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Posts Tagged ‘Games’

Impressions from GDC Europe 2010

22 Aug

At GDC, I noticed how people’s eyes seemed to glow. They were passionate. Excited.

It’s something I don’t see enough among designers, I think. People who burn to create that indefinable magic that we dream of when we pick up a new game in the store. People who radiate the love they have for games.

Perhaps the eyes of the people at GDC had been ignited from the many inspiring lectures and encounters. Or perhaps GDC draws the kind of people who’s eyes remain alight, people who’s spirit never ceases to resonate with the craft.

It is probably both.

Monday

The definitive highlight of the first day of GDC was Warren Spector’s lecture “What Videogames Can Learn from Other Media… What We Can’t… And What We Shouldn’t”.

He compared games to other media, looking at in what ways they are similar and in what ways they are different. He did this in an attempt to identify what our medium is, what we are about (beyond basic notions as interactivity).

Warren, in contrast to people like David Cage (although his own session “How Far Are You Prepared to Go to Develop an Original Project?” was inspiring as well), embraces the uniqueness of the form of video games, instead of trying to emulate other art forms like movies. He pleaded with us not to dull the edges of the things that poke holes through the borders of our comfort zone. The zone defined by the narrative structures of movies and literature, that we perhaps still feel holds a firm grip on “real storytelling”.

One example is visual control. I have personally, as a game designer, found it to be somewhat of a limitation that we cannot control the camera to show the player things. Just think about what a subtle smirk can tell in a movie or in a book – in games this is a visual language that often isn’t useful, as the player might be looking the wrong way or simply aren’t close enough.

Warren’s session changed my old viewpoint of it as a problem, while talking about why it is inappropriate to use cuts or montage in games. He said that, while necessary in the language of movies, it removes the immersion or the sense of presence in games.

The player, not the director should be in control. The player decides what to focus on.

The player decides what to focus on.

This is hardly news, but it changed what I have felt was a weakness into what I now realize is one of the many unique strengths of our medium. The language of movies has become so intuitive to us that it is easy to see anything that limits it as a weakness. But it is anything but. We must free ourselves from the language of movies, to allow games to follow their own path, to have their own language.

On the same topic he stated that games are not about “magic moments”, highly scripted events that mimic those of movies. They are, however, about repeated actions (allowing for choices). Of course, this goes completely against what David Cage had to say, but while they both have a point, I feel that Warren is the one of the two that has the best grasp of the unique character of our medium. That said, I admire Cage’s goals of telling powerful stories in games, and I share his ambition.

Warren continued to talk about themes I’ve heard him talk about before; that idea of shared authorship – that designers should embrace players as partners. Allowing the players to share responsibility for the story allows them to explore, and learn about, themselves.

Not to be forgotten was “Limbo: Balancing Fun and Frustration in Puzzle Design”. I know that not everyone agrees, but I found Limbo to be an amazing game. What stood out from the session the most was that A) the lead level designer had no previous experience in the industry (perhaps that’s why they dared to break rules?) and B) that they wanted the player to die a lot and have fun doing so.

That players die a lot in that game has been criticized, but I think that without any real penalty it’s just a fun way to allow the player to explore the boundaries of each puzzle. I’ll write more about the game itself shortly, hopefully within a few days.

Tuesday

I’m looking forward to Guild Wars 2, so it was no surprise that I enjoyed ArenaNet’s session “Designing Guild Wars 2 Dynamic Events” very much. It’s even less of a surprise for those who know that I feel like dynamic worlds is the proper road ahead for MMOs. They mainly talked about leaving the traditional MMO quest structure behind for scaling dynamic events, that allow players to cause change in the world. Temporary and scripted, but still.

It surprised me how fearless ArenaNet seems, especially in comparison to most other MMORPG studios. Some design concepts that are more or less cemented as “truths” among MMO developers, ideas other studios wouldn’t dare challenge, are simply shunned by ArenaNet as “not fun”. Examples are the leveling curve (GW2‘s flatten early, because “leveling is a description of progress, not a means to an end”), killing off quests, and not preventing players to game the scaling events as they prefer people to have fun rather than to try to stop players from destroying their own play experience.

