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<title>Designer-Notes</title>
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<description>Soren Johnson&apos;s Game Design Journal</description>
<copyright>Copyright 2008</copyright>
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<title>Halo Wars</title>
<description><![CDATA[<p>So, Ensemble recently released a trailer demonstrating the gameplay of <em>Halo Wars</em>, their much-anticipated RTS for the 360.</p>

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<p>This existence of this game is officially a Big Deal. Ensemble is one of a handful of top-flight real-time strategy developers, and the console RTS nut has yet to be cracked, despite some <a href="http://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Battle_for_Middle-earth_II">noble</a> <a href="http://en.wikipedia.org/wiki/Command_&_Conquer_3:_Tiberium_Wars">efforts</a>. Presumably, the opportunity to lock up a console RTS from Ensemble was one of the reasons Microsoft acquired Ensemble back in 2001. (Wow, has it really been that long?) Attaching it to the <em>Halo</em> franchise must have been icing on the cake.</p>

<p>I have been following the game's news (little as there was) since it was first announced, and I had been encouraged by reports that the game would be focusing on very small squads, perhaps suggesting a rethink of RTS for the new platform. Thus, I am a little disappointed by the  new video as <em>Halo Wars</em> appears to be another real-time strategy game focused on unit wrangling, which becomes significantly more stressful on a platform lacking a mouse and keyboard.</p>

<p>There are nice touches here, to be sure. The full-screen build menu nicely solves the modal problem so common to console games. The graphical detail is, of course, incredible. However, the firefight near the end of the video looks just like your standard RTS headache. Trying to handle that many units with a joystick in such a high-pressure situation looks like stress, not fun.</p>

<p>At the very end of the video, however, there is a tiny suggestion of just how fun an RTS could be on a console. The human side has some sort of orbiting uber-weapon they can use to wreck massive destruction on a specific target. The console interface for this system is a snap - it's simply a huge reticule. Just aim and shoot. Sure, it's a strategy game, but why not? The effect is not unlike the God Powers of <em>Age of Mythology</em>, Ensemble's PC RTS from 2002. However, this mechanic is a perfect fit for the console. Personally, I was hoping that <em>Halo Wars</em> would focus more on these types of interactions - ones where the player is taking advantage of the joystick interface instead of fighting it. RTS's truly need to be built from the ground up for consoles, without the expectation of controlling multiple groups of soldiers. Ensemble is one of the best developers in the business (<a href="http://en.wikipedia.org/wiki/Age_of_Empires_II:_The_Age_of_Kings">Age of Kings</a> was probably my favorite game of the '90s), so they are more than capable of delivering an awesome title. They just need to unlearn some of what they have spent the last decade learning on the PC.</p>

<p>So, how should an RTS on the console work? I don't know, of course, but there are a few games out there that hint at possibilities:</p>

<p><a href="http://en.wikipedia.org/wiki/Moonbase_Commander">Moonbase Commander</a>: The <em>Psychonauts</em> of the strategy genre, this brilliant game got overlooked because, ironically enough, it should have been a console game. The mechanics are hard to describe; the simplest way I can explain it would be as a cross between <em>StarCraft</em> and <em>Tiger Woods</em>. In other words, it's a land-grab, space-themed strategy game using a golf-swing game mechanic. The remarkable thing about the design was that a) it was a blast in multi-player and b) it would have worked perfectly on consoles, the native platform for most golf games. (Technically, <em>Moonbase Commander</em> is a turn-based game, but it moves fast enough that it "feels" like an RTS. Further, one could tweak the rules easily enough to make it work in real time.)</p>

<p><a href="http://en.wikipedia.org/wiki/Rampart_(arcade_game)">Rampart</a>: This arcade classic has some similarities to <em>Moonbase Commander</em> in that it is a strategy game that involves firing projectiles at your opponent - a very natural action for a console controller. <em>Rampart</em> also includes a <em>Tetris</em>-style puzzle for repairing your castle. I would love to see a more detailed modern version with co-op play where one teammate focuses on rebuilding while the other focuses on lobbing cannonballs at the enemy.</p>

<p><a href="http://en.wikipedia.org/wiki/Defense_of_the_Ancients">Defense of the Ancients</a>: The most popular <em>Warcraft III</em> mod by far, <em>DotA</em> is the natural progression of the hero-based RPG gameplay Blizzard introduced in the core game. Instead of controlling an army, the player controls a single hero, on a team with three other human heroes and AI-controlled grunts. The AI units fight the battle using standard RTS rules while the human heroes wander around the battlefield, acquiring levels and loot, while trying to turn the tide of battle in their team's favor. <em>DotA</em> is still an RTS, but the player's interaction with the world is confined to a single hero unit, taking away the mental burden of handling large groups of units. Obviously, consoles handle avatar-based games quite well. Judging from the popularity of <em>DotA</em>, a console version of this RPG/RTS hybrid is a hit just waiting to happen.</p>

