Showing posts with label Game Design Talk. Show all posts
Showing posts with label Game Design Talk. Show all posts

Saturday, 13 June 2009

One Return, One Game, One Space Walrus

Rejoice my children! My time-table is no longer full of twisting, time devouring juggernauts. I shall make it my first order of business to return this sorry page to its' former glory, expect at least one post a week again - and let us get this straight, if there is only a single post in a week, it will be large enough to be easily viewed from space.

During our extended interlude I missed my chance to talk about many things that I would love to discuss in detail here, the death of the Duke, E3 and... well, those two are the main ones really. But both are sprawling subjects, and have both been discussed to death, as previously stated, I have missed my window of opportunity. Instead of dwelling on that, I decided that I would steer this post in a different direction, don't worry it will be completely unrelated to work being done here, as per usual.

Sacred 2 has been recommended to me by quite a few people whose opinions I trust, they admit that it is a really buggy game, that the occasional ability is useless, and that the restrictions on the Co-op that usually prevents you playing with your friends is annoying. But they still talk about it so enthusiastically, I look into the eyes of these men and I can tell that talking to me is hurting them, that every moment away from that game is like a punch in the eye. Every moment spent in the outside world is nothing but a test of strength for these people, the reward for passing being another slice of the drug that they crave so dearly.

Observing the effect on these people, people who are much less inclined to get hopelessly addicted to any single game, I concluded that I really shouldn't pick Sacred 2 up. None of these men even felt Word of Warcraft's terrible grip, they dipped their toes into the pool and managed to withdraw without an intervention, satisfied with the experience but not looking for more, whereas I start jonesing for a hit of it roughly every four months.
Having come to this conclusion it was obvious that I had but one choice, I made my peace with my deity of choice and ordered the unholy disc from Amazon. You can tell it hasn't arrived yet because I'm writing this post instead of slowly rocking to and fro.

This post could use even more tangents, lets create some.

I'm sure that admitting that I've never played any of the Diablo series, which Sacred is quite obviously imitating, is just another way of saying that I'm letting the side down in entirely unforgivable ways, but I have at least sampled a couple of its' tribute acts. An old Westwood studios game, Nox, is the first to come to mind.

Nox was great for many reasons, but the one I want to explore is its' multiplayer offerings, which were surprisingly robust considering the how old it is, and its' genre. You would expect it to feature only some form of half -arsed Co-op and maybe Deathmatch. It also boasted a few others though, my favorite being named oddball (Think football/soccer with more knights and hell demons), but Oddball isn't really what I want to talk about, I just wanted a chance to inform everyone of the following; remember the dick who summoned the carnivorous plants in front of the goal? Yeah, that was me.
What I really want to draw your attention to was the obligatory half-arsed Co-op, which was surprisingly not half-arsed. Nox Quest, as the hip kids called it, was an infinite dungeon of sorts, that up to sixteen players could band together to tackle, to balance out the huge number of potential players the difficulty ramps up pretty hard, by level twenty five the game had started populating the dungeon with obelisks which every thirty seconds spawned a copy of the single player campaign's final boss.
The coolest thing was the players in that game, In a safe zone once I mentioned to another player how I was saving up to buy a particular spell which was pretty expensive. The other player immediately informed me that he had a spare of that spell book and gave it to me, for free, bare in mind that this was a spell book he could trade for a fair bit of coin. This is a genre of game notorious for its' selfish players, who happily scoop up all of the loot on a level, regardless of whether their class can use it, but on multiple occasions on Nox I had people pull me aside and have conversations along the lines of: "Hey man, I notice you keep summoning stone golems, you may want to give this steel golem scroll a whirl, don't sweat it, just have it." (I played a Conjurer, because I don't like dying and the force of nature is the single greatest thing since time itself).
This happened to me so many times that it was a practice I got into once I started getting a fair bit of money or finding loot that I couldn't use, I would even buy extra lives for players running low occasionally, I'd give away any repeats of spell books I came across. The people I gave to, or at least quite a few of them, then started to do the same, then those who they gave to followed suit, etc, etc.

The point I'm trying to make is that a friendly player base is self perpetuating, as a designer there isn't much you can do to keep the bad apples away, but there are things you can do to encourage the good ones. What started as a couple of guys handing out free spell books in Nox turned into an entire legion of players making sure that each of their allies is as good as they can possibly be, these are the people who are going to see the high-end content, the jerks never will, and the jerks will fall off the band wagon.

