I’d Like to Apologize in Advance…

…to all the people I’ll meet at GDC this year. Due to a mix-up, I have no business cards! Thus, forgive me if I can’t take part in the traditional card exchange. If you need it, my e-mail address is on the About page.

A Farewell to Civ

Well, it’s that time of year again; GDC is almost upon us! I will be giving my third official GDC talk, entitled Playing to Lose: AI & “Civilization”. Unfortunately, it’s in the dreaded 9:00 AM slot, and since this is the first GDC where I will be sleeping at home instead of a nearby hotel, I better make sure I master the BART schedule and get there on time! Here’s the summary:

Playing to Lose: AI and “CIVILIZATION”
Speaker: Soren Johnson (Designer & Programmer, EA Maxis)
Date/Time: Thursday (February 21, 2008) 9:00am — 10:00am
Location (room): Room 2018, West Hall
Track: Game Design
Secondary Track: Programming
Experience Level: Intermediate

Session Description
Artificial intelligence performs a crucial role for any strategy game, providing a compelling opponent for solo play. While many of the challenges of AI development are technical, there are also significant design challenges as well. Can the AI behave like a human? Should it? Should the game design be adjusted to accommodate the limitations of the AI? Should the AI be exposed to modders? How do we make the AI fun? Should the AI cheat? If so, how much? Do we even want the AI to win? This session suggests some possible answers to these questions using the “CIVILIZATION” series as a case study. Ultimately, games are many things to many different people; fantasy, competition, narrative, even construction set, and the best AI will support as many different approaches to the game world as possible.

Idea Takeaway
This lecture is intended primarily for game designers and AI programmers who would like a deeper understanding of the consequences of high-level AI development decisions on the final product. Further, important lessons will also be shared for all developers interested in crafting a compelling single-player experience.

Intended Audience
Attendees will leave with a better understanding of the difference between a “good” AI and a “fun” one. Furthermore, they will learn the trade-offs inherent in deciding between the two options.

Essentially, I will be talking about the difference between thinking of the AI as the player’s opponent and thinking of it as simply an extension of the core game design (what one might call the difference between “good” AI and “fun” AI). There will also be a long section on AI cheating – the bane of my existence for many years – concerning which type of cheats are acceptable to players and which type are not, using Civ as an extensive case study. Further, I hope to prove that, for Civ at least, there is no such thing as – and never could be – a “fair” difficulty level where the AI is playing the same game as the human. Your mileage , of course, might vary.

This talk will be a bit of milestone for me as, presumably, this will be the last time I’ll be giving such an extensive talk on Civ. In fact, I feel a little sheepish about giving it as a non-Firaxis employee. I’m so used to getting feedback from my old colleagues on my presentations that I can’t seem to shake the feeing that now I’m just some dude spouting off about Civ, and the world already has plenty of those!

At any rate, hope to see some of you there…

Ticket to Ride

This is not a review of Ticket to Ride, which is – needless to say – a wonderful game, both for experienced gamers and for those weened on Monopoly and Life. If you’ve never played it, stop reading right now and go here to play for free. (Their publisher, Days of Wonder, has an interesting business model as well – their online games are free-to-play but pay-to-host.)

No, what I would like to talk about is the story of Ticket to Ride. Since you have played the game (seriously, just go do it), reflect for a moment on what the game is about. During the game, you lay tracks to connect distant cities while trying to block your opponents from finishing their own routes. There are sub goals too, like having the longest contiguous rail line and completing your network first, which ends the game for everyone. It’s essentially a simplified version of Railroad Tycoon, right? Right?

Let me quote from first page of the game rules:

On a blustery autumn evening five old friends met in the backroom of one of the city’s oldest and most private clubs. Each had traveled a long distance – from all corners of the world – to meet on this very specific day… October 2, 1900 – 28 years to the day that the London eccentric, Phileas Fogg, accepted and then won a £20,000 bet that he could travel Around the World in 80 Days.

Each succeeding year, they met to celebrate the anniversary and pay tribute to Fogg. And each year a new expedition (always more difficult) was proposed. Now at the dawn of the century it was time for a new impossible journey. The stakes: $1 Million in a winner-takes-all competition. The objective: to see which of them could travel by rail to the most cities in North America – in just 7 days.

Ticket to Ride is a cross-country train adventure. Players compete to connect different cities by laying claim to railway routes on a map of North America.

What?!? This storyline makes the game sound almost like a spiritual successor to Around the World in 80 Days instead of what it actually is – another link in the great chain of railroad tycoon games. The fiction simply does not match the gameplay. For example, why does a player “claim” a route just by riding on it? Do the trains shut down, preventing anyone else from using that line? On the other hand, “claiming” routes matches perfectly with the fiction of ruthless rail barons trying to monopolize the best connections.

