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Posts Tagged ‘Game Design’

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9 Mar 2010

[GPN] To Multiplay Or Not, That Is The Question

Author: Indie Developer News Pipe | Filed under: Indie Development

Online multiplayer is a tricky beast. There’s couple of things that make it bit difficult to decide from an indie dev perspective:

1) Online multiplayer is cool. Like the coolest way to play games. NHL ‘10 gets boring playing against CPU… but put there 12 human players on the ice and you are looking at a totally different experience. Left 4 Dead – I tried it like once solo (boooooring), but go for online multiplayer and it rocks. (Versus mode makes it even rockier).

2) Player base.

That point number two is the tricky part, the part that makes online multiplayer slightly painful for indies. In order to get players, there needs to be players. But in case there’s no players, new players won’t appear.

(The AAA game publishers have sort of figured out a solution to this puzzle: pour millions and zillions of money into advertising and building hype. Then the game might have a chance.)

With indies, it’s slightly trickier.

Even AAA studios were vary of online multiplayer only games. Battlefield 1942 was an “online multiplayer” only game and publishers were staring the devs like a rotten fish or something (a true event based story I just made up) when they heard that it was going to be online only. I recall that it was said to the devs that they should get single player campaign or that game would never succeed.

Well, they didn’t. And the rest is history.

In case you don’t remember the game’s history, I’ll tell you: they made BF1942, they got an publisher, I bought the game, it was the most excellent game I had played for long time and I spent tons of time playing it several years ago, other people also bought tons of games and now the devs pretty much have a solid brand and tons of money in their pockets. Not sure about that last point, but the bottom line is: that game was a success.

The point is. I wonder if it’s monetary wise to even consider doing an online multiplayer only game as an indie. Businesswise my brain is telling me “stop thinking that, do a hidden object game”. The other side of the brain is saying “well, what kind of games do you play? Online multiplayer? Would it – like you know – make sense to focus on doing a game that you know you will truly like?”

7 Mar 2010

[GPN] Casuality Creeps Into Hardcore Games

Author: Indie Developer News Pipe | Filed under: Indie Development

If you read my yesterday’s blog post, you probably noticed I bought bragging rights (that would be Playstation 3) for some very unknown reason as I have no time to play it anyway in the nearly future (baby coming in any day now).

Anyway, with my newly purchased PS3 I also got NHL ‘10.

There was several things that caught my eye in terms of “casual friendly”. Casual games are more about “guiding player gently to do something and then mainly rewarding the player” whereas hardcore games are more about “you gotta have fast reactions and if you fail you are dead”. Okay, that’s a tiny simplification, but you get the point.

In NHL ‘10, there’s several “casual gamer” friendly things.

Tutorials/learning puck handling
Before you can play the game, you can train how to shoot, pass and do stuff with the puck. There’s practice modes to give you a soft landing on real games.

Rewards/feedback
One really cool feature I noticed was that the coach gives feedback after each period. Depending how I played, I get feedback such as “good assists” or “avoid no bad penalties”. In the first game, I paid attention to these and they really felt good guidance on what to do more and what to avoid.

In-game guidance
During the game, there’s an arrow pointing “where to position”. For example, if I play the left wing attacker, the arrow points me “where I need to go”.

Many adventure or action games provide “where to go” information, but it was cool to see the same in a sports game. Really user friendly.

Penalty
Okay, playing as a goalie is hardcore: “if you do one mistake the opposing team will score”. And half of the time, you just wait for action to happen, and you have no control over getting your team to win – get some points you know.

But, in “be a pro” (or in online multiplayer) there’s a really sweet way to penalize player. It’s pretty obvious for an ice hockey game: penalties. In my first games, I was tackling too hard (doing bad things) and took penalties. Well, when you sit in the bench for 2 minutes (game time, that’s like 30 secs real time) watching others play… you sort of get the idea that “maybe I should stop getting penalties”.

It was cool way to penalize the player. Do stupidities = you don’t get to play for a moment.

Okay, there’s hardcore stuff as well
I’m not trying to say that NHL ‘10 is a casual game. Or that it would have anything to do with casual gaming. It’s a hardcore game. I’m just trying to make a point that there are several game design elements done similarly as in casual games. NHL has tons of hardcore things: first is the menus (they are from Dante’s hell: I have to press like 17 buttons and menu items before I get to play), then it’s the six axis controller (left stick to move, right stick handles the … well, stick. Down, up… buttons. That’s certainly not casual), difficulty levels (there’s really tough opponents), learning curve, and many many things.

But for me… it’s casual fun, I’m a casual hardcore guy anyway.

6 Mar 2010

[GPN] Sorry, Lost Track of Time. Here’s The Blog Post I...

