Posts tagged Game Design

The 11th commandment of games.

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EDIT 2:37PM CST: Arislyn also touched on this today as well as Pete Smith of Dragonchasers.

So, as I was hitting my usual sources this morning, I came across this nifty gem of an article. It’s quite good, and you should check it out. It’s definitely on the mark.

However, one of the things I noticed was, it seems to have been written from a mostly FPS point of view. While that is fine and all, one thing that has been missing from lists for games. It’s something near and dear to my heart.

The Eleventh Commandment of Games: Thou shalt include a sandbox mode. Let me be blunt. If there is one thing I hate, it’s being told I cannot have content in a single player game…until some arbitrary point. One thing game developers need to get straight in the head: people play differently, and just because you want them to play one way, does not mean they should be forced to do so.

Some games have a sandbox mode, but only unlock it after completing some other mode, or story mode. Sorry, this does not cut it either. I know one of the reasons you do this is to make the content last longer. Content can be consumed quickly. But, sorry…this does not hold any weight with me either. I paid for the content, sometimes I want to max it up and just play. Outside the norm. It’s how I like to play sometimes. How I like to play is just as valid as how you like to play, or how you think I should play.

I am also looking at you MMORPG’s. You cant allow sandboxing online. I get that. That would be unbalanced. In Emerald Kingdom’s case, we can’t offer story content in a sandbox mode. But you know what? We do intend to offer some sandboxing options. In game. But even if you didnt want to do that, MMO Devs…a local mode would suffice. Something to play with char design, a place you could experiment with char growth. No excuse. None.

Game Developers need to take to heart the very spirit of: once you release something, its no longer completely yours. Stop locking people out of content they have paid you for. Give them the ability for experimental and sandbox play. Stop forcing them to play how you play.

The game industry will be better for it!

Livestream Today. 2:30 PM CST. Come watch!

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EDIT: Livestream is over. You can catch the replay here. A few other things not mentioned, so I will throw them out for curious folks.

StoryTeller is ActionScript3, built in Flex. It makes use of the fantastic as3isolib. It’s packaged and distributed as an AIR Application. Never doubt the power of Flash. =)

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I’ll be doing a livestream today at 2:30 PM. In this livestream, I’ll be demonstrating our tool StoryTeller.

StoryTeller is our toolkit for Emerald Kingdom. I have said many times, you don’t really “write an MMO”….you write tools to create an MMO. StoryTeller is our tool, and our take on how to create worlds. StoryTeller will eventually be Open Sourced, and available to everyone. Combined with our server, SWFConduit (which is already Open Sourced, you can find it here) it will allow people with creativity to develop virtual worlds and games without necessarily needing a programmer, an artist, etc. While those things are surely helpful, they shouldn’t be a an insurmountable barrier to entry.

We here at Double Cluepon think there are a great many creative types who would be doing more in the gaming sphere…if they had tools which allowed them to express their creativity. It’s our hope that SWFConduit and StoryTeller will eventually allow people with creativity to worry less about needing a programmer so they can focus on creating. We are not looking to re-create other servers or other tools. We’re looking to demystify some of the more technical back end elements that keep people from creating…and do so without needing a small fortune to do so.
So, while StoryTeller is still in development, and rough…it’s stable enough that we are using it to create the Alpha world of Emerald Kingdom. That said, we also feel it’s stable enough to show people who are interested in what we are doing. While our developers are working on the Alpha client for the beginning of Alpha Testing….now is the time to give you a peek into our world.

See you there!

The bonus of being off the grid.

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I think we’re really unpopular with some people. Which is fine and all. In fact, I think there’s some truth to the idea of taking pride and rep points by looking at the people who are dismissive, or outright despise you. However, it is one of the reasons we withdraw for the most part and want to let Emerald Kingdom speak for itself. That said, a really interesting thread over here, and comment on twitter, and my response got me to thinking a little bit.

Folks here at Double Cluepon have met and spoken with various other developers. We have been truly inspired by quite a few, and less than inspired with others. But, one thing we have found is: we tend to resonate more with the real entrepreneurs and the ones who dream. The ones who actually pour something into what they do. Now with that said, this is not a discussion into what a real entrepreneur is or is not. Because I think that boils down to personal perception. No. What this post is about is some of the observations I and others have made about the developer community, and why these observations are important to use as a company.

