Dragon Age Legends: Guilds Explained

My current game, Dragon Age Legends, was released last month. I wrote the following post as designer notes on the upcoming guild system.

One of the design goals of Dragon Age Legends is to have meaningful social mechanics. Many social game are social only in the sense that they use the player’s social graph to help spread the game virally through her network – by encouraging the player to invite her friends as neighbors to grow her farm, for example, or trading items with one another through the gifting system to finish a building. While these mechanics help grow a social game’s visibility, they don’t necessarily make the actual experience of playing the game more fun.

Our core social feature in Legends is borrowing friends’ characters to fight alongside one’s own character in combat. As one’s friends level up their own characters, they make the game more fun by providing new skills and stronger characters to use. Unlike most RPGs, players of Legends will be able to try out the entire skill tree depending on how their friends upgrade their characters. Borrowing a friend’s character also provides that friend with a small gold bonus, which creates some interesting dynamics – encouraging players to have the most appealing characters (to earn more gold) while also giving veterans a charitable reason to bring along low-level friends they want to help.

However, a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills.

Finally, a surplus of friends allows the player to bypass the rest time restriction. Borrowed characters enter a rest state after combat finishes for a certain period of time (often for a few hours, depending on the level and damage sustained). This rest period exists so that players will not be able to reuse a single friend’s character over and over again (and, thus, feel no incentive to invite other friends into the game). However, if a player has a huge list of fake friends playing the game, perhaps numbering in the hundreds, this mechanic becomes irrelevant as there will always be a ready supply of fully rested characters.

These three advantages can greatly distort the balance of the game. In particular, if a player has a huge list of high-level friends, which is not difficult if one looks in the right places, the combat becomes trivially easy. High-level characters can wade through most monsters easily, which prevent us from finding an ideal difficulty level. We could boost the strength of all monsters across the board to compensate for endless high-level friends, but that change would ruin the game for the average player who only uses her real friends. Besides, we want the player to experience the power of a high-level friend mowing down waves upon waves of darkspawn from time to time, just not in every battle.

To fix this issue, we are creating a new system – Guilds. A Guild is a select group of 16 friends who are playing Legends. The player can only borrow characters for combat from this group of 16. The composition of a Guild can be changed at any time (as long as the character being removed is not currently resting), so a player is not restricted to whichever friends are first added to the Guild. Also, a new castle room – the Great Hall – will allow players to expand their Guilds.

Guild membership is one-way; I might have my friend Ethan in my Guild, but Ethan does not need to have me in his Guild. However, if we are both in each other’s Guilds, we receive a bonus of a shorter rest time when using each other’s characters. This feature creates some interesting social pressure, forcing players to choose between using their friends with the best characters and using their actual best friends.

From a design perspective, the greatest benefit of Guilds is tuning as we can now balance the game for a single target – a player who has 16 friends, with a mixture of low- and high-level characters. Because rest time is proportional to a character’s level, players might not want to fill their Guild with only high-level character who would often be unavailable.

Ultimately, the player should be making interesting decisions during all parts of the game, including when deciding which friends to use for combat. Perhaps a certain battle looks fairly easy, so a player might want to use a couple low-level friends or maybe to even try it solo. Perhaps a looming boss battle makes the player hesitant to waste his highest-level friend on a normal encounter. With infinite high-level friends, these dynamics disappear, to the detriment of the gameplay.

Moreover, we want players to be interacting as much as possible with their real friends, as these are the most important social bonds tying the player to the game. Guilds encourage this behavior via the reciprocal membership bonus to rest times as well as the simple ability to build a subset of friends most relevant to the player. Guilds are a small but important step towards creating meaningful and balanced social mechanics within Dragon Age Legends.

Podcast Campaign March 2011: No Mercy!

So, last month, I did a bunch of podcasts on Dragon Age Legends and the state of social and strategy games, in general. If you’ve got a spare six hours, I hope they are worth a listen:

Three Moves Ahead on Strategy Games

Gamers with Jobs on Dragon Age Legends

Jumping the Shark on Dragon Age Legends

The Digital Life on Dragon Age Legends

Dragon Age Legends: Economy Explained

My current game, Dragon Age Legends, was released this week. I wrote the following post as designer notes on the economy system.

Many successful Facebook games are persistent management games. In FarmVille, the player plants and grows a prosperous farm. In Millionaire City, the player designs and constructs a bustling city. These games give players a certain number of resources to spend on development and then reward their smart moves with more money to invest, creating a positive feedback loop. The money players earn enables them to buy more things that will earn them even more money for more things and so on.

While this mechanic forms the solid underpinning of most management games, it creates two problems for long-term, persistent play. First, as the gameplay is stretched over months (instead of a few hours in the case of non-persistent games like SimCity), the amount of interaction required for each visit is quite small – place a building here, drop a road down there, etc. Therefore, most social games add UI busywork to fill up the player’s time – plowing, seeding, and harvesting every plot for farming games or clicking on each energy, food, and wood icon that appears in FrontierVille. In actual time spent, these often mindless activities comprise the bulk of each play session.