This disconnect leads to some interesting questions. Does a game’s designer have the right to tell us what the “story” is if it doesn’t match what’s going on inside our own heads while we are playing the game? And if the designer doesn’t have this right, then does a game’s official “story” ever matter at all because it can be invalidated so easily? However, setting the game in the world of trains was clearly very important – if Ticket to Ride was a game about bus lines, I doubt it would have nearly the same resonance. Once again, setting trumps story in importance…

RPS Interview

Part of a recent interview I did with Kieron Gillen just went up on Rock, Paper, Shotgun. I’ll post links when the rest of the interview emerges. Here are some quotes:

RPS: Ballooning team size is a trend which has been well discussed over the last decade, but do you think that’s reversing slightly on the PC now? As long as you set your sights intelligently…

Soren: I’m in an odd position, going from Civ 4 which was a big project, to Spore which is a mammoth project… but it’s just that I think most of the stuff which is going to benefit from smaller teams is going to be stuff comes across the web. We see that all the time now. It’s finally a viable market. Think of Defcon. That game didn’t have art. Which is brilliant.

RPS: Very artfully chosen unart, if you know what I mean.

Soren: It’s a weird feeling – I play the game, and it looks great, because they chose a brilliant style. It doesn’t need art. It just fits their game perfectly. But the interesting thing to me about Defcon is that the size of the game is right. It’s a pretty good game – it’s not quite a brilliant game, but it’s a fun game to play. But you can’t say that it’s too simple or too complex. It reminded me of a lot of RTS’s when I first discovered them a decade ago. Now it’s really difficult with an RTS to…

RPS: Not submit to the endless feature bloat. You have to have all the bullet-points.

Soren: Yeah, you can’t make it without a campaign and scenarios and an editor and cutscenes and all that extra junk. Really, that junk is preventing us from making more interesting games. It’s kind of a paradox. Obviously, people want that junk, and it’s a good thing for those people. And the editors with which people make their own scenarios is great… but that stuff all comes at a cost. I think maybe we’re starting to realise that now. The answer is that the economics get turned entirely around when you don’t have to deal with Best Buy and Wal-Mart and what not.

RPS: People endlessly talk about the declining PC, but the figures never include those specific areas where the PC is expanding – the online sales, MMOs. When we started RPS, for me it was about trying to redefine what a PC Game is to include all that. I’m sure Peggle will be in everyone’s top 10 games this year… but can you imagine a game like Peggle being included in mainstream PC talk a few years ago?

Soren: Or Desktop: Tower Defense. That’s an awesome game too. I play that more than most strategy games I’ve played this year. Which is weird but… what does that mean? So yeah, absolutely. The PC Market is no one thing any more. There’s no sales figures you can look at. The question is simply is “What is the variety coming through? What are the different options available we didn’t have three or four years ago”. For me, PC Gaming should be like Punk Rock – being able to do whatever you want. And people are forgetting that the Punk period isn’t just the Ramones and the Sex Pistols… it’s Talking Heads, Televisions, Patti Smith, Pere Ubu, Gang of Four… this huge variety of stuff because people were making it up as they were going along. It was easy enough to make music that people did what they wanted to. And that’ll always be the advantage of PCs.

RPS: I interviewed Doug Church about what it was like developing when the PC had started being a real gaming platform, circa 92 or whatever. And, basically, when doing Shock they just didn’t know what they were doing. They were original by default. In the following 15 years, like the feature bloat, by learning what works, it also limits you a bit. The people in the mainstream need to work out what ELSE works. But the European teams try stuff which no-one else does, because they don’t know any better. Like the Bohemia Armed-Assault guys, trying forever working on their butterflies…

Soren: That’s games. And it’s funny how much pleasure people can get from little things in games which you’ve never seen before. I know what you mean – think about RTS. What does that term mean? Now it means a very specific thing… but what else is Real time strategy? The first Sim City was real time strategy. Populous was an RTS. Rollercoaster Tycoon is RTS. You could say M.U.L.E. was RTS. Obviously Defcon and Darwinia are. RTS should be the biggest category there is, but right now it’s very, very specific. There are a few triple A titles which are trying to push it – World in Conflict was an interesting take on that. But you need people to come along who aren’t intimidated by all the stuff that exists already in the genre.

More Punk Rock Games

Here’s another crazy Asian cube game that you must play. Be sure not to give up as the designers don’t prepare you for the fact that you are using your current “lives” to help your later “lives” succeed.

Team Fortress 2: Better than Rock, Paper, Scissors

Valve recently released some very interesting stats, including Death Maps, from HL2: Episode 2 and Team Fortress 2. What are Death Maps? Well, here’s one from the Gravel Pit map for TF2:

I can attest to dying (and killing) quite a few times near the C node in the lower-left corner. Looks like I’m not the only one.

