Tuesday, October 31, 2006

Based on a True Story

Chewing, scratching sounds start soft, get louder.

Fade to: Cramped bedroom, dark.

Dolly in on bed. GEEKMAN is sleeping on bed. The scratching is particularly loud, and his eyes pop open, bloodshot.

Fade out, noises stop.

Text: "Just when you thought it was safe to sleep..."

Fade in on GEEKMAN slamming fists into walls, howling. Noises resume.

Fade out.

Text: "WALL MICE!"

Fade in. GEEKMAN is standing with his room-mates, looking exhausted and crazed.

Geekman: "The situation is clear."
(beat)
"One of you is a traitor. One of you is working for THEM."


Flash out.

Slow text: "WALL MICE."

Sunday, October 29, 2006

Design Review

Last post I linked to an alpha version of an RPG guide to a game called "Side Effects". This post, I'm going to analyze the design decisions I made. It's more for my benefit than everyone else's, but if you feel up to it, feel free to hum along. I would suggest either reading the guide, or at least having it open for browsing while you read.

For the past year or so I've been looking into games that use something other than dice. I don't like dice. More specifically, I don't like multiple dice, adding things to dice, two players rolling dice... I don't mind a single die, but that doesn't have the same kind of PUNCH to it.

I did a lot of work with decks of cards. Cards are great, because there is a lot of long-term potential. Every card you use is a card you can't use later, at least not until the deck reshuffles. If you run out of cards, you run out of power. This is especially nifty if the decks can be customized.

The problem with cards is that everybody has to have four dozen of them, which leads to games having a remarkably high overhead in cost and time. So, instead, I settled on chits.

Chits are good - they allow people to quickly allocate their resources and even do it double-blind. The problem with chits is that they're short-term.

I really love cards. The way they make players stop and think, "do I really NEED to play a King here? I won't be able to play it later if I do..." Dice don't do that. You just roll the dice. I suppose you can claim that things like potions and magic blammies do that, but that's not elegant at all.

To work that long-term play into a chit-powered engine, I made it so that you don't get all your chits back every turn. You only regenerate a small number of chits every turn, so if you spend all your chits, you're boned for the next turns (or, at least, you have to retreat a bit). I added a little bit of randomness by using a single d6, to keep the game from simply being a "minimum effort" situation.

That was one of the bases of this game engine. After the first ten minutes of play, people get used to the unusual chit-and-slow-regen system, play moves very fast. Which is kind of something I'm focusing on this year. There's a fun interplay between the needs of this instant and the potential needs of the future.

The other basis of this game was time travel. Actually, time travel just happened to hit the right explationation for the mechanic I needed.

In most games, the characters are a universal. Send them up against a dragon, and they have N power. Send them up against a goblin, they still have N power. This really limits your narrative options. The closest you can really come to changing their power level is using brute-force methods like traps and antimagic.

My mechanic was that the terrain of the game was of critical importance to the game. The players could be gods in place A, but they'd suck in place B. Similarly, the end boss is only boss-class in place B, not place C.

The idea being that the players have to go to all these different locations, but they aren't always the same power level. This means you can expose them to a wide variety of adventure types against a huge variety of enemies and power levels.

It occurred to me that fighting weak enemies on even ground might be a little disheartening. Most of the missions while the players are weak would be things like scouting or diplomacy, but there would have to be fights, of course. How could I make those fights have some value besides sheer survival?

Time travel!

This fight changes how time comes out. It's a linchpin of some kind. Sure, you might be throwing rocks at each other, but the end result is still critical!

Hence the game was born.

The other thing I wanted to do was to use Amber's item system. The most fun part of Amber was the item-creation. So, I added in "anachronisms". This also allows the players to have a "ragged" decay from terrain to terrain, instead of a clean cut. While they are less effective in some ways, they can remain effective in their critical skills... for a price.

Of course, my item-creation system is way, way more evil than Amber's, because I needed the items to degrade depending on how far you were from their original time...

Saturday, October 28, 2006

Side Effects

I made a tabletop system - haven't done any serious testing of it yet, just really early stuff. Here's the link to the "Alpha 0.02" version of the guide. It's a full-sized guide, so expect to spend some time on it if you click. Still, I would appreciate you telling me how opaque it is, what's cool, what needs clarification...

(The bookmarks work, so that's handy.)

Side Effects

It's kind of like Stargate: SG-1, except you travel through time instead of space. And it's evil. EEEEEEVIL!

Friday, October 27, 2006

Unique vs Manufactured, and What's a Body Good For?

Raph has an interesting post up that made me think.

