Thursday, January 28, 2010

Maintaining the Joy of Altruism in MMOs

Designers often rely on players' enjoyment of helping others when guiding them through their first steps in the game. New players may not yet understand XP or the advantages of leveling, but they do understand that the people around them need their help. First quests in MMOs often illustrate how the world is in danger; they give players the opportunity to assist while teaching them the basic mechanics of the game.

As players' time in the game wears on, they see more and more violent events. Many quests ask players to kill NPC animals or people. Art props in the game world often include bones and corpses, and less commonly, wounded NPCs.

My suspicion is that after a while, some players become inured to the violence around them, and become less likely to respond to pleas for help from the NPCs. At the same time, players learn more about how the game works, and discover how to direct their play experience towards the improvement of their characters. Some players become more likely to pick up a quest for its XP, gold, or gear than for the emotional reward of assisting the NPC.

If the joy of altruism could be maintained throughout a player's in-game career, it ought to provide for a more engaging experience. Briefly, here are a couple of methods that may help with this goal -
  • Let the player see that they've changed the world around them for the better. Admittedly, this is easier to do, and more commonly found, in single-player games than in MMOs - but even a wave and a smile from an NPC can help them seem more human and less like XP vendors.
  • Tell the story in a way that players understand. If a quest is too wordy, it won't get read, and if the story is too complicated, players will ignore it. Many games succeed by relaying the narrative with the help of the world itself.

Sunday, April 5, 2009

Tidbits and Takeaways from GDC 2009

Design games based on your interests and hobbies. For example, Shigeru Miyamoto realized it was fun to weigh himself every morning, and from that we got the Wii Fit.
(from Satoru Iwata's keynote speech)

Our brains are wired with a 'Seeking Circuit'. Seeking out a reward, in and of itself, is at least as satisfying as actually receiving a reward. A person receiving a gift misses out on half the gift if it isn't wrapped.
(from Chaim Gingold's presentation)

Games need weenies - navigational reference points that draw the player towards certain locations, pique the player's interest in future activities, and help the player set goals. The term was coined by Walt Disney; it's in reference to how you might wave a weenie in front of a dog.
(from Scott Roger's presentation)

"If I had given up, there wouldn't be any Metal Gear series. There wouldn't be any Splinter Cell series either, I guess...." This made me lol.
(from Hideo Kojima's keynote speech)

Passing money over a social network damages friendships. Money is there for when friendship won't cover what you need. "Facebook wouldn't be Facebook if it was a giant Amway party."
(from Nicole Lazzaro's presentation)

People move towards light, but more importantly, away from darkness. This point was reinforced in several talks. Lighting is one of our most powerful tools in guiding player movement and behavior.

Blizzard's WoW quest designers had to deal with concerns about spoonfeeding players with quest bangs, the quest log, and quests after level 10, among other things. Jeffrey pointed out, "players need a lifeline to the best moments in game. This is elegant game design, not hand-holding."
(from Jeffrey Kaplan's presentation)

Lionhead Studios likes portals. They were working on a portaling concept before Portal came out. Peter Molyneux demonstrated an experiment that his team had put together - a pair of mirrors that you could drop objects into, and depending on the objects' attributes, they change as they go through the mirrors. "Portal proved how brilliant the guys at Valve are."
(from Peter Molyneux's presentation)

Want to make great games? Bring a behavioral psychologist on staff! Valve has just such a person: Mike Ambinder, PhD, and I made a point of attending his talk. In a nutshell, he encourages designers to take a scientific approach to game design.
(from Mike Ambinder's presentation)

Sunday, November 23, 2008

The Eyes of Master Chief

"Why are you getting Halo 3?" my co-worker asked.

I gave him my answer. "I cannot go another day forward as a game designer without playing Halo 3. It is too important of a game for me to have missed." (And I'm over a year late!)

I had read the reviews and back story, of course, and I'd had many long conversations with fellow game designers about the glories and wonders of Halo 3, but somehow, none of that prepared me for playing the real thing.

At once, I drank in the beauty of the game. The music, the environments - and all the loving detail put into the weapons, vehicles, and characters - it was delightful.

In the initial sequence, my teammates help me up. They're so happy to find that I am well - they treat me like we've been friends for years. They have so much respect for me, I don't know if I've ever felt so welcomed.

What an unexpected sequence of emotions! I thought I'd be shot to death many times over in the first few minutes, not step into a living world surrounded by friends.

Then, at the end of the intro, the camera shifts to become the eyes of Master Chief.

