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Counter-Productivity – How Not to Finish a ProjectOctober 8, 2008
www2 – Wasting aWay on the Web (Win With Wikipedia)Research! You can never do too much research. And there’s so much information to be had on the Web. Here’s how “research for procrastinators” works. I used to do this with the New Columbia Encyclopedia; now Wikipedia lets you do the same job even better. First, you think of a topic that might be related to what you’re writing, then do a Wikipedia search. You find lots of information and citations, and more importantly many details that don’t at first seem relevant, but do seem Highly Interesting. That of course mandates that you look up each of the related topics in turn. Sometimes a key word will just pop into your head, so you need to look that up as well. Hours later, you might or might not have completed the original research, but your head will be filled with Fascinating Facts you can share with your Friends. Of course, Wikipedia is but the beginning. There’s a whole World Wide Web full of wondrous and worthwhile wisdom out there. One must keep up with the latest news – There could be inspiration in any of those stories about Obama, McCain, Biden, and Palin. Or about Britney. Or the baseball playoffs. Then there are the blogs – Everyone has an opinion, and some of them are Really Inspirational. Web comics – After all, humor is very important to writing and gaming. Besides, some of them – such as Penny Arcade, GU Comics, and Ctrl+Alt+Delete – are Really Relevant Resources on trends in the gaming industry. Oh, and while you’re at it, check out Looking for Group, because you never know when an orphanage might attack you. What did people do before Google and Wikipedia? Why, they read books and magazines. Fortunately, you can still do that. Amazon.com has several million books. Several of them are undoubtedly of interest, or maybe even useful, to your work. Why not spend some time browsing their catalog and reading user reviews of a few thousand books. Once you find a few that are clearly critical to your research, go ahead and order them. Of course, there’s no sense working on your project until the books arrive and you have a chance to study them. ggg2 – Good Going, Got a Game, Got to GoWell, since we’re best known as game designers, and this is nominally a blog about games, it’s clearly essential that we do even more research… by playing games. Now the small-minded might think this purpose best served by spending a short time each with a lot of different games of varying types. But we know that the only way to truly understand the strengths and limitations of a game is by playing each game thoroughly for endless hours. After all, World of Warcraft is really designed around all the players reaching the maximum level and attempting the raid dungeons over and over. Can anyone who hasn’t wiped on Nightbane or Lady Vashj or Archimonde repeatedly truly be said to have experienced all WoW has to offer? We think not. It is, of course, purely a coincidence that we keep researching the same games and that those just happen to be our favorites. Corey pursues his valuable continuing game research in bridge, Travian, and World of Warcraft. Those are good for about 10-15 hours a day, so who has time for new games? Oh, then there’s online poker. How ya gonna get rich if you don’t play? Online poker is great, because you can play it at home, at the office, or in the middle of a meeting with clients. They surely want to hear your bad beat stories! Discipline is very important in poker. You need to fold lots of hands. How better to ensure that than to play while you’re in the middle of doing something else? Eat, Drink, and Procrastinate for Tomorrow We DietThere is an ancient saying – “Life is uncertain, so eat dessert first.” Well, maybe not quite so ancient, but the thought has undoubtedly been there since before recorded history. Having thought of the line, I of course had to Google it; two sites attribute it to Ernestine Ulmer, American writer, in 1925. Anyway, having run out of ideas for this blog, I of course ran to the refrigerator. A pear, a chunk of cheddar cheese, and a bowl of Peace Cereal’s “Mango Passion” later, inspiration smote me and this section was born. Never let it be said that we don’t practice what we preach! Real time research, that’s the ticket. Unfortunately, sufficient procrastination through gustation can lead to bloated bellies and thighzable thighs. So can sitting at your desk for hours on end reading, writing, programming, or playing games, so… Get out there and exercise! Yes, that’s very important. Go bowling, take a walk in the woods, play with the dogs, and pump some iron. All of these things make you stronger, healthier, and most importantly, get you away from whatever tasks you’re avoiding. Besides improving blood flow to the brain, those minutes or hours of physical activity might just give you a chance to find that vital inspiration you’ve been missing. Incidentally, it is clear that testosterone poisoning is an important contributor to stupidity in the male of the species. Therefore, testosterone levels must be controlled through frequent horizontal exercises upon a soft surface to maximize brain activity. More research is required on whether women benefit equally from the exercise… much more research performed as often as possible. Procrastination Process Chart
Show Me the Gold – Game Economics 101October 1, 2008
Games have their own forms of economic disasters. As with combat systems, game developers need to walk a narrow tightrope between giving players too much and not giving them enough. Inflation in gold, equipment, and character abilities is inevitable in a long-running game (either a game series or a massively multiplayer game). Careful designers put a lot of time and effort into balancing game economics so that the game is as fun as possible for most players for as long as possible. This can be done by restricting aspects of the economy, reducing restrictions in other areas to keep things balanced, or by providing bread and circuses so the players are distracted from economic issues. How to Kill a D&D CampaignTwo of my early Dungeons & Dragons campaigns come to mind when I think about game imbalance. In one game, the beginning dungeon master tried to foreshadow the ultimate battle of the first few months of the game. Unfortunately, players tend to focus on the here and now, so we immediately went after an opponent that should have easily destroyed us. Unwilling to have the campaign end in its first week, the DM had an NPC lend us some powerful magic weapons. Using them, we easily won, nabbed the treasure, and found ourselves equipped with magic that should have come much later in the game. After that immediate gratification, the rest of the game was an anticlimax and soon ended. In a game that I ran, I had a “Deck of Many Things” as a treasure at the end of the first major dungeon. One player pulled a card that jumped her character 5 experience levels, so we had a party of 2nd and 3rd level adventures with a 6th level Cleric. I could handle it these days, but at the time, I found myself completely unable to balance the fights. Anything that would be a challenge for the Cleric would inevitably kill the rest of the party. The campaign went on for a few more sessions, but then died out because I couldn’t keep it balanced. Whoever Said That Making Sequels Is Easy?The Wizardry computer game series ran into this problem. Following the typical RPG trope, players started out as very weak beginning adventurers. They gained spells, abilities, and magic items as the game progressed until they were demigod level by the end of the game. Wizardry 2: The Knight of Diamonds allowed players to import their Wizardry 1 characters and continue the game. While KoD was still a very fun game, there was much less room for variety in the game because the player characters started out at a very high level of power. Unable to keep that going, the authors set Wizardry 3: The Legacy of Llylgamyn a generation later, so that players created new characters and began again as beginning adventurers. Wizardry 4 had a nice twist – You play as the evil Werdna, trapped by the goody-goody adventures from Wizardry 1, and have to escape from your own dungeon … starting again as a weak character with few powers.
