Saturday, December 11, 2010

Trying out a new format

Instead of my standard posts for blogging, I've tried to make a sort of video lecture or tutorial where I'm talking while drawing over example images. It is harder than most people would believe to consistently say interesting things while doing something.

The film itself is embedded below, any and all feedback is great. In case you want a regular post as well I think I'll put it up tomorrow or something, I've got all the images and most of the text already.

Sunday, November 21, 2010

Advantage analysis: breaking a map down

In this post I will try to explain a method of analysis that can be applied to a map, finished or in development. The different types of advantages in this post were things that I came across as motivations for why an area looked a certain way while trying to analyze one of my own maps but I will try to apply it to another map just to see if it holds water. While I'm sure that much of this will sound obvious to an experienced gamer, this is a more detailed approach. Starting with a more limited FPS with no classes would make the discussion simpler but I will still base my discussion around Team Fortress 2 since it's the game that I'm most familiar with.

Since this discussion will also be very theoretical I feel a bit limited in my vocabulary but in this post I will use "path" as an one-dimensional object between areas, generally not allowing travel between separate paths except in the case of one-way travel. Due to the sticky/rocketjumps available in Team Fortress 2, paths that you can switch between via special jumping are defined as 1½-way.

The basics of the method is to take a certain number of advantages and then rate a path or an area of the map and rate it according to those advantages. You can also start from the other way around and design the purpose of an area first and what type of classes you want to take that path and then design the advantages around it. Either way is fine, as long as you have a thought process for why you're doing one thing or the other and not just building and then seeing what comes out.

Let's get to it.

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Sunday, October 17, 2010

Design layers: from the ground up

The most interesting part of mapmaking has for me always been the early stages of prototyping. It's where you get to start seeing the world that only used to exist inside your head and it's also where you get to make the big rough changes to everything that didn't work, because quite frankly, doing designs only in your head doesn't work for an entire map.

Unfortunately I've yet to find a work flow that I'm quite happy with and I've tried several approaches.

Failiure #1: starting out doing a two-layered design in photoshop did, not unexpectedly result in a map that was extremely flat with only one upper level, much like ctf_2fort but without the underground tunnels.

Failiure #2: making sketches of the art style and theme of the map first and then trying to build good gameplay around it. Starting out with a big valley on one side with a river at the bottom, I managed to make a fairly good first point of a CP map but when I wanted the players to run across bridges to the second point I ran into huge optimization issues. While it's possible to pull off, I would recommend putting the scenic things in the 3D skybox and leave it there.

Failiure #3: jumping straight into Hammer and trying to use big world brushes as a sort of Lego prototype. This seems to be the best of the three, creating a fairly interesting map. Unfortunately it also looked a lot like mix-and-match of selected parts of Dustbowl and Goldrush and was on the whole rather uninspired.

A major benefit of working with large brushes is that you'll virtually never end up with the thin wall problem where you want to make one area bigger or place a big prop where you can't because there is another area on the other side of the wall.

After so many failiures it would be a shame if I didn't learn anything. My latest version of prototyping works is taking a more basic approach, trying to start out with gameplay and the reason of why an area looks in one way instead of another.
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Tuesday, October 12, 2010

Artpass contest finished

So Valve's art pass contest is over (though not yet decided) and I've taken some time off because I didn't want to look at my entry for a while but here it is as I turned it in. Unfortunately I seem to have turned it in with a few glaring (to me) errors but it's nothing that can't be fixed. The embedded youtube link below is me flying through the map, exactly as it was turned in on the day before the contest ended. For pictures in higher resolution than 720p, click the screenshots after the jump or visit my Dropbox gallery here.



As a reference, the original fly-through of the euneditedmap can be found here.

Warning: massive amounts of pictures after the jump.

