Sunday, September 23, 2007

Accessibility Matters

/rant

So, I cracked open BioShock the other day. I installed it without any problems, and started up a new game. The intro played smoothly, and already I was wrapped up in my character, destined to do great things.

Then, it dumped me into the game. Blackness filled the screen as large white squares spun before my eyes. Orange blurs smeared across the screen every now and again as I panned the mouse around. I tried moving - WASD - and heard some sloshing and gurgling noises. I couldn't tell where I was, or what I was doing. Just blackness, white squares, and orange blurs.

What's wrong here?

Well, obviously, my Radeon 9800 Pro wasn't up to the job - but that's not really the problem. The issue is that I made it that far into the game without knowing that I didn't meet the system requirements.

One of my pet peeves is the lack of courtesy that some games have towards their players. It would have been courteous if BioShock had warned me I couldn't play before it let me get sucked into the story. Back in the day, video games wouldn't let you install them if you didn't meet the system requirements. They'd often even let you know what you were missing. This is a feature that every game needs - and it needs to be up front.

You might ask, "Aren't the system requirements written right on the box?" Well, after reading the box, two of my game developer friends and I thought my machine would run the game just fine. The truth is, system requirements paragraphs have gotten to be about as mumbo-jumbo as EULAs.

You might say that that's why we have readme files. Well, after the game didn't work, trust me, the readme file was straight where I went. Here is what it says I need - "Video Card: Pixel Shader 3.0 compliant video card with 128 Meg Ram and floating point frame buffer blending." Like the average player knows whether or not their video card has those things!

It was only after some googling that I found a raging community of would-be BioShock players, all of them with video cards lacking in Pixel Shader 3.0 compliance, and all of them just as upset as me.

This brings me to my second point, which is, when you are making a game that won't work with a large percentage of potential players' graphics cards, consider making your game compliant with those graphics cards. BioShock is a great example - it only takes a few user-made files to get the game to run (albeit only passably) with a pixel shader 2.0 card. It wouldn't have taken too much more effort on the developers' part to make BioShock to run well with those cards.

As Gordon Walton said, "This is not about getting some more customers -- this the opportunity to get lots more. Like 4-10x more. There is maybe one game a year that drives hardware sales... they get a lot of hype, but look at their numbers. How much do they sell?"

/rant

Monday, September 17, 2007

New Toy!

I was going to write a nice serious post tonight, but I've been thoroughly side-tracked by Game Maker.

It's a fun little game-building tool that I was introduced to at AGDC. If you haven't played with it yet, give it a shot!

Saturday, September 15, 2007

Transportation vs. Travel

In my last two posts, I've been careful to use the word 'transportation' instead of 'travel,' and with good reason: My goal is to highlight the gameplay differences between the two.

Transportation lets players move among places they've already been. In some cases, transportation lets players move among places that their characters would have had easy access to - even if the player is new to the place.

Players travel when they go somewhere new. When players successfully travel through a new area, they often earn new modes of transportation.


However, the line gets blurred fairly easily. For example, when players choose to take 'the long way' or 'fight their way' through an area they've already been, I would say that the players are traveling.

Another blurry line appears when players use their own mounts or vehicles. If players can whiz by content that would put them in danger if they weren't on their mount/vehicle, then I'd say that's transportation. However, if the use of the mount/vehicle only causes players to encounter danger more frequently, then I'd call that travel.

Links to my other posts on the subject:
Meaningful Transportation
Beautiful Transportation

Beautiful Transportation

So, let's run with the idea that transportation in MMOs doesn't need to generate fiero. This still leaves designers with a variety of emotional options.

My two favorites are delight and wonder - the twin joys of beauty and discovery. No matter what the medium (running, teleportation, vehicle-on-rails, etc.), transportation gives designers the perfect opportunity to bring about these emotions in players. It fits because players can be shown things they don't often see, and because the experience doesn't last long. Wonder is a brief emotion, just like transportation in MMOs must be a brief experience. On top of all that, there's a real-world connection: wonder and delight are emotions of fun that you experience while traveling in the real world.

Taking players to places they don't often go is a great way to generate wonder. In WoW, for example, the griffon flies over places that are inaccessible to players, and each different griffon route shows players another piece of Azeroth they would never have otherwise seen. Taking players over these areas encourages them to piece together the world and discover its connectivity. This is a refreshing mental exercise in WoW, since the main play experience has players spending their time in walled-off zones.

Viewing enjoyable artwork generates delight, and moving through an artistic landscape heightens that delight. Artists who know their trade can work with designers to put together amazing transportation paths that elicit delight at every hill, lake, or turn. Vehicles and mounts should be artistically engaging, if not detailed; players are likely to watch their mount or vehicle more than their own avatars during travel. Even in a teleportation situation, the means of teleportation can be made delightful with the skillful use of particle effects, animations, or cut scenes.

Possibly the most important fun emotion related to travel is the visceral pleasure of movement, which can be represented in games by animations.

