Thursday, 29 November 2012
La Decima Vittima
La Decima Vittima is a film based around a fictional reality in which killing is the game and anyone could be playing. The game focuses around a world that treats killing like a competition, a gracious sport to reward the victors in. The game bares similarities to more recent films such as 'The Hunger Games' and I also felt there were fair similarities to an Asian movie called 'Battle Royale'. The winner of the event becomes some what of a hero amongst the world; a glorified celebrity. The film clearly aims to raise questions amongst society and force generations to question how different this reality is from our own. While we may not condone killing, it soon becomes clear that the underlying message of this film is in relation to the way in which we compete with each other in every day life, sometimes to the point of near death. The costs are obviously higher in this movie and the human nature is bewildering in some cases. I thought about it from a historical point of view though, and what I came to realise is that this was simply a modernised version of the Roman coliseum battles.
The game sparked a lot of controversy around its time; it not only aggroed certain groups of people, but it also inspired others. While some people shunned the film as condoning violence, others chose to perceive the game as a bible for a world in which to immerse themselves; and thus was born 'Assassin' a game in which the 'players' enact themselves within the real world to eliminate their opponent in a mock assassination of one kind or another. Everyone is assigned a target and everyone is a target, it's defined as a pervasive game; games that take place across several media; also known sometimes as transmedia or alternate reality games. Simply put; it's a game played in real life. The essential ideology behind the game is that all humans are out to win, and that games are an instinctive part of life, and in some cases are life.
Friday, 23 November 2012
Trip to the British Museum
On the 22nd of November (2012) we began an arduous journey to London, to the British Museum to indulge our curiosity of all games ancient.
There were many a fascinating exhibits demanding my curiosity, but knowing my task; to study ancient games, I pushed on to see what I had come to see.
The Royal Game of Ur
Before arriving, I knew what the main thing I needed to study was. It was this! The Royal Game of Ur; a game of old, very old infact. The board seems to have held very well given its age, and although uncertain, I am sure the pieces provided with it are all genuine also.
The rules of this game had been found on a clay tablet dating from 177BC. This tablet is not only a crucial part of gaming history, it's also infact the oldest set of rules known to gamers.
Senet
This game has always interested me and I always meant to look more into it, the game is called Senet. It is an Egyptian variant of the Ur, at least that is what some think. The games rules itself have been lost to time, and there are many debates on how the game is infact played.
Okay Maybe I lied a little; most of us couldn't wait to go exploring London, so perhaps we could have spent more time surveying and studying the ancient artifacts on display.
Thursday, 22 November 2012
Games Britannia - Part 2 & 3
Games Britannia Part 2
In this episode of Games Britannia Woolley traces the surprising political and social impact that board games have had in Britain over the last 200 years. Britain was the first nation to come up with the concept of board games as a means of education, these ideas later found themselves exported to America where it saw thriving success economically.
This episode also looks deeply into Monopoly and its incredible success, it also takes a jab at the game by revealing its roots are actually tied to Communism, the irony is quite entertaining when you discover it was in fact based on a Communist game but focuses itself on a Capitalist overview of the world. It also shows how games like this, while distasteful in the eyes of some, are still incredibly popular to this day. Monopoly is not alone in this either; games such as Scrabble, Connect-4 and Cluedo have somehow lasted a surprisingly long time and still exist in the modern family home to this day.
Wooley also surveys the way board games have evolved, how they can move beyond the tangible pieces and into the realms of fantasy and imagination. A perfect example of this is Dungeons and Dragons or Dragon Age. These games have become just as popular thanks to their ability to free the player of the physical shackles and many constraints presented by a board game.
Games Britannia Part 3
Part 3 focused mainly on video games and how they've progressed over the years.
The first game of note that is covered is Elite; Elite is an old retro space exploration-trading game in which the player uses a ship to try and reach elite status through either trade or combat. It's quite interesting to watch when you come to realise just how pivotal such old games have been in paving the direction for modern games; many mechanics present then are still used thoroughly and efficiently to this day. Even though the game hasn't survived the test of time, the ideals, features and mechanics it introduced have.
Lara Croft also featured in the documentary; she was described as a really revolutionary point in game characters; finally we were starting to focus on the character and the importance of their story. Games were beginning to structure them self around the character, not the adventure. This was the beginning of the change. Some people opposed to Lara's appearance however. She had the body of a supermodel and was simply thought of as a 'Pamela Anderson solving problems'. Some people disagree with the statement, feeling she has moved beyond this and become something more.
