Vertigames

The Power of Game Design

Archive for the ‘Other Games’ Category

Apr
15

The Challenge… errr, Challenge – DTO Part 2

Posted by Patrick

Last time I talked about co-op games and the need to tweak the difficulty in the name of a better experience.  I mentioned that inflating the total number of hit points can work, but it can lead to the trap of The Numbers Game, where your existing health and damage are scaled together, resulting in a constant game challenge that only shifts when you fall outside of what the game deems “fair”.  This can work for RPG’s, but is troublesome when used on shooters.

Bag o' Hit Points

Bag o' Hit Points

This argument isn’t particularly constructive for the FPS designer, the poor soul who is scrambing for anything to keep things balanced and exciting in the wild wooly west of random online pick-up groups. We can’t really blame them for falling back on pure numbers when necessary (full disclosure: X-Men Legends was an unabashed example of the Numbers Game…). Solving this problem through other means is a tough one, but it is worthwhile to pursue avenues other than the venerable Bag of Hit Points.

Challenge Stage

When looking for ways to increase difficulty, game developers often wish the answer was as simple as adding more enemies to each encounter… “No problem! Double the players equals twice the enemies! BAM!” Sadly, very few game technologies give developers the luxury of unlimited enemies onscreen… It’s a yoke that just about all of us constantly struggle with. Back in the sprite days of Doom and Heretic it wasn’t a big deal; those games had extra enemy spawns that were triggered at higher levels or during coop. In these days of high-fidelity characters, however, most technology still keeps the population somewhere in the single digits.

There are tricks to give a feeling of greater foe count… Placing additional enemy encounters in the “dead spots” between the “standard” encounters works, if you never overlap the encounters to keep the maximum enemy count low. It can be tricky to pull off but it can give the player a sense of a relentless onslaught, requiring him to manage ammo and health more carefully even though he never sees more than a few at a time. Unfortunately, by leveraging this method you can ravage any sense of pacing, leveling out those tension peaks and valleys into a steady drone, and changing the game in perhaps unintended ways.

Another population trick is to deliver more enemies to the battlefield through respawning. This allows enemies to repopulate places that were previously cleared out, denying players a safe retreat and keeping the pressure on. This approach can be reviled by players because it denies them a sense of “completion” within a level (it was a contentious feature in Soldier of Fortune, for example), but it can be used to great effect. My first experience with respawning as a gamer was Doom’s Nightmare mode, where all enemies regenerated after 1 minute or so. (Damn that was hard!) More recently it was embraced in Left 4 Dead, where zombies can pour out of just about any opening, inaccessible fences area, rooftop, etc. Careful use of this mechanic can help a game level feel as though it is packed with hundreds of foes, even if your tech can’t handle it (although L4D did a damn good job with the population too)…

Up to 11

In contrast with developers, a majority of gamers wish that higher difficulty was just a matter of making the enemies smarter… perhaps implying the existence of a Jules Verne-era dial with “IQ” scrawled on the side that can be cranked past 10. Unfortunately game AI is never so easy that you’ve got unused slack somewhere that you’re not using. Generally it’s not decision-making that challenges the AI programmer or designer, but rather environment response and navigation. Sure, humans can walk across an obstacle-ridden field without even thinking about it, but an AI that does this naturally requires tremendous work whether the difficulty level is baby-like or insane.

Even if the leap from floor-traversing mouth-breather to devious mastermind were easy, I’ve repeated many times that “smarter enemies” don’t always pave the way to “more fun” anyway. Aside from major boss-level fights, the opponents in many games don’t last long enough for you to really experience their brilliance… showing off would require for the player to see them, which means they’re probably already busy killing them. Sure, you could make the enemies tougher so that you might see their amazing kung-fu, but then you’re back to turning them into HP bags.

pixelshot

Some games emulate enemy “smarts” by simply increasing their shooting accuracy or giving them uncanny perception. Let me be clear, this is not fun. Most games with gun-toting enemies need them to be inaccurate at long ranges. If an enemy pops into a play space a long distance from the player, chances are the player is not aware of their presence immediately… a bit of warning is needed before he gets a bullet in the head. If an enemy’s accuracy is simply dialed up arbitrarily, the player suddenly starts taking significantly more damage from enemies a few pixels in size… you’ve turned the game into a walk through a room full of snipers. Statistically the enemies are just doing more damage to the player each second anyway… so that’s what you want, just crank the bullet damage and be done.

There are some better models out there for bullet inaccuracy that can help remedy the fun, but they are still aren’t used enough (that would be fun to talk about in another post).

Phases of Death

While technically it is a variation on adding health to opponents, but one way of amping difficulty is giving them additional damage states, each of which has to be “killed”. Examples of this are the humans that become “tentacle heads” when headshot in Resident Evil 4, or the aliens in Blacksite: Area 51, that can sever their torso after being “killed”, crawling after the player. These imply non-realistic opponents or a heavy art burden, but it can also be done by having the foe walk with a limp in phase 2, or switching weapons each phase.

