Tuesday, May 26, 2009
RTS Devolution
Anyway, I have since played just about every other RTS game I could get my hands on, so the experience of playing Starcraft has effectively been a way to return to what you might call the "core" of RTS games and understand the overall trajectory they've taken. What struck me immediately about Starcraft as someone who hadn't played it before is that it actually felt "fresh", moreso than some more recent RTS games, even though it's over a decade old. The races are more differentiated and well defined than in most other RTS games, and yet it's clear that every unit has been meticulously balanced. The gameplay is aggressive, chaotic, and micro-management intensive, and yet immediately more comprehensible than in many games that are less chaotic.
That's enough gushing about a game that's already got plenty of acclaim. The point is that I was expecting to enjoy Starcraft when I bought it, but I wasn't expecting to think that it was still better than most games in its genre made in the last decade.
So what's the difference? It's actual quite simple: what Starcraft has is fluidity. The game isn't about building up a huge base and teching up - it makes you branch out, build forward bases, and constantly skirmish with your opponents. There are a lot of small design decisions that work together to make this work, but there are a few that stand out as missing from more recent games (yes, it's time for a numbered list!):
1) Base defenses are weak. That's not to say that they're not useful, but they're ultimately there for support - you can't just build a couple photon cannons and then consider an area safe. This is even more true for the Terrans and Zerg, who lack a single anti-ground/anti-air defensive structure. All defensive structures are available very early on, and useful for repelling rushes, but by the end of the game they aren't really turning the tide of battle anymore.
Compare that to more recent games: AoE2 and AoE3 both have upgradeable towers AND castles (forts in AoE3) that can only be overcome by full armies. In Command & Conquer Generals, one general can build EMP missile defenses that disable any vehicle they hit, making a direct assault suicidal. Perhaps the most egregious case is Supreme Commander, in which you can cover your defensive turrets with energy shields to make an impregnable fortress.
Building powerful defensive structures is so popular that it's become its own genre of game (Tower Defense). While there's certainly a place for games that are about building towers that shoot things, effective base defenses have become an assumed in RTS games and I'm not sure most designers recognize the kind of effect it has on gameplay (hint: it's called turtling).
2) Resources are not infinitely reproducible. As far as I'm aware, it was Age of Empires that introduced farms and the idea of renewable resource gathering. Like effective base defenses, it has come to be an assumed part of many modern RTS games. This, more than anything else, enables turtling, because expanding your territory is always risky, if only because you have more ground to defend, whereas building more resource-producing buildings comes with no risk at all.
Getting past turtling economics in RTS games doesn't strictly require that resources in your base run out, however. It can also be effective to simply limit the rate at which resources can be gathered from a single base. In other words, the important thing is that you can't endlessly grow your economy without opening yourself up to risks.
3) Maps are full of chokepoints. This feature has more to do with level design than systems design, but it's clearly part of the overall gameplay concept. In most RTS games, you're building on open plains with occasional geographical features of interest, or else on islands connected by water. In virtually every map in Starcraft, your base is in a fairly small, defined area with 1-3 points of entry.
The significance of this is that it's what makes turret-less defense of your base possible. If you know that your opponent is going to come from one direction, you can concentrate your forces there and stand a good chance at repelling attacks. On open plains, no matter where you place your units, the enemy, if they scout ahead, will be able to go in a small circle around them and enter your base. To avoid this, you need walls or other defensive structures you can place around your perimeter to buy you time to respond to attacks...which leads us back to point 1.
So overall, it seems that in the last decade RTS games have become more about building (and thus about defense) than about fighting. That's not necessarily a bad thing (building is fun!), but the fact that I found Starcraft to feel "fresh" reinforces my belief that there are very few more recent representatives of the Starcraft model of tactical-skirmish-centric gameplay. I believe that Dawn of War II sees itself as being such a representative, but I find it kind of hard to get into the game for several reasons (forced Windows Live registration plus a CD-key even when you buy off Steam, it's laggy on a computer that meets "recommended specs", there's no real tutorial, etc.).
I'd like to see more RTS games taking some of these points into account.
Wednesday, May 20, 2009
The Mission Architect and Creative Gameplay
Then came the bad news: players were gaming the system, in this case by creating missions designed to provide the most experience in the least time. Of course, anyone who bought the game did so with the explicit intention of “gaming”, but there’s clearly been some confusion about what exactly that means. In the minds of the developers, the players are supposed to be contributing to and enriching a virtual game world. In the minds of the players, they’re supposed to be gaining power as quickly as possible.