We kept these lessons in mind when we planned the Quest for Glory series. We intentionally masked the limits of the skill system by putting skills on a 0-100 scale. We figured that players would assume it was a percentile system and that 100 was the highest possible. However, we knew that we would be setting the limit to 200 in the second game, 300 in the 3rd game, and so on. Instead of letting the player wield godlike power by the end of the first game, we gave him a few abilities that would be equivalent to 1st, 2nd, or perhaps 3rd level spells in D&D. That left plenty of room for improvement in the later games. Despite that, we still had issues with inflation. We had to balance the combat and puzzles so that a player who started in the second game had a character comparable to that of a player who imported her character from the first game. We tried to keep the game fun and challenging for all character skill levels, encouraging the player to practice skills, but not absolutely requiring it. There were flaws in this process. I think that by the 3rd game in the series, many players found it boring to repeatedly throw rocks until they had a high enough throwing skill to win a spear throwing contest, and so on. We relaxed the “practice makes perfect” requirement in the last two games to try to cut down on the tedium. Of course, in doing so, we also reduced the challenge for players who really wanted tough fights. Oh Yeah, About That GoldYou might find it strange that I’m deeply into a post on economics and so far haven’t even mentioned money. While gold and silver are the most obvious economic systems in games, there are really multiple economies at work. I’ve mentioned character skills. There is also learning curve inflation – where a player gets so good at the game it stops being challenging – character abilities, equipment, pun tolerance, combat and experience points, and several other reward and challenge systems. If any reward comes to easily, it loses its value to the player. If it becomes too difficult, players become frustrated and might stop trying to get the reward. In the original Bard’s Tale, no character class had a healing spell until (if I remember correctly) level 3. It was also possible to meet very dangerous enemies with your level 1 party, and it was difficult to earn silver. As a result, almost all of the characters’ money was spent on healing and resurrection spells at the temple. Most players ended up “cheating” by creating mule characters, adding them to the party, transferring all their money, then deleting the characters. Players had to work around the game system because the economy was too stingy. World of Warcraft and similar massively-multiplayer games probably have the hardest time with inflation and balancing the budget. WoW has been running for over 4 years now, and many of the players have become jaded; it’s difficult to find any reward system that will keep them playing the game. Blizzard has relaxed many of the rules that originally created a tight economy because they know that long-time players don’t want to put in as much work for rewards that will soon be superseded. (Oh, and I learned how to spell “supersede” a long time ago in a Superboy comic book. Lana Lang became suspicious of a Clark Kent impersonator because he mistakenly spelled it “supercede”. Never let it be said that reading comic books is a waste of time - at least not all the time!) Dungeons that used to require long and arduous “attunements” before characters could enter them were opened to all players. This has allowed a lot of players in “second tier” guilds to experience content that they would otherwise never see (see The Burning Crusade paragraph below). Blizzard initially made a number of good decisions to keep their economies balanced. Rewards for slaying monsters and completing quests were scaled throughout the game, so that each level of player tended to have just a little less money than they needed to buy everything they wanted. Blizzard also restricted magic items by giving them a minimum level for use and “soul binding” them – Once a character has equipped a magic item, it can no longer be traded to other characters. More powerful items are “bind on pickup”, which means that only the character who first picks up the item can ever equip it. These decisions meant that a player with a rich level 60 character couldn’t create a new character and have it instantly become much more powerful than its level.
