I haven't played Spore in months now, but the recent trailer for the Galactic Adventures add-on has me thinking it might be time to play again.
My main complaint about Spore has been that it's more toymaker than game. The creation tools are excellent and offer so much variety. Unfortunately, there's little you can do with them until you reach the Space stage. Actual gameplay is so sparse and shallow (though there are a few fun dynamics in the Creature stage).
Judging from the Galactic Adventures trailer, EA seems to have listened to feedback like that and has offered players something more like an actual game with rules, goals, and progression.
Still, there's another reason Spore quickly lost its shine for me. By the time you reach the Space stage, your design decisions no longer affect anything other than visuals. Gameplay is still personalized to a degree by the order in which you do things like terraform, conquer, and form alliances. But spaceships all work the same regardless of design, and your creature is just a talking picture in the dialogue screens. The Space stage would be more compelling if design decisions really mattered and led to unique experiences.
Spore players would share their stories, and not just their designs, more often and with more enthusiasm if each player had experiences which are truly unique and personal. It's not much fun telling someone a story they already know.
Showing posts with label virtual toys. Show all posts
Showing posts with label virtual toys. Show all posts
Monday, April 06, 2009
Spore: Galactic Adventures trailer
Labels:
customization,
dynamics,
game pointer,
video games,
virtual toys
Monday, August 04, 2008
Montessori learning in Spore
If you buy a child one game in this year or next, buy Spore. It's an inherently educational game and teaches many lessons.
As a child, Will Wright was educated by the Montessori method. Montessori learning is basically learning through experimentation; self-directed interaction with objects and relationships. This is the sort of learning that permeates Spore.
Players intuitively learn through their experiments basic concepts of structural biology; how the shape, size, and orientation of various body parts combine to form aptitudes and behaviors.
In the tribal and civilization stages, players intuitively learn basic concepts of government. They learn about resource management, the necessity of defense, diplomacy, and civic engineering.
In the space phase, players are exposed to the first detailed 3-D model of space -- an achievement significant enough to earn Wright an invitation to demonstrate Spore at NASA. Kids and adults can be exposed to concepts like black holes, quasars, asteroid and ice belts, and perhaps the many phases of a star's life cycle.
Of course, like with any teaching tool, some guidance is good. For example, Spore begins with the panspermia/exogenesishypothesis guess. When your child asks you why scientists would think the possibility that life began elsewhere and arrived on Earth via meteors is any more credible than life beginning here on Earth, you can say, "Because scientists can be idiots, too."
More generally, Spore provides inspiration for learning; enthusiastic questions which parents and teachers can use to open broader or more detailed lessons. After a child has equipped his or her creature with horns, spitters, plating, or claws, you can use that to open discussion of the countless defense mechanisms not included in the game. As children paint their creatures, you can introduce them to concepts like camouflage, feathers, or exoskeletons. No matter what they're playing with in Spore, it's a great occasion to point out the wondrous variety of life and beautiful logos which pervades our universe.
Spore is one of the best examples of potential for educational games. Like trips to museums and zoos or time spent out with nature, it can be an invaluable inspiration for learning. Learning should not always be fun, but it certainly can be.
This sort of educational value is an important part of the future of video games as they become increasingly mainstream. No work of art or product is free from social responsibility.
As a child, Will Wright was educated by the Montessori method. Montessori learning is basically learning through experimentation; self-directed interaction with objects and relationships. This is the sort of learning that permeates Spore.
Players intuitively learn through their experiments basic concepts of structural biology; how the shape, size, and orientation of various body parts combine to form aptitudes and behaviors.
In the tribal and civilization stages, players intuitively learn basic concepts of government. They learn about resource management, the necessity of defense, diplomacy, and civic engineering.
In the space phase, players are exposed to the first detailed 3-D model of space -- an achievement significant enough to earn Wright an invitation to demonstrate Spore at NASA. Kids and adults can be exposed to concepts like black holes, quasars, asteroid and ice belts, and perhaps the many phases of a star's life cycle.