Second, these games often lack a sense of purpose outside of simply growing the player’s ability to continue growing. If the only reason to earn more money is to invest in items that will earn more money, the game eventually loses players not interested in pursuing purely aesthetic goals. At some point, maintaining a city begins to feel more like clearing the weeds or doing the laundry than playing a game.

The turn-based combat of Legends solves both problems at once. The tactical battles occupy the majority of the player’s time within the game, and they are clearly not mindless click-fests, challenging the player and rewarding smart moves. Furthermore, the battles give the persistent castle an actual purpose; expanding the castle is not an end in and of itself. Instead, the output of the castle is consumables the player can use in combat: health potions, mana salves, shard bombs, and so on.

Indeed, the way consumable are handled in Legends is meant to improve on their use in traditional RPGs as well. Traditionally with these type of games, hoarding is quite common as the player is uncertain what is around the corner – what if she uses too many potions and will not be able to tackle the later game as the difficulty increases? Turn-based RPGs suffer even more as the player is usually choosing between a repeatable skill and a consumable item, which means that the power of the latter has to greatly outweigh that of the former to be worth the permanent loss of the item.

Legends solves this problem with a few simple changes. First, consumable use does not end a character’s turn; instead, it is an optional step. The character can either shoot an arrow or drink a potion and shoot an arrow. Thus, by passing up the use of a consumable, the player is forfeiting an opportunity and needs only to weigh the effect of the item versus its permanent loss.

Second, the game’s core stats, health and mana, do not regenerate as they do in most RPGs. Health does replenish but only outside of combat and only in real time – one point of damage per hour. As for mana, characters receive only one or two free points at the start of combat, enough to use a couple skills per battle. Thus, if players want to restore their health and mana, they need to rely heavily on their consumable items – health and mana potions, injury kits, and mana salves. As long as battles are balanced correctly, consumables become the fuel that players use to power though DAL’s combat.

However, Legends also differs from traditional RPGs because the player is actually in control of the supply of consumables, via the castle. The core of a player’s castle are the workshops – the apothecary (for crafting potions), the infirmary (for salves), and the alchemy lab (for bombs) – which can create consumables over certain timed increments. For example, the player can place a worker in the apothecary to create 2 health potions in 30 minutes of real time. Giving players this control frees them from the anxiety of depleting their limited supply of items. With Legends, players can always invest time and gold into their castle to start rebuilding their supply.

Indeed, the two halves of the game – the castle and the combat – create a self-sustaining economic loop. Gold earned from fighting battles and completing quests can be invested into expanding the castle and upgrading its rooms. Accordingly, maintaining the castle and tasking workers to create items provides the potions, salves, and bombs the player needs to defeat the increasingly difficult monsters encountered over the course of the game.

Thus, the two parts of the game fit together and buttress each other. A well-supplied character will lose less battles, earning more gold that can be invested in the castle. A well-maintained castle will create more consumables for the the player to use in combat, increasing the odds of success. The combat and the castle provide context for each other, motivating the player to keep fighting and to keep building.

Dragon Age Legends: Combat Explained

My current game, Dragon Age Legends, was released this week. I wrote the following post as designer notes on the combat system.

One of the most lauded features of Dragon Age: Origins was its tactical combat system, which encouraged players to plan ahead and make interesting choices during battle. Indeed, although the system ran in real-time, the player could set a number of triggers that paused combat, to give time for deciding which skills to use and against which enemies. This feature allowed some to play Origins as almost a turn-based game that emphasized smart tactics over fast reflexes.

The Dragon Age Journeys Flash game built in parallel with Origins brought elements of the franchise to an actual turn-based game, in which battles played out on a hex-based grid. For the new Dragon Age Legends Facebook game, we built on top of what worked within the Journeys system (which itself was based on Daniel Stradwick’s Monsters’ Den Flash RPG).

For example, we borrowed the interleaved turn queues from Journeys, which means that the heroes and monsters take turns one at a time instead of fighting together as alternating groups, as is common in many group-based RPGs. Giving the player knowledge of which exact characters will move next creates some interesting tactical decisions. A monster who will attack sooner might be a better target than one who is a greater threat overall. Skills which disable or freeze enemies can be used intelligently to keep the most dangerous monsters at bay.

However, we simplified other mechanics from Journeys. Instead of using a hex-based grid, we adopted a simpler layout familiar to fans of Japanese RPG series like Final Fantasy in which the heroes and monsters line up on opposite sides of the screen is static slots. We built a 2 X 3 grid for each side, with front and back columns so that characters in the back column are protected from melee attacks by characters in the front column. This arrangement allows players to plan ahead by attacking a specific monster in the front line that, when dead, would expose a weak but dangerous blood mage in the back.

