Three Thirty

By Shamus Posted Thursday Mar 2, 2006

Filed under: Pictures 4 comments



Three Thirty



I have this thing for blue neon. I just love it. This clock was a gift from my wife over a year ago.

Last month the clock part stopped keeping proper time. The blue light still lights up, but it runs at an uneven speed, sometimes moving properly and sometimes going far too slow. I have no idea why. My love for blue neon is such that I held onto it despite the fact that a slow clock is worse than no clock at all.

Recently I relented and took it down. So sad.

This makes me think of all the clocks I’ve owned over the years. We have a clock over our kitchen sink that has clearly been there for decades. There is one in our living room that is your typical $9.99 Wal-Mart clock. My wife and I got it about the time we were married (nine years ago) and it still keeps great time.

This clock cost more than both of them combined, and it broke after less than two years.

Stupid novelty clocks.

 


 

Self-Balancing Gameplay

By Shamus Posted Wednesday Mar 1, 2006

Filed under: Game Design 53 comments

A while back I wrote about the difference in skill between the experts and the newbies when it comes to first-person shooters. Although I was talking about FPS games, this is a conundrum nearly every game designer needs to consider, and it leads back to the original Rampant Coyote post that started all of this: Should you make the game accessible (and thus far, far too easy for the “hardcore” player) or should you aim your game at veteran players (and thus make the game almost impossible for the newcomers)? Keep in mind that the more casual players are a larger audience, but it’s the hardcore that write the reviews.

You can alleviate this problem by making lots of difficulty levels. This will broaden the range of gamers that can play your game, but it’s a less-than-perfect solution. Most people, even newbies, don’t want to select “easy”. That’s like admitting you suck. Some people just don’t know that they suck. Some people know they suck but don’t want to admit it. So, lots of people will select “normal” when they should play on easy. But even if they know what skill level they are, and even if they are honest about it, the whole difficulty scale is still very subjective. The entire scale is likely calibrated by people who – because they made the game – are masters at it. So even if I know I’m a mediocre player, should I pick “Easy” or “Normal”? And there is another problem: What is the difference between “normal” and “hard” anyway? Is hard, “You will be frustrated and die sometimes”, or is hard, “you have no chance at success”?

Kill 10 rats. Kill 10 dire rats. Kill 10 Rat Lords. Kill 10 Rat Overlords. Kill 10 Rat Demigods. Kill 10…

The upshot: Everyone has different skill levels, and they also have different preferences for how much challenge they expect to face in order to have fun. Designers, being experts at a particular genre, have a whole different scale for what makes a player “average”, and they also often have a different idea for just how much frustration the player can endure before they are no longer enjoying the game.

This is a miserable problem, but some games can sidestep all of this completely. Of course I’m talking about RPG’s.

Let me stipulate: RPG ostensibly stands for “Role Playing Game”, as in: you assume the role of a particular character with their own personality and try to see the world through their eyes. But, the term has been morphed quite a bit, and is now used to denote games where your character grows in power over time. In the “RPG” game Dungeon Siege, there was no roleplaying whatsoever, aside from:

  1. “I’m an Elf, and I’m going blast this monster with a fireball!”

    Or:

  2. “I’m a human, and I’m going to stab this monster with my sword!”

That’s pretty much the whole game, and you’ll notice there is very little playing of roles going on there. Nevertheless, from here on when I refer to RPG I’m talking about this sort of game where you have stats, powers, or abilities that grow over time as you defeat enemies and accomplish goals.

RPG’s can avoid this issue altogether by simply giving the player lots of freedom to move around and play the game at their own pace. Getting bored slaughtering weak foes? Then hurry ahead in the game to where the challenge and the rewards are greater. Having trouble or feeling frustrated? Then just take things slower, and grow in power before moving forward.

Man, the new expansion is really Goblin up hard drive space.

