I’m a gamer. I game.

Tragedy in Gaming

Brian “Psychochild” Green posts a weekly design challenge on his blog, going forward I’m going to try to post my thoughts on his challenges here.

This week he asks about tragedy in games:

Unfortunately, the common cry when trying to discuss a topic like this is, “but, we want games that are entertaining!” It’s that dreaded “art” issue again, where people who talk about literature want to make games that aren’t fun for some stupid academic reason like “evaluating man’s inhumanity to man.” But, some people may want more.

What do you think? Is tragedy an appropriate topic for a game? If so, how would you implement it in to a game? What about into an MMO?

Back before the dawn of time… okay, so it was like 1980-something… when I got my first computer, one of the first games I played (and also one of the first games I actually looked at the code for) was a little thing called Hamurabi.  If you are unfamiliar with the game, essentially you have land, grain, and people.  You must feed the people and make them work the land.  If you rule well, your people thrive.  If you rule poorly, your people starve to death (among other things).  It is a very simple game, and yet as a kid with an incredibly overactive imagination it was tragic for me to play.  I would get so very upset when I couldn’t manage to keep my people alive.  And not “smashing a fist on the table” upset, but like torn up with worry upset.  My people, my poor starving people!

Later games, like Civilization or even SimCity would follow some of the same themes.  Of course, in today’s gaming space, like any industry on the rise, the focus seems to be on profits, and while tragedy is good, and can even be fun, in the marketplace people are more willing to buy action and adventure over tragedy.  However, I absolutely think that a “tragic” game can work, but as with anything you have to be willing to manage your expectations.  And I mean that as a developer.  If you make a game that isn’t your typical “fun” (blowing things up, crafting items, killing hookers, eating power pellets, etc) you’d best make sure to not spend too much money on it unless you really want to lose money.

As for how I would implement it… lets just skip right to the MMO.  In order to get the “tragic” elements properly, the game would need to be huge in scope, and in fact would be more than one game working together.  I’d build a game with a “ground level” which would be a first person shooter or traditional MMO style game.  You could be a soldier and participate in conflict battlegrounds, or you can take a job in the city playing mini-games to craft items and fill orders or work at the bar or whatever.  A step up would be people playing an RTS like game.  In the city they’d be commissioning buildings and setting up businesses, the jobs that other people are working, or on the military side they’d be designating battle zones and rules of engagement.  A step up from that would be a similar RTS but with more “empire building” elements, setting up trade agreements with other empires, giving direction to the city planners and the military, resource management at a higher level.  From the top down, your empire builder would say he needs more people, the city planners would determine that certain businesses are needed, contractors would bid construction, once accepted players would play games to facilitate the construction, they would also play games to run the businesses and they would partake of the “goods” the businesses provide.  In the other silo, building a larger city means you might need more land, so the city planners put in a directive that land is needed, the military higher-ups would select the desired land and ask for surveys, which bottom level players would do, once surveyed if determined hostile a battleground would be set up and players would play FPS/RTS style fights, and over a given period the side that wins the “map” the most is awarded the victory, opening the land for use by the city planners of their side.  All players would be allowed to “defect” to another empire if they become unhappy with the current regime.

Essentially, the game would have to have many levels and be very complex, because in order for a player to be in and understand their place in the world there needs to be places in the world for them to be.  In a way, these elements already exist in some games, though they are mostly web games like MafiaMatrix, and mostly very simplistic.  The best part about it, in my opinion, is the amount of social interaction it encourages.  A single player can do some elements of the game alone, but they can’t do everything themselves and in order to advance or move around in the social structure one must, in fact, be social.

Battlefield Beta

Well, tomorrow begins the closed beta for Battlefield Heroes.

Given how much I enjoy playing Team Fortress 2 and am totally digging the artistic style of BFHeroes, I’m really looking forward to playing this game.  I wish I was in the beta, but its invite only, and my invitation appears to have been lost in the mail.

🙂

Perhaps in a later phase…

Grand Theft Auto IV: The End of the World

That isn’t actually the title of the game, but if you read enough stories in the media surrounding the game’s release, you might think that it should be.

Myself, I’ve never played a GTA game.  No wait, that’s not entirely true.  I’m pretty sure that back in 1997 I pirated a copy of the original game off a BBS and played it for about an hour.  I was bored.  My brother also gave me his copy of GTA: Vice City for the PC, which I’ve been meaning to install and play for a couple years now, but haven’t.  All in all, I’m just not excited about the series.

I’m not worried about the violence or the sex… the reason I’m not excited is because I just don’t generally enjoy playing the “bad guy” in games, unless I know there is going to be redemption.  I play games to be the good guy, the hero, the one man who stands in the way of the complete annihilation of the human race, or something like that.  Being the villain just isn’t my bag, baby.

