An experienced designer of virtual worlds spews forth whatever random drivel comes to mind.

3/28/2008

My Call of Duty 4 Experience

Filed under: General — Damion @ 12:00 am

So far, it has some of the most spectacular scripted events I’ve ever seen in a video game, visually.

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• • •

Miss Me Yet?

Filed under: General — Damion @ 12:00 am

Sorry for being incommunicado. Wordpress has decided to not allow me to post. In order to prevent me from saying anything stupid, I suppose.

I’ve done a lot of work on the back end, upgrading the version, deleting a lot of old data, and other improvements that will hopefully improve performance, but I haven’t yet found the magic bullet that will let me fix this issue (This post is coming from writing directly into the DB). Stay tuned….

• • •

3/21/2008

The Opposite of RMT

Filed under: Game Design, General — Damion @ 12:50 am

Magic: the Gathering has had, over the years, a debate over the use of what they call proxy cards, or the use of stand-in cards to represent more expensive, harder to find cards. Often times, these proxy cards are little more than writing the words ‘Black Lotus’ over a worthless land card, but in today’s day of low-cost color printers, many players attempt to make more ‘perfect’ ones, by downloading the art and pasting it to the back of a cheap common.

The Proxy Wars are interesting to me in that they are, in many ways, the reverse of the classic RMT problem in MMOs. The players who use proxies argue that they cannot afford to compete with Mr. Suitcase, who buys a new booster box or two every time an expansion comes out. The people that DO go to the trouble and expense to acquire these rare cards are relatively incensed by this end-around on how things are supposed to be. THe people who have more money than time don’t want the other guys in their playpen.

The last time I checked, Wizards of the Coast had a zero tolerance policy on the use of proxies in any official tournament, even down to the sponsored ‘Friday Night Magic’ nights they sponsor weekly nationwide. This, of course, makes perfect sense - Xeroxing cards is a direct assault on MTG’s core business model. Say that Xeroxing cards is all right, and suddenly booster sales dry up.

But their stance appears to be weakening. MtG now has a ‘Vintage’ tournament bracket, which allows the players to play with any cards from any era of Magic’s existence. In these tournaments, MtG allows for a small, select number of proxy cards to be declared and used. Similar to WoW’s Arena Tournament, the rules have been changed in one part of their magic circle to accomodate special needs.

Much like RMT policy, the shift in policy reflects the will of the incumbency. 10 years ago, a larger share of Magic players would have had access to the Power Nine (the nine most broken cards in existence), and would have felt it was only fair that their investment in playing the ‘collectable’ part of the game be rewarded. Now, the incumbent market has changed, and is full of people who never had, and likely never will have, a Black Lotus or a Time Walk. They are more than willing to see a gameplay format open up that lets them play with these lost wonders. However, the game is still, most assuredly, a money game.

• • •

3/20/2008

Dear Burnout: Paradise Team…

Filed under: Game Design, General — Damion @ 12:34 am

The whole GTA-like open city thing…. did it ever occur to you that someone might want to run the same race twice in a row?

Please, find the designer/producer that foisted this horrible decision on an otherwise great game, and bop him on the back of the head once for me. Kthx…

• • •

3/19/2008

Basic Fairness

Filed under: Game Design, General — Damion @ 11:29 pm

The real issue of RMT is basic fairness. Which is less basic than you might think.

It’s really not about world disruption. Or gold spam. “Game Gods” who run these games are not necessarily opposed to RMT, and some have tried to monetize it already. More will in the future. It has a lot to do with a shockingly high number of customer service calls - which can also become legal issues, which is why most companies make the decision to either disown it (so that its not their problem) or integrate it into the game service in order to reduce the flabbergasting amount of fraud that surrounds RMT on external sites (that players somehow expect us to address). But in terms of why game players respond to it negatively, it’s about basic fairness. (more…)

• • •

That Libertarian RMT Argument

Filed under: General — Damion @ 10:30 pm

Here.

“When you criminalize free trade, only…criminals engage in free trade. That’s why you see the thuggish behaviour you do.Legalize the trade, as some games and worlds have, and you have harnessed legitimate and normal human activity, and then can more easily identify and prosecute the criminals, i.e. those who use fraud, spamming.”

An homage, if you will, to the idea that legalizing prostitution will end street prostitution, and make it respectable and safe. Or that legalizing drugs will reduce crime surrounding drugs as well as overdoses caused by bad drug batches. In both cases, political stances I’m not automatically opposed to.