Of course, like with any teaching tool, some guidance is good. For example, Spore begins with the panspermia/exogenesis
More generally, Spore provides inspiration for learning; enthusiastic questions which parents and teachers can use to open broader or more detailed lessons. After a child has equipped his or her creature with horns, spitters, plating, or claws, you can use that to open discussion of the countless defense mechanisms not included in the game. As children paint their creatures, you can introduce them to concepts like camouflage, feathers, or exoskeletons. No matter what they're playing with in Spore, it's a great occasion to point out the wondrous variety of life and beautiful logos which pervades our universe.
Spore is one of the best examples of potential for educational games. Like trips to museums and zoos or time spent out with nature, it can be an invaluable inspiration for learning. Learning should not always be fun, but it certainly can be.
This sort of educational value is an important part of the future of video games as they become increasingly mainstream. No work of art or product is free from social responsibility.
Labels:
education,
game pointer,
genre,
industry,
virtual toys
Friday, June 27, 2008
contextual powers
One of the great movements in design right now is contextual powers.
Assassin's Creed is a great example. A single player-command during combat (block + timed prevention strike = counterattack) can result in one of at least half-a-dozen moves. Which counterattack is seen depends on the relative position of defender-to-attacker and perhaps timing as well. Climbing is also contextual in Assassin's Creed. Simply direct Altair's movement and he'll use whatever actions are necessary to climb or leap that way. It's simple, fun, and occasionally surprising.
Fable 2 apparently makes spell-casting and ranged combat contextual as well. I'm anxious to see how that will work, but it also has me looking ahead to games of next year and beyond. How else might contextual powers be applied?
STORY
Game events are often activated by invisible triggers placed in the environment. When the player crosses a particular threshold or interacts with a particular object, a scripted event is set in motion. Triggers could also be used to activate variations in AI. When an AI character witnesses a particular event, crosses a particular threshold or such, then a change in personality occurs.
In Neverwinter Nights, child NPCs are invincible. If you attack one, the child will follow and attack your character relentlessly, eventually killing him. That's the closest thing I've seen to what I'm talking about, but that's still not it. That's basically a scripted event, a simple action command ("Kill the PC"). If it had been a change in AI, the children's perception of your character would change, but a number of subsequent events would be possible due to different personalities, different environmental circumstances, and other variables which combine on-the-fly.
ITEMS
I've long waited for contextual items. Item reward systems can be a lot of fun. I think they can be even more fun if some items are not what they appear to be, and if some items receive bonus powers in particular situations.
A broad item reward system has never been combined with a contextual combat system. It would be ridiculous to attempt as many attack animations as Assassin's Creed had for every weapon in a Diablo-type game. But breaking weapons down into a small number of classes (sword, axe, blunt, etc) would make this combo possible. In MMOs, it can be fun seeing how different characters' combat actions mix, but how much more so if there was significant variety within each character's optimal repertoire?
We've seen weapons and armor with effects or resistances that make them optimal for engagement with particular enemies. That's not the sort of contextual variety I'm praising here. In those cases, each item offers a single animation and three degrees of difficulty dependent on the enemy (ineffectual, average effect, superior effect). What I hope to see is different animations and other visible/audible effect variations independent of enemy type. Beyond mere show, I'm hoping for variety in type within one weapon.
When a player uses a "Frostbane" flaming sword against arctic inhabitants, he expects the sword to be more effectual and, though he might take some mild pleasure from pride in being smartly equipped, the experience is basically the same as using the weapon in any other scenario. On the other hand, imagine that the sword exhibits an effect type when fighting those arctic creatures that it doesn't exhibit elsewhere. What if the sword looked rather plain most of the time, but it glows hot as the player journeys further into the cold setting? What if fire suddenly erupted from the blade and was hurled at the enemy the blade was destined to fight?
Experiences like that don't just make players grin and think "cool...". Experiences like that make us wide-eyed, exhilirated, and we tell our friends about it days or even weeks later. It's more impressive, and it's feasible.
SKILLS
One of the cooler concepts I've ever read was something the Darkfall devs suggested about their Alfar race early in production (I don't know if the game still includes this scenario). The Alfar are ruled their god in physical form as a king, and that god is literally insane. All of their magic comes from him. So the spellcasters of that race have unpredictable magic. As the god's mood and sanity shift from one moment to the next, so does the potency of their spells. Sometimes their magic will sputter and fail, while at other times it is excessively powerful and brilliant.