Another big change involved how we handled health and mana, the two most common stats from RPGs. Instead of using a bar-based system, in which a character might have 45 of 80 health points, we adopted a more chunky icon-based system. A character’s health is represented simply by 4 hearts, which are measured in halves, identical to the health system from the Zelda games. Mana is represented by single icons and as most skills cost just one mana, the number of icons a character has is shorthand for how many skills she can use.

This simplification had a number of advantages. First, the system had much greater clarity than opaque health and mana bars. These bars generally have the same size on the interface for the sake of consistency, which unfortunately obscures their true values. Although one character might have 20 hit points while another has 200, their health bars look the same on the game screen. In fact, most modern RPGs have superimposed text on top of health bars to give the actual values to avoid any confusion. With the iconic hearts, Legends avoids this problem as the graphics do not obscure any game data – what you see is what you get.

However, the most important reason to adopt the icon system is that it gives players a very tangible understanding of the consequences of their actions; the interface tells the exact effect of every possible action. For example, mousing over the “Power Strike” skill button next to a Hurlock shows that the action will take one-and-a-half hearts away from the monster while draining one mana from the player’s character. Mousing over a health potion shows that two hearts will be restored to the character. Mousing over a shock bomb shows that one heart will be taken away from all enemies. This transparency enables the player to plan ahead and make smart moves.

One reason so many RPGs go with a bar-based system is that hits points need to scale up over the course of a game, ranging from 10 hit points for starting monsters to over 1000 for bosses. With icons, Legends can never support hit point values that scale so high because the interface can only show so many hearts. Instead, the underlying character stats – attack, defense, agility, and luck – provide the scaling we need as players progress through the game.

Damage is calculated by creating a simple ratio between the attacker’s attack and the defender’s defense values. As this ratio increases to 2:1, 3:1, and higher, the damage value in hearts goes up. However, if the ratio remains constant, so does the damage. Thus, characters battling with 10 attack and 8 defense do the same amount of damage as characters battling with 50 attack and 40 defense, which means that the relative value of hearts stays the same. Similarly, agility and luck determine the odds of glancing blows and critical hits, by comparing the attacker’s luck with the defender’s agility.

As for mana, most skills cost just one point, with a few costing two and a handful costing more. The skills are all upgradeable up to ten levels (similar to the Japanese RPG Etrian Odyssey), which means that their power increases over the course of the game. However, their costs do not, so that players can expect to use the same number of skills per battle through all phases of the game. The costs can remain fixed because the better skills are simply an extension of the character’s growing power as he levels up.

Thus, the game’s simple and discrete health and mana values are maintainable across the game’s various levels. The players quickly gain an intuitive sense for how the game works (“shard bombs do one-and-a-half hearts of damage”) without having to memorize formulas or manage large, crooked numbers. Being able to think in small increments – a point here, a couple of points there – allows the player to fit a whole battle into her head at once, making combat a fun, tangible experience instead of a chaotic, stressful one.

My Favorite Week: 2011 Edition

GDC 2011 start on Monday, and I am even more excited than normal this year because I helped program the conference. The GDC Advisory Board invited me to join them last summer, and it’s been very interesting watching how the sausage gets made. I’m looking forward to seeing which ideas and sessions work out and which ones don’t. (If you don’t like that the “fuzzy” sessions – the rant, the microtalks, and the challenge – are scheduled during lunch, you can blame me!) It’s been an honor to be part of the process – I am as much a GDC junkie as ever.

I’m taking part in one talk this year, a panel on strategy gaming, for which I hand-picked the members. Hope to see you there!

Strategy Games: The Next Move

SPEAKER/S: Tom Chick (Quarter to Three)Ian Fischer (Robot Entertainment)Soren Johnson (EA2D)Dustin Browder (Blizzard Entertainment) and Jon Shafer (Stardock)

DAY / TIME / LOCATION: Friday 11:00-12:00 Room 134, North Hall
TRACK / FORMAT: Game Design / Panel

DESCRIPTION: Strategy games have one of the longest traditions within the industry, including two of last year’s biggest games, STARCRAFT II AND CIVILIZATION V. In what direction is the genre heading? What are some of most important, and possibly overlooked, gameplay innovations of the last few years? How has the growth on online, persistent play affected the way strategy games are developed? Has the rapidly expanding mainstream audience changed how strategy games are targeted, or is the genre at risk of turning into a ghetto? As the market moves towards free-to-play, micro-transaction-based gaming, how will strategy gaming adapt while maintaining fairness of play? Is there still room for traditional, boxed strategy games?

TAKEAWAY: Several experienced strategy developers will share their own perspectives on the future of the genre, offering insights on both game design and the challenges facing the genre in the coming years.

INTENDED AUDIENCE: Although primary of interest to strategy game developers, the session will also be relevant to anyone interested in how a game genre evolves and reinvents itself in the face of a changing market.