But for RMT, I’m not buying it. If you believe that gold farming causes disruptive game situations such as kill stealing, then legitimizing RMT in this case is more likely to cause disruptive behavior, rather than reduce it. As the EULA stands now, gold farmers are incentivized to hide their activities, and not leave any sort of paper trail of CSR complaints that might show up in logs. Make it legal, and players will no longer ‘play it safe’, and can bring out any anti-social behavior in order to protect valued turf.

There are good arguments for RMT. This is not one of them.

• • •

3/11/2008

Arcane Election Rules

Filed under: Game Design, General — Damion @ 9:41 am

My experience with the Texas Primary was not unlike Scott’s, only we were attempting to fit about 500 people into a 35-man classroom on a college campus. We ended up forming two lines, going down the hall each way, each supporting a different candidate. Somehow, I was drafted into actually playing traffic cop for these two lines. Fortunately, I had the foresight to put the Obama line down the long hall.

My coworker, who is from France, is completely baffled and befuddled by stories such as these, especially when you get to the part where Obama lost the primary but (probably) won the caucus in Texas.

At some point to him, I said to him that he was a game designer, and therefore was expecting the rules to be uniform and expected, like chess. But primary politics isn’t like chess. It’s more like playing Magic, where you think you know the rules, and then someone comes along and plays an ancient card you’ve never seen before, and you say, “Wow, that’s completely broken. I can’t believe they printed that.” And then we talked about Mao for half an hour.

Anyway, today’s wacky game rule: in the Democratic party’s ‘democratic’ system, states that voted in May/June would get a 30% democracy bonus! It is unknown at this time whether, upon casting their votes, voters would hear a voice say “VOTING RAMPAGE!”

• • •

3/10/2008

The Longest, Geekiest Quiz I’ve Taken In a While

Filed under: Game Design — Damion @ 12:17 pm

From this quiz:

I Am A: Neutral Good Elf Sorcerer (4th Level)

Ability Scores:
Strength-10
Dexterity-11
Constitution-10
Intelligence-16
Wisdom-18
Charisma-13

Alignment:
Neutral Good A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

• • •

3/8/2008

Mao and Magic

Filed under: General — Damion @ 10:49 am

In the previous thread on hiding numbers, Raph argues that showing the numbers is bad if

[You have] some other sort of game where figuring out the mystery is part of the point…

The king of these games is, arguably, Mao. The game is a crazy-eights clone, with a whole bunch of Uno-style rules, but with the catch being that the players are not told the rules. The dealer makes up his ruleset in his head, and enforces the rules on the fly, forcing players to deduce the ruleset along the way.

Realizing that this is mostly personal preference, I always found Mao to be mostly fun for the dealer. Most of the other players seemed to be pretty frustrated. Shades of ant farming?

On the flip side, I love Magic: the Gathering (my wife bought me a box of Urza’s Legacy for my birthday last month - I love you, babe). In Magic: the Gathering, it is completely common to encounter, along your play cycle, new cards you have never seen before. Some of these cards effectively change the rules of the game entirely. This has a very different feel to me, a very exciting one, like discovering buried treasure. Still, the rules framework is very firm and very tactical, and all of the new cards fit into that understood paradigm somehow.

It may just be that I prefer the sense of discovery to the sense of induction. How about you?

• • •

3/7/2008

WoW Class PvP Metrics

Filed under: Game Design, General — Damion @ 12:07 am

My wife pointed these out to me - MMO designers who like metrics will probably find themselves mesmerised as well.

This blog runs metrics on the Armory to determine the class makeup of teams at different Arena ratings. (For the uninitiated, 1500 is an average, starter rating, whereas 1800 is considered good and 2200 is considered wtfpwnage). As an example, you can see that Druids and Warlocks own in 2v2, whereas locks are average in 5v5 and druids are considered kinda crappy.

They are very fascinating to compare to these metrics that a Blizzard designer released on the boards. These metrics, unlike the other set, are somewhat normalized, meaning they factor in participation from all people playing a class (in theory, meaning that warriors will score lower because many raid-specialist prot warriors will choose to take alts into the arena instead)

In the thread, Blizzard hints that they are starting to use data such as this to balance the game. Which is not unsurprising - anytime a game has multiple formats, designers do their best to balance with all formats in mind. As an example, Magic has normal, extended, draft, legacy (play with any cards you want!). They do the best they can to support all of them, but at the end of the day, the ‘normal’ game is becomes the tiebreaker. In MMOs, PvP often becomes the tiebreaker, as it is the source of the most direct competition, as well as the most vocal complaints when there are flaws.

But there are problems, of course. As the Elitist Jerks thread points out, top teams tend to follow one of only a few templates (as most freeform build-your-own-ability game systems tend to do), and of those, shockingly few of those has a spot for a hunter (especially shocking when considered hunters are the most played class). Does this mean the hunter needs a buff? Or does it need some sort of synergy tweak to make them play nicely with others?

