Category: Game Design

Cliffski’s Podcast

This is the best podcast I’ve heard in a while. It’s basically Cliff Harris talking about his work in the game development business and how he went indie.

As I listened to the podcast I took some notes, which I am posting below. These are kind of stream-of-consciousness and may not make much sense unless you listen to the podcast (which you should!) I’m basically just posting them because…well, I wrote them and I don’t want to lose them.


Yes, we got the ZX-81 here in the States; it was sold as the Timex Sinclair 1000.

Yes, we had Astrosmash here in the States! It was created here, for crying out loud, for the Intellivision!

Interesting that Cliffski calls Asteroids “the default game” that most people write first…I remember reading an article from Andre Lamothe where he says that whenever he has to learn a new game development API the first thing he does is write Asteroids in it.

I firmly believe that all the best game developers are completely self-taught. I believe this because it means that one day, I might be one of the best game developers!

Evil Genius came so, so close. It was almost a great game, it just lacked…something.

“Take the mickey out”? Good grief, you Brits and your language constructions…

Ah, the parallels continue…I was terrified on my first day at Multimedia Games (my first real programming job). Heck, that lasted for the first few months. If it hadn’t been for my friend Brendan Segraves I would never have made it. I remember when I sent my first game to test, Brendan said “Congratulations! You’re a game programmer now.” That was really nice of him and I’ll never forget it.

And this is why finishing stuff looks so damn good on the resume. You can have a PhD in applied artificial intelligence, but that does not mean you know how to make a complete game. The only thing that proves that you know how to make a complete game is having made a complete game yourself. Cliffksi was probably a more competent overall game developer than any of those guys with their fancy college learnin’, and here he actually felt unworthy to work with them! (See “the best game developers are self-taught”, above.)

“I learned what the hell source control was and I learned what the hell a debugger was” == me collapsed in paroxysms of laughter. I didn’t learn what a debugger was until my first job either.

At Gizmondo, we played poker, darts, foosball, Heroclix and Magic as well as computer games. Cliffski’s right…the environment and attitude at a proper game company is just awesome. It’s almost like belonging to a club instead of working at a company.

Yep, failure hurts. But it makes you savvy, and it’s hard to become savvy without failure, so the best thing is to simply consider it part of the process.

Well, Star Revolution looks like it’s going to turn into a fantasy combat game, so I know all about games not turning out the way you plan at the start 🙂

The Dexterity forums! I miss them; yes, IndieGamer forums are the proper successor, but the tone seems different there…

“The whole of game development is full of code hackers who do everything their way” – true. This is a natural side effect of “the best game developers are self-taught”, and Cliffski’s right – you need to read Code Complete and Effective C++ and take what they say to heart, even though it will probably be completely different from how you taught yourself to program.

Cliffski’s dancing around what he really wants to say about Lionhead…it’s unfortunate to have a story to tell and not be able to tell it.

“Terribly badly paid”? What fool wouldn’t pay his game developers properly?

Ah. I guess Peter likes to have lots of low-paid, low-skill developers instead of a small team of highly-paid, highly-skilled experts. That’s…well, completely wrong.

Wow, the parallels between Lionhead and Origin are scary…both companies had initial success, grew too fast, got overextended and then had to be bought out (Origin by EA, Lionhead by Microsoft). All that is left to the Lionhead story is the inevitable dissolution of the company.

Recruited by Maxis. Wow. And it turns out they picked him because of one of his very early games, Starlines…which has been my experience as well. You honestly never know which thing you’ve done is going to get your next job 🙂

He’s definitely got his wheel spun up, which is fantastic. He’s making the games he wants to make, he’s already got companies courting him, so if he starts having trouble making ends meet as an indie he’ll have no trouble finding another industry job…perhaps with a company that isn’t going to fold next year.

“You have to be shameless and creative about promoting your game.” Absolutely true, and it’s why I’ll probably never be humongous because…well, I just don’t feel that my games are worthy of such self-promotion 🙂 This is something Dan “Gibbage” Marshall also obviously understands.

