.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

Second Order Preferences

A first order preference is what you want or like. You want pie. A second order preference is your preference about your preferences. You also want to lose weight, so you do not want to want pie. You can keep going to higher orders, where you might run into ambivalence as you miss being interested in something, so you neither want nor want to want it but you kind of want to want to want. Don’t go too deep down that rabbit hole.

I frequently find myself wanting to like things more than I like them. “This is my kind of thing. I should like this. Why don’t I like this?” It’s like I have some misguided loyalty to “my type,” even though I know a thousand details can make it unenjoyable. I tend to commit and stick with things, which is good when something goes through a bad patch but bad when it parks in the bad patch and starts digging a hole.

I’m past wanting to play any MMOs, but I still faintly want to want to play because I want to like them. I miss the original ideal of virtual worlds. I love the gameplay of League of Legends, but the community is still highly problematic, so I want to enjoy the game more than I actually enjoy it. Ingress is interesting in the abstract but mostly tedious when I play it more than casually.

I’m not sure of my higher order preferences. I recognize that having a disparity between first and second order is a problem, so I do not want to want to want to play, but I have a certain wistfulness and I am going to cut that thought off there because that way madness lies.

: Zubon

[GW2] An Energizing Balance

The third installment of Guild Wars 2’s second season of the Living World has finally rebooted my love and energy for the MMO. I liked the first two episodes, including the new zone and story instances, but I didn’t feel that drive. Now, I feel like season 2 has become a full expansion of the game. All it took was a backpiece, a trip far from Dry Top, and balance. Continue reading [GW2] An Energizing Balance

Test Cases

I have been pondering our QA at work and how that must work out for game development. There is never enough time to do as much as we would like, and there are always more ways things could potentially go wrong. Let’s narrow that discussion to the multiplicity of test environments and the length of regression testing.
Continue reading Test Cases

[TT] Random But Predictable

Randomness is rarely chaos. In games, randomness is a pick from a pool with known and computable probabilities.

Roughly 1/6 of the rolls in Settlers of Catan will be 7s that activate the robber. Roughly 5/36 of the rolls will be 6s and another 5/36 will be 8s, which is why they are the most sought numbers and why there is so much groaning when there are 5 6s in a row or when there are 0 8s for 15 minutes. Some players think that still leaves too much to chance, so you can buy dice decks, giving you the exact probability distribution over 36 turns rather than knowing it works out in the long run (but maybe not over the course of this game). Strategic play in Settlers involves both getting the best numbers possible and diversifying over numbers and tile types, to survive the swings of fortune.

Deck-building games are substantially about probability manipulation. In Dominion, you start with 10 cards, so you always know exactly what your second hand will be based on your first hand, and you can predict turns three and four based on the (usually) 12 cards you own after those first two turns. From there, the deck-building mechanic is about increasing the number of good hands you have by getting more good cards, fewer bad cards, or just more cards, or perhaps by exploiting higher averages or variability. There are strategies that depend on knowing what is left in your deck based on what you have played so far.

I have been pondering Dungeon Roll. When you roll a lot of dice, the possible extreme swings in luck are large, but you are increasingly likely to be around the center of the distribution. You may have a random pick of a dozen heroes with a random roll of seven white dice against a random roll of foes on each level of the dungeon, but that averages out to reaching level 5 safely, plus or minus one, plus or minus a dragon. You probably end a turn with 4 to 6 experience points and 2 to 4 treasures.

Because you get only three turns, conservative play is encouraged, which is an odd thing for a “push your luck” game. If you go one level deeper, you get 1 or 2 more points for succeeding and lose 4 or 5 for failing. That is a big asymmetry, and you lose the game if you lose one round unless it encourages your opponents to also push their luck a little further (by why would they with a 5-point lead in a game where 30 is a high score?). I have yet to see anyone push his/her luck and fail, because you can predict your odds (two white dice left, enemy rolls six black dice) and your potential benefits (marginal).

On the other hand, there is some variation, particularly within one turn, and that can lead to unfortunate swings you cannot do anything about. “Leveling up” is worth about 1 more point in each of your latter two turns, so if a bad roll means you do not get the 5xp to level up your first turn, you are down even further against your opponents. Sometimes the dice make your special abilities useless. In my first game, I was the knight, and who turns scrolls (low value) into champions (high value); I rolled 0 scrolls on my last two turns. You can expect to roll 0 scrolls in 28% of turns, which means that 63% of games will have at least one turn where that ability does nothing, and it will not be used at all in 2% of knights’ games. In three turns, randomness can dominate long run odds.

: Zubon

Enforced Casualness

go farm a spell I have been playing through Reignmaker, which is Tower of Elements with city-building. Because your abilities are gated by the city-building aspects, and the resource-gathering for city-building is a time-based mechanic, casual play is enforced.

Take, for example, the pictured level. Several levels recommend the sorts of spells or items you would want for them. Researching a spell takes time. Upgrading a building does not, but gathering resources for it does. If you need 1000 wood to upgrade to level 4 (plus 500 for level 3, plus…), and your (upgraded at the cost of more wood) lumber mill fills up at 90, you need to check the game 11 times to get the one upgrade. So play occasionally and check in frequently.

