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.

 


 

Spore

By Shamus Posted Thursday Mar 9, 2006

Filed under: Movies 6 comments

This movie is a demo given by Wil Wright (of Sim City, and The Sims fame) of the new game he’s working on.

The game is this: You start with a single-cell creature floating in the ocean. You hunt other single-cell creatures to eat, avoid ones that try to eat you, and keep your creature going until it divides. With each generation, you get points which may be used to purchase evolutionary upgrades. Your creature becomes larger and more complex as you go, eventually getting handy stuff like a brain, eyes, and maybe even a nifty skeletal system. You can design the creature however you like. Want three legs? Ten legs? Big, powerful claws? A large and goofy balloon-like head? Go for it.

As the creature becomes more advanced, the scale of the game shifts from cellular scale to “goldfish” scale, and evenutally to human scale. Soon you are in command of a group of them instead of just one. You can spend points on brain size, and once your creature is smart enough they will start to form villages. The game continues along this line, letting you advance your species until they have cities and eventually interstellar flight.

This is an ambitious game. The explanation I’ve given doesn’t really do the idea justice, you just have to see the movie to get a feel for where this game is headed. There is a lot of amazing technology in there as well. You can make a creature that has never existed on Earth, and the game can still figure out how to animate it. For example: Make some crazy critter with seven tripple-joined legs. The game can still figure out how to make this ridiculous contraption walk. And run. And fight. And mate. As amazing as that is, just wait ’till you see your creation start to dance. I’m not kidding.

Another amazing idea: The other creatures in your world (the ones not controlled by you, the other various species) are pulled from designs created by other players. Likewise, my design for a creature may end up playing a similar part in someone else’s game.

Lots of facinating ideas here. Here is the (nearly useless) official website. No release date yet.

 


 

New Computer Time

By Shamus Posted Wednesday Mar 8, 2006

Filed under: Random 5 comments

I’m shopping for a new computer, and I run into this unintentional humor at Tiger Direct. Check it out:

This magnificent machine runs on Windows' brand new XP Media Center Edition … light years more advanced, intuitive and magical than any other operating system on Earth … the perfect system to take full advantage of the unprecedented features of this wonderful PC.

It takes a special blend of ignorance and foolishness to call windows “intuitive and magical”. You guys DO know there are other operating systems out there, don’t you?

I mean, magical? Are you kidding me?

I’m looking for a machine with 1GB of memory and about 3Ghz of “oomph”. Something in that neighborhood. This machine looks like it fits the bill, but it’s a Gateway.

Last time I got a big-brand PC it was wall-to-wall with annoying “helper” software that made the blasted thing infuriating to use. Just one example of many: Put in a music CD, and instead of doing something intuitive or magical like playing the CD, it instead popped up with an ad for me to register my copy of Musicmatch. The whole machine worked this way. I’d try to do something simple, and get an ad in the face. The first time I booted it up, the system tray was packed with useless nonsense, and I was buried in popups to register this, activate that, check for new versions, enter my user info, configure something else. It took ages to uninstall this stuff to the point where the computer was “clean” and ready for me to start installing stuff. (For the curious, the machine was an HP. Never, ever again.)

It was a nightmare, and after that I swore I’d never get another big-brand machine again.

Suggestions?

 


 

GTA: Cars and Carnality

By Shamus Posted Wednesday Mar 8, 2006

Filed under: Game Design 19 comments

I enjoy the Grand Theft Auto games. I love open-ended game play, but I’m often frustrated by how much better the game could be.

In the latest installment of the series the main character is Carl Johnson, a ripped-from-today’s stereotypes “gangster” from the hood. He’s an odd character. As in all GTA games, he’s a criminal, but he’s also a warped kind of hero. He’s a bad guy fighting against guys who are a lot worse. His foes are drug pushers, crime bosses, pimps, and bent cops.

The game itself has a strange morality as well. It is presented as an amoral freeform game where you (the player) can choose how your character will act. The gameplay itself is pretty open-ended, which is great.

I love games where the moral decisions are placed in the hands of the player, and not the designer. For a long time we’ve been subjected to videogames where the player spends hours fighting the forces of evil, working to corner the mastermind behind it all, only to have the hero let him go when he repents. (Or pretends to.) Sometimes the game offers up some lame hippy logic: “if I kill him, I’ll become just as bad as he is!” No matter how this goes, the player is robbed of satisfaction of the outcome. If the bad guy goes free, they player doesn’t feel merciful, because they were never given the option of being vengeful. If the bad guy dies, the player doesn’t get the satisfaction of justice or revenge because they were never given the power to show mercy. In games where I’m given a choice, I nearly always choose the path of mercy and redemption, but games where I’m forced to do so are infuriating to me.