• • •

3/6/2008

Hiding the Math

Filed under: Game Design, General — Damion @ 11:39 pm

Whether to show numbers or hide them in any game experience is a debate that has raged since people first starting beating up on each other with little pixellated characters, both from within game teams as well as from without. There is, of course, no absolute right answer. That being said, I will now go on to make bold, unilateral declarations on the matter.

At the start of my career, I was a big fan of hiding the numbers, and hiding the math that manipulated them. I figured it was because I liked realism, or a misplaced belief that hiding the numbers would create greater immersion. In the long run, though, I realized that it was because I was a rookie designer and that I was afraid to let other people look under the hood. My opinions on the matter have changed quite a bit, as I’ve grown more confident in my designs, and more willing to take player input into my designs.

Whether or not to show numbers depends a lot on the sort of game you’re making. If you’re making Doom, or God of War, showing the numbers is probably a mistake, as most attacks will be very different from each other, and players can discover via experimentation which are the most powerful and which combo of the others in a meaningful degree. However, the reward curves for RPGs and MMOs make this difficult, as there is finer granularity between rewards. We have to give away so many rewards over the course of 50 levels/200 hours/[Enter Your Max Play Experience Here] that we are forced to give much, much smaller rewards, such as items that offer only a 1% to your damage.

The actual shape of your reward curve makes this more relevant. The flatter your advancement curve (i.e. the closer in power that a MAXED character is to newbie, which also happens to mean the more skill-based your game is), the smaller these rewards can be (going down from, say, 1% to .1%). When this happens, your rewards will be imperceptable to the player from a feel perspective, and he will need hard data in order to make intelligent decisions. If you don’t show him this data, these rewards might as well not exist at all.

Many number-hiding advocates say that showing numbers increases the player’s obsession with numbers. I’ve actually found the opposite - that not seeing numbers can drive people nuts, because they feel they cannot make intelligent decisions. I may not actually know what’s better in WoW, +10 stamina or +10 intellect, but at least I could take a swing at it. As opposed to when I found the item that said a ‘Slight Improvement to Spell Damage’. What the hell does that mean? It is almost impossible to feel like you’re making a tactical decision when you see something like that. When you know that your +10 ring makes your +9 ring obsolete, you know instinctively what to do. If you don’t, then you are obsessing over mechanics and information that is denied to you. And frustration is the number one breaker of immersion.

Hiding the numbers in an MMO goes on to have other ripple effects. For one thing, the hardcore are going to figure it out anyway, they always do. This can be percieved by some as a good thing — an interesting elder game to keep a community occupied — but it also expands the gap between the hardcore player, who knows where to seek out this information, and the casual one, who plays solely based on the information on his screen.

Also something that no designer can ignore with good conscience, but hiding the numbers just creates an endless number of customer service calls. On Meridian 59, we had a random chance that your players’ skill would go up when you used it. Because this mechanic was opaque to the player, we had a huge number of CS calls from players who were convinced that their skills were ’stuck’ somehow, as if some dirt had gotten into the random number generator.

And let’s not forget the open-source principle: exposing your data to sunlight is a great way to expose bugs and imbalances. Of course, you have to be thick-skinned enough to be called a moron by a few thousand people, but the end result is almost certain a stronger, more stable game - as well as a community devoted less to the mechanical problem of how it works, and more to the tactical problem of how to play it. See Elitist Jerks for a great example of that.

So I think that showing numbers is the right thing to do in an MMO, most of the time. Still, I also think that too many designers make games with too many numbers - too many variables for players to track, especially low-level players. Having a manageable amount of information, and presenting that information to the player in a digestable fashion, is the responsibility of any designer who chooses to lift their hood for any newbie to take a gander.

• • •

3/4/2008

The Father of Levels, Classes, Hit Points…

Filed under: General — Damion @ 11:06 am

According to the rumor mill, Gary Gygax has passed away at 69. As a sign of the times, his wikipedia entry is already updated.

• • •

2/25/2008

Got Aggro?

Filed under: General — Damion @ 3:36 pm

Cameron has some things to say about Aggro Radii over on his blog.

The idea of the aggro radius is inherently understood by longtime MMOG fans, even if you don’t describe it as such. It’s the knowledge you develop over time, by the harsh experience of repeatedly being attacked, that there’s a magic circle around your enemies which if entered will cause them to start angrily hurling everything they have at you. Eventually, you learn how big it is and how to avoid it…

This is how the aggro radius works. Aren’t pictures great?This concept, however, is completely unintuitive for people who don’t play MMOGs. When my fiancee was first learning how to play WoW, I explained the concept to her. She hated it. Even though she knew there were these invisible circles around her enemies, she could never figure out how big they were or whether she was successfully avoiding them (she wasn’t– leveling with her was interesting in those days). It really annoyed her that she could be standing in plain sight of an enemy whose friends she had just killed, but the enemy wouldn’t even glance at her until she wandered into its circle.

