monday, September 12, 2011

Cardboard Box Assembler Review


My son is usually a source of what is fun for me. That said, he has a way of finding interesting flash games online. One of them that I fell in love with, and would love to see expanded upon is Cardboard Box Assembler (distributed by Adult Swim Games). I played the game through the Armour Games online portal.

CBA (Cardboard Box Assembler), is a game where you play a guy running around the outside of a box. The game is a kinetic puzzler to get all the items necessary to open the portal and head through the exit. Movement is fluid. Jumping and running feel visceral, and has weight to it.

New concepts are introduced simply and by themselves before being combined with other aspects of the game. As you run around, you can see the other side of the box, which sometimes can hint at how to get where you need to go.

With that in mind, there is no hint system. If you are stuck, all you can do is skip the level. With that in mind, there are simply not enough levels in the game. The game would require more levels to be a full release to a console or portable device. It also feels that the character should be able to do more. Despite looking agile, the character can not wall jump, or do any other agile movements other than jump and run.

The 3D box effect is what first drew me into the game. It is amazing for a flash game, and reminded me of an old Atari game called Rubick’s cube. The storyline is throw away, and should be ignored, vigorously. I was trying to find out who made the game, and the best I could come up with was that it used to be called Cubesome. I suppose that adding the story is what made it an Adult Swim game, but honestly it would have done better to have chosen a better storyline.

There’s a lot of directions this game could go in, and I’m surprised I haven’t heard more about it expanding beyond a flash game. It is an amazingly fun little flash game that could easily become something more. Especially as a downloadable game on the 3DS or PSP Vita. The game could do more, like having more movement choices for the character, more levels, and more complicated structures (other than just cubes). The storyline is a severe issue though and should be dumped and recreated before release (as it manages to be both not funny and stupid).

Thursday, September 8, 2011

4 Role Class System


To begin, the goal of this system is for the player to choose the roles they want to participate in, and from there give them a list of classes that fit that role, either strongly, or weakly. I understand that this is similar to what Rift did, but the concept here is that you are actually encompassing two roles directly, and the variety of possible classes allowed covers the entire spectrum of primary roles.

Secondly, I’m a strong advocate of leveling up multiple classes and allowing the player to mix certain abilities from each. In this sense, I’m thinking more of Final Fantasy Tactics or Final Fantasy 5. The idea is that each class provides certain abilities, and the player can choose to include one of those abilities in their build.

For now, we simply focus on the classes and not their abilities (as such things are more likely to change depending on the kind of game that is made). Roles were generated from the D&D4e Player’s Manual. They are Defender, Controller, Leader and Striker.

While Defender’s are often seen as meat shields, the better ones are almost never hit by on level enemies, meaning that they require little to no healing in normal combat situations. Defender’s role is to punish enemies that don’t attack them. They often lead combat and do better the more mobile they can become.

Controllers function best as damage prevention and improving positioning. They help by forcing enemies to scatter, since their attacks are often AoE. Scattered enemies are less likely to be able to focus on any one particular target, easing the incoming damage that everyone is receiving.

Leaders are a bit like healers, but they also act as a buffer/debuffer. Leaders also focus on team positioning, and can help move players into better situations.

Strikers are the epitome of what it means to be dps. The purpose of a striker is to do as much damage as possible, and finish targets off quickly.

Part of this requires a bit more AI from the enemies. They need to react to damage similarly to how players do. They need to get out of the fire. They need to fear crossing a wall of fire. This also implies a slower game.

From the origin of the roles, we can establish certain parallels and changes to fit a more active game type. One thing to note is that the Defender and Controller play very similar roles. This increases the amount of tank like roles in the game, as Defender/defender, Defender/controller, and Controller/Controller all fit similar functions.

The biggest change to fit an MMO is getting Leaders something that is not moving players around. While its okay to move enemies around, the current situation would allow for too much griefing. One solution is give movement buffs, shields and temporary protection from damage zones.

Combining roles would involve a primary and a secondary choice. Before locking the player in, they would be able to view all possible classes they could become with the choices they made. Unlike the Rift soul system, they would not be switching roles (dps cleric, or a tank rogue), but instead they would always function as, for example, a Defender/Controller, regardless of the class they choose. Though some classes would be a Controller/Defender the result would essentially be the same.

Some of the classes would also be just aspects of a class (like Defender/Leader getting access to the Death Knight tanking tree and the Paladin Tanking Tree, to use WoW as an example). Some combinations would also be more limited, (Striker/Striker or any choice where both roles are the same). This is scenario A.

Another way to take this is to allow for the player to choose a class, and then pick a sub role to perform, which works closer to how WoW works. This is scenario B.

Another way is to allow the player to switch how their roles fit, which in turn opens up a specific smaller set of classes. This is scenario C.

No matter the approach, the important function is that if a player is a Leader/Striker, or a Striker/Leader, they are enough to heal the team. This is another aspect of the game that needs to change from the typical MMO combat situation. It makes no sense for all enemies to focus just the tank. It also makes no sense for every swing to hit.

Essentially the proposal works better the further you get away from the WoW model, and the closer you get to the turn based model. Also, the closer skill shots matter, the better. This means that random hitting would have to be reduced, or accuracy would have to apply to spells and abilities that cause a scattered effect, therefore focusing more of the damage where it counts, versus scattering to points that don’t matter.

As for the actual class results, the changes can be made to fit different genres, but essentially would fit certain class type/styles.

Primary Defenders: Fighter, Paladin, Mage Knight
Primary Leaders: Priest, Shaman, Bard
Primary Controllers: Wizard, Ninja, Psion
Primary Strikers: Ranger, Monk, Rogue

Each primary role, then diversifies depending on what the secondary role is. For example choosing Controller/Leader would result in: Abjurer (Wizard) or Telepath (Psion).  The reverse, Leader/Controller would be: Invoker (Priest) or Minstrel (Bard).

So in the A scenario, the player would choose Leader/Controller or Controller/Leader and they would be able to pick from all four classes. In the B scenario the player would choose the Wizard, and have access to the Controller/Leader role of Abjurer, but also be able to switch to the Controller/Striker version of the Evoker, or the Controller/Controller Acranist. In the C scenario they would choose the Leader/Controller and choose between the Priest or the Bard versions, they would later on be able to choose different role combinations to gain access to different classes.

In the end, there are 12 classes, or 36 depending on how it is handled. Furthermore, the ability of the player to choose their function is diversified depending on the how it is handled. I believe that scenario A would be best, as it helps focus the selection, while still providing variety. The main thing is that the focus would allow for the player to be less likely to mess up on a build. At the same time, scenario C allows for the most diversity, and also allows for the player to invest in the one character instead of having to constantly make new characters.

Other possibilities, choosing a role and having access to any class that has that role. Scenario D would mean that a Defender would have 15 classes to choose from. This may have the best of both worlds between A and C scenarios, while functioning similarly to the B scenario. The issue here is that it would result in the Rift system, and therefore cause issues in which the role has no common ground, and every level results in a different combination that plays completely different. From what I’ve read, this is one of the downfalls of the soul system, where the character does not feel owned by the player.

The strength of the 4 Role system is that it allows for a great deal of diversity and as shown can accommodate both the WoW and the Rift versions of classes. It can also become highly specialized or completely diverse. From it all class combinations and roles can be derived.