Arcade Berg aka. "Learning Game Design with Arcade Berg"

18Mar/100

Make It A Bonus

Posted by Arcade

There's a short article at Gamasutra about some of Blizzard's Design Concepts that I think is definately worth a read.

Blizzard

Blizzard

http://www.gamasutra.com/view/news/27640/GDC_Blizzards_Core_Game_Design_Concepts_.php (18/3/2010)

Many of the things they talk about are "common stuff" and maybe even quite obvious, but as noted:

Some may seem obvious, but often it is the obvious advice that we tend to forget about first.

- Frank Cifaldi, Gamasutra

But the main reason I wanted all of you to see this was because of the very last of them, which i think is brilliant in its simplicity. It refers to reward and punishment as I'm a big fan of exploring.

Make It A Bonus

As designers, say Pardo, there is a natural tendency to worry about punishing the player rather than rewarding them, but a clever designer can play with a player's psychology and turn it into a bonus.

Pardo related an example of World of Warcraft's rest system: when the game launched, players were punished for playing too long by having their experience gain percentage drop from 100 to 50 percent after a couple hours of play.

Beta players universally hated this idea and were screaming bloody murder," said Pardo.

The fix? Turning this into a bonus scenario instead. Players now start at 200 percent experience and drop down to 100 percent. It's the exact same mechanic, but now it's a bonus instead of a punishment.

It's nothing new that the guys over at Blizzard often makes the right design decisions but this is easily amongst my favorites!

Sucker Punch

And while I'm linking to Gamasutra articles and trying to sound clever anyway, I might as well give you this one too:

http://www.gamasutra.com/view/news/27638/GDC_Infamous_Open_World_Trickery.php (18/3/2010)

It's about how a small team managed to create the huge environment you see in Infamous (Sucker Punch). They're using a hexagon-system and making sure to limit the line of sight.

In Infamous, all of the street intersections are "Y" shaped -- this is a natural effect of the hex-based layout, but it also means players can't look straight down a long street. "If we provide really long sightlines, you get bored running down the street," Fox said.

Not only does it help with the gameplay, it's a lifesaver performance-wise as well. It's common to do it like that. We (GRIN) did it for Terminator Salvation as well.

Happy reading! Now I gotta finish the "Hitting and Getting Hit"-chapter in the Iskall GDD.

4Mar/100

Punish or Help the Weak?

Posted by Arcade

I'm a bit busy now and during this weekend, so I'll use my old trick of doing a repost of a post I wrote for AboutGameDesign.com when the topic was:

Reward and Punishment

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To get the really cool power ups in games, I usually have to be quite skilled to get them. If I'm skilled enough to get them, it's likely that I'm skilled enough to beat the game without them. If I'm not skilled enough to get them, it's likely that I'm not skilled enough to beat the game without them.

I want to discuss a common problem I see in games, to which I don't have a great solution; We often make the weak even weaker and the strong even stronger.

Shouldn't we encourage the weak to keep trying and give him some help? But then, if I get rewards for playing badly, why should I try to excel?

If I'm playing a game I'm good at, I feel that it's nothing short of damn right that I get to have the good stuff in the game. I've earned them. While playing Gradius and managing to keep level up my weapons, I'm on top of the world when I'm maxed up. But when I die, I lose my powers and the game gets a lot harder.

Now, in games like those Shoot 'em Ups it might be taken to the extreme, but the effect is most often there in games. If I'm a really good shot, I don't need as many bullets to kill my enemies, resulting in me having more bullets left to spend. If I'm a bad shot, I spend more bullets, making me have fewer left while I would need way more.

It's a natural way of things. Of course we want to create incentive for the player to play as well as he can and try and not to screw up. But some people just can't help themself from screwing up and what are we going to then? We could just say "Well, then you're not the right kind of person for this game." or we could give him a bigger gun and say "Okay, try again.".

I'm both pro and against the use of auto adjustment of the difficulty level. It's a great thing since, assuming it works, all players gets the "right" difficulty, but in a way, increased difficulty can be considered a punishment.

RPG's and other games where you can level up have a way of fixing this: Grinding. If you're beat, then just stay where you are in the game untill you're stronger and then continue. People complain about "grinding" but that's a topic on its own. Either way, it works.

But really, both the difficulty adjustments and the grinding aren't solutions for the problems with rewards and punishment, only whether or not the player can beat the game.

Some games, like Ninja Gaiden Sigma starts helping you out if you die too much (which I did...) where they basically say "Wow, you really suck. Do you want to admit your failure and play on the n00b-difficulty? We'll give you some health potions.", whereas I chose to accept.

So, in a way you get rewarded for not making it, but the reward isn't worth much. But at least it's something positive.

I'm not a fan of punishing the player as long as he's trying to play the game (cheaters, etc. deserve it). I think it's better to "not reward"

As I said, I don't have a great solution, but I think it's important to look at the situation and think long and hard about it. If the game is already hard enough, it shouldn't get even harder if you're a bad player.