Showing posts with label System Design. Show all posts
Showing posts with label System Design. Show all posts

Thursday, June 2, 2022

Forging Socio-Emotional Connections in Games

In this article, game designer Sande Chen relates important lessons learned from the design of that game company's games, Journey and Sky.

I had the opportunity to attend the 2022 GamesBeat Summit virtually in April and attended Jenova Chen's interview and segment, Fostering Positive Human Connections Through Games.  The conversation really tied in with a previous panel topic at CIMFest, Designing Non-Toxic Game Communities.

Journey, created by that game company, has often been cited as a game that can create a powerful social bond among two strangers. Chen relayed an anecdote about a player who had such a profound experience that he continued the play the game repeatedly just so he could give newbies the same kind of experience he had experienced when he first started playing Journey.  Sky: Children of the Light was Chen's opportunity to expand upon the design of creating emotional bonds between players by thinking about what was needed for this to occur in a multiplayer setting.


According to Chen, designing an environment conducive to positive connections is of utmost importance to creating a congenial community. Very often, toxic communities arise from competitive games that are about one-upping and overpowering other players. In Journey, players were made to feel small by making the environment majestic. They had a feeling of awe. 

In Sky, Chen wanted to simulate social consequences. Too often, players do not have social consequences in a virtual world. If they act badly, they can hide behind a handle or make a new account. In Sky, players are known by what others know about them, which means players needs to consider how they treat others. In addition, players cannot disguise themselves. Anything a player writes in the Sky community is visible to the player's closest friends. 

Players in Sky need to "level up" a relationship, just like people in real life slowly get to know other people and "level up" into friendships. Through "leveling up" a relationship and creating trust, players earn the ability to converse to those players. 

Chen says that toxicity is avoidable and that "game designers are totally capable of changing how people interact in their virtual realms" and can create a positive environment without much change to the system. Once the social consequences are in place, people will behave more like they do in real life. 

Sande Chen is a writer and game designer with over 20 years of experience in the industry. Her writing credits include Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform, a founding member of the IGDA Game Design SIG, and an expert in the field of educational game design.

Thursday, December 14, 2017

IGDA Game Writing Podcast: Sande Chen

In this podcast, game writer Sande Chen discusses her career in games and covers various topics such as narrative design, system design, and work-life balance.

In 2014, Carl Killian was interviewing game writers for a podcast series for the IGDA Game Writing SIG.  This initiative was stalled (but still going on slowly) and my interview was not posted.  However, I recently was able to obtain the raw, unedited recording.

So, if you don't mind static and lack of polish, what follows is a very frank, hour-long discussion about my career and how others can pursue game writing as a career.  I talk about working on The Witcher and Terminus as well as give advice on how to break in and become a writer in the game industry.




You can find other download options here.


Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Wednesday, March 30, 2016

It's All in the Technique

In this article, aspiring game designer Barret Gaylor argues that game critics often miss the point behind certain systems and condemn them due to personal tastes.

I am kind of amazed how much some game commentators don't understand that people have different taste. It should be an obvious concept, but it seem like the people who say that they understand this are the people who don't follow through. Obviously, I don't think that they are doing it on purpose; I think there is just a flaw in the way a lot of people criticize game design techniques that cause people to fall into this trap. Many critics get into the habit of saying a game design technique is bad, as opposed to understanding that they might not be a fan of the technique.

To be honest with you all, I began thinking about writing this after I watched a YouTube video about the recent Thief remake called Thief vs. AAA Gaming.