“Creating a High-Performance: An Interactive Dynamic Natural World” was about the design and technology behind the terrain creation and deformation in the coming game From Dust. The technology running the erosion, water flow and the creation of new land through lava seemed powerful and realistic. But the real joy was to see Eric Chahi present it, next to programmer Ronan Bel. Yes, that’s Eric Chahi of Another World fame! He was great to watch – an excited artist (if you’ve played Another World, you know he’s an artist), nervous, energetic, happy!

I’m looking forward to From Dust, no doubt.

Tuesday was also the day of my own session, “The Untapped Potential of the MMO”. I will publish my script and my slides online the coming week, so until then here’s the summary:

“MMOs relying on the player to weave her own story becomes an increasingly distant idea as developers borrow narrative traditions from singleplayer games. The gains of the designers’ sophistication in storytelling are easy to see, but what are the drawbacks of this path? Are there alternatives to handcrafted content, and what would the benefits of such alternatives be?

We look at the losing battle of creating the never-ending game, the limitations of static content in multiplayer environments, and the dynamic systems that could be the core of our worlds.”

I got quite a lot of positive feedback afterwards, which was great because you never know how these things turn out until it’s done.

Wednesday

I attended a panel discussion on Wednesday, called “3D Development Engine Shootout”. Imagine how bloody a panel of the bigshots from the industry’s hottest competing game engines (Unreal, Crytek, Unity, etc) must be. Or, imagine how tame it could end up when they try to be goodguys in front of an audience of potential customers. They all seemed to agree that they all had the most powerful engine, they all had excellent tools and… Yeah.

Still, good to see these guys’ faces, and I did end up in a meeting with Mark Rein of Epic/Unreal later that day.

The last session I attended was “Living City in Mafia 2″, where coder Jan Kratochvil took us through the details of simulating realistic city life, with pedestrians and cars and mayhem. Having worked with MMORPGs, this is an interest of mine. Jan didn’t discuss theoretics but was very hands on about how they did it, which was good. He gave details on the driving simulation (and how the AI used it), dynamic spawning and despawning of NPC’s and cars, and how to make the citizens behave like proper humans while roaming the streets. Actual practical knowledge I can use. If you’re doing something similar, ask him for his slides.

GamesCom opened for industry professionals on Wednesday, so I managed to try Guild Wars 2 and to see Funcom’s cool The Secret World booth, before my flight left for Oslo.

Now how do I get into the alpha of Guild Wars 2?

 
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A most terrible secret

25 Jun

The last few days have been long and dark, despite this being the week of summer solstice. They have been dark, because I carry a terrible secret. A gut-wrenching, heart-tearing, soul-shattering secret that few know, but one that I am about to reveal.

I never played Deus Ex.

I never played Deus Ex – often hailed as the best game ever made – and three days ago it had its ten year anniversary. What kind of designer, nay, what kind of gamer am I to have never played this king of games?

Vague memories tell me I tried the first level without being impressed, only to quit after a short session. While I’ve read tons about it since then, and its (apparently) underwhelming sequel, it’s all second hand information to me. So, after ten years (and plenty of grey hairs), I think that I just might appreciate its complexity and political content more. This is why I have decided to play the game over the coming weeks, and tell you about my experience in a series of posts.

Now all I hope for is that the very dated visuals won’t be that off-putting, or I might just find it too difficult to immerse myself into Spector’s world.