Another big point for the documentary was moral choices and the impact they have on the overall experience. Black and White is talked about deeply here, it's unique take on gaming at the time; allowing players to indirectly or directly influence and mess with anything they choose, meant the players own judgement was responsible for whether something was right or wrong to do, and how they would act was decided by them. It was a matter of choice in intricately high amounts. Grand Theft Auto done something similar; it allowed players the free will and choice to perform whatever actions they desired, how they wanted to. Decisions in games such as these become policed by the players; instead of forcing them into something that the developer defines as morally correct, the player is challenged to decide for themselves. More and more games now do this, you could even argue games with restrictive mechanics and rule sets still give the moral choice; for example in an mmo, 'trainer killing (TK)' is when a pvper attacks and kills other players who are training. In many mmo's this is frowned upon and will usually result in the player being named and shamed, and as a result; hunted! This is the players choice; they don't have to hunt him, but they've made the moral choice, the moral obligation that it is the right thing to do.
Wednesday, 14 November 2012
Group project - end of sprint 1
So seeing as it's the end of the first sprint for my group project I thought I'd go over what we got up to, the ins, the outs, the successful and the sucky.
So to start off with in our initial pitch we came up with the idea for a dungeon crawling adventure game with RPG elements called Searching for Celia, in short it was a classic Zelda clone, and in shorter; it was a disaster waiting to happen. The idea was shot down in our pitch and logically for good reasoning, so back to the drawing board we went!
One of my group members was working on a concept idea he had for a side scrolling shooter where you defend a girl from being attacked, it would all be in silhouette form because that was easier to create then a fully detailed game. I liked the idea, it was simple, it could work and it had the potential to be fun.
It was at this point I threw in the suggestion for a mechanic to challenge the player; an aura. The game seemed to repetitive and simple in its current state so I suggested an aura, created by the girl that would grow or dissipate dependent on a variable. Originally it was suggested that variable be that damage taken = smaller aura. I was however against this idea; I felt it was increasing the gap between good players and bad players and making it harder for less skilled individuals to proceed. So in the end after some debating we came up with the idea to make the aura get smaller as you move, and recharge when stationary, this way we could reason that the aura gets smaller because the girl is exhausted from moving.
So we had our new concept, and an interesting mechanic. work was delegated between us all. Wayne handled the code while me, Jake and Giselle did concept art. We three were each tasked with creating a background, menu, main character, girl, monster and boss. While Wayne worked on coding the minimal viable product.
So lets have a look at what I personally came up with;
So to start off with in our initial pitch we came up with the idea for a dungeon crawling adventure game with RPG elements called Searching for Celia, in short it was a classic Zelda clone, and in shorter; it was a disaster waiting to happen. The idea was shot down in our pitch and logically for good reasoning, so back to the drawing board we went!
One of my group members was working on a concept idea he had for a side scrolling shooter where you defend a girl from being attacked, it would all be in silhouette form because that was easier to create then a fully detailed game. I liked the idea, it was simple, it could work and it had the potential to be fun.
It was at this point I threw in the suggestion for a mechanic to challenge the player; an aura. The game seemed to repetitive and simple in its current state so I suggested an aura, created by the girl that would grow or dissipate dependent on a variable. Originally it was suggested that variable be that damage taken = smaller aura. I was however against this idea; I felt it was increasing the gap between good players and bad players and making it harder for less skilled individuals to proceed. So in the end after some debating we came up with the idea to make the aura get smaller as you move, and recharge when stationary, this way we could reason that the aura gets smaller because the girl is exhausted from moving.
So we had our new concept, and an interesting mechanic. work was delegated between us all. Wayne handled the code while me, Jake and Giselle did concept art. We three were each tasked with creating a background, menu, main character, girl, monster and boss. While Wayne worked on coding the minimal viable product.
So lets have a look at what I personally came up with;
- Background - The background idea I created was basically a desert like theme where the player would be moving across the screen while a sandstorm brewed in the background, this background also left room for the possible inclusion of scorpion type mobs that crawl out of the ground.
- Menu - The menu idea I had was one similar to a lot of games pause menu, the idea is that the menu is simply overlaying the game itself so that when you click 'Start Game' the menu fades revealing the game in all its entirety.
- Player - The player design I did was basic but kind of shoddy and dodgy, the best part I'd say of this design was the gun, the gun would make an aesthetically appealing addition to the game, as for the character; I feel others may have outdone me.
- Girl - The girl concept here wasn't exactly the most lively silhouette, and the detail here was poor. But the idea was to convey the simple concept that as the girl character loses health, the change in health would be clearly visible, indicated by how full of blue she is.
