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

Category: Game Design (Page 3 of 22)

The Kobayashi Maru Is Not Usually Mass Market

On one hand, I am sympathetic to how fast, and how transparently, game developers rip each other off in the casual and mobile space. It’s particularly galling when the company doing the ripping off has the gall to file legal action against people who came before them. So on one hand, the saga of 2048/Threes is familiar and depressing, and not at all surprising, give that we’re talking about a game design so simple and elegant it likely will be a tutorial lesson in game development classes for years to come. Hearing the dev team of Threes speak out about feeling ripped off, as well as this spirited defense here — well, it certainly makes you want to take sides.

On the OTHER hand, I did note this one paragraph in the Three’s developer’s litany of sour grapes.

But why is Threes better? It’s better for us, for our goals. 2048 is a broken game. Something we noticed about this kind of system early on (that you’ll see hidden in the emails below). We wanted players to be able to play Threes over many months, if not years. We both beat 2048 on our first tries.

Continue reading

SimCity Engineer Describes Tough Technical Effort

One of the things that programmers hate are designers who can kinda sorta code, and then use that to float wildly optimistic estimates for how long it will take to code a new system.  For example, they might say “I can code a minipet system in 3 days!”  And then they do.  And then they claim the programmers who swore it would take 2 months were sandbagging.

Only it’s not a very good minipet system.  The storage is inefficient, the additional pathfinding chokes the server, they somehow break certain boss fights, there’s no GUI for storing or extracting them, they don’t animate when idling, swimming utterly breaks them, etc, etc, etc. Continue reading

Collectibles Design

Extra Credits did a couple of great pieces talking about collectables design, discussing for example how Magic: the Gathering is brilliant and Rage of Bahamut is effectively ‘game design strip mining’ that threatens the public’s faith in F2P at the very core.  Worth a view.

Goodbye, Diablo 3 Auction House

The trick with playing with real money is when you start letting that real money drive game design decisions – or even give the appearance of doing so.  When Diablo III launched last summer, most people (myself included) felt like the game just wasn’t as sticky as it was in the old days.  Since the one thing that was significantly changed in the design was the introduction of the Auction House (for either real money or in-game gold), this was pointed to as a culprit- clearly, said the players, loot rates were driven down to make people used the auction house (this link is a very good read, btw). Continue reading

More F2P Fisking

There sure is a whole lot of wrong going on over in this debate.

We both know that someone, somewhere has to pay for the game’s development, and for that idea to work out, you either need to hook some ‘whales’ who pay out a fortune and subsidise everyone else, or you have to constantly nag all of the players to pay for in-game items.

If I can give the gift of great gameplay to three times the number of customers because a handful of heavy users love my game so much they beg me for more opportunities to spend – is that really a bad thing?  And how is this really different from Golf shops that are subsidized by high rollers buying $10000 clubs, magic players buying Black Lotuses, or knitting stores who sell balls of yarn from rare endangered alpacas for $1000 per ball?  Why is this the one industry where people actually feel pity for the hardcore fan who wants to spend? Continue reading

Skill vs. Luck

It turns out that the human mind is not good at interpreting the difference between ‘lucky’ and ‘good’.

Jordi Brandts and colleagues got a group of students to predict a sequence of five coin tosses, and then selected the best and the worst predictor. They then asked other subjects to bet on whether the best and worst predictor could predict another five coin tosses. The subjects were told that they would bet on the worst predictor from the first round, unless they paid to switch to the best predictor.

82% of subjects paid to make the switch….These people weren’t just idiots plucked from the street. They were fourth year finance undergraduates at one of the best universities in Spain.

The human brain is terrible with the concept of randomness.  We desperately want to assign mental patterns to this, which is of course, a game pattern that game designers abuse endlessly.

Life After Ship

This is a version of an article that appeared in the January 2013 issue of Game Developer magazine.


When Magic: the Gathering first entered the gaming scene back in 1993, the mere idea of a game based upon an ever-evolving pool of collectable cards was just a zygote of an idea. Richard Garfield and the rest of Wizards of the Coast knew the game had real potential, but no one really knew how the game experience would really play out.

