Archive for February, 2007

Kill Ten Rats

If we want to keep them, we need to make our players passionate about our games. The best way to do that is to have them kick ass as much as possible. In the case of MMOs that means completing tasks that make the player feel heroic or villainous (as appropriate) but always as though they are important and successful. So why do we so often start players out with quests that force them to fill the role of exterminator?

Vanguard: Case Study of Heroes
Take for example, these two starting quests in Vanguard. These are the first quest offered to humans and orcs, respectively:

Vanguard starter quests

The human on the left is being asked to kill 8 Leafsaw Crawlers, which are a kind of beetle about two feet in length. The orc on the right is being asked to kill a slaver, release a fellow slave, and make his way across the slaver-infested beach to safety. Which one of these players do you think is going to feel like they’re doing something important?

Just so there’s no confusion, this is what a Leafsaw Crawler looks like next to my human psionicist:

Leafsaw Crawler

This distinction continues well into the beginning quest chains of both characters. For the human the first several quests go something like this:

  1. Kill 8 Leafsaw Crawlers
  2. Collect 6 plants and deliver them
  3. Kill 10 scorpions (also about 2 feet long)
  4. Kill 10 giant scorpions (which turn out to be about 8 feet long, but aren’t any tougher than the little ones)
  5. Kill enough rat-men to collect the right number of rat-man parts
  6. Kill 15 rat-men of a higher level (who have scorpions working for them)
  7. Collect 10 miniature scorpions
  8. Deliver the miniature scorpions to the rat-men and see a little in-engine cut-scene
  9. Escort a camel to the city (along a perfectly safe path)

Contrast that with what the orc does for the first several missions:

  1. Kill a guard and use his key to free a slave
  2. Escort the slave to safety across a beach full of hostile orcs
  3. Kill 10 or so more of the hostile orcs to help the defenders on the beach
  4. kill 10 of a slightly different kind of hostile orc to collect medical supplies for the wounded defenders
  5. Use the supplies to heal the wounded
  6. Travel inland a bit to a friendly goblin agent
  7. Kill enough frogs to get the frog-parts you need to…
  8. Mask your scent from the hostile orcs’ guard dogs so you can sneak into their camp and steal their invasion plans
  9. Kill a hostile orc boss

These are just the first missions in each of these areas. I gave up on the human at that point, but the orc goes on to muster defenses to push the hostiles back into the sea (and various other interesting and useful things.) This represents the first two hours of game-play in each case.

What about other games?
This problem is not unique to Vanguard. In fact, many MMOs make player spend their first few hours doing shit-work:

  • World of Warcraft — For at least Night Elf, Dwarf/Gnome, Orc/Troll, and Tauren, the first few missions are all either simple “carry this over there” missions or involve killing the local fauna for their fauna-parts. Eventually, right at the end of the newbie areas, you usually get to fight some minor humanoid enemies.
  • Auto Assault — You spend the first hour or two in this game driving around killing irradiated crabs with your turret-mounted machine gun.
  • Star Wars: Galaxies – Pre-NGE you spent a few hours killing local animals until you leveled up enough to start taking on smugglers and bandits. Post-NGE you kill a couple stormtroopers, and then it’s back to animals for another hour.
  • Everquest — My human monk killed lots of bugs on his way to level 8 (which is where I quit the game.)
  • Guildwars — You actually start running into undead about an hour in, but up to that point it’s all killer plants and local fauna.

We should strive to be more like the games that let you kick ass from the beginning:

  • City of Villains — The first thing you do in CoV is break out of jail. And you get to beat up a bunch of fellow prisoners in the ongoing riot on your way out.
  • Everquest 2 — After a false start killing a rat or two on the boat your first few quests on the newbie island are about defending the village from invaders.

This isn’t about mechanics

None of the differences here are about the power-curve as you level, fighting multiple opponents, speed of advancement, or any thorny tuning issues. The magic ingredient in an ass-kicking newbie experience is context. The player needs to have their important status in the world established through mission design, character art for opponents, and flavor text. They don’t need to be the most powerful character in the area, but they do need to feel like they are able to excel at their tasks, and that their tasks aren’t just busy-work.

Are there other ways the player can kick ass in their first few hours? What have you tried in your game to give players this sense of success?

All we wanna do is eat your brains

I saw Jonathan Coulton in concert tonight at the Tractor Tavern here in Seattle. I went to the show more familiar with the fan-made World of Warcraft machinima music videos than with his actual music, but it was the best concert I’ve been to in years, and I came away a fan. Even ran into a fellow game dev (well not anymore, actually, but I bet he will be again) in the Merch line. If you live in any of these cities, go buy yourself a ticket. You won’t regret it.