Somehow, I wasn't prepared for it. Yes, the first two letters of "FPS" stand for "First Person" - you'd think that would be a big giveaway.

So I try moving around. No good - apparently my armor is still locked up. However, my friends are here to help, and one of them offers to recalibrate my suit.

He asks me to look up, so I look up. Then he asks me to look down, so I look down. We repeat the process. And then he tells me he's set my look style to "inverted."

I'll admit that I'm most accustomed to 3rd-person-style controls. In many 3rd-person games, your camera sits on the outside of a sphere and always looks inward towards your character's head. Thus, when you move the camera downward, you see more of what's above your character, and likewise, when you move the camera up, you look down. While it is "inverted" to move in the opposite direction from the way you want to look, it's completely natural for someone used to playing in the 3rd person (like me).

Satisfied with my inverted controls, my armor unlocks, and I'm free to move about on my own. I try all the buttons. Movement with the left stick - check. Shooting with the triggers - check. Reloading with the bumpers - check. Jumping - how do I jump again? Ok, the A button makes sense.

And then I try looking around. I can't do it. Looking up and down is great - we tested for that - but every time I try to look left, I end up looking right, and vice versa. What gives?

Unable to aim my weapons, I hit pause and go straight to the configs. I check all of them, and realize my problem. Inversion is only an option for the Y axis, not the X axis.

I try to get used to it. I run around, trying to look at rocks, plants, and my companions. It's a no-go. I'm moving the stick the wrong way every time.

Disheartened and frustrated, I go online to see if anyone else has my problem. Yes! Games with unalterable X axis controls are frustrating people on both sides. Final Fantasy XII has an inverted X axis that you can't switch to normal, whereas many FPS games, like Halo 3 and BioShock, have a normal X axis that you can't invert.

Sadly, many of the forum posts I read were hurtful. To put it nicely, players said that those who use inverted controls are backwards, and players who use normal controls don't know how to use a camera. Arguments on both sides generally ended in "just get used to it!"

So that is what I did. It took me a long hour of play to start looking in the correct direction, and it took me another hour to learn to aim accurately.

During those two hours, I spent a lot of time hiding behind rocks, being frustrated, and not shooting aliens. I felt like I was letting down the Arbiter, Avery Johnson, and the rest of my team. I could have jumped right into the game if I could have inverted the X axis.

With this experience, I have taken this lesson to heart: It's important to make a game's controls be configurable in as many ways as possible without breaking the game.

Designers can't assume that they know where a player is coming from, and players should not be forced to re-map what's intuitive to them - nobody likes to hear that they must "just get used to it."

Aside from that point, I took to Halo 3 fairly well. In fact, it's probably because the rest of the game is so intuitive that my X axis issues stood out like a sore thumb... or should I say, a confused thumb!

Saturday, November 15, 2008

Players and Branding

I attended the >play conference in Berkeley today.

One of my takeaways from the Creativity for Everyone panel was that as media becomes easier to create and share, everyone is developing their own brand.

It doesn't take long to write a blog post, put up a home video, or display artwork or photographs. Because many of the old barriers to self-expression have been taken down, people are joining the global conversation in droves.

By using new media to participate and interact, people are effectively creating brands for themselves. And they enjoy doing it.

This isn't news to web developers, but it's interesting looking at it from a gaming perspective.

People aren't just creating brands with websites like Facebook, Flickr and deviantART - they're using games like Second Life, Spore, and LittleBigPlanet to create in-game content that enriches and differentiates their personal brands.

So how can we, as game developers, help players nurture their own brands?

In my opinion, games that have the following components already help players. The more games that incorporate these features, the better!
  • Tools that let players meet/find each other easily
  • Engaging multiplayer play that allows players to communicate
  • Character and gameplay customization that lets players express their personal tastes
  • Systems that enable and encourage social networking outside of the game (and inside the game, if the game type allows for it)
  • Tools that help players create and share some form of game content
  • Methods whereby players can experience and rate other players' shared content
  • Rewards that both commemorate and display players' gameplay choices, and those that reward excellent shared content

Saturday, September 20, 2008

Spore: Biological Details

Spore makes use of some incorrect biological premises. However, it's all for the sake of good gameplay.

Creatures in Spore evolve by spending earned DNA to develop new body parts. In a very general sense, this is a decent representation of how real species develop different traits over time.

However, Spore ends up confusing modern evolutionary synthesis with Lamarckism, which has been disproved.