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Monday, August 16, 2010

At a crossroad

As usual, I haven't been posting much but right now that's a good thing because I have been working on my art pass map instead. While I've seen some great entries that are likely to beat mine, I also manage to get pleasantly surprised by how the map looks in-game. That is indeed a rare thing since I'm usually my own worst critic.

The problem I've run into though is the texturing. Since my planning phase I've been using a mostly blue industrial theme with the high-contrast light maps. My first plan was to have the blue attack their own base after it has been overrun by the red team. The problem with this was that the red capture points clashed a lot with the generally blue theme of the areas around them. It made the points themselves stand out more but since I don't think anyone would really be interested in the backstory, people would just wonder why the red points were there but never look around to try and find out.

After that, I thought about switching the teams around, having blue quite naturally defend the blue base. Apparently this is a bad idea. Story-wise, it would make sense for the read team to attack every once in a while and on 5 capture point, king of the hill or capture the flag type maps they do attack. But there is no attack/defend map where the red team is attacking and several of the users seemed to think it was a bad idea to send one in for the contest.

I'd still really like to go with the blue textures for the main occluder building between blue spawn and capture point B just because they look awesome with my lighting setup but I can agree with everyone's opinion that it might "feel weird" to attack as red. Playing on a new map is in itself so confusing and most players play both attackers and defenders on any given map anyway so I think it would be possible to get away with it.

Am I just reluctant to kill my own darlings or will the Red eventually get an attacking map, who knows? For now I'll likely stick with the blue-neutral-red transition though. Even though it's unlikely to win, it's a bit more likely, I can always make a 5cp or Koth map later with one end using my original theme.

Click the link below for images.
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Saturday, July 24, 2010

So many contests, so little time

Summer is here and both Valve and Blizzard has released a fan contest and I want to win them both. The only slight flaw here is that I'm quite busy with work and probably won't have time to do great in both of them (and the odds of winning are astronomical).

I have the feeling that it's easier to reach your maximum potential faster in the novel contest, mapping takes a really long time. Mapping also happens to be a thing I really enjoy so I suppose I'll focus on that on my days off and then try to write the novel on the days that I'm working and only have a couple of hours to spare.

The good part about the novel is that I've already planned a single-player campaign for Starcraft 2 and thus had the story and characters mostly done. The hard work with writing only starts after you have all of the story down though and you have to revise your own words (or have other people do it). Reading something you wrote yourself for the n+50th time is likely to make you go insane.

I've made some progress on the art pass map as well, screenshots included after the jump. If you want to you can check out my tf2maps.net thread and post any comments there.

For anyone interested I've also enabled comments as well as subscription since my updates are currently quite unpredictable. If someone knows of a widget that allows you to put permanent links on the side, that would be excellent for my mapping projects.

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Thursday, July 15, 2010

Game design and the sunk-cost effect

The sunk cost-effect or the sunk cost dilemma is a theory of economics and game theory. The basics of the problem is that as projects keep going, it's more and more expensive to change your current implementation but you keep on working on it instead of starting over because of all the time already spent. Since most game developers seem to be working iteratively, all the fast iterations are in the beginning of a project and that's when most of the big scrapping of design happens. Most of the testing in a development cycle still happens near the end though, after all the modelling, animations and sound effects are already close to finished. After that, only minor details are changed to fix things like game balance and timing.

This is where I feel the cost-effect really start kicking in. Starcraft 2 is nearing it's development cycle now with beta phase 2 launched and only two weeks until full release. Blizzard's MO has always been (officially) to only release a game "when it's done". But is it really done?

In my own humble opinion, there are still several units that could use a change. It's just not going to happen. I expect the game to release mostly as it is now, with only one or maybe two minor balance patches. I had high hopes for the patch between the two phases of beta but it didn't really do much.

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Tuesday, July 6, 2010

The marginal advantage versus defender's advantage

In my recent forays into Starcraft 2 tactics I've come across Sean "Day9" Plott, who has a web stream (Day9 daily) several times a week where he discusses strategies and tactics. While he doesn't cast a ton of games like other commentators, I watch most of his shows because since he pauses mid-game the strategic discussion has a lot more depth than other casters. He also does hilarious intros, which you might or might not like.