In most games of all types, the enemies are faceless bundles of statistics, save for bosses. Similarly, the player upgrades by buying the next generic bundle of statistics, whether it's a new gun or a nifty wizard cloak.

I've played every Elder Scrolls game that's been made. You know what the biggest rush in those games is for me? The slew of random crap you pull off of every corpse and out of every treasure chest. The idea that you'll find a dagger with a few new capabilities, or a left bracer with a funky new graphic, or a loincloth of burning.

When I play those games, I'm totally addicted for ten, fifteen hours. Then I lose all interest. Why? Because the loot doesn't hold up. By the end of those hours, I've explored everything the game has to offer, at least as far as I'm concerned. The first weapon I find that does blammies when I stab someone? What an incredible rush. The next one? Not so much. The seventh one? Not at all.

It devolves: the only thing that interests me is the graphics associated with the items. A fruit-filled hat is worth more than the flamey sword of Nimbulus, because the flamey sword is just an extra +5 to something... but the bananahat is unique. Plus, I can enchant it to be a fruity hat of flaming, if I really need the flame.

Of course, a steady progression of "unique" is required there, too. The bananahat only holds my attention for so long before I must move on to the next hat.

Actually, that's a failure on the designer's part. The problem is that there isn't really enough feedback to prolong my joy in my bananahat. If everyone commented on my bananahat and changed their interactions with me in some interesting way, the bananahat would become extremely interesting to me. Also, generally speaking, there isn't much in-world feedback.

You might be able to see yourself, but it's a rear view and the costumes aren't generally very interesting from the back. Notice that the new "custom-avatar chats" always show your character from the front, even when they're full 3D? Yeah, fronts are better in terms of feedback.

Worse, the costumes themselves leave only a small mark on the screen, especially in Elder Scrolls games. World of Warcraft got this right: the costumes are extremely loud and large, totally dominating your character's appearance. Of course, there's the problem that you have fewer pieces to play with, and that's a big drawback...

Moreover, there's only so much joy you can get from permutations on the same stock. No matter how many hats I wear, they all go on top of the same head, with the same art style and the same model. The base gets boring, even if the hats don't, and that drags the hats down. Don't get the hats down!

This is true even in games like SecondLife. It doesn't matter that there are 50,000 different kinds of "hats" and more coming out every day. The stock beneath is the same, so they stop being interesting after a while. Thus the thriving business in morphing your avatar: you can't really wear clothes, but in changing the baseline you have changed your whole... um... baseline.

Okay, as per my recent unfortunate habit, I've started to ramble. What I'm saying is:

Manufactured or unique is the wrong question to ask. Randomly generating 500,000 different kinds of sword will only broaden the game so much. In the beginning, it'll be awesome, but by midgame, you'll be just as bored of the random swords as you would be of 100 carefully scripted, balanced swords. You'll know the parameters. Random generation is really a "wide" solution rather than a "deep" solution, and unless you plan on absurdly restricted access to randomly generated things, it's not going to add play depth for anyone other than newbs.

Subtracting out the gameplay elements actually deepens the play, because now the system follows supply and demand. Nobody cares that there's only three blue swords of cystic fibrosis, because they're worse than the ten thousand red swords of blammifying. But if all swords are equal, the rarity of those blue swords makes them incredibly valuable. The same idea applies for hats.

The feedback you get on your non-combat-related equipment is pretty strong in a MMORPG, although exceedingly weak in a one-player game. This means that you don't require as much depth in a MMORPG, because feedback will create more depth. In a one-player game, you'll need to go further. Much further.

For example, being able to dress a whole roster of characters in whatever fashions you prefer. Again: linking these things to play bonuses is basically a bad idea, because it dramatically limits the player's options.

Another idea is to be able to change your avatar, either piece by piece or in whole. You could pull a Shiny trick from Messiah: let the player inhabit whatever randomly generated NPC they can lure into a dark corner alone. NPCs can have some immediate gameplay results (such as being better warriors, or having access to certain places), but in the long run have fundamentally interchangeable capabilities. NPCs should look dramatically varied - it might be best to use animal-people, since they look very different from each other. Elves vs dwarves is about the minimum.

This would allow the player to grab an avatar, equip it, and run around. If he or she wants, he or she can jump into a new NPC - one that looks very different and people react to in very different ways.

This allows them to change the baseline and all the stuff on top. That's cool. I think that would be a fun game, either one-player or massively multiplayer. Imagine the economy that would spring up in body sales. Some NPCs are extremely hard to get because they are always surrounded by people, and those call in the highest prices.