I apologize to the person who made this video, but I just could not watch this video in its entirety. The creator of the video argues that the navigation in the original Thief game is better than the navigation systems in all modern triple A games today. He even says the phrase "Waypoints are the laziest kind of design" as if he was trying to make his opinion more myopic than it already is. In my opinion, it falls into all of the traps that I am talking about. My biggest problem is that the creator does not seen to even understand why the navigation system in the original Thief worked. The navigation system in Thief is meant to be a puzzle. The game gives the player a basic layout of the environment without even telling them where they are in that environment and ask them to find landmarks and figure out how to get from one place to another. This type of immersive navigation puzzle is really cool, but not all gamers want their navigation system to be a puzzle. This is where we start to understand how different taste can cause the Thief system to be bad for some gamers because the system is meant to create an element of challenge for the player, but not all gamers want to be challenged by their navigation systems. Some gamers just want their navigation system to be a functional tool, which is why a waypoint system is sometimes the best solution to the problem. In games like Skyrim and Fallout where the world map is huge, a player might just see a place on the map and want to go there, and they might want to do it is the least challenging way possible. Some might ask why someone would want their game to be less challenging, but I would ask them why they thought exploration had to be challenging? I mean, shouldn't exploration be engaging in of itself, without the need for challenge? The engagement that someone gets from exploration is the feeling one gets when they discover something new. Now, I am not saying that the new Thief game is good or bad, I am saying that dismissing waypoint system entirely just because you don't like them might be a little shortsighted.

You might think that this is a mistake that is only done be lesser known critics like the one above, but you see it everywhere, even by very well known critics. If you have ever watched Zero Punctuation by Ben "Yahtzee" Croshaw, then you might have also read his article on regenerating health. Yahtzee uses the length of the article to explain why he thinks that regenerating health in shooters is fundamentally flawed. Again, this is an example of another critic not recognizing the upsides of a technique. Regenerating Health can be a useful tool in a game designers tool kit and it can do a lot of things for a shooter. For example, regenerating health can allow a designer to tune an encounter more tightly since they will always know how much health a player will have when they enter the encounter space, which is something you don't all ways have in a game without regenerating health. Regenerating health can also give the player better feedback to whether or not they are playing the game well. Whenever you die, the game basically tells you that you were in a situation where you were being shot too many times in too short a point of time. Regenerating health can really help get rid of a lot of variables that can cause a game to become too frustrating, but you will never understand this if you have already decided that the technique is bad.

I don't think people who make these kinds of argument understand how pretentious they can sound by doing this. When a critic says that a technique is bad, they are basically saying that everyone who likes the technique is somehow wrong, but this in in of itself is wrong. There is no such thing as someone's personal taste being wrong, and I think the reason this happens is because the way the gaming community goes about game criticism might actually be the thing that is flawed. Game criticism seems to always be about trying to convince your audience how you think games should be made as opposed to just telling your audience how a game made you feel as an individual. On animenewsnetwork.com, during one of their ANNCast podcast about criticism, Zac Bertschy, Executive Editor on the site, expressed that, to him, criticism is an expression of how a piece of art made you feel as a person. I agree with this statement a lot and I feel like critics would be doing the gaming community of favor if they started writing with this mentality in mind. Criticism should be about empathizing with another persons experience and using your understanding of their taste to figure out whether or not you will like a game or using their experience to start and interesting discussion.

If you have already decided that a technique is incorrect, then you have destroyed the ability for an interesting discussion to take place because you have already decided that all the points that the other side might have must obviously be incorrect. If critics and gamers continue to talk about games along these lines, we will continue to have problems understanding the different tastes and viewpoints that we should all know exist in our community.


[This article was originally posted on Barret Gaylor's personal blog, Barret Game Design.]

Barret Gaylor is an aspiring game designer who recently received a degree in game design from the University of Advancing Technology. He is working on several game-related projects.

Thursday, April 17, 2014

Game Design: Creating a System Formula (Part IV)

In Part I, game designer Bud Leiser explains how to use the Fibonacci series in system design. In Part II, he shows the grind gap and how the amount of grind can quickly accelerate when using the Fibonacci series. In Part III, he discusses how to evaluate the curve based on design goals. In Part IV, he suggests how to progress from the general guideline to cover all other elements in the game.