Ah, Guildford…birthplace of Bullfrog. God, I miss Bullfrog. We were supposed to get a third Dungeon Keeper. And a third Syndicate.

Yep, design is hard when you don’t have an existing design to copy. That’s why there are so few truly new game designs.

1. You must learn proper software development and stop hacking everything.
2. You must become a good self-promoter. You must be willing to spend as much time on supporting and marketing your current games as you do making new stuff.

Well, starting a company is a HELL of a lot easier in the US than the UK…


Gibbage and Angst

Gibbage is a potentially-great little 2D platformer/shooter by Dan Marshall. Gibbage is simple and fun to play (except that the double-jump is too hard to do, in my opinion, and…I can’t seem to beat the computer).

But as I read through Dan’s blog about the development of Gibbage, I couldn’t help but notice his attitude throughout the project. Yes, there were lots of coding books hurled at poor, defenseless walls as he learned, but for the most part his posts are things like, “I’ve got a little guy! Whee!”, “I can run him around! Awesome!”, “Now there are two of them, yipee!”, “Now they can shoot each other! Brilliant!”

Basically…well, he seemed to have more fun developing Gibbage than I did writing Inaria…and a lot more than I’m having writing Star Revolution. Star Revolution in particular is turning into a real slog. I’ve got procedural textures, procedural planets, procedural cities on the planets, aliens, ground combat, space combat, trading, mining, talking and questing in this game. It is possible that I, flush with the moderate success of Inaria, bit off more than I can chew.

Now, I can see flashes of fun in the future for Star Revolution. In particular, when a friend at work pointed me at this site and I saw these pics of the starship interior molds they sell, I thought, “Wow, that’s exactly how I want SR to look!” And I can foresee putting that together inside the computer as being really fun.

But the amount of infrastructure I have to put together before I get there is just huge, and trying to get it all together is just grinding me down.

Plus I just got a really good book on DirectX and now I’m thinking about moving the whole project off of SDL and OpenGL and onto DirectX and Direct3D…


Dissolution of Warcraft

So, we cancelled our World of Warcraft accounts over the weekend. All three of them. Two of them were collector’s edition accounts.

WoW just falls to bits at 60. I know that’s got to sound weird since they have over five million subscribers at this point, but it’s true. My wife went back to Dark Age of Camelot briefly (she got into that waiting for WoW to come out) and noticed that when she does her artifact raids in DAoC, she’s guaranteed to get the item she needs if she completes the raid…unlike WoW’s “there’s a .03 percent chance for the item to drop and then you have to roll against everyone else in the raid to get it” bullsh- er, crap.

Now, my wife is a hardcore MMORPG player. She started with Ultima Online and progressed to Everquest, Star Wars Galaxies, Dark Age of Camelot and World of Warcraft, and she’s tried many, many more. And since she’s staying home with our young children right now, she’s got a whole lot of time to throw at these games.

And even she eventually got sick of WoW’s “Better luck next time, try again” gameplay at 60.

Now, sigh, yes, we will probably go back at least temporarily when Burning Crusade comes out, but it’s going to take a lot to bring me back into WoW permanently. Basically, it’s going to require 60 casual content, which WoW doesn’t have at all. Once you get to 60, you raid or you farm faction. That’s all you have to do. No quests – you’ve done them all (except for raid quests that get you the keys to new dungeons). No more getting better armor and weapons from world drops – now the only way you can improve your armor and weapons is by raiding. Basically there’s no reason to log in unless you’ve got a nice three-hour chunk of time and you’re ready to raid. And you’d better be willing to do it every night of the week or you still won’t get anything.

Yeah, I’m bitter. And yes, I keep harping on this. I can’t help it – the game was so damn good until 60. It just hurt when I realized that gosh, there’s nothing more for me to do in WoW now.


Chunky Pixels, Part II

First off, thanks for all the responses to my previous post on this subject! I’ve been doing a lot of thinking on the various ideas you guys gave me.

Dave and Wynne, the vector idea would be a really good one if the game was space-only, but since I want the player to be able to land on and walk around on planets, that kind of breaks down. So I’m looking for something else. Thanks for the idea anyway.

