Breaking Open the Black Box

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Fit Your Game – Internal Consistency & Identity

2013.01.01 by Xelnath

During the development of Wrath of the Lich King, I was brought on early to help develop the vehicle system when our lead designer became embroiled in a lot of bigger issues. The opportunity to work on such an important system made me ecstatic.
The initial plan was to develop a system for making tanks and airplanes in the new outdoor battlefield known as Wintergrasp. 
In Wintergrasp, vehicles were a limited resource, meaning only a few players could use them while other fought on the ground. 
Being a PvP zone, with vehicle-only objectives, this mixture of players and vehicles worked naturally. Despite the relatively limited amount of time I put into the vehicle mechanics (mostly flavors of cone ram damage and catapult style delayed explosions) – it worked and modeled other PvP games such as Battlefield and Halo. 
Being a conscientious, passionate and utterly reckless game designer, I pushed the programmers really hard to make sure that the vehicle technology was very modular, extremely flexible and could be reused for anything. 

Too Much Rope

As the Wintergrasp technology proved fruitful, curiosity rose among the other designers on the team about the technology. Eager to learn the new systems and give new legs to the game, they began adapting it for other purposes – something I completely encouraged.
If Jeff Kaplan were here, he’d probably say something like, “we took vehicle tech too far, without enough constraints and consistency.”  While there’s a lot of truth in that, I feel like the problem was even more basic: 
Often we made vehicles without carefully taking into consideration the audiences involved.  
After Lich King shipped, I personally modified almost every vehicle quest in the game, tuning numbers, changing mechanics and adding consistency such as global cooldowns to vehicle abilities. 

Inconsistency

Due to this massive variation in not only quality, but difficulty, frequency and complexity, that it meant that each vehicle quest requires a significant learning curve and triggered anxiety from players who didn’t know what to expect. This established a baseline negative response which manifested itself in player feedback many times over the course of Lich King.
I don’t want to single out any designer on the WoW team by picking on a particular vehicle quest. In fact, if anything, much of this is my own fault for not establishing examples and guidelines for quest designers to start from easily. So I’ll pick a specific example that I worked on personally.  
Yes, that’s right. I’m the madman behind the source of much hatred and anguish known as the Flame Leviathan. 
Not to take credit from any of the very talented designers who contributed to the planning and execution of the encounter – but many of the issues players had with the experience stemmed from decisions I accepted as immutable early on.  
Riding on the success of Wintergrasp, there was a surge of excitement to see vehicles make their debut in a raid setting.  

Identity

Wintergrasp vehicles worked well, as players could destroy and protect them, choose to pilot or not pilot them. Thus a player could easily slot themselves into the role of “vehicle pilot” or “hero”.  Likewise, while no single player could destroy a vehicle, no vehicle could kill *all* of the players.  
Role switches at work.
In Ulduar, players faced with handling the Flame Leviathan had no such choice. You’re a healer? No. You’re a gunner now.  You were a tank? Well, now you’re a lowly ammunition loader.  
Sometimes, when you switch things up, they turn out awesome. Other times… awkward. 
When players actively choose to buy-in on that decision, they have a great time – modern encounters such as Amber Shaper Un’sok and Alysrazor show that exotic changes in gameplay can be super fun – for the players that opt into that challenge.

Flame Leviathan had a lot of time, love and complex vehicle design built into it. It was a fun encounter  – but it didn’t do enough to reinforce your core identity apart from the vehicle. In fact, I probably worked a little too hard to avoid your class mechanics entirely.

Reinforcing Your Place in the World

Late in the game, to help relieve some of the complaints, I added the “toss you onto the tank” mechanic where players needed to defeat an NPC using their player abilities under time pressure. This helped a bit, but left tanks and healers somewhat out in the cold.
An alternative might have been for one of the vehicle types to have been an SC2 style meditruck, accompanying a smaller fleet of vehicles through the gauntlet – protected by a small squad of normal players on the ground.  
Ultimately, a lot of the complaints stemmed from one real issue: I was trying to put a game that was not World of Warcraft inside of the World of Warcraft.  
If there’s a lesson here let it be this: It’s perfectly fine to add things like that. It’s not perfectly fine to expect everyone in the game to do it and enjoy it. 
Know your audience. Know yourself. 

Filed Under: Uncategorized

Fit Your Audience – Don’t Put Arm Wrestling in Chess

2012.12.31 by Xelnath

I was sitting at home on vacation, when a friend told me to check Facebook to see the greatest sport every devised. I turned away from my kitchen to take a look.

Having been a competitive Go player in college, I had a significant appreciation for competitive board games. Having been a cross-country runner in high school, I had a significant appreciation for athletics.

However, I wasn’t particularly interested. Roger insisted saying: “Look! First they play, then they fight. Isn’t that AWESOME?”

Now, if you stop and think about it, it does make a lot of sense. The same kinds of skills apply to boxing and chess: reading your enemy, drawing him into a weak moment, then delivering a final takedown attack to complete the victory.

In fact, that fact that they need to continue using their brains after taking a pounding has considerable real-life connection to battlefield performance. Smart, strong warriors would be victorious where short sighted or weak ones would not.

The amount of skill required to compete in this sport is immense. A recent reports indicates that the ELO system for chess caps out at around 2800. For chess-boxing, that number is around 3300. Assuming they use the same starting point, what this says is that despite the smaller number of chess-boxing players, the skill gap between the best and worst player is much larger.