There is a video floating around, I’m not going to link to it, showing clips of a few of the sex encounters with hookers from GTA IV.  Its definitely something I wouldn’t want my children to see if I had kids, at least not until we’d had the “sex talk” and I was sure they understood the difference between games and reality.  Of course, the sex is actually the least of the reasons why I’d want to keep the game from my kid… the way your character treats the women actually sits above that, and then there is all the violence which is actually at the top of the list.  But then, the game is rated M, so my kids wouldn’t get to play it, unless I were sure they could handle it, which is something I would determine for my child on a child by child basis… that’s what I hear is called “parenting”.  I certainly wouldn’t need the media or the government to make that decision for me.

Wil Wheaton (yeah, the kid who was on Star Trek: The Next Generation) has posted was I think is an excellent summary of how I feel on the whole brouhaha over the game.  Thanks to Ryan at Nerfbat for the link.

Anyway… unless someone tells me that GTA IV allows you to play through the game without being a criminal, or that you can play such that your criminal actions are for the greater good, I’m going to continue my course of not playing the GTA games.  Do they make GTA style games for good guys?  That I might be interesting in playing…

Mafia Matrix

Since dumping Urban Dead, I was looking for another free web game to play and thanks to Ryan over at Nerfbat, I was pointed toward Mafia Matrix.

In an odd way, Mafia Matrix is almost the complete opposite of Urban Dead.  While the zombie game only penalized you with time, death was just becoming a zombie and you could be revived, this little mob system simulator is much more harsh.  Death is death.  You can make a new character, but a dead character is dead for good.  Of course, there is much more to do in the Matrix than just killing people.  You work jobs, collect money, buy stuff, steal from people, and there is a real community.  See, in Mafia land, players get to be the Mayors of the cities, the judges, the lawyers, the store owners, and the gangsters.  If you go whack someone without permission of the local don, you might find yourself dead.

It makes for interesting game play.  I, for example, have gone the route of being a legit lawyer.  I don’t commit crimes, but I will take any case and make sure that all my clients are given the best defence the law allows.  Of course, every criminal I get off means that the city doesn’t get that fine as revenue, so even defending criminals could get me killed, or at least run out of town, if I deny the city too much money.

Anyway, for now I’m enjoying the game.  If you play and want to look me up, I’m Jhaer and I spend most of my time in Miami.  And if you do decide to play, do so from one of the links in this post, I get something for the referral if you stick with the game.

Consoles and Couples

Something I left off of Monday’s post about Burnout Paradise was its lack of local multiplayer.  They aren’t alone.  Tons of games don’t have local multiplayer.  And even more rare are games that allow more than one player to play online.

One of the greatest features of Rock Band is that my wife and I can both play, and play online.  Now, of course, the interface for Rock Band is pretty simple… but the fact remains, if I wanted to sing, my wife wanted to play bass, my brother wanted to play guitar and my brother’s wife wanted to play drums, despite living a thirty minute drive away from each other, the four of us can do that, my wife and I on our console and he and his wife on their console.

Burnout Revenge had a local multiplayer mode, so the wife and I could race… but if I wanted to go online, she couldn’t play again, because only one player can be online from the same console in that game.  And that’s how most games are: Local or Online, but not a mix of both.

More games need to explore allowing multiple players from the same console play online.  I don’t work at a game company, so I can’t say for sure, but I would love to know what the hang up is.  Do they just not think about it?  Do the games require so much bandwidth that they can’t possibly run two sessions from one machine?  Is there not enough RAM or processing power?  I realize that there would have to be limitations… perhaps in Burnout Paradise, the second (and third, and fourth…) player from a console could only join if the first is hosting the game, and they can only join the locally hosted game.

Since I did name Rock Band as an example where a couple can play online together, does anyone out there know of other games that allow multiple players to be online from the same console?

Urban Dead is dead to me

Ten months ago, I was first introduced to Urban Dead.  A free online game about fighting hordes of the undead and surviving the zombie apocalypse… or so I thought.  About seven months ago, I was excited to be playing the game, casually fighting zombies and barricading myself inside buildings while I slept.  The game wasn’t and isn’t overly graphic, but I was more than capable of filling in the narrative myself.  After getting myself skilled up a bit, four months ago, I decided to create a project for myself in the game, and a week later I had to modify that project due to what had become the glaring flaw in the game’s design.  After I abandoned Munford, I took residence in the Pickford Cinema over in Osmondville…

At this point, I really wish I could say that things took off, the movie theater was made secure, we fortified the doors and beat back the walking dead, slowly spreading out to other theaters and growing a network of safe havens for people to pretend they are watching movies as the undead shamble out in the streets.  I really wish I could.