Obviously, there would need to be some, I dunno, GAME involved at some point. But, pshaw, that's the easy part.

Thursday, October 26, 2006

Designing Levels

There's a very interesting article on Gamasutra about multiplayer level design.

Of course, he starts with: "The rules that govern single player level design are becoming more and more well known."

Known by who? Actually, the rules governing single player level design are still in their loose primordial stages. Some of the basics are well-known, such as "you need big/long/open rooms for long-range conflicts" and "jumping puzzles in FPS games need to be extremely forgiving". But aside from the obvious stuff, there are a lot of conflicting "cross your fingers and hope" methodologies.

That doesn't keep the article from being insightful, though: there's a lot of good data. But I would like to talk briefly about designing cooperative levels instead of competitive levels.

There is a steady rise in the number of cooperative computer games, and there are hella lot of cooperative tabletops and LARPs. But I find that, with few exceptions, these games simply don't support the rich tactical play that they should.

I've written on this basic concept before, but kind of tangentally. One of the things you might remember me talking about is how to make combat in tabletop games extremely fast yet tactically very strong.

Aside from optimizing for speed using chits, cards, and anything other than a fistful of dice, one of the most critical things mentioned was maps. Very few things communicate tactical play as quickly, naturally, and in as much detail as a map.

But a map isn't a level.

We're talking about cooperative level design. But when the players get into a firefight, the map they play on is a tiny subset of the "map" of the area they are in. It punches up the tactical play, but it isn't a "level". It's an encounter.

The "level" is how they play through that chunk of session. In a tabletop, we frequently pass on level design, preferring to wing it with vague blockades and challenges such as "there's security goons in... whatever hall it is that you're in" and "the elevator is broken". It is pretty damn rare to, say, draw out a compound or building map. If we do, it's just a quick overview: "the lab is here, the barracks here..." Otherwise, it's too much effort.

In a LARP the situation is even worse: it's extremely rare for a LARP to have levels at all. LARPs usually exist with a few specific places and anybody can really visit any of them at any time. I did get to see a LARP which used a whole building as a kind of "Aliens" run, and it looked incredibly fun. But we normally don't see that, because it takes up too much space.

In a computer game, you definitely have a level. But the level is hardcoded, so it suffers from the exact opposite problem. You give the players their strategic data, but the level cannot stretch to suit the players.

Okay, so, let's think about what we want in a cooperative level.

The purpose of having a slightly more "rigid" level is to give the players a range of strategic options and challenges, instead of limiting them to a few generic challenges tossed out by a GM. A level can tell us that not only is the elevator stuck, but the situation all around us is X, Y, and Z.

We want a level which can support a range of players. Say, 2-8. The level needs to be able to "stretch" or "shrink" to facilitate the greater threats required for larger groups. In addition, some thought needs to be given towards splitting larger parties while leaving smaller parties more whole, and to the fact that secondary challenges with less players are likely to be extremely difficult. After all, with eight players you'll probably have someone who can do anything. But with three, you'll be missing huge chunks of secondary skills - the players simply won't be able to complete objectives that require skills they do not have.

(Obviously, that last bit isn't a problem if you're running a game with no secondary skills. But that sounds like kind of a dull game.)

Okay, the level polymorphs to suit the players. Right there, that says "no map". How in the world could you build a map?

But how can you build complex strategic situations without a map? Even if you could, how could you get the players to remember the situation?

So I thought: card game.

I build a lot of crappy little games, and recently I've been dabbling in "build the board as you proceed" games. It seems to me that this dynamic is perfectly suited towards building levels.

Lets say we start with a deck. The cards in the deck represent challenges and challenge modifiers of various kinds. Guards, computerized doors, dragons in 10' rooms, whatever. Each challenge has a skill which applies and a difficulty rating.

Lets say you build a character. For every point of a skill you buy, you make a card that is a challenge of that type and hand it to the GM. For example, if you buy combat skills, you pass the GM "mook" cards, at a difficulty level of twice the skill level you just bought. If you buy science skills, you pass the GM "scientific mystery" cards. And so on, for each point of each skill you buy.

Challenging a card is simple. Each round you fight a card, you reduce its difficulty by your combined skills of that type. And each round you don't kill it, everyone involved takes a point of exhaustion. If you run out of exhaustion, you die.

Every round, you do one of three things. You can choose to fight a challenge (you must have at least a 1 in the suitable skill), in which case you draw no cards. You can choose to move, in which case you draw and place a location card and draw and place a challenge card for it. Lastly, you can just bide your time or move on existing terrain, in which case you draw a challenge card. Most challenge cards are discarded if not drawn in regards to a location, but some aren't.