Essentially, Lamarckism is the the concept that individual animals who use a body part more than other individuals will have offspring with a better version of that body part. For example, if a gazelle tries to run faster than other gazelles, then Lamarckism states that that individual gazelle's offspring will be able to run faster than other gazelles.

This is how Spore gameplay works. The body parts you are most likely to discover through play are the upgraded versions of the parts your creature already has.

However, that's not how evolution works. A population of creatures (like gazelles) will have a variety of genetic traits that they have acquired over time through random mutation. There are all kinds of traits that individuals in a population can have (like long and short legs), and those traits can be good or bad, depending on the situation.

If cheetahs attack our gazelles, the shorter-legged gazelles get eaten because they are slower, and the longer-legged gazelles survive to breed. The next generation will have longer legs.

Evolutionary pressure doesn't happen like this in Spore. If you die, you are reborn with the same features you had before. Whether your creature gets chewed on by a sea monster or outruns an angry troupe of freeps, your creature's next generation doesn't get tougher skin or a better run speed.

From a gameplay perspective, though, would "realistic" evolution be fun? Probably not in Spore's context.

Pre-tribal gameplay is already rather low key. Basing new body part choices on what features allowed you to survive (or die) might result in the same Lamarckian options. Removing part collection would take away perhaps a third of the game.

On top of that, if you earned DNA mutations at a steady rate, all you'd have to do is survive in order to progress - you'd have no motivation to befriend other animals, only eat them.

In the end, the Spore cellular and creature stages probably incorporate the best of both the biological and gameplay worlds.

Spore: No Water World

There is one obvious omission from Spore: the 3D underwater phase, which, according to this interview, had been partly developed, but was cut.

I had wanted to take my cellular creations on a gradual path from the microscopic to the macroscopic in a 3D world filled with bizarre aquatic creatures.

However, instead, you go straight from a single cell to a vertebrate with legs, and find yourself somehow eating whole fruit with your filter-feeding tentacles.

I can forgive Maxis for leaving out 'water world,' but they could have incorporated a less abrupt system for the cell-to-land transition. Despite the heartwarming cut scene, it feels like it was cobbled together at the last minute.

Something as simple as requiring players to replace all of their cellular parts would have made for a better experience. For example, my first attempt at a land-based creature couldn't walk, because I had given it fins for feet.

My only clue as to what I had done wrong was the name of the fins: cilia. Real life cilia are like fuzz, so of course you couldn't walk on them. But because Spore let me keep my cilia as macroscopic structures (and they sure look like fins), I assumed my creature could still use them for locomotion. I was wrong.

On a more amusing note, another missing feature is procedural mating (they kept the dance, but not the finale). Apparently, the creatures of Spore have figured out how to produce hard-shelled eggs without internal fertilization - and good for them! Players are already going to spam the world with Sporn; there's no need for the game to offer them any encouragement.

Spore Creatures: Unavoidably Cute

As a student of both biology* and game design, I have followed Spore with great interest. Since my copy arrived in the mail, I have spent most of my free time playing the game.

Spore is a technological breakthrough dressed up in cutesy visual design. The creature eyes, sounds, and procedurally generated animations are endearing, but there's a less-obvious source of charm: every creature's torso, tail, and limb segment is nearly circular in cross-section.

You can shrink a Spore creatures' eyes as small as they go in order to obscure their adorableness, but there's nothing you can do about the rounded bodies.

It made me a little sad to discover that you cannot laterally or horizontally squash and stretch body segments. I tried using Shift-Mousewheel and other key combinations in an attempt to discover hidden creature-shaping features, but I didn't have any luck.

So, ultimately, there is no way to flatten your platypus's tail. You cannot make a disc-like body for your lizard, a deep torso for your horse, or a broad chest for your ape.

No segment is allowed to shrink below the built-in minimum thickness, either. There is no way to make a gracile leg for an insect or a bird, nor can you properly taper a tail.

All in all, these limits don't detract from the enjoyability of the creature creator. While they enforce a certain humorously cute body type, that type can take many forms.

However, no number of spikes, claws and toothy jaws seem able to make Spore creatures less cuddlesome.


* My best college paper incorporated kinglet banding capture data from Manomet. I wanted to see if evolutionary pressure could be seen in action on kinglet populations; would the size of birds caught be smaller in warm years (since being small allows them to feed more effectively at branch tips), and larger in cold years (since being large allows them to survive cold weather)? The data, sadly, were inconclusive.
These postings are mine alone, have not been reviewed or approved by any employer or company, and do not necessarily reflect the views of anyone but me.