GD Column 16: Stop Making Sense

The following was published in the December 2010 issue of Game Developer magazine…

Some of our industry’s most beloved games make precious little sense. Why, for example, do players battle the trolls, goblins, and skeletons of Puzzle Quest by challenging them to a two-player version of Bejewelled? Similarly, success in Professor Layton’s world seems to revolves disproportionately around one’s ability to solve classic logic and deduction puzzles, no matter the reason.

Game stories have fared no better. Mario’s canonical plot sounds like nonsense from Lewis Carroll – the plumber punches bricks to find magic mushrooms that double his size, so that he can battle an evil turtle who has kidnapped the kingdom’s princess. The less said about the Metal Gear Solid franchise’s various twists and turns – including the infamous possession of Revolver Ocelot’s mind by Liquid Snake’s old arm – the better.

However, games have their own internal logic that is more important than whether the game’s story makes sense, or even whether the game’s mechanics hold together logically, without bizarre juxtapositions like in Puzzle Quest. The traditional concepts of levels, lives, and respawns are ultimately constructs that support a designer’s vision, whether or not they have any logical real-world parallel or thematic metaphor.

Why, for example, should players respawn – coming back to life – after being killed in a team-based shooter? Shouldn’t players expect that their dead character stay dead after being killed? The reason is that the respawn mechanic matches the inviting tone the game’s designer wishes to strike. By softening the blow of death, gamers are free to play aggressively, which rewards risk and even experimentation.

A place exists for games which do not allow respawning – Counter-Strike being the most successful example – but the designer chooses this mechanic not in pursuit of realism, but to strike a different tone. When characters stay dead, players feel more tension during the match, which encourages them to play more carefully and with greater precision. Thus, games without respawns simply occupy a different location on the play spectrum.

Be True to the Game

Sometimes, these imaginary design constructs are necessary for the existence of entire genres. The classic real-time strategy design pattern, with peons, base-building, and rush/turtle/boom dynamics, little resembles actual warfare, even when ignoring the common fantastical themes. In what type of war does each side construct army barracks to train troops – and even research labs to discover technologies – on the very field of battle? Indeed, why is every scientific breakthrough forgotten between each scenario of a fictional campaign?

Ultimately, these questions are subsumed by the genre’s needs. Strategy games work because players are forced to make tough choices between a number of options, each with its own set of tradeoffs. Although the environments of most real-time strategy battle often contain nonsensical elements, such as economic infrastructure and research facilities, these elements each create important mechanics that increase strategic depth.

Creating infrastructure gives the player an actual location on the map to defend – without it, armies could roam freely across the map with no consequences for abandoning a certain location. Discovering technologies creates short-vs-long-term tradeoffs for the player to balance – should resources be invested in science for a long-term payoff of stronger units or spent on new units to attack the enemy and press an early advantage?

These tradeoffs make sense in a fundamental way – players understand that location should matter and that making long-term investments should succeed under the right circumstances. Therefore, the gameplay itself makes sense even if the game’s world does not, with workers planting farms within sight of a pitched battle.

Too Much Consistency

Indeed, designers who worry too much about a consistent world can often hamstring their own work. In StarCraft, the designers had no qualms allowing Terran players to team up with the Zerg in multiplayer, even if fighting against other Terrans. However, Company of Heroes only allows matches with the Axis on one side and the Allies on the other. Clearly, this decision makes sense thematically, but does it make sense that the players never get to pit identical sets of virtual army men against each other?

Assassin’s Creed famously went to great lengths to cover up as many standard game conventions as possible. A frame story put the player in the shoes not of a 12th-century Middle Eastern assassin (as the game’s advertisements featured) but of his 21st-century descendant who is somehow reliving the former’s life with advanced memory reconstruction technology.

This conceit aims to explain a number of typical design constructs. Discrete game levels are simply different memories while all character deaths must be false memories. The assassin’s movements are mapped to a physical gamepad because he is actually the puppet of a latter-day character trying to relive his memories.

Did these rationales broaden the game’s appeal by explaining supposedly arbitrary gaming cliches? Or did they unnecessarily burden the game’s narrative with a convoluted and unnecessary frame story that distanced players from the fantasy of becoming a medieval assassin? Surely, the average console owner would not be surprised that the game required controlling the character with a gamepad.

Indeed, the early arcade industry was a font of creativity largely because the games were not expected to make any sense – think of the dot-eating Pac-Man or the cube-jumping Q*Bert or the ray-running Tempest. As graphics became more realistic, almost all arcade cabinets were ghettoized into just a few concrete categories – racing, fighting, shooting – because the higher resolutions discouraged bizarre, abstract games. Only now that downloadable, mobile, and Web-based gaming have brought back lower resolutions is the old eccentric energy returning.

Go Your Own Way

Sometimes, manipulating a game’s story to paper over unusual design concepts can work. Certainly, the Dagger of Time’s ability to rewind time for a few seconds in Prince of Persia: The Sands of Time was an elegant way to integrate a quick-save system into the game’s core functionality. In the recent Torchlight, the character’s pet can run back to town to sell loot, nicely shortening a time-consuming element of most action-RPG’s while also staying within the game’s fiction.