If 'run' animations for avatars, pets, vehicles, and mounts are crisp, clean, smooth, and exaggerated correctly, it can give players an enjoyable sense of movement. If those animations include some sort of whimsy (like the cat ears that swivel in WoW), all the better. As someone who has studied birds, I'm something of a connoisseur of flight animations. It's more enjoyable to watch strong, flexible wings that pull you through the air with each downstroke than it is to watch stiff wings with plain up-and-down movement. Well-made animations can make earning a mount (or any form of travel) worth the hassle.

So, looking at these emotions (delight, wonder, and pleasure of movement) as the requirements for fun travel, we can evaluate the types of travel found in games.

Thursday, September 13, 2007

Meaningful Transportation

Players often expect 'meaningful travel' from MMOs, and they become frustrated when travel becomes trivial. I think some player frustration could be alleviated if there was a clearer separation of transportation from travel in MMO gameplay.

From both a social and gameplay standpoint, transportation in an MMO can't take more than a few minutes. An emotionally invested (hardcore) player will have a higher tolerance for longer travel times, however, ultimately, it's an MMO's job to get players playing with each other, and if it takes too long for players to meet up, transportation becomes a huge deterrent to group play.

Games use a variety of strategies to create the illusion of distance. There's teleportation via interactable objects or player-cast spells; rail transportation, which includes vehicles and mounts that go along fixed paths in the world; player-owned vehicles and mounts that increase player run speed; and any combination of the above.

If fun can only come from fiero, the joy you feel at overcoming adversity, then options for transportation are limited. For example, if players start out in different areas of the world, and each player must fight through tough mobs to earn a griffon ride to the dungeon, they'll experience fiero, but they'll also lose time that could have been spent with each other.

I think it will help hardcore players to think of the situation this way: What is a dungeon if not a place where groups run a long distance while fighting mobs? If you think of the dungeon as the place where 'meaningful travel' occurs, suddenly, the act of getting your friends together in front of the dungeon - transportation rather than travel - doesn't have to cause fiero - you can trust that the fiero will be there for you inside the dungeon, and it will be accompanied by and magnified by the social fun you will have.

I've been tagged!

Well, after all of that esoteric pondering about the nature of emotional cycles in games, Cuppycake has tagged me with my first chain blog.

Here we go:

~ The Rules ~

1. Link to your tagger and post these rules.
2. List eight (8) random facts about yourself.
3. Tag eight people at the end of your post and list their names (linking to them).
4. Let them know they’ve been tagged by leaving them a comment on their blogs.

Ok, random facts:

1. My favorite living animal is the Northwestern Crow.

2. My favorite extinct animal is the Magnificent Teratorn.

3. I like making chainmail. I suppose that says something about my tolerance for tedium.

4. Raw salmon is my favorite food.

5. I broke my right arm just before a birthday where I received colored markers and art supplies. I had to wait three weeks before I could use them. (I'm right handed.)

6. One of my favorite non-computer games is Carcassonne.

7. I am native to Oregon.

8. I have a Warhammer Fantasy lizardmen army. Someday maybe I'll paint them.

I'll have to skip the tagging part this time. I like making chainmail, not chain mail :)

Tuesday, September 11, 2007

Timing Emotions of Relief, part 2

I'll muse on X for a bit.

If X is too large - such as when designers make puzzles comparatively easy to solve yet difficult to execute - then it can lead to player frustration.

I remember the infuriated screams of one of my friends as he played Tomb Raider. He had figured out which jumps to make, and he knew when and where to make them, but because the timing was so delicate, he ended up failing too many times. When he finally made it to the next area, he was still quite angry about having wasted so much time. I saw his fiero change from a potentially cheerful "Hurray, I did it!" to an angry "Finally!" Not only that, but the negative emotions of his frustration likely overran the "Cool" emotion he would have felt at discovering and exploring the next level.

That brings up an interesting aside. One player behavior I've noticed frequently in myself is that I prefer to save games in the middle of levels. After completing a level, I find that my curiosity about the next level is so high, I seek relief (Cool!) by going and exploring it. Once that need has been met, I feel more comfortable ending the game session.

Back on topic, an example of highly variable X can be found in Shadow of the Colossus, where players fight nothing but bosses called colossi. Each fight is a puzzle, and depending on the boss, the battle requires more or less dexterity of the player. For a few of the colossi, once I figured out how to defeat them, I killed them on my very next attempt. For most of the colossi, it took me a few tries once I solved the puzzle. And, for a few of the colossi, it took me a frustratingly large number of attempts to take them down even after I knew exactly what to do.

So, how do we keep X from becoming frustratingly large? I think that after players have solved a puzzle, they should be able to execute the successful strategy in just one or two tries. X can (and probably should) be greater for boss fights, since players have emotionally invested more in the game by the time they reach a boss, and will be more tolerant of failure.

On the opposite end of the spectrum, if X is too small, it may be possible for designers to prevent players from savoring their "Aha!" moments by overwriting them with potentially more powerful "I did it!" moments. Then again, if players are allowed "I did it!" right after "Aha!," the effect of both forms of relief might be magnified. It warrants observation.
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.