Sunday, 27 December 2009

Christmas musings and Buying gifts with Christmas gift cards

It's been great to have the time to spend with the US clan as well as not having to think about project-specific issues. I've been able to throw out the usual silly ideas and indulge in buying a few game design books. Taking the time out from directly approaching game issues means that new related game ideas can surface at odd times, make links to new experiences and have the space to develop in weird and wonderful ways.

Today with present gift cards from My father and mom-in-law I've ordered:

  • David Perry on Game design: A Brainstorming Toolbox
  • Challenges For Game Designers (Brenda Braithwaite)
  • Super Freakonomics (Steven Levitt)
  • The Art of Game Design - A Deck of Lenses (Jesse Schell)
  • Wii Fit Plus (for our American Wii - I want to see what the bird flapping mini-game is like after working on a Wii-base eagle game at Dare)
  • That's Not What I Meant! (Deborah Tannen)
  • You Just Don't Understand: Women and Men in Conversation (Deborah Tannen)
I'll leave out the silly stupid ideas that I've been having whilst sitting on toilets in Mexican-style restaurants for a future post.

Currently I'm reading 'The Video Game Theory Reader 2' and 'Creating Unforgettable Characters'. Some good parts, some not so good - hope to review the pro's and cons of these two books, the newly ordered books and 'The Predictioneers Game' (using Game theory in trend prediction, etc) over the coming months.

Single-target objectives in games and utilising multiple paths for objective completion

Just got up from a night tending to my fidgety daughter who needed someone next to her in order for her sleep through the night.

Lying half-asleep whilst making sure she remained covered up but had not thrown the blankets over her head, I had a brief image of walking through the Strogg corridors of Quake 4, particularly past the computer conduits where a threshing decapitated and limbless human torso is grafted into the wiring system as some sort of information processing junction.

In my soporific state I got quite angry – this is quite a bugbear of mine. I thought Q4 did well to create a horrific scenario – human body implemented as junction box. The only thing that could have made it worse is if the human side was the one to do it, rather than the alien Strogg. My only issue is that as a marine, I would definitely find the torsos as good targets, putting a semi-sentient human out of their misery while hopefully doing some damage to the Strogg war machine. However, the player can fire their entire ammo pack at the torso implanted in the wall, without any effect. Like most games, Q4 is a ‘go to heavily-defended location X, find object Y and steal/destroy it’ (one you do that, usually the level ends, you don’t need to get yourself back out) single-target-to-accomplish-mission type of game.


This game system is great for linear play and allows the designer to craft some interesting situations along the way with an increasing amount of difficult challenges to overcome as the player nears their goal. However, it means that the (usually industrial-military) complex the player is traversing is just a conduit – a spatial funnel that propels the player and narrative along a single, limited-interaction, path.

Instead of this scenario, what about using a destructible environment in a way that allows the player to choose how to complete the given objective? For the sake of development issues and time and money, we are not talking total destructible environments, just a limited, contextualized set of assets. So, in the above example, Q4, the asset set would be the ‘fixtures and fittings’ that adorn the Strogg MIC (Miltitary-Industrial Complex) – wires, junction boxes, health pads, computer banks, doors even, etc.


Say for example the player’s mission is to destroy a Strogg satellite facility.


The single target objective would be to battle through to room X in middle of the satellite station to destroy some cooling rods in order to set off a chain reaction to destroy the facility.


A multiple paths design strategy would encompass the single ‘golden path’ method above as well as provide the player with many others. These other methods can also support new game mechanics therefore diversifying further the gaming experience.
Let’s look at our particular example mentioned above – the destruction of an enemy satellite facility.

Running throughout the facility are wires, control machines, computers and screens. As the player travels through the complex, they can destroy the structures within the complex. Different structures have different amounts of durability and therefore take different amounts of hit points before they are destroyed. Some may also be impervious to certain weapons, necessitating the use of higher caliber weapons in their destruction. Computer banks may take a hell of a lot of fire before they are destroyed, whilst wires can be easily destroyed with a light machine gun. Players may have to learn by example which structures can be destroyed by a certain armament. There may be certain critical structures spaced around the complex, although this approach has it’s own limits to play. If enough of the centre is destroyed/rendered inoperable, the facility is rendered useless and the mission deemed completed.