As a designer, I find the TF2 stats fascinating – I would have loved to see similar info on how people played Civ4. Obviously, some of the results are unsurprising. Scouts get the most captures by a ratio of 2:1 over the next best class, the Pyro. Snipers get the most kills. Medics get the most assists. The points category has a little more balance as it includes a number of factors, but there is still a big spread between the Sniper’s 67 points/hour to the Engineer’s 41. The big question, of course, is what Valve should do with this info when balancing the game.

The idea of game balance is a tricky one because many people assume that, in a well-balanced game, all options should be equally valid. Rock, Paper, Scissor is the classic example of an “equally balanced” game, and bringing it up allows me to reference Sirlin’s excellent article on why RPS is a terrible game:

A simple rock, paper, scissors (RPS) system of direct counters is a perfectly solid and legitimate basis for a strategy game provided that the rock, paper, and scissors offer unequal risk/rewards.

Consider a strictly equal game of RPS. We’ll play 10 rounds of the game, with a $1 bet on each round. Which move should you choose? It makes absolutely no difference whether you choose rock, paper, or scissors. You’ll be playing a pure guess. Since your move will be a pure guess, I can’t incorporate your expected move into my strategy, partly because I have no basis to expect you to play one move or another, and partly because I really can’t have any strategy to begin with.

Now consider the same game of RPS with unequal payoffs. If you win with rock, you win $10. If you win with scissors, you win $3. If you win with paper, you win $1. Which move do you play? You clearly want to play rock, since it has the highest payoff. I know you want to play rock. You know I know you know, and so on. Playing rock is such an obvious thing to do, you must realize I’ll counter it ever time. But I can’t counter it (with paper) EVERY time, since then you could play scissors at will for a free $3. In fact, playing scissors is pretty darn sneaky. It counters paper—the weakest move. Why would you expect me to do the weakest move? Are you expecting me to play paper just to counter your powerful rock? Why wouldn’t I just play rock myself and risk the tie? You’re expecting me to be sneaky by playing paper, and you’re being doubly sneaky by countering with scissors. What you don’t realize is that I was triply sneaky and I played the original obvious move of rock to beat you.

In other words, there is no such thing as an “equally balanced” game which is still fun and not just random. Instead, fun games tend to have a “free market” of balance, which ebbs and flows based on the desirability of certain decisions. Scouts and engineers are always going to be important because they are, respectively, the purest offensive and defensive classes. Indeed, these two classes are also the two most popular. However, the Spy can use the sapper to destroy an Engineer’s turret pretty easily, and Pyros are good at lighting Scouts on fire. The Heavy gets the most kills but – as a slow mover – is vulnerable to the Sniper, who is in turn is vulnerable to the Demoman’s grenades. And so on.

The key is that the circle is not complete. Many of the counter units – the Demo, the Pyro, the Spy – do not have counters themselves because there is less incentive to play them in a vacuum. In Sirlin’s words, the classes offer “unequal risk/rewards.” If you play an Engineer, and no one on the other side is playing a Spy, your team is going to have great defense. On the other hand, as more and more people pick Engineers, the more attractive the Spy will become. Nonetheless, the most important goal is to have good defense, not to just be able to screw with the Engineers.

So, we are back at the question of what Valve should do with the stats. By definition, the counter units should never be more popular than the classes they are countering. Thus, it’s ok that the Engineer is twice as popular as the Spy. On the other hand, Valve should certainly learn something from these stats… but exactly what is a bit of a mystery.

What about Rock Band?

So this happened over the weekend. As both Activision and Blizzard/Sierra have been corporate conglomerates for a long time, this move is unlikely to change much for the developers under the new umbrella company. However, one interesting side note here is that the Guitar Hero franchise is now owned by the world’s largest music publisher. I guess we won’t be seeing any U2, Prince, Guns N’ Roses, or (yeah, probably just dreaming here…) Velvet Underground masters on Rock Band anytime soon.

Portal

I just finished Portal and got my cake (or not, depending on how you read the ending). While it is an excellent game with some unforgettable moments – such as being able to see myself through a portal while still moving – my strongest impression is that I don’t think I would ever design a game like it. If I had ever imagined a first-person puzzle game involving creating shortcuts between walls and ceilings, it would have struck me as too mind-bending, too niche, and even a bit too insider (like a video game version of The Player). I have a hard time believing that anyone could play Portal as their first FPS – it would be too much for a brain not used to moving in virtual 3d space. (I would be very interested to hear if Valve play-tested Portal with first-time gamers.) As designers, we should be wary of ideas which are most interesting to us simply because we are experienced gamers bored with concepts that are still novel to most potential players.