From my own point of view, (and indeed, quite a few other viewpoints of folks here at Double Cluepon) I have found that there are two distinct types of people in *any* industry: the ones who ask questions out of a love for their industry, and the excitement you could bring to it with your own ideas and dreams, and the ones who ask questions or make comments because they want to tear you apart, or see you fail. We all know the type: they look for reasons to be dismissive, or put off by ideas. They always couch their questions in such a way as to try and trip you. In my own experience…I tend to see these ruinous types as toxic. They feel as though what they are doing, and where they are doing it is some kind of exclusive club. They are almost never excited by new things, or ideas. They tend to come at you with conventional group think, and look to tear down the notion you could fly.

Which, in some ways, is fair. After all they were doing it before you. They may be jaded by hearing similar things from others. But, in any industry, and especially the game industry: you could and should be a better ambassador.

One thing I have found though, and that is this: whether it be in printing, I.T, pharma (just a few I myself have worked in), etc: the ones who poo poo you more are typically ones who are heavily invested in shortcuts, and are also very steeped in making money as quickly as possible. I’ve actually met people in games who have been dismissive to colleagues in Double Cluepon, and in the same breath, while demoing games admit “They have no idea how critical parts of their IDE” actually work. Even better, we have been criticized by some folks (some of which think drag and drop in Unity is “neat”) for wanting to make content creation easier for people to use to make games… To which I say: LOL WUT?

Sadly, in more than a few cases, its been the rule, and not the exception. It’s one of the reasons we adopted our “shut up and make games” policy. We got really tired of people who are in this business extol virtues they themselves are really only paying lip service to. (Important note: we do believe there are more dreamers and shapers out there making games, but the signal to noise ratio sucks right now. )

So, we went the other way. Rather than side up with the people who think they have it all figured out…we have been slowly trying to build with the most important group, who actually have something of substance to say: the players. Just so I can be clear, the players are talking, but they are infrequently listened to in any appreciable way, if at all. Because the flip side of the attitude I described above is one that eventually results in: ignoring your customers in favor of foisting the usual shovelful of crap at them, with some baubles and trinkets as the teaspoon of sugar to help the medicine go down. When I consider how I myself, and some others in this company have been treated, I have to wonder how much worse it must be for the players, who have next to no voice sometimes.

When I make comments like: we like you like you, yeah…they’re funny in some ways. But, to be direct: its truth. One of the things I say often is: if you think we should be doing something, now is the time to tell us. Why? Because we’re players too. We have a limited set of eyeballs, and we freely admit we cannot readily see all possible permutations or perspectives. Part of the problem of game design is actually getting someone to pick up the pen in the first place: a lot of developers opt for quick fixes, or are just designing ways to get you to click the way they want.

We don’t know if we will make $1.00 or $10,000,000 off of Emerald Kingdom. Nobody can tell the future. What we can say, we have a better shot at perhaps a number in between, or close to that second number if we actually spend some time designing it, as opposed to quick fixing, or adding afterthoughts. We also know that excitement is a commodity that cannot be bought. You have to earn it. I have yet to speak to one person who is excitedly waiting for a Facebook game. I have spoken to many people who are excitedly waiting for Torchlight II.

As a self funded entity…we have the freedom to dream, and the ability to act dynamically. The owners of Double Cluepon don’t feel pressured by some behind the curtain group to put a product out. We can go where this leads us, without fear of retribution from a purse holder. The people who fund us are actually a part of us, and not standing on the sidelines. Our bills are paid, our bank account has money. Fiscally, organizationally, and structurally we answer to nobody.

It’s why we can shut up and make games, and still listen and talk to the people who play them.

 

It’s also why we’re designing as public an alpha process as we can. =)

Losing the religion, keeping the faith.

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Our Spring Party was a super happy success! We had a great many folks turn out, and it was quite an event. We held an open design meeting for some folks who we consider to be up and coming in game development. Folks with real imagination and smarts. During the meeting, and during the party, I had many opportunities to network, mingle and get new insight and ideas.

Somewhere around 9 or 10 PM, I had a discussion that let me lose my religion, and yet, keep my faith.

One of the things I’ve been trying to do is get us more involved in “The Community”. I guess what I failed to realize is, when you want to think outside the box, you should try to avoid climbing inside one. Put another way: we should be involved in “The Community”, but which community we choose is just as important as the work you do to get involved in it.

