Showing posts with label exploration. Show all posts
Showing posts with label exploration. Show all posts

Monday, October 05, 2009

hidden objects

When I play a game that places meaningless objects all around the world for explorers to find, like banners in Assassin's Creed or intel items in Call of Duty 4, it feels like non-explorer designers throwing us a bone. They want us to play their game, but they don't really understand goals outside of achievement.

Exploration isn't about being able to walk off the beaten path, cover a lot of ground, or see every nook in a map. Exploration is about new experiences and creativity. The size of a game isn't as important as variation and dynamics. The number of skills isn't as important as how free we are to use those skills in fresh and personalized ways.

Hidden objects can be fun, but don't just copy and paste the same item into a hundred random places. Put some thought into it. Individualize the objects and place them in a meaningful way that tells a story.

In Star Wars: Galaxies, I once stumbled upon an ancient ruin in the middle of a forest, far from the cities. It was a great surprise. The ruin raised many questions in my mind. "What is it?" "Who did it belong to?" Unfortunately, there was no backstory to discover.

Arkham Asylum has two types of hidden objects. First, you have the Spirit of Arkham stones which unfold a story in a linear fashion. I finished that tale after beating The Joker, and it was the perfect way to end the game. But these stones were about achievement more than exploration. Second, there were clues related to villains not present in the game, like Catwoman and Harvey Dent. Those are a great example of what I mean by objects telling a story. Toys scattered on a bench, a campaign poster on a wall, a tea set -- stuff like that invites players to imagine how it got there.

Anyway, my point is that satisfying explorers involves more than just making us run around and find a dozen copies of some meaningless object.

Thursday, August 14, 2008

chance

I have a great appreciation for chance/luck in games. I played a lot of boardgames and poker growing up, and those games tend to involve as much or more chance than skill. Monopoly, Sorry!, Chutes and Ladders, Scrabble, Life... countless boardgames have proven that there's a massive market for games in which the roll or the draw is king.

Complete randomness is not good. Spinnerbox, one of Fable 2's three pub games, is a terrible game. It's basically a slot machine. Slot machines can probably be found in nearly every casino in America, if not the world. The game is certainly popular, but I don't think that's because it's fun. It's addictive -- that's not the same as fun. If the reward was not monetary, I doubt anyone would play the game. It's the concept of money for nothing that's attractive. The anxious anticipation of winning quickly fades for most as the game is replayed. People stay for the money, not the game. I could be wrong, though.

So anyway, 100% chance is bad. But chance doesn't have to be a small part of gameplay. Luck can be the heart of a very popular (profitable) game.

And chance doesn't exclude choice. One thing Monopoly and Diablo 2 have in common is that player choice occurs mostly in reaction to uncontrolled events (dice rolls and loot "rolls"). The same happens in epic literary adventures; characters respond to, rather than cause, major events.

Wednesday, July 11, 2007

Luck in RPGs and MMOs

I'll get back to crafting later this week. For now, I want to continue a discussion from Heather's site about how we can relax the necessity of power balancing and open the field to a wider variety of skills and characters.


SHEER POWER VS LUCK
In a typical MMORPG, skills are confined mostly to the realm of power (more specifically, to some sort of hit-point system, ala D&D) because of linear progression and a disqualification of luck or chance. Skills with less than optimum damage/healing/etc are discouraged because progression, in the form of new skills and opportunities, is possible only through brute-force combat. There's strong pressure to take on the toughest enemies, because that's what gets you the best loot and best xp.

In other types of games, luck and chance acceptably play a much greater role. Boardgames which use dice are great examples. In Monopoly, a hugely successful game, the player's progress relies more on uncontrollable factors (your dice rolls, others' dice rolls, order of rolls, and card draws) than on player decisions. Tetris is another example of a wildly popular game with tremendous emphasis on chance.


RPG EXPECTATIONS
So why is chance so often eschewed in RPGs?

I think it goes back to the genre's D&D roots. In the tabletop roleplaying game, the set system, the game's fixed mechanics, are mostly linear. Dice rolls decide your character's stats (a merciful DM may let you reroll one or two) and are continually used in "saving throws", but skill progression generally occurs according to xp gained from killing monsters. D&D includes a great deal more chance and lateral gameplay than that, but that element is introduced through the Dungeon Master... the human, creative storyteller. Human imagination rounds out what would otherwise be a more linear game.

If you never played D&D, I doubt I could adequately describe how vital the DM is to any D&D adventure. The game will succeed or fail depending on how good the DM is.

As RPGs evolved from the tabletop setting to text adventures to video games, the balance tables were increasingly emphasized as the DM's dynamic and rounding role was left behind. RPGs gradually became more about increasing power than about dynamic and unpredictable adventures. They became more about fulfilling a predetermined skillset and gearset than about shaping one's character into something unique and personal.