- Monsters - The monster design for the spider was quite simple and original; giant spiders, where would we been without them right? The idea was that at a later date we could implement a bit more detail to the way they spawn; having them come down vertically then move along horizontally.
The second design was sort of a cross between a panther and leopard; this mob would be a straight forward horizontal moving mob that has more durability than the spider.
- Boss - Going on from the previous idea, I decided to develop the scoropard (hey it's my creature, I'll give it a cross-breed name if I want too!) into a boss type creature by adding crystals to its form that are meant to bolster its abilities and make it one tough cookie! I'm considering animating the crystal to glow blue to signify its status as a boss.
Overall the pitch went well, the lecturers seemed impressed and I left quite happy with how interesting they found my aura idea. A successful contribution I think.... now for the next sprint, I hear animations is heavy on the agenda.
Monday, 12 November 2012
Tools for creating dramatic games dynamics
Tools and
techniques for storytelling are becoming a more desirable feature to games
designers given the extensive progress of technology in providing movie similar
experiences. However storytelling is no recent and new idea. It is visible in
many kinds of board games; D&D, the royal game of goose, or even ancient
games such as Senet. Through this we can see that stories are visible in games
and have been for a long time; the digital age has just allowed us to refine
the way the story is delivered. The story doesn’t rely on the metaphor of the
game, but on the events encapsulated within it. Through this we could say the
play of the game becomes a climactic struggle that builds to a satisfying
conclusion, in layman’s terms; the game is dramatic.
Drama is a
desirable quality in games, in some cases players seek out games for the drama
alone, for this part we can say drama is a feature of game’s play content; it’s
kind of fun. For this reason it can be important for us as game designers to
imbue drama into our creations. Creating drama in games however is difficult;
games will never be played the same way every time, people’s opinions and
emotions may vary and we can’t control every element of the story’s creation
unless we’re the only ones present to create it. It’s for this reason we need
to remember we can’t create drama, only create circumstances from which drama
will emerge.
Mechanics,
Dynamics and Aesthetics;
Mechanics refers to the necessary pieces we need to play
the game. This consists primarily of the rules of the game but can also refer
to things such as equipment, location or anything else that is an absolute minimum
to play the game. For example; Basketball’s mechanics aren’t only the rules of
Basketball, but also the physical laws such as gravity and energy. A perfect example
of venues importance would be surfing; you can’t go surfing on a road or up a
tree, you require water. Consider a game is a system; the mechanics are the
complete description of that system.
Dynamics refers to what could be defined as the behaviour
of the game, the actual events that occur as the game is played. In chess the
dynamics might include tactical concepts like the knight fork, as well as
structural concepts like the opening and the endgame. When viewing a game
through its dynamics, we are simply asking ‘what happens when the game is
played?’. The relationship between dynamics and mechanics is one of emergence;
a game’s dynamics emerge from its mechanics.
Aesthetics are a games emotional content, the desirable
emotional responses, and the fun that results from playing a game. Games
aesthetics emerge from dynamics; how the game behaves should determine how it
makes the players feel. Understanding how certain dynamics will evoke specific
emotional responses is one of the greatest challenges a games designer can
face.
Mechanics
always exist; we might not be playing the game, but the pieces still exist.
Dynamics only manifest when the game is played; you can think about a tactic,
but can’t carry it out unless you initiate the game. Of course from this you
can easily deduce that aesthetics, requiring dynamics to evoke the responses,
can only come into being when the game is played.
Games
designers and players travel in opposite directions along this pipeline;
designers start at aesthetics, emotional responses we hope to invoke, from
there we determine what dynamics will accomplish these aesthetic objectives,
and from there we can determine which mechanics will create those dynamics. From this we can see that game designers work
backwards.
An
aesthetic model for drama
We want
drama to be part of the games emotional content, but first we need to define
what drama is and how it happens, this is an aesthetic model; these can help us
know when we have achieved an emotion, and if we’re headed in the right
direction. It’s important to remember however that not everyone will agree with
our model of drama, nor is drama a quintessential key element of every game,
this is simply an example.
Our
aesthetic model of drama;
This model
imagines a dramatic tension in quantity that can accumulate or discharge as
time progresses. However it’s important to know that we don’t mean general
quantity, quantity of dramatic tension cannot be measured, it can only be
analysed in terms of quality. It’s important to remember that the dramatic arc isn't a universal fact of all stories, but rather a desirable property of a
dramatic story. But why so specifically this shape? It’s hard to say. Perhaps
it’s to do with the human psych, the way in which we think and are appeased.