 
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Content flow

18 Jun

One of the many sources of frustration in the current (quest driven) generation of MMORPG’s comes from being lead back and forth through a zone in an erratic manner. It is probably in my top five of reasons why I drop certain MMO’s like a hot potato before I’ve even gotten to the meat. Yet, all it takes to rid your game of this is a structured approach to your design work. Let’s look at two complaints born out of poorly thought out content flow:

I spend more time running from a to b than actually fighting anything!
Having some travel time when going to new areas is no problem, but if you’re always having to run a marathon to get to a quest objective, it won’t take long until you’re both bored and frustrated. It’s quite common that designers wish to extend their quests through long journeys filled with mobs, but more often than not the mobs on the way can be bypassed. Traveling is not content.

I feel like I’m going through the same areas all the time!
Sometimes zones have just one main quest hub. This forces players to repeatedly pass the same areas to get and deliver quests in the same old quest hub. This continues even as the player has moved on to higher level areas in the zone, having to fight mobs outlevelled to a degree where they no longer pose any kind of challenge.

Quest pockets

“Quest pockets” is a framework for structured content flow within zones. The purpose is to avoid the problems described earlier, minimizing the need to travel back and forth time and again, using the space effectively and allowing the player to discover the zone organically. There are three important components to this:

  • Keep the content close to the quest hub.
  • Use all 360 degrees of the quest hub for content.
  • Spread the content evenly around the quest hub.

The area around a quest hub should be divided into 4 quest pockets.  The player get quests for one pocket, heads out to the corresponding pocket space to finish the quest objectives, and finally returns to deliver the quests in the quest hub. Then he progresses to the next pocket. If possible, the quest levels should be different between the quest pockets, allowing for a natural progress between them.

Each quest hub should have a budget for the number of available quests. In a best case scenario, the number of quests should be evenly divided for the four pockets. Let’s have a look at a possible formula for quest budgets.

There are 3 factors to regard. How many hours of gameplay do we expect the area to provide? How long should quests last in average on the level range of the area? How much of the gameplay time should be covered by quests?

Hours per area * quests per hour * play time ratio

Quests per hour
1-20: 6 (10 minutes)
20-40: 4 (15 minutes)
40-60: 3 (20 minutes)

If we have a quest area with a planned 4 hours of gameplay at level 50, and we say that the amount of quests per hour in that level range is 4 (15 minute quests, according to the table), and we want 30% more quests than the necessary minimum for always having your play time covered by a quest, then the numbers would be:

4 * 4 * 1,3 = 21 quests for that area. Those 21 quests would then be divided between the 4 quest pockets, giving us about 5 quests per pocket.

Picking pockets and zoning out

We control content flow throughout the game on 3 levels; between quest pockets, between quest hubs and between zones. Let’s look at quest pocket progression first.

Using the previous example, we have 5 quests per pocket. We’re trying to not overwhelm players with alternatives, but are at the same time after a sense of non-linearity. The two ways of controlling access are levels and quest chains. In an ideal situation the quest hub would involve more than one level, which guides the player in deciding what content to access first. The quests of one pocket could also unlock quests of the next pocket.

Looking at the figure above, the player would enter the playfield close to quest hub 1. In our example, pocket 1.1 and 1.2 would have 5 quests each at level 48-49, and 1.3 and 1.4 5 quests each at level 50-51. Some of the quests in 1.3 and 1.4 would be followup quests from 1.1 and 1.2 This way we get a natural progression through the zones.

Players progress between the quest hubs through transition quests, leading the players between quest hubs, and zones. Returning to the example, a transition quest would become available when the player has finished some of the content in 1.4 – taking them to quest hub 2 where new quests are available starting in 2.1.

This second quest hub could have a few followup quests from the first, allowing for a continous narrative. Just be careful not to block players from finding content in later quest hubs (if they arrive in the zone with a high level character) through too many and too long quest chains.

When the player has finished the second quest hub, another transition quest takes the player from 2.4 to 3.1. This is the final hub of the zone, where 3.4 carries a new transition quest taking them to the next zone’s first quest hub.

As always, guidelines like these have to be broken to create interesting and unique experiences. Have quests go through the entire zone, or between several zone. It’s vital to make sure the experience does not feel formulaic, especially considering how formulaic MMORPG’s are by default.