Actually…I could see implementing this curve into a real RPG if: for the player to survive we would probably have to give lots of item drops and a low cost way of healing outside of combat. (Final Fantasy health potions anyone?).  We can also try to figure out what strategy the player will use to overcome this curve: What might happen is players grind longer at a given level to buy his armor and boots.
They might even skip weapon levels, instead of buying each one progressively they might save up money to buy 2 levels ahead, and then use that powerful sword in combat, if he has enough health to survive 1 combat he could use cheap healing outside of combat. In other words relying on that high level sword to get him through 1 combat and not worrying about keep up with armor until absolutely necessary. If we wanted to encourage this type of play we could set the monster damage levels at rates unlikely to kill a player in a single combat. Drop potions frequently and even give the player armor pieces as common rewards. Assuming he has free time out of combat to heal up to full without being attacked, this would be a completely valid RPG style.

-Or-

You could create these cost progressions using “suits” (Armor, gauntlet, belt, boots, helmet, weapon). Then assign % of that to each piece. For example:

Suits Total Cost Weapons Sword Cost Armor Armor Cost Helmet Helmet Cost
A 50 20% 10 25% 13 10% 5
B 100 20% 20 25% 25 10% 10
C 150 20% 30 25% 38 10% 15
D 250 20% 50 25% 63 10% 25
E 400 20% 80 25% 100 10% 40
F 650 20% 130 25% 163 10% 65
G 1050 20% 210 25% 263 10% 105
H 1700 20% 340 25% 425 10% 170
I 2750 20% 550 25% 688 10% 275
J 4450 20% 890 25% 1113 10% 445
K 7200 20% 1440 25% 1800 10% 720
L 11650 20% 2330 25% 2913 10% 1165
M 18850 20% 3770 25% 4713 10% 1885
N 30500 20% 6100 25% 7625 10% 3050
O 49350 20% 9870 25% 12338 10% 4935
P 79850 20% 15970 25% 19963 10% 7985

With this we have a general idea of how much the player is making and how much things should cost.

The most important thing is we didn’t have to spend hours making these prices individually. 

We have at the very least a general guideline. And we once we have a guideline that works, that we understand, and that curves the way we want to (meaning the player progresses at a rate that we want them to, and slow down where we want them to). We can now add elements wherever we want. And feel free to Fudge the numbers, give the player a cool Fire Sword and increase the value 10%, or 5% or 500gp.

[This article originally appeared on Bud Leiser's personal blog.]

Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market.   

Thursday, April 10, 2014

Game Design: Creating a System Formula (Part III)

In Part I, game designer Bud Leiser explains how to use the Fibonacci series in system design. In Part II, he shows the grind gap and how the amount of grind can quickly accelerate when using the Fibonacci series. In Part III, he discusses how to evaluate the curve based on design goals.

OK so clear up some assumptions that we didn’t discuss earlier. We didn’t talk about it but we assumed: Monsters get harder at each new level, thus requiring the bigger swords to kill safely. We assumed that we were killing 1 monster per combat and that each combat took the same amount of time. (This is inherently assumed in our simplified progression rate because we just said “monsters” killed. What it could really mean is “units of monsters” if the game pits you against 3-4 weak monsters in 1 combat. If you don’t understand what I just explained here then just ignore it, it’s complicated stuff and not really necessary unless you are already a designer and thought I was doing something wrong.)
  • 28 (almost 300%)
  • 34
  • 42
  • 51
Now I haven’t even assigned a time value to any of this yet, but already I can tell just by looking at this formula that the player is going to have a very good early curve up until about level weapon 8. After that however getting weapons is going to be very time consuming.

So what do you do now? Well, you need to make some important design decisions. Is this the right time for a player level to plateau? If you built your game for players to explore most of the world, and get their abilities, and really enjoy the game at levels 7-12 this is probably a great curve. Because the player can reach levels 5+ relatively quickly and then the game will begin to slow down and by the time he reaches level 8 the progression really slows down giving him plenty of time to  enjoy the upper levels.