This means that the player is not lead through the nose in order to complete the level, but can skirt around and destroy structures wherever/whenever they feel is prudent.

Destroying the centre piecemeal however brings novel mechanics to bear. The aforementioned differing durability of structures means the player can cherry-pick targets according to their weapon stash. The player also has to manage their ammo effectively in order to beat back enemies and destroy structures.


If destroying structures sets off alarms or alerts guards, then this can radically change the game experience for the player. If computer banks can only be destroyed by rockets, for example, resulting in louder explosions, more guards will be alerted to the player’s position. On the other hand, prudent use of mines or grenades can cause the destruction of the computer banks and draw the guards away from the player’s next target. Players can use a strategy of stealth and distraction to achieve their aims, if so desired.


Creating multiple paths to overcome challenges can also help branch the narrative if this is required. In our example, stealing or destroying the cooling rods results in a catastrophic act that destroys the facility permanently. Destroying main structures can do the same or knock the centre out temporarily, with the Strogg diverting resources to rebuild a modified, possibly strengthened centre, creating a situation where the player has to adopt new attack strategies when revisiting the centre later in the game.

Tuesday, 22 September 2009

New Directions

Post-Dare and moving northwards to a new game design job. More than excited ... and feel very lucky to be part of a great company that is really pushing the envelope in game design and the wider remit of interactive entertainment. Hmm, seems like the marketing department have got to me, eh? But no, it is exciting to be getting ready to work on cutting edge tech in the service of game design!

Have just been looking into a few things whilst looking for rental accomodation, readying to move, etc:

Mick West's article on "Button Disambiguation: How to make your game feel more responsive and intuitive by measuring and intelligently resolving ambiguous player control"

cowboyprogramming.com

Borrowed a book called 'Game-Feel' which looks quite interesting. Web link is

Game-feel


looking at the tactile component of game playing. Looks very interesting.

Wednesday, 4 March 2009

Deep 6 - Moving Forward A Little

Deep 6 - Oxford and a game setting

The ghost idea is an interesting addition but throws up issues of its own. I had been thinking about a game based in Oxford - staging 4-player Deep 6 on a holographic board suspended above Oxford's historical centre, Carfax (from the french 'carreforre' - crossroads).

Oxford was a walled city, with 4 gates situated along the points of the compass. The gates have long since vanished but are still remembered in location names. Carfax was supposed by some to be the centre of Britain and in mythology was where two fierce dragons - one red and one white - fought to the death. Oxford also sired Cambridge University - when the townsfolk killed some of the university students in Oxford, many academics left and started up a new university in the fens. There is still a town v gown element existing in Oxford to this day. I thought of taking that animosity, that slight tribal element and redirecting it and turning it competitive. Instead of town v gown, take four sectors of Oxford, the north, south, east and west. Each sector has heats and from each bring their best player to compete in a 4-way play of Deep 6 right in the heart of Oxford. Just a localization idea.

Deep 6 - now

Diplomacy
I had worked out that Deep 6 plays better with more opponents. With 4 or more players, strategies of diplomacy could be brought in. Before their turn, a player could pass a message to another player with a proposal to join their pieces temporarily so that their armies could act as one unit. The other player can agree, reject or merely ignore the offer. The accord between the two players could be broken at any time, but the player wishing to do so had to inform their partner that they were about to break the accord just BEFORE the turn of the other player. An accord could only be made with one other player at a time.

I'm definitely at the 'Yes AND' stage with the Deep 6 concept, broadening the scope and adding things to the basic framwork. The diplomacy strategy has made Deep 6 a much more interesting game and served the basic game mechanic well. With a player unsure of whether two enemeies have united to form a larger force, the presence of two sets of enemy players, whilst not large enough to capture a player's piece, may be dangerous if combined. The diplomacy strategy can also be used in a cut-throat manner to trick and trap allies. How long will the alliance last? Is he/she manouvering to help take an enemy piece or are they setting up to trap one of my pieces and then break the alliance?