Nonetheless, it’s a good thing that Valve doesn’t share my attitude. Portal succeeds where I would have failed because it is so aggressively minimalist. The game gently teaches the player about 5 or 6 tricks and then only delivers puzzles which require variations on those original tricks. As the difficulty ramps up, the player simply falls back on what s/he already knows to derive a solution. I don’t usually comment on story in game – since I, of course, hate stories – but Portal was one of the first games where I actually engaged with the plot. Truthfully, the game has more of a setting than a story, but it worked for me. My in-game “character” never knew anything more that I did, and the smartly written dialogue revealed an interesting conflict which developed slowly – leading to my feeling real anger towards GLaDOS by the end of the game. Most importantly, no plot extraneous to my actual gameplay experience was forced upon me. You couldn’t make a movie about Portal‘s story, but – hey – maybe that’s why it works.

It also helps that the game does not overstay its welcome; I felt my spatial reasoning skills begin to tremor a little by the final battle. If the game had gone longer than 3-4 hours, it would have either repeated itself or gotten fiendishly difficult. The design team also went out of their way to make the game as easy as possible to digest. Leaving burn marks on the walls from the impact of the glowing projectiles (anyone know their official name?) means the player doesn’t have to guess when aiming the portal gun. Extending wall tiles out a few feet when the player needs to attempt a “flying portal jump” guides the player through seemingly impossible situations. Even putting the heart on the beloved Weighted Companion Cube helps the player remember not to leave it behind. The end result is an effortlessly fun game, but Portal is a bit like the proverbial duck, gliding smoothly over the pond but with its feed paddling desperately under the surface to keep things working.

The Long Tail of People

I recently finished The Long Tail, which posits that the Internet is changing the entertainment business by making the sale of niche products viable. In other words, iTunes can derive significant revenue from the extra million tracks it keeps around compared to a bricks and mortar retailer. This effect has yet to make a significant dent in the gaming market – although Live Arcade, Virtual Console, GameTap, and Steam are all quite promising – often because older titles aren’t in a standardized format, unlike older film, music, and words.

Nonetheless, an important Long Tail effect is occurring within the games industry, just along a different axis. It is the long tail of online gamers. For publishers of standard boxed games, the world outside of North America, Western Europe, and Japan – approximately 5 billion people – might as well not exist because of rampant and accepted piracy (see previous post). However, piracy is a near non-issue for online gaming because players have to connect with the game’s servers in order to get the real experience. Further, pricing can be easily adjusted for local markets so that WoW costs one thing in China and a very different thing in the U.S. The essence of this shift is that these 5 billion people are now on the map. I’ve personally seen Internet cafes in countries like Lebanon and Brazil filled with people playing WoW. I’m sure this pattern is repeating itself the world over.

Usually the Long Tail concept describes ignored media or products, which have small audiences but cumulatively add up to a big number. The vast majority of the 5 billion people outside the retail game market are not going to start playing online game, but if a tiny fraction of them does, it would still add up to a big number.

Take Travian, a Web-based PHP strategy game which has attracted huge international audiences by localizing to as many languages as possible. Checking the “Total Players” category on each country’s server, there are big numbers from some unexpected places:

  • 160,000 Poles
  • 130,000 Russians
  • 320,000 Czechs
  • 90,000 Slovakians
  • 300,000 Turks

That’s a lot of people, and they have over 30 other localized servers, including ones for Chile, Portugal, Norway, Slovenia, and even Bosnia. It’s a whole new world!

Who Needs a PlayStation?

When you can have a PolyStation?

Believe it or not, it doesn’t actually take CD’s. It’s actually a cartridge system. I saw this fine bit of trademark infringement while checking out a local game stand in Brazil, which is rife with piracy. Tons of PS2 and PC games were available for about $5 each, on CD’s burnt and labeled by hand. I couldn’t actually find Civ4 in the big pile of PC games and was unsure whether to feel good or bad about that. There is only a fledgling retail games business in Brazil – Sony won’t even sell legitimate PS2’s there – so it’s hard to fault gamers too much for relying on these shops. Nonetheless, the piracy is absolutely crippling the chances of Brazilian game developers to bootstrap themselves up by selling within their native market. The developers and students I talked to at the conference were jealous of the copyright protection we enjoy in the U.S. Most of them are turning to either mobile or online games as it is their only chance.

The SBGames Conference was a great experience. Many universities around the country are building game development programs, and the students have a strong entrepreneurial spirit. Brazilian developers have significant challenges to face, but I wish them the best of luck. It was a wonderful country to visit, with friendly people and great food. Brazilians sure do love soccer. Here is a picture from the baggage claim in Sao Paulo Airport.

Normally, the TV over the baggage claim shows the number of the flight and the origin city. Not in Brazil, though – they’d rather watch a local soccer match!