While that's an extreme example, I think there's a lot of hope for similar variety within any particular skill. Variety can keep games fresh and replayable. It would be great if a skill gained early in a game could still surprise its user near the end.
How else might context be used to make games more fun?
Assassin's Creed is a great example. A single player-command during combat (block + timed prevention strike = counterattack) can result in one of at least half-a-dozen moves. Which counterattack is seen depends on the relative position of defender-to-attacker and perhaps timing as well. Climbing is also contextual in Assassin's Creed. Simply direct Altair's movement and he'll use whatever actions are necessary to climb or leap that way. It's simple, fun, and occasionally surprising.
Fable 2 apparently makes spell-casting and ranged combat contextual as well. I'm anxious to see how that will work, but it also has me looking ahead to games of next year and beyond. How else might contextual powers be applied?
STORY
Game events are often activated by invisible triggers placed in the environment. When the player crosses a particular threshold or interacts with a particular object, a scripted event is set in motion. Triggers could also be used to activate variations in AI. When an AI character witnesses a particular event, crosses a particular threshold or such, then a change in personality occurs.
In Neverwinter Nights, child NPCs are invincible. If you attack one, the child will follow and attack your character relentlessly, eventually killing him. That's the closest thing I've seen to what I'm talking about, but that's still not it. That's basically a scripted event, a simple action command ("Kill the PC"). If it had been a change in AI, the children's perception of your character would change, but a number of subsequent events would be possible due to different personalities, different environmental circumstances, and other variables which combine on-the-fly.
ITEMS
I've long waited for contextual items. Item reward systems can be a lot of fun. I think they can be even more fun if some items are not what they appear to be, and if some items receive bonus powers in particular situations.
A broad item reward system has never been combined with a contextual combat system. It would be ridiculous to attempt as many attack animations as Assassin's Creed had for every weapon in a Diablo-type game. But breaking weapons down into a small number of classes (sword, axe, blunt, etc) would make this combo possible. In MMOs, it can be fun seeing how different characters' combat actions mix, but how much more so if there was significant variety within each character's optimal repertoire?
We've seen weapons and armor with effects or resistances that make them optimal for engagement with particular enemies. That's not the sort of contextual variety I'm praising here. In those cases, each item offers a single animation and three degrees of difficulty dependent on the enemy (ineffectual, average effect, superior effect). What I hope to see is different animations and other visible/audible effect variations independent of enemy type. Beyond mere show, I'm hoping for variety in type within one weapon.
When a player uses a "Frostbane" flaming sword against arctic inhabitants, he expects the sword to be more effectual and, though he might take some mild pleasure from pride in being smartly equipped, the experience is basically the same as using the weapon in any other scenario. On the other hand, imagine that the sword exhibits an effect type when fighting those arctic creatures that it doesn't exhibit elsewhere. What if the sword looked rather plain most of the time, but it glows hot as the player journeys further into the cold setting? What if fire suddenly erupted from the blade and was hurled at the enemy the blade was destined to fight?
Experiences like that don't just make players grin and think "cool...". Experiences like that make us wide-eyed, exhilirated, and we tell our friends about it days or even weeks later. It's more impressive, and it's feasible.
SKILLS
One of the cooler concepts I've ever read was something the Darkfall devs suggested about their Alfar race early in production (I don't know if the game still includes this scenario). The Alfar are ruled their god in physical form as a king, and that god is literally insane. All of their magic comes from him. So the spellcasters of that race have unpredictable magic. As the god's mood and sanity shift from one moment to the next, so does the potency of their spells. Sometimes their magic will sputter and fail, while at other times it is excessively powerful and brilliant.
While that's an extreme example, I think there's a lot of hope for similar variety within any particular skill. Variety can keep games fresh and replayable. It would be great if a skill gained early in a game could still surprise its user near the end.
How else might context be used to make games more fun?
Labels:
AI,
dynamics,
gear,
predictability,
skills,
virtual toys,
weapons
Monday, September 10, 2007
AGC: Sulka Haro
Ok, so... AGC. There will probably be more commentary than news in these AGC-coverage articles, but this first might be an exception.