Character pieces
The player's pieces are differentiated. There are 5 different classes and the player starts with one of each and can choose the class of the 6th piece (allowing the player to customise their attack strategy). Each class has a different function.
The player can tell the different classes of his/her pieces apart by their appearance. However, his/hers opponents' pieces all look the same (ie the identity of enemy pieces are cloaked, even to members of an alliance).

The 5 classes are (rough nomenclature):

Priest
Soul Seeker
Electrician
Twin
Inquisitor

Ghost is really the 6th class, but only appears later in the game


Character energy
Most of the pieces need to have 'energy' in order to utilise their function. The pieces acquire 1 unit of energy every time they travel from the board edge to the innermost hexagon (coloured light blue), or vice versa. Each character can hold a maximum of 6 energy units. Energy on a character can be seen by all players, as a series of glowing rings around the character piece. Energy is used up by certain character pieces when they perform their function.

Priest
The priest 'saves' ghosts. If a player's ghost can move adjacent to an overworld hex occupied by the team priest, the ghost is converted back to a mobile overworld piece(of any class the player chooses) and reappears on the edge of the overworld board. The priest uses up one energy unit for every ghost converted.
If a priest lands on a hex that is occupied by a ghost in the underworld, any energy the ghost has is transferred to the priest. If the priest lands on an enemy ghost it's own team has created, the priest gets a bonus of a maxium fill of energy.

pic


Soul Seeker
The Soul Seeker constantly sweeps for enemy underworld ghosts within their energy range (1 energy = energy field one hex deep). Each time a ghost is detected one unit of energy is used up. The detected enemy ghost is 'tagged' - observable only by the detecting player and for 6 turns or, if less, for as long as the ghost remains on the board.

pic



Electrician
An Electrician can perform a long range attack by sending out an 'energy beam' to immobilize a piece for as many turns as the Electrician has energy rings to utilize. The energy beam is emitted along a line of hexes from the Electrician and finally disipates when it hits a board edge. Any piece (including its own) on the line is immobilized. If there is an enemy Electrician on the line, it collects up the energy for itself, up to a maximum of 6. Any remaining energy then affects the other pieces on the line. The enemy Electrician is not affected by the attacks of single Electricians and is free to move.

Two Electricians on the same team can work in tandem to target an enemy piece. Two Electricians, having a combined energy total of 6 or more units, can send out energy beams in the same turn towards the same target. That piece is then in stasis, exerting no effect or utilizing no energy, until one of the electricians move, is captured or the effect is countered in some way.

If the targetted piece is an enemy Electrician, it can absorb energy up to a maximum of 6. Any remaining energy immobilises it for the appropriate number of turns.


pic


Inquisitor
The Inquisitor can reveal the identity of an enemy piece within its energy field for 6 turns,
(Or maybe just so long as the piece is within the field,
or for as many turns as the player utilises energy units) after which the piece remsumes its neutral appearance. The range of the Inquisitor's energy field increases as the amount of energy it holds increases, up to a maximum of 6 (hexes, energy rings). The uncovering effect also reveals the position (for 6 turns (?)) of the uncovered pieces to any ghosts allied to the Inquisitors team (but not the identity of the piece to the ghosts).

pic



Twin
Twins can utilise energy to 'spawn' transient, adjacent mobile neighbours, up to a maximum of two for as many turns as the piece has energy rings. A Twin with 5 rings can spawn one transient neighbour for 5 turns, or two for two turns. a Twin allied with another character piece is a very effective way of making a surprise capture of an enemy.

pic



Ghost
Ghosts inhabit the underworld. when a character piece is 'taken' by an enemy, it turns into a ghost. If it can find its way back to the team priest it will regain its corporeal body. If it cannot move during it's ghost turn or it's hex is occupied by a piece from the capturing team that created the ghost, the ghost is destroyed and piece disappears from the board.

