GTA: Re-Alignment

By Shamus Posted Saturday Mar 11, 2006

Filed under: Game Reviews 7 comments

Foobario made some comments on my last post regarding Grand Theft Auto. You should really read the original post and comment, but for the impatient here is the short version:

The comment about “Black and White” is right on… and not just in reference to that game, but also in reference to a way of looking at the world. The ‘better idea' game you describe still seems one-dimensional to me: there's a line from ‘good' to ‘evil' and you decide which way you are moving on that line.

[…]

Think ‘Vegas' back in the days of organized crime (err… back in the days of the *old fashioned* organized crime, the kind that created the city). It had clean streets and little ‘crime', since there were acceptable outlets for most of the impulses that lead to crime in a ‘good' city. The mob realized that a smart parasite doesn't kill the host, and it kept everything running smoothly, because it made good business sense.

It seems to me that the point of view that ‘bad guys' inevitably self-implode doesn't make for a more open-ended game, it just makes for a morality tale. Your ‘better idea' sounds, to me, like a world of surfaces where you *can* judge a book by its cover, and in such a world what incentive would there be to delve deeper? What would motivate a player to forge their own path, if the system was set up to only reward those who chose a specific path?

I can see what he’s saying here. Evil isn’t always self-destructive. It was said of Benito Mussolini’s rule that, “At least the trains ran on time”. Within the Fascist Axis countries of WW II, things were neat, orderly, and opressive. At least until the good guys came along and destroyed everything. The Galactic Empire of Star Wars seemed to run fairly smooth until those idealistic rebels showed up and started trying to tear down the empire. Orderly bad guys. Good guys causing destruction. Looks like we’re missing something.

So let’s assume we’re mixing a Will Wright style open-ended game with the Grand Theft Auto gameplay mechanics. I think that to solve the problem Foobario describes we need at least a two-dimensional system, similar to the D&D alignment system. One axis is the line between Good and Evil and the other is the line between Law and Chaos. The first axis is controlled by which forces you align with, and the second is a measure of how you pursue your goals within the game.

A Lawful Good character is going to work to expose corruption via the press and have the bad guys put in jail.

A Chaotic Good character is going to take the faster and more direct approach of simply killing the bad guys and destroying their stuff.

A Lawful Evil character would work to support (say) the Mob. They would follow the rules of the Mob, killing snitches and carefully punishing people who don’t pay up in a timely manner, but being careful not to cause too much destruction. As Foobario said, “a smart parasite doesn't kill the host”.

A Chaotic Evil character is just going to kill and destroy for their own entertainment. Sort of like “rampages” in GTA, where you cause as much damage as you can and then flee to escape the wrath of law enforcement.

My suggestion for turning this into gameplay mechanics:

There would be two major powers in the game: The Mob and the Government. They two fight for control of the city. On one side, the Mob has many government officials paid off. On the other, the city has many undercover cops that have infiltrated the Mob. There is a power stuggle within the Mob which is making waves and causing violence. The player may choose either side, but they may also choose HOW to serve their chosen side. They may also choose NO side. (The only limitation here is that you can’t serve BOTH, since that doesn’t make a whole lot of sense.)

Lawful Good: Weed out corruption and guys on the take. Gather evidence, expose it to the media, and have the bad guys arrested.

Lawful Evil: Bring order to the Mob by ending the power struggle. Eliminate the undercover cops. The killing must be focused and neat. You just kill the target, and minimize damage to the city. Usually this might mean taking our your foes according to some rules, hitman-style.

Chaotic Good: Refuse to align yourself with either the Government or the Mob. Instead you kill the bad guys on both sides. You’ll be killing currupt officials as well as burning down drug factories and destroying other Mob-owned “businesses”.

Chaotic Evil: Unfocused destruction. Don’t align yourself with either side, just rampage through the city causing as much damage as you can. This isn’t so much a “game” or a set of missions. It’s just the player goofing off in freeform mode instead of playing the game.