Let's start with the session I didn't plan on attending, but was glad for doing so: Sulka Haro and Habbo. Before this presentation, I had heard the name but knew nothing about Habbo. I still only know what was said at the AGC, so I'm afraid you'll have to get details elsewhere.
THE FIGURES
This is why Haro was invited, despite his own admission that he doesn't think of himself as a game designer. Over 7.5 million accounts... roughly 100,000 of those logged into one server at a time. There are currently 19 Habbo "hotels" in 30 markets. The Sulake Corporation made 50 million dollars last year in virtual property sales. If I remember correctly, Haro said transactions concerning Habbo virtual property made outside of Sulake's oversight amounts to over four times that ($200M).
WHAT IS HABBO?
In a sentence, it's crack for teenagers who have grown up never knowing the world before internet, who think online socialization is as basic and everyday as turning on the TV.
It's primary audience is teenagers, and it approaches them without enticing them into a world of sex, drugs and rock 'n' roll. In fact, now that I think of it, it's almost an embodiment of Disney's catchphrase, "It's a small world, afterall." Haro pointed out that teenage years are a time in which most are "building identity" and socially exploring, so there's a huge market for this sort of stuff.
A good question to ask here: How many such sites/programs can any one teenager be expected to subscribe to at one time? Many Myspace users also have accounts with Facebook and other socialization tools. So how does the success of one affect the others?
Habbo is basically a visual-based Myspace. In fact, it even has homepages similar to Myspace. It's not a game. Habbo is a virtual environment in which users can visually express themselves and buy virtual items to create a Sims-like home or business. Sometimes the user communities create games, but the gameplay is almost all of their making.
MISCELLANY
But enough with organized information. The random details are the really impressive part, so here are my notes.
At some point, Sulake moved from selling virtual furniture to virtual currency. Haro said there are "massive differences... [particularly] from the user perspective", but he didn't elaborate. He did point out that his audience, teenagers, don't frequent Ebay... so the selling of virtual property operates on a different level than with MMOs.
Eventually, Sulake introduced rare items, which were met with great success. They considered advertisements, but decided that banners and such are "boring for the users". Branded furniture has also been a hit. Haro's not sure why stamping a brand on something makes it popular, but it obviously does. Target and other real entities have been recreated in Habbo.
The Sulake Corporation interviewed 42,000 kids. They identified 5 major categories of users: Rebels, Creative types, Achievers, Loners, and Traditionals (meaning, basically, mainstream interests). The population distribution in these categories varies somewhat by culture. The U.S. has the largest Achiever segment; Japan has the largest Loner segment; Finland and Brazil have the largest Traditional segments.
They found that 70% of users want foreign friends, but only 47% think positively of foreigners. Sulka offered an example of users from Finland and Japan coming into contact. The Finnish folks flooded the Japanese hotel with high hopes of exploring Japanese culture, but the Japanese users closed their doors and avoided the Fins.
Contrary to popular belief, Haro pointed out that many, if not most, Habbo users are not casual. These users spend an absorbitant amount of time logged in.
And they can do some pretty amazing stuff with their time. Haro showed a picture of one user who had modeled his Habbo room to look like McDonald's. The user didn't stop there, though. Other users lined up in this place to buy "virtual burgers" and would emote both the transaction and the eating of the totally imaginary food. Think that's interesting? How about the "lots of armies and mafias" who have no capacity for simulated violence. Instead, all they can do is design uniforms, practice virtual drills and type emotes like "bang!"
Sulake has added items like pets and snow (yes, you can place your snow indoors).
Habbo is a sandbox like no game could ever be a sandbox. Its users invent the gameplay. Some users roleplay, like that McDonald's nut. But you think that guy's crazy? Just wait! Habbo has no model for horses, so some players pretend their human characters are horses, emoting every action and offering others rides.
They eventually did add some mini-games. One example is a sound mixer which allows users to combine melody samples to form music (like a dirt-simple FruityLoops).
Communities have invented ways to demonstrate community ties, such as the "spider-pig" symbol.
Sulka pointed out that the internet allows us to play childishly without social admonishment. In real life, adults are allowed to act childishly only with young kids and with pets. Habbo allows people to be as silly as they want in an anonymous environment.