With a system like this in place there is no need at all for any sort of difficulty system. Everyone will, without prompting, find their own skill and comfort level that offers the right mix of challenge, risk, and payoff. Let’s take our two most extreme examples:

The Newbie

Grandma decides to play one of these new-fangled computer games the kids are going on about. So, she starts a new game of “Middle Earth Rip-Off IX: Ultimate Hack’nSlash” and creates a new character. The game suggests that “fighter” is the simplest character to play, so she picks that. Then she has to choose her race. She picks “elf” because he looks so friendly and likeable. She has no idea that the Elf’s low strength makes him a poor fighter. Then she has to allocate her skill points. The Elf looks like a very smart and affable guy, so she dumps ALL of her points into intelligence, charisma, and the remaining points into wisdom. What a fine fellow! He is so comely and smart, he’s sure to be a great hero! She has a few more options that control her character’s backstory and family origin, but those look confusing and don’t seem to matter much anyway, so she ignores them.

As she plays the game, she picks armor and weapons that look nice. Battleaxes are ugly. Metal armor looks bulky and uncomfortable. Her elven avatar looks much better in leather armor with a short sword.

By contrast:

The Veteran

Francis fires up the same game and he also creates a fighter. He knows instinctivly that a Half-Orc is the best race for this sort of character. He dumps all of his attribute points into Strength and Constitution, and then pulls a few more points out of the other stats and puts them into Dexterity. He’s read the strategy guide, and he knows that if he selects “Tribal” background and then “Son of the Chieftan” for his backstory, he will get several good bonuses to his combat abilities. He looks at the other options, does some back-of-the-napkin calculations, and comes up with the optimal choices that will maximize his power in the game. He now has the strongest possible fighter character that anyone could hope to create.

Before he starts the game, he sets up a few hotkeys and makes sure he’s familiar with the various armor types and which ones compliment the weapon type he’s chosen. He cares nothing for asthetics; only performance matters.

So now both characters are embarking on their quest, only Francis has a highly optimized fighter that is going to go through the foes in this game like some sort of Orcish lawnmower, and Grandma has a fine, handsome young elf who would lose a fistfight against Stephen Hawking. And yet, both of them can have a good time if the designers didn’t do anything stupid. The game doesn’t need to self-balance by making enemies weaker when the player is defeated. It doesn’t need to force the player to choose how good they think they are before they start playing. It doesn’t need to increase the strength of the monsters when it sees the player is highly optimized. It just needs to provide a series of areas with steadily increasing challenge level, and allow the player to spend as much time in any given area as they like.

Sure, Francis will burn through the whole game in eight hours, and it will take Grandma three times as long, but each one will find the game offered the right level of challenge. Grandma will hang around each area and farm experience to the point where she is nearly eligible for government experience-farming subsidies. Her character will level up many times before she moves on. On the other hand, Francis will pass quickly through areas because he knows he can earn money, items, and XP faster in the next area. Sooner or later he will hit a point where the game naturally starts to push back, due to his low level. He will get to a point where his skill at optimization and mastery of the hotkeys cannot overcome his relative strength deficit, and he’ll have to slow down until he has a few more levels under his belt.

Everybody plays. Everybody wins. (Everybody except for the monsters, of course.) The system is elegant, intuitive, and automatic.

I don’t know what any of these numbers mean but I’m pretty sure I’m winning.

Final Fantasy and Diablo are two games that have this going on. The games are very different in nature, but what they have in common is this self-balancing dynamic. Both games are also mega, mega hits. I don’t think these facts are unrelated.

What surprises me is the number of outfits that make these sorts of games that have no clue how the games really work or what makes them fun. Way too many designers regard this wonderful self-balancing dynamic as some sort of shortcoming that must be “fixed”.

A few examples:

  1. Freelancer had “pilot levels”. The higher level pilot you are, the better the ship you could fly. This is stupid and arbitrary (like, what? The dealership won’t SELL you the ship? Are we supposed to pretend this isn’t nonsense?) but the real problem arises when the game won’t let you level up until you complete certain tasks. Tasks which are hard. Tasks which would be easier if you were allowed to buy a better ship. Ships that you can’t buy until you level up. In short, they had a self-balancing system and then deliberately thwarted it.
  2. Dungeon Siege would have this dynamic, but there is a fixed supply of enemies. Once you pass through an area and kill them all, they are gone forever and there is no way to fight more. So, the game becomes very one-dimensional.
  3. Morrowind spawned enemies suited to your “level”, which sort of defeats the purpose of leveling up. The more powerful you become, the stronger every monster in the world is. It was still a fantastic game, but it was so in spite of this.