<p><a href="http://en.wikipedia.org/wiki/M.U.L.E.">M.U.L.E.</a>: If you've read my writing over the years, you would know this one was coming. You could make a convincing case that <em>M.U.L.E.</em> was the first significant real-time strategy game ever made. You could also make a case that it is one of the <em>greatest games</em> ever made. It's a game of cutthroat competition where you destroy your opponents not with missile but by controlling the market, driving up prices while reaping huge profits. The auction mechanic was legendary for creating head-to-head conflict. You don't know triumph until you've made your friends pay through the nose for energy. Most importantly, <em>M.U.L.E.</em> was designed for a joystick, meaning that consoles would be a natural fit for the proven gameplay.</p>

<p>I hope this list emphasizes that console RTS's do not need to play like PC RTS's. There are always more games out there to make than we can possibly imagine, and I don't feel like we have scratched the surface yet for strategy games.</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/halo_wars.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/halo_wars.htm</guid>
<category>Games</category>
<pubDate>Thu, 20 Sep 2007 12:08:19 -0500</pubDate>
</item>
<item>
<title>Polycast Too</title>
<description><![CDATA[<p>So, my design mistakes list made <a href="http://apolyton.net/forums/showthread.php?threadid=170198">Polycast</a> as well. They did a nice job going through all of my points. Once again, my story point sparked the most disagreements. To clarify, I am not against story in games. I am against the idea that having a story necessarily makes a game better. Many example exist where adding a story reduces the designer's flexibility, such as in my <em>Rise of Legends</em> example. Everything you put into a game comes at a cost, and story is no exception.</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/polycast_too.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/polycast_too.htm</guid>
<category>Games</category>
<pubDate>Tue, 18 Sep 2007 16:14:07 -0500</pubDate>
</item>
<item>
<title>Jeff Strain on MMOs</title>
<description><![CDATA[<p>Jeff Strain, co-founder of ArenaNet, gave a <a href="http://www.guildwars.com/events/tradeshows/gc2007/gcspeech.php">very interesting speech</a> on the challenges of creating a successful MMO. Here's an important point:</p>

<blockquote>
Before you start building the ultimate MMO, you should accept that "MMO" is a technology, not a game design. It still feels like many MMOs are trying to build on the fundamental designs established by UO and EQ in the late '90s. In the heyday of Doom and Quake we all eventually realized that "3D" was a technology, distinct from the "FPS," which was a game design. It's time we accepted that for MMOs as well. We are finding ways to overcome many of the limitations of the technology that dictated the early MMO design, such as Internet latency and limited global scalability. These improvements can enable a new class of online games that break out of the traditional MMO mold and explore new territory. It can be a daunting proposition to willfully walk away from what seems to be a "sure thing" in game design, but lack of differentiation is probably the number one reason that MMOs fail, so we all need to leave the comfort zone and start innovating, or risk creating yet another "me too" MMO.</blockquote>

<p>Also, similar to <em>Civ4</em>'s development, they started an external alpha test years before release:</p>

<blockquote>It's crucial to get feedback from outside the development team at a very early stage. We started alpha testing over three years before Guild Wars was released. To say that the game was crude at that point is a bit of an understatement – I think we're still tracking down screenshots from that period and trying to get them burned. It was a very controversial decision at the time, and generated a lot of heated debate within the development team, because it flew in the face of the traditional wisdom that you should never show anyone outside the company what you are working on until it is perfect. I wish I could tell you that every tester we brought into the alpha test was honest, abided by the NDA, and gave the development team carefully-considered and high-quality feedback after each of the tri-weekly play sessions, but that would not be the truth. There were several times after we launched the program that we revisited the notion and discussed whether the good outweighed the bad. But we kept at it, and by the time Guild Wars shipped in April, 2005 it was clear that the game had benefited from the alpha test program, and today we consider it an essential component of the development process.</blockquote>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/jeff_strain_on.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/jeff_strain_on.htm</guid>
<category>Games</category>
<pubDate>Thu, 13 Sep 2007 13:06:25 -0500</pubDate>
</item>
<item>
<title>Speaking of Tutorials...</title>
<description><![CDATA[<p>So, I just gave an <a href="http://www.designer-notes.com/archives/2007/09/tutorials.htm">interview on tutorials</a>, during which I had hoped to give a concrete example of a game which handled its tutorial poorly. Unfortunately, my memory failed me as most game tutorials eventually seem to blur together. Naturally, just today I saw a perfect example of how not to write one. The game is called <a href="http://www.albinoblacksheep.com/games/bloxorz">Bloxorz</a>, and it is a quite good puzzle game that feels a bit like a turn-based version of <em>Marble Madness</em>, if that makes any sense.</p>