ANOTHER ROAD
It doesn't have to be this way. The limitless imagination of a human narrator and designer (the DM) can't be replaced, but we can adjust the fundamental elements of the game to counteract that loss to some degree.

One way is to award skills and other forms of progression by ways other than combat and combat-related quests, ways involving factors beyond the player's control (chance/luck). The player might attain a new skill by happening across a particular NPC ("happening across" anything is only possible when NPCs are more dynamic than stationary quest-dispensers), by looting a scroll, by equipping an item (which must be equipped for the skill to be maintained), by researching in a library and deciphering old texts, by quest, by alchemical accident, by perceiving an NPC perform the skill and learning, by being bitten or stung by a particular creature, by being near a magical source (skills limited to particular environments could really refresh adventures), by winning contests... and on and on.

The skill system might mimick D&D spellcasters in that you can only know so many, but the ones you know can be swapped out periodically for new ones. The player's number of skill slots might grow as the player progresses. Rather than strict grouping of skills, perhaps attunement to one skill makes another less effective while making others more effective. Perhaps one skill may even alter the type of effect of another.

An alternate reward system, as I've discussed before, is essential. Rather than award xp and loot for every encounter, reward some with loot, some with money, some with faction, some with reknown, some with access, some with skills, some with knowledge, some with titles, etc (or with combinations). Some upward growth in power is good, but that doesn't have to be the emphasis. In SWG, players didn't become exponentially more powerful as they progressed through the game, or even gain many more hit-points. It worked. Most of a player's growth was in faction and ownership.

Allow for different player roles to compliment one another without having to experience the same content. Even solo players can benefit player societies if you enable them (as I like to point out, what great epic tale doesn't include a compelling loner?). Players can work together on quests without even meeting each other, by completing different parts of communal projects. If players are allowed to have unique experiences, ones that other players can't track down on a fansite and repeat step-for-step, then players can excite each other with intriguing tales and enticing screenshots. If one player can possess an item, skill, or title that sheer work will not award to another, then there is a stronger sense of individuality and personal pride.


I can't help but feel that the RPG genre in general is stuck in a rut. It's not that there are not admirable systems already in place, but there is much more potential for diversity than most developers seem willing to believe. Yes, current games are designed the way they are for a reason, but that doesn't mean there aren't other viable ways.

Tuesday, June 26, 2007

Alts only

Some thoughts while considering "alt-itis". I'm glad that it happened to coincide with Damianov's "End Game" article, because I think the subjects are closely related.


WHY HAVE A MAIN?
Why is permadeath such a frightening prospect to most MMO gamers? Well, it's because permadeath is a real end to character progression, and character progression is first-and-foremost in your typical RPG; certainly in your typical MMORPG. Permadeath is a brick wall, whereas the sort of death usually found in MMOs is more of a speedbump.

It's a valid concern, but I wonder if character progression in MMOs could be reimagined so that it is both powerfully immersive (the player strongly associates with his or her character) and fleeting. Is it possible to design an MMO in which players expect to play one character for only twenty or thirty hours of gametime before starting the next character? Afterall, it seems most people have at least one alt, if not more.

Is it possible to create an MMO in which "alts" are king, and replay is essential?


CONTINUITY
In an arcade game like Pac-Man or Super Smash Bros., it's no big deal that one play-session is entirely unrelated to the last. But a sense of continuity seems to be an essential element of any RPG. So abandoning the traditional MMO model of prolonged character development would demand that continuity be provided in some other way.

There are two examples I can remember reading about.

In one MMO being developed about a year ago (I remember it changing its name at some point, but I can't remember either title), a generations system was proposed. The player's character had a limited lifespan, but each new character was a descendant of the last. Some skill affinities (representing childhood training) and objects (heirlooms) would pass on.

Trials of Ascension, on the other hand, advertised a system of delayed permadeath in which the player could die so many times (around 100) before being permanently buried. Rather than heirlooms, it allowed characters to sacrifice their last few lives to create an artifact (an item imbued with traits representing that character), which would be left to the world to be discovered but not passed on to any character. The mere mention of permadeath scared many potential players away. However, because the proposed world was dynamic and players could leave a meaningful impact on the world, there was a sense of continuity (theoretically, anyway; the game didn't make it to release).

Right now, I feel like Colonel Patterson in The Ghost and The Darkness...
Beaumont: "Did it work?"
Patterson: "Point of fact, it didn't. But I'm convinced the theory is sound."

I'm sure there are more ways to provide continuity than just these two, but player impact on the gameworld, in particular, seems to be a strong method.


SCOPE
If an MMO was designed for short character lifespans, would that mean the tradition of massive worlds must be abandoned? Afterall, any single character could not experience the same breadth of content. One can't walk the same length of road in a month as one could in three months. I don't think that necessarily means the world should be smaller, though.