Apart from his dailies he's written an article, "The marginal advantage" that discusses expert play across several different games. While I recommend that you read the post in full, the focus of it (my interpretation) is that higher level players have a smaller edge on their opponents. A smaller edge takes longer to turn into a big enough difference to defeat your opponent (like a poker player has to play thousands of hands to realize their edge). As players learn to handle all the standard strategies you will have to invent new things to try and keep them off balance and try to force them to make the mistakes.

Instead of discussing it from a player's perspective like he does, I will try to approach the subject of marginal advantages from a designer's perspective. While his article discusses several genres of games, I will mostly write from a RTS standpoint and with Starcraft and Starcraft 2 as my major examples.

If balanced games make for interesting matches, where does the balance come from and how do we allow the marginal advantage without turning it into a slippery slope?

I will try to make the argument that defender's advantage is a feature built into the Starcraft games and intentional or not, it makes for exciting matches. Most high-level players grasp intuitively that attacking someone too early is bad but I'm not sure they define why.

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Sunday, July 4, 2010

Metagame integration: YABOT

As you might have noticed by my earlier post, I'm all for anything that helps players get better at a game. The YABOT (Yet another build order tester) is one of the best tools I've seen in a game yet. And it's a fan-made custom map.

Since the Starcraft 2 beta is currently closed and I've had a big interest in both Starcraft games at a high level, I wanted to be able to practice while I can't play on Battle.net. What YABOT does is allow you to choose a build order (or make one yourself) and practice it against an AI opponent that does a specific build order (or a random one). Essentially, it allows you to test a strategy to find it's weaknesses as well as try to get better at building timing to make your resources match better.

What it doesn't do is react to what happens in the game. It will still spawn the exact same army even if you killed all his workers or didn't even scout. It is probably the only bad side but it should be mentioned.

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Sunday, June 27, 2010

Map improvement: 3 steps

I've started to think the reason why I stop working on my maps when they're ready for first release is that I run out of clear goals. Since lack of improvement is a bad thing, the past couple of weeks I've been trying to find a work flow that lets me state a problem in a way that makes it easier to find a solution.

Stating the problem in the first place is a good thing because then you've actually got a more specific way of determining whether you're improving the area you're working on or not. My problem has been that I've just said to myself "this is bad, it should be better" instead of trying to say exactly what is bad and how it should be made better.

The last couple of weeks I've been trying to clearly state what is a problem and why, noting down things that need to be there and working from that. The latest area I've been trying to improve have been the second story area between the first and second capture point.

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Wednesday, June 16, 2010

Mini-review: The Whispered World

A couple of weeks back, I bought The Whispered World (WW) mostly based on its graphic style. I like the hand-drawn look, in fact the game I'm currently playing is Valkyria Chronicles on the PS3.

The game is presented as being "In classic point and click tradition" which is actually an understatement. It's exactly like an old point and click game like King's Quest and not at all like an old game like The Dig. The difference between those games are in my own opinion mostly that in one of them the puzzles mostly make sense and in the other they require you to spend hours in your inventory using item X with item Y and seeing if it will work.

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Tuesday, June 15, 2010

If at first you don't succeed

So I made a first release of my map for last week. Unfortunately it didn't do so well, in my own opinion mostly based on the spawn points. Not so much that they didn't do their job but more because the spawns and the paths leading away from them weren't really as intuitive as they should be.

I was hoping that avoiding signs would force me to make it better and better until everyone understood where to go, then when I add the signs it should be perfectly clear. It seems to work so far, since I've changed three out of four spawnpoints for the second release of the map.