Double Cluepon rejects the main game industry. In total. There I said it.

I could give you a bullet pointed list of why we came to this conclusion. But, rather than rag about crap that is truly immaterial, I would rather focus on where we are going with this. Because, we definitely think we’re on the right track.

It was pointed out to me, that a lot of downpressing is going on, especially with respect to the people who graduate, or are close to graduating. A great many of these folks have a fist full of fire, a belly full of steam, ideas, and imagination. We need to be catching those folks to maintain something that’s missing from a great deal of game development: the hobbyist mentality. The notion that you can do something that’s not been done before. The off kilter approach to doing new things. The drive to do things that are not homogenized, sanctioned, processed, and ultimately packaged for the masses because that’s the way “it’s always been done”. We need to catch these people before they wind up in a cube farm, or even a funded and over structured studio with VC Obligations. They need to be mentored, before they get pressed down like a square peg in a round hole.

There’s a big difference between making money, and making fortunes. It would seem like, the old guard is more interested in making fortunes. To hit the game success lottery. I suppose that approach has merit, and has it’s place. But, it really does not foster anything new and inventive. It also leads to silly meta discussions about the legitimacy of success. Or meta discussions of meta discussions about whether or not something is even a game or not. (Again, I suppose these are perfectly legitimate avenues for running a game company. It’s just not legitimate for us. We aspire to do more, and we refuse to be constrained by “the way it’s always been”.)

One of the things I and a number of others have discovered is, a great many of these discussions lack one thing: discussion of mechanics & game play. More importantly and more disappointing, we have noted a more serious absence: the discussion of fun. It just seems like a lot of discussions among the established boils down to “wash, rinse, repeat”. This is pretty much what happens in the music industry too. Justin Bieber may be a hot commodity, but he’s no John Lennon.

So, we reject that notion. What we actually want to do is look at things like fun, and from there: try to innovate. Try new things. The thing about innovation is: you never know if what you’re doing is going to work or not. Risk is part of this game. Sifting risk down into formulaic methods will make you a billion dollars. It won’t, typically, allow you to go outside of precomputed and established norms. On another level, it does something worse: it ties you tight, you can’t move or react to what’s going on. I guess what surprised me most is: a lot of game developers who should understand the nature of risk better, through game development, often mitigate it in the real world and produce a great deal of mediocrity. That’s fine and all. But, as Crocodile Dundee said: “You can survive off of it, but it tastes like crap”

So, we’ve hatched a bit of a plan. We’re going to do our thing. We’re going to do more to catch some of these folks with the belly of steam before they get down pressed. Before they get roped in by slick marketing. Before their ideas are ground into prepackaged soylent green. Some of it boils down to a very simple policy of “shut up and produce”. Some of it boils down to mentoring early. Some of it boils down to rejecting all of the psycho babble oriented, hyper analytical look at the successes of others in an attempt to “wash, rinse, repeat”.

To that end, between the folks here at Double Cluepon, a few of the other devs and artists that were here on Saturday, we’re going to further develop this IUGU idea. It needs to be less about what everyone else is doing, and more about what everyone else is not doing. Not for the sake of going an opposite direction, but because we want to see what’s down that path. We’re curious. Curiosity is the backbone of inventing new things.

In closing, we’re going to stop looking at things from the group perspective, and start looking more toward the individual perspective. One conclusion I came to early was, we know as much, and as little as everyone else. Developing games should revolve around people, not labels or definitions. Sure, this might sound crazy. But everyone likes a good crank.

By all means, discuss.

The High End Game. Broken by Design?

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Let me ask you folks a question: is high end cooperative goal seeking in MMORPG’s broken by design because you can never completely design it with all variables accounted for?

Puzzle Pirates: Islands as Flag Trinkets. Upon solidifying your Island(s), complacency sets in. Stagnation takes hold, and change in the game world stops.

Ragnarok: Once you take a castle, or castles in War of Emperium, and you have your defenses set, complacency sets in, stagnation takes hold and change in the game stops.

These are but two examples. Anyone have more? I have a deep and burning desire to fix some of these. To some degree these are player problems, which should be solved by players. But I also think the designers have a responsibility to poke the bee hive. There are a few related and lively discussions on the Emerald Kingdom forums regarding this. I am really keen for any and all input on this. It will help us design a better high end goal seeking system that is not static upon attainment.

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