Black Swans Invade a World of OrcsThere was at least one “Black Swan” phenomenon in WoW that might have been obvious to Blizzard, but caught me totally by surprise. Prior to the release of The Burning Crusade expansion, characters were “capped” at level 60. Unlike in Everquest, where the maximum level was a goal attained by few, a high percentage of World of Warcraft players got to level 60 with their characters. In order to keep them active and interested, Blizzard provided a large amount of content designed specifically for level 60 characters. This included the three major “raid dungeons” – The Molten Core, Blackwing Lair, and Naxxramas – that required guilds to put together well-balanced teams of 40 players at a time to have any chance of success. Most of the big World of Warcraft guilds were structured entirely around the raid dungeons. The Burning Crusade changed that dynamic entirely. Players who had spent a year or more at level 60 raiding the dungeons or fighting against other Level 60 players in battlegrounds now found themselves doing quests and exploring 5-player dungeons again. In order to encourage players to buy the expansion and try out the new Outlands content, Blizzard greatly increased the availability of gold and the power level of magical weapons and armor in the new environment. Instead of the level 60 raid dungeons gradually becoming phased out, they were all abandoned the day TBC launched. With 20-20 hindsight, we can see that much the same thing will happen with all of the level 70 dungeons after Wrath of the Lich King launches. A few guilds may visit one or two of them for nostalgia, but they will soon be entirely abandoned as players focus on reaching level 80, exploring the new dungeons, and find more powerful items than they could get from the level 70 dungeons. Overnight, the big raid guilds splintered. Nobody had any interest in struggling for hours in a level 60 raid dungeon to have a small chance of winning an item only slightly (if at all) better than what they could find in a 5-man dungeon in Outland. Some guilds set up teams of 5 players to work together to “beat” the dungeon content and get “attunements” to the new level 70 raid dungeons and heroic-mode dungeons. Many of the guilds collapsed, because the 40-man raid dynamic was what had provided the social environment that held them together. Others survived by emphasizing role-playing or by working together to make sure that everyone in the guild could find fellow adventurers when they needed them. The entire gameplay for most of the players altered. As time goes by and players lose interest in doing the same things over and over, Blizzard has gradually relaxed some of its anti-inflationary policies. They increased the rate at which lower level characters gain experience so that they will all become level 70 faster. Blizzard reduced the requirements for “heroic dungeons” so that more players could experience them. They removed the attunement requirements from the most challenging endgame raid dungeons. They introduced daily quests for fast acquisition of gold and reputation. In Wrath of the Lich King, Blizzard is introducing “Bind to Player” items. These can be passed down to other characters owned by the same player, but not to other players. All of these moves increase monetary and character inflation in the game. They are designed to provide a more level playing ground for the Level 80 characters that expect everyone to create. That lets Blizzard focus their energy on creating new Level 70-80 content without alienating all the lower-level players. My characters all have enough gold now. But it’s awfully hard to find companions for lower-level dungeons and adventuring these days. While I miss that type of play, it’s a lot like what’s happened over the years in my D&D games. Try as we might, it’s impossible to recapture the magic and excitement of being a new player with a new character in a new type of game. A life-and-death battle against Orcs would be an annoyance rather than excitement today. Corey’s first DM’s were of the “killer DM” variety; average life span for a character was maybe 3-4 weeks. We’ve long since moved past that into the “characters don’t die unless they’re unlucky and the player screws up” stage; we care about our dozens of characters too much to want any of them to suffer a permanent death. The Bird’s-Eye ViewHow do you balance a multiplayer game? Step 1 is to make good initial decisions. Always be aware of the dangers of a runaway economy and build balances and restrictions into the game. Step 2 is to create simulators. Set up test cases for characters of various levels (or skill development for a non-level-based game) and earned or purchased equipment. Run simulations of combats and other quest activities with them to see if the better-equipped characters are overwhelmingly powerful. If so, make adjustments. Step 3 is to put the systems into the hands of beta test players and play testers. Separate them into groups and present different rules to each group. Then keep the ones that are most successful. Finally, pay attention to your players once the game goes live. Gamemasters and community managers can observe the players to see if they’re having fun and where they’re getting frustrated. If there’s too much money in the economy, find things they can spend it on that give them marginal improvements. If there isn’t enough, introduce new quests or other activities that make it easier to earn money. If all else fails, release an expansion. More than anything else, game balance is what makes or breaks a computer game. Creating and maintaining well-balanced economic systems for gold, equipment, character skills, tension vs. reward, and other aspects of games is essential to creating games that last. Keeping a game balanced while half the players are trying to find ways to unbalance it is one the most challenging tasks faced by game designers and developers. As Julia Ecklar wrote in her song Crane Dance, “Balance is to understand the crane while it’s in flight.” Cranes and black swans – Look at game economies from a bird’s eye view. You'd be bird brained not to. The Black Swan, by Nassim Nicholas Taleb (2007) discusses rare, unpredictable, and catastrophic events that – after the fact – people say, “Oh, it was obvious that was going to happen.” The current government intervention into the U.S. banking system definitely qualifies as a Black Swan. Unemployment statistics understate the real issue, since they do not generally include “discouraged workers” who have given up on trying to find work. As unemployment has grown, people have been unable to make their mortgage payments. That’s what is really meant by “high-risk” mortgages – Lending to people who lose their jobs. The CDS, or Credit Default Swap, is a new type of financial instrument within the last 10-15 years. Companies insure lenders against customers who default on loans. The problem with CDS’s is that they are based on averages. That leaves the insurers (such as AIG) unprepared for catastrophic Black Swan levels of default. The current CDS market is estimated at $55,000,000,000,000 – that’s $55 TRILLION. CDS’s allowed a lot of lenders to overextend themselves with risky loans because they were insured. That didn’t help when the insurers couldn’t cover the losses. This article was written by Corey and illustrated by Lori. Mojo is Lori's Troll Beastmaster in the World of Warcraft game who is the proud owner of a baby Murloc.