<p>At any rate, when the game begins, the player is moved through 9 screens that give instructions on how to play. The problem is that this information is simply too much for the player to digest before he or she has even a tangible sense of how the game works. Simply put, gameplay cannot be described with just words. Did you understand my <em>Marble Madness</em> analogy in the paragraph above? Probably not. However, as soon as you actually <em>play</em> the first level, the basic gameplay becomes quite clear.</p>

<p>Thus, advanced features, like switches and teleports, are meaningless to the player until he or she actually understands the core game. The tutorial could be twice as effective if each of the instructions screens was simply placed before the level in which the new feature first appears. The designer is essentially forcing the player to read the entire manual cover to cover and then hoping that everything gets remembered. Information should be handed out to the player only when needed.</p>

<p>Give the game a try, it's <em>fun</em>! Just not the best tutorial experience...</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/speaking_of_tut.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/speaking_of_tut.htm</guid>
<category>Games</category>
<pubDate>Tue, 11 Sep 2007 22:46:20 -0500</pubDate>
</item>
<item>
<title>GFW Podcast</title>
<description><![CDATA[<p>Much to my surprise, <a href="http://www.designer-notes.com/archives/2007/08/8_things_not_to_1.htm">my</a> <a href="http://www.designer-notes.com/archives/2007/08/8_things_not_to_2.htm">articles</a> on game design mistakes made it onto last week's <a href="http://www.1up.com/do/feature?cId=3148397">Games for Windows Podcast</a>. I'm a regular listener, so it was cool to hear them talking about this blog. They discussed the first two points and the last, which was the one about stories. Just to be clear, I am not anti-story. I simply believe that designers should acknowledge that including a fixed story in a game comes at a cost to other potential features. Often, this trade-off makes sense - for example, RPG and adventure games would be hard to imagine without stories. However, sometimes games which could have open-ended goals (such as strategy games) limit their replayability by shoehorning in an unnecessary story.</p>

<p>Oh, and they mentioned that my blog is hard to read because the font is too small. Good point. I really need to actually figure out how to use Movable Type soon...</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/gfw_podcast.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/gfw_podcast.htm</guid>
<category>Games</category>
<pubDate>Mon, 10 Sep 2007 15:57:27 -0500</pubDate>
</item>
<item>
<title>If You are a Game Designer...</title>
<description><![CDATA[<p>...this wedding cake is your goal:</p>

<p><img alt="photo by Jake Sones" src="http://www.designer-notes.com/mario.JPG" width="355" height="432" /></p>

<p>Wow.</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/if_you_are_a_ga.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/if_you_are_a_ga.htm</guid>
<category>Games</category>
<pubDate>Tue, 04 Sep 2007 17:11:48 -0500</pubDate>
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<item>
<title>Tutorials</title>
<description><![CDATA[<p>I did an <a href="http://gadgets.boingboing.net/2007/08/interview-soren-john.html">interview</a> recently at Boing Boing Gadgets on tutorials. Here's an excerpt:</p>

<blockquote><strong>So what's the best real world example of tutorial you've ever come across?</strong>

<p>I've seen lots of good tutorials, but I'm finding it hard to think of great ones. Making a great tutorial may be the hardest part of the developments process; it's certainly the part I find the hardest. I would like to mention one interesting thing that Prince of Persia: Sands of Time did which served as a tutorial even though it didn't feel like one. Between levels, you would see a black-and-white dream sequence which showed some of the moves you needed to make to pass the upcoming area. The visuals were not specific enough that it spoiled the puzzles, but they did introduce you to the advanced moves you would need so that you were better prepared for a new challenge. I had never done a wall run before, but when I saw one during the dream sequence, I immediately became aware that there was a new skill I should master in order to pass the next level. The game still took the time to teach me the literal button presses needed to do a wall run, but the dream sequence did a great job of making me want to learn this new move because I saw the context for it. Finding a way to show off cool features to encourage learning is a great idea—Google seems to be doing this as well with their product video demos for Street View and whatnot.</blockquote></p>]]></description>
<link>http://www.designer-notes.com/archives/2007/09/tutorials.htm</link>
<guid>http://www.designer-notes.com/archives/2007/09/tutorials.htm</guid>
<category>Games</category>
<pubDate>Sat, 01 Sep 2007 15:31:31 -0500</pubDate>
</item>
<item>
<title>8 Things Not To Do... (Part II)</title>
<description><![CDATA[<p>Continuing on from my <a href="http://www.designer-notes.com/archives/2007/08/8_things_not_to_1.htm">previous post</a>, here are four more common mistakes made by game developers.</p>