This may sound familiar because it is the way that just about every classic boss encounter works… and for good reason. Bosses are “tough” and hence can soak up a lot more damage… without small player victories and new behaviors coming into play, defeating them would be a tiresome exercise in shoveling damage until it goes down (and many action games still use this model).

Cleverly-designed damage stages also have the advantage of not always being used. A 3-stage robot can skip stage 2 and 3 in easy difficulty, last for a second stage in later levels, and die only after all three in harder difficulties. Depending on how an enemy is designed, it might even be possible to regenerate them to a previous state if not killed in time for even more challenge.

A distant relative of the staged model is a mechanic where an enemy must be in a certain state to be killed. For example, a foe may have a “stunned” state which provides you with an opening to slice off their head. By this I don’t mean “Japanese boss-style” where every 15 seconds the monster opens up his eye-dome and can be hurt, but rather a system that gives the player the tools to introduce a vulnerable state. Another example is a robot who must be immobilized with an electric shock, before you step in to disable his control chip. Or a soft-bodied creature that must be frozen first and then shattered (similar to how the freeze-wrench combo works in Bioshock). Games like modern military shooters are more limited in this respect, but if you have the luxury to play with your enemy ecology (that is, their function and response to various stimuli), a large number of additional options open up to you. As above, you can scale difficulty by sprinkling in these new mechanics more aggressively later on (say, early robots don’t have an “overdrive chip”, but all of them do at higher difficulty).

Smarty(er)-Pants

Other tricks aside, there’s still a value in delivering a smarter enemy… or at least one the gamer will recognize as “smarter”. One example of that is to add some coordinated behaviors between multiple foes. A simple trigger that makes several enemies charge at once or synchronize multiple grenade tosses can add difficulty in a hurry. Throw in an audio cue to draw attention to it and suddenly the gamer has a newfound respect for your AI mojo, baby. More complicated relationships like an enemy that lays down covering fire while the other charges can be good also, but the more complex they get, the more likely they are to fail or get lost in the shuffle. Sure, it makes things harder, but look for ways that are going to make the player feel the added pressure.

Left 4 Dead in particular leveraged this synchronization through their “AI Director”. While not technically an issue of “smarts” (the zombies are, well, zombies) when the director decided that the experience needed a massive assault for added danger, the player knew that the game was turning on the heat. The perception of challenge is perhaps as important as the actual difficulty increase.

fallenshamanfallenAdding enemies with interrelated behaviors is also a method to give a feeling that they are “conspiring against you”. A prime enemy that adds challenge to any group is the buffing opponent. The Shaman in Diablo II and the Arch-Vile in Doom II could resurrect fallen opponents, making the whole group for more deadly and interesting to fight. Other, more mild examples of this type of enemy are enemies that have an aura that heals or increases the strength of their nearby friends.

A player must completely change his tactics and adjust when fighting a group that has a buffing foes added. Even one can add considerable challenge, and multiples can be devastating. Beyond just spawning extra ones, their behaviors can be tweaked for difficulty by increasing the buffing effect, casting time, or the radius of their ability.

Looking closer, any type of environmental object that enemies can utilize can add challenge and an extra feeling of intelligence, no matter how simple. Enemy buffs could be provided by emplacements rather than spawned foes. The health stations in BioShock kept you from leaving your nearly-dead foe alone, because he might return fully charged. Emplaced totems such as those in World of Warcraft are similar.

Final Thoughts

Reflecting on what I’ve written above, I see that there is no “magic bullet” for scaling difficulty (although I hoped that writing about it might shake one loose). The techniques that must be used will certainly vary from game to game… My main suggestion is to look beyond the traditional D&D numerical “crutch” when faced with systems that need to scale. I understand why we do it: it’s not just our inner fanboy screaming to get out… numbers are a necessary part of our job and getting results. However, I love designs where the player doesn’t have to be steeped in numbers in order to succeed.

You might also come out of this thinking that I turn my nose up at RPG’s. On the contrary, it’s one of my favorite genres, and Diablo II is still my favorite game of all time.

Finally, I certainly mean no disrespect for what Resistance 2 has accomplished in its multiplayer mode. Along with Call of Duty 4, I think it has laid a foundation for great semi-persistent online experiences for shooters. What others might build upon these concepts in the future makes my mind reel.

Feb
24

Drawing Things Out – Part 1

Posted by Patrick

I’ve been playing Resistance 2 lately, taking in its new cooperative mode on the recommendation of a couple of friends.  Co-op in shooters has a long but spotty tradition, so it was neat to see Insomniac deliver a non-competitive experience with a different feel. This one gives the player one of three classes that can be leveled up independently by matching up to play short missions. Each class has a different loadout and responsibility when played: grunt, medic, supply. In addition, there is a resource that can be gathered during matches in order to purchase upgraded abilities and weapon packages.