Author: Indie Developer News Pipe | Filed under: Indie Development

This article is about game design and “knowing better than others”.

I got PS3 + NHL ‘10 couple of days ago. I read some reviews and heard that NHL provides a “be a pro mode” where you can create your own custom player and gain experience during your ice hockey career. After I heard about this (please keep in mind that my NHL experience stopped to ‘95 since all those ‘97, ‘01 were crappy) I thought that “it’s a stupid idea, people want to control their favorite NHL stars, not create their own guy there”. I knew that EA got this thing wrong.

Well, I knew it totally wrong. I got suck down in the game and got that “just one more game” feeling and forgot to write a blog post.

To break down the situation, here’s some facts:

  • NHL ‘10 comes with “be a pro mode” where you create your own custom player.
  • EA thinks this is a good idea: EA’s group of designers obviously think this is a good idea and they probably have some years of experience in doing ice hockey games and improving the game.
  • Jesse Schell (author of Art of Game Design) suggest that this might be a good idea: in his book he mentions how “boys want to be superstars/heroes”. Don’t remember exactly how he put it, but basically I can draw a conclusion that book favors this idea.
  • Then there’s this guy who plays NHL ‘10 using nickname “cheeseinmyhat” who had already decided that “be a pro is a sucky” idea before testing the game. That would be me.

EA thinks it a good idea.

Designer work suggest the same.

Yet I come “knowing” how “that won’t work”.

Boy was I wrong.

I tested the game once and immediately fell in love with the idea. I tested the game online and in the very beginning it was cool to see “HIETALAHTI” in the back of the jersey (hockey shirt? whadda heck is that called?). I was in the game now. It wasn’t just playing as Koivu or Selänne. I got in the game. And after some matches, when I saw “HIETALAHTI” appearing as 2nd star in the game – it was a great feeling.

And all because I could put my name somewhere.

Couple of notes to self:
- Saying “no” to something before checking/testing/evaluating the idea is not leading anywhere.
- Need to get more points in NHL ‘10. I wanna see my name more on those 3 game star selections.

P.S. If anyone wishes to play against – or with – me NHL ‘10 with PS3, you can find me using nick cheeseinmyhat.

27 Feb 2010

[GPN] Right Amount of Challenge In Game Makes Jack a Bright...

Author: Indie Developer News Pipe | Filed under: Indie Development

Couple of days ago I set my alarm clock to wake me up at 5 am. I wanted to watch the Finland – Czech Republic match. It wasn’t after 3rd intermission when Finland scored 1-0 (and soon after it was 2-0). The whole game was a thriller – and and the challenge was just right. Game was a one big fight that ended in a good end result (at least from the Finnish perspective). The best gaming experiences can be like this: the player encounters challenge and barely wins in the game, with chance of losing.

It was totally different in the next Finland – USA match. The match became so that after 3 minutes or so, USA scored 0-1 due horrible error. Then couple of penalties and some minutes later it was 0-3. Then 0-6 after 15 minutes or so. It was slaughtering, and the first intermission wasn’t even over. At that point I went to bed to sleep. There was pretty much no point for me to watch the game as it was pretty certain that USA would win (1-6 was the end result).

So, when you “know” already who is going to win, there’s no point playing. One could argue that one should not stop fighting and all that… and yes, I agree on that. But I also agree with the design lesson that it’s much more fun to play when game provides just the right amount of challenge instead of playing a game that’s nearly impossible to win.

So, how can this be achieved?

Sometimes, it’s possible to provide handicap for the losing side. Some games have mechanisms that help the losing side to catch up. This can sometimes work pretty fine if done properly.

Some games might do the opposite (“rich get richer” attitude) or nothing.

In video games, it’s sometimes done so that the “AI balances/tweaks its behavior based on the game situation”. In video games, this feels like cheating. It can also lead to conclusions such as “why play as good as possible, if the computer will match my skills no matter what I do” – it’s like there’s no point of trying to get better since the computer is always mimicking my actions. It’s like playing chess with a mirror or something.

I think video games can learn from board game mechanisms in this issue. Board games don’t have similar AI that video games, thus they need to build the game mechanisms so that it works properly. Checking that side of the fence can be useful.

What you think? What kind of balancing you like in games? How you handle balancing in your game? How you like if computer difficulty is adjusted based on how well you are playing?

20 Feb 2010

[GPN] “Where Can I Get More Ammunition?”

Author: Indie Developer News Pipe | Filed under: Indie Development

Some Dead Wake testers reported me that they had “trouble finding ammunition”. One guy was clueless about “how to get more ammo?”