The ghost cannot move into a hex already occupied by another piece in the overworld. A non-capturing player's piece can land above the ghost and remain there with no ill effect.

pic


Neutral
How enemy pieces appear to players.




Energy and Character Transfer
Energy can be transferred from one character piece to any other team piece, at a cost of two energy units. The cost comes from both characters, unless one character has none.

Electricians can transfer any amount of charge they hold to any other team piece, at no cost.

Instead of moving a piece, a player may use their turn by swapping the positions of two character pieces, at a cost of 6 energy units, which comes from both characters.

A Hiatus - and some Deep 6

Well, first blog post for some time after the MA. After sorting out the caramelcentre and atomic websites most of the time has been spent with little Maya helping her get over illnesses, sleep issues and making the house baby-safe. Recently, with Maya sleeping better I've been able to get back to ... game design!

Actually, amongst other game design stuff, I have been eagerly anticipating the windows-friendly release of Unity 2.5, wanting to get to grips with a prototyping tool that has better support and a larger user base. Learning Virtools and creating a basic prototype for Atomic last year gives me the confidence to want to try rapid prototyping of paper ideas into digital game scenarios.

I've recently reviewed an old paper game idea I mocked up and played with a friend (Ollie) over a year ago - Deep 6.

Deep 6 - Then
The basic game of Deep 6 is for two players and comprises of a hex board and six stones or pieces for each player. Play is turn-based, with each player allowed to move one piece by one hex during their turn. The idea is to 'capture' an opposing piece by surrounding an enemy piece with four of your own pieces. The captured piece is then taken off the board.

The board is hexagon-shaped, roughly 15 hexes a side. Players initially line up their pieces along opposite edges of the hexagon board. The board has 6 red hexes spaced out egularly near the centre of the hexagon. The centre hex itself is coloured black. The first player to occupy the black hex gains an extra player for the duration of the game, the only corollary being that the extra player cannot be moved off the centre square so therefore can be a burden as well as a benefit, depending on how the game pans out.

The 6 red hexes are 'chance' hexes, where the player recieves a random consequence card and must follow the instructions.

There are 6 consequence cards:
1) gain an extra mobile player piece for 6 turns
2) lose a mobile player piece for 6 turns
3) player piece becomes immobile for 6 turns
4) nearest mobile enemy piece becomes immobile for 6 turns
5) -
6) -



There are obvious issues with the Deep 6 concept which was apparant even before we played it - if the game continues after one player loses a piece they will be at a gross disadvantage for the rest of the game, unless they are lucky with the 'chance' hexes. Also, there is no point continuing the game if one player is down to 3 pieces!

When we played the game, we decided the win condition was a player capturing just one piece.
The game was interesting, and we were begining to look at the mathematics of strategy to see if there were definite win tactics that could be employed, but Deep 6 as it stood wasn't a 'replay classic' by any means .....

Thinking beyond the paper game, I went back to a particular motif I have been playing around with during my MA year - that of having two worlds, either one-up-one-down (ie a world and underworld) or two worlds layered on top of each other, slightly askew with each world being invisible to the other.

I thought about a process of capturing the opposing player's piece - how about if that piece turned into a ghost piece, that travelled on the UNDERSIDE of the game board, and who's movements could not be seen by the enemy player. The player with the ghost piece would have an extra move in their turn, where they move the ghost. If the player can get their ghost back to their 'home edge' (where the pieces originally started from) without the enemy player landing on top of them, the ghost takes on a corporeal body and becomes a normal playing piece again. The ghost cannot move onto an underworld square that has it's corresponding overworld square occupied. If the ghost is unable to move during their turn, or has their overworld space occupied by an enemy piece, the ghost is destroyed and the piece removed from the board.

What is interesting here is the mathematics involved in ghost survival. In a typical capture by being surrounded by 4 enemy pieces, the ghost has only two options for movement, so therefore will have a 50/50 chance of surviving till it's next turn. Provided there are not other obstructions, if the ghost survives the first turn it can definitely survive it's second turn.