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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Tuesday, May 4, 2010

Phoenix rising

While I used to have posts on this blog, I deleted them all because there has been no action on this blog for almost a year now. I'm not sure what I've really been doing for so long but I've been thinking more and more about game design lately. Writing things down both helps you remember them and makes you have to put vague abstract ideas into sentences that actually makes sense so I'm back.

Since a blog with just a couple posts looks really empty, I'll be posting updated versions of my old blog posts to get some volume before I get into the new stuff.

Instead of just writing something when I feel like I have to update, I'll be trying to stick to one single quality post per week with design discussion as well as making posts about games I feel help move the game industry forward, usually through gameplay or visual design.

And the title? It's just the name of my current photoshop project.