In the first chapter, I left the ammo box “somewhere in the level” on purpose. The guy would need to go near the ammo box, and when he is near enough - an in-game help text appears and instructs him on how to get the ammunition. It’s relatively simple, yet I wanted to have a small element of surprise when the guy first needs to check out the map a bit and think where he could find that ammo.

This can frustrate people. If they don’t have a clear idea on “how to find ammo” (and the first tip just says “you have no bullets, find more ammo”), then it can be frustrating. In the first map, the ammo can be find relatively fast and there shouldn’t be a big problems with it. I now even prepared a video to help people out.

But in the chapter 2. There I was sneaky. I decided to pile some stuff on top of the ammo box. First when you go through the map, you cannot see ammo box anywhere. Only if you realize that “hey, I can drag these objects away - and aha! here’s ammo!”. I wanted to give player a very brief puzzle, and to let him get the feeling of accomplishment when he realizes that he can actually search the level… move some trash away… and eventually find ammo.

Yet, one guy was getting frustrated since he could not complete Chapter 2 as “there was no ammo nor med kits to use”. Well, I decided to do a spoiler video to reveal how to go through it.

There’s a fine line between “giving fun lil’ puzzle” and “frustrating the player”. And the puzzles should fit the style of the game. I don’t know if players think “oh shit, I need to actually go through these piles of junk to find ammo” or “cool, not only I can barricade with right click but I can use the same thing to get access to some useful stuff”. I suppose I could have guided the player right there where the ammo is but I felt it would be like pampering the player. I trust the player of Dead Wake to figure out things on their own. Naturally I provide in-game hints that tell you “how to play the game” (how to move your character, how to barricade, what to do and so on), but I wanted to leave some room for little surprises as well.

Where do you draw a line?

19 Jan 2010

[GPN] We’ve Seen FPS/RTS/RPG… What Could Be Totally New...

Author: Indie Developer News Pipe | Filed under: Indie Development

We all hear about those fancy FPS/RPG/RTS/whatnot games that are published using a certain pattern (I’m making a small exaggeration here): they look darn good, they have invented one new trick and have cool physics.

Now as we’ve seen those happen… what could be a totally new genre?

Is it so that everything there is has been invented?

What about game based on sound control… like where visuals would not play a big role? Or could there be a simulation that would go much deeper than the current things… like a simulation that could help examine how human cloning (or whatever scientific stuff) happens. This is really tough, and I feel like this is too much to even think. I feel like everything has been already invented… and that new things are “just” combination of old. Or old things applied to new things. (Nothing wrong with this approach, as long as the end result equals Fun)

What could be a totally new genre?

Hey! Here’s a quick update from your friends at ByDesign Games! Over the past few months we’ve been knee-deep in various interesting projects:

KneeDeep

(image © Duane Reed)

  • Executing 2 designs for private interests, including yet another design for a “big name” game company (how many is that now? I’ve lost count); both hopefully coming to your favorite gaming platform “real soon now”!
  • Producing small mobile titles under our publishing banner ByDesign Presents.
  • 2 iPhone titles in development, including an action racer, & a strategy-action title.
  • Continued development of our on-going IP, including Make Bouncy Bouncy & The Late Call!

2009 has been a real roller-coaster of a year for us, full of electrifying ups & downs!

Here’s hoping the rest of 2009 is as exciting!

Enjoy your time everyone! :)

“Bouncy Bouncy... Oooh! Such a good time!”
— The Mighty Boosh [The Power of the Crimp]

September is already upon us! This time around we’ve got a few quick words on what ByDesign was up to in August, and a short game review from a recent purchase. Check it out below!

janwinner_cinque_terre

ByDesign Games Status Update

August saw ByDesign busy on various upcoming titles, as well as a few side projects for private clients, and even a brief though long overdue respite as we closed for a short holiday along the Italian Mediterranean coast.

In addition to the efforts hinted at in last month’s updates, ByDesign has done certain work that, let’s say, advances the aesthetics of combat in the cold depths of unforgiving space, as well some components of the meta-AI for a game revolving around environmental choice. As they’re for private clients, who knows if either will see the light of day, but they’re interesting projects for sure!

Pinball_Hall_of_Fame-_The_Williams_Collection

Game Review: Pinball Hall of Fame: The Williams Collection

Joe here. People close to me know that I love pinball. Despite Pinball being popularly considered worlds-apart from video games, I consider good pinball design a pure form of design, and often cite Pinball as one of the few interactive experiences that exists truly as a microcosm of life… and for good reason.

The short version goes like this: in Pinball, as in the physical world, sometimes you can do no wrong, every shot you take works and you score big… other times no matter what you try, the ball quickly finds it’s way down the drain…

There are many other aspects to the above Pinball-As-Life supposition, but rather than draw it out further, I’ll make the point… If you like Pinball, and you own either a Nintendo Wii, a Sony PSP or PS2, go buy Pinball Hall of Fame: The Williams Collection right now!

