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

Category: Game Design (Page 17 of 22)

I’m Guessing He Was Hungry When They Interviewed Him

Found on Kotaku, Hideo Kojima, designer of the Metal Gear Solid series, tells us the difference behind the three next-gen platforms.

PS3 would be like a dinner that you only have once a year or twice a year on your anniversary etc. Xbox 360 will still be a special dinner so you might go there two or three times a month on the weekend or something. Revolution is the kind of great dinner that you have everyday at your home. What I want to emphasize is that all three are dinners meaning that they have a salad, they have a soup and maybe have a dessert but they are a little differently, maybe other dinners have two salads or two appetizers or maybe extra coffee on top of that. The point is that they are all individualistic dinners. So if they are all dinners, like a steak dinner, the choice is up to the users and the game designers at the same time.

If the game creators and the users want to have a great steak for their anniversary, they go maybe to PS3. But if they want great dinner, great steak with their family, a little bit more casual during the weekends, they might select Xbox 360. Or why not have a great steak at your house everyday, they might choose Revolution. So my impression of the battle between the consoles is, it’s not about what kind of dinner it is. It’s more about how much the dinner will be. Will it be worth the cost of being served? Or where can I have this dinner – number of restaurants, is it near my house or do I have to take a cab or train or bus? I think the battle amongst the next-gen platforms lies in that area.

Well, that certainly clears things up.

Gamer’s Manifesto

This one’s been making the rounds lately (I first saw it on Game Girl Advance): a players’ manifesto on how to fix the gaming industry. A seriously entertaining read, here’s one of the less profane snippets:  (2014- Damion notes: updated to a new version of the article from 2007)

[P]romise me that you won’t play the same Madden commentary sound files on every fifth play. “Whoa, he looked like he was hit by a truck! A five-ton truck hauling a trailer!” Yes, you’ll hear that one six motherslapping times in one game of Madden ‘05. YOU HAVE A HARD DRIVE NOW, taking data from a 9 GB DVD. You have NO excuse to keep recycling the same mindless observations over and over and over again until we’re pointing at our television with a shaking finger and screaming “EAT ME, JOHN! JUST EAT MEEEEEEE!” as most of us do now.

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The Value of Attentiveness

Dr. Cat is one of the lesser-known pioneers of the industry. He launched Furcadia, an MMO which went live before UO, and which has been tidily profitable for quite some time. A social game that caters to a unique audience, Furcadia has none of the grind-y elements of today’s EQ clones, and it has offered some unique lessons to those running the game. One of the things the esteemed Doctor said he’s learned from his experience running Furcadia is “Attention is the currency of the future“. As it turns out, that’s not just true for MMOs.

Television has long simply used the Nielson Ratings to determine the popularity of television shows, and set advertising prices. But now, television executives are discovering that not all viewers are created equal, and this discovery has the potential to transform the entertainment industry. Continue reading

How to Make a Triple AAA Game

Slashdot pointed out that one of the talks at E3 discusses how to build a Triple-A title. One of the questions that came up on Slashdot was what, exactly, the definition of AAA was. The short, snarky answer is any game with a ginormous budget that reaps ginormous rewards. World of Warcraft is a AAA title. Katamari Damacy is not.

The real problem with AAA titles is, of course, that they’re essentially giant games of chicken. You can always spend money and time to improve a game, but at what point do you hit diminishing returns? At what point does the content tail wag the gameplay dog? Continue reading

Breaking Stealth

On the heels of my throwaway comment that backstab is often a basic fairness problem, Terranova has started an interesting thread pretty much on the same subject, namely are stealth classes balanceable in an MMO?

In my mind, the largest advantage that stealthers have is simple: they can pick fights that they know they will win. This gives their existence a certain level of certainty that pretty much no one else can have. Many games respond by giving discrete, distinctive classes counter-stealth abilities. In Shadowbane, for example, Scouts can detect thieves. Scouts can pwn thieves if they run across one, but thieves ultimately have the upper hand – they can pick the fight, simply avoiding attacking groups if they can tell the other person has a scout. Continue reading

Football and Basic Fairness

I recently finished “America’s Game“, a very informative book describing the history of the NFL. It’s an entertaining read that starts in the early 40s and winds down around Nipplegate.