In Grand Theft Auto, when you aren’t doing things to advance the main story (called missions) then you’re free to do pretty much whatever you like. If you’re the decent sort you can work as a taxi driver, get a job as a parking valet, save lives as an ambulance driver, go dancing, search the city for special scenic locations to capture for your photo collection, go swimming for oysters, get in shape at the gym, participate in car races, or try to win a decathalon. For those with a mean streak, you can collect (steal) rare sports cars (from a list, as in the movie Gone in 60 Seconds). You can also rob houses, hunt down criminals as a vigilante, or simply rampage across the city, spreading death and destruction.

(The detractors of GTA often cite the slaughter of innocent civilians as one of the game’s sins. Defenders of the game are quick to point out that killing civilians is not strictly part of the game: Because the player has weapons and the freedom to act of their own volition, it is POSSIBLE to kill civilians, but the law comes down on you swiftly if you engage in this sort of behavior, and it doesn’t lead to the completion of the game. The upshot is that the player can do it, but there is little or no reward and the consequences can be pretty harsh. Sort of like real life.)

This freedom is very satisfying, but sadly it doesn’t extend to the plot of the game, where certain choices are forced upon you by the script. There are a few lines the game won’t cross, and at the same time there are some nasty things the game makes you do. (Assuming you want to complete the game and see the end of the story arc.) For example:

During several missions it is inevitable that you have to kill some cops. However, the cops in San Andreas are almost universally corrupt, racist thugs. Their comments during combat reveal that they are far more interested in killing than law enforcement. So, the killing of police within the context of this game isn’t too bad, and can even be seen as vigilante justice.

But in one mission early in the game, the protagonists realize they are outgunned by the surrounding gangs. If they want to get the drugs off the streets and break the power of the various gangs, they need some better guns.

Ryder comes up with a plan to raid the local National Guard depot. Carl and Ryder then head to the base to swipe a bunch of guns. During the heist, you are obliged to kill a number of guardsmen. This really bothers me. Unlike the police, there is no reason to suspect these guys are corrupt. They seem like ordinary soldiers who end up getting killed in the line of duty, which happens to be stopping you from stealing from them.

Disgusting.

Carl Johnson is a man who never fully embraces good or evil. He’s a vigilante, but often delivers vengence to criminals a lot less prolific than himself. He is so unfocused and distracted he makes Hamlet look organized by comparison. As the player you are sometimes required to do really awful stuff in order to progress in the game, and sometimes you are forced to help people you don’t want to help.

A Better Idea

I’d like to see the plot of the game be as open-ended as the gameplay itself. Allow the player to affect the world as they see fit. Make it so they can eliminate police corruption and destroy the drug gangs, or let them simply supplant both and set themselves up as the new crime boss of the city. I think either path would be more interesting than the compromise the game is now.

It would be most interseting if the city started as somewhat neutral: some poverty, some drugs, some hookers. Then, you could choose between the two paths I outline above. If you waver a lot between good and evil, sometimes being selfless and sometime being selfish, then the city won’t change much.

But, if you dedicate yourself to crime and evil, the city will deteriorate. The buildings will become shabby and dirty. The streets will have more litter. The cars will be be proprtionally more junkers. More hookers. More dealers. More gangsters. More civilains will fight each other. Some buildings will look abandoned. Once-clean houses will take on a more ghetto look. The lawns of the city will take on a brownish look.

However, if you take the path of virtue and elect to eliminate corruption and drugs, the city will become cleaner. More “regular” people in the streets instead of pushers and prostitutes. Less random fighting and theft. Houses that looked shabby will look cleaner and better cared for. Fewer junkers and more nice cars in traffic. The liquor stores, XXX shops and peep shows could be replaced (just the signage needs to change, since you can’t ever enter these places) by tanning salons, book stores, and bakeries. Less litter in the streets. Greener grass.

You could really run with this idea, and have the player re-shape the city and the people in it, including things that should be beyond anyone’s control. For example, the weather and the attitude of the people themselves might change. This might not be “realistic”, but I think it would add a great deal to the game.

In the Evil city there would be more fog, less sunshine, more dark clouds, etc. People would wear drab colors and walk with their heads down. They would be more likely to cuss and fight if you bump into them, and they would be more likely to be armed. Eventually it would look like Gotham or Sin City.

By contrast, in the Good city things would be brighter and more sunny. People would dress in bright colors and walk with their heads high. They would say humorous stuff when they get into a fenderbender, intead of cursing. (A sort of Ned Flanders “Fiddlesticks!” when you bump into them.)

Both the good and evil missions would involve killing the pushers and destroying the hold of organized crime on the city, but the “evil” missions would include stuff like establishing your own crime organization. Good missions would include stuff to drive out or expose corruption.

Let’s look at an example:

Capture a load of drugs coming into the city. After that, the player player could either use the drugs to start their own business (Evil) or use the drugs to lure a rival gang into the open, and then destroy the gangsters and the drugs all at once. (Good. Er, sort of.)

Each time the player chooses between the good or evil mission, the city shifts slightly in appearance as I outlined above. If they stick to one path or the other, by the end of the game they will have changed the face of the city itself.

Now THAT is a game I’d love to play. Twice.