Data-Driven Design

I just came across an article on Data-Driven Design for game engines. We have found it to be very useful to data-drive as much of the game as possible. Though we haven’t managed to be as complete in our purging of hard-coded game-specific features, we have gone pretty far down the data-driven road. The biggest thing that we still have hard-coded (and I wish we didn’t) are the global enums… things like the nations, careers, control types, and outfitting slots that appear in the game. The stuff that actually USES these things all comes from XML files, but the constants themselves are all defined in the code. Unfortunately that means that every time we need to add something to one of those lists we have to make a code change and make the poor designer wait for a build, a sin that breaks one of my own rules.

Look at me reblogging 5 year old posts. :)

Controlling Scope

The single biggest factor that decides the amount of work you need to do to get your game out the door is the project’s scope. Time is money, so it’s also the single biggest factor determining the budget of your game. If your scope grows halfway through production, your game is going to slip. Making certain decisions early and sticking to them will have a big impact on your ability to ship your game in a predictable amount of time for a predictable amount of money.

Scope in Game Design

The best place to control scope is in your game design. A single paragraph in a design document can represent day or weeks of work for other departments, so it is vital that the game designers keep project scope firmly in mind at all times. To that end, here are some things that designers can determine at the start of the process to keep the scope constant.

1. How many player modes does your game have?

How often does the control scheme change in your game? Does the UI change with it? For many MMOs there is only the “run around and fight stuff” player mode, and the player’s avatar follows that control scheme consistently throughout the game. Some games, like Star Wars Galaxies (with Jump to Lightspeed) and Pirates of the Burning Sea have the standard MMO player mode for avatars and a very different player mode for vehicle combat. If you budget for one player mode but try to cram two in, your players will notice and they won’t be happy about it.

The number of modes will drive how many times you need to fine tune the UI, camera controls, and character controls. Every UI element in the game needs to consider player mode to decide if that UI element can appear in all modes unmodified or if it needs to be customized for one or more modes. If you are trying to build a game on the cheap, find a design that works with only one player mode. A second mode won’t double your budget, but it will increase it substantially.

2. How many players do you want to support in a single world instance?

Much of the budget of your game is driven by shard size. You will need a lot more space in your world to support 1,000 simultaneous players than to support 100. You will need more zones, quests, NPCs, mobs, long distance travel mechanisms, and map systems the bigger your world gets. Figure out how many people you need in the game to make the multi-player systems function and use that to drive the other number-of-players based decisions (like world size.)

3. How many parallel advancement paths do you have?

Many games allow the player to advance along many paths at the same time. WoW has level, two crafting professions, and honor-point based advancement. SWG had three major skill advancement paths (crafting, combat, entertaining) plus faction-base advancement. Each of these paths has unique ways to make and measure progress that are not present in the other paths. That means they each require design of new advancement systems and new code to implement those systems. To keep your costs down, use the same mechanism for advancement in all of your parallel paths. If players earn XP that they use to buy skills off a tree, use that for all your paths and differentiate based on how they earn XP. If the players advance down a linear path by using skills but spend currency on buying skills off the line, leave everything the same except the way they take a step down that path.

4. How many branching advancement paths do you have?

Many of your parallel advancement paths will have branching within them, or at least allow the player to select a small number of parallel paths out of a larger set. The number of options has a big impact on how much time you will spend tuning your game. You will also need unique skill icons, animations, particle effects, and equipment for many of these branches, so the number of options will directly affect your art budget. Determine early in the project how many branches you need to let the players feel differentiated, and stick with that number. Adding branches after launch incurs the same tuning cost as adding them before launch, but is something your players will love.

5.How important is replayability to the game?

Do you expect players to play through the entire game with several alts? How many different newbie experiences do you need to provide? Each of these parallel content paths costs scarce content creation time. If you aren’t expecting a lot of replay from the beginning there may be time you can save here.

6. Do you need a seamless world?

Does your game call for a seamless world? For some games the answer is definitely “Yes”, but many games will do just fine with hard zone boundaries. Some players will make noise about the loading screens, but that’s true of any design decision you make. Having zones didn’t hurt EverQuest or Dark Age of Camelot’s performance, and I don’t think that having a seamless world has really helped World of Warcraft’s.