The major design flaw in Urban Dead is that you, as a survivor, cannot win.  And I don’t mean that in a “this is an MMO with endless grinding, a virtual world, and there will be no ‘You win! The end!’ screen.” sort of way… I mean that in a “There will always be more zombies because you can’t kill them for good because they are not NPCs, they are the other players.” sort of way.

A month we spend inside, making neighboring buildings safe, keeping the free running paths clear.  Trips to the mall for supplies, gas from the gas station to keep the generators running… life was pretty good.  Then a horde of zombies comes through, breaks down all the barricades, kills all the people, and makes a mess.  Now, all us survivors are zombies.  Luckily it doesn’t take too long to wander over to a NecroTech building with a revive point, but it does take nearly three weeks to get all those people revived (it takes 20 action points to make a syringe -but you can search for them and cut that down- and 10 action points to revive someone, after you spend a point DNA scanning them, so that 1 person, even if they already have the syringes, can only revive 4 people a day).  It takes us another two weeks to get all the buildings back in good order, then the zombies come through again…

I don’t want to be a zombie.  Obviously some people do.  But when my game, as a survivor, is actually 75% of the time spent trying to recover from being killed… I would rather lose levels than this.  Especially since I have no say in my deaths at all… they all happen when I’m offline.

I tried.  I really tried.  Its just not worth the frustration.  I play games to be the hero, the guy that “wins”, not to be just another victim.

I’ll still be keeping my eye out for zombie games, and I still desire to make one… but for now, Urban Dead, as far as I’m concerned, is dead.

Burnout Paradise

I have my Criterion Elite license, which means I have won every race, unlocked every car and ruled every road.  I have 350 out of 350 on the Freeburn Challenges.  I have all the achievements you can get without having a camera (and if I ever find a spare $40 laying around, I’ll get those too).  And now I’m spending my time chillin’ helping out other folks on their challenges or looking for races, so I think its fair to say I’ve seen the entire game… so here are my thoughts.

Overall, this is a fantastic addition to the Burnout series of games.  If you like the older Burnout games or like racing games, definitely think about picking this up.  It is worth it.  But instead of looking at the game as a whole, lets take a moment and look at a bunch of the design choices of the game, or missing features, and rate those either as a Pro (good idea) or a Con (bad idea). Read more

The Best of Both Worlds

In most fantasy based MMOs these days (and even in most non-fantasy based ones), there are only three functions a player performs at the root: take/absorb damage, deal damage, heal damage.  Most games also usually have one class that is designed to exclusively do one of those tasks.  A warrior tanks, a cleric heals, a wizard or rogue does damage.  Then we introduce the hybrids and controversy ensues.

In real life, at a real job, it is perfectly respectable to have people who specialize in small skill sets working alongside people who have two or three lesser specialties, not to the depth or quality of the single set specialist.  I’ve encountered this in my own life, worked with a guy who was aces at building databases and understanding database structure however his every attempt to ever do user interface work not only looked horrible but failed to function.  I’ve also worked with people who can build the most beautiful web pages but couldn’t properly lay out a database design to save their lives.  Personally, I live somewhere in the middle, I generally do all of programming work from UI to database with a decent degree of competency.  I’m not the best at any of it, but I do all of it well enough.  Usually in a work environment, its best to have a team built mostly of specialists with one or more generalists to support everyone else and to translate and transition work between the specialists.  See, when the UI guru and the DB savant get into a knock down drag out over design, I’m the guy who knows enough about both to be able to talk to both of them and make them see that they are actually agreeing with each other, but using different terms, or to make simple suggestions for both sides to bring them to a point where the work can get done.

In game design, this is where the hybrid should be.  He should be a mix of tanking, healing and damage dealing, any two or all three, to various levels but never as good as the single focus classes.  Hybrids should also be rare, and largely confined to group settings, because the whole point of the hybrid is that he supports other classes in doing their work by picking up slack or boosting just a little.  The problem, of course, is that hybrids are often more dynamic, by design, than the single focus classes, and so they attract more players.  While many people are content to be a specialist in real life, in gaming they want to be able to do everything, on one character.  So you end up with a bunch of people playing Paladins because they want to tank and heal, but then they complain when they do neither of them as well as warriors or priests.

So, what’s the solution?  Is there one?  Does it need one?

I’ve got no answer to those questions… but maybe other people do, and I would love to hear them.

Who Loves You And Who Do You Love?