This model compels us, slowly drawing us in over time until we reach the peak
waiting for the final climactic event, of course you have to have the climax at
some point, otherwise the story will eventually become dragged, and lose its
sense of wholeness.
What’s
dramatic tension? Think of it as our level of emotional investment in the story’s
conflict.
However our
job as games designers isn't as easy as this model may appear; we must assure a
game will be dramatic, even without direct control over narratives. A narrative
that isn't scripted in advance, but rather emerges as time progresses and the
events of a game are played out.
All drama originates
from conflict, conflict comes from competition. But how does tension emerge
from a contest, and how does that tension change over time? Dramatic tension is
the product of two different factors:
Uncertainty: the sense that the outcome of the contest is
still unknown. Any player could win or lose.
Inevitability: the sense that the contest is moving forward
toward resolution. The outcome is imminent.
Both of the
above are independent of each other, they’re evoked using different systems and
dynamics, which make it easier for a designer giving better control over each
element separately for tuning and adjusting. When uncertainty and inevitability
intersect, this gives rise to the peak of dramatic tension.
Most
techniques that imbue dramatic tension use two main approaches, 'force' and
'illusion';
Force is manipulating the state of the contest
itself. We make a game close because we limit how much advantage one player can
have over another. For example giving both players the same weapon.
Illusion is manipulating players to make the game seem
closer than it actually is. An example of this might be something such as
Yu-Gi-Oh card game, player A has 5 monster cards down, player B only has one,
but player B’s one card is more powerful than player A’s five, however he doesn’t
know this and will no doubt attack believing he has the better position.
The
feedback system used in conjunction with uncertainty has four main parts;
The Game State – for example the game save or the time left
to complete a level.
Scoring Function – Quite straight forward to understand, this
could be things such as kills, or captures that indicate to a player who is
winning and who is losing.
The Game Mechanical Bias - the rule of a game which gives
one player an advantage over another.
The Controller - the rule of the game that decides which
player receives the mechanical bias with the decision being made from the
scoring function. For example kill streaks in an FPS.
Negative
feedback systems could be seen as those that strive to keep the scores as close
and close to zero as possible. Positive feedback on the other hand would be a
system that strives to separate scores by larger quantities usually resulting
in a decisive winner.
The
negative feedback system is a powerful tool in creating dramatic tension as it
keeps the game uncertain; players won't know the outcome of the game as the
scoring difference would be as close to 0 as possible, therefore creating
dramatic uncertainty. This allows you to keep all players immersed in the
experience for longer. It avoids players ‘rage quitting’ because going on seems
pointless. When aiming towards the end of a game, using the positive feedback
system is useful for dispelling uncertainty, bringing about the climax and a
sense of finality, every game needs an endpoint, and endpoints are more
enjoyable with a victor. Using only the negative feedback system can cause
games to stagnate so positive feedback systems are needed for breaking the
equilibrium and moving a game forward.
There are
but a few of the feedback systems, and there are many more. For example;
Pseudo-Feedback is a mechanism used to create game dynamics
that make a game appear as though it is being driven by a negative feedback
system, however there is no actual cybernetic feedback system at all. In
simplicity; the game deceives the player into thinking it’s interfering, when in
fact it isn’t at all.
Escalation is a game mechanic used to make the score gain
faster and faster as the game progresses so more points are at stake at the end
of the game than there were at the start. Because of course who doesn’t like
bigger numbers! It makes you feel better, feel like you’re doing better!
Hidden Energy is another tool used, an example of this could
be 'turbo fuel' on a racing game, each player has an equal amount of hidden
energy at the start of the game but the timing of using this fuel can change
the outcome, think of the Need for Speed the film, where the main protagonist
almost beat his opponent, but inevitably failed due to his poor choice of
timing to use his hidden energy. This mechanic creates dramatic uncertainty by
manipulating the players incomplete understanding of the true score of the
game.
Fog of War is a mechanic used to create dramatic
uncertainty by limiting the information available to players. As a game
progresses, more information becomes available. Generally any RTS can usually
be called upon as an example of this systems use. It is quite important because
that uncertainty causes intrigue, which pushes the player onward.
Decelerator is used as an obstacle that slows down players
later in the game, making it seem that the game is closer than it actually is
by changing the scale and pace of the game. Look at the game show gladiators;
the player who won earlier events would be given the lead, however as that
player progressed, obstacles got harder. This allowed the other player to catch
up, creating the illusion the game is closer that it really is.
