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

Category: Game Design (Page 18 of 22)

Learning By Doing

One of the recurring ideas in the great permadeath debate (now slashdotted, for her pleasure) is the notion that permadeath might be saved only for certain extremely high-powered encounters (in fact, this idea is central to the Corpnews post that started this whole mess).

One of the things that ideas like this need to work around is that game players learn by doing. They tend not to read manuals, they tend not to listen to NPCs, they tend to want to try things and see what happens. And why not? People learn by reading in books, learn by observing in movies, and learn by doing in games. That interactivity is the cornerstone of the gaming experience, and it’s part of what draws people to our medium over others. Continue reading

God of War is Awesome

Note: Everything I said about realism and 3D doesn’t change the fact that God of War is shit hot. I mean, it’s really, really visceral. I haven’t even gotten a chance to play it yet — I invited friends over Saturday, and just watching it made me twitchy. In a good way.

That’s not to say that God of War totally contradicts what I said. One thing you notice really fast is that the hero is very iconic. It’s hard to mistake him for something you see in another game, and that really helps brand identity. Or maybe I’m just playing CYA.

Last year at E3, God of War was one of two games that I thought were really innovative and interesting. The other being, sadly, Playboy Mansion — last year was awash in sequels, Vietnam shooters, and bad GTA wannabes that didn’t understand what was so cool about GTA. This year, I’m taking a pass on E3. Maybe it’ll regain it’s magic if I skip a year.

The Place of 3D on the Handheld

I’m not going to join the general mindless adolation of the new PSP platform that’s happening around the web (and how interesting to see that there are still plenty of boxes on the shelves). To be honest, the new age of handhelds depresses me for one reason — they brought 3D to the handheld. This is the beginning of the end of what made the handheld so cool to a developer. Before this, the handheld was still a place where a team of 6 guys could make a hot shit, gameplay-driven little game. Now, the handheld is in the ridiculous arms race that has engulfed the consoles. Continue reading

Will Wright Once Again Makes Me Feel Meek And Unimaginative

Some years ago, I was doing a short contract gig on TSO, where I met, worked with and shared some instructive lunches with Will Wright. While having frenzied meetings about TSO, I noticed he would have occasional meetings with a garage squad of developers on some seeekrit project. What he told me convinced me he was batshit crazy.

The idea was a computer game version of what I knew as the Power of Ten. You would start off as a bacterium, and experience the full-scale of reality from the cellular level to that of viewing galaxies. This is all good and well if you’re trying to score the oft-stoned philosophy chick at the local coffee shop, but as far as serious, doable game design ideas, we’re talking about a serious five bagger.

Today I was humbled, as Will Wright revealed not just the idea, but a mesmerising prototype to a packed and enthusiastically cheering GDC crowd. Which is to say, sometimes, you don’t throw away the five-baggers.

Continue reading

Munchkinism

Every now and then, I invite some of my friends over to play a marvelous little Steve Jackson game called Munchkin. The game is about power-levelling through a standard swords and sorcery encounter. Munchkinism is, in the SJ lexicon, a synonym for hysterical power-levelling. Continue reading

Player Failure in MMOs

While reading old threads in Terranova (who was kind enough to link my crack-laden pyramid missive from yesterday), someone asked ‘Why don’t players put up with failure in an MMO?‘ A shocking number of them respond with variations of ‘because players are spoiled, whiny little bitches who only like Everquest clones’. Which is to say, I found most of the responses to be incredibly close-minded about the existing player-bases of these MMOs and why they do what they do. The unwashed masses don’t seem to mind failing while playing Halflife 2 and Crash Bandicoot, but I’m supposed to believe that the MMO crowd is so much more coddled that they can’t take a few lumps? Please. There’s more going on here.

Players don’t like to fail in MMOs because failure persists. In Half-Life, you’re one quickload away from being back in the thick of things again. In WoW, by contrast, you lack the ability to get right back to the moment before failure (this is exascerbated in group situations where you have to get your party rezzed, rested and buffed. Failing isn’t what’s not fun (sometimes, in fact, failing is hysterical). The recovery isn’t fun.

Players don’t like to fail in MMOs because they have an audience. For those of us who live and breathe games, it’s often forgotten that there is stigma and shame associated with losing and learning in front of other people. I’ve known many people who were reluctant to play a new board game at a party because they were afraid of making an embarrassing mistake because they didn’t know the rules. In an MMO, that same dynamic exists, only the audience is not your friends.

Players actually don’t mind failing as much as you think — provided they know they’re taking a risk. There is a way to increase your difficulty level – it’s called fighting higher-level stuff. My friends and I do this frequently in WoW, going into instances we have no place being in, and laughing hysterically as we’re dismantled. Conversely, I’ve never been so angry at the game as when, in another instance I should have been able to handle easily, some designer thought it would be cute to put in a hidden trigger trap with no warning whatsoever which spawned more monsters than we could reasonably handle. If the game feels fair, failure is something that most players can swallow easily.

But most people will not choose to stay at a high failure level for long periods of time. Hey, if someone plays WoW for 500 hours, you really expect him to spend most of it in high-octane mode? It’s a marathon, not a sprint, and it’s dangerous to turn it into a full-time emotional roller coaster ride.

Of course, most of the presuppositions in the thread assumes, once again, that standard EQ/WoW combat is boring and easy. Which, if you’re soloing stuff that you can solo, is true. However, it bears repeating that combat situations in these games is very fast and furious when in a group situation, and failure is relatively common while exploring dungeons and instances.

The simple roles that each class offers is necessary so players can keep track of what’s going on when they are in a fight — what are they supposed to do, what are their teammates doing, who needs help, etc. In most MMOs, combat is simple. But people – they’re complex. And most failure stems from other people. If you make failure too punative or common, you create a world where players are completely unwilling to group with strangers. And that would most definitely be a failure.

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