Released March 27, 2007 for the aforementioned platforms, the title contains some of the greatest pinball tables ever designed including several by the masters of the form; 2 early works from “The Master of Flow” himself Steve Ritchie, as well 2 from arguably the greatest Pinball designer who’s ever lived, Pat Lawlor (one of the few remaining pinball designers making tables today), among other tables. In addition, Larry DeMar of Pinball, Defender & Robotron 2084 fame, added his adept skills to 3 of the 10 tables.

The 3D re-creations of the tables are well executed, though as purists understand there is no comparison to actually playing a good pinball table in real life. However, if you’re on the go or don’t have space in your home for the real thing, Pinball Hall of Fame: The Williams Collection is as good as it gets! A few words on 4 (of the 10 available) tables, highlighting 2 pinball design masters;

2 Steve Ritchie Designs :

  • Firepower (1980): Originally programmed by the great Eugene Jarvis (computer game pioneer and designer of Defender, Robotron 2084 & the popular Cruis’n series) this table is noted, not only as the 1st table to use solid-state electronics (imagine that pinball tables used to be 100% electro-mechanical!) but also the 1st game to incorporate flipper-controlled lane change (thank you!), and feature 3-ball multi-ball; a design staple of nearly every table designed after Firepower. An early work by Ritchie that clearly shows the potential of the latter genius to come.
  • The Black Knight (1980): Originally programmed by Larry DeMar, The Black Night is another early solid-state table, and to this day one of the fastest smoothest flowing tables ever designed, as well as the first pinball table to incorporate a 2-level playfield. To play it, is to know it, is to love it.

2 Pat Lawlor Designs:

  • FunHouse (1990): Co-Designed & originally programmed by Larry DeMar, this table is perhaps best known for it’s clever and endearing toy, Rudy the talking ventriloquist dummy, who would base his relationship with you on how well or poor you’re doing in the game ( “I’m not happy anymore!” ), this excellent table is faithfully reproduced. Your objective is to get locked into the FunHouse after midnight, when things go crazy! I won’t write more about the table’s compelling feature set, as you can read well enough the details on other sites. Only to say that I have very fond memories of playing this table back when I started my career in video games in Seattle in the 1995. They had one installed at the now defunct Wizards of the Coast arcade on University Ave. and I enjoyed very much earning the high score while unlocking its design secrets, night after night. Rudy (voiced by Mortal Kombat creator and present designer Ed Boon) to this day, has a warm, if not slightly twisted, place in my heart.
  • Whirlwind (1990): I could write an entire book on why this is one of the greatest tables ever designed (and would gladly do so if asked!) My fondest memories of this table are also from the same time I’d started my professional video game design career. One of the more shall we say “vested” employees at the large software developer where I had begun my video game design work, had a tremendous arcade & pinball collection, some of which occupied an otherwise empty office down the hall from my own. It was there I fell in love with Whirlwind… not only for its novel and interesting theme (players help navigate a storm, as the storm builds in strength to unlock multiball) nor only for its awesome toy (a working blower fan fixed atop the table’s backglass that activates & blows through your hair during multiball) but for the table’s sublime balance of speed and playability. Every playable element of this table is perfection; nothing out of place, nothing missing, nothing overdone. While Whirlwind does garner a healthy amount of respect amongst Pinball aficionados, I still consider it to be a very-much-underrated table.

Sadly we’ve yet to see a video pinball game that includes THE WORLDS 2 GREATEST TABLES (both also by Pat Lawlor, no surprise!) but such tables still make a good amount of money as physical objects of entertainment, so it’s no wonder!

Pinball Hall of Fame: The Williams Collection also includes other noteworthy tables as Space Shuttle (1984) (originally programmed by Larry DeMar) as well the classic Gorgar (1979), Pin*Bot (1986) and Taxi (1988) (by noted designer Mark Ritchie of Pinball & Golden Tee Golf fame) tables; the Wii & PSP versions also include the quaint mechanical table Jive Time (1970) and the often overlooked Sorcerer (1985) (also designed by Mark Ritchie).

While nothing beats playing “the real thing”, having these most excellent and revered tables playable in the palm of my hand is like a dream come true. Definitely worth the price of admission!

Last note, as I’ve often said, if you want to make better video games… learn good Pinball design (from the greats); it’s all right there on the table!

__________________

That’s all for this round from your friends at ByDesign Games. If you like what you see, let us know by posting in our forums!

ByDesign Community & Support Forums

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Until next time, stay cool and all that jazz!

“We are what we repeatedly do; excellence, then, is not an act but a habit.”
— Aristotle [Greek Philosopher, Student, Teacher]