Now I am going to reveal something. I have already decided that after I finish Star Revolution, my next project is going to be Inaria II. It’s going to have a real 3D engine, using technologies I am developing for Star Revolution. And I had already decided that I wanted a specific look for Inaria II, a look I first saw in Exult.

Two pictures in this case will be worth a thousand words. Here’s Ultima VII at double-res (640×400). (Click each image to view it at full size.)

Ah, Ultima VII.  The last truly great Ultima.

Now here’s the same scene (still at 640×400) with the HQ2X image filter applied to it:

Mmmmm.

When I first saw a version of this filter (called Scale2X) in Exult I was very attracted to it. It doesn’t make things look blurry like most filters do. The tone and composition of the scene are still very apparent, but the blockiness has been smoothed over. I especially liked what the filters did to the trees – they almost look like watercolors now.

And just for the record, here’s how Inaria I would have looked with the HQ2X filter applied to it:

Woohoo!

I had not intended to use this look for Star Revolution, and I hadn’t intended to get the look by using a filter but by composing my textures to provide the look…but the more I think about it, the more I feel that Star Revolution would benefit from the look. Hopefully I’ll get this darn combat prototype finished and can mock up some screenshots and you guys can see it for yourselves. I think it’ll give me the feeling I’m going for: high-resolution, but the world/universe almost looks like it’s made out of Lego blocks…I think that would be perfect.

I don’t think I’ve actually ever seen the HQ2X filter applied to a 3D scene before. This will be very interesting.


Chunky Pixels

While I got a significant amount of work done on the combat prototype for Star Revolution over the weekend, it still isn’t quite ready. So in the meantime, I’m polling the audience!

When I wrote Inaria, I used a 512×384 video mode. This is kind of low-res, and I did it on purpose. I wanted the pixels to be a bit…chunky. I wanted you, the player, to be able to see individual pixels. I did this because I wanted to evoke a sense of the older RPGs that I was honoring.

And last night I was reading Masters of Doom again during compiles when I came across this passage:

Richard Garriott, a.k.a. Lord British, the son of an astronaut in Texas, spoke in Middle English and created the massively successful graphical role-playing series of Ultima games. As in Dungeons and Dragons, players chose to be wizards or elves, fighting dragons and building characters. The graphics were crude, with landscapes represented by blocky colored squares: a green block, ostensibly a tree; a brown one, a mountain. Players never saw their smudgy stick figure characters attacking monsters, they would just walk up to a dragon blip and wait for a text explanation of the results. But gamers overlooked the crudeness for what the games implied: a novelistic and participatory experience, a world.

Inaria is a pointer to a pointer. Its blocky graphics are trying to evoke a previous style of game which, in turn, tried to evoke a world rather than accurately represent one.

Is that even possible nowadays? Quake started us down the road from evocation to representation and we’ve been barrelling down it for years, but will we ever arrive? And if we do, will it be possible for small teams to make the trip, or will it necessitate 50-60 people for three and a half years? That’s what Oblivion required…

And here’s the question that is pertinent to me…can we ever go back? Does this sort of evocation still work? And will it work even on newer players who have never played a game in 320×200? Who don’t know what VGA is?

Basically, I’m asking this: Do you think Star Revolution in a lower resolution will evoke older space opera RPGs, or will it just look really stupid?


E3 Reaction

I watched all three press conferences live. My reactions:

Nintendo: By far the best of the three conferences. They managed to present a great sense of fun, starting the moment a grinning Miyamoto took the stage with a Wii remote (I guess I’m used to the name now) to conduct a virtual orchestra that was playing the Zelda theme. The only odd part of the conference was the fact that they didn’t announce a date or a price…even though both should be obvious. The Wii will ship in either October or (more likely) November, and will cost $250 at the most. Why not just go ahead and announce?

Nintendo is in a great position for this round of the console wars. First, they are at the bottom, so there’s nowhere to go but up. They will have the cheapest console by far, with the most interesting technology. And the Wii is basically just a souped-up GameCube, which means that GameCube games will run natively (no emulation or extra hardware required) and their third-party developers already know how to make Wii games.