In my original post I described how the city and its inhabitants would be affected by player actions. I’m having trouble mapping that to this two-dimensional system. The best that I can come up with is that the physical city itself will change according to your Law / Chaos approach. If you spend a lot of time slaughtering people and blowing stuff up (for either good or evil), then property values will drop and the city will look more ghetto. If you support law (either side) then the city will be more neat and clean. At the same time, the people themselves will change according to your Good / Evil choices. People living in a good city will tend to be more kind and upbeat, even if they are poor. People living in a bad city will be hard and mean. They will have a “New York” attitude. They will walk with their heads down and dress in drab colors.

I’m not entirely happy with this. It’s hard to imagine a city with widespread unemployment and poverty (because you destroyed so much of the city that businesses have fled) where the people are still upbeat and happy.

I think we’re pretty far from the GTA template at this point, and we’re into a more open-ended Sim Hero/Villian type game. But I doubt the average sim player has a taste for gunplay, and I think the game might be a bit cerebral for the average GTA player. Perhaps not.

Still, I love to come up with gameplay mechanics like this. It’s fun to try and devise a system that makes sense, is intuitive, and still offers engaging gameplay. I’m not sure I pulled it off here, but it’s always fun to try.

 


 

The Matrix for non-Dummies

By Shamus Posted Saturday Mar 11, 2006

Filed under: Movies 5 comments

Anyone who’s seen the Matrix trillogy simply must read this. Steven Den Beste has taken the movies and come up with an explanation / backstory that untangles all the B.S. and turns the movies into something that make sense. He offers some explanations on why the machines act the way they do. He doesn’t use any symbology or bong-hit existentialist nonsense. He just looks at the behavior of the machines from a coding perspective and comes up with solid justifications for their behavior within the movie. Check it out.

And just for fun. Here’s this:

 


 

Big and Juicy

By Shamus Posted Saturday Mar 11, 2006

Filed under: Links 3 comments

It’s the oldest trick in the book: If you want more traffic on your blog, then find an excuse to post pictures of mellons.

 


 

Multiplayer is not for everyone

By Shamus Posted Friday Mar 10, 2006

Filed under: Game Design 7 comments

I know this is quickly turning into a GalCiv II blog, and if you’re not into the game I apologize for the time I’m spending on it. However, there is just so much happening here as it relates to the world of gaming in general that I just can’t pass it up. The fact that the game has a real, honest-to-goodness blog and not some PR-spewing “news” site just makes makes it hard to not join in the conversation.

This post talks about their decision to focus on a great single-player experience instead of adding multiplayer to the game, and the fact that reviewers are penalizing them for it. In the past I’ve been critical of the recent trend to obsess over multiplayer gaming. Multiplayer turn-based games suffer from most of the normal multiplayer issues, plus the fact that you need to find other people who can sit down for a game that will take at least three hours, even for a very “quick” game.

Multiplayer gamers are hardcore gamers, and designing a game for the hardcore is usually a bad idea.

There is just a tremendous cost to adding multiplayer to a game. It goes far beyond the obvious stuff like adding all the networking stuff, dealing with lag and disconnects, and keeping the players in sync. If you want multiple humans to be able to compete against each other, you need all sorts of code for combatting cheaters, or cheaters will ruin the game and all that multiplayer stuff will be for nothing. You need a matchmaking service so players can find each other. You need to make sure the game is as balanced as possible, so that players who choose one particular race or configuration don’t have an advantage. You should also have a more complex saving system that lets people save a multiplayer game and then continue it later.

In short, you need to greatly increase the cost and time of development in order to cater to the small number of hardcore players that have the patience for on-line gaming.

Note to multiplayer fanatics: Not all of us want to play with you rotten brats.

 


 

Collectors Addition

By Shamus Posted Friday Mar 10, 2006

Filed under: Pictures 1 comments

I got my copy of Galactic Civilizations II today. I ordered it on Monday. That’s a really good turnaround time for orders. Nice going.