It was a fairly addicting experience, as I pushed to each successive level like I might grind an MMO.  The matches themselves were entertaining on their own, with tangible sense of achievement every few rounds.  Unfortunately, I eventually ran out of gas, not because the game itself wasn’t fun enough…  but rather because each creature had 5-10 times the health of their single-player counterparts.  The campaign was a well-balanced shooter with crisp control aim and a great sense of power, but coop had me holding my machinegun on what should have been “popcorn” enemies for several seconds, watching XP pile up as I waited for each bag of hit points to fall down.  Quite simply, it didn’t feel at all like the shooter than I played when not online.

I cannot fault the concept of jacking up the time to kill each enemy…  it’s a time-honored tradition from many classic games.  In Resistance 2, it was clear that they needed to extend the experience and increase the effort required to bring each one down.  It’s probably a useful excercise to discuss why this might be.

The Numbers Game

One reason for enemies to soak up bullets in coop is to match the level of difficulty to the number of players.  If 10 players entered a level that was intended for just one, they would slaughter everything with their added firepower.  Some games ship this way, whether due to limited resources or to reward the effort that used to be involved to connect multiple PC’s for a coop session in the first place.   These days most do their best to notch up the challenge when new players join a session, and sometimes this is done by increasing the enemy toughness.   Diablo did this in the most overt fashion, by reporting to the player that “the enemy forces have grown stronger” when each additional player joins the game.  Behind the scenes it was increasing the experience level equivalent of all the enemies in the world.

Another reason for enemies feeling more invulnerable are in games with a progression track…  ones that reward the player for each hour of play with upgrades in ability and potency (like Resistance 2 does).  Unfortunately it’s easy to forget that in order to build a game where the player feels more powerful over time, you must hold back some of the most potent player abilities at the start of the game.  The player certainly feels a sense of achievement as he gains all the new kick-ass stuff over the course of the game, but sometimes that means he also feels anemic at the very beginning, where he has the least capability.  The damage potential for his weapons are less, his health is less.  His weapons aren’t as flamboyant.  Even the most basic enemies might take far longer to kill than they will later on.  This is a dangerous practice that must be handled with care…  these are the crucial early hours where a player should be falling in love with the product rather than feeling emasculated.

The Numbers GameSomehow this is an acceptable practice in RPG’s…  Those games are almost entirely about progression and acquisition, so it is expected that the player will evolve tremendously over hundreds of play hours (or thousands in an MMO).  But because of these incredible progression arcs, most RPG’s play what I call The Numbers Game.  You’ve doubtless seen it…  when players start off their game doing tiny amounts of damage to wimpy rats, but eventually grow to deal thousands of points while fighting giant dragons.  In these situations there is a continual arms race between the damage you deal and the health of your enemies.

For example:  I’m playing an MMO and start with a character who can deal an average of 20 points of damage to an enemy who has about 100 health. About 5 hits will take him down.   After some play time, I level my character to level 20, and can now deal 100 points of damage. Good for me! …except now most of the enemies have around 500 health. I guess it’s still 5 hits to kill one.  Finally, after months of investment I reach the coveted level 50, and I’m clobbering opponents with 1000 points per hit. Of course, you guessed it, my enemies have 5000 HP (or more).

This shouldn’t be a big surprise, because as you gain power, it would be anticlimactic to see a lessening difficulty…  we all want to grow up to finally beat that huge, scary thing that we fled from many hours of play ago.  Keep in mind what this means, however:  In a combat-centric game, a player’s primary metric of power is the number of hits per kill. (This abstracts to “the ratio of time investment per reward”… but that’s fodder for a later post).   But when I play the Numbers Game, do I really feel better about taking down a Level 50 Hoary Drake with my Level 50 character than I did taking down the Level 1 Scrawny Rat with my Noob?  The answer in RPG’s is often “yes”, but in shooters you can get in a lot more trouble.

The difference is in the essences of the genres…  RPG’s deal with skill advancement primarily on the character itself, as he “levels up” and increases his capability through higher numerical stats.   The player himself has less pressure to hone his actual playing skill, aside from juggling the new options presented to him when new abilities are unlocked.   He makes choices about how he wishes to advance, working with figures like “strength”, “speed” and “willpower”, even though they often just present different ways of hurting an enemy.  These various axes of advancement give the player something to aim for, a vast possibility space that he can explore and achieve in.