Cashing Out is another mechanic used. An example of this
would be if a player wins a round of a particular game, the start of the next
round both players start even, but the first player to get three wins will win
the game. This shows that the player who wins the first round will not
necessarily win the game, however it does give them a greater chance at winning
as they are one win closer than the opposition. For example capture the flag.
Out of all
these in terms of the least used, I felt pulled between Decelerator and Cashing
out. In the end I feel Decelerator is the least used. Cashing Out can be seen
in many forms of gameplay now; a perfect example would be any game that has
capture the flag, or a game mode such as Call of Duty’s Search and Destroy.
Decelerator on the other hand is more difficult to incorporate or notice in a
lot of modern day games. Hence why I had to resort to the example of the old
game show gladiator. In fairness it becomes clear how subjective these systems
uses are. For example one could argue that both cashing out and decelerator are
both visible in capture the flag; cashing out in terms of the next round, and
decelerator in terms of the difficulty a
player may have getting the flag back to their base, or perhaps the nature of
the game mode is likely to result in an opposite force, and instead speed the
game up the further in you get?
Monday, 5 November 2012
MDA: A Formal Approach to Game Design and Game Research
MDA
(Mechanics, Dynamics and Aesthetics) – A formal approach to understanding
games, attempts to bridge the gap between game design and development,
criticism, and technical game research.
Design
methodologies guide the creative thought process in all steams of development
and help to ensure quality work. Iterative, qualitative and quantitative
analysis helps in two ways; to analyse the end
result, which allows you to refine the implementation
which in turn allows you to refine the result. Using both allows you to
consider a wider range of possibilities. This is especially important in
computer/video games, where interactions between subsystems create complex and
sometimes sporadic behaviour.
Game design
and authorship happen at many levels, there are many different roles and fields
in game research and development, however all must at some point consider
issues outside their area’ base mechanisms, design goals, gameplay etc. No
discipline or role is acceptation to this rule, if one element becomes
ignorant, the whole game may suffer.
Games
differ from other media sources as their consumption is unpredictable; the events
that occur in gameplay and the outcome of those events are unknown at the time
the product is finished.
MDA framework
formalizes the consumption of games and breaks them down into distinct
components:
Rules >
System > Fun
It also
establishes their counterparts:
Mechanics describes the particular components of the game,
at the level of data representation and algorithms.
Dynamics describes the run-time behaviour of the mechanics
acting on player inputs and each other’s outputs over time.
Aesthetics describes the desirable emotional responses evoked
in the player, when she interacts with the game system
Fundamental
to understanding this framework is the idea games are artifacts, more so than
media. This is because the content of a game is its behaviour, not the media that
streams out towards a player, in other words it comes down to an experience
unique to the player themselves, that is created by them, unlike films for
example that portray a specific, scripted story with certain emotions plotted
and weaved within it. In lamens terms; games build behaviour via interaction.
MDA
identifies that the player and the designers perspectives are reversed; a
designer identifies the mechanics which give rise to a dynamic system behaviour
which in turn leads to aesthetic experiences. However the player sees it as
aesthetics setting the tone, which is born out in dynamics and eventually
mechanics. It’s important to always remember the player’s perspective in order
to avoid falling into feature-driven design traps, when you should really be
aiming for experience-driven design.
Aesthetics:
It’s
important to move away from generic terms like fun and gameplay, so let’s move
towards a more directed vocabulary, here are some examples;
·
Sensation
- Game as sense-pleasure
·
Fantasy
- Game as make-believe
·
Narrative
- Game as drama
·
Challenge
- Game as obstacle course
·
Fellowship
- Game as social framework
·
Discovery
- Game as uncharted territory
·
Expression
- Game as self-discovery
·
Submission
- Game as pastime
Examples:
Quake:
Challenge, Sensation, Competition, Fantasy
Charades:
Fellowship, Expression, Challenge.
Different
games require different elements to take priority, for example Quake centres
its main element as challenge, while fantasy is important too, it isn’t the
core point of Quake, and the fantasy is simply a supporting element to the
challenge of the game. Something such as Final Fantasy however will rely
heavily on the fantasy as the element, and while challenge would still be
important, it isn’t as important. There is no key golden rule to element focus,
it’s all dependent upon the game itself and many different outcomes can lead to
the fun factor.
These
aesthetic definitions must then be refined and used as the foundation of
aesthetic models, in simplistic terms its basically expanding upon the feature
and how it is incorporated in the game. For example Quake incorporates
Competition by pitting teams of players against each other.