From a game designer’s perspective, the interesting thing about the book was the discussion about the business decisions that the owners made that allowed the sport to ultimately surpass baseball in popularity. It discusses some of the common theories (including that football’s pacing lends itself better to television), but it keeps coming back to the simple premise that the owners’ unwavering belief that fair and competitive football games were the way to go. The Draft, the Salary Cap, and sharing TV revenue between all teams are the primary examples of where this philosophy has led.

By way of example, in the 40s, the Bears and the Giants won the 8-Team NFL virtually every year. The owner of the Eagles, who were perpetual doormats at the time, came up with the idea of the first sports draft to ensure that the doormat teams of the future would get an influx of good talent every year. The measure passed unanimously — the owners of the Giants and the Bears realized they would lose their lock on the championship game every year, but they also realized that the product that was the NFL would suffer unless games became fair.

It seems like common sense, of course, but can you imagine George Steinbrenner taking this stance? Baseball owners like Steinbrenner have fought aggressively against true reforms for the good of the sport, as have the players, who feel (probably correctly) that a salary cap would slow the ridiculous growth of superstar salaries. As for George, he likes it being a money game – because he has more of it, thanks to the lucrative New York market.

MMOs, believe it or not, face interesting and similar quandries all the time. It is my earnest belief that most people who play MMOs would be interested in PVP and PK combat if it felt fair. The problem is that making fair MMO PVP combat is hard. Almost every MMO with PVP has an ‘ambush’ style class, usually a rogue, that can annihilate most other character classes with little fear of reprisal if they can choose the opportunity of attack. Which is, I confess, great fun for the backstabber. Try to change this, though, and you’ll be accused of creating Carebearland.

Zerging is another not-very-fair tactic – i.e. winning simply on sheer numbers. Not very competitive, and not very entertaining for very long. One of the interesting things about WoW’s battlegrounds and Guild Wars’ instanced arenas is that they can, in theory, guaruntee a fair fight – at least in numbers. Whether these systems will resonate with the players even though they are off the main map remains to be seen.

And MMOs aren’t alone. Magic: the Gathering has had to invent closed-deck tournaments so new players could hope to have any chance to win against the guy with a suitcase full of Magic cards. But fairness is even a bigger issue in skill-based games, where one experienced player exercising very good skill with the sniper rifle can be seen as monumentally unfair to the newbie who can’t seem to spawn and grab the closest gun before an ominous voice says ‘Head Shot’.

Which is the tricky bit. Fairness is, fundamentally, a point of view question. Steinbrenner, for example, is playing by the rules building his Yankees, and if you ask any Yanks fan, they’ll tell you that all’s fair until baseball decides to change the rules.

But I do think that the next great PVP game is going to promise — and deliver– basic fairness in the fights. I think that there’s a lot of people waiting for it.

Original comments thread is here.

Short, Sweet and Replayable

Rich Carlson has a Gamasutra essay suggesting that games should become even shorter, and uses his ‘beer and pretzels computer game’ Strange Adventures in Infinite Space as their textbook study. It’s an interesting read, and discusses in part how lots of people are trying to make epics no one finishes, and how more people should be trying to make games more like Nethack. He estimates the average SAIS game lasts 20 minutes.

Replayability is a huge part of his argument. I’m not sure I’d factor length into a game’s replayability – Civ 2 games can be hugely long, but are infinitely replayable. Replayability, in my mind, ties directly into Raph’s Theory of Fun, which suggests that a game is fun as long as the pattern used to beat it remains interesting.

Civ is replayability because you’re applying your learning to random maps that escalate over time. Myst is less so, because once you know how to beat a puzzle, solving it again isn’t more satisfying. Adapting the pattern to solve new problems is interesting. Repeating the exact same pattern — not so much.

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