Since advancement is so tied to how the player’s capabilities are represented, the player keeps a much greater awareness of the numbers and how they affect him.  He understands and accepts that an enemy that is 5 levels above him is extremely dangerous, because the numbers say so.  This is totally fine, because most RPG’s are not about combat…  they’re about advancement, acquisition, and a bit of exploration.   (If you really believe that you played Diablo for the click-and-kill combat, I think I have some real estate you might be interested in…)

Shooters by comparison leave skill advancement largely to the player’s mind and body.  Your manual aiming ability is your primary “accuracy stat”, and timing, dodging and area management are all critical traits that don’t live in the game itself.   In most shooters the player’s character is just as effective with a pistol at the beginning of the game as he is at the end…  even though the game progressively demands more of the player himself with larger groups of foes and challenging level layouts.

Shooters also are tuned for action experience, living and dying by their weapon balance and ammunition management…  Killing one enemy is usually 1-3 shots, and an FPS starts to instinctively know which weapon is best for each situation.   This is the biggest reason that shooters are so seriously wounded by the Numbers Game. By increasing enemy health arbitrarily, the choice of weapon eventually becomes less important. Enemies that used to be demolished by a shotgun blast take several hits, causing players to switch from surprise or flanking maneuvers to attrition tactics. Pistols go from being the standby for taking out weak enemies with minimal ammo investment to becoming basically useless. Different skills and sometimes abhorrent tactics are adopted in order to succeed because the game becomes increasingly “unfair”.  Players might even start to think in terms of DPS (Damage per Second), a major metric in MMO’s and a strong symptom of the Numbers Game.

More Than Just Digits

So this argument does nothing to help out the intrepid FPS designer, who still needs to solve these difficulty issues…  He’s willing to do anything to make the game as fun for 10 players as it is for one, and to make gamers feel increasingly awesome for each hour he plays.  I don’t blame folks for falling back on the numbers when they need to; Diablo II is still my favorite game of all time, and when working X-Men Legends I personally applied the Numbers Game to near-excess (more on that another day).  

Solving this problem through other means is really hard, but going the Bags o’ HP route should be a last resort.  I’ll see if I can scrape up some alternatives in the next post.

Dec
25

Comfortable Cliches

Posted by Patrick

Hope ChestI’ve been holed up for nearly a week in the wake of Seattle Snowpocalypse 2008.  Unexpectedly, with all the other things I could be doing, my best friend was one that sat on my shelf for nearly two months…  Fable II.  Over the past few days I’ve put a whole lot of hours into my mostly-good-with-occasional-bouts-of-greed-or-deviance character.  My wife Sandi’s done the same with hers.  Strangely we haven’t tried coop because we’re usually off doing small things that would drive the other crazy…  Her with her ownership of pubs and fruit stands, and me taking on every single bounty hunter mission and finding every last gargoyle.

In all Fable II is a fun fantasy romp.  Being one who enjoyed the first Fable more than most, I wasn’t particularly surprised.  “Big concepts” like property ownership and marriage aside, there’s something comfortable to me about slipping into the newest fantasy RPG.

That even includes some very “cliched” concepts.  You grow to expect them, even get mad when they don’t materialize…  In action movies it’s the cars that explode after any collision, the bullets that knock people ten feet backwards, or the trusted mentor who’s been behind the plot the whole time.  Fantasy games’ve got plenty of ‘em, and I don’t mind one bit:

  1. Secret WaterfallStealing from people’s houses.  RPG’s have had a long tradition of ordinary citizens of keeping awesome loot stored in their bedrooms, frequently even in prominent chests.  While Oblivion made a point of scolding you for stealing just about anything, I feel cheated if I know my in-game neighbor has some incredible bauble sitting on his bedstand.  While I usually don’t choose “thief” as an occupation, I can get obsessed with the idea of taking it without getting caught…  Luckily Fable II only considers taking items from dressers or bookshelves to be actual theft.  Anybody that puts their belongings in a huge, gilded chest apparently deserves to forfeit them to the next hero that comes by.  As it should be!
  2. Dead-end jackpots. If I’m winding my way through a dungeon and find a side passage, I just have to go down it to see what’s there.  And once I reach the end, I look around to find my prize.  I’ve been playing/making games long enough to know that real-estate is at a premium.  Someone made this nook for a reason…  now where’s my loot?  Games that don’t reward my obsessive exploring properly can leave me feeling betrayed.  God, I’d probably get a brain hemorrhage if I ever tried to play Pathologic.   (”You will not find a loaf of bread at the back of the cave. You’ll find a stone wall at the back of the cave, because it’s a fucking cave.”)
  3. Ghost Pirate!Treasure hidden behind waterfalls.  If years of gaming (and the occasional movie) have taught me anything, it’s that when there’s a waterfall, there’s gotta be a secret cave behind it.  For a while there it was the rule rather than the exception.  Even though I’ve done it a thousand times, I still feel a bit clever when I step behind the rushing water to find a nook that houses a chest full of glittering gold.  When I brave the falls and find only a rock cliff wall, it’s a fair disappointment.  There’s a bit of comfort in the fantasy that all waterfalls in the world might conceal a secret or two…