Still, designers should feel comfortable going their own way if a mechanics makes sense for the game they want to make. Shiren the Wanderer is a roguelike dungeon crawler, which means that all character deaths are permanent as progress cannot be saved. Roguelikes are meant to be played repeatedly, with the player improving purely through increased knowledge of the game’s rules.

However, Shiren does allow a very unusual type of progress by letting the player stash loot – including powerful weapons and armor – in various caches found throughout the game that have persistence between sessions. Thus, although a character might die an unlucky death, he still contributes to advancing the game by leaving a supply of potions for the next character’s playthrough.

This strange mechanic, where most, but not all, of the world resets on death, has few parallels either inside or outside of gaming, and the story makes no attempt to explain it. Truly, no explanation is necessary because the game is being true to itself; the designers wanted a game that combined the tense atmosphere of permadeath with a touch of power progression from a traditional RPG.

BioShock is another game which gave no explanation for an absurd element – the audio diaries which are littered about the underwater city of Rapture. These bits of recorded speech from the game’s main characters provide important backstory for this Objectivist dystopia. Still, what type of person would, after putting their personal thoughts onto tape, decide to break up the tape into pieces and then scatter those pieces around the world like junk?

That the player discovers these scattered bits of audio in roughly linear order allows the designer to tell the story without relying on stodgy cutscenes, but their placement in the world simply doesn’t make sense. However, this problem doesn’t mean that the designers made the wrong choice; perhaps a more elegant solution was possible, but better allowing a little inelegance than turning the player into a non-interactive viewer who must be force-fed the story.

The Perfect Theme

One great advantage of not worrying about a game making sense is that designers are free to use the theme which best matches the game’s mechanics. The tower defense genre emerged from user-created scenarios designed for real-time strategy games like StarCraft and WarCraft III.

The limitations of these platforms gave the genre a distinct set of conventions – stationary defenses vs. mobile “creeps” – which had little narrative justification. Why must all defenses be static? Why are the creeps so slow and mindless? If only a thematic environment existed which matched this set of game mechanics.

In fact, one did, but the designers just needed the confidence to pull it out of thin air. What type of life-form can grow but can’t move? Plants! What type shambles along slowly in a straight line without a brain? Zombies! Naturally, the answer was to pit these two groups against each other.

With Plants vs. Zombies, PopCap found the perfect theme for a tower defense game. The fact that it completely defied common sense – why are players battling zombies with mutant plants, after all? – was beside the point. The important thing is that even someone not familiar with the tower defense genre would have an intuitive understanding of what to expect simply from the game’s title – all because the designer wasn’t afraid to stop making sense.

GD Column 15: Start Making Sense

The following was published in the November 2010 issue of Game Developer magazine…

First, read the following paragraph carefully.

“The procedure is actually quite simple. First, you arrange things into different groups. Of course, one pile may be sufficient depending on how much there is to do. If you have to go somewhere else due to lack of facilities, then that is the next step. Otherwise, you are pretty well set. It is important not to overdo things; that is, it is better to do too few things at once than too many. In the short run, this may not seem important, but complications can easily arise. A mistake can be expensive as well. At first, the whole procedure will seem complicated. Soon, however, it will just become another facet of life.”

Did the paragraph make any sense, or did it seem like a string of nonsense? Most likely, it was the latter, and the reason is that the text is completely devoid of context. Now, try reading the paragraph again, but think of this simple phrase first: “dirty laundry.”

Now, the information should read completely different and actually mean something. The text is simply a set of instruction about how to wash one’s laundry. In fact, now that context has been established, reading the paragraph again without thinking about clothes is probably impossible.

Schema Theory

This transformation is an example of schema theory, which tries to explain how our brains categorizes the world. Essentially, a schema is a mental framework centering on a specific theme, helping us process and classify new information.

For example, a schema for dogs include information about their bodies (four legs, hair, tail), their behavior (barking, drooling, cat chasing), and even their breeds (collies, spaniels, poodles). Further, the dog schema can contain traits from higher-level schemas, such as for mammals (warm-blooded, vertebrates, live births) and pets (domesticated, loyal, house-trained). Thus, when encountering a dog, our pre-existing schema brings with it a wealth of information that informs us on what to expect from the animal.

However, schemas are only useful if they are activated. The original paragraph was meaningless until the appropriate schema was triggered in the reader’s mind by the simple phrase “dirty laundry.” The text itself is useless without the schema, which is an important consideration for an author who wants to communicate effectively.

Games and Schemas

Game designers also need to communicate something effectively – a set of rules and mechanics that the player must learn and master. This education process is one of the biggest challenges game developers face, and many games with fun systems have failed simply because few players get past the learning curve. Many tools exist for solving this problem – well-paced tutorials, helpful tooltips, accessible UI – but perhaps the simplest approach is to activate one of the player’s pre-existing schemas that is well matched with the game’s underlying mechanics.