<p><strong>5. Hidden code/data</strong><br />
Protecting your code and data is a very natural instinct - after all, you may have spent years working on the project, developing unique features, pushing the boundaries of the genre. Giving away the innards of your game is a hard step for many developers - especially executives - to take. Nonetheless, we released the game/AI source code for <em>Civ 4</em> over a year ago, and - so far - the results have been fantastic. Three fan-made mods were included in the <a href="http://www.2kgames.com/civ4/beyondthesword/">Beyond the Sword</a> expansion - Derek Paxton's <em>Fall from Heaven: Age of Ice</em>, Gabriele Trovato's <em>Rhye's and Fall of Civilization</em>, and Dale Kent's <em>WWII: The Road to War</em> - and so far, these mods have been heralded as one of the product's <a href="http://www.computerandvideogames.com/article.php?id=169292">strongest</a> <a href="http://videogames.yahoo.com/pc/sid-meiers-civilization-iv-beyond-the-sword/reviews-2/">features</a>. To be clear, these mods would have been nowhere near as deep or compelling (or even possible) if we had not released our source code. I should specify that for many PC developers, I'm <a href="http://en.wikipedia.org/wiki/Team_Fortress">preaching</a> <a href="http://en.wikipedia.org/wiki/Counter-Strike">to the</a> <a href="http://en.wikipedia.org/wiki/Neverwinter_Nights">choir</a>, so I'd like to be very specific about which genre I am calling out - <strong>strategy games</strong>. For whatever reason (perhaps the lack of a pioneering developer like <a href="http://www.idsoftware.com/">id</a>?), strategy developers have been much more closed off to modding than their shooter and RPG brethren. Sure, there are exceptions, like Blizzard's fantastic scenario editor for <em>WarCraft 3</em>, but by and large, strategy modders do not have many places to turn for platforms on which to work, which was one reason we felt compelled to focus on modding for <em>Civ 4</em>. Giving stuff away can feel good. It also feels smart.</p>

<p><strong>6. Anti-piracy paranoia</strong><br />
The damage that piracy does to our industry is impossible to calculate but also impossible to ignore. Few company heads can be as brave as Brad Wardell and just <a href="http://biz.gamedaily.com/industry/interview/?id=11666">leave out copy protection altogether</a>. Thus, having some sort of mechanism to stop casual piracy is a given but what is not a given is the hoops companies will make their customers jump through just to be able to start the game. The most important question to ask when considering these protections is "will this added security actually increase our sales?" A good place to be lenient, for example, is with local multi-player games - in other words, can players without the disk join a multi-player game hosted by a legitimate copy. <em>Starcraft</em> let you "spawn" extra copies of the game that could only join LAN multi-player games. (Interestingly, this is the same model that <em>Ticket to Ride</em> employs on the Net. It is always free to join a game but only paying customers can host.) Allowing unlimited LAN play was our unofficial policy for <em>Civ 4</em> as well. The game does a disk check when you start the EXE but not when you actually launch the game; thus, a group of 4 friends could just pass one disk around for local multiplayer. We do not believe players are willing to buy extra discs just for the ability to play multiplayer at a LAN party, which are rare events. However, we would love for new players to be introduced to <em>Civ</em> in these environments, encouraged by their friends who are already fans. At some point, they are going to want to try single-player - in which case, it is time for a trip down to the local Best Buy.</p>

<p><strong>7. Black box mechanics</strong><br />
Sometime during the late-90's, around when <a href="http://en.wikipedia.org/wiki/Black_&_White_(computer_game)">Black & White</a> was being developed, the concept of an interface-less game came into vogue. The idea was that interfaces were holding games back from larger, more mainstream audiences. Ever since then, I have noticed a discernible trend to hide game mechanics from the player. <em>Age of Kings</em> shipped in 1999 with an incredible reference card listing every cost, value, and modifier in the game. With most modern RTS's, however, you're lucky if the manual actually contains numbers. I want to emphasize that the answer here is not to bathe the players in complicated mathematics in the name of transparency. Instead, designers should think of their interfaces as having two levels: a teaching level and a reference level. The teaching level focuses on first-time players who need to know the basics, like how to build a tank and go kill the bad guys. The reference level should answer any question the player can think of about how a game mechanic works. It is perfectly fine, by the way, to put this info inside of a separate in-game resource, like the Civilopedia. <em>Rise of Legends</em> implemented an interesting version of this two-interfaces idea. Most of the popup help in the game had an "advanced" mode that you could unlock by holding down a key, giving you significantly more details about the game's underlying mechanics.</p>