Special Bonus Cliche:  Pirate Ghosts!  Zelda, Mario, Oblivion, Final Fantasy, City of Heroes, Alone in the Dark…  Man, games just love those ghost pirates…  It may just be the fact that they are humanoid-yet-supernatural enemies (which can make them easy to create the assets for) that can attack the player en-masse, but they seem to show up in side-quests in a ton of games, even though they’re rarely the main focus.  And who can blame them?  Wrecked ships to wander around, distinctive garb and speech, and promises of a hidden treasure to be unearthed…  Irresistible, I tell you, for gamers and designers alike!

Jun
19

Weapons of Awesome Power (and some less so)

Posted by Patrick

Marine with Pulse RifleLast week I got a nagging feeling that I needed to catch up on some of the latest games… I’d played and enjoyed Grand Theft Auto IV, as well as some other open-world and RPG titles, but occasionally there is a “huge” title that I just plain miss. This fall was a busy time…  while I’d played Bioshock and some (but not enough) of Assassin’s Creed and Mass Effect, I’d completely breezed by Halo 3. As a long-time shooter fan/developer I figured I owed it to myself to put in a few hours and catch up with what’s held up as state-of-the-art.

As I played through the first few levels, I got reminded of weird thing that always bothered me with the Halo series. The weapon you start with, the Assault Rifle, always starts the game on the wrong foot for me.  It always felt anemic and ineffective against enemies, and the third installment wasn’t a whole lot better.  I have no doubt that some of this might be a design choice, since it would be foolish to give the player a powerful weapon at the start of the game.  Of course you need a lot of room for growth so that the player feels a sense of achievement as he/she finds new weaponry. However, for a weapon so obviously inspired by the Pulse Rifle from Aliens (one of the coolest movie guns ever), it’s always been tremendously disappointing to have my anticipation have this gun look and sound so subdued, with little apparent effect on my opponents.

C’mon, watch this and tell me that you don’t want that rifle to be this badass sounding (around 3:00):

While I got past it and am now churning through Halo 3, the experience got me thinking about what elements make up a weapon that is satisfying to wield. Sure, making a weapon do more damage is what you’d expect, but there are a large number of intangibles that can add to the player’s shooter experience without disrupting the balance of the game.
Most of my roots are from Raven Software, where shooters are (mostly) a way of life. If there’s one thing that members of the studio preached constantly, most particularly my boss Brian Raffel, was that “the player must feel powerful”. It seems obvious, but a lot of times games don’t do enough to make the player feel like the gun in his/her hand is an unstoppable tool of destruction. This is about gratification and player expectation… Movies have trained audiences to expect that guns shoot massive plumes of flame and sparks and are accompanied by tremendous booming sound. In comparison, the sharp, loud crack or pop of a real gun can be a disappointment (although obviously they are intimidating nonetheless in person). Usually just modeling the audio and visual reality of a weapon isn’t quite enough.

Most games that have contemporary-style guns have a few standbys in their arsenal … the pistol, the machinegun or automatic rifle, and the shotgun. As an exercise, I cracked out a bunch of different first-person shooters and captured their weapons on video for the purposes of comparison. These games were:

  • Halo 3 (Xbox 360, 2007)
  • Resistance: Fall of Man (Playstation 3, 2006)
  • Half Life 2 (PC, 2004)
  • Quake 4 (PC, 2005)
  • Doom (PC, 1993)
  • Deus Ex (PC , 2000)
  • Bioshock (Xbox 360, 2007)

The Games

In each, I took shots of the weapon firing at a surface, and follow with shooting at a “common” opponent. The choice of a “common” opponent is arbitrary (and sometimes driven by convenience when I was capturing footage), but suffice it to say that I wanted to choose an enemy that the player was going to face frequently with a given weapon. A few of these weapons also have “upgrades” that make them more effective, but I wanted to provide feedback on how the weapon would be seen upon first picking it up… will the player be glad he did? Will he or she keep using it because it’s just awesome? Read the rest of this entry »

Jun
04

More Part 2: Justifying the Axe

Posted by Patrick

Last time we chatted, I gave a word of warning on how easy it is to get into the trap of “more”. As a designer, it’s seductive… you get on a train of thought, thinking about a feature, and you want to consider all the things that would make that feature great. Overambitious designs is one of the biggest mistakes you see from amateur designers… coming up with “stuff” isn’t particularly hard, and scope bloat is something that just about every game has to deal with at some point.

