Friday, June 27, 2014

Interchangeable He and She

In this article, game writer Sande Chen explores the role of gender or lack of gender in branching narrative.

After all the protest about the amount of work to animate female characters, it appears that female characters, like Assassin's Creed III: Liberation 's Aveline de Grandpré, can use animations created for male characters.  As Aja Romano points out, this works out especially if animators decide not to oversexualize the movements of female characters.  It's also a production issue, since interchangeable male/female animations would have to be the plan from the beginning.  Interchangeable animations, along with a couple of gender-specific ones, would save both time and money so that there could be male and female playable characters in the game.

  These animations weren't so interchangeable...
But say, it's not the beginning, what I might call the pre-production phase, but at the beginning of crunch time hell, or even worse, at the end or after the game is released?  Then, sure, a development team may find it hard to provide a fix.

All of this reminds me of a thorny problem a video game company presented to the game writers Facebook group.  This video game company created romance games (in text) and after a game was released, customers asked why there wasn't a gay romance option a la Dragon Age 2.The company wondered if a solution could be found by simply replacing all of the love interest's pronouns by the opposite gender. 

Would that work?

I have played a Choose Your Own Adventure (CYOA) game that did something similar and I truly felt cheated because my choice of gender was as meaningless as the selection of eye color in the game.  OK, the story was supposedly set in an enlightened (yet vaguely RenFaire) society in which men and women were treated equally and men had even achieved pregnancy, but I still felt cheated.  I can see that this might work in a different game, but not one that was all about relationships.  And a romance game is all about relationships.

I understood that the author had very cleverly done this to avoid writing whole sets of branching narrative.  Yet, I couldn't help but feel that the whole fun of choosing a female or male character in a romance game had been taken away from me.  If I had a female character, what would happen here?  How would people react differently?  Might I be able to succeed as a female character but not as a male character?  I feel that even if writers do create enlightened societies, we are still viewing their world from the present.

In our flawed and unenlightened world, females don't always act and talk like males and hence, the need for female-specific animations and dialog.  Female relationships are different from male relationships.  I believe that the experience of growing up as a female is special and worth exploring.  When this informed background isn't there, then the relationship feels hollow.  To me, all the romances, including the gay ones, in this CYOA game were somewhat shallow.

In the end, the video game company with the problem decided that a quick switch of pronouns would not be respectful to the gay community.  Gender would not be a meaningless string variable. 

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.

Friday, June 13, 2014

Female Players Want Female Playable Characters

In this article, game writer Sande Chen reviews the reasons she's heard for not including female playable characters in video games.

Oh, deja vu!  Here comes the news that there won't be female playable characters in co-op mode for Far Cry 4, following the revelation that Assassin's Creed Unity will not have female playable characters in co-op mode.  The reason why?  As other companies have responded in past queries of this sort, it's just too much work to make female playable characters: it's double the amount of animations, double the workload, and double the production cost. 

At least that sounds more reasonable than some narrative excuses that have been brokered in the past, such as, "It's not historically accurate or believable to have females in those roles" or "It's a warrior culture!" which led to my presentation at LOGIN Conference 2010 on "Hot Warrior Women."  As Brenna Hillier writes in her article about sexism and the game industry, narrative excuses come off as rather flimsy.



Let's face it, most of these games are fantasies, even if based on real-life historical eras.  That's why there are items like G-string armor for female playable characters.  In an idealized society of the future, a fantasy world, and even in a historical setting, we can surely see that writers have the option to include strong female protagonists.  And in real life, even though they may have been marginalized or overlooked, women have been in combat situations throughout history.  As Dan Golding points out, the most famous assassin in the time period of Assassin's Creed Unity was a woman.  Our world history is not just "the history of men." 

Is it any wonder that female players might want to play these kick-ass female characters?

Sure, I agree that there are production realities and I have faced those myself, but ultimately, the decision to include female playable characters really boils down to whether or not a video game company makes it a priority.  Currently, nearly half of the gaming audience is women and they have proven with their purchasing dollars that they are a demographic that shouldn't be ignored.

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.

Thursday, June 5, 2014

June 2014: Luck vs. Skill

On certain PvP forums, players may argue about whether a game is more about luck or more about skill.  Not surprisingly, players routinely attribute wins to their inherent "skill" whereas losses must be due to the opponent's "luck." Some games, like chess, people readily agree have more "skill" components whereas casino games like roulette definitely requires more "luck."  A big debate rages on about poker, because if considered a game of skill, poker could arguably not be subject to gambling laws.