Being resource-starved has apparently been an issue from the beginning. Reading that thread, it has been declared a feature rather than a bug: it is now a time-management game in addition to a match-3 game. Which would be appropriate if the game were on Facebook and I needed to ask friends to come fertilize my farm.

: Zubon

Expensive Means Rare, Rare Means Powerful, Therefore P2W

Dawn of the Dragons had a rather exceptional developer post that circuitously but explicitly said they were planning to balance content by making powerful things more expensive. It has always implicit that you buy power, as in many cash shop-supported games, but the circumstances and the PR-speak involved surprised me.

DotD has always had a lottery and recently added lockboxes. Lockboxes were somewhat controversial, even if they were functionally almost identical to the existing lottery. Notably, the lockboxes contained some rather powerful equipment, as you might expect from a cash shop lottery, particularly a “premium general,” which non-DotD players can understand as “powerful pet.” Premium generals have a special place in the game’s power curve, and this one was only available through the lockbox lottery.

The developers responded to controversy. The line of argumentation was roughly my title above, although replace “P2W” with “it’s okay.” Gamers generally accept that rare = powerful, so they are going to make this powerful thing rare by making it really expensive. They originally did that by making it a 1% chance in a cash shop lottery, and soon they will make it available as a double-priced cash shop premium general.

They presented this as “everyone wins,” and as near as I can tell, players largely accepted that. The lockboxes stayed, just as before. The expensive premium general will not be nerfed. They are taking the opportunity to let the players just pay them directly, in addition to the lottery. More options for the players, more money for the developers, and they promised to be willing to take more money like this in the future. Tell me if I’m wrong, but it seems to have reduced the controversy from the original lockbox release while keeping the lockboxes and adding cash shop revenue.

That’s a PR coup. Find out who was behind it and recruit him/her to your AAA game.

: Zubon

[GW2] Entangled Upwards

Episode 2 of Guild War 2’s Season 2 (that’s a lot of 2’s) feels like rising action, a flashback, and also foreshadowing. Episode 1 was an easily-digestible story in the desert as we figured out who sabotaged the Zephyrites. Episode 2 starts adding a bit more complexity to the story. There’s good and bad, but it’s clear (especially from the teaser for Episode 3) that the picture frame is expanding. Spoilers herein.

Scarlet’s Legacy

Entanglement starts off where Episode 1 left off: with Scarlet. Or rather, with Scarlet’s memory and effects. At the end of Episode 1 we left Taimi in Scarlet’s old holdout to catalogue and research Scarlet’s early workings. Episode 2 sends us scrambling back at the request of Braham because Mordremoth’s (the plant dragon’s) vines have overtaken the town of Prosperity killing virtually everybody off but the bartender. Drooburt couldn’t get away in time because he was overladen with “donations” (read: death weights) of the players. Continue reading [GW2] Entangled Upwards

Clipping

Can any artists (or art managers) in the audience talk about your process for graphic fixes? Comments and links appreciated.

For example, clipping is a frequent issue in games. I think of City of Heroes/Villains, which had a variety of capes, robes, and flowing garments; a variety of spikes and big shoulderpads; several weapons, which might be held or sheathed; and of course a wide variety of animations that combined them all. A martial artist in spandex had few problems, but a swordswoman sliced through her cape every few seconds, and often just with the running animation.

Players would sometimes find that annoying or amusing. As an artist on the team, you probably would have found it infuriating and spent days fantasizing about fixing it. But maybe it was a limitation of the engine, and definitely there were bigger priorities, and always your manager has something else you need to work on because his manager says the new content must ship on Tuesday.

We spend a lot of time on mechanics here because that is how I think. I would like to hear about how these things happen on the art side, if anyone would like to take the microphone.

: Zubon

[TT] Interaction

Eurogames are frequently distinguished from American games by being more abstract (focused on mechanics rather than theme) with less conflict (competition is often indirect, players are rarely eliminated). Zombie Dice and Dungeon Roll are dice-based “push your luck” games with no interactivity at all. Gameplay is no different as a single-player game, and the endpoint is arbitrary.

Zombie Dice puts you as the zombie. The dice can give you brains or shotgun blasts. You want as many brains as possible, but too many blasts mean you get 0 brains this round. Keep going until you either “bank” your brains or get blasted. Other players can cheer or jeer, but they cannot shoot at you.

Dungeon Roll has more complex gameplay involving a starting pool of resources, variable and growing opposition, and accumulated resources between rounds. Still, you are entirely in competition with the opposition dice, rather than another player. Officially, another player “plays” the dungeon, rolling the black dice against your white dice, but that player makes no decisions and it makes no difference if you just roll the dungeon dice yourself.

Zombie Dice ends when one player gets 13 brains. Dungeon Roll ends after everyone has 3 turns. This is where you get a mote of interaction: you can see what the others’ score is and adjust how much you are willing to push your luck accordingly. If Alice has banked 12 brains and is going next, Bob might as well keep pushing his luck because he either wins now or almost certainly loses next turn. Similarly, if Bob’s last dungeon run left him at 21 points, Alice might as well risk being eaten by a dragon if she only has 20 points, because losing by 1 or 5 is the still losing.

How do you pick the end point, other than boredom and time consumption? For Zombie Dice, it is entirely arbitrary whether you reset the score after someone reaches 13. For Dungeon Roll, because there is some power accumulation between rounds, it makes more sense to have a fixed endpoint.

: Zubon