30 games in 1!Back when games were smaller (or more recently in the casual game space) scope choices were easier. You started with limited technology, manpower and time. Generally you started with a singular activity and fleshed things out from that root. Whatever you couldn’t accomplish would quickly get stripped from the design.

These days, as games get bigger and budgets get larger, the choices become more difficult. Feature sets have become very broad as shooters now come standard with vehicles, and driving titles get gun combat added to them… And when you’ve got a 10 or 20 million-dollar budget on a “triple-A” title, everyone’s got high expectations. It’s much harder to explain to an executive why you can’t just drop upgradable vehicles or clothing shops (or something as earth-shattering as multiplayer) into your game with just a bit more work.

As you start to debate the scope of a game, the boogeyman known as “player expectation” also comes into heavy use. Open-world games and MMO’s are the worst, providing the player with a large world and wide breadth of activities, along with incredible competition in that space. Grand Theft Auto is the poster child right now for breadth, with its bowling, fake internet access, cellphone upgrades, functional toll booths… they attempt to give players the closest thing they can to a full palette of features in a modern city. This means their game is just plain packed with stuff. Since it’s impossible to provide absolutely everything the player might expect or find “fun” in that space, the decision-making can seem arbitrary or even like guesswork.

I know that hardcore gamers hate to hear about developers delivering anything but the maximum they possibly can… Members of the hardcore can gripe that games are too simple these days and that they need as much depth and features as possible. I’ve been involved in heated arguments with good friends about what features in Oblivion (a game that I played the hell out of) might have been necessary or unnecessary. These folks are hardcore to the extreme (and also developers), and I respect their stance … but I did say before that making cuts can spark conflict, no?

Grand Theft Auto, boat, helicopter, etc etcDepth and complexity are awesome things, but are best served in more carefully chosen places. Features that are just “filler” can just distract from the pacing and action of a title, and poorly-crafted activities can turn a player’s early experiences into negative ones. While your average gamer might believe that “more” does no harm, the truth is that every game is created using a limited sum of money… even the mighty GTA IV. Anything created for a game, no matter how simple or small it may seem, takes manpower and brainpower. Design, code, art, documentation, testing, translation… These resources must generally be applied to get the biggest bang for buck.

So what do you consider when looking to spend your buck?

Does it support the game’s objectives? Ideally, the biggest share of richness and depth should support a game’s stated core values (combat, exploration, collection, partying, whatever). I’ll talk more about setting these “pillars” next time, but if a new feature does not help a game further its primary objectives, see if it can be modified to do so. If this is not possible, the feature isn’t necessarily cut (everything from UI to game saves count as “features”… they are of course required to have a functional game), but these elements should be scrutinized and kept leaner and meaner if possible.

Metal Gear Ice Cube Solid 2Is it worth the cost of entry? In a technically challenging project, it can be valuable to take an “all or nothing” stance on some features… When you implement a small feature, you are still creating new tasks for multiple team members, communicating objectives and checking on progress. There’s a start-up cost for something “new” that can be significant, even for something very light on technology or polish. Can that feature be filled out to be a more significant addition to the game experience? If not, sometimes that small feature is not worth the investment… and a game full of lots of tiny half-hearted features is rarely better than fewer, stronger, more robust features. A similar notion is that if it’s worth putting in the game, it’s worth making it good.

Is the gamer really going to notice? This particular statement is a rather cynical one, but it is a common theme in my posts if you’ve noticed… You want to put things into your game that gamers enjoy and tell each other about. Stuff that’s going to make your game stand out from the crowd. Stuff that makes critics sing and sales ring. Tiny little weird details are fun and all, but that realistic depiction of ice cubes melting is probably only going to amuse you, your buddies, and some forum-dweller named Monty in Arizona.  Fun is fun (and programmers like a challenge) but keep your eye on the prize.

These are some of the basic reasons to think twice before you think “More”, but I’ll talk more about the pillars of a game and aiming your axe next time.

May
30

More

Posted by Patrick

In every game I’ve been involved with (and I’m sure most developers would agree), there’s a single teeny-tiny word that creates conflict more certainly than anything else: “More“. Developers want it. Gamers want it. Reviewers want it. Executives want it. Marketing people want it.

Complex StuffEverybody wants their game, whether the one they’re making or the one they’re playing, to be jam-packed to the gills with stuff. Why? Well, features just make everything seem cooler. A gamer feels like they are getting better value for their dollar… and extra bullet points on the back of the box makes everyone happier.

But you’ve gotta ask yourself, is a game with 500 weapons really better than one with 10? Sure, if the game is about acquisition, like Diablo… However, a lot of action games generally aren’t better off with 20 different models of assault rifles (and there are plenty to go around…  I used to play Phoenix Command, remember).

Is that extra stuff always worth it?  Was No More Heroes really a better experience for having that empty open-world you could drive around in your motorcycle? Would Kane and Lynch have been better if you could get into those parked cars and driven around their dense one-block-sized levels?