The luck vs. skill debate is also of interest to economists and sociologists, especially in regards to investment strategy, capital management, and entrepreneurial studies. For economists, distinguishing between luck vs skill helps prevent decision-making biases.  Sociologists understand that the more people think they're in control, the more they believe they can influence "luck."  That's why some people throw dice harder for a high number and throw gently for a low number.  Yet, the act of throwing dice comes down to pure chance.

How does this luck vs skill ratio affect game designers?  I think when designing for certain demographics, we might consider whether the audience would appreciate a higher or lower luck vs. skill ratio.

Some questions to consider:
  • When designing a game, do you take the luck vs. skill ratio into consideration?  How does it affect your design?
  • What audiences do you think appreciate a higher level of skill? Or a higher level of luck?
  • What sort of decisions in the game would you leave to luck?
  • Is a game that is mostly luck-based a satisfying game?
  • Do luck-filled elements in a game increase game addictions?
As always, submission guidelines along with submission procedure can be found on the right hand side of the blog.  Topic suggestions and articles are welcome! 

Friday, May 23, 2014

Chasing the Heroine's Journey in Games

In this article, game writer Sande Chen ponders how to find the heroine's journey, or the internal life of characters, in games.

A few months ago, I was fortunate to go to a lecture given by script consultant Dara Marks, author of Inside Story. She spoke of the counterpoint to the Hero's journey, which would be the Heroine's Journey.  (Note:  This is just terminology and not meant to suggest that female characters cannot follow the Hero's Journey and vice versa!)  Dara Marks conveyed that the best stories have the yin and yang of both journeys.  Masculine-type stories, often following the Hero's Journey, tend to be external, life-and-death conquests whereas feminine stories celebrate inner connectedness, compassion, and acceptance.  Without enough yin, masculine stories can feel hollow (yet action-packed).  Feminine stories without yang can get bogged down.

Marks' framework for the Heroine's Journey has a Call of Action, Midpoint, and Final Pursuit, just like the Hero's Journey.  It's definitely not just adding a love subplot into the midst of the story.  The Heroine is propelled into action after suffering a deep, emotional wound and is only redeemed through her courage and the help of others, resulting in a new perspective on love and self-acceptance.

It struck me that in the realm of video games, our blockbusters are mostly masculine stories.  It may be because of the medium.  We need to externalize our inner demons -- show not tell -- and can't afford an extended monologue.  Or if there is a monologue, like in The Darkness, which could be a technique to telling the internal story, at least make it interesting.  There are diaries, but truly, do people really leave their diaries scattered about?  Perhaps we simply need to get better at showing the entire story:  external and internal. 

For other games, it simply doesn't matter because the player-character is a blank slate to be filled in by the player.  Appearance, actions, thoughts, back stories:  all controlled by the player.  That's a different type of game, so let's stick to the games where the player has a pre-assigned role.

Here is another issue:  the blurry line between player and player-character.

I absolutely detest in an action game when a player-character declares that I, the player, had an epiphany about some story element, especially when I haven't felt any change in my feelings or thinking.  I don't suddenly care about something just because the character I'm controlling tells me I should care.  Some writers make a distinction between player and player-character.  The player-character has its own life and therefore, is free to go about having epiphanies and actions that run counter to the player's desires.

However, the identification between avatar and player is so strong that hardly anyone says "Samus did this; Samus did that" but "I beat the boss; I got to the last level."  It doesn't matter that the character isn't a blank slate.  I've been struggling through all these levels and doing all the work while controlling this player-character, so, yes, I got a little... attached. When something doesn't jive between player-character and player, it feels disconcerting and jarring.  Perhaps that's why some players chose not to play the ending of Prince of Persia rather than go through the player-character's mission to destroy all the lands.

There are probably better ways at conveying emotional truths than straight out telling the audience (or leaving written evidence).  Screenwriters handle this all the time, but in a video game, we can't have too many cut scenes (or it would be a film!).  Slower, less action-packed games that explore character growth could succeed, as well.  I wonder, since we are adept at those masculine, action-packed games, can we find the feminine there too?

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, May 14, 2014

Good Free-to-Play Games (Part II)

In Part I of this article, indie game developer Howard Go expresses his philosophy on making good free-to-play games. In Part II, he discusses addiction and how games can be designed without exploiting consumers.