Boxing is quite popular. Chess is quite popular.  Why then isn’t Chess-Boxing also popular? Clearly there’s a ton of talent and skill involved.

Know Your Audience

As someone who never took the time to learn the strategies of Football, I often found myself hanging out with my aunts while my father, grandmother and uncles watched the Big Game. 
One day, while at a friend’s place during the Superbowl, I asked my friend Michelle why she was riveted to the screen. 
At first she joked about thinking the Quarterback had a cute butt. When I pressed the issue, she explained:

“Well, my team has been doing pretty well and I’ve been following the linebacker in my Fantasy Football league. I’m pretty sure if he gets a first down, I’ll come back to take 2nd in my league.”

… boy, then I knew why the girls blanked out when I raved about A Link to the Past.
The simple answer is that people are drawn to watch what they know and understand. If someone knows Football, they will feel comfortable watching Football. If they know Soccer, they more easily watch a game of soccer.  Something as complicated as Chess Boxing requires double the knowledge base to enjoy. 
The overlap between people who are sufficiently experienced with both chess and boxing is rather small. Perhaps that won’t always be the case, but for now it is.

Arm Wrestling is Simple

Let’s say we wanted to create a new evolution in gaming, but we wanted to make it overlap with real sports. Since we’ve decided that boxing was too complex to mix with chess, let’s trying something simple, that everyone knows – like Arm Wrestling. 
Let’s consider a possible iteration of our new game, Arm Wrestling chess:
Rules: 
  1. Plays just like regular chess
  2. When pieces fight, the opponents arm wrestle to determine if a piece is killed. 

 Awesome – that should make for a better sport, right?

Well.. no.

Don’t Cross the Streams

The reason that chess and arm wrestling are entertaining on their own is that they are contests in the same space. Two chess players battle over permutations in the mind. Similarly, two arm wrestlers contest their strength and muscle timing tactics head to head. 
The reason these games work at all, is that the conditions for success are the same on both sides of the equation.  But once we’ve mixed arm-wrestling with chess, the outcomes of any given decision have now become uncertain.  

We’ve undermined the ability of the chess player to consistently perform tactics in a way that they can reasonably and consistently expect to perform. Which detracts from the mental appeal that chess brings.  
Similarly, we’ve undermined the consistent strength performance of arm wrestling, by suddenly adding in a tactical element that means that where once upon a time, using all of your power to win was the right call, suddenly, the right call might be to lose a few arm wrestles to wear your opponent down for an important play later.

Filed Under: Uncategorized

Fit the Theme – Don’t put Aliens in Hamlet

2012.12.29 by Xelnath

During my first year as an associate game designer, I was assigned to work on the “Sunstrider Isles” – later to be known as the Isle of Quel’danas.  The project’s scope was ambitious – we were going to make an island with a growing number of quests that would grow and evolve as players quested there – and we had to do it all in under three months.
The quest team was responsible for the overall vision, but back then quest designers rarely spawned exterior zones. So I was brought on to fill-in the space. I was assigned to work with the handsome and stylish Eric Maloof on the capturable northwest side, while the tough-nosed Luis Barriga handled the Dead Scar. 
I saw it was a town and merrily set to work, trying hard to make an early good impression.  I had blood elves wandering around, talking to each other, gaily gossiping about the neighbors and doing day to day chores around town. 
The next day, Eric came over to my desk. 
Eric: “Hey, Alex, I noticed you started working on the Sunstrider City already.”
Me: “Yeah! I figured let’s knock it out quick so you can get your questing done before the deadline.”
Eric: “Well, I appreciate that… but was that a Blood Elf gardening?”
Me: “Yep, right next to the NPC to who takes out the trash and scullery maid who complains about the butler.”
Eric laughed: “Well, I find that incredibly amusing, but these are Blood Elves. They are lazy magic users and incredibly militaristic.”
Me: “Oh. Huh. Let me try that again…”
I respawned the city, over the next week. This time with duelling warriors, soul channeling Warlocks and half-broken robotic automotons which patrolled the perimeter. The eastern side had Infernals falling from the sky and demons escaping from magical gateways.
Eric: “SO much better.”  
I still kept the gossiping NPCs, but they gossiped about the bosses inside the raid instance instead. Did you ever hear them?

The Importance of Fit

The mischievous Gnome, the stoic, confident Tauren and the recklessly magical Blood Elves are very important themes. While fun to do the burly Gnome, or the cowardly Tauren character, these characters lose their charm and uniqueness if the original kit hasn’t been well-established.
This is why Fit is such an important concept in lore, game mechanics and life. If not reinforced over and over again, these important backdrops will be overlooked and forgotten.  
How many players realized that the Arakkoa were victims of magical genocide or that they were once part of a dark and ancient empire? Very few.
Instead, the theme of “creepy bird people” was constantly reinforced. It’s okay though, they didn’t really matter to the over-arching story of the Burning Crusade. 

Theme and Fit

In a nutshell, try to reinforce the appropriate stereotype with every tool at your disposal: Art, Level Design, Combat Mechanics, Story. These “kits” are your palette for telling a consistent story about the world your players live in.  
Make it fit, or it takes the pillow to the face!
Next time: fitting the audience…

Filed Under: Uncategorized

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