Tuesday, July 27, 2010

August 2010: Design 2020: Imagining the Future of Gaming

August 2010's topic, Design 2020: Imagining the Future of Gaming, was submitted by game designer Ryon Levitt with contributions from game designer Josh Sutphin. 

Join us and discuss the possibilities of the next 10 years of game design.

What major innovations will this decade bring? What tiresome trends will stubbornly cling to life? What old genres will we see resurrected and which current ones will die?

Will there be a revolution against the current corporate models that will turn around what is mainstream and what is indie? Will we all be out of jobs? Or will we all be making Holodecks?

With all the new tech that keeps popping up, and the changes in view of what is a good game for value, what do YOU think will be the future of gaming?

Ryon Levitt is a programmer-turned-designer for TECMO KOEI CANADA, with about 3 years of credited design experience.  Ryon is one of the founding members of the IGDA Game Design SIG, and helped coin the acronym GDAM.

Wednesday, July 21, 2010

SCUMM: The Joys of Exploration (Part II)

In Part I, postdoctoral researcher Clara Fernández-Vara elaborates on the influential design decisions that have made SCUMM adventure games just as engaging today as they were a decade ago.  In Part II, she explains the impact of those decisions.

Solving the puzzles is not a matter of “a thousand deaths” any more, but of learning more about the world. There is a lot of information that we can obtain by talking to characters or exploring the objects. One of my favourite examples is the Important Looking Pirates at the SCUMM bar at the beginning of Monkey Island. You can talk to them and get a lot of information about the island where the game starts. These characters inform you of what your immediate goals: become a master of thievery, sword fighting and finding treasure. The player does not have to talk to them to advance in the game, but since it’s one of the first accessible locations, it’s also one of the first things the player will do.

Even if there is a specific sequence of steps that the player has to follow to advance in the game, the player is free to explore the areas of the world that are open. At the beginning of Loom, for example, the player can explore the different tents of the weavers before going into the temple, where the events of the story will be triggered off. It provides the player with the impression of false freedom that other genres strive to achieve. Yes, there is one path that the player must follow, which usually coincides with the preset events in the story. But the player can take her time to explore the world, probe it, and be surprised (any shop or a cluttered room in a SCUMM game is guaranteed to have a couple of fun Easter eggs).

The absence of “game over” states before the story has actually been completed has its downsides as well. The first and more obvious is that for some players it may be easy to get lost in the world, forgetting what the short and long term goals of the game are. Dying in the game provides immediate and clear feedback to the player: “you shouldn’t be doing that.” It may be frustrating, but it is very effective. In adventure games, the player progresses by solving a series of problems in a specific way, which is one of the keys to bring together the story and the game design. If the player can explore the world, the pacing will slow down, to the point that it can also be very easy to lose sight of what to do next. Day of the Tentacle, with all its fantastic puzzle design, has a bit of this problem, since there are so many threads the player can and must pursue simultaneously.

Point-and-click adventure games are notorious for often turning into clickfests, where players click around try every verb with every possible character or combining everything with everything. The SCUMM games are not impervious to having players clicking around, since it is almost natural player behaviour once one feels stuck in a game and does not know what to do next. Many adventure games seem to have been designed under the assumption that it’s what players will do. SCUMM games, however, often do an great job of letting the player know what may be clicked on and what not by giving visual cues. More importantly, the design of these games tries to prevent clickfests by actually providing clear goals to the player at the beginning of the game. Bernard, one of the player characters of Day of the Tentacle, has the following exchange with Dr. Fred:
Bernard: “Now what am I going to do?”
Dr. Fred: “I think I made myself perfectly clear. Step one: find plans. Step two: save world. Step three: get out of my house!”
The first step is the immediate goal of the player, finding the battery plans, which must be sent back in time so Hoagie, the character trapped in the past, can build it and start up his time machine. Saving the world is the ultimate goal in the game, and getting out is the end of the game.

The SCUMM games are usually good at giving cues to the player to the right solution to a puzzle. The cueing is very subtle, and requires the player to read the text attentively, which is part of the challenge. The game design thus depends a lot on the writing. The text is not only fun, it must provide the information the player needs. There are few “hunt the pixel” puzzles, and more “pay attention to what you read”, thus rewarding observant players. In The Secret of Monkey Island, the prisoner Otis has halitosis, so the player character Guybrush will not talk to him. Otis says “It’s hard to keep my breath minty-fresh when there’s nothing to eat in here but rats.” The player gets a hint right there about what to do: finding breath mints (which can be found in the general store nearby). Once his breath is refreshed, Guybrush will talk to Otis, who explains that he’s in jail for tampering with certain flowers in the forest, called Caniche Endormi. The player can find those flowers in the forest; a basic knowledge of French will make the player realize that the name of the flowers means “sleeping poodle.” There is indeed a pack of fierce poodles guarding the mansion of the Governor, and the player has to get them out of the way. Flowers do not have the inherent property of putting people or dogs to sleep, so it’s not knowledge the designer can expect from the player. That’s why the game provides the player with the (subtle) information needed to solve the puzzle.