Here’s a side note on Candy Crush Saga. I hate King for what they did with the trademark thing. And I hate that Candy Crush Saga remains in the top ten grossing after well over a year. But I do respect how they did their game. They have the best "energy system" in place. If you successfully finish a level, you don’t lose the energy/life you spent to play it. You can play again. Candy Crush Saga is a very polished game on almost every level and is one of the most fair games as far as freemium games go (even if I hate how the game has hooked my mother into asking me to send her tickets and hearts even after I told her I deleted it after the trademark crap they did). There are ways to not spend money (or even to not ask friends to enter a new world…A little trivia here: did you know you can move to every new "world" if you get 3 stars in every level in the previous world?). Only those who truly enjoy the game continue playing it with money being spent. And that’s their call. That they spend so much is their choice. And, please, don’t call them whales. Call them what a hotel or restaurant or another business would call a big spender: a VIP. If someone loves wine so much that they think spending a thousand dollars or more on a bottle brings them pleasure, then we may shake our heads in disbelief because of our own worldview, but let’s admit that they have a choice there. A good winemaker may or may not have taken them for a ride, but I think each of us may have a thing that we spend more than normal for because it is, well, our thing.

Which brings me to a need to discuss addiction: I’ve been addicted to many games. I believe I have an addictive personality. I smoked heavily for many years in my life before I could break the habit, I drank a lot of alcohol before (now I drink a lot on special occasions), and I’ve spent shameful hours and money on games. I play a lot of games to research on what works and what doesn’t so you can imagine how tempting it is for me to just spend days playing games. But you know what game ruined my life the most? Not a freemium or paymium game. It was Final Fantasy VII. No game made me play so much that my professional and social life suffered. And it was because it was an incredibly well made game. And the chocobo breeding was ingeniously addictive. If you got into the breeding like I did, you know that after completing the game, the breeding became the game. In an almost shameful way, I have to admit that’s what happened to me. And I still love Final Fantasy VII. How I kept spending more and more hours playing it instead of the hours I originally set aside for it (which, I believe is one difference between a console game and a mobile game, one is basically scheduled/timed gameplay while the other is play when there is time) is my fault. I won’t tell its creators to stop creating awesome and addictive games. That would basically mean a request to please don’t make any game with engaging characters or story lines or gameplay.

A game should try to get people involved and, well, hooked on the gameplay, the story, and/or the characters. The question is, is it done in such a way that only spenders can reasonably and successfully move forward. And, I believe, a good number of freemium and paymium games did right for their players. While the others cause frustration instead of fun for all non-spenders or, even worse, for all small-time spenders. That’s where the bad rep essentially comes from. One game in recent memory that I soon deleted because I felt I couldn’t grind successfully was Robocop. And I do some amount of real currency spending before I grind, to make things easier. I spent 20 dollars each on Zombiewood and Dead Trigger 2 and never felt a pang of regret. These are games that essentially should follow the same grinding principles as Robocop. But Robocop just felt off for me. It was like I had to spend more and more real money and grinding would not yield results. It felt, here’s that word: greedy. This is, of course, a subjective matter. Value is in the eye of the beholder, after all.

I end this with a claim: though indie game developers can succeed with paid games and many of the people my business partner and I admire in the indie game field are people who stick to paid games, we both believe doing free-to-play right has a better chance at long term success than doing a great paid game. And, at the end of the day, we want to make games, games that people will enjoy. And this means two things: we do it right for the people who download our games and we do it right for us so it can be what we do professionally day in and day out.

Howard Go is ½ of MochiBits. His current interest in game design involves game balance, retention, and monetization. He taught philosophy for five years then sold out to work in the corporate world for seven years, finally escaping into the world of game development in December 2010.

Friday, May 2, 2014

May 2014: Game Design Practice

Hello, and welcome to May 2014's topic, Game Design Practice!

I just wanted to make sure everyone knew about the IGDA Game Design SIG's new Weekly Design Challenges on Reddit.  Every Sunday, a new design challenge goes up.  I hope you all will participate.

As with Game Design Aspect of the Month, the idea behind the weekly design challenges is to inspire you and to get you thinking about game design issues.

It's good practice to expand an idea, write it on paper, and try to make it feasible.  There have even been GDC talks from designers who mapped out a game design idea each day for a year.  It's the first step to realizing your idea rather than just talking about it.  It's often said of writers that we don't always have the luxury to wait around for inspiration to hit.  To be a writer, one has to write.  And a game designer, as we have tried to relay, is not the person who sits around telling people ideas for great games, but someone who has the skills to create and fine-tune games so that they can be great.