Seamless worlds are more expensive than zoned worlds. On the art/world building side you have to build the transition areas in a way that lets you have the textures and geometry from both areas loaded at the same time. The world builders also have to deal with editing what’s effectively one continuous ground mesh for the whole world. Engineers get a lot of extra work from seamless worlds because of the server hand-off issues and issues with players acting across server boundaries. The game’s world building tools have to be much more sophisticated to support editing transitions between zones. Operations and customer support costs are going to be higher for a seamless world thanks to all the object-dup and object-lost problems that are inevitably going to crop up with the more-complex server technology required.

If your game requires a seamless world, by all means use one. If not, use zones and save yourself months of development time. Make sure you stick with this decision once you make it, however. Switching from one to the other is going to invalidate a lot of code and art.

Scope in Production

There are many production-level questions to resolve to determine the scope of your project. These factors don’t really affect the game design, but can change the way the game appears to your customers.

7. How big is the gap between your minimum hardware spec and your recommended hardware spec?

Your art and engineering teams are going to have to do the most work to make the game run well on your minimum spec machine. If your recommended spec has to look significantly better than that, you will probably be incurring significant additional art time for second versions of many assets. You will also require additional engineering for the switching between quality levels.

8. How high-end is your minimum hardware spec?

You pay for every pixel and every polygon that an artist produces. Higher poly budgets and bigger textures will increase the time it takes for your artists to develop assets. Because these things are driven by the CPU and GPU horsepower on the min spec machine, picking your minimum hardware spec can have a huge impact on your project’s scope. Higher system requirements will also affect the potential size of your market, particularly in Asia.

9. Can you buy technology, or do you have to build it?

Developing every new piece of technology for your game costs money. You can often constrain the scope of the project with middleware. There are game middleware products for just about everything these days, so even if the “whole game” middleware like Big World or Hero Engine don’t work for you, smaller “just one feature” middleware like Speed Tree, Path Engine, or Ageia’s PHYSX probably will. Of course middleware is never going to do exactly what you need it to do, so evaluating and integrating this middleware as early in the process as possible will allow your designers to deal with middleware limitations in the game design. You don’t want to get into production and then find out that a core element of your design and a core piece of your middleware are incompatible.

Scope your project early

Every single one of the 9 scoping decisions listed above is a decision that needs to be made early in the project. In fact, they are core enough to the process that you probably have answers for many of them in your first round of documentation. Make sure these are things that you talk about up front. Spend enough time prototyping your game that you can be sure that you have the right answer to each question. If you think you need to change the answer to one of them, take a step back and see how that will affect the project’s scope as a whole. Don’t allow your scope to drift gradually upward without ever having made the decision to change it.

Be realistic about your project’s scope. If you can’t build the game you want at a given scope, don’t just charge ahead and try to do it anyway. Either accept that your game is a bigger scope (and higher budget) or start again and come up with a game that you can build at the scope you can afford. There is no shame in building a game with a small scope. Puzzle Pirates, City of Heroes, and World of Warcraft are three games with very different budgets. The thing that they all have in common is that they have solid return on investment and are making plenty of money for their respective companies.

Once you decide on a scope for the project, make sure that everyone knows what it is. Let your team, your community, and your publisher know what your scope is the whole way through the process so that they can set their expectations accordingly. If you change your scope (and slip your target date), make sure you include the scope slip as one of the reasons you’re slipping the date.

Controlling the scope of your project is the first step to controlling the project’s budget and schedule. If you want to avoid slipping repeatedly or being forced to launch before you’re ready, scope creep is something you must watch out for. You will be glad that you did!

More details on the new crafting system in CoH

From Total Gaming:

Q: Obviously crafting has become a major part of MMOs. Tell us what the Invention system will offer players?

A: Since the “City of” games never had a crafting system or hard “loot” of any kind, we are kind of easing our playerbase into the concept. What you won’t find is a hard core crafting system that you must min-max numbers in for weeks to make the best “product”. What you will find is a fun new way to gain Enhancements, and Enhancements you actually desire. In addition, you can collect various “sets” of Enhancements which slot into specific powers. When you collect multiple pieces of the same set and slot them into the same power, you start to unlock new bonuses for your character that they didn’t have previously. This includes stuff like overall Damage bonuses or Defense bonuses versus specific attacks. Number crunchers will love the challenge of stacking these set bonuses, whereas more casual players will simply be happier that their character gets more powerful with each set they collect.

It sounds like they’re making Enhancements more like equipment is in other games.