game design

  • Game grammar in action: AOC’s DPS bug

    At this point, everyone is talking about the Age of Conan issue with DPS. In short, they tied doing damage to a trigger in the animation sequence, which meant that slower animations would do damage at a different rate than faster ones. And all the female combat anims are slower, so all the female characters do less damage per second.

    From a game grammar point of view, this is a clear example of getting the wrong end of the stick. Recall the distinctions between the “salad” and the “dressing” of a game — the “salad” is the actual game, and it can be represented in many different ways.

    In particular, you can certainly take the typical MMO combat game, even the realtime varieties, and model the game proper with cards, dice, or numeric outputs. In fact, hardcore players often do the latter in order to analyze how they are doing, because it’s easier to run statistical analysis on text logs than on 3d graphics.

    As I have said before, if you get the “salad” right, then the dressing — the storyline, art, music, characters, setting, theme — can only serve to enhance. Start with the experience design, and if your core is rotten or an afterthought, you’ll be putting lipstick on a pig.

    Folks working on teams tend to push for the primacy of their own discipline, and these days, with so many games being primarily about experience design and not about game design, it’s easy to put experience design at a higher priority than the mechanics. An animator is not going to want to be told that his carefully crafted ten second animation may be sped up and played in one second. He will rightly point out that a human being making a motion in one second versus ten stands very differently, and distributes weight in a different way, and that therefore the animation.

    But the only reason to do the animation in the first place is to convey that the action happened. It is a piece of systemic feedback, comparable to turning a Magic card 90 degrees, or tipping over the king in a game of chess. You might as well light up a green light over the stick figure’s head. For that matter, the question of whether or not the character is female or not is also purely an aesthetic choice. They could be red or black checkers and play the same.

    Just yesterday, I was commenting that there are two rare and vital skills a game designer needs to acquire: the ability to see the game in their head with no dressing at all; and then the ability to see the game in their head with no mechanics at all, as a player sees it.

  • Do players know what they want, c.1985

    I love the serendipity factor of the Internet. Right after I post the last post on whether players know what they want, I see that Richard at QBlog has a ranked list of survey results from players on what they said they wanted in their muds back in 1985. Here’s a sampling:

    Intelligent mobiles 25
    Conversing with mobiles 22
    Regularly improved 19
    Messages to pick up later 15
    Lots of rooms 14
    Lots of players 11
    Speed of response 10
    Long textual descriptions 9
    Never crashes 9
    International game 6
    Built-in adverts -3
    Graphics -3

    Check the link for the full list. ๐Ÿ™‚

  • Do players know what they want?


    There has been a lot of criticism towards the game industry, accusing them of being unoriginal. Sequels, sequels, everywhere. Diablo 3, Starcraft 2, GTA 4, Halo 3, The Sims 3, Far Cry 2, Fallout 3, not to mention the annual versions of various sports games. Why can’t game companies be more original? Because game companies are doing exactly what they are supposed to be doing, making the games that players want, and the players don’t want original games.

    — Tobold’s MMORPG Blog: Follow the money

    If I say to you, “do you want chocolate ice cream?” you probably say yes. If I say to you “do you want more chocolate ice cream, this time with sprinkles on top?” you probably still say yes.

    If I say “by the way, there’s also this mango sorbetto,” you may or may not try it. But you aren’t going to ask for mango sorbetto without prior knowledge of its existence.

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  • MUD influence

    As part of the ongoing raking over the coals of Richard Bartle for saying the obvious (yes, you can tell what side I am on in those debates!), Steve Danuser says over at Moorgard.com ยป Sacred Cows

    I get tired of people implying that todayโ€™s MMOs owe their entire existence to the MUDs of yesteryear. Sorry, I disagree. The gameplay style of EQ or WoW is obviously influenced by MUDs, but I propose that MMOs would have evolved anyway.

    And Ryan Shwayder posts in comments saying

    Ultima Online is a direct descendant of what MUD? Iโ€™m not saying it isnโ€™t, Iโ€™m just saying that I donโ€™t know what particular MUD had a profound influence on that game. It seems like the MMO industry was born of different influences; EverQuest from DikiMuds, Ultima Online from Ultima games. Not all MMOs have a lot of direct comparisons to MUDs, so I think heโ€™s right that theyโ€™d exist whether MUDs did or not.

    Well…

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