-or-

If however you want players to “power through” the first 20 levels; than either this curve is way too harsh or you will need to throw in lots of additional help. Such as quests that give big rewards, or lots of item drops.

-or-

You could use this curve for the first 8 levels. And then create a completely new curve.

And the reality is all of these solutions *can* work. You just have to decide what your goals are. How do you want the game to feel? How soon do you want to give players a sense of power over the world?  Where (in time and power level) do you want the player to really slow down? Where will players have the world really open up to them and let them explore.

Now remember, we did this with just a Sword cost. 
(Which really could stand for EXP levels, or rifles or anything super useful to the player)

We didn’t even cover things like ranged weapons, axes, armor, boots, capes, helmets, potions and special items. So it’s completely broken right? Sorta….but not really. We'll discuss this next.

[This article originally appeared on Bud Leiser's personal blog.]

 Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market.  

Thursday, March 27, 2014

Game Design: Creating a System Formula (Part II)

In Part I, game designer Bud Leiser explains how to use the Fibonacci series in system design. In Part II, he shows the grind gap and how the amount of grind can quickly accelerate when using the Fibonacci series.

So what I’ve done now is shown you the flat progression on the left, so you compare it to the 20% degrade on the right. It makes a huge difference right? But now we need to compare it to sword costs to know what kind of effect it will have on our player grind.

Monster Reward A *10 Reward B *10 Difference Grind Gap
A 5 50 5 50 0
B 10 100 8 80 -20 -2.5
C 15 150 10 104 -46 -4.42308
D 25 250 15 147.2 -102.8 -6.9837
E 40 400 20 200.96 -199.04 -9.90446
F 65 650 28 278.528 -371.472 -13.337
G 105 1050 38 383.5904 -666.41 -17.3729
H 170 1700 53 529.6947 -1170.31 -22.094
I 275 2750 73 730.6281 -2019.37 -27.6388
J 445 4450 101 1008.258 -3441.74 -34.1355
K 720 7200 139 1391.109 -5808.89 -41.7573
L 1165 11650 192 1919.494 -9730.51 -50.6931
M 1885 18850 265 2648.482 -16201.5 -61.1728
N 3050 30500 365 3654.381 -26845.6 -73.4615
O 4935 49350 504 5042.291 -44307.7 -87.8722

Ok so let me explain how I did this so it’s not too confusing for some of our readers. On the left we had our flat progression if you remember, so I took that and mulitplied it by 10 to get our weapon cost. In column 5 I did the same thing to our degraded reward system to see how much they would make after killing 10 monsters. Then I found the difference between those numbers to determine the monetary gap. We can see that the player is definitely falling behind monetarily each step and will have to grind more and more for each new level of sword. And finally in the last column I take the amount of money they make from killing monsters to determine how many more monsters they will need to kill at each step to earn the next weapon (in addition to the first 10).

So let’s zoom in on that.

Grind Gap
0
-3
-4
-7
-10
-13
-17
-22
-28
-34
-42
-51
-61
-73
-88

Here we can see at that level 1, no problem kill 10 monsters get a new sword. YAY! Feels pretty fast for the player, which is good they just started a game we don’t want them to get bored so let’s give them some quick rewards. Now how about level 2? Oh just 3 more monsters that’s not bad right? Then just +4 more, then +7, then +10.

Now let’s pause there for a moment; because I feel it’s important. Remember we started with 10 kills for Sword A. Then we added +3 (13), then +4 (17), then +7 (24). So by the 4th step we now have to kill 24 monsters to get our next sword this is the point where our beginning rate doubles (or another way to think about this is progression rate is 50% of our starting rate). The next step however adds +10 (37) so in a single level we again add 100% compared to our first step! WOW! This is a really really important thing to understand.

Let’s make sure every reader full grasps this curve that we created. In the beginning we leveled our sword up very quickly, just 10 kills. Then it took us 4 steps to double that progression rate. But then in the 5th step it doubles (the base not the current) instantly! This means that each step after this is going to add a huge amount of grind (compared to our first level).