For example, the board game Agricola activates the player’s farming schema to teach a fairly complex economic engine. Players already understand the order of plowing a field, planting seeds, harvesting wheat, baking bread, and feeding one’s family, which makes the complex interactions between the resources, fields, improvements, and actions easier to learn. Thus, one of the most important jobs of a game’s theme is to help the player understand and remember the mechanics, which is another reason why a game’s theme and mechanics should be well matched.

Another good example of the power of schemas comes from the related board games Coloretto and Zooloretto. Both games use the same underlying game mechanic of set collection with penalties for acquiring too many different types of items. For example, in Coloretto players gather cards of seven different colors, but only the player’s three largest sets score positively; all other color sets score negatively.

The same mechanic is at play with Zooloretto but with herding animals of the same species into pens instead of gathering identical colors. This difference gives the game a strong theme that activates the player’s zoo schema, which actually justifies the scoring system. New Coloretto players need to be told explicitly that every color past their third will hurt them while new Zooloretto players can see clearly from the board that they only have so many pens available – extra animals will remain useless in the barn. The zoo schema matters because the players’ pre-existing knowledge about zoos – that animals of different species are placed into separate pens – makes the game easier to learn.

Furthermore, some themes will activate a player’s schemas easier than others. In particular, historical or contemporary themes have more resonant schemas than sci-fi or fantasy themes. Players can more easily guess how Age of Empire’s knights and archers function than how StarCraft’s mutalisks or dark templars do. Indeed, most fantasy-based games tend to follow very well-established tropes (elves, goblins, dwarves) with which the player is already familiar. Those games which color outside the lines – such as the Kohan series which based its fantasy world on Persian mythology – often fall flat because players cannot use their pre-existing Tolkein schema.

Realism vs. Fun

Using schemas as a tool to give players a window into a game system raises the question of realism because the rules also need to accurately mirror the assumptions the players bring with them. If a baseball game gave the player four outs instead of three, the use of the baseball schema would not just be useless but actually counter-productive because players would be constantly mixing up the exact rules.

Thus, realism matters and is an important tool for designers. However, realism has earned a bad name among game developers. For instance, fans who nitpick over small historical details that a game gets wrong are called “rivet counters.” Indeed, Sid Meier famously said that “when fun and realism clash, fun wins.”

However, in many ways, this choice is a false one. Realism that gives the player an easier learning curve makes a game more fun, not less. The danger from an over-zealous pursuit of realism comes when the designer expects the player to bring significant outside knowledge to the game, limiting the potential audience. If a WWII game contains realistic ratings for different flavors of German panzers, that’s fine, but if the game expects the player to already know these ratings by heart, without in-game help, that’s a problem.

Further, perceived reality is more important than actual reality. The most important question is how the player’s schema is pre-built before starting the game. If a common misperception is widespread enough, better to support the players’ expectations than to subvert them (unless, of course, the design itself has an educational goal).

For example, Sid Meier primarily based Pirates! not on exhaustive historical records, but on pirates movies, Hollywood’s version of the era. Therefore, every pirate has a long-lost sister held captive by an evil Spaniard, and each tavern holds a mysterious stranger who might have a key piece of a treasure map. Similarly, Will Wright based The Sims not on actual domestic life but on a stylized sit-com version of it.

Genre Schemas

Schemas do not need to exist entirely separate from the world of games itself. Gaming veterans will eventually develop their own schemas for which designers must accommodate. More specifically, players will develop schemas related to how a genre is “supposed” to work – a schema for first-person shooters, for platformers, for fighting games, and even for rogue-likes.

Just as people who encounters a new dog expect certain behaviors based on their dog schemas, players who pick up new real-time strategy game come with their own sizable RTS schemas into which they expect the game to fit. The players might expect a God-level view, control of mutliple units, a peon-based economy, base-building for military and technology, a high-level boom/turtle/rush game balance, and so on.

Game which eschew too many of these features can hopefully become critical darlings (Majesty, Sacrifice, Dragonshard) but almost never achieve commercial success. Consumers are generally conservative when dropping $60 on a new game, and the better they can understand a game before purchasing it – often by fitting it squarely into the framework of a genre schema – the more comfortable they will feel. Thus, genre schemas have a significant chilling effect on innovation within the industry.

Perhaps the best way to overcome the limitations of genre schemas is by providing the consumer a different yet stronger schema via the game’s actual theme. For example, Nintendogs did not fit well into a successful commercial genre but the game’s theme – taking care of a pet dog – activated the schemas of consumers with so many clear possibilities that the title became one of the best-selling games of all time. The game sold itself to players primarily on the basis of what they already knew about dogs.