Dynamics models work to create aesthetic experiences,
for example challenge is made through things such as opponent play, where as
fellowship can be encourage through things such as sharing information. Through
these models we can create and identify feedback systems within gameplay to
determine how particular states or changes affect the gameplay overall.
Mechanics
Various
actions, behaviours and control mechanisms afforded to players within a game
context. These can be things such as shuffling, betting, weapons, spawns etc.
Adjusting
the mechanics of a game helps us fine tune a games overall dynamic. For example
allowing a player who has been killed 3 times in a row to see their opponent
through a wall might help to keep the losing player immersed and having fun, if
the person knows that inevitably they have no chance and will lose, the dynamic
fails, and players lose interest.
This
involves tuning, tuning are the steps we take to slowly iterate new mechanics
and change the overall gameplay, it’s important to record changes one at a time
and make sure they have a beneficial effect upon the overall experience. In
short the whole process is about prioritising the core feature on the first pass,
and then as you go through each pass afterwards you should be adding more
features to add depth to the game. The areas of choice could range between
gameplay, story etc.
In an
overall conclusion; MDA supports formal iteration approaches to design and
tuning, in allows up to reason logically about design goals and to review and
analyse the impacts of different features and aspects of the framework and
implementations. Using the three levels of abstraction we can conceptualize the
dynamic behaviour of game systems, understanding the game in dynamic systems
form helps us develop techniques for iterative design and improvement over
time. This in turn gives us control over the outcomes and allows us to tune the
product to achieve desired behaviour. This also allows us to make informed
decisions about gameplay impact upon the end users experience and we are then
able to decompose these experiences effectively and use them tio fuel new
designs, methods, research and criticism.
Thursday, 1 November 2012
The Royal Game of Ur - The divines demand I change you!
So today we had a look at an ancient game known as The Royal Game of Ur. The game in basis is a race game coupled with a war game I guess. The idea is to get your pieces to the end of the board, you have 5-7 pieces depending on the version, and each opponents units can remove each others from the board, forcing them to start again. The first person to get all pieces to the end of the board wins. Here are the basic rules (as assumed by Irving Finkel;
Simple enough, so we started off by playing the game with its general rules, or at least some of them. You see on our first go we hadn't really paid full attention and thus we missed out the importance of the rosette squares beyond the use as a safe zone. Fair enough, I won, game set and lets go again.
In our second game we decided to start iterating (we're meant to be doing that in a few weeks, but now seems good enough). So we began by adding the ability to stack units on a square, and in doing so the units then moved as one, this had its benefits quite clearly, however you did need to waste time stacking them up. Fair to say however, the time spent stacking them up did not outweigh the time saved travelling, the game was indeed much faster, but much simpler; there was no real challenge, no risk associated with grouping your units.
Thus came game 3 after another win. This time we decided to add some variables to the gameboard, so many squares are not used in this game because they're simply not understood, but I've never been known to neglect a square simply because its different! Neigh I turned one of the types of squares into a creation to be hated; an insta-kill square, this imposed a greater risk on moving all your units into a single consortium, because in doing so you only ever had one unit to move and should fate decide your next move would land you on the kill square; you had no choice but to advance to your death! This definitely made the game more fun, if not at times longer. Not a bad thing at all though, it simply added depth to the play in general, tactics became more important, like Battleships before it, the game became about tactic just as much as chance.
With my win streak still safe and growing, onto game 4 we went! Our next iteration; the introduction of an add unit to group square; this square would allow you to move any unit (or group if multiples are on a square) up to the other units square, an effective and handy square, luckily a limited one in its appearances too. However, if you look more closely this square is either a help of a hindrance For example if your only other unit is back near the start, then back you go. Once again the game remained fun and more important did tactics become. Another reasonably successful iteration I think.
After that win came the idea for an iteration involving a fall back square; if a unit landed on one of these, then it would be forced to fallback to the closest unit, whether forward of backwards from the position.
Once again this iteration causes the player to consider tactics even more, it was fair to say at this point we had started to shape a derivative of Ur that relied not so heavily on chance, and more so on a mix of chance and skill. The game already possessed choices to accompany its chances, but these choices had little variety or variables to them. By the end of our iterations (we had room for more (but had run out of time)) I felt that what had been created was a product better refined to tactical play than its predecessor.
Well on that note I think it's about time you all tried this game if you haven't already, and remember; if you don't win then it's probably because God doesn't love you, this is a game of divinity and fortune telling, not just based on pure chance! *casually whistles.
- Throw the dice to decide who plays first - highest score goes first, if it's a draw, throw again.
- Players take turns to throw three binary lots and move one of their pieces.