Sony: Sony’s conference was literally “more of the same” – the same game types we already love to play, only with graphical improvements. The PS3 is going to look fantastic, and apparently every game made for it is going to be a dirty, grimy post-apocalyptic first-person or third-person shooter. The only innovation they actually have is the tilt control, which of course was added after they saw the Wii remote and doesn’t work as well as Nintendo’s version. Tilt control is one thing, but the Wii remote actually gives you what is effectively a mouse pointer – this was explicitly demonstrated in Nintendo’s demo of Zelda: Twilight Princess.

Microsoft: Boring, boring, boring. Halo 3 trailer was terrible. The crowd snickered at Viva Pinata, even though that’s just the type of game Microsoft needs to expand their audience. It’s telling that Microsoft is currently struggling to expand its audience out of the 18-34 male demographic while Nintendo, which already has a market across all demographics, is fighting to expand the entire gaming market. And in the end, I’ve got no sympathy for Microsoft here…they are simply reaping what they sowed with their “She kicks high” crap.

It wasn’t until near the end when they demonstrated how the Xbox 360, Windows Vista and cellphones could be integrated that I perked up. That type of close integration has been necessary for a long time, and it’s strange that a game studio is having to be the one that gives it to us. So at least Microsoft can say that it has truly innovative new technology, unlike Sony.

Microsoft has one big problem, though. They launched before Nintendo announced the Wii remote. Sure, they can still make a controller with tilt features, but it won’t be standard in the box and thus developers won’t be able to rely on it being there. Now, it’s possible that Microsoft will come out with a tilt controller and push it hard and it’ll effectively become the “standard” 360 controller. Sony was able to do this with the Dual Shock controller for the PS1. But it’s going to be tough.

Big winner: Nintendo, though if they had just announced date and price it would have been a Flawless Victory.
Second: Microsoft. They truly innovated with Live and now they are extending it even further.
Loser: Sony. “We’re afraid to try new things! We’re going to give you everything you already play with better graphics! And we’ll charge you six hundred freakin’ bucks to do it!”


Star Revolution Update 4

Finally, a new image!

It's almost tactical combat!

This isn’t really a screenshot of Star Revolution. It’s a screenshot of a prototype of the tactical combat system I’m working up. I’m going to actually release this prototype when it’s completed (I’m hoping by the end of the weekend) and let you guys rip it to bits for me. If you’ve played any turn-based tactial games in the past (Jagged Alliance, Final Fantasy Tactics, Front Mission 3 or 4, Advance Wars, etc) you shouldn’t have any trouble figuring out how the system works, but I’m hoping that the changes I’ve made will make combat go a little faster and look a little more fluid.


Yay! Wait…

Hey, whaddayaknow? Gamasutra has started a game development podcast! Awesome!

First topic: the demographics of video game players.

Wheee.


The Oblivion Post

The guys and gals at Bethesda made some interesting design choices when it came to Oblivion.

In particular, the stat and levelling system is…unique. Characters in Oblivion are defined by their stats and their skills. Skills go up as you use them, but stats can only be improved when you level. In most games, stats don’t change very often and really aren’t that important once character creation is done. Oblivion is the exact opposite – stats change every level, and it’s vital that you raise your stats quickly. Why?

Because how tough a monster is is based on your level. Thus, you can get a good ways into the game at level one because almost everything you fight will be “scaled” to match you. This explains how Greg Kasavin was able to go straight into several Oblivion gates and beat them during his playthrough – the game was limiting how strong his enemies could be based on his level.

You may think “Okay, then there’s no sense in levelling, since fights won’t get easier based on my level”. That’s not true, because there are many enemies in the game you won’t be able to beat unless you raise your stats – thus making your level 4 character more effective than the level 4 monster you are fighting.

Thus, it’s vital to get very large stat bonuses out of each level, especially at the beginning of the game. It’s especially vital to raise your Endurance stat as quickly as you can, since that stat governs how many more hit points you get every time you level up.