This was a long post. Possibly the longest ever made here. I went off on many tangents, then a tangent or two within those tangents, so to summarise:
  • I'm back, but I can't speak for the others
  • Sacred 2 could be the end of me
  • Conjurers ftw
  • Good player bases are self perpetuating

I'll come crawling on back to you

Thursday, 9 April 2009

On the Origin of Species

Everything has to come from some where, every tree was once a seed. As game designers this is occasionally a fact we have to acknowledge, as tempting as it may be to just say "It just is" or "It's there because I want it to be" to everything. It's OK if you just shrug off gratuitous health pack placement because a player is about to fight a boss, "It may not make sense for there to be a pile of bandages outside this mobster's little hell hole, but if there isn't one the player will probably feel completely overwhelmed inside, and it does give them a heads up that something big is going to happen, so what the hell? let's just place a bunch there." but you can't do that for everything, and in my opinion this applies to one thing more so than anything else:

The antagonist

Specifically these key points:
  • Who/what they are
  • Their motivation(s)
  • Where they came from or how they came to be
With zombietopia we've got it pretty easy for the most part. Our antagonists are zombies and their motivation is a desire to engorge themselves on human flesh. Simple enough so far, but where did they come from? How did they become zombies?
Once again, that isn't necessarily too hard, there is a multitude of tried and true answers to that question, the main ones being: Disease, Black magic or Brain Parasites.
We plan on trying something a little different though, I'm not going to let the metaphorical cat out of the metaphorical bag quite yet, but I'm sure at some point down the line we'll tease you all with little nuggets of our plans suspended from fishing wires.

As always, we aren't married to anything yet, which is the beauty of the early stages of a project. Also as always, if anyone wants to talk about their own idea for a possible 'zombie origin' or about how it's been done else where, feel free to leave a comment or shoot me an email.

brainwashed and cold

Monday, 30 March 2009

More like 'Cryawesome'

Recently Crytek announced their latest game engine, Cryengine 3. This only perked my interest a little as Crytek is notorious for releasing games that set your computer on fire and getting bitchy about piracy (with good reason though I suppose) However they really caught my attention when they decided that they would release their next-gen (Take this literally) engine on PS3 and Xbox 360.
As a developer, this is excellent news. Not only do consoles receive an excellent engine, developers are able to work on PC, Xbox 360 and PS3 all at the same time. I suppose this brings me onto it's performance and I'm sad to say that it's quite obvious (to me) the difference in power between the Xbox 360 and the PS3. Don't get me wrong, it's not because I dislike the PS3 it's just I know that with the release of Crysis 2 (not official) a shit-storm will hit the coast and leave many fanboys injured or dead (and somewhat smelly I guess).
Other than the many fans of their respective consoles who go to war each other most others will on look with a sad tear in their eye as they know that the damned PC fans are sitting and doing nothing with their moon PCs and next-next gen graphics.
Sauce and source.

Thursday, 19 March 2009

Mommy, where do heroes come from?

EA would have you think that it was the Battlefield, but in fact they have much humbler beginnings.

You see, every hero was once like you and I, scared lost and unsure of their surroundings. Let me explain what I really mean, in open world games almost all of the time you will finish the tutorial and get booted out into a huge world unsure of your place in it, unsure of what to do, what you're capable of doing, and, most importantly, where to go.

When I got Oblivion it was the first game I owned that featured a massive sprawling expanse of a world, with one notable exception (Don't judge me). I felt really lost as soon as I stepped out of those sewers and into the real meat of the game. Sure, it had given me a direction, but what if I hadn't wanted to follow the main quest? Plus, how was I supposed to get there? Take a direct route on foot? See if I could pick up a horse somewhere? (I would sadly not discover the wonders of fast travel until much later.)
Games that are large, open or sand boxy are very daunting to new players. This doesn't affect the 'hardcore' contingent as much, but you can't assume everyone paying for your product necessarily is already familiar with similar games.

When people feel daunted they may feel put off from delving deeper into your content, and then they don't get all they could out of your game. Everyone deserves the opportunity to derive all the enjoyment that they can from your game, they have all had to pay for it, after all.

I don't have a perfect solution to this problem, but I do know that this is the kind of thing you have to design with Joe Everyman in mind. I have a couple of imperfect solutions rolling around in my head, but nothing firmly nailed down. I'll let you guys know what I come up with at some point, maybe we could bounce some ideas around between us. That could be fun.

Everybodys' got their problems