<p><strong>8. Putting story in the wrong places</strong><br />
I was tempted to come up with 7 things not to do and just leave off the story one as I'm sure it's my most controversial point. A bunch of people will disagree with me over the place of story in games, so let me just say up front that I know that I am wrong. I still want to make my point, though. I don't like story in games. I don't like the boring cut-scenes. I don't like the stereotyped characters. I don't like the plots that I have no control over (and, sorry, the Bioware you-are-either-God-or-Satan twists count too). I especially don't like it when games stop me from fast-forwarding through the crappy dialogue (I'm looking at you, Japan). But what I <em>really</em> hate is when a story gets stuck somewhere it really doesn't belong. Like in a strategy game. After all, strategy games are the <em>original</em> games. Humans first discovered gameplay with backgammon and chess and go; it's a noble tradition. The "story" in a strategy game is the game itself. Layering a story onto an RTS campaign is like putting a copy of <em>Hamlet</em> in my pie. I mean, sure, <em>Hamlet</em> is a great play, but my pie would also sure taste better without it! Put another way, how much better of a game would <em>Rise of Legends</em> have been (and it was already a great game) if they had given up on creating a story-based campaign and instead iterated on the cool Conquer-the-World mode from <em>Rise of Nations</em>? Ironically, the campaign mode was my favorite way to play <em>RoL</em>. I loved that you could only acquire technologies and advanced units on the strategic map between missions, which helped to simplify the core RTS game. However, I enjoyed the campaign in spite of the story, not because of it. The key point here is that, for the sake of chasing a story, Big Huge Games missed a big opportunity to match a great core RTS game with a simple, overarching strategy layer that could be infinitely replayable. They are not alone; almost every other RTS developer seems to be falling into the same trap, and I don't know why.</p>

<p>Of course, if I ever made an RPG, I would probably name the bad guy <a href="http://www.urbandictionary.com/define.php?term=foozle&defid=949584">Foozle</a>, so what do I know?</p>

<p>Well, for better or worse, these are the eight things I hate seeing in games, especially strategy games. What about you?</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/8_things_not_to_2.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/8_things_not_to_2.htm</guid>
<category>Games</category>
<pubDate>Mon, 27 Aug 2007 10:17:21 -0500</pubDate>
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<item>
<title>A Star is Born</title>
<description><![CDATA[<p><a href="http://www.youtube.com/watch?v=jYQLR7dE5k4">Fable</a><br />
<a href="http://www.youtube.com/watch?v=eWS9_nrKOPA&mode=related&search=">The Darkness Demo<br />
</a><a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/1350-Zero-Punctuation-Heavenly-Sword-and-Other-Stuff">Heavenly Sword Demo</a><br />
<a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/1368-Zero-Punctuation-Psychonauts">Psychonauts</a><br />
<a href="http://www.youtube.com/watch?v=ZOBTN67K0Zw">Selling Out</a></p>

<p>Wonder how long he can keep it up...</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/a_star_is_born.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/a_star_is_born.htm</guid>
<category>Games</category>
<pubDate>Fri, 24 Aug 2007 21:51:30 -0500</pubDate>
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<item>
<title>J.K. Rowling: Good Author, Bad Game Designer</title>
<description><![CDATA[<p>Just finished <em>Harry Potter and the Deathly Hallows</em>, and I was pleasantly surprised by how much I enjoyed it, especially after the drudgery of books five and six. Presumably, Rowling had book seven's pay-offs in mind from the very beginning, which might explain it's return to form. At any rate, <em>Harry Potter</em> did pretty well for itself; Rowling is obviously a gifted story-teller. What she is not, however, is a good game designer. I have yet to see anyone else take her to task for this, so it might as well be me.</p>

<p><a href="http://en.wikipedia.org/wiki/Quidditch">Quidditch</a> is a bad game design. For the uninitiated, it's essentially magical soccer, where witches and wizards fly around the field, trying to throw the ball (the "Quaffle") through one of the hoops to score 10 points. So far, so good.</p>

<p>The game extends beyond soccer because of the Golden Snitch, which is a small golden ball, capable of flying around the field by itself. Each side has one player (known as the "Seeker") whose only purpose is to catch the Snitch, which is worth 150 points. A little unbalanced, perhaps, but not fatal.</p>

<p>The problem is that <em>the game ends only when the Snitch is caught</em>. I am sure most game designers would see the problem here. What should the Seeker do if his or her team is behind by more than 150 points? Obviously, the player should not catch the Snitch as that would guarantee a loss for his or her team - the 150 points would not make up for the difference in score. The Seeker is in a compromised situation.</p>

<p>Games should not penalize players for doing their job well. It's not really even a game rule, it's just common sense. Of course, if you write the stories, you can make sure the fictional games never result in such a sticky position. Quidditch as a real game, though, would be a bit of a mess.</p>