I’ve mentioned before that it’s a myth that players think that they want realistic AI, but they really don’t. The aggro circle is one clear example of this. It would be trivially easy to make it so that every monster within eyesight attacked you when they saw you walk by or attack their friend. They don’t because the end result would either be an incredibly lethal world, or an incredibly huge one. The former is one that is frustrating, especially for starting players, and the latter is tedious to travel. Don’t believe me? Go fight the murlocs in WoW’s Westfall zone - they have a slightly larger aggro radius than normal, and it makes them incredibly tedious and lethal to fight against.

Aggro radii also have another good side effect, in that they allow players to actually dissect the fight before engaging, meaning that players can plan, strategize, mark targets and communicate tactics to groupmates. Raid fights in WoW where such marks happen around a blind turn are also incredibly frustrating (there are several pulls in Karazhan which are examples of this).

AI is not meant to be realistic - or at least, the realism of it is a secondary concern. The primary concern of AI in MMOs is to be deterministic, interesting and fun. Realism is cool if it happens on the way. That being said, the designers owe it to communicate changes in how things work from the real world to the players in some way.

All that being said, one meme that I wouldn’t mind seeing die is the boss creature with a room full of trash at his feet that he just passively watches you kill. Somehow, I’m not bothered at all by mindless grunts being unwilling to help their friends across the room, but its always seen wierd that Kael’thas, master of all he surveys, doesn’t feel inclined to get involved.

• • •

2/23/2008

How To Write Great Design Documents, Take Two

Filed under: Game Design, General — Damion @ 8:27 pm

I’m back home from GDC, so now I can catch up on things that have been lingering a bit. Such as finally watching the series premier of Knight Rider.

My presentation on game design documents went well, for what is a decidedly non-sexy topic. The conference associates told me that I had more than 500 people as an audience - not bad for a talk that was basically a revisit of last year’s talk. For those seeking slides, they are here:

• • •

2/19/2008

I’ve been carded

Filed under: General — Damion @ 1:50 pm

Seriously, the 9 of hearts?

• • •

2/18/2008

Blackstar

Filed under: Game Design, General — Damion @ 2:21 pm

Check out what all those folks across the street from Bioware’s office are building.

• • •

The Presidents Race Actually Matters in Texas

Filed under: General — Damion @ 2:13 pm

Texas is not used to mattering in the presidential race at all. The state going Republican in the general election is, these days, a foregone conclusion, and the primaries happen so late that by the time the race gets here, the nominees of both parties typically have things in the bag. I know that those living in important primary states (New Hampshire, Iowa) and battleground states (Ohio, Florida) get sick of political ads, but its still kind of novel here.

So anyway, I heard my first ad this morning, on the way to work, on 101X, the local rock-alternative station - assumedly the target market for the Obama campaign. It was immediately followed by “Head Like a Hole” and “I Smoked Two Joints”.

As for the Texas election, it turns out it might not be all that important overall, due to the creatively archaic system that Texas dems use to divvy up delegates. And apparently, the Clinton campaign needs a few lessons in powergaming.

Overall, there’s palpable excitement about the debate coming to Texas this week. But still, not as much excitement as about some beagle winning something or other.

• • •

2/13/2008

Great Moments in Community Management

Filed under: General — Damion @ 11:20 am

3rd Place: “Shut up and give me my ten bucks per month, little man. My Porsche needs some performance upgrades.”
2nd Place: “It’s not a mirror.”
1st Place: “I disagree with what you said.”

Other nominations?

• • •

2/11/2008

The Great Marvel Ghost Ship…

Filed under: Game Design, General — Damion @ 9:50 am

… has once again sailed away, as Microsoft mentions off-handedly that the title is ‘dead in the water’.

“I’ll confirm. Marvel and we have agreed to end development on the MMO. It was an amicable decision,” claimed Kim. “It’s just something that we felt that, for us and for them, it would be better if we ended development. Which is disappointing, because that had a lot of promise. But sometimes you have to make these decisions.”

Meanwhile, no one’s heard anything about Sony’s DC game in ages.

• • •

2/8/2008

Overheard Around the Office

Filed under: General — Damion @ 1:15 pm

“We can’t compete in this new, emerging market until we also have unicorn heads.”

• • •
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