In Deus Ex, a good example of a game designed for replayability, the player repeating the adventure could enjoy running through the same settings with different weapons, different skills, and making different dialogue/quest choices. That sort of system could work equally well in an MMO. In fact, EQ2 is a decent example, since I played many different race-class combinations in the city of Freeport and still had fun (though more of the quests could have been less linear).

The original EQ and WoW demonstrate the value of having a variety of starting locations. Even if a shorter-lived character can't trek as far, he or she can begin in a different place.

Also, shorter spans mean more teasers. The player might get a glimpse of unexplored area or quest shortly before the character's end, enticing him to work toward that content in the next life. Or the player might be thrilled by another player's skill or item. An alt-oriented game would not make the character feel like he is abandoning his investment when trying a new character.


DEPTH
What about depth of experience? A shorter lifespan could mean less room for character growth. But in real life, don't our limited lifespans add value to our achievements?

By combining a system of skill trees and skill drops/rewards, then placing some of those skills at the farthest edges of potential experience, the game could be a paradise for achievers and explorers alike. In a typical MMO, anyone can reach the highest skill levels with enough time and dedication. But place enough dynamics in a limited lifespan and it becomes truly a challenge to reach the highest goals. This can be done with items and other elements as well. A player might even prove that it was more skill than luck by repeating the feat.

The elite status of individual characters wouldn't last long (except in record, possibly in-game) as the players who find/achieve epic items, skills, or monsters would die, but player organizations could take on new meaning. A guild could adapt its goals to new discoveries as its member characters are constantly changing. Whole characters, and regiments of characters, could be designed specifically for epic goals. If an epic monster seems vulnerable to cold and shock, then the guild might solicit its members to develop characters with cold and shock prowess. In addition to traditional raiding, imagine guild endeavors that are weeks in the making and based on more elements. Perhaps the guild has gained knowledge of a particularly powerful cold spell scroll in some far off land. It might arrange to acquire it to aid in the monster assault... and the quest for the scroll, alone, might span more than one character life. Much could be done here to take raiding skill far beyond organization and execution.

Thirty hours (longer than most single-player games) should be enough time to satisfy player desires for individual character development. The main challenge here is probably just changing the expectations of veteran MMO gamers.


WE CAN HAVE IT BOTH WAYS
None of this is to suggest that the old system of one main, continuous character is a system that should be replaced. I just don't think it's the only viable way.

Sunday, October 08, 2006

CoH, and Achievement vs Exploration

Thanks to Chas, I've been playing City of Heroes / City of Villains the past couple days using the free trial offer. This is my second time to try the game (I played City of Villains before as well). The first time around, I think I played for a month or two. I'm not going to touch on everything; just a handful. With so many things I enjoy with this game, the deal-breaker (achievement-oriented) is especially unfortunate.


VISUALS
Here are two of my old heroes, Stillblood and Dreamfast:
http://img133.imageshack.us/img133/8995/stillbloodmk6.jpg
http://img111.imageshack.us/img111/4996/dreamfastjp3.jpg

Here are my new characters, Revenot (villain) and Volcus (hero):
http://img74.imageshack.us/img74/57/revenot1pr3.jpg
http://img414.imageshack.us/img414/1977/volcus1zw5.jpg

The visual character customization is obviously one of the greatest selling points of the game. I chose to create two dark characters, but the player can go light just as well. The visual style of the game is distinctive, easy on my 2-3 years-old computer, and probably able to continue into the next 5 years, at least, without any dire want of an upgrade.

One other visual plus is the ability to move the camera easily, take screenshots, then reset with a hotkey: http://img74.imageshack.us/img74/1035/volcusthrowbw2.jpg But it could be improved by allowing players to hotkey other angles than the default view. I really enjoy the view used in this screenshot, behind and just to the side of the enemy. Obviously, it's not viable in every combat situation, but can make my gameplay a more cinematic experience. If I was able to switch between several camera angles quickly and easily with hotkeys, then I'd be able to enjoy that cinematic experience more frequently and fluidly (i.e., my overall game experience would be more enjoyable).


TACTICS
Another great aspect of the game is tactics. I'm soloing only (I grouped the first time I played CoH, but it's been too long to remember my impression). The three aspects of combat that make it tactically more impressive than other MMOs are grouped enemies, movement and inspirations.

Grouped enemies often, though not always, encourage the player to think creatively. Depending on hit/misses, the mix of enemy styles (melee, missiles, healer, etc) and a number of other factors, I'm encouraged to judge spontaneously which enemy to focus on first, which to avoid, how I can mix up my DoTs, nukes and melee between them to best manage my limited energy, etc.