Spidey CarHow about Spiderman 2? I’ve noticed this one to be a bit more divisive with developers, since it feeds into the almighty “gamer expectations”… Sure, he ran around an open-world like Grand Theft Auto, but should Spidey have been able to hop in a car and drive around New York City? Would it still have been a Spiderman game if instead of swinging through the rooftops, he was tooling around town in a low-rider?

Game development is just as much about focus as it is about “doing neat stuff”. Your game is nothing if you don’t make a great core experience. Believe it or not, God of War really had a pretty simple combat system under the hood… they just polished the hell out of it. There weren’t 20 weapons, or an intricate collection of grapples and throws. There weren’t even that many enemies. They honed in on what their audience enjoyed and they were rewarded with a huge hit.

Bioshock started as a much more complicated game, reflecting its RPG roots in System Shock. There were a ton of cuts made to the game to make it more like a “shooter”. But dear lord, you sure can’t tell as a user of the end product… it’s still an incredibly complex game!  I’m sure there were tons of fights inside the development team when the axe started falling.

Niko’s Bowling NightAs I play GTA IV these days, for all its great gameplay and amazing accomplishment, it’s an iteration of a series that has been in development for over a decade. It’s got the biggest budget of all time. People are already starting to wonder what it’ll do to people’s expectations…  Do they really think that Gran Turismo will suddenly allow you to get out of the car, enter the stands and buy a popcorn? That Soul Calibur will add rocket launchers and monster trucks? That Halo will allow you to hop in a frigate and become a free trader across the galaxy?

And more importantly, would those great experiences be better for it? 

I’ve talked before about making sure that your game is scaled appropriately, but when and where do those cuts happen?  I’ll hit this next time.

Sequel articles:  More Part 2: Justifying the Axe, Pillars and Razors.

See also:  Making the Rules: The Scale of a Game

Mar
20

EQ the Return Part 3: Legitimizing your “Mistakes”

Posted by Patrick

After an exploratory return to the game, we mulled last time over how “abhorrent behaviors” in Everquest became acceptable, reasonable tactics for players.  As silly as they were in the game, the players were still having fun, perhaps only at the cost of detracting from the immersion in game’s fiction.  Of course Everquest’s world seemed to be pretty much a lump of 20 years of the creators’ favorite Dungeons and Dragons campaigns (Racial languages? Foraging skills?) so there wasn’t a whole lot of immersion to break. 

Spawn campingOf course that was okay!  They were forging new territory…  While Ultima Online was the first large-scale success in the online space, with Everquest it got even more widely-accepted…  and new gamers were still enamored with this persistent multiplayer combat-and-socialization model and discovering what they enjoyed doing.  If people found, say, staking their virtual claim on a small collection of huts, systematically killing every orc that appeared there to be effective (that is, spawn camping) perhaps there’s something to it.  These gamers didn’t want to wander around and trust that a patrolling creature might not jump them at the wrong time, but rather find an area of a reasonably predictable challenge and socialize while they waited.

Subsequent games tried to change that habit.  Dark Age of Camelot gave players an extra XP incentive to kill creatures that hadn’t been killed in a while, encouraging them to move between spawns rather than stick to a single one.  Star Wars Galaxies had the interesting take of creating monster “hives” that continuously spawned its supply of mobs until it culminated with a boss fight, after which the hive was destroyed.  A shame that the world wasn’t an interesting place to venture out in otherwise. :-/

But in both those cases they tried to change the core behavior of those gamers, which was to seek out a location of stability where they could grind in peace.  In most cases MMO’s since Everquest has tried to create alternatives, but I’m not aware of any (with the possible exception of Galaxies above) that tried to create new gameplay around it.

I actually find that surprising because in many cases game developers are pretty good about taking an odd bit of unexpected gameplay and turning it into an asset.  Take the practice of kiting, for instance, where a player uses a combination of damage and incapacitating powers to keep a powerful creature at a distance while they slowly whittle them down to their eventual death.  In Everquest, this was seen as an abhorration that allowed players to kill things that were genuinely higher than their appropriate level.  A series of nerfs ensued to try to rectify the situation, but the tactic (there’s that word again) entered the basic toolkit of the everyday MMO player. 

These days, kiting is less often frowned upon and considered more of a valid tactic in games like LOTRO and City of Heroes, although maligned by some.  It still bears the mark of being player-driven, however…  there are occasions where players accomplish feats that the designers never even dreamed of, like these WOW players that awesomely kited a devastating boss into the main human city of Stormwind.  My hat’s off to you, lads. 