So there are a few points to take from this:
1) Players will always try to game the system. You should always anticipate the most abusive way a player could use a system and then either decide that you don’t mind, or find a way to prevent the abuse. You certainly can’t just hope players will be reasonable.
2) If you want to introduce a feature that’s as fundamental to gameplay as user-generated quests, you should incorporate it into the game from the beginning. The thing that made the system abuse particularly harmful in this case was the fact that City of Heroes already had a carefully crafted set of quests that lead the player through controlled level advancement. If, on the other hand, the game had been originally created with user-generated quests in mind, other elements of the game could have been altered to accommodate it.
3) I’m afraid I’m going to have to radically disagree with Raph Koster and suggest that most players are, in fact, terrible at designing games (or levels/missions). The main reason for this is that it’s so different from what they do as players. Most games involve power fantasies on some level, and when a player thinks about what they want from the game, it’s colored by the fact that they, as players, wanted power. What does this lead to? Unbalanced design proposals.
For that matter, you might see this as a problem amongst the professional designers, as well. They started off as players themselves, and when it comes time for them to design, they're going to come to the table with "what would I want to see in a game I'm playing?" If they're used to power fantasies in their games, then the things they "want" in their game is, on some level, power. This can result in what I'll call the Dragon Ball Z effect. Stories and mechanics can become more and more unbalanced over time if the goal is to more perfectly serve up a power fantasy.
Balanced design requires a different outlook. Sure, you can make a badass main character and make the player feel special, but in order to do more than that you have to be able to think beyond "what would I want" and think about "what makes for a more interesting game?" Outside of game design itself, there are a few places to exercise this idea. One of them is being a dungeon master.
When you're the dungeon master in D&D, you have vast power. As the arbitrator of world events you can decide if the players live or die. With that much power, gaining power is no longer an interesting objective - the goal of being a dungeon master is to figure out how to make an adventure fun for the players (and if successful, yourself as well). This is what I call creative gameplay - unlike the players, the dungeon master doesn't have a clear goal to work toward within the confines of the rules. Rather, the dungeon master has a goal that exists beyond the scope of the rules, and has to figure out how to make the rules a tool to reach it.
So the point is, if we think that user-generated content is something we want, we should be encouraging creative gameplay on the part of players, something that is fairly rare in digital games.
-Ellipsis
Tuesday, May 12, 2009
The Rise of Magus on yoyogames
http://www.yoyogames.com/games/show/81474
There are several nice things about this. For one, it means the game is available even when my site is down (which it apparently was an hour ago). It also means that it's possible for users to play the game without having to download the .exe file (if they install the yoyogames plugin, they can play it off the site), which will hopefully make people less scared of trying it (and I wonder if that works on macs - I should test at some point).
Also, the site keeps track of how many people are playing it and what score they gave it, so that makes it a useful source of feedback for me.
-Silent Ellipsis
Monday, May 11, 2009
The Rise of Magus
The official site for the game is here: www.silentellipsis.com/riseofmagus
If you go to silentellipsis.com, you'll also find a nifty link to this blog (henceforth the official blog of silentellipsis.com). Now, a necessary awesome looking title screen:
Now if the page on the other side of that link looks suspiciously like this one, it's possibly because I just ripped off the style sheet for this blogger page and made a couple changes.
The game was a lot of fun to make - I created it in Game Maker 7 using, among other resources, sprites from Chrono Trigger. That's where we get to the anxious part...
One of the sites on which I found some useful resources was the Chrono Compendium, and I decided that after I finished, I would submit the game to the webmaster and see if they wanted to put up a link to my game.
Today, having just finished my game the night before, I visited the Chrono Compendium to see an announcement that they'd received a cease and desist order from Square Enix over the weekend in reference to some of the other fan projects on the site. Obviously, this did not sound like it boded well for me.
However, when I looked at the cease and desist order more closely, I realized I might be ok afterall. The document (which they link to on their front page) is specifically concered with ROM-hacking, and a quick look through other projects that had previously been linked to showed that the ones to receive cdo's were either:
1) ROM-hacks
or
2) Recreations of the original game
While I'm sympathetic to the webmasters on the Compendium when they say that they disagree with Square's argument, Square has much more justification for ordering stops on these kinds of projects than they would have with one like mine. ROM-hacking, as a practice, enables game piracy, and recreations of the game compete with their own product (and at an advantage, since they're free). Whether or not these projects will actually result in a loss of revenue for Square Enix (I seriously doubt they actually would), the practices have the potential to hinder Square's business.
My game, on the other hand, is not a ROM-hack, mod, or remake of Chrono Trigger. It's an independent game that uses sprites from Chrono Trigger. The fact that the game is a different genre from the game that inspired it does a lot to support the argument that it doesn't directly compete with the original game, and since I didn't do anything with Square's software, I haven't violated any user agreement or tried to circumvent their copy protection.