Making Sense

A certain breed of player does exist that is unafraid to dive into unfamiliar territory, such as the early adopters of iconoclastic cult games like Dwarf Fortress and the Dominions series. Most players, however, need to understand what a game is about before they even touch a controller. A schema hook is required, either via the game’s visible theme or some well-established genre conventions.

However, while the latter can successfully sell a gaming to faithful core gamers, only the former can expand gaming to a mainstream audience. Certainly, the Nintendo Wii was the greatest example of this fact during the current console generation. Besides the accessibility of the controls, many of the best-selling games – such as Wii Fit, Mario & Sonic at the Olympic Games, Just Dance, and – yes – even the oft-derided Carnival Games – all have very clear themes that easily activate consumers’ schemas and expectations. Games about space marines and evil wizards do not have this advantage.

Still, finding a resonant theme is only half the battle; a game’s mechanics must match the theme as well. The old “fun beats realism” saw has become such dogma that designers can easily fray the connections between a game’s theme and its mechanics in the very subjective pursuit of fun. Starting a new game is always a leap of faith, and players have a right to expect their games to start making sense.

(Credit for the laundry schema example belongs to the How to Play Podcast.)

Talking about Dragon Age Legends and Social Games

I’ve been on a couple podcasts recently in which I talk about my newest game – the Facebook-based Dragon Age Legends. The first was the strategy-focused Three Moves Ahead, which also addressed my talks/columns on theme and meaning in games. The second was the The Digital Life, in which I was paired with veteran design Brenda Brathwaite to talk about the emerging format of social games. I can’t promise that I don’t repeat myself between the two, but they are both worth a listen for developers interested in this field – and for fans interested in my next game!

GD Column 14: The Chick Parabola

The following was published in the September 2010 issue of Game Developer magazine…

On March 11, 2009 during the Three Moves Ahead strategy gaming podcast, freelance journalist Tom Chick introduce a phenomenon which has come to be known as the Chick Parabola:

My experience with Empire: Total War is this parabola of fondness. At first I don’t like it, so I’m at the bottom of the curve. I don’t like it because they do a terrible job with their documentation – it’s got a terrible manual; they want you to play through this scripted campaign if you want to learn anything; the tool-tips are really screwy. So, I’m hating it.

But then I’m playing it, and I’m learning it, and I’m liking it, so I’m climbing up that parabola. At the very top of the curve, I think, “Hey, I sort of figured it out. I like this game.” But then I start to discover that the AI is terrible, that it’s a dumb game, and I start coming down the far end of the parabola, and I am no longer fond of Empire: Total War.

Commonly, there’s this curve where I enjoy a game, and then I master the system, and then – unless it’s got a good AI – I lose all interest because I realize that mastering the system is where the challenge ends. Once I reach that point, the game is dead for me, and I hate that! That’s when the game should really start to take off.

Many veteran gamers will recognize this feeling from their own experiences – the rising enjoyment that comes from learning an interesting game system followed by an inevitable deflation as the challenge slowly disappears.

Sometimes, a simple technique or exploit becomes obvious that renders the rest of the game balance irrelevant. However, usually the culprit is a weak adversary as the artificial intelligence cannot grasp certain core game mechanics to offer the player a robust challenge. The problem is that the game’s designers have made promises on which the AI programmers cannot deliver; the former have envisioned game systems that are simply beyond the capabilities of modern game AI.

Symmetry Matters

Still, not all games suffer from the Chick Parabola. Many are so fundamentally assymetrical – Super Mario Bros., Grand Theft Auto, World of Warcraft, Half-Life – that the AI is simply a speed bump that can be easily tuned to provide the right level of challenge. The games which suffer the most are ones where the computer is forced to play the same game as the human.

These symmetrical games – StarCraft, Street Fighter, Puzzle Quest, Halo – have a unique challenge in that each game mechanic must not simply be judged on its own merits but also by asking whether the AI can reasonably understand the option and execute it successfully. Unfortunately, asking this question often disqualifies many interesting ideas.

Artificial intelligence is notoriously poor at handling issues of trust and betrayal, of long-term investments, of multi-front wars, and of avoiding traps obvious to any human. The question of trust, in particular, has torpedoed multiple attempts to make a viable single-player version of the classic board game Diplomacy, which relies so acutely on being able to read one’s enemies, one’s friends, and one’s supposed friends.

Thus, to avoid the Chick Parabola, designers of symmetrical games must weigh carefully the implications of various game mechanics. An interesting play option which over-taxes the AI runs the risk of making the game more interesting in the short-term – as the player learns the system – but less interesting in the long-term – once the player masters the system and can use the mechanic to run rings around the artificial intelligence.

Of course, designers of symmetrical games built primarily for multi-player – such as the Battlefield series or the fighting genre – can choose to sacrifice single-player longevity for multi-player depth. Non-conventional weapons are fine if we assume that veterans of the game are only interested in playing the game with each other.