So how do you make sure you get large stat bonuses every level? You use skills based on that stat a lot. In order to get that magic +5 to Endurance when you level, you must gain ten points in Endurance-based skills. The easiest way to do that is to use the Armorer skill constantly, repairing your own weapons and armor and also repairing every bit of enemy equipment you find, even if you’re just going to drop it afterwards. The best way to get +5 on your Intelligence is to either use Mysticism magic a lot or do a lot of Alchemy.

What this means is that just going straight for the game’s dungeons and fighting everything in them will cause you level too fast – you’ll get to a new level without having gained ten points in a skill, so you don’t get that nice +5 bonus…you may just get some +2 or +3 bonuses. That’s not very effective levelling and it will come back to bite you in the ass if you do it a lot. Enemies will become more and more powerful and you just won’t be able to keep up. This system was specifically designed to punish powerlevellers.

Which means that you’re going to end up doing a lot of busywork to get your skills up between dungeon runs. You’ll make a bunch of potions, fix a bunch of armor, or cast a single spell over and over again. Only when you know you’ve got those nice +5 bonuses waiting for you will you go into a dungeon, fight and gain a level.

Now, that sounds like really poor design, and when I first read about how the system was structured I hated it. I also had to start over, since I hadn’t been levelling effectively enough.

But the system forced me to use many skills I otherwise wouldn’t have touched, like Alchemy. And I realized that those skills were really useful and…fun. The system forced me to try everything, and I discovered some stuff in the game that I liked that I otherwise would have missed. So…bad design? I initially thought so, but now I’m not so sure.

The real problem with this system is that Bethesda doesn’t tell you anywhere in the game or documentation that levelling quickly is bad, and that you should try to gain at least ten points in at least three minor skills before every level gain. That’s definitely bad. But now that I understand it, I’m having even more fun with the game than I was before.

For the record, here’s the custom character class I created:

PRAGMADIN

The Pragmadin is a pragmatic paladin. He is a holy warrior of light, capable of bashing the skulls of the wicked with his mace while simultaneously healing the faithful. He would never steal or do evil, but he does understand that sometimes it’s necessary to sneak around or pick a lock or two…for the good of all, of course.

Class focus: Combat

Favored stats: Strength, Endurance, Intelligence

Major skills: Blunt, Block, Heavy Armor, Restoration, Illusion, Destruction, Security

I play a male Imperial who was born under the sign of the The Warrior. This gives me a high starting Endurance – not the highest in the game, but I was willing to trade ten initial points of Endurance for the ability to be an effective spellcaster right away (Orcs and Redguards both have higher starting Endurance but have almost no magical ability to start).

Just about everything else in Oblivion is note-perfect. The game is gorgeous and runs well at high detail on my computer. The little minigames for subsystems like Speechcraft and Security are fun. The quest system works really well and seems bulletproof. The game does a good job of keeping track of all the info you accumulate during the game, with both local and world maps that update automatically, a journal and an active quest system. Combat is visceral and good maneuvering on your part can allow you to overcome an enemy who is technically more powerful than you. There’s also just a stupid-huge number of things that can happen to your character during the course of a game. Sell a certain artifact and you may be approached by a man who wants you to find more of them. Kill a vampire and you may get invited to join a clan of vampire hunters. Or you can become a vampire yourself.

Basically, it’s the best game I’ve played in years…and unless it finds a way to seriously kick me in the nuts, it could go down as the best game I’ve ever played, ever. We’ll see.


End Of Warcraft

I finally found the perfect metaphor to describe my disappointment with end-game World of Warcraft.

Before you hit level 60, WoW is a game that rewards effort and time played. You can log in for just a little while, do a little something, and know that you’ve made some progress (no matter how small) towards improving your character. And this is exactly how I played WoW before 60 – in small, daily chunks.

Once you hit 60 WoW turns into a slot machine. Rewards are no longer commensurate to effort or time played; they are now completely random. Not only does WoW become a slot machine, but you have to be willing to play the game for three to five hours straight to get one pull on the slot machine – and that pull will almost certainly be a loser. Sorry, you’re not a winner! Run UBRS again!

It was very disconcerting watching one of my favorite games become one of my least favorite. But Friday night I got my copy of Oblivion, so WoW can now kiss my ass.