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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