That's enough for me to go through with putting the game up and posting about it on a couple sites. The folks at Square Enix aren't stupid, and they have no reason to pursue litigation against people who aren't actually threatening their business. What's more, the cdo against the Chrono Compendium shows that they looked into the situation in decent detail, so I doubt they'll be sending me an email just because they're in a litigate-y mood. Of course, they can prove me wrong at any time.
So I don't think I have anything to worry about, and for now will just enjoy the fact that I actually completed this project (of course, if I get enough positive feedback, I'll probably come back and add a little more to it). Seriously, check it out, I think it turned out pretty well.
Friday, May 8, 2009
Names as Identities
Now let us consider Chrono Trigger, and the realization that led to this blog post (warning: minor spoilers ahead). Chrono Trigger has 7 playable characters, and while you can choose to name them whatever you want, they each have a default name. Here's the interesting part - only 3 of those characters use their "real" name as their default character names: Crono, Lucca, and Ayla. The other 4 characters are all using aliases. What's more, they're using aliases that obscure their identity. In fact, 3 of those names aren't really names at all - they're descriptions.
Frog is called so because he's a frog, Robo is a robot, and Magus just refers to the fact that he's a wizard (and yes, the fact that Magus joins your party is spoiler I warned of). In each case, the process of learning their true name is inextricable from the process of learning the character's true identity. At the same time, each character has undergone a change, such that their new name is a new identity.
The fact that the uncoverable past is used so many times in Chrono Trigger shows how ubiquitous the idea is in the minds of the creators (in addition to playable characters, you uncover the identities of the 3 gurus, Yakra, the ghost of Cyrus, and even Lavos). The fact that each character with a hidden past also has two names is perhaps more interesting. I know I for one felt that the "true names", once revealed, had some kind of inherent power to them; the mere fact of knowing a character's true name made me at once feel like I had some new level of control over them and made me empathize with them. The fact that it's a secret makes it a personal feature, and any entity with a personal feature feels richer for it (end of spoilers).
Ursula K. LeGuin, of course, takes the power of names a step further by literally giving not just every person, but every single object in the world of Earthsea a true name. Merely speaking the true name of creature of Earthsea gives you power over it. This seems to me a manifestation of something we feel the force of every day - that names carry identity, and that knowing the identity of another grants you power over them (hence, it would be completely inappropriate for me to address the president as "Barack" to his face).
That's as far as this will go for now. It was simply on my mind. As to why Chrono Trigger is on my mind, it's probably because I've been working on a fan project. It's what I was referring to in my last blog post, and it's an original platformer game about Magus, made using Game Maker 7. I'm hoping to have the first finished draft of it ready this weekend, so stay tuned, I will most certainly post about it if I do.
-Silent Ellipsis
Friday, April 10, 2009
User Generated Quests
In the meantime, I've been thinking about user generated content, and in particular quests. User generated quests are one of those ideas that people love to throw around*, but that's hard to actually implement for the very simple reason that users suck at making quests. There are plenty of exceptions, of course, and I'm sure that many people who have been game masters for tabletop RPGs could manage it, but most players don't have a very clear sense of balance (especially where there own characters might be involved), and there's a big difference between the mindset that focuses on "this sounds cool" and the one that focuses on "this would produce a good user experience."
But user generated quests are a cool idea, so how would you add them to a game (I'll assume we're talking about an MMORPG, here). The way to get good user-generated quests is to actually give them as little control as possible over the method of completing the quest. A user generated quest could work like this:
2) At least some of the components are hard for him to personally acquire (perhaps one is found on a magic-resistant monster)
3) Wiz132 creates a quest: Bring me the eye of the Magic-Resistant Jabberwocky. He decides what the player needs to do (bring him the eye), and what the reward is.
4) The meat of the quest, that is, the part where another player will have to explore a dungeon/hunt a creature through the woods/sneak into the creature’s lair and fight it is determined by the game world and the existing game mechanics, not by Wiz132.
Now you might wonder how this is different from a player running around killing everything in sight and then selling the rare drops they get in an auction house? Well, aside from the fact that they can get experience, as well as money, you could solidify this quest concept by requiring the user to have the quest in order to make progress on it. For instance, what if the monster in question doesn’t even appear unless someone with the quest shows up to fight it? Or perhaps the monster exists, the but the eye only drops for people with the quest.
The point is that user generated content should both feel like part of the game, rather than a separate activity the player can do instead of playing, and it should be fairly high-level. User generated content, as part of a game, shouldn't be asking the player to take on the role of game developer, but give them a way to add to the content of the world simply by playing it.