 
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A place of dread

24 Feb

Funcom has released a teaser from the Rise of the Godslayer, showing off a zone I designed – the Khitain desert of Kara Korum.

There’s also a preview of Kara Korum on IGN, if you’re interested.

 
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The great wall

24 Feb

Ok, so I didn’t blog about it when it was released a while ago, but here’s a video of a Rise of the Godslayer zone I produced – The Gateway to Khitai.

 
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The Cost of Fun

04 Jan

So yes. I visited Sweden during Christmas, because, well, that’s where my family is. It’s strange to experience how the city I grew up in feels increasingly alien to me.  I think 2009 was the first year when I felt like a bit like I’ve gone to a foreign country when I went back home. Strange indeed.

During the days after Christmas there’s the traditional sale. I happened to walk into a game store, because, well, that’s where the games are. The most visible one was Modern Warfare 2 – no surprise there. What did surprise me a bit was the price tag: 699 SEK.

That’s 68 euros.

68 euros, for a bit of entertainment. Sure, a well crafted and highly enjoyable piece of entertainment that cost a ton to develop, but it’s still just entertainment. Compare it to a movie ticket for about 9 euros (Modern Warfare 2 is about 3 movies long, excluding multiplayer) or a music album for 16. For 68 euros I can make that trip back home to Sweden, then return to Oslo, go back home again, and make one final trip to Oslo.

My point is that with prices like that you have left the realm of impulse buying and gotten very close to asking for an investment. At that price, a normal consumer (one that doesn’t eat, live and breath games), is unlikely to buy more than a few games a year. It’s all good if you happen to be the must buy title of the year (like Modern Warfare 2 was 2009), but most titles obviously aren’t.

I can’t help to wonder how many more games people would buy if the prices were lower. I just bought 3 games on Steam today (The Dig, The Witcher, Trine). The first 2 I never finished but always wanted to (especially The Dig), and Trine is a game I’ve not had the chance to play yet. I bought these games because Steam had some sort of holiday sale. All in all I paid about 20 euros.

I’m not saying that games should be priced like The Dig at 2 euros (released 1995 – it’s no doubt an old game), but nowadays I buy a lot of games on Steam during their sales. Games priced at 68 euros? Not that many.

Early last year (after Christmas) Steam had a weekend long sale (50% off) on Left 4 Dead among others. Sales increased 3000%, and they ultimately sold more copies that weekend than during the launch. Even if you write off the psychological effect of sales, and the increased media attention through gaming websites (and Steam itself) before and during the weekend, the numbers show that people are willing to buy a lot more games when given a smaller price tag. Few games are as popular as Left 4 Dead, but the effect was visible in other titles too, with an average sales increase of 320% on titles reduced by the same 50%.

Hugely successful games like Left 4 Dead and Modern Warfare 2 are doing just fine launching at a very high price, but most games do fail in making a profit at all. With prices at 68 euros, the average consumer is likely to buy only a few titles a year, and those are probably selected among the few super hyped games. That leaves very thin margins for games with smaller marketing budgets.

When a price reduction of 75% can lead to a 15% increase in profit, then maybe it’s time for the industry to question it’s pricing. Perhaps it could lead to a healthier industry, and increased diversity for the consumer.

Anyway. Can’t wait to finish The Dig. Long live point & click adventures!

 
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Worldbuilding with Unity

20 Sep

As I’ve heard a lot of good things about the game engine Unity, I decided to try it out today. I’ve had it installed before, but back then I didn’t spend more than a few moments with it.

Unity has proven to be a very intuitive tool for creating environments and, according to a colleague of mine, it remains a powerful and intuitive framework if used to created full games. I’m sure it has some serious limitations and problems, but so far I’ve only encountered minor issues.

Following are a few screenshots I took while creating a small, tropical island.

island1

island2

island3

island4

 
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PvP Tetris

16 Aug

TetrisWhile bored one day, I came to think of Tetris. Tetris is a singleplayer game – I’m sure there are multiplayer versions of it, but I’ve never played one. I was considering how one could make a PvP (competitive) version of the game for Xbox Live. The first thing was to identify what makes Tetris singleplayer, and eventual problems in changing that.