"Christmas in September"September 24, 2008
"So what?" asked someone at the last committee meeting, "Christmas is still three months away!" Well, game developers quickly learn that, in the game industry, Christmas is really in September (or even July or August, but most assuredly NOT in December). Backwards Teach You to Work, We ShallAll game development projects use a "backwards calendar". We want people to buy our games for their friends, family, and themselves to use as presents. In the U.S., the biggest Christmas shopping weekend is the one immediately following Thanksgiving - the 4th Thursday in November. This year it's November 27, which also happens to be Corey's birthday. That won't happen again until 2014. Oh yeah... the backwards calendar. So, games had better be on the shelves by the last weekend in November or they will miss the most important Christmas sale weekend. Before they can go on the shelves, they need to be shipped. Since the game companies want to make a profit, they prefer to ship their games by slow freight, not overnight airmail. So we back up another 2-3 weeks or so to early November. Before a game can be shipped, it has to be manufactured. This is a complex process that frequently involves multiple vendors - printers, box manufacturers, disk duplicators, and so on. When the first disks come back from the duplicator, they'd better be tested; you'd be surprised how often someone screws up and the disks are unplayable, have the wrong software version, the wrong labels, or some other product launch killing error. When this happens, the only option is to stop the duplication, find the error, fix it, and get the disks duplicated again. Similar problems can happen in the other phases of manufacturing. Anyway, that takes us back to mid-October. The Quality Assurance (Sisyphean?) NightmareGame developers are incredibly brilliant, you know, so they just design their games, create some code, art, and music, and send them out for duplication... NOT! Corey was incredibly proud of the careful effort that went into developing Castle of Dr. Brain and was confident that it would pass through Quality Assurance with very few errors. Then he got the first pass of bug reports, a stack of bugs (one per page) almost 2 inches thick. Chagrined, he mentioned to the QA lead that he thought they'd turned in a clean game. The response was, "You did. Come look at this." On the top of a filing cabinet in the QA department was a stack of bug reports almost 4 feet high; those were the as-yet unresolved bugs for another Sierra game being developed at the same time. So we need to back up at least another 3-6 weeks for quality assurance and fixing all the problems the expert (and sadistic) game testers find. That's early to mid September. So September is a time of euphoria! After anywhere from 6 months to 5 years of work, the game is finally done. QA hasn't seen the "final" completed version yet, and all is right with the world. Of course, that means that in July and August, everyone on the team was working 60 hours a week to have a prayer of getting all the game features done by September. By September, everyone is exhausted, and the last thing they want to hear is that crunch time has barely begun. Much more work will be required to fix all the glitches, balance issues, and outright errors that the master QA'ers will soon uncover.
For Now It is Christmas TimeInterestingly, Christmas in the Mountains has similar issues. Lori sent publicity releases to travel magazines months ago so that we can be in their November/December calendars. Posters, advertising flyers, and the treasure hunt clues have to be printed and distributed. Merchants have to be contacted to see who wants to participate in the treasure hunt. Clues have to be customized to the participating merchants, so some really fun ones might never be used. We have to train volunteers to give appropriate hints to people who get stuck. And we'll have to be prepared to handle last-minute emergencies, such as a popular merchant running out of clue sheets or simply losing the whole packet. Even a small game for a few thousand players (or 5 or 6 close friends, for that matter) takes a lot of time, effort, imagination, and preparation to prepare. Fortunately, we have infinite free time to work on this. It isn't as though we're writing a weekly blog, creating an online school for heroes, working on an interactive fiction game, rehearsing carols (another Christmas in September activity), raiding Mount Hyjal and the Black Temple, and trying to pay bills and otherwise run our lives. Oh wait, maybe we are doing all those things! If one of them comes in a little late, please forgive us; at least you'll know why. Merry Christmas, Happy Chanukah, Joyous Noel, Happy Solstice, Kwanzaa Greetings, and Happy Holidays to you all - It's Christmas in September!
Ahoy, Me Hearties!
"Ye be wantin' the whole scuzzy tale? That ye can find on International Talk Like a Pirate Day. You can even learn the ten best pickup lines to use on buxom wenches on TLPD (Such as "Pardon me, but would ya mind if fired me cannon through your porthole?"). When ye be ready ta start talkin' the talk and walkin' the walk, ye might larn a bit aboard this ship. Pirate Lore (or Pirate Lori)
Corey was less impressive as the Dead Pirate Rogers. Despite never having watched Mr. Roger's Neighorhood, Corey soon learned that a fuzzy sweater was apparently required armor for the role. Dead Pirate was a Dwarf, and First Mate to Cap'n Brucie. Of course, Dwarves aren't yer usual sort o' pirates. Rogers was actually King Rockhard Ironstaff, deposed leader of the Dwarven kingdom of Moronia. Bein' not a altogether bad pirate, Rogers composed this song (to the tune of the Disneyland Pirates of the Caribbean theme song (this happened long before the films): Yo ho, yo ho, privateers we be! Also memorable in the ship's crew was Ferdiad, the sadistic ship's surgeon. His favorite "cure" for all ills was Doctor Death's Salve, a concoction so caustic that many preferred to die of their wounds rather than be cured with the Salve. (There was the time that the mischievous Hobbit substituted Dr. Death's salve for bear grease, but we won't go there...)