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Sunday, June 6, 2010

pl_shaft alpha 1 released

I think that my map is fully functional and playable and have done tests with low numbers of players. The spawn rooms and captures are working, there are no development textures and a bit of optimization.

It's not pretty but it's playable. Finding 15 good testers is another thing entirely. If my own server is up and running, you can find it at 83.176.206.248 and come join us. You can also add me as a steam friend "Huckle" (with the question mark heart) and ask when it's coming up.

Map can be downloaded here, via rapidshare.

A life-changing moment?

First of all, this will only be indirectly about game design. I watched a speech for the second time and this time it actually made me better at doing what I do. Not in the way that I understand something better but that I constantly have a demon in my head saying "is this really what you should be doing?". As soon as I open up a firefox window, answer private messages or make playlists in spotify it comes back and that's a good thing.

While I don't have the minor gift of talent, I do have the love for what I do and I'm constantly thinking about how to make my work better. With the added bonus of actually putting in the hours of work, I can't help but think that eventually I'll be an awesome mapper. It might not show yet but wait a couple of months and keep your eyes on this page. I'm going to be one of the people who ship.

The speech: Seth Godin: Quieting the Lizard Brain, try it out for yourselves.

For the last week I've gotten so much done and it feels great. If this lasts until my 30th birthday I'll get a hold of this guy. Not so much because of what he's done for me but because of what he made me do to myself.

Thursday, June 3, 2010

Current mapping project: pl_shaft

Here it is, my current mapping project. It's a single stage payload map (like badwater basin). I've made some good progress the last couple of weeks after my trip to LA and I might be able to get a functional alpha out for game testing this weekend. It's currently fully functional even though I have some issues with the spawn doors.

It looks like crap though and doesn't have any displacements. It's not supposed to, it's an alpha test, I expect to change everything quite a bit. The only part of the map that's actually been tested is step one, it's also the only part that has any kind of details and houses that have roofs. Detailing is meditative, it's where I go when I'm too tired to think of how to continue.

Pictures after the jump.

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Sunday, May 30, 2010

Critical hits and short-term variance

One of the things that poker and Team Fortress 2 have in common are that encounters are often decided by short-term variance while the game goes to whoever is better on average. In poker you're trying to merge your own range as well as playing against your opponents range and you'll run into the top of your opponents range every once in a while. In TF2 critical hits (especially crockets) will decide the outcome of a fight, even if it's not as extreme as in poker.

I've noticed that as I've become better, I like natural criticals (as opposed to kritzkrieg etc.) less and less. The reason for this is the same reason why criticals are also a good idea: it allows a worse player to beat a better player through randomness. As I wrote in my post on transparency, this is one of the things that make it harder to improve but also keep players in the game. So if new players want criticals and better players don't, you need to implement a system that reduces variance as skill level increases. Something like the resilience stat in World of Warcraft.
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Friday, May 28, 2010

Dynamic scaling of multiplayer maps

Playing multiplayer games off peak hours can be a frustrating thing. My current games of choice are Starcraft 2 and Team Fortress 2, both having issues when at lower player numbers (but SC2 is still in beta).

Joining a server in TF2 with a small number (<10) of players removes most of not all of the teamwork. Since one or two of the players on either team are also respawning at any given time, the game degenerates into something close to a team deathmatch game. If the offensive team ever has 2 more players than the other team they can also capture the point/intelligence/cart to move on to the next stage.

Instead of being forced to play on the big sized maps even with 6 players, why not create a system that lets you open and close off parts of the map depending on the number of players? TF2 might not be the best game as an example for map scaling, I'll use it here just because I'm intimately familiar with the maps and game mechanics. A better suited game might be Unreal 3 deathmatch but the concept still applies here.

The technology for creating this kind of maps is possible and almost but not quite possible to create in the current version of Hammer. Using models to block off entrances and using trigger_hurt to kill everyone in the enclosed areas works and is used for a single area on cp_egypt. Being able to tie terrain and geometry to a func_door to be able to lower and raise them is not possible, probably because the compiler can't sort out how to bake the lights. The biggest issue is of course that the map doesn't react to players on the server and the map doesn't respond to settings (choosing to play on full-size maps should be available).