SO WHAT DOES SULAKE DO AGAIN?
As I said before, the activities in Habbo or primarily user-generated. "Players don't have to wait" for content upgrades. The community invents content and that content spreads at a ridiculously fast pace. Fansites are self-correcting.
Sulka emphasized the importance of community management. Habbo may continue on just fine in most other respects, but he feels this aspect demands a lot of attention and work.
The advice Haro offered to developers was: (1) offer toys, (2) interaction should be intuitive, (3) set the mood, (4) support user-created goals, and (5) promote a shared social setting.
MY REFLECTIONS
I'm glad I went to Sulka's presentation and I admire what he's done. Initially, I agreed with Raph (who sat about five seats down from me and was smiling through the whole presentation) that it's a shame more developers were not there to listen to the session, because it's an insight into online communities and the possibilities of extending gameplay avenues. But now I worry about how closely many developers and publishers will follow Habbo's lead, considering its massive appeal and money-laden trail.
From game-makers to toy-makers
Habbo is not a game, in the strictest sense. Games revolve around rules and prescribed activities. Habbo is about combining virtual toys with Myspace-style social networking systems. With toys, the gameplay is mostly player-created and emergent. In other words, game developers who try to cash in on Sulake's system will effectively be transitioning into toy developers without realizing they're changing industries. They don't realize it because virtual toys are relatively new and undefined (I've never heard anyone use the phrase "virtual toys").
So they change industries... so what? Well, it's their choice. But expect such developers to continue to think of themselves as "game" developers and exerting influence over the design philosophies of true game developers. And if folks like Raph go that way, I'll miss them... I mean, the guy was behind one of my favorite MMO experiences, the original Star Wars: Galaxies. But hey, maybe Areae will surprise me by going a very different route.
Inspiration
Sulka's session did inspire a debate in my head about the relationship between character progress and player knowledge, but this post is already too long. I'll write that article some other day.
Please pardon me if I revise whatever typos in this article after posting it. It's taken a while to write, and I'm still trying to keep this blogsite a casual endeavor. [Sure enough, I had to edit.]
Let's start with the session I didn't plan on attending, but was glad for doing so: Sulka Haro and Habbo. Before this presentation, I had heard the name but knew nothing about Habbo. I still only know what was said at the AGC, so I'm afraid you'll have to get details elsewhere.
THE FIGURES
This is why Haro was invited, despite his own admission that he doesn't think of himself as a game designer. Over 7.5 million accounts... roughly 100,000 of those logged into one server at a time. There are currently 19 Habbo "hotels" in 30 markets. The Sulake Corporation made 50 million dollars last year in virtual property sales. If I remember correctly, Haro said transactions concerning Habbo virtual property made outside of Sulake's oversight amounts to over four times that ($200M).
WHAT IS HABBO?
In a sentence, it's crack for teenagers who have grown up never knowing the world before internet, who think online socialization is as basic and everyday as turning on the TV.
It's primary audience is teenagers, and it approaches them without enticing them into a world of sex, drugs and rock 'n' roll. In fact, now that I think of it, it's almost an embodiment of Disney's catchphrase, "It's a small world, afterall." Haro pointed out that teenage years are a time in which most are "building identity" and socially exploring, so there's a huge market for this sort of stuff.
A good question to ask here: How many such sites/programs can any one teenager be expected to subscribe to at one time? Many Myspace users also have accounts with Facebook and other socialization tools. So how does the success of one affect the others?
Habbo is basically a visual-based Myspace. In fact, it even has homepages similar to Myspace. It's not a game. Habbo is a virtual environment in which users can visually express themselves and buy virtual items to create a Sims-like home or business. Sometimes the user communities create games, but the gameplay is almost all of their making.
MISCELLANY
But enough with organized information. The random details are the really impressive part, so here are my notes.
At some point, Sulake moved from selling virtual furniture to virtual currency. Haro said there are "massive differences... [particularly] from the user perspective", but he didn't elaborate. He did point out that his audience, teenagers, don't frequent Ebay... so the selling of virtual property operates on a different level than with MMOs.