Every time the GM's turn comes around, he may adjust one challenge per two players, moving it one tile if it is mobile. He may not adjust challenges currently in conflict.

Different kinds of challenges can react in different ways. For example, mooks won't attack you if the alarm hasn't gone off. This offers multiple strategic options. And, of course, challenges you "leave behind" aren't exactly inactive, as the GM can move them and specific challenge cards can turn them monstrous.

Of course, this is just a rough idea. It obviously needs tweaking. For example, hidden challenges, the set-up phase, a third deck for corporal form of challenge, goals, escape routes...

But the basic idea is that you build the level as you proceed, and have a strategic set of options.

It's not suitable as is for anything other than a simple game, but it could be modified and used for a backbone for a more serious RPG.

Anyhow, just kind of muddling along. Feel free to comment if you had a thought.

I find posts ramble more the sicker I am. I'm not entirely sure I've ever had a week where I've slept more. :P

Tuesday, October 24, 2006

What Aren't Game Mechanics?

Lost Garden made a long post on game mechanics. I will now proceed to disagree with it. Not because it's wrong, just because it's a bit cockeyed.

First, he defines feedback loops in terms of the user experience. There's nothing fundamentally wrong with viewing everything from the user's point of view, but I suggest viewing the user as part of the software. In which case, a feedback loop's definitions change to include the way that the software changes the situation in a way which changes the software's situation.

For example, if the user walks on to that big mountain, the program doesn't just change what the user sees. The program makes thousands of internal adjustments - it feeds on itself, being directed by the user, and the user just gets to see hints. This allows the program to have an "internal reality" which the player sees and deciphers. It's not just "what the player sees" that matters.

This might seem like a small difference, but it's really a critical one. His stated view underestimates the independence and power of the game. This is somewhat harmful for one-player designs, but crippling for multiplayer and, FSM forbid, massively multiplayer games. These kinds of games don't simply "provide feedback to the player". They provide a window into which the players try to make sense of the feedback algorithms the game runs.

The rest of his essay falls into the same POV. While he obviously knows that games are complex and somewhat independent entities, he approaches everything from the angle of what the player sees, does, etc.

This is a flawed approach for one reason which I would think obvious. The "nested feedback loop" idea is powerful because the player spends a lot of time trying to master the various feedback loops and deal with the permutating situations. However, thinking about everything in terms of teasing and pleasing the player can easily lead you to create a "shallow" feedback system which provides immediate fun and gratification, but doesn't offer any of the long-lasting play.

This is a very common mistake, and if there was one mistake I could keep designers from making, I think that would be it. It's very common, even in AAA games, to add more flavor, more minigames, more doodads... but each of these things adds almost nothing to the interconnected complexity of the game, and they rarely build off the same bases as the other kinds of play.

Essentially, if you think in terms of what pleases the player most, you're likely to feed the player "junk food" play. It's the shiniest, tastiest kind, in that initial moment.

But if you think of the player as part of the game system - a knob torquing feedback loops - you can create games which are suitably deep. Deep games provide just as much fun, for longer, for cheaper. Obviously, you still have to the think of the player. But now you think of the player as part of a whole, rather than the whole that the game is part of. And you design the game to run through all the variations and paces at a fun rate. Call it "game-centric games", if you like.

I know it sounds like I'm connecting two separate things. "Good rule design and how you view the player... they don't seem connected!"

But they are. An artist can't paint very well if he views his art as something which serves the paper. A doctor can't doctor very well if he views his patient's comfort higher than their health.

Take the long-term view: your players are pieces of your game, and your game is part of them. While in play, they are one entity, and you have to give it a nice workout.

Saturday, October 21, 2006

X-Prize

Presumably none of you have been watching, but the X-Prize cup was this weekend.

It's really only cool to giant space geeks, I suppose. As I write this, John Carmack has already flown his earth-version lunar lander once, and they've just started a second attempt. They go into some fun details on the nature of the contests and the vehicles, and so forth.

There was apparently an impressive beam-climb that I missed, and some other contests featuring huge pieces of equipment doing loud, dangerous things.

The funny thing about the broadcast is that it feels a lot like some small-town coverage of a local festival. Their geek commentary is very good. I'm not sure why they decided they needed a squad of wannabe-stereotyped-anchorpeople, though. Doesn't really fit the mood.

Starting small. I expect that every year, they'll have more flights, more contests, more contestants. I just hope they keep a really high geek-to-anchor ratio, because the more the reporting turns into a generic wannabe-news-report, the less useful stuff gets said.