Self-balancing gameplay is highly desirable, and yet a majority of RPG’s thwart it. That’s just stupid.

Now I am wondering: Will Hellgate: London have it? Many of the developers from Diablo are making this game, but they are doing so from within a different company. It will be interesting to see how this turns out.

 


 
 

Surrender, Monkeys!

By Shamus Posted Tuesday Feb 28, 2006

Filed under: Game Design 12 comments

I was reading Mark’s first impressions on GalCiv II and he had this to say:

… I just went back to my saved game and was able to mop up the rest of the Drengin empire without a problem (except that once I really had their backs to the wall, the surrendered their one remaining planet to another alien race, dammit!) …

I hate this. It is an ongoing problem in turn-based games. Civilizations had it. Alpha Centauri had it. The original CalCiv had it. What is this “Surrender to someone else” stuff? It’s nonsense!

Imagine near the end of the European campaign in World War II: Our troops reach the outskirts of Berlin, and Germany realizes they can’t stop us. So they surrender to Brazil. We are forced to go home, because we can no longer take Berlin, which is now part of Brazil. More recently: We are about to take Baghdad, and Saddam surrenders to France. The parts of Iraq which we do not control are instantly and seamlessly transformed into French territory, and to continue our press into Baghdad would be an act of war against France.

This is just lame. I understand the gameplay concern here: This surrendering is done to keep the game even. The AI usually surrenders to the second-strongest player in the game, which keeps one race from leaping ahead of the others and ending the game before it’s really started. But this is just nonsense. In war, if you surrender, you surrender to the person attacking you, not to some unrelated third-party on the other side of the map. Even if Germany did try such a maneuver, and even if Brazil was willing to accept a besieged territory beyond their reach, it is insane to expect the invaders to respect or even recognize such an arrangement. Yet in the game, you must. If you attempt to continue the conquest, you will be obliged to declare war against the third party.

How much more absurd is it to extend this to a war between alien races, where the parties involved are going to be even more different than Iraqis and Frenchmen? More different than Brazil and Germany? When the two parties not only have different value systems, culture, and languages, but who also from entirely different spieces? When they very probably hate each other?

Here you are, at the victorious end of a hard-fought conquest, and the prize at the end (usually the homeworld of your foe, which is quite valuable) is simply handed to a rival. You have to just give up and go home at this point, or accept that you must now begin a whole new war. Perhaps you do accept war and elect to take those last worlds. The new owners will be bitter about losing this planet that was in their hands for one turn. They will fight long and hard, and harbor a lasting grudge over losing it. Sooner or later they will (hopefully) start to lose this war, and you will begin to eat into their territory. You can claim world after world, but in the back of your mind you know that once you corner them they will just give their remaining worlds to yet another third party, who will stupidly accept, and on it goes.

I just don’t understand the push to design brilliant and varied AI when metaphor-destroying stuff like this is still part of the game.

(The title of this post is in honor of the Drengin, who do indeed look like monkeys:)


 


 

Galactic Civilizations II

By Shamus Posted Tuesday Feb 28, 2006

Filed under: Game Reviews 5 comments

The proliferation of RTS games has led us to the point where the term “strategy game” is usually used to mean a tenth-generation variant of the classic Warcraft recipe of unit management and resource gathering. If you’re like me and you’ve had your fill of that type of game since – oh, I don’t know – 1999-ish, then the world of strategy gaming is pretty small. What few titles you can find, very few of them are turn-based. It follows that turn-based space strategy games are even more rare. We’re talking about a part of a subgroup of a segment of a sub-genre here. A type of game that has probably seen less than a dozen titles in the last decade. Strike that. Less than a dozen titles ever.

The last game of this type that I tried was Master of Orion 3, (sadly nicknamed “MOO 3”, which is an awful nickname for a game of strategy and conquest) which was a miserable failure in every way that can be measured. Critics were cool, but after I played the game myself I concluded that they were being unduly generous. The only other explanation for the fact that the game wasn’t universally panned was that perhaps the critics found the elusive “stop sucking so bad” option buried somewhere in MOO 3’s vast expanse of inscrutable menus. This was a tragic end for a game that people had been anticipating for something like half a decade. MOO 2 is, as far as I’m concerned, the absolute pinnacle of space conquest games. To date, nobody has released anything that comes close.