So our progression curve still feels pretty good at this point, it should feel fine and will probably feel fine for a few more levels…. but it could get out of hand quickly. Let’s see what happens next
  • +13
  • +17
  • +22
This however is an important step, this last step now adds 200% more grind time, compared to our very 1st level. And then it gets steep as hell.

[This article originally appeared on Bud Leiser's personal blog.]  

Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market.  

Thursday, March 13, 2014

Game Design: Creating a System Formula (Part I)

In Part I of this article, game designer Bud Leiser explains how to use the Fibonacci series in system design.

In my last article, You are a Game Designer, I dropped a piece of information saying people should learn about the Fibonacci series, but I didn’t reveal it or why it mattered. The idea of course is that people who didn’t know it already would go look it up on their own, that is, if they were serious about game design.

So for those not familiar with it the series is basically:

0 1 1 2 3 5 8 13 21 and so on.

Or more importantly (to us) the next integer is the sum of the previous 2 integers.

But why is this important to game designers? Because it’s such a useful and simple way to create a progressive cost system.

Let's Create Game System Together

For example let’s say you wanted to make an RPG and what you really want is a cost curve so the player can’t buy his weapons too quickly. You could price each weapon individually, one a time, and finish your game sometime never. Or you could create a formula that prices each weapon for you. Fibonacci is great because it scales up very quickly, creating nice beautiful gaps between costs. So let’s not start with 1 1 2, because…well that’s silly and unnecessary. So let’s start with 50 and 100.

Sword A 50
Sword B 100
Sword C 150
Sword D 250
Sword E 400
Sword F 650
Sword G 1050
Sword H 1700
Sword I 2750
Sword J 4450
Sword K 7200
Sword L 11650
Sword M 18850
Sword N 30500
Sword O 49350
Sword P 79850  

By the way this formula is really simple to setup in Excel =sum(C1+C2) then extend downwards will automatically populate C2+C3, C3+C4 and so on.

Notice how quickly the price begins to ramp up? This is really cool because were talking about 1 type of weapon, the sword. So we probably don’t want 2 swords to be of similar cost, we want them to have large power gaps and therefore we want large price gaps. What this doesn’t tell us at all is how quickly the player will buy them. For that we can create a new formula based on fighting monsters at his weapon level. So for example say the player Starts with no sword and kills 10 monsters before he can buy Sword A. Now he has Sword A and can kill Monster A for 10 gold a piece. This means we have a flat progression system. Every time you kill 10 of a similar level monster you should be able to afford the next sword, which leads to the next monster which leads to a new monster that rewards you with 0.10 cost of the next sword.

Whew a lot of words to explain something so lame and boring right? So let’s say we don’t want that flat progression, what we really want is for the player to grind a little more each time. So what happens if we try Fibonacci code *0.8, this means that as each reward value grows it also decreases by a substantial amount. Let’s see what that looks like shall we?

Monster Reward A Reward B
A 5 5
B 10 8
C 15 10
D 25 15
E 40 20
F 65 28
G 105 38
H 170 53
I 275 73
J 445 101
K 720 139
L 1165 192
M 1885 265
N 3050 365
O 4935 504

[This article originally appeared on Bud Leiser's personal blog.]  

Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market. 

Friday, March 7, 2014

March 2014: System Design

March 2014's topic is System Design.

How does a game designer create systems?  What are the nuts and bolts of balancing such a system?

Ian Schreiber alluded to the challenges of creating balanced systems in his articles on Pacing and Bud Leiser mentioned in his article, You Are A Game Designer, that the "mysterious" job of game design may include wrangling with Excel spreadsheets.  For would-be designers, system design may be one of those big mysteries. 

I welcome articles on the topic.  As always, submission guidelines along with submission procedure can be found on the right hand side of the blog.  Topic suggestions and articles are appreciated! 

Some questions:
  • What is good (or bad) system design?
  • How can formal theories guide system design?
Feel free to add more questions in the comments.