The adventures of the Lion Rampant were chaotic and silly, but rollicking good fun. Look Behind You! It's a Three-Headed Monkey!
Note the timing on game releases - Hero's Quest shipped in 1989, The Secret of Monkey Island and Quest for Glory 2: Trial by Fire in 1990, and Monkey Island 2: Le Chuck's Revenge in 1991. We talked to Ron Gilbert - lead designer of the first two Monkey Island games - at the Computer Game Developers' Conference, and he admitted to being influenced by Hero's Quest, just as we were by his games. Secret of Monkey Island had the most fun combat system we've ever seen in a game. Instead of slashes and thrusts, Guybrush Threepwood and his opponents hurled deadly (at least to the ego) insults at each other. Each insult could be parried by an appropriate witty repartee. Of course, you had to practice your dueling skills to hone your wit to a razor edge. The story also held together really well, including some great foreshadowing. Early in the game, Guybrush is trying to be recognized as a pirate. Asked if he has any special talents, he says, "Well, I can hold my breath for ten minutes." This turns out to be important later in the game. and those patient players who held out for the full ten minutes got to see an Easter Egg of sorts. Dead Men Tell No TalesWhenever we visited Disneyland, we tended to make a beeline to the Pirates of the Caribbean ride. The imagineers did a fantastic job with the setting. Combining Pirates with the Blue Bayou restaurant was a stroke of genius, as each contributes to the atmosphere of the other. The food at the Blue Bayou was also probably the best the park had to offer. As fond of pirate stories like Treasure Island, The Muppet's Treasure Island, and The Princess Bride, the Pirates of the Caribbean ride made us shiver with delight.
So, be ye a landlubber or a true pirate? Ye'll get ta show yer true colors this Friday and on International Talk Like a Pirate Day every year. Scupper us with a marlinspike if we not be speakin' the plain truth. and speakin' it like pirates!
Brucie's Flag, the "Hello Sailor" and the singing Meep pirates were from our first "TLPD" on Transolar years ago. The coin is a bronze casting from the mold of the coins used in the "Pirates of the Caribbean" movie. The Monkey Island cover is from our original game box. The portrait at the beginning of the article is of the notorious Meeps, Capn Redbeard and Molly (a Meep thinly disguised as a parrot).
Rock, Scissors, and Paper TigerYou’ve all played Rock, Scissors, Paper, right? It’s a two-player game in which both players simultaneously reveal a fist (rock), open hand (paper), or two fingers (scissors). Rock breaks scissors, paper wraps rock, scissors cut paper. If both players make the same choice, it’s a tie and they try again.
Rockin’ the Night AwayOn its surface, Roshambo seems like a totally random game. If you programmed two computers to play each other, and one always chose randomly, it wouldn’t matter what the other one chose. In the long run, they will tie. In real life, the game gets interesting because the players try to psych each other out. You either predict the move your opponent will make or use psychological tactics to get him to make the move you want. The game rules are evenly balanced, but players’ minds are not. Perry Friedman, a Roshambo World Champion and Tiltboy, once gave me a few tips on the game. New players rarely pick Rock as their first move – It feels unnatural to start with a closed fist and keep it that way – so Scissors is a strong first move against an amateur. Of course, he might have told me that just so that I would pick Rock first next time we played so he could be ready to counter it with Paper. Sneakiness is an important attribute for a Roshambo champion. One Rule to Rule Them All?We keep reading books and articles on game design that basically say, “All games are variations on Rock, Scissors, Paper.” Everyone nods their heads sagely at such an obvious truth, then works on their latest RSP game mechanic. The only problem with this is that the “rule” isn’t true and lazy application of it leads to bad game design. The idea is as simple as RSP. Create some variation in the game by creating several different types of units, then balance them so that every unit has its Nemesis. If artillery is strong against cavalry, then make it vulnerable to infantry. If a Wizard easily defeats a Warrior because armor doesn’t stop his spells, then let a Rogue sneak up behind the Wizard and kill him before he can react. This is much more interesting than giving everyone the same strengths and weaknesses. The concept is simple and obvious… but it’s a little too simple. If all conflict was determined by numbers and formulae, then an RSP model might work fine… and make a really boring game. Black-and-White Logic in a Multi-Colored WorldThe problem with “Roshambo rules all” is that the real world is fuzzy, not binary. Bart Kosko, in his book Fuzzy Thinking, talks about the philosophy of fuzzy logic. Kosko claims that fuzzy set theory does a better job of describing the real world than do traditional mathematical models. When we talk about “tall people,” we don’t mean that everyone over six feet tall is “tall” and everyone else is “not tall.” There are degrees of tallness. In traditional Aristotelian logic, everything is either part of a set or not part of it. Fuzzy logic is designed