  • There is only one player in a Tetris game.
  • You compete not against an enemy, but yourself.
  • You do so by handling a complex task during increasing time pressure.
  • Performance is measured through points, based on how long the player “survived” (measured in the amount of rows removed).

It would be simple to have some form of splitscreen gameplay where each player would play his own Tetris board and just compete about the score, but that wouldn’t be very different from playing on your own and then comparing points. What we want is to engage the other player somehow. These are the ideas I came up with.

  • Keep the splitscreen idea so that both player’s could see each others boards, but turn the view of the enemy’s board upside down to increase the difficulty of analyzing his progress and state.
  • Keep it as a game of survival, but instead of trying to reach the next difficulty level the goal would be to outlive the enemy.
  • Let the players engage with each other through sabotage. Each player could replace the enemy’s Tetris piece with his own (while recieving a random new one himself), triggering a cooldown hindering him from repeating this for another 30 seconds. Different strategies could emerge from this.
    • Whenever the enemy gets a piece he needs, replace it.
    • Wait until the enemy is just about to place his piece before you replace it, giving him no choice to place your piece there instead.
    • Get a new piece when you are not happy with your own.
  • Count not points from the number of rows removed (which would make this into a game of speed, even allowing for the possibility to win the game through points even though you reached the top and failed). Instead, count points in the number of free unblocked rows, at the end of the game.

I think this could be a fairly fun game of Tetris. I’d try it out.

 
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Miguel Sicart on the ethical player

16 Aug

The Ethics of Computer Games

I’ve spent the last 3 days on the conference Philosophy of Computer Games. It was really quite intersting, although the different talks were of varying interest to me as a game designer. But this post is not about the conference, but rather one of the speakers.

Miguel Sicart, Assistant Professor of the IT University of Copenhagen, had a great keynote on the last day of the conference. It was called No More Homo Ludens: Designing for an Ethical Player. It was basically about the ethic dimension in (not of) games, a criticism of the current state and thoughts on how to improve designs that deals with ethics. It was not only very intersting, but thought provoking.

I might write more about it later, but for now I just want to mention Miguel’s book The Ethics of Computer Games, which I’m about to order. Quoting the product description on Amazon.com:

In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play.

If you’re at all interested in the topic, you should look into this man’s writings. I’ll write more on the topic when I’ve read the book.

 
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GCO 2009 impressions

04 Aug
GCO Panel Talk

The Leipzig Games Convention of old died a cold hard death last year, by the hands of some of the biggest publishers in the world (who instead created GamesCom, in Cologne). But Leipzig didn’t want to give up that easily, and resurrected it as Games Convention Online. It was supposed to be a convention aimed towards the growing online market, searching for a niché trying to survive the loss of support from so many in the industry.

The world’s first GCO ended last saturday, and I was there. So what can be said about this new beast?

1. It’s far smaller than GC last year, as expected. GC 2008 had 203 000 visitors, while GCO 2009 had 43 000. Now, that’s by no means a small convention, even though it had less than a quarter of the visitors of last year. But it also has to be said that while there were quite a lot of visitors, few of them were professionals who attended the trade part of the convention. Some of the lectures had no more than 10 attendees.

2. The conference was confused about its own focus. The “online” part wasn’t sure if it refered to (massively) multiplayer games, digital distribution or simply games played on websites. Those are 3 very different topics, and (despite all requiring a internet connection) aren’t connected in the way the conference pretended them to be.

3. None of the big (western) publishers were there. We had a lot of Korean publishers showing off their games, but the differences between eastern and western gaming meant that it was unimpressive and not very interesting.

4. It was still worth the visit. While there were quite a few tired lectures, some of them were really interesting. I learned a few new things and got to know some cool people. All in all, I’m glad I went.

 
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