The human brain is remarkably flexible, with the ability to easily process novel mechanics which are orthogonal to the rest of the game. This approach has many advantages; Valve has been able to radically change the multi-player-only Team Fortress 2 with each character update (giving the Demoman a sword and shield, for example) without having to worry about toppling over an increasingly rickety AI.

Designing for the AI

However, symmetrical single-player games need to be designed as much for the artificial intelligence as for the humans themselves. Even if painful, designers must be willing to leave some of their most orthogonal – and often most creative – ideas off the table for the sake of the AI. Game design is a series of trade-offs, and empowering the AI is important for avoiding the downward slope of the Parabola.

Nonetheless, creative developers can solve this problem at the design stage before it even reaches some doomed AI programmer. One game mechanic that pushed Chick over the edge with Empire: Total War was amphibious invasion. The AI was simply incapable of coordinating its land and naval forces together to launch a coherent and effective invasion of an overseas target. Smart players would quickly learn that if the AI could not attack amphibiously, then the strategic balance can be gamed easily. Maybe England’s troops are not such a threat after all?

This problem is not unusual; strategy games with transportation units almost always suffer from ineffective artificial intelligence. Coordinating land and naval units to be ready in the same place and at the same time – along with the necessary escort ships – is a non-trivial task.

Rise of Nations, Big Huge Games’s historical RTS, presented a blunt but effective solution to this problem; land forces which approach the shore simply turn into boats to carry themselves across the water. Once they reach their destination, the boats transform back into the original land units. No transportation ships ever needed to be built or managed at all.

With one simple stroke, Brian Reynolds, the game’s designer, removed a classic AI problem from the game, enabling water maps to remain interesting for veteran players. The design may have sacrificed the “realism” of requiring the player to build transport ships along with other naval units, but the upside was extending the game’s longevity significantly.

Furthermore, many design changes meant to bolster the AI by simplification often have the side effect of making the game itself more enjoyable for the player. Quite a few players did not miss having to build and herd transports in Rise of Nations. Civilization 3 and Civilization 4 introduced global unit support and city production overflows, respectively; both changes helped the AI manage its resources but also made the game more enjoyable for the average player by drastically reducing micromanagement.

Tough Choices

The designer’s biggest challenge comes when a mechanic which is demonstrably fun or core to the game’s theme needs to be simplified or dropped. Occasionally, a game can get away with assuming that a certain option will be human-only; in the original Civilization, Sid Meier added nukes to the end-game but didn’t allow the AI to use them. He reasoned that because the super-weapon came only at the end of a game with such scope, players who used them were not abusing the game; they were simply having a bit of crazy fun at the end.

Further, if the designer wants to implement a mechanic that the AI can’t use, cheating is not a viable solution for balancing away the AI’s disadvantage. Allowing too many human-only systems effectively turns a symmetrical game into an asymmetrical one, which will eventually affect the strategic balance.

In the Empire: Total War example, once players know that the AI will never launch an effective amphibious invasion, the rest of the game changes immediately. Maybe players don’t need to bother defending their coastal territories? Maybe land-based allies are more important than water-based ones? Maybe the AI can be tricked into wasting its resources on futile invasions? Most importantly, the player is no longer playing like a queen – she is playing like a gamer who knows that the AI doesn’t work, one who is on the downhill side of the Parabola.

Ultimately, the designer may have to make a tough choice – drop a beloved mechanic or risk shortening the replayability? Many options do exist to extend a game’s longevity outside of pure balance – scripting a variety of scenarios, supporting procedural content generation, providing robust mod support, developing post-release content, and so on.

However, for robust replayability, nothing compares to pure strategic depth with a competent computer opponent. Sacrificing the game’s longevity to provide a few moments of fun for the human is essentially eroding the design at the foundation. As Chick puts it, when the player finally learns a system, “That’s when the game should really starts to take off.” The joy of learning is a big reason why games are fun, but no one wants to study for a test which doesn’t exist.

2010 Media Blast

Recently, I appeared on Three Moves Ahead Episode 76 podcast on modding strategy games, along with Derek “Kael” Paxton of Fall from Heaven fame. I need to do something about my terrible audio quality (and my overuse of the word “um”), but it’s always a blast to be on Troy’s show. Hopefully, I’ll be back sometime soon.

Last month, I also gave a Google Tech Talk on AI and Civilization, examining the difference between “good” and “fun” AI and how that affected the development of Civ4:

Finally, a user on YouTube named Kaszman posted a extensive and detailed documentary on the prototyping of Civ4. This piece is a much more polished version of the talk that Dorian Newcomb (Civ4‘s lead animator) and I gave at GDC 2006, which was a bit of an A/V disaster – the projector would only work at the wrong resolution, some of the demos didn’t work when off the network, and even my cell phone went off. Thus, we were happy to get another shot at it, and the video turned out quite well. During development, I saved a version of Civ4 every couple months with a eye towards using them to show how the game grew over its two-and-a-half years of development. I got a chance to show them off here; for people curious to see how the sausages get made, these videos are a great place to start: