Aug 082008
 

Testing the Limits of Single-Player is a cool article by Jason Rohrer which messes around specifically with the game grammatical notion of the “opponent” — basically, questioning the boundaries of single-player games, and how deep they can be, compared to multiplayer games. It’s interesting because it not only explores it from a design theory point of view, but then goes on to offer up a game prototype exploring the issues. Very cool.

A game designer’s core skills

 Posted by (Visited 19813 times)  Game talk  Tagged with: ,
Jul 092008
 

The two hardest and most critical skills for a game designer (IMHO):

  • Be able to see the game with no hint of artwork, music, sound, anything — the bare rules, bare mechanics, bare actions, stats, feedback loops. The skeleton, the core, the bone and sinew of it, without any dressing, as a shifting, moving mechanical construct of guy wires and rigid struts. It’s not an attack, it’s force projection, it’s territory control in a graph. And you can see it in your head, and when a feature gets proposed, you can see where it slots in — or not, and know whether the whole construct will tip over.
  • Be able to see the game without any mechanics, any rules, any knowledge of how it should play — to approach it as a user experience, the magical moment of immersion, the confusion, the dazzle and colors, the sheer sense of possibility and play. The skin, the surface, the way the music will swell when you step through that door, the way that moving will FEEL, the way the possibilities unfold. To know where someone would be confused, to know where they will be led, to see the whole construct as an innocent.

And a great designer? They should be able to see both in their head at once.

Jul 032008
 

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.

Jul 022008
 


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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