- Only one piece may be moved per throw of the dice and pieces must always move forward around the track.
- If a counter lands upon a square occupied by an opposing counter, the counter landed upon is sent off the board and must start again from the beginning.
- If a counter lands on a rosette, throw the dice again (and again if another rosette is landed upon). The same piece need not be moved on the additional throw.
- Pieces can be moved onto the board at any stage of the game as long as the square that is moved to upon the first turn is vacant.
- A player must always move a counter if it is possible to do so but if it is not possible, the turn is lost.
- Exact throws are needed to bear pieces off the board.
Simple enough, so we started off by playing the game with its general rules, or at least some of them. You see on our first go we hadn't really paid full attention and thus we missed out the importance of the rosette squares beyond the use as a safe zone. Fair enough, I won, game set and lets go again.
In our second game we decided to start iterating (we're meant to be doing that in a few weeks, but now seems good enough). So we began by adding the ability to stack units on a square, and in doing so the units then moved as one, this had its benefits quite clearly, however you did need to waste time stacking them up. Fair to say however, the time spent stacking them up did not outweigh the time saved travelling, the game was indeed much faster, but much simpler; there was no real challenge, no risk associated with grouping your units.
Thus came game 3 after another win. This time we decided to add some variables to the gameboard, so many squares are not used in this game because they're simply not understood, but I've never been known to neglect a square simply because its different! Neigh I turned one of the types of squares into a creation to be hated; an insta-kill square, this imposed a greater risk on moving all your units into a single consortium, because in doing so you only ever had one unit to move and should fate decide your next move would land you on the kill square; you had no choice but to advance to your death! This definitely made the game more fun, if not at times longer. Not a bad thing at all though, it simply added depth to the play in general, tactics became more important, like Battleships before it, the game became about tactic just as much as chance.
With my win streak still safe and growing, onto game 4 we went! Our next iteration; the introduction of an add unit to group square; this square would allow you to move any unit (or group if multiples are on a square) up to the other units square, an effective and handy square, luckily a limited one in its appearances too. However, if you look more closely this square is either a help of a hindrance For example if your only other unit is back near the start, then back you go. Once again the game remained fun and more important did tactics become. Another reasonably successful iteration I think.
After that win came the idea for an iteration involving a fall back square; if a unit landed on one of these, then it would be forced to fallback to the closest unit, whether forward of backwards from the position.
Once again this iteration causes the player to consider tactics even more, it was fair to say at this point we had started to shape a derivative of Ur that relied not so heavily on chance, and more so on a mix of chance and skill. The game already possessed choices to accompany its chances, but these choices had little variety or variables to them. By the end of our iterations (we had room for more (but had run out of time)) I felt that what had been created was a product better refined to tactical play than its predecessor.
Well on that note I think it's about time you all tried this game if you haven't already, and remember; if you don't win then it's probably because God doesn't love you, this is a game of divinity and fortune telling, not just based on pure chance! *casually whistles.
Gamasutra – Formal Abstract Design Tools
Design is
the game, in basis it could be defined as the superglue holding together all
aspects of development (code, art, levels, etc). However it tends to lag behind
the technical aspects that consist of a game, its less developed, less
explained, harder to understand. The main reason for this issue is that design
has no fixed vocabulary, no generic mean by which to communicate, we lack an
elaborate code that can be understood and juggled between different designers.
Fun or not fun, that’s all we have.
That’s what
design needs; if we had a generic vocabulary, a means by which to define, relay
and analyse, then design as a branch of game development would see vast
progress. Because of this, relating elements of a game to design becomes
difficult; we can see if animators have done their job well, or if code has
been done well by whether the features work or not. However when the crowds
break apart, and it’s all said and done, few observe the design steps evident
in the game, people are less likely to identify and analyse good unit
balancing, however they’re more likely to notice bad unit balancing.
Formal
Abstract Design Tools (FADT) – an attempt at creating a shared vocabulary
between designers. I think the article explains this quite well so let’s
reference it;
Examining the phrase, we have:
"formal," implying precise definition and the ability to explain it
to someone else; "abstract," to emphasize the focus on underlying
ideas, not specific genre constructs; "design," as in, well, we're
designers; and "tools," since they'll form the common vocabulary we
want to create.
"Design" and "tools" are
both largely self-explanatory. However, some examples may help clarify
"formal" and "abstract." For instance, claiming that
"cool stuff" qualifies as a FADT violates the need for formality,
since "cool" is not a precise word one can explain concretely —
various people are likely to interpret it very differently. On the other hand,
"player reward" is well defined and explainable, and thus works.