It’s not surprising that they got some things wrong. Their limited playtesting was not nearly enough to find all of the convoluted strategies that players would devise, and they had no historical data to look at problem spots. Sophisticated analysis of the game did not yet exist—they did not know (or fully appreciate) how powerful drawing cards would be in their game, and thus printed a cart that allowed a player to draw three cards for one mana.  And many of the rules were written to be ambiguous, so new expansions that introduced new rules brought in unexpected conflicts, and made it clear that card rules language needed to be much more structured and unified than it was previously.

They also underestimated their own popularity. They expected players to buy a deck and a couple of booster packs. Hardcore players started to buy booster packs by the case. Rare cards that Wizards of the Coast assumed would only show up once or twice in a deck ended up being highly sought after, and soon devoted players were packing 4 of each (the legal limit) in their decks, and destroying their less-invested opponents in the process, often in a couple of turns. The value of the best rares shot into the stratosphere, creating a legitimate aftermarket for cards.

Wizards has succeeded beyond their wildest dreams, reinventing the board games industry (and in the process saving America’s gaming and comic book stores) in the process. But it was clear that Magic had some bad structural problems that would need to be addressed. Fortunately, Magic had a winning core game design, which gave them the resources and time they would need to fix these structural issues. Magic was a game that had a long life after ship, and their game designers took advantage of this to great effect. Continue reading

Breadth vs. Depth

This is a reprint of an article that first appeared in the October 2012 issue of Game Developer Magazine.  It has since also reappeared on Gamasutra at this link.


Ultima Online and EverQuest represent two very different game philosophies. Ultima Online‘s creators tried very hard to create a virtual world with physics and interactions that mimicked the real world, so players could interact with each other in ways meant to model reality: You can chop down trees, dye clothes, build houses, attack almost anyone anywhere, and steal anything that isn’t nailed down.

By comparison, EverQuest is a simple game, not much more than a combat simulator designed to mimic the basics of combat found in tabletop board games and old online Multiuser Dungeons (MUDs). Combat in EverQuest is very deep and intricate compared to that in Ultima Online, with far more ways for players to attack and manipulate their enemies. However, combat aside, EverQuest was perceived to not be a very feature-rich game. Most of the world interactions in Ultima Online aren’t in EverQuest, and when they are, they aren’t particularly deep or fleshed out—to the extent that many observers felt thatEverQuest would be too simple for the newly invented massively multiplayer genre. As it turned out,EverQuest easily beat Ultima Online‘s numbers, and a few years later, a rematch of the two MMO design philosophies paired Star Wars Galaxies against World of Warcraft — with a repeat of the same end result.

As it turned out, Ultima Online has a lot of features, but many of those features don’t have a lot of depth to them; it is broad, rather than deep. EverQuest has fewer features, but a combat model that is very deep (and became deeper as new boss mechanics were added to respond to an increasingly savvy audience).EverQuest is a game about depth. Continue reading

Scouting the Battlefield

A version of this article first appeared in the June/July 2012 issue of Game Developer magazine.


Football is a sport with a lot of situational game decisions – the plays that the coaches call are going to be very different if they are sitting on a 30 point lead are going to be very different than when they are down a field goal with two and a half minutes to go.  Indeed, the fact that the playbook varies so strongly based on the situation is one of the reasons why football can be so deep and strategic – the team that is behind needs to score quickly and needs to leverage certain rules, such as running out of bounds, in order to stop the clock. Defenses adjust in order to limit these likely plays from happening, but often in doing so leave the field open for a high-risk, high yield play.

This kind of play is interesting, but there is another kind of situational play in football that is more strategic and less tactical – teams spend a considerable amount of time preparing for every game.  Most football teams only bring a limited number of plays they will call, and so time is spent studying the opponent’s film.  If they have a prolific quarterback, defenses may opt to sacrifice run defense in favor of better pass defense.  A key injury on the other team might prompt an attempt to exploit the second string player taking his place.  Even the weather factors in – heavy rains may prompt a coach to abandon the passing game, and strong winds may limit the effectiveness of a kicker.  Continue reading

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