to solve problems that are best described by “partial membership” in sets. Roshambo has no grayness. There are only three possible actions, and the results of each pair of actions are clearly defined. Great games have many more factors and no black-and-white answers. The excitement comes from uncertainty and the idea that “on any given day, anyone can win.” A combat (or competition) is decided not only by the game rules, but by the relative skill of the players and other factors such as equipment, environmental conditions, and the actions of other players and “monsters.” World of Warcraft combat is fun because it is unpredictable. There is a Roshambo bias for who “should” win in an otherwise equal encounter, but it’s just an edge, not a guarantee. And that’s pretty much true in every great game. There has to be room for player skill to make a difference. If the game is totally symmetrical, then there is no reason for a player to choose a particular type of unit and the game might as well be simulated on a computer rather than played. Of course, if the game is too asymmetrical, everybody will choose the strongest units and the game developers might as well have left out the rest. This is why game balance is one of the hardest aspects of game design to master. A seemingly minor tweak can result in some players becoming far too powerful or others becoming hopelessly weak. As characters or units become more powerful and complicated, achieving game balance becomes a tremendously difficult job. A Hit-Driven BusinessCoin flips, Roshambo, and dice rolling in Dungeons & Dragons all have something in common – They have black-and-white rules for who wins. The best game designs hit the sweet spot between such deterministic rules and total chaos. Players tend to see patterns where there are none, and often assume randomness where a game is actually deterministic. This leads to what I think of as the “probability fallacy.” Is a coin flip actually a 50-50 proposition? Only before you flip the coin. Once the coin falls, the result is known and is either 100% heads or 100% tails. The same applies to most game puzzle situations. Something that is a 75% probability really means that 75% of the players succeed 100% and the other 25% fail… or resort to restoring saved games until they “win.” Role-playing games get around this by repetition – If there is a 25% chance the player will get a particular item on killing a monster, he just has to kill dozens or hundreds of them to find the 10 or 20 items required for a quest. This can get more than a little boring and repetitious, but at least it gives players an extra reason for killing those monsters. How about the actual combat? Dungeons & Dragons and its spiritual descendants have you roll two dice. The first role determines if you hit, the second how much damage you deal. There are some problems with this approach, especially in an online multiplayer game. When you shoot at a moving target in Quake, do you hit it? It might look like a very obvious hit on one player’s screen and an equally obvious miss on the other. A Warm, Fuzzy FeelingA better fuzzy logic approach would be to apply a series of fuzzy rules to the combat – What sort of attack are you making? What kinds of defenses does your opponent have in play? How far apart are you? How much movement is involved? How good are your stats and equipment, and how strong are the opponent’s? A fuzzy combat system would combine the results of all the rules and come out with an appropriately-averaged result. This might be that you graze your opponent for a minor wound, or that you get in a solid hit, or that you miss entirely. The actual amount of damage would take all factors into account instead of being a random dice roll. Obviously this isn’t a good system for a paper role-playing game where the players have to make all those calculations. But computers happen to be good at doing a lot of things fast. Why should our video games be tied to restrictions inherited from paper gaming? Quest for Glory IV: Shadows of Darkness featured a fuzzy logic combat system. We think it was one of the most successful approaches in the series. Players could choose to fight as in an arcade game, or they could set a “combat style” and have the computer take actions according to that style. All of the “monsters” had individual fighting styles of their own. We think this made combat pretty interesting and helped players with poor arcade skills be able to enjoy the game. We’d like to see more games use a fuzzy logic approach to conflict resolution. It isn’t much harder to program than traditional logic and it solves a lot of problems (such as the effect of lag) that have proven very difficult to solve with binary logic. Most importantly, a fuzzy logic system is much easier to balance because the reasoning can be recorded and observed. In effect, a well-designed fuzzy system can tell the developer or player why it made each decision. So what will it be? Thinly disguised games of Rock, Scissors, Paper in which the game systems are transparent, boring, and can be manipulated by the players? Or tear up that paper tiger and create rich, complex game systems that use the power of fuzzy sets to balance themselves? Truly great games favor the skilled player, but leave enough room for a lucky, less-skilled player to compete and have a fair chance of winning occasionally.