Adventure games where the player character did not die have become the norm nowadays. From Myst to the recent Machinarium or Ceville, thanks to SCUMM adventure games discovered the potential as games which encourage exploration and let players figure them out at their own pace. It’s a different type of gaming, more suited for players that enjoy story-driven games and thinking their actions through rather than using twitch skills. In the end, their enduring appeal comes from a set of generally solid game design.

Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. Her work concentrates on adventure games, as well as the integration of stories in simulated environments.

Saturday, July 17, 2010

SCUMM: The Joys of Exploration (Part I)

In Part I of this article, postdoctoral researcher Clara Fernández-Vara elaborates on the influential design decisions that have made SCUMM adventure games just as engaging today as they were a decade ago.

The release of Maniac Mansion in 1987 became a milestone in the history of videogames. Although the game itself was quite popular, what is important for us is the framework developed for it: the Script Creation Utility for Maniac Mansion, more popularly known by its acronym, SCUMM. The significance of SCUMM is not the scripting itself, but a series of design decisions that have had a tremendous influence on adventure games, even to this day.

The two first Monkey Island games and Loom have been re-released for modern platforms, with new graphics in the case of Monkey Island, and they are as engaging as ever. Why are these games so good, even today? One of the obvious answers is that they were well written, had memorable characters, and were fun, even though not all of them were comedies (see Loom or The Dig). Some of their stories are as engaging as a good movie. However, just focusing on the writing overlooks their actual design, which is what we care about. The SCUMM games created a design model that encourages exploration and experimentation in the game world, a model whose influence extends to games currently released.

The SCUMM games are distinguished by a lack rather than a design feature: the player character cannot die. This was not completely true of their earlier games (Maniac Mansion, Zak McKracken and the Alien Mindbenders, Indiana Jones and the Last Crusade: The Graphic Adventure), but soon it became the design statement of the Lucasfilm adventure games. Loom explained this in its manual:
“We believe that you buy games to be entertained, not to be whacked over the head every time you make a mistake. So we don’t bring the game to a screeching halt when you poke your nose into a place you haven’t visited before. Unlike conventional computer adventures, you won’t find yourself accidentally stepping off a path, or dying because you’ve picked up a sharp object.

We think you’d prefer to solve the game’s mysteries by exploring and discovering, not by dying a thousand deaths.”
This design decision was a reaction against the traditional adventure game model inherited from Adventure and Infocom interactive fiction, amongst others, and perpetuated by contemporary Sierra adventure games. These games had “game over” states, like arcade or console games. The player had to die a lot to learn how to solve a specific puzzle, often without forewarning. Although the death messages could be fun (think if Infocom’s The Hitchhiker’s Guide to the Galaxy and Sierra’s Space Quest series), dying just because the player was examining something or you entered a new room could get very frustrating. Adventure game design entails a contract between the player and the designer, the designer poses the challenges, and the player must have all the information needed to solve them; that information is usually obtained by exploring the world. It’s a matter of fairness: if the designer is forces a game over state to provide information about what not to do, it is somewhat abusing the position of power. On the other hand, if the player has the information and makes a mistaken choice, it can encourage the player to decide what to do more carefully.

Knowing that the player character cannot die in the game encourages players to explore the world. One of the reasons why players remember the writing in the Lucasarts games is not only because it’s well executed and funny, but because the overall design of the game encouraged the player to talk to everybody and examine every object. The game provided fascinating worlds that the player was encouraged to explore by the design of the game.

Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. Her work concentrates on adventure games, as well as the integration of stories in simulated environments.

Wednesday, July 14, 2010

August 2010 Poll

Please vote for the August 2010 topic!

You'll see the poll to the right. The choices are:

  • Cheats
  • Design 2020
  • Augmented/Alternate Reality Games
Please vote by July 21. Thank you!

Tuesday, June 29, 2010

July 2010: In Search of Old School Fun

July 2010's topic, In Search of Old School Fun, was submitted by game designer Michael Lubker.


He writes:

We all love games from old-school names like Maxis, Sierra, Mecc, LucasArts (SCUMM days), Apogee, Impressions, MicroProse, Ensemble, etc. This topic discusses what's changed in the days since then and how difficulty levels, graphical complexity, popularity of genres and business models all change the perception of "fun" both from a business and gameplay perspective.

Questions:
  • What makes these games good? Is it just nostalgia or is there something missing since games went 3D/ultra-realistic?
  • Why do we not see this realism trend in Asian games (besides Square Enix)?
  • What could bring the adventure genre back (more than just remaking old games or getting licenses (i.e. Nancy Drew, Back to the Future) ?
  • Why is graphical complexity important? Look at all the great games on Kongregate that aren't graphically complex.
  • Are the hardcore as hardcore as they used to be? A lot of old games seem punishing now.
  • Why are we seeing a return of arcade-style business models and why now?
  • Are there ways to make the old school games appeal to the mainstream?
Why game designers are/should be interested:

The industry is in flux and designers are conflicted in choices of
audience appeal and making a "fun" and challenging game... but for
who?