The printed manual is quality, and they also included a poster showing the entire tech tree for the game, which is quite large.

I’m happy with the game so far, but now I see there is a lot more in here in addition to the game. There is a special serial number for downloading “additional content”. I’ll have to see what that is as well.

This reminds me of the old days of computer gaming. Before clumsy copy protection. Before printed manuals were converted to on-disk PDF files. Before we started getting paper sleeves instead of jewel cases for our disks. I feel like I’ve just done business with someone who wants me to be happy with the transaction.

Note to those people: I am.

UPDATE: According to this post, they have sold more copies in the first 10 days than the total retail sales of the first GalCiv in its entire history. They are now on their third run of CD’s, and are having trouble meeting demand.

Wow. I’m glad I got my copy. If I’d waited a bit longer I might have missed out.

 


 

Spamutations

By Shamus Posted Friday Mar 10, 2006

Filed under: Nerd Culture 6 comments

In pondering the concepts of “Good” and “Evil” as they relate to gaming, I come across a real-world example. A spammer. Why are spammers so reviled? Let’s take a look at just one example:

The spammers are just HAMMERING away at this site. I’m getting several spam trackbacks and comments an hour. I’m removing them as often as I can, but it’s an unrewarding task, to say the least. There is one spammer in particular: His IP changes once a day, but all of his spams have the same pattern and point to his same site of ads, which is just a bunch of links to other sites. A sort of spam portal. Anyway, let’s say he’s advertising viagra this time. Then his name in the comments will be “generic viagra”, and for his comment he will have the words “generic viagra” in bold, and then again in normal type. Then he sends another comment, except for “online pharmacy”. Then again for “weight loss pills”, “online casino”, “online poker”, and so on.

This guy sends me almost fifty of these a day, and none of them are accepted. All of his comments are held for moderation, and then I delete them. He’s doing this because I have a high Google ranking (compared to him, anyway) and the way to bring his Google ranking up is to have lots of other sites link him. But this is crazy. His IP address changes once a day, and I assume he has to keep moving around as people start blocking and banning his IP. He’s putting a lot of work into his online pollution, and most of it goes to waste.

It isn’t that hard to get a decent Google ranking. If he found a subject that interested him and wrote about it, he’d have a lot more success. If he spent the time on blogging that he spent on spamming, he’d have a decent page rank without having to change his IP and find new ways to subvert the spam filters.

Spammers are universally hated, although they cause no physical harm to people. They just cause widespread annoyance.

But this leads me to one of the things I’ve been thinking about in regards to Evil: It’s isn’t always what the Evil agent does, it’s the reward that they get that defines how evil they are. The cost (to others) and benefit (to self) are both part of the equation. Most people would be willing to slap a total stranger in the face for a million bucks. Change that to punching and slightly less people are willing to do so. Keep increasing the cost to the victim and the act becomes more evil. Decrease the reward, it it becomes more evil as well. Punching a stranger in the face for a million bucks isn’t nearly as bad as punching someone for a quarter. Killing someone for a million bucks would usually be viewed as less evil than killing someone for their shoes. (I’m talking about perceptions here, no need to point out that killing is killing. I know, I know.)

Which brings us back to spammers. Aside from a few at the top of the food chain, these guys are not getting rich. Their reward is moderate (although I have no idea how much, really) but because of the number of people involved the cost to others is tremendous. Sure, one spam is annoying, but multiply that by the millions who get it, and you’re generating a lot of annoyance. Compare that to the fact that only a very, very small number of people will read your ad, only a small number of those people want what you are selling, and an even smaller slice of those people would be willing to buy it from you. Of all the millions of people who get the ad, I’m willing to bet that only a few dozen will respond. Once the sale is made, what is the spammer’s cut? Is it even a hundred bucks?

Would you be willing to annoy millions of people for a hundred bucks? Of course not. (Unless you’re a spammer, in which case please send me your home adress, because I’d like to punch you in the face for absoloutely free.)

This cost / benefit thing relates to both Galactic Civilizations II and my recent discussion on Grand Theft Auto. I’ll have more on both later.