But now CalCiv II is coming out, and I have hopes that it can re-capture that highly addictive gameplay that MOO 2 offered. Mark has his hands on it, and shares his first game experience.

I’ll be picking up the game in the next week or so, once I get some of these side projects cleared out. I fully expect the game will consume the time I usually spend on stuff like terrain engines and so I need to put things in order before I embark on something like this.

Hopes are high.

Please don’t suck.

 


 

Googled

By Shamus Posted Tuesday Feb 28, 2006

Filed under: Pictures 4 comments

A while back I talked about how, even when google selects the “wrong” result, you can still usually find what you’re looking for when you get there. Here is a pretty ironic counter-example:

The top result for “Twenty Sided” is this site. Still, if the searcher has the wit to add “dice” to their query, they should be taken to where they want to go. Which is probably not here. :)

 


 

cAPS lOCK kEY

By Shamus Posted Monday Feb 27, 2006

Filed under: Rants 41 comments

Steven Den Beste (who, really, really needs to get some permalinks, seriously man) makes the following gentle suggestion:

i HATE THE CAPS LOCK KEY. iN THE 35 YEARS i’VE BEEN USING COMPUTERS i HAVE NEVER ACTUALLY NEEDED THE cAPS lOCK kEY A SINGLE TIME, BUT IT’S BEEN CAUSING ME GRIEF EVER SINCE WHEN i HAVE HIT IT ACCIDENTALLY. tHERE HAS TO BE A WAY TO DISABLE THAT [annoying item]!

While it is true that the CAPS LOCK is certainly an optional key, I do find uses for it. For example, when writing code, it is an almost universal convention to give constants names in all uppercase, as in:


#define BASE_RUNNING_SPEED
#define TURN_SPEED
#define ROCKET_DAMAGE
#define ROCKET_BLAST_RADIUS
#define ROCKET_MAX_RANGE


16.32
22.5
90
12.5
256

So, if you have to type a lot of these at once (which is rare, usually lines of code like this are added as needed) then it might make sense in some cases to use the caps lock. Let’s face it, typing ROCKET_MAX_RANGE while holding down a shift key is akward. (try it!) So, there are certain rare exceptions where I do put this key to use. I suggest that this happens no more than once a year. If my keyboard did not have this key, it would have no impact on my productivity, except perhaps a small improvement gained from avoiding iNVERSED cAPS tYPING that SDB demonstrates above, and which, I assure you, happens a lot more often than once a year.

But no, by far the most useless key on the keyboard is of course:


This one.

I have never pushed it on purpose. I have pushed it by accident many, many times, and such mishaps usually end in confusion or disaster. It opens the start menu, and if you don’t stop typing you will end up launching a random application. So here we have the most annoying and useless key on the keyboard, tucked between two of the most commonly used and indispensible. Press this one when you’re playing a game, and the OS thoughtfully yanks you out of it (often leading to a crash) to present this menu to you. The left ALT and CTRL are two important buttons for most gamers. They get used for stuff like jumping and ducking. So, gamers get the thrill of hammering away on these two buttons, knowing that a misplaced finger in a moment of panic will bring the whole show crashing down.

What amazes me is this: Ever try to buy a keyboard without a windows key? They are rare and expensive. There are high end “gaming” keyboards (a friend showed me one last night) that allow you to disable the key, but nobody has the nerve to just leave the stupid, useless, annoying little bugger off the keyboard entirely. The fact that the key needs to be disabled should be a dead giveaway that it shouldn’t be there in the first place. I keep waiting for Winkey-free keyboards to catch on, but year after year we see the same stupid keyboard.

I’m telling you: For a clever person out there someplace, there is a fortune to be made on this problem. Make a (cheap!!) keyboard without the Windows key, without that also-useless “clipboard” key, without the CAPs lOCK, and of course without the shopping keys and “internet” buttons that appear on some big-name branded keyboards. Make a trimmed-down version of the standard keyboard, and geeks will buy them faster than you can make them.