<p>I've never played any of EA's <em>Harry Potter</em> games, but I am curious to know how they addressed this problem. You could leave the rules as is, I suppose, but I wouldn't want to design a game in which, when the player finally succeeds (by catching the Snitch), the words "You Lose!" suddenly appear.</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/jk_rowling_good.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/jk_rowling_good.htm</guid>
<category>General</category>
<pubDate>Thu, 23 Aug 2007 12:49:00 -0500</pubDate>
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<item>
<title>And the Answer is...</title>
<description><![CDATA[<p>The answer to the question from my <a href="http://www.designer-notes.com/archives/2007/08/joses_question.htm">last post</a> - <em>why was the Unit Workshop from SMAC not seen as a success within Firaxis?</em> - doesn't actually have anything to do with the game mechanics themselves. The problem is the graphics.</p>

<p><img alt="SMAC2.JPG" src="http://www.designer-notes.com/SMAC2.JPG" width="435" height="318" /></p>

<p>The Unit Workshop allowed the player to create new unit types. Of course, in order to make such a system work, you need certain limitations. In this case, the player creates a new unit by choosing parts from a list of Chassis, Weapons, Shields, and Reactors. The unit's graphics were then dynamically generated based on the choices made. The problem is that all the units ended up looking very similar, even if they had quite different game values. The game had to cover all possible combinations, which led to generic-looking units because the graphics came from generalized algorithms instead of the imagination of the artists.</p>

<p><img alt="SMAC1.JPG" src="http://www.designer-notes.com/SMAC1.JPG" width="435" height="278" /></p>

<p>For <em>Civ 4</em>, we didn't want to have one basic warrior model that could carry either a club or axe or spear or sword. Instead, we wanted to emphasize the difference between the units; a spearman would look a lot more shiny and metallic than the rougher, more barbaric axeman, for example. Being able to distinguish units is a key graphical issue (perhaps <em>the</em> key graphical issue) for strategy games, and the Unit Workshop tied the hands of the artists trying to make the game's sci-fi units look distinct.</p>

<p>The Unit Workshop was undoubtedly a cool feature (in fact, it has certain parallel with <em>Spore</em>). However, game design is a series of trade-offs, and it's not clear if the plus of creating your own units outweighed the minus of the units all looking the same.</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/and_the_answer.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/and_the_answer.htm</guid>
<category>Civ4</category>
<pubDate>Sun, 19 Aug 2007 02:22:59 -0500</pubDate>
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<item>
<title>Whither Workshop?</title>
<description><![CDATA[<p>In the comments section of my <a href="http://www.designer-notes.com/archives/2007/08/8_things_not_to_1.htm">last post</a>, José asked a question about why we didn't incorporated either the commodity-based economy from <em>Colonization</em> or the Unit Workshop from <em>Alpha Centauri</em> into the core <em>Civ</em> franchise. It's a very valid question as a number of ideas from these spin-offs have made their way back into the original series; for example, the civics system in <em>Civ 4</em> is quite obviously an adaption of Social Engineering from <em>SMAC</em>. In the case of <em>Colonization</em>, its commodity system is simply too complex to match the simplicity of the other sub-systems in <em>Civ</em>. A detailed commodity system fits <em>Colonization</em> because that game streamlined many other aspects of the standard <em>Civ</em> model, such as technology or even military. As for the Unit Workshop - well, that is a very interesting question indeed. To many fans, this system was one of the highlights of <em>SMAC</em>, a unique feature that put <em>Alpha Centauri</em> in a class by itself for turn-based strategy games. However, it may surprise people to know that - by and large - the Unit Workshop was not seen as a success inside of Firaxis. I'm curious if anyone can guess what was the fatal flaw of this feature?</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/joses_question.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/joses_question.htm</guid>
<category>Civ4</category>
<pubDate>Fri, 17 Aug 2007 01:21:03 -0500</pubDate>
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<title>8 Things Not To Do... (Part I)</title>
<description><![CDATA[<p>Inspired by Troy S. Goodfellow's list of the <a href="http://flashofsteel.com/index.php/2007/08/08/the-eight-greatest-features/">Eight Greatest Features</a> he values in strategy games, I started thinking about the opposite question: what are the greatest mistakes that I hate to see done over and over again in game design? In no particular order, here are my first four:</p>