September 4, 2008 Star Trek: The Final FrontierLori’s friend Susan sent her an article from her local paper about the closing of the Star Trek Experience at the Hilton Hotel in Las Vegas. This was a exhibition and simulator ride based mostly around Star Trek: The Next Generation. Given that the show has been off the air for fourteen years, it really isn’t a surprise that they finally shut it down. And yet, it’s sad. These were the Voyages of the Star Ship Enterprise
We don’t consider ourselves to be Trekkies, although our lives have been heavily influenced by Star Trek. As children, we watched the original series with Captain Kirk and Mr. Spock. (Lori, of course, had a crush on Spock at the time.) Corey still remembers sitting on a couch with his family watching the season previews and how excited they were about the upcoming Star Trek show. Corey’s father helped run his father’s corner store in New York City and read every issue of Astounding Stories, If, Galaxy, and other pulp science fiction magazines. Corey grew up in a living room filled with books and magazines, many of them science fiction and fantasy. The Prime DirectiveAlthough the Enterprise crew seemed to forget it occasionally – when to do so was convenient to a story line – all starship crews were required to follow the Prime Directive. They were not to interfere with other civilizations, nor even to reveal the existence of the Federation or star ships to pre-spacefaring worlds. Wikipedia quotes it as: "No identification of self or mission. No interference with the social development of said planet. No references to space or the fact that there are other worlds or civilizations." Of course, they proceeded to break the rules right and left, all in the name of the Greater Good. Sort of like the concept of the Quest for Glory Paladin who must decide between the laws and justice. The Star Trek series took on issues of war and authoritarianism, of personal heroism and working for peace. It was set in a world with no borders and no race or sex barriers – no limits. Then there was the overall message of hope – we will make it to the future, and the stars will be ours to explore. Those were pretty good lessons to grow up with. To Seek Out New Life and New CivilizationsQuest for Glory owes much to Star Trek. Yes, there’s the USS ‘Exitprise’ in the Magic Shop of Shapeir. On the hero’s way in to Shapeir, the magic carpet almost gets hit by the starship going into warp drive. But there’s much more than that below the surface. Star Trek was always about going to new lands and new civilizations. The crew’s missions were all about bringing peace to war-torn worlds and creating a better future. Uhura, the Warrior and Adventure Guildmaster in ‘Trial by Fire’ and in ‘Wages of War’ was named after the character in Star Trek for a reason. In Swahili, the word uhuru means freedom. (We learned this from a Star Trek filk song!) We wanted the player to set people free from fear and evil. We wanted the players to feel like true heroes. To Boldly Go where no one has Gone Before
We have a garland beside the kitchen with a string of lights and Star Trek ornaments. Our favorite drinking mug has a Klingon Bird of Prey. Lori even has a pressed coin with the Bird of Prey symbol on it from the Experience in her purse. She isn’t quite sure where she can spend that, but she’s well prepared for the Klingon Invasion. She even has a Klingon font on her computer, since you never know when you may have to answer an ultimatum from an invading alien species. We’ve even played Klingon characters in D&D. Well, technically they’re Uruks, but the DM based them on Klingons, and they’re pretty much indistinguishable personality-wise. We're still not Trekkies. Er... by some definition. Even if we have gone to a Star Trek convention or two. And Grok Spock.
All Good Things...Anyway, we’re sad that the Star Trek Experience has gone away. It’s sad that all of the Star Trek TV series have come and gone. Then again, they all seem dated and hokey in today’s world. They had their final voyage, and it’s time to let them sail away. But the Legacy of Star Trek will live on. Live long and Prosper. Q’plah!
August 27, 2008 'Trial by Fire' RebornTwo days ago, AGDInteractive released the full-color, completely re coded version of Quest for Glory II: Trial by Fire. After eight years of development, they have a right to celebrate right now. They got to experience all the wonders of the 'Endless Sisyphean Nightmare Warren' and they didn't even get paid to do so! This was a labor of love, and they offer it free to everyone who wants to experience or remember this classic Adventure-Role-playing game.
Once upon a time many, many moons ago, when we were young and innocent, Corey and I designed and developed Trial by Fire for Sierra On-Line. Fresh with the success of "So You Want to Be a Hero," we were ready to take our players to a new world of role-playing. We wanted to created a fantasy game based on the Arabian Nights tales. It would have all of the tropes and archetypes of the Persian stories and a strong elemental theme of Summer and fire. We subtitled it, "Trial by Fire." We had no idea the name would be prophetic.
Fast-forward ten years. A group of Sierra adventure game fans calling themselves the "Anonymous Game Developers" decided that perhaps they could do what Sierra had chosen not to do. They decided to use an open-source adventure game development system to recreate a few of the classic 16-color Sierra games – starting with King's Quest 1 and 2 – with 256-color VGA graphics. Quest for Glory 2: Trial by Fire was next on their list and they started in on the project with great energy in 2001. After several iterations and a long journey through the Sisyphean nightmare warren of game development, AGDI has now (August 2008) released the finished product. You can read more about the history of QG2 VGA on the AGDI web site. Amazingly, the AGDI team was able to get a limited license from Sierra allowing them to distribute the game with its original name and characters as long as they give it away free and nobody distributes it for a profit. Knowing how much work went into the Quest for Glory 1 VGA conversion, our hats are off to this incredible team for creating QG2 VGA as a labor of love. Incidentally, we had no say on the license, since Sierra/Vivendi owns all the rights to our games, but we are fully behind the AGDI team and the QG2 VGA project.
I found inventory use a little cumbersome at first, although that's probably mostly because I didn't remember how we did in in Quest for Glory 3! You use the hidden menu to access your inventory and select an item. The right mouse button toggles between possible actions (walk, use or attack, talk, or the chosen inventory item), then clicking the left button on a person or object tries to apply that action. Compared to today's no-brain interface (right-click on something to do whatever the game designer or programmer decided you should do with that person or object), it takes more thought and more time to take an action, but it also really opens up the user's choices. If you're lazy, you probably won't like it. Playing QG2 VGA reminded me that adventure games used to be much more complex and difficult than today's games. By the way, Save your game early and often! Corey didn't and was pretty embarrassed when he died in his first combat and had no saved game to which to restore. There does not appear to be an automatic save feature in QG2 VGA, as there almost certainly was none in the original version. So far, Corey has been unable to defeat any enemy in combat. He managed to get a brigand down to 50% of his health before the main character succumbed. A serious arcade gamer might have an easier time with the combat, but this could be a problem in an adventure RPG. Perhaps AGDI will release a patch later with an "easy mode" combat option for gamers who were already mature when QG2 first appeared. Not only did ADGI include many of the fun Easter Eggs of the game like the Silly clown option with Harpo Marx running down the alleyways, but they brought back the Saurus Repair Shop that had to be cut from the release version of the game because it wouldn't fit on the disk. I'm told they even added an Easter Egg or two. That just goes to show how much care and 'professionalism beyond the call of duty' ADGI has - they really went out of their way to add to the fun of the game. Our recommendation: Visit AGDI's web site and download your free copy of Quest for Glory 2: Trial by Fire. Make sure you read the included documentation before you start the game so that you'll have an easier time with the interface and combat than Corey managed. Then let us and AGDI both know how you like the game… and if you love it, write to Vivendi and request they release a new edition of the rest of the Quest for Glory series. For some reason we can't quite comprehend, Vivendi has rereleased King's Quest, Space Quest, and Leisure Suit Larry, but has not repackaged the Quest for Glory series. Two huge thumbs-up to AGDI for a fabulous piece of (an incredible amount of) work, the brand new Quest for Glory 2: Trial by Fire VGA remake!