Anyway, games are full of unexpected surprises that delight gamers and even their creators.  When id Software added knockback damage to rockets to Doom and Quake, they didn’t initially do so with the intent of creating the technique of rocket jumping (that is, to fire your own rocket at the ground to blast you high into the air).  This only became apparently through play.  However, once it happened, they didn’t shut it down.  In subsequent games like Quake III they made it easier, and better balanced the risk-reward of liftoff versus damage taken.  These days, Team Fortress 2 has turned these antics into practically a twisted, explosive ballet.


Consider also the “errors” that gave us attack canceling in Street Fighter II (brilliantly explained in this article by God of War’s Eric Williams) that led to the lengthy combos that are integral to tourament play over 15 years after the game’s creation.  The ridiculous pistol juggling seen in Devil May Cry, where a “bug” caused a damaged creature to stop falling, was embraced by its creator and set itself as the hallmark move of the game.  The entire game of Deus Ex relied on emergent gameplay (whose very definition implies unforseen uses of gameplay elements) to deliver the player an experience made unique by their solutions to problems placed before them.

Without these “accidents”, gaming might be a lot less interesting these days.

Mar
17

EQ the Return Part 2: Over-Correction?

Posted by Patrick

As I mentioned last time, I’ve been delving back into the first Everquest after a hiatus of six years.  So far I’m at Level 12 and reliving some good times in Befallen.  As I said, there’s something fun and intense about the experience that I haven’t felt in the long line of succeeding MMO’s.

Certainly one element about it is the sense of danger that exists.  From corpse runs to trains there certainly are a lot of things that keep players on their toes.  Combats were risky…  a few bad misses or fizzled spells and that blue mob suddenly had the upper hand and you were fighting for your life.  Players are flush with stories of how they overcame adversity, or had victory snatched from their hands at the last minute.

So it’s interesting to consider for a moment the fact that all the “problems” that each successor, from Camelot to WOW, have tried to fix were indeed features that made EQ fairly dynamic and more importantly unique.

Consider zone camping.  Due to technology limitations that were less stringent in WOW and DAOC, Everquest was broken into zones or sub-levels that created hard boundaries that initiated a level load for the player…  and of course monsters could not cross.  As such, a common practice was for players to use the zone edge as a safe zone (even if they were deep in a hostile area) because they could exit the level at the first sign of trouble.

This tactic came hand-in-hand with the risks of monster trains, which resulted from the fact that Everquest monsters were vindictive and followed you almost forever once you damaged them.  What’s more, if they happened to pass by another idle monster, that creature would likely join in on the chase.  This resulted in dungeons sometimes being the scene of ridiculous parades of hostile creatures, all chasing a single player balls-out (see inset).  Once a train started, a party had almost no choice but to evacuate to the zone, which of course led all those mobs to the happy zone campers sitting to gain back their health… you can imagine the carnage that erupted.

Zone boundaries (and hence zone camping) were eliminated through the introduction of continuously-streaming levels in games like WOW.  The removal of barriers like this made it also necessary for the monsters to give up any chase for a short distance, more or less stamping out trains…  This is not only because it would be ridiculous for a snow creature to be led all the way to a desert town, but because streaming levels have very stringent rules about the graphic and sound assets loaded for each area, and hence a wolf needs to stay within its expected habitat.  (This is the biggest challenge for us when dealing with open world mechanics of This is Vegas.)

While gamers generally shouted “Hooray!” at the demise of these odd mechanics, ironically these were the same players that were carefully planning around zones and trains…  In the Everquest community, it quickly evolved from capitalizing on quirks of the systems to legitimate tactics.  And these tactics were just as interesting as the “mez/root/tank/heal” manuevers that had developed over EQ’s combat.  They provided an additional layer of experience between “per combat” and “per session” that might be called “per expedition”.

So am I saying that players were having fun and just didn’t realize it?  Well, sort of.  I’ve held for a long time that gamers don’t always understand what makes a game fun, and that penalties, inconveniences and grinds are often a close companion to reward (as opposed to creating a “win game” button).  However, in this case, gamers were complaining more about chaos and unpredictability than against the situation itself.  They just never knew when a train might come in from some other player and ruin their evening. 

Nothing is more frustrating than to spend an evening and not make progress (this was one of my biggest pet peeves about Everquest back in the day), and many players had successful sessions punctuated by devastatingly frustrating sessions.  No doubt, they always remembered the worst ones.  These gamers wanted a more predictable and efficient way of exchanging time for advancement, and they always seek out the easiest path to do so. 

In EQ they found areas where they could spawn camp with the easiest XP and loot.  They located the areas with the biggest reward for the lowest risk.  And when new games came out like Camelot and WOW where these aspects were more predictable, they rejoiced and jumped ship.  They moved to experiences where each encounter was more predictable, where nothing ever went really, really wrong.  They played in games where they could maintain a basic strategy and always end up on top.

Ironically, what they moved towards is al almost perfect definition of a grind.