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Steamworks

Valve has announced a new design platform for PC game design called Steamworks, available free of charge. The suite of tools seems to focus on easing some production-level issues rather than design issues. This includes smoothing delivery of the game through Steam’s retail channel, as well as providing certain frameworks to improve a game so delivered, notably in the multi-player arena.

Most notably in my opinion is the inclusion of hooks for getting play data back from the users once they’ve been launched.  This type of data gathering immensely helps developers get information about how the players are playing their game, and thus to take this data back and use it to improve designs for future titles.

All of this of course depends on the utilization of Steam as the delivery channel, something very few large studios would want to commit exclusively to.  I’ve asked Jason Holtman how well Steamworks would interface with XNA, as these two technologies seem to me to be functionally, if not technically, complementary.  If I hear back from him, I’ll update this page.

The Force Unleashed

Summer 2008. Want.

If LucasArts is telling me that this is what a talented team can create when several highly specialized engines are integrated, then I will tell you that you’re looking at the future of development. Despite my earlier criticism of Assassin’s Creed, they had a similar philosophy in that the gameplay should be inherently fun. Assassin’s Creed did that in spades, the problem was that they beat the same mechanics until they lay raw and bloodied on the floor, and I lost interest in doing the same tasks over and over again. Hopefully The Force Unleashed will do a better job of wrapping more into the game than throwing people around like dolls. If they do, this game will set a new bar for action developers.

A natural consequence of this is that engine developers will begin to create standard interfaces to which they will conform. This will enhance the interoperability of these engines, and make it far less expensive and difficult to get the effects you’re seeing in the video below.

The Thoughts of Rambling Morons on Mass Effect

I’m sure most of you have heard of the debacle with the news network that time and time again has me wondering what kind of people actually believe the things it tells them, Fox News. I could spell out a lovely rant about why this insipid media station pushes nothing but beligerent nonsense that rarely has a single fact straight, but I think X-Play’s Adam Sessler can do it for me. Enjoy.

Facebook Games

Nabeel has a good write-up about the popularity of Facebook games (not very) over on his blog.  I’ll do a post on my thoughts about Facebook games when I finish with Chris Eliasmith’s patented Neurological Engineering Assignment of Insane Difficulty (Nothing like the sweet mix of Fourier transforms, Convolution Integrals, Monte Carlo Simulations, Matlab, Neuroanatomy, and Theoretical Neuroscience).

More Transparency

This past fall I mentioned that I was off to Microsoft to work in on Visio as a Program Manager.  I had a great time, and learned a lot from the excellent folks over there.  In fact, I liked Microsoft so much, I’ve decided to go back there full time.  At the end of June when I’m finished here at Waterloo, I’ll be packing up and leaving Toronto for the rainy shores of Redmond, Washington.  My new position will be as a Software Development Engineer in Xbox.com.  This will likely expose me to a lot of the new developments Microsoft is planning for the future, which obviously I won’t be able to talk about here.  I will make an effort to post any interesting things from inside Xbox that are safely scrubbed but may not have floated out through other channels, insofar as I am able to do so.

Carabiners for the Learning Curve

During the holidays I got involved in a little game called Rock Band with some of my buddies. I’m not usually one for rhythm games, but I thought I’d see what the fuss was about.

Six and a half hours later, I have blisters on my index finger from the drum sticks and my eyeballs are so bloodshot I can barely see straight. This process was repeated on nearly a nightly basis until it was time to return for one last round of schooling. My buddies are eagerly awaiting my schedule to lighten up a bit so that I can come home for a weekend and jam with them some more.

There’s something really energizing about playing a game that makes you feel like a rock star, and I would say that Rock Band is a genuinely excellent title. Part of what makes it an excellent title though, is that it’s HARD.

Unlike most difficult games, Rock Band evens out the playing field off the bat. It doesn’t matter how good a gamer you are, playing the drums or strumming on the guitar is a totally different experience than mashing on a controller. This means that my friends who might occasionally look at a video game once every couple of months are no worse off than I who live on my computer. If the game was easy, I suspect it would be a lot less fun. Part of what makes it entertaining is the challenge of rocking out a really difficult song.