Eventually, Sulake introduced rare items, which were met with great success. They considered advertisements, but decided that banners and such are "boring for the users". Branded furniture has also been a hit. Haro's not sure why stamping a brand on something makes it popular, but it obviously does. Target and other real entities have been recreated in Habbo.
The Sulake Corporation interviewed 42,000 kids. They identified 5 major categories of users: Rebels, Creative types, Achievers, Loners, and Traditionals (meaning, basically, mainstream interests). The population distribution in these categories varies somewhat by culture. The U.S. has the largest Achiever segment; Japan has the largest Loner segment; Finland and Brazil have the largest Traditional segments.
They found that 70% of users want foreign friends, but only 47% think positively of foreigners. Sulka offered an example of users from Finland and Japan coming into contact. The Finnish folks flooded the Japanese hotel with high hopes of exploring Japanese culture, but the Japanese users closed their doors and avoided the Fins.
Contrary to popular belief, Haro pointed out that many, if not most, Habbo users are not casual. These users spend an absorbitant amount of time logged in.
And they can do some pretty amazing stuff with their time. Haro showed a picture of one user who had modeled his Habbo room to look like McDonald's. The user didn't stop there, though. Other users lined up in this place to buy "virtual burgers" and would emote both the transaction and the eating of the totally imaginary food. Think that's interesting? How about the "lots of armies and mafias" who have no capacity for simulated violence. Instead, all they can do is design uniforms, practice virtual drills and type emotes like "bang!"
Sulake has added items like pets and snow (yes, you can place your snow indoors).
Habbo is a sandbox like no game could ever be a sandbox. Its users invent the gameplay. Some users roleplay, like that McDonald's nut. But you think that guy's crazy? Just wait! Habbo has no model for horses, so some players pretend their human characters are horses, emoting every action and offering others rides.
They eventually did add some mini-games. One example is a sound mixer which allows users to combine melody samples to form music (like a dirt-simple FruityLoops).
Communities have invented ways to demonstrate community ties, such as the "spider-pig" symbol.
Sulka pointed out that the internet allows us to play childishly without social admonishment. In real life, adults are allowed to act childishly only with young kids and with pets. Habbo allows people to be as silly as they want in an anonymous environment.
SO WHAT DOES SULAKE DO AGAIN?
As I said before, the activities in Habbo or primarily user-generated. "Players don't have to wait" for content upgrades. The community invents content and that content spreads at a ridiculously fast pace. Fansites are self-correcting.
Sulka emphasized the importance of community management. Habbo may continue on just fine in most other respects, but he feels this aspect demands a lot of attention and work.
The advice Haro offered to developers was: (1) offer toys, (2) interaction should be intuitive, (3) set the mood, (4) support user-created goals, and (5) promote a shared social setting.
MY REFLECTIONS
I'm glad I went to Sulka's presentation and I admire what he's done. Initially, I agreed with Raph (who sat about five seats down from me and was smiling through the whole presentation) that it's a shame more developers were not there to listen to the session, because it's an insight into online communities and the possibilities of extending gameplay avenues. But now I worry about how closely many developers and publishers will follow Habbo's lead, considering its massive appeal and money-laden trail.
From game-makers to toy-makers
Habbo is not a game, in the strictest sense. Games revolve around rules and prescribed activities. Habbo is about combining virtual toys with Myspace-style social networking systems. With toys, the gameplay is mostly player-created and emergent. In other words, game developers who try to cash in on Sulake's system will effectively be transitioning into toy developers without realizing they're changing industries. They don't realize it because virtual toys are relatively new and undefined (I've never heard anyone use the phrase "virtual toys").
So they change industries... so what? Well, it's their choice. But expect such developers to continue to think of themselves as "game" developers and exerting influence over the design philosophies of true game developers. And if folks like Raph go that way, I'll miss them... I mean, the guy was behind one of my favorite MMO experiences, the original Star Wars: Galaxies. But hey, maybe Areae will surprise me by going a very different route.
Inspiration
Sulka's session did inspire a debate in my head about the relationship between character progress and player knowledge, but this post is already too long. I'll write that article some other day.
Please pardon me if I revise whatever typos in this article after posting it. It's taken a while to write, and I'm still trying to keep this blogsite a casual endeavor. [Sure enough, I had to edit.]
Labels:
AGC,
virtual toys
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