-Ellipsis
*I hear that City of Heroes is going to get a quest creation tool sometime soon. I'll be interested to see what that looks like.
Monday, March 2, 2009
Crazy Ideas for Crazy Times: Social Credit
First, background: I see both the government and corporations as basically serving the same purpose, which is that they're ways of organizing human capital so that we can accomplish projects that take many people to complete. The downside of corporations is that strict pursuit of the bottom line will often cause them to compromise the projects in the name of reducing cost or increasing profit, while the downside of government is that it has a very slow feedback mechanism, which results in lower efficiency. Both can get a lot worse if the wrong people get into positions of power, and both are capable of good when the right people are in positions.
Anyway, so the question is, how could we get the best of both worlds? How do you allow people to give immediate and variable feedback to projects without dumping those projects into the free market? How about we have a pseudo-free market with explicit controls? I'm not talking about the economy at large - I'm talking about a separate self-sustaining economic structure. What you do is you take some of the money that people are being taxed, and instead of having the government spend it, you turn it into social credit.
What's social credit? Well, it's like money, except that you can't spend it anywhere - you can only spend on specific kinds of projects (government sanctioned projects, essentially), and generally speaking, you're not "buying" anything with it - you're just choosing where this money should go.
So let's say you want to upgrade the theater at your local public school, for example. In order to raise the capital to pay for the project, you could ask people to donate their money, but they'll be hesitant because they could buy something else with that money (so you're asking them to sacrifice something personal in order to get the public good). If you have social credit, however, the situation is different - everyone has money that's already set aside for investment in public goods, that they CAN'T use to buy personal goods with, so if they want the school to have a new theater, they'll contribute some of their social credit toward the project.
Now that's pretty cool, I think, but here's where it gets crazy. You can have any corporation become "social credit approved" on the condition that it accepts no other form of payment and makes it services available both to those who pay and those who don't. Now this would not be a practical move for many companies, but for some, particularly information-based companies, this can be an effective source of funding. There's another advantage for such companies built into this system: piracy vanishes. Completely. There is no such thing as piracy when you give away your products for free to begin with. Instead of trying to convince people to pay you for mp3s and computer games that they can just as easily download for free, you just give them the products for free, on the understanding that the consumer has a set budget that they can only choose to spend supporting companies like yours - so if people like your stuff, they'll just hand you money.
So that's the crux of it. Now feel free to let me know what's wrong with this idea. Also feel free to comment that you don't get what I'm talking about - it's still kind of fuzzy around the edges.
Friday, February 27, 2009
Guiness Knows Video Games
1. Super Mario Kart
2. Tetris
3. Grand Theft Auto
4. Super Mario World
5. Zelda Ocarina of Time
6. Halo
7. Resident Evil IV
8. Final Fantasy XII
9. Street Fighter II
10. GoldenEye
Now remember, these aren't supposed to be favorites, or best games, or anything of that sort - they're "most influential" games. Now, I would measure influential games by the kind of impact they had on the games that followed them, so one rule I apply from the get-go: No games from the last couple years. And yet there's FFXII staring me in the face, and a little further down (at #14) they have Call of Duty 4. Even the Orange Box (further down the list), which seems like it's guaranteed to have a long-lasting impact on gaming because of it's inclusion of Portal, is something I would hesitate to put on their, because there simply hasn't been enough time for it to have a "legacy," which is one of the criteria used to judge these (supposedly).
But that's not the big issue. The big issue is all of the things that aren't in the top 10 list here. I mean, where's Mario - you know, the game that invented the side-scrolling platformer, which for a while was the pre-eminent genre? Where's Dragon Quest, the first console RPG? If you're going to include a Final Fantasy game in the top 10, why isn't it VII, which not only made JRPGs mainstream in America, but got a movie made about it? Why are Super Metroid and Castlevania: SotN so far down (in the late 30's) when they're the origin of "Castleroid" games? DDR isn't even on the list, even though it's a predecessor to games like Guitar Hero (which did make the list)?
And that's granting already that they're discounting all PC games (in some cases, this also seems kind of disingenuous, since titles like Oblivion and Call of Duty are probably more significant for their PC versions than their console ports). That means things like SimCity and Civilization aren't even in the running.
I would probably feel better about this list if they at least had a consistent metric that they were basing it on, but from the Kotaku article, it sounds like every item on the list has vague justifications. Guiness should probably stick to things they can measure, like "largest game cartridge ever," "longest loading screen ever," and "most copies sold back to GameStop."
-Ellipsis