I love that quote from The Running Man.  Its the tag line/catch phrase for the host of a game show where criminals are allowed to try to win their freedom by out foxing a gang of hunters who chase them, all while an audience wins cash and prizes.

“Who loves you and who do you love?”

When building, and then running, an MMO, this is probably the single most important question to ask, and ask often.  Its the mantra of watching the trends, both the short and the long, to see where the tide is going to flow and hope your game continues riding the crest of the wave and not washing out.

Ryan Shwayder and Grimwell both recently posted about if an aging demographic should affect a game in production and future game design, and there has been much recent discussion about change in WoW by Heartless, Foton and others.

As it comes to the age stuff, I think both Ryan and Grimwell are fairly dead on, if your game got successful on a certain demographic, you shouldn’t change based on them growing up unless you aren’t gaining new people at the entry level.  If your game once appealed to teens and young adults but is no longer attracting those people, then you have to choose either to change to try to attract them again, or change to continue appealing to the people already playing your game and maybe attract more people at that demographic.  And that leads into the other discussion…

When it comes to World of Warcraft, just as with many games before it that mix PvE and PvP styles of play, changes are sometimes made to favor either the PvE or PvP side of the game over the other, often to the detriment of the other.  A spell might be too powerful against other players so they need to reduce its power, thus affecting the power of the player in combat with NPCs as well.  It does indeed suck when changes are made to favor the side of the game you don’t favor.  However, of all the companies out there making MMOs, Blizzard is the only one I inherently trust to completely understand their entire player base and do what is best for the bottom line of the company.  They didn’t get their reputation for wildly successful polished fun games for nothing…

So, why is it that they seem to be favoring the PvP side of the game so much with changes to classes and abilities?

While WoW has always been a casually friendly game, is has also long been accepted that rolling into large scale PvE content (raiding) at the high end was where the “real game” was.  More recently, however, the Battlegrounds and Arenas seem to have taken more focus.  For one, it often takes less people to participate in, and a pick up Alterac Valley is more likely to succeed than a pick up Kazharan raid.  For another, their restructuring of the reward system of PvP has made the PvP gear much more accessible to the casual player than raid gear.  This denotes an understanding from Blizzard that BGs and Arenas are much more accessible to the majority of players than raids, and will net them the largest continuous player base.  I know if I were back playing WoW, I’d be over in the PvP elements of the game as often as possible, if for no other reason than a few rounds of Arathi Basin would be more productive, personally, than a night of raiding with a guild.

Another aspect to keep in mind with WoW, is that unlike many other MMOs out there, it is truly a global game.  And in the Asian countries, professional gaming is much more a reality than it is here in the United States.  I wish I could find it again, but there was a video a while back showing some (Korean, I think) professional gamer (national Starcraft champion or something) getting mobbed by girls in the street.  I’ve seen pictures of the audiences that will come to watch pro-gaming over there.  I doubt girls will scream or audiences will come watch a carefully orchestrated 3 hour long raid bound to net the guy with the worst items and/or the most points an item upgrade.  But for Arena matches… they will come.  So when you consider that more than half of WoW’s 10 million subscribers are in the Asian markets, markets where previous PvP Blizzard Games like Warcraft and Starcraft were monstrous successes, it really is no surprise that they might be giving WoW a little PvP nudge and luvin’.

In the end, it all comes back to the quote… Who loves you and who do you love?  Answer that, and keep answering that, and you can run a successful game.

Gygax is Gone

Yesterday I learned about Jeff Healey… today its Gary Gygax.

In 1983, I moved from Jacksonville, Florida to Plumsteadville, Pennsylvania. Technically, I think we lived in Pipersville, but we had to drive to Plumsteadville to get our mail from the post office. Or it was the other way around. That’s no important. What is important is that our new house was just down the street from another family that had two sons, Charlie and Keeley. Charlie was my age, and along with a few other neighborhood kids, we were friends. Keeley was older, several years, and he had a fascinating hobby: painting lead miniatures.

The work he did was very detailed. He would spend hours working with brushes that had very few bristles, sometimes just a single bristle, getting the crevasses between armor plates and the coloring of the eyes. I still have a few that he sold me. But the miniatures weren’t just for painting and for show, they were for role playing games.

Keeley introduced us all to Dungeons & Dragons. He started us on the Red Box, and later segued us into Advanced Dungeons & Dragons, where I became captivated by the Fiend Folio. His love of Mack Bolan books lead us into Top Secret, and his love of the Alien and Aliens movies lead us into Star Frontiers.

Needless to say, Gary Gygax, his creations and his legacy, have had a major impact on my life. Twenty-five years of gaming joy and heartache. My hat off to you, Gary. I hope the afterlife holds up to the fantasy worlds you created.