The Heroes and the Carpet illustrations were based off the original sketches from the Trial by Fire manual drawn by Ernie Chan.
August 21, 2008 Fear and Loathing in the Game Development IndustryA recent article in Game Developer magazine (August 2008 edition, page 34) had us saying, "Yes! Tell it like it is!". Actually, the article was a standard "What went right and what went wrong" article about developing an adventure game. It was the sidebar by Penny Arcade co-creator Jerry "Tycho" Holkins that really caught our attention:
"If we had known what we were getting into, we would never have done it. Game development is an endless Sisyphean nightmare warren of terrible nightmares. We wish we could go back in time, to our first meeting with Hothead, and shake our past selves, crying out: "Run, fools! Run for your very lives! Game development is a nightmare warren," et cetera. We would spend a lot of time driving home this nightmare warren concept." - Tycho [Incidentally, we view Penny Arcade almost every day. Check out their unique blend of sardonic humor as they discuss the ins and outs of Games and the Game Industry.
We often have starry-eyed young game players come up to us and ask, "What does it take to become a Game Designer, O Great Ones?" (although they usually don't phrase it quite that way). This is much like a son, a long time ago in a galaxy far, far away, asking, "What did you do in the Clone Wars, Daddy?" We put our arm on their shoulders (ok, Corey does that... Lori's too short), smile condescendingly, and say, "Son, it takes Moxie. Moxie, hard work, and luck." Then we pat them on the back and send them on their way with such sage advice as "Study Hard", "Get Good Grades", and "May the Force Be with You". What we don't say to those innocent dreamers is that game development takes all the sweat from more work than you ever thought you were capable of doing. It takes the blood from opening up your creative heart and watching it all spill out upon the cutting room floor. It takes the tears of frustration and agony as you try to deal with impossible people doing impossible tasks under impossible deadlines. It also takes selling your soul to the Devil. We don't say it because:
"There are a few things we wish we had known beforehand. First, not to make video games – but we covered that..." - Tycho Why is game development so hard? We start out with a set of vague concepts about the game style and features, then spend months or years creating art and music, prototyping then refining the code, and gradually putting it all together. I can tell you that we were in total despair over a few of our games just three months before shipment because they felt bland and lifeless. Then the music and sound effects were added, and suddenly the games took on life. Still, even after a year or three of work, we're never really sure we've created a great game until the fans come back and tell us we managed it. The Horror! The Horror!You might have heard horror stories about months-long crunch periods of 60 and 70 hour weeks to complete a game. The situation is industry-wide; almost all game companies have similar horrible overtime periods. But you may wonder why. I know we have at times... usually when we are in the middle of pulling an all-nighter. What it all comes down to is that game development is an inherently chaotic process. We are trying to create an experience that has a certain feel and flavor, but our tools have no built-in intelligence. We have to draw every pixel, write every word of dialogue, and program every interaction. We create shortcuts for some of this, such as art tools that let us draw a polygon and apply a texture to it, object-oriented programming tools that let us specify a class of behavior for certain types of objects, and so on… but in the end, almost everything needs to be hand-tweaked, tested and retested for play balance, and finally reluctantly released to the playing public. "... coming in as people who ordinarily just buy entertainment software, we didn't understand that a project doesn't actually look like anything until the very end. We had resigned ourselves to the fact that our game would be about grey blocks stumbling around a featureless world." - Tycho On the rare occasions when we get ahead of schedule, we use the extra time – and more – to add more features or to further tune the game play. Then, inevitably, many of the bugs and play balance problems show up only when we think the game is finished in the final phases of testing. This is of course because our characters are nothing but "grey blocks" for most of the development phase – The testers can't really put a game through its paces until it's almost finished.
No Pain - No Game?Is it possible to create a great game without pain? In short, "no." The pain can be reduced, and the overtime spread out a little, but a game produced strictly "by the book" on schedule is almost always a boring, flat-feeling game. That's because game development is all about passion and chaos and "endless Sisyphean nightmare warrens." So, our advice to all you wannabe Game Designers really should be "don't give in the the Dark Side of the Force." But since no one ever takes that advice, don't worry. We know a dandy lawyer who will be happy to write you up a Game Development contract. Don't be too concerned if he asks you to sign it in blood. In triplicate. Have fun!!!!!
August 13, 2008 "Modern Lessons from Classic Games"
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