The design and business of gaming from the perspective of an experienced developer

Category: Game Design (Page 13 of 22)

Sequelitis vs. Building Brands

The rant last week about sequels brings to the forefront a natural problem with sequels. On one hand, in today’s risk-averse development environments, it’s easy to retreat to your licenses as a safe bet, but doing so so often has the potential to burn out those licenses. Companies need to develop new IPs to survive.

On the other hand, the true value in gaming of developing IP is so you have something to build on for the future. Sequels pay the bills more reliably than untested blue sky IP. Until you drive them into the dirt, that is.

So what proportion of a company’s wealth should be devoted to building sequels? I don’t know, but I know that right now, we’re making too many of them. Jason Della Rocca points to very casual research that reports that only 12% of the games we make are not sequels or license-based product. For movies, that number is 77%.

The other interesting balance when working with licenses and building sequels is wondering how far to stray from the source material. If a sequel is exactly like it’s predecessor, then it runs the risk of generating very little excitement (see again the crickets chirping any time you mention Soul Caliber III). On the other hand, you run into very dangerous waters if you mess too much with the formula. Read, if you will, this horrifying and hilarious account of the desperate attempts to get the newest Superman movie off the ground. Included are attempts to make Superman not fly and use gadgets (to rip off Batman), making him use kung-fu (to rip off the Matrix) or making him dump kryptonite into mount doom (I’m only slightly stretching that one). I hadn’t really followed this story since Kevin Smith ran running and screaming from the whole thing.

The Golden Rule of IP is to treat the IP like it’s gold, or soon it won’t be worth gold. That means not throwing out what the IP at it’s core means, and not churning out cheap sequels to milk it fast. Given our media, which has the concept of the expansion pack, doing so is only short-sighted.

Guitar Hero Rocks. Go Buy It.

If you buy the notion that fantasy fulfillment is the holy grail of what interactive entertainment can offer, then it may well be that Guitar Hero represents the pinnacle of what the games industry has so far created.

Words can’t do this game justice. Yes, it’s a rhythm game with a goofy peripheral, but when you hit those power chords, you feel like a metal god. When you nail that solo while powered up, the crowd goes nuts, and just for a moment, you’re transported. I had friends over on Saturday night, and even the guys usually content to drink beer and watch were clamoring for their turn.

I am concerned that the game is wrecking my technique playing actual guitars. But in terms of sheer fun, this is it. Kudos to Jason and John and the rest of their respective teams on a job well done.

A SWG Dev Speaks

There’s another point of view on the entire SWG revamp up over here, and it’s a lot more relevant than mine as it’s written by one of the guys at Ground Zero. Jeff, a senior designer on the team, offers a refreshingly frank behind-the-scenes look at the development process and the reasoning behind these changes.

There’s no way we can do that.

There’s no way we should do that.

Man that’s fun.

The Man will never let us get away with doing that.

We can’t do it.

We shouldn’t do it.

Oh man that is fun.

When an executive producer sees something that is impossible to do, but which is too fun not to do, he makes a noise like “Hoooooooooph”.

Go read it.

Thoughts on Star Wars Changes

I actually have no value judgments to offer about where SWG’s design is going now, nor where it was before. I’m more intrigued by the larger picture.

When you invite players into your online world, you make a compact with them, that compact being that you won’t change things all too much. They have a reasonable expectation that the apple cart won’t be tossed too drastically. Sometimes, you have to. Sometimes, you make changes bigger than people were expecting. Sometimes, you add things which fundamentally change the social calculus of an online world, as the Honor System did with WoW. But in most cases, the game doesn’t change that much. For better or for worse. Continue reading

XBox TrueSkill System Reinvents 65 Year Old Wheel

The XBox 360 team was able to borrow the Microsoft Research team, in order to create the TrueSkill player ranking system.

It’s a more interesting problem than it seems. The gold standard for player ranking systems over the years has been the chess ranking system (the ELO system), which compares players and the opponents they defeat to rank them against each other. Beating up on newbies doesn’t help your ELO ranking if you’re high up – you have to play other high level players to improve. ELO is used by most 2 player game federations, including Chess and Scrabble. Continue reading

Rebuilding the Plane in Mid-Air

SOE and LucasArts have just announced massive changes to Galaxies. The game is becoming class-based and centering on twitchier combat. The crafting professions will be consolidated into one class.

Why is this of interest here? Simply put, it’s the largest set of proposed changes to an existing MMO that I’ve ever seen. If successful, it could change the rules as to how much designers can mess with the formula of a live MMO.

Original comments thread is here.

AGD Summary Part 5: Random Thoughts

Just some other random thoughts from AGD.

The conference still has too many panels. Panels are good and all if the participants squabble (as Ted Castranova and the guy from IGE nearly did), but the best talks are when one speaker gets a chance to talk at length about some hair-brained idea he has. That’s actually how I sold my speech to the powers that be. In a panel, if someone says something totally on crack, the moderator steers things back on track, and too often you end up with a beginner’s course on any given field. To go off the deep end, a talker needs a chance to really be able to spout crack, and then have the time to back it up. Continue reading

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