<p><strong>1. Hard-core game conventions</strong><br />
One of the most common pitfalls for a game designer is to fear that the game is not hard enough. This fear often leads to hard-core game conventions, like restrictive save systems and unlockable content, that only put roadblocks in the way of the mainstream gamer who is just looking to have a good time. If you feel your game needs the tension of a restrictive save system, go ahead and implement it... but only as a feature of a higher difficulty level. Difficulty levels are the key to making a game accessible to both the casual and the hard-core gamer; we could never seem to add enough difficulty levels to <em>Civ</em> to keep our wide variety of fans happy. <em>Trauma Center</em> (DS) is a good example of a great game that was ruined by having no difficulty levels whatsoever. The surgery game is a brilliant use of the DS touch-screen, but the linear challenges get so hard by the fourth or fifth level that most people get hopelessly stuck after only a couple hours. Considering that the levels were timed, it wouldn't have taken them more than a week to implement a difficulty system that simply extended the time limits at the easier settings. A <em>Trauma Center</em> with difficulty levels would have enjoyed similar success to <em>Elite Beat Agents</em> - another great touch-screen game but one not afraid to let the player start at an easy difficulty level.</p>

<p><strong>2. Repetitive interface tasks</strong><br />
I am currently enjoying the old-school dungeon crawler <em>Etrian Odyssey</em> quite a bit on my DS, enough so that I can't help day-dreaming about how much fun it would be to remake <a href="http://en.wikipedia.org/wiki/Bard's_Tale_(1985)">Bard's Tale</a> or <a href="http://en.wikipedia.org/wiki/Legacy_of_the_Ancients">Legacy of the Ancients</a> for the DS. Unfortunately, the game's interface does a terrible job of enabling the player to skip over needlessly repetitive tasks. Want to sell your loot? You have to click on every single Hare Tail in your inventory not once, but twice for confirmation! After a long excursion, this can often lead to around 100 presses of the A button when you get back to town. A simple "sell all of item X" would be an invaluable time-saver. Likewise, as a typical party-based RPG, there comes a time when your group no longer has to fear the lower-level creatures. However, for every random encounters, you still have to select 'Attack' and target a creature for all five of your characters even though there is literally ZERO danger to your party. (That's ten presses of the A button for those of you keeping score at home.) A "party auto-attack" command for these battles would have saved me literally hours of play time. Always remember, your player's time is valuable.<br />
Fun Factor = Interesting Decisions / Actual Time Played.</p>

<p><em>(UPDATE: Yeah, so I blew this one. There is a "sell all" option in Etrian Odyssey, and it's even shown on the interface. The point is still valid, but I targeted the wrong game.)</em></p>

<p><strong>3. Limited play variety</strong><br />
No matter how good your game is, it is going to get stale after awhile. It's a real shame when a great game doesn't take the few extra steps necessary so that the player can mess around with the settings to create alternative play experiences. <em>Company of Heroes</em> is an incredible tactical RTS, a watershed moment for the genre - but there is no way to have an Axis vs. Axis battle or even a game with more than two sides. This design choice may fit the fiction of WWII, but it significantly reduced the game's play variety. A good example of an RTS that got this right is the <em>Age of Empires</em> series. Not only could you mix-and-match any combination of civilizations and players and teams, but you could also design your own map scripts. I remember one interesting <em>Age of Kings</em> map designed by Mike Breitkreutz, a Firaxis programmer, that had almost no wood and tons of stone and gold, turning the game's economy upside-down. You could even have multiple players controlling the same single civilization (one player could control the military, the other the economy, for example). Thus, I've played 2-vs-3 games of <em>AoK</em> where the sides with 2 civs was actually controlled by 4 players (and guess which side won?!?) These simple variations probably doubled the life-span of <em>AoK</em> amongst my group of friends.</p>

<p><strong>4. Too much stuff</strong><br />
The temptation to pile extra units and buildings and whatnot onto to an already complete design is strong. Indeed, I have seen many people describe games as simply a collection of stuff ("18 Weapons! 68 Monsters! 29 Levels!") Needless to say, this is a wrong-headed approach. A game design is a collection of interesting decisions, as Sid would say, and the "stuff" in the game is there not to fill space but to let you execute decisions. Games can provide too few options for the player but - more commonly - games provide too many. How many is just right? That's simple enough to answer, it's 12! (it's definitely not <a href="http://en.wikipedia.org/wiki/The_Answer_to_Life,_the_Universe,_and_Everything">42</a>...) OK, obviously there is no magic number, but 12 is a good figure to keep in mind. It's an excellent rule-of-thumb for how many different options a player can keep in his or her mind before everything turns to mush. It's the number Blizzard uses to make sure their RTS's don't get too complex. <em>StarCraft</em> averaged 12 units per side. So did <em>WarCraft 3</em> (not counting heroes). And you can bet your bottom dollar that <em>StarCraft 2</em> is going to be in that neighborhood as well. In fact, Blizzard has already announced that, for the sequel, they will be removing some of the old units to make room for the new ones.</p>