So here’s the trick. If the game isn’t going to be fun without a really steep learning curve, how do you prevent people from just giving up? The curve is easy enough at first that someone who never plays video games can play the first few songs on easy without getting frustrated, but things get difficult quickly. I would suggest that Rock Band has implemented just such a system, I’m not even sure if they did it intentionally, but that system is one of scheduled rewards.

As previously discussed, scheduled rewards are any system of ‘fake’ or pointless gifts to the player that don’t actually improve the quality of their gaming experience, but act upon psychological hooks to keep the player captivated. Examples in Rock Band would be points, stars, money, fans, and unlockable clothing and instruments. Much of the multiplayer world tour experience involves playing songs well enough to earn ‘fans’. Earning enough fans will allow you to play for special items (such as a tour bus, roadies, a PR team, etc.). These special items serve no purpose other than opening new venues where you can play to earn more fans. The system is essentially purposeless, much like grinding an RPG, each incremental improvement simply allows you to do more of the same.

The difference in Rock Band is that the playing of instruments and singing is arguably a skill. The only way to improve at the skill is to continue playing progressively more difficult songs. By using a horde of scheduled rewards, Rock Band addicts players into sticking with it, ‘just to unlock the next venue’, or ‘just for one more set’. This addicting property offsets the disadvantages of having a steep learning curve - namely that players will become frustrated and give up.  While scheduled rewards do have the rather banal benefit of creating games that are often profitable, if not innovative, this would give them a genuine purpose in the design arsenal - as a counterweight for steep difficulty.

Rockstar comes to Steam

Rockstar and Valve announced yesterday that many of Rockstar’s games are now available for download through Steam.  This includes both the Max Payne series and the entire Grand Theft Auto series.  Notably absent is Bully.  Valve continues to do very well for itself, and at this rate, will corner the market in Digital Distribution of PC games.

Exclusive: Will Wright on Emergent Game Design (Part 2)

This is a multi-part post.  Jump to:

Part 1

In a previous post, I discussed a lecture recently given at Microsoft by famed Game Designer, Will Wright. The topic of this lecture was Emergence and Game Design. The first part of this post discussed what emergence is, how it relates to Game Design, and the problems it solves. It also discussed some of the problems it creates, specifically that it’s impossible to predict a priori whether a game will be interesting based on the basic mechanics which form it. It would be useful, nonetheless, to be able to discern particular areas of mechanics which tend to work well together to compose a whole game. That toolkit is the subject of this post.

Will’s toolkit draw many parallels to the concept of game grammar, advocated by such industry tycoons as Raph Koster. There are three independent groups which any given game rule-set will derive from. These sets, called Topologies, Dynamics, and Paradigms roughly correspond to the linguistic concepts of nouns, verbs, and grammar rules. Each of these groups is further broken down into specific techniques. Any game system will draw on a mix of techniques from all three systems, but there is no express order in which the groups must be explored.

Topologies

The first of these, Topologies, is the noun analog. Topologies represent the framework upon which the rules act, and create structure for the game environment. Interestingly, Will considers game communities to be part of topologies. A good example is the advancement progression in most games. Some games have a very linear progression, as you advance through levels and are led from one place to the next (e.g. Gears of War). Others are gated - the possibility space branches outward after each gate, only to collapse to a single node at the next (e.g. Mass Effect).

There are three outlined techniques within Topologies, from most rigid to most flexible: Agents, Networks, and Layers. Agents represent particular objects and beings which perform actions, or have actions performed upon them. In Sim City, individual buildings would be considered agents. Nearly all games make use of agents in some form.

The second, networks, represents the framework that defines interactions between agents. These linkages may be spacial (Buildings can be connected by roads), temporal (an action by one agent causes an event in another), functional (companion cubes can be placed on buttons), or relational (forests and gold mines are resource providers).

The last topology, Layers, is a technique whereby several layers of agent-network graphs can be laid upon each other to create a different facet of the same game. Battle for Middle Earth’s War of the Ring mode is a good example of this, as one game is placed on top of another game, and the outcomes of each affect the other. Different views on information (such as seeing the amount of crime in your city), or statically linked layers of graphs (In Sim City, electrical system, water system and road system) would fall under this as well.

Topologies are the most straightforward of the three concepts, and a similar concept is covered in nearly all books on game design. The next concept, dynamics, brings these simple structures to life. Dynamics will be covered in part 3.

Creative Commons Attribution 3.0 Unported
Creative Commons Attribution 3.0 Unported