Just closing off existing maps isn't the best solution either, maps will have to be designed from the ground up to support this. I still think it's a good solution instead of making separate maps for few and many players. That way you'll be able to switch between all maps no matter the number of players instead of only playing the small number that is catered for your preferred playing style. It might be worth looking into.

Sunday, May 23, 2010

Electronic distribution and pricing models

The latest comment on PC game piracy comes from Blizzards Frank Pearce. What they will be doing with their new Battle.net 2.0 is very similar to how Steam works. You need to use an internet connection once to activate your game and after that you can play offline. Instead of going for a number of installations like SecuROM, they're hoping that by providing a good community (with Facebook integration) and a fun game, most players will want to buy their game to get to use those features.

This is not a bad idea, I've been playing Starcraft 2 for a few months now and it's a really solid product that will sell ten million copies or more. I have already pre-ordered my version and even though I doubt I'll use many of the Facebook features I will enjoy the game.

Making a good game will definitely help you sell more copies but something I think more companies should look into is alternative price models and easier digital distribution.
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Sunday, May 16, 2010

Transparency and learning

I came upon a concept in a poker video that I've never heard before, humans as a self-correcting system. What it means is that as long as you get punished for doing things wrong and rewarded for doing them right, everyone will improve over time. The reason why poker is so hard to adjust to is that it is also a game with a high amount of short-term variance, you just don't always get rewarded for doing the right thing, which might make you mislearn things or apply them incorrectly. This is also a reason why it's possible to make money in poker. It is more likely that bad players stick around longer because they feel like they are really good or "just got unlucky".

The two primary ways of improving at anything is by doing it (playing) and studying (reading strategy, watching videos etc.) but not everyone is interested in meta-gaming. If you're making a game which is based more on skill and has less short-term variance, what you need is transparency. If a player does the right thing, he needs to be rewarded instantly so that it's blatantly obvious what is happening. While playing a FPS game, you might occasionally kill the entire other team in a round or die as soon as you meet the enemies which makes for variance. But if you just run into an entire team and get killed in one second, you will probably learn pretty fast not to do it again.
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Wednesday, May 12, 2010

Versatility and weapons in FPS games

When picking up a new FPS and jumping into the campaign, you're usually handed a generic weapon and thrown against the enemy. I've been playing a lot of shooters in my life and it wouldn't surprise me if 90% or more of all the enemy kills in single player games have come from either 1: a machine gun or 2: a shotgun.

My biggest issue with versatility is not that you're almost always using a weapon similar to the ones used in other games, it's that they make you revert to using the same playing style. I've mostly been using the same strategies against NPC enemies since Doom and it usually goes like this: peek out with your machine gun, kill an enemy or two then hide behind a corner. Use a shotgun or similar to kill the stupid enemies that come charging towards you. This is not interesting gameplay, it's abusing bad AI.

In cases where the AI won't mindlessly charge you as soon as they've "seen" you, you might have to be a bit more clever but the basic weapons will still suit you extremely well. They are just so versatile.
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Sunday, May 9, 2010

Diablo 2 and attack patterns

After having played Diablo 2, it's hard not to notice how much it's focused on projectile attacks. Projectiles that travel in a straight line (for the most part). While watching the trailer for Bloodline Champions, I noticed the same trend and I'm not sure if I like it.

Now I've been playing player vs player games for quite a while and I believe that strategy and counter-strategy is more fun than the World of warcraft style where crowd control and healing is key. Not just because it doesn't take control away from the players but also that it allows everyone to adapt more easily. The games I'm going to talk about today all have one thing in common, movement is the only defense. By changing the attack patterns, the players will have to move in different ways, changing the strategies.
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