<p>Next time: pirates, modders, and black boxes...</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/8_things_not_to_1.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/8_things_not_to_1.htm</guid>
<category>Games</category>
<pubDate>Wed, 15 Aug 2007 23:09:22 -0500</pubDate>
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<item>
<title>Beyond the Sword</title>
<description><![CDATA[<p>So, the second expansion for <em>Civ4</em> came out last week. It has been received very well; in fact, it's the top-rated "recent" PC game, according to <a href="http://www.metacritic.com/games/platforms/pc/civilization4beyondthesword">Metacritic</a>. I'd like to heartily congratulate my old mates at Firaxis for a job well done - I am especially looking forward to trying out Jon's and Alex's new game concepts as well as seeing the job Sirian did with adding events to the core game. The variety of mods and scenarios included in the expansion (ranging from <a href="http://gaming.download-warehouse.org/civ/first_turns/first_turns.html">space</a> to <a href="http://pc.ign.com/articles/796/796807p1.html">fantasy</a> to <a href="http://rtw.apolyton.net/index2.html">WW2</a> to <a href="http://rhye.civfanatics.net/index.php?nev=../main">world history</a>) is truly impressive and demonstrates that our efforts making <em>Civ4</em> so moddable have paid off. I am especially proud of the mods which were contributed from the fan community; I am always surprised how much enjoyment I get watching people become game designers within the <em>Civ</em> universe.</p>

<p>I have to admit, it's a little odd being on the outside looking in on a major <em>Civilization</em> release. It's a game that has gone through many different shepherds over the years and will probably continue to do so as long as people want to rule the world. Well, it was a fun ride while it lasted. Good luck to the new generation!</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/08/beyond_the_swor.htm</link>
<guid>http://www.designer-notes.com/archives/2007/08/beyond_the_swor.htm</guid>
<category>Civ4</category>
<pubDate>Sun, 05 Aug 2007 12:32:04 -0500</pubDate>
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<title>Puzzle Quest</title>
<description><![CDATA[<p>I've been playing a lot of <a href="http://www.infinite-interactive.com/puzzlequest/"><em>Puzzle Quest</em></a> recently, and I have been very impressed with how a fairly simple RPG layer can turn <em>Bejeweled</em> - which has always been, for me, a fairly forgettable casual game - into a very addictive experience. Adding a layer of level grinding... er, advancing... to the basic match-3 gameplay transforms two things which are uninspiring in isolation into a very compelling package. Further, the puzzle game itself becomes significantly more interesting when there is a level of competition - knowing that matching these reds gems prevents my opponent from matching those attack skulls transforms the gameplay from mindless pattern matching into a very interesting tactical contest. The interesting thing is that <em>Bejeweled</em> always had look-ahead gameplay to encourage combos and whatnot, but it always felt lifeless to me when I was only competing for some abstract concept like score.</p>

<p>There is one further design choice of note in <em>Puzzle Quest</em> which deserves mention - there is no save system. Of course, the game maintains your information over multiple sessions (this is an RPG, after all), but you never actually have to tell your DS to "Save the Game." The whole save process occurs automatically in the background every time something important happens (like fighting a battle or discovering a spell or buying an item). I was kind of weirded out the first time I wanted to turn off my DS while playing <em>PQ</em>, but I didn't see a save option, so I just hoped for the best and shut down. The reason they can get away with this is that <em>nothing bad can ever happen to you!</em> You can never lose an item or fail a mission or miss an opportunity. At no time would you ever wish to go back to an "old save." Because the game gives you experience and gold even when you lose battles - and you always have a chance to try again - you will eventually get the loot or level that you want. </p>

<p>This is not a simple innovation as there are important trade-offs to consider - for one, player-controlled save systems encourage experimentation. Players enjoy being able to try something wacky ("What happens if I declare war on Gandhi?") because they can simply go back to an earlier version of the game. The designers might have learned from MMOs like <em>WoW</em> which, of course, have no player-controlled save systems either. Being single-player, they had the freedom to remove the death penalty altogether, which puts the player experimentation back into the game. For <em>Puzzle Quest</em>, the designers must have made it a point at the beginning of the project to take all design options which could permanently hurt the player off the table - even extending to such RPG standards as single-use equipment!</p>

<p>The lack of a save system is a big win for <em>Puzzle Quest</em> because it increases the game's accessibility. A large part of the game's potential audience - the <em>Bejeweled</em> crowd - has never played an RPG in their lives, which means they have never saved a game either. It's just one more hoop that new players have to learn - unless, of course, you can figure out a way to remove the hoop altogether...</p>]]></description>
<link>http://www.designer-notes.com/archives/2007/07/puzzle_quest.htm</link>
<guid>http://www.designer-notes.com/archives/2007/07/puzzle_quest.htm</guid>
<category>Games</category>
<pubDate>Sun, 22 Jul 2007 13:03:13 -0500</pubDate>
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