Michael Lubker is an executive producer and designer at Axelo Inc, currently finishing up his first 2 games in a production/design position. He has also worked in QA on The Sims Castaway Stories,
Supreme Commander, and 1701AD Gold. He also was a founding advisor for the Independent Game Conference, is co-coordinator of the IGDA Indie SIG, and is a coordinator for the Global Game Jam in Austin, TX, where he helped produce a working XNA/Xbox 360 title in 48 hours.

Monday, June 21, 2010

July 2010 Poll

Please vote for the July 2010 topic!

You'll see the poll to the right. The choices are:
  • Sequels
  • Cheats
  • In Search of Old School Fun
Please vote by June 28. Thank you!

Saturday, June 19, 2010

Faking an Economy (Part II)

In Part I, MMO developer Brian Green points out that a realistic economic simulation in a MMO may not actually be possible or even fun for the players.  In Part II, he explains how to create a game economy that maximizes fun.

To discuss economic adjustments, we need to have a design for the economy. The traditional and perhaps simplest design for a game economy is called "faucets and drains". In this design, you have sources of income (the faucets) and ways that income can be spent to the game (the drains). Typical faucets include rewards from quests or missions and items of value acquired from defeated enemies. Drains include consumables that must be used in the game, customization options, and taxes such as auction house fees, equipment repairs, etc. Note that faucets only include the situations where the game creates money, and drains only include the situations where the system takes money out of the system.

In the theoretically ideal economy, the faucets and drains should be equal. A player should be spending money as fast as they make it to prevent inflation. However, this isn't terribly fun as we mentioned before. Players want to make a bit more money than they spend, so that they can have a feeling of mastery over or helpfulness in the game. So, ideally, you should deal with a bit of inflation but should avoid hyperinflation, or the rapid increase in money leading to the value of each unit of currency decreasing significantly.

How can a designer balance the economy to maximize fun? It's important to include the proper tools to observe and adjust the economy. Metrics to show the velocity of goods and currency in your game are good to have. Even simply knowing how much money the top earners in your game have in order to track changes from day to day can help give a feel for how the economy is working on a practical level. Your game should then have tools to adjust the economic factors based on your measurements. Being able to increase or decrease randomized rewards, such as the valuable items and currency obtained from defeating an enemy, is important. Adjusting the prices that NPC charge for basic commodities is also useful, especially if you need to give newer players the ability to catch up to more established players. Another tactic is to introduce special deals in the game world for a short period of time; having a special auction of rare items for in-game currency can help reduce some of the excess money in the world. Finally, use your metrics to help notice potential bugs, such as the ability to duplicate money or abuse an NPC's faulty buying or selling routines to earn easy cash. A sudden increase in money supply can indicate the presence of such bugs.

What about the economy that happens between players such as posting goods on the auction hall, crafting, and the like? It's important to remember that a player buying an item at auction isn't really spending the money in terms of the economy, the money is just being transferred from one player to another. Except for taxes such as a fee for posting and/or selling goods, buying an item from an auction isn't a drain in terms of the game economy. However, the game economy and the level of inflation can affect the player to player economy. Players with more money, such as experienced players creating alternate characters ("alts"), will be able to offer more money for similar items compared to a player with less money.

A major component of the player to player economy is usually crafting, or the creation of usable goods from raw materials gathered by the player. This encourages some economic activity as players collect the raw materials and sell those to other players, then as the crafters create the finished product and sell that to others. In general, a game designer won't have to worry too much about this system since players will tend to find an equilibrium point for prices based on the state of the economy. The biggest game design challenge is to limit the creation of raw materials if limits on the number of craftable items; this is similar to limiting the amount of items obtained from other sources that players may want to sell to each other. The second major issue to consider is how fun crafting is. Most players expect a crafting profession that they have invested time into to be useful and even profitable for them. For example, if they have to create 100 level 1 items to get access to level 2 items, they will expect an NPC to buy those level 1 items for some amount of money, for at least as much as the fixed costs of vendor-purchased materials. Making players craft at a loss of income will make crafting unattractive and unfun in a game.

In conclusion, a designer needs to make the game economy fun. Adding controls to the game economy allows the designer some control over the money supply to adjust inflationary pressures. The game economy affects the player to player economy, but a designer has significantly less control over this; on the other hand, players tend to adjust this economy themselves since it usually operates outside of the game system. The biggest issue a designer has to worry about in a player economy is adjusting how often a player can acquire something that others may want to buy. Ultimately, a simulation may be more realistic, but it might not be more fun for the players. Sometimes you just gotta fake it.

Brian Green, known by the pseudonym Psychochild, is an experienced MMO developer. He's best known as the former developer of the classic online MMO Meridian 59 and as the writer for his professional blog.