I'm encouraged to move, which makes combat infinitely more interesting than just standing in one spot and hitting hotkeys. My enemies charge me, or find ideal missile positions, or run away. Chasing an enemy can be, though isn't always, a lot of fun; particularly when he's jumping fences, climbing railings, using cover, etc. And CoH allows the player to use the terrain strategically and tactically.

Inspirations are consumable buffs, and they add an interesting dynamic to combat. When it comes to game buffs (often seen in games as healing and mana potions), I'm a hoarder; the sort of player who goes to great lengths to preserve my consumables for bosses and emergencies. But whether I use them often or sparsely, they add to my enjoyment of the game either way. It's having dynamics of advantages and disadvantages from fight to fight.


NPC SCRIPTING
CoH proves that scripting can work as well as, or better than, real A.I. sometimes. I see cultists chanting and waving as magic works on their victim floating above in an eerie green light. I see a thug standing on a box and preaching, while his cronies sit fascinated in front of him. I see an NPC tugging on a lady's purse as she refuses to let go. And saved NPCs run back to thank me. It's all very immersive, despite its repetition.


SKILL CUSTOMIZATION
This is another area where CoH shines. Not only can I choose between a variety of skill choices that make my blaster different than other blasters of the same general focus (fire, ice, sonic, etc), but they also give me a way to make my blaster significantly different from another blaster with all of the same skills (which is rare anyway): skill enhancements. As I level, I get to choose which skills I want to add more enhancement slots to. Then I get to choose what enchancements to put in the enhancement slots.

Do I want to enhance one skill with two slots or two skills with one? Do I want to increase accuracy, damage, distance, energy efficiency, etc? This method allows for balanced and unbalanced characters, to the player's preference. My tank, the first time I played CoH, was an exception in that he didn't have a taunt skill. In bypassing that skill, I was able to put choose a further damage skill instead.


ACHIEVEMENT-ORIENTED
This is where CoH/CoV loses me. It's made for the old gaming crowd, who are always focused on where they're going, never where they are. I'm not an achievement-oriented gamer; I'm exploration-oriented (mostly, of course; few gamers are pure one way or another). Already, after two days, I'm feeling the boredom that's typical of MMOs to me these days. I'm bored because I'm really just doing the same thing over and over again (killing NPCs), plus one more skill or set of enhancement slots, aimed at the next skill or enhancement slots.

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EXPLORATION
Maxis has had a long history of phenomenal success with the Sim City series and The Sims series, and there's obviously a lot of interest in the upcoming Spore. Blizzard had tremendous success with the Diablo series, and Flagship's Hellgate: London looks not far behind Spore's popularity. Now, maybe I'm mistaken, but it seems to me that those games owe a large measure of their success, perhaps even the majority, to exploration-oriented gamers.

When I played the Sim City games, sure, I had the vague goal of a large and smoothly-run city. But I don't recall any point at which I was actually able to solve a problem completely (traffic went away, crime stopped, etc), and I didn't mind. In fact, I usually ended up calling in the tornado or Godzilla at some point. Mostly, I was just being creative in city design, interested more in explorative possibilities than conquest.

When I played The Sims 2, my enjoyment was in designing the buildings, furnishing them and watching the interesting twists of character interactions (ultimately, the game was too much like watching a soap opera or the WE channel for my tastes). Again, achievers' goals were there, but not the focus.

And then there's Diablo 2, one of my favorite games of all time. It was an action game...surely, it was achievement-oriented, right? Not really; or, at least, not exclusively. There were lots of goals for achievement-gamers, but the ultimate draw for me and thousands of other gamers was the dynamics that fed a sense of exploration. Again, the goals were often vague. I wasn't aiming for a particular weapon or armor. I was aiming for something cool I hadn't seen before. I knew the name of where I was going, but the map changed each game, so I didn't know which way to turn. The many dynamics made the game, which is why Roper and the other Flagship guys cite the dynamics as Hellgate's primary selling point.


CONCLUSION
City of Heroes is a good game. Cryptic did a lot with that game that deserves respect. It doesn't have to cater to gamers of my style to be a good game.

That said, I wish the MMO industry offered more combat-laden games that were not so lopsided toward achievement-oriented gaming. America is a culture heavy on achievement and competition, so I don't doubt that the majority of Americans, and perhaps Westerners in general, are most attracted to such games. But exploration-focused MMOs can do well too, without having to be peaceful or domestic (like The Sims Online or Second Life...from what I've read of them).

Star Wars: Galaxies came closest to this end. I spent a lot of my time fighting, but an equally great amount of time exploring the wilderness and taming strange creatures, or trying to creatively bioengineer animals to my personal preferences. But my hunger for exploration ran out of sustenance in that game after 6 months. The world was compelling, but not dynamic enough. In my opinion, dynamics is a key area of growth opportunity for MMOs.

It's difficult for me to pin down what exactly I'm trying to get at here. I hope that's clear.