So for May 2014, I'd like to learn more about your practice and your inspiration for games.  How do you work out your ideas for games?  Do you go straight to prototyping?  I remember a talk from GDC where the designer talked about exhaustive historical research before even approaching what might be a cool mechanic to be in the game.

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


Thursday, April 24, 2014

Good Free-to-Play Games (Part I)

In Part I of this article, indie game developer Howard Go expresses his philosophy on making good free-to-play games.

I begin this with a disclaimer: I am an indie game developer who just happens to make a living from making free-to-play games. I am one-half of a team of two. We’ve been making games full time for just over three years now.

Free-to-play games have gotten a lot of bad rep and this is more true as of late, especially as some games ruined what were good games by adding in-app purchases in an update or doing a sequel that suddenly changed the gameplay by going freemium or paymium instead of the solid premium paid game that they once were. And I think my opinions on freemium apply to paymium as well, so I might as well cover both.

This is part one of my view: whether freemium or paymium, if what you get initially is of value and then IAPs are introduced by way of packs or levels or some special premium value (and by this I include unlimited simultaneous multiplayer games and the removal of ads — I actually miss that in many games now), then it is entirely the player’s choice to feel I want more of the same fun and to determine if the packs/additions are worth their cost. They already got their money’s worth for what they paid for if it was initially paid and if they had fun for about an hour with a free game, then they can judge if spending money is fine for another similar hour (like a free taste of a dish to see if you want to buy a pack, snack, or meal). Obviously, I mean a good free-to-play game gave some amount value of value at the onset. My rule of thumb is about an hour of fun. That’s short for a console game, but decent, I believe for a mobile game. I’ve played some awesome paid games on mobile that I finished in an hour or two, and I felt I got my money’s worth (though wanting to play some more because I enjoyed it so much is another thing).

Just to be clear: I’ve spent plenty of money on arcade games, saved up to buy games for the consoles I’ve owned when I was younger, and still continue to spend a bundle on mobile games (paid, freemium, and paymium). And there are a number of games where I spent a lot of money on without thinking or feeling I was cheated. I believed I got my money’s worth. For anyone who spent more than a console game’s worth in the arcade or a mobile game to finish whatever game you were hooked on, you know what I am talking about.

This is part two of my view: whether freemium or paymium, if you need to spend in order to move forward in a game that does not involve packs or levels, but rather the ability to move forward is dependent on some energy level or being equipped with certain tools, weapons, or power ups before you can successfully continue, then it is very close to being poorly done or it is very obviously poorly done. The key, I believe, is in creating enough of an opening so that anyone who plays can continue down the road, playing through the levels without feeling that unless they buy an item, let’s say a gun, that they can only afford via an IAP (meaning grinding won’t work) will get them to move forward. Making a player wait is not a bad thing. Making a player ask friends for help is not a bad thing (for both player and game developer). Mobile games allow for breaks. Being told to wait a few hours before something can happen is fine. But there are limits. Basically, my rule of thumb is that if it will allow me to successfully grind because I persevere or progress because I am good at the game, then the IAPs do not ruin the game. The patient and the skilled can enjoy the game, not just the spender.

Temple Run, Subway Surfers, and Jetpack Joyride are all among my favorite endless (runner/side-scroller) games. They remain fun whether or not you spend. That you spend is entirely your choice and will not affect the fun value of the game in any way. I love that. Disco Zoo is a great game for grinders and for spenders. But some games are so unbalanced that grinding becomes too tedious too soon and the return of investment (in this case, time) is not felt. That’s a bad game right there. Much more so because it makes it clear to the player than only spenders will progress or, even worse, have any resemblance fun.

There are puzzle games that became almost insanely impossible to finish and only get harder and harder. I think the good ones allow the (re-)entry of easy levels enough times to make it fun for the player again. It says, here’s a break so you can enjoy the game again. Which is basically how I see any good RPG game. Easy enemies, followed by a tough boss, followed by easy enemies, almost ad infinitum. It’s what makes it playable.

Bad games, whether premium, freemium, or paymium, don’t respect the balance.

Howard Go is ½ of MochiBits. His current interest in game design involves game balance, retention, and monetization. He taught philosophy for five years then sold out to work in the corporate world for seven years, finally escaping into the world of game development in December 2010.