 


 

Resident Evil 4

By Shamus Posted Thursday Mar 9, 2006

Filed under: Game Reviews 21 comments

Resident Evil 4 was an odd game. In previous games, you were usually a character trapped in some little zombie-infested town. In this one you play Leon, a special agent sent in to rescue the daughter of the President of the United States. While the game had great graphics and some spooky scenery, the scare factor was dialed WAY down whenever the characters started talking.

In fact, the game broke a lot of conventions set by the previous installments, and by other survival horror games in general. You weren’t alone. No zombies. Ammo is much more plentiful. You are on a mission, instead of trapped by circumstances. You are a government agent, and not Joe Average.

I’m sure Leon got his current job due to his previous zombie-fighting experience, but if he had filled out an application, then I imagine it might have looked something like this:

VERY official.

  1. If the daughter of the President of the United States was kidnapped and held prisoner somewhere in the European wilderness, what would be the best force to deploy in order to secure her safe return?
    A. 82nd Airborne.
    B. A small squad of Navy SEALS.
    C. Mechanized infantry with air support.
    D. I'll just go in all by myself and wander about for a bit. How big can Europe be, anyway?
  2. For the above mission, what would be the most appropriate gear?
    A. Sniper Rifle, camouflage, and night vision gloggles.
    B. Pump-action shotgun, body armor, and a GPS.
    C. Automatic rifle, an ATV and a two-way radio.
    D. Nine bullets and lots of hairspray.
  3. If you find that villagers have attempted to cut off your escape route by building a little wooden wall accross the path, how would you proceed?
    A. Walk around it.
    B. Climb over it.
    C. Burn it down.
    D. Give up and head directly for the heart of the enemy base, even if it means passing through the very bowels of hell itself.
  4. If you meet a very formidable yet chatty enemy and they seem to be too busy talking to attack you, what should your reaction be?
    A. Shoot him in the head.
    B. Shoot him in the gut.
    C. Gun him down, cut him up, smash the pieces, burn what's left and bury the ashes in a deep hole. You can never be too careful.
    D. Strike up a conversation. It's always great to meet new people!
  5. When escorting the president's daughter to safety, where is the best place to have her stand?
    A. Behind me, where she is easy to protect.
    B. Beside me, where I can keep an eye on her.
    C. Give her a gun in case she gets into trouble, and have the two of us move in tandem.
    D. Oh geeze! I forgot all about her. Looks like she's run off again.
  6. On this type of mission, how often do you check in with command?
    A. I call them whenever the situation changes.
    B. I call in if I need orders.
    C. I check in every half-hour
    D. I wait for base to call me. I like to avoid roaming charges. Sometimes I forget that I have a phone completely.
  7. What types of threats frighten you?
    A. Gargantuan monsters.
    B. Psychos with chainsaws.
    C. Bioweapons that transform you into a monster.
    D. Midgets.
  8. You find a massive, elaborate castle maintained by the enemy forces. What is the best course of action?
    A. Go around the castle - the safety of the President's daughter is of primary importance!
    B. Find a place to hide and wait for backup.
    C. Determine where the enemy obtained the incredible funding required to construct such a thing, and figure out why they didn't spend that money on guns instead.
    D. Assault the building directly. The president's daughter won't be safe until I find every secret door in the place! Oooh! And do the hedge maze!

If you answered "D" to any of the above questions, then congratulations! You are just what we're looking for. Get ready to enter the exciting world of presidential daughter-rescuing. Please return this application to recieve your hairspray and bullets.

The game teamed you up with a teenage girl, and whenever she was around (which was only half the game, as she gets re-captured on a regular basis) the game stopped being scary. She was a stinging reminder that the world you were in made absoloutly no sense, and that you were playing one of the dumbest secret agents in history. Imagine the movie Aliens. Now replace the character Cpl. Hicks with Carrot Top. That’s the sort of fear-nullifying goofyness we’re talking about here.