Similarly, a "+2 Giant Slaying Sword" in an RPG is not abstract, but
rather an element of one particular game. It doesn't qualify as a FADT because
it isn't abstract. The general notion that a magic sword is based on — a
mechanic for delivering more powerful equipment to the player — is, however, a
good example of a FADT, so the idea of a "player power-up curve"
might meet the definition above.
So in basis
we can summarise anything added to this vocabulary must be;
·
Precise
and explanatory
·
Generic
to games as a whole, not specifically
·
Relevant
to design
·
Usable
in design
It’s
important to understand that this vocabulary alone, these tools are not the
answer to a good game. They are simply stepping stones for refining a game,
they can help you discover a game but you still have to journey the rest of the
process with your own capabilities, with your own relevant approaches to
producing fun.
This
vocabulary isn’t set In stone, it may come from others analysis and breakdown
of games but at its core the vocabulary is concocted around the actual playing
of games and their reviewing. A good way to break this down is to briefly look
at how things work together; study their impact on the experience and how
design decisions in general push the player deeper, immersing the player more
in the game world. After reviewing these things, we can come up with some FADT’s
for our vocabulary;
INTENTION: Making an implementable plan of
one's own creation in response to the current situation in the game world and
one's understanding of the game play options.
Or in a simpler way of stating it; the process of
accumulating goals, understanding the game world, planning and acting on it. This
works to allow/encourage the player to do things intentionally.
PERCEIVABLE
CONSEQUENCE: A clear reaction from the game world
to the action of the player.
The idea of perceivable consequence is to basically
teach the player right from wrong, or true from false in the game world.
The issue with this is avoiding situations where
the designer forces a player into a consequence, this can be a difficult trap
to avoid and a very easy one for designers to fall into; if you are to be
punished for your choices, a player expects those choices to be their own, not
pre-determined. This is sadly something many games fail to understand in modern
games, this sacrifice of player control is performed to improve the flow of a
story, but at what cost to the players immersion and experience? It’s hard to
tell whether the positives of choice outweigh the negatives, or vice versa.
Thus we are brought onto another world for our vocabulary;
STORY: The narrative thread, whether
designer-driven or player-driven, that binds events together and drives the
player forward toward completion of the game.
It’s important to remember different tools work
better (or worse) with certain situations. Dependent on your game, it might be
more or less relevant to close off player choice in order to give a more
critical story. This does make the outcomes more linear, but it also improves
the narrative and flow of the story as a whole, in most cases at least. This is
a hard decision for game designers; do we choke choice and provide depth to the
story, or expand choice and sacrifice intended reactions by players.
RPG’s tend to approach this dilemma in an
interesting but relevant method given their genre. Many RPG’s tend to fix
choices throughout the story, but they open up intention to the player through
their leveling, their skill trees, their equips etc. This gives the player a
feel that their involvement warrants merit, that they have choices at their
disposal and these choices have consequences. They story is still driven by the
designer, but the experience is theirs to have, and they feel pushed to advance
it.
Depending on the game, and usualy its genre, the
method by which you mix these tools is different; a game like NHL can successfully
incorporate story, intention and perceivable consequence all as one, however
this doesn’t work for RPG’s in general, so they usually have to have a
splitting point for the two, such as combat providing the intention, being
driven by players choices and tactics, while still holding a fixed story,
neither tend to contaminate each other negatively if done correctly.
It’s always important to remember that games are
unique from books or films, such things tend to drive the viewer/reader to a
preset expected outcome, an action is produced with a specific and planned
reaction. Games are different, games are about empowering the player, you have
to surrender to the possibility that a players interpretation may be different
from your own, that a player might use weapon A instead of weapon B. Perhaps
you wanted them to use weapon B, but you had to plan for the possibility that
weapon A would be chosen even if you didn’t desire that outcome.
In conclusion it’s important to remember that FADT
is subjective, it, like gaming is not written in stone. The choices are yours
to make, things may be interpreted differently from designer to designer, and
so may their relevance. But it cannot be questioned the validity of simplicity
and understanding that something such as FADT could bring to designers as a
whole.
I realise
that a lot of this may seem boring to you readers, and for those that feel this
way I might suggest starting off where we define FADT, that’s only a suggestion
though, feel free to start anywhere really…. Huh will you look at that, it’s an
article of choice.
Note: if
you read this article backwards, it’s a story about how we started off with a
reasonable generic vocabulary for designers, started to throw different
definitions into the pool and then decided we preferred being primitive.
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