Posts published during June, 2009

Just exploring my projects folder, and came across some images from long dead projects or settings. Thought I might as well share.





And I never did finish this presentation, let alone move on to more in the series.

Reading Ian Schrieber’s course in game design although I didn’t sign up, couldn’t afford the books. And it just wanted you to bang out a game in a few minutes, so here it is.

Survival Horror – Cthulu Tropes Edition

This a game for 2-5 players, though I’m sure you can find a way to finagle more in if you really want to. One player takes the role of Monster and begins at the end of the board, the rest take the role of various tropes, the woobie, badass normal, the dog, and of course Martin, because there’s always room for Martin, and start at the beginning.

At the beginning of every turn, you roll a six sided dice to determine movement, which may be backwards or forwards. If you roll a six, every survivor moves one space towards the monster. If you roll a 1, every survivor moves 1 space away from the monster. The spaces that connect to the shortcut have trap doors, if you land on them, you automatically take the shortcut path next turn. If the monster lands on a survivors space, or crosses over their space as they move, their token is removed from the board and they lose the game.

You can have one of three win states. Free for all, everyone is on their own and the first survivor to reach the exit wins, or the monster in the case it kills them all. Team, if a survivor reaches the exit, all remaining survivors win, and the monster if it eats them all. Team strict, if all survivors reach the exit the survivors win, if the monster eats even one survivor, all survivors loose.

Jumpgate Evolution
Black Prophecy
Fallen Earth
Crimecraft
APB
The Agency
Champions
Aion
Huxley
Metaplace

I know I’m probably missing some or wrong about some, but those are the MMOs that I can pick off the top of my head that are looking at release dates roughly within the next year or so. It’s an interesting list really.

JG:E and Black Prophecy are space ships, now with joysticks, Fallen Earth and Aion are more traditional MMOs, one post apoc, the other fantasy post apoc. Crimecraft, APB, and the Agency are all going for a third person shooter feel, and are to some extent pressing against the bounds of how we define MMO. Champions is the next installment in online superhero gaming, which remains to be seen whether it’ll redefine it’s niche or enter on more or less even footing with it’s aged competitor. Metaplace is already in open beta which means release is right around the corner now, and to say it’s somewhat different than the current crop of MMOs would be a hell of an understatement.

In other words, this next year will be a completely different year for MMOs than the last one. Change, evolution, revolution, and old guard all coming out right next to each other. Somewhat surprisingly, we’re going to be seeing a lot more of the third person shooter of which TR is the most famous MMO predecessor. To great extent, the future of the entire will likely be shaped on where Aion fits in the pack, if it comes out on top, it could be the groundhog heralding six more years of diku, if it’s near the bottom it could finally kill off future funding for diku MMOs all together as we move forward.

In large part, this is the year I’ve been waiting for. I’ve noticed that my posts about design have been trailing off over the last six months. In large part it was that I mostly felt I’d said just about everything that I personally needed to say about MMOs, though perhaps not always in detail. Once I’d caught up to a certain point, criticism of design really didn’t matter that much, since the current “state of the art” was still in the hands of the designers working on projects that are only now getting ready for release.

Something that faces the blogosphere, in particular, is that I doubt anyone is going to wind up giving all the games a “fair” shake. Lets face it, if you think it takes three months of play to be allowed to form an opinion on an MMO, you’re not going to have the time or money to form an opinion about every game on the list. So by and large, going forward, you’re going to get a whole lot of opinions formed from trial periods or first months even from people you wouldn’t have expected it from. The fact that most people aren’t just going to abandon whatever MMO they are playing now, also means all of this reviewing and opinion forming is going to have to take place alongside their typical gaming, leaving even less time to devote to each new game.

And again this is just brand new games, I’m not even addressing all the expansion packs and content patches that are going to be released over the next 12 months.

Short, sweet, to the point, if a publisher cancels your favorite MMO, I say you have the right to be mad. Forever.

This isn’t because I think all of the companies should be forced to support their old products indefinitely, or because I think they should keep running unprofitable games. It’s because if you aren’t going to get worked up about whether the entertainment you love is available to you, who is? Unfortunately, or fortunately, you are your own consumer advocate, and if you stop advocating, why should they give a shit?

Not that your voice, pissing in the wind, is going to make tons of difference. Still, it’s your voice, and if it ain’t speaking for you, who is it speaking for?

Six. Seven. Eight. Nine. Ten. Eleven. All of them together. The short one to the far right was the leader. The overweight one just left of center was the second in command. One of the others had to be her main target. Didn’t matter, they’d all be dead in the end.

Breathe in. Half breath out. Pull the trigger. It was more than an action, it was her prayer. It would be a second before the bullet hit. Time always seemed to hang, and it was the only time she ever second guessed a shot. Not the trajectory, it would hit just fine, but the target. Should she have just shot the leader, destroyed the head of the dragon to begin with? Not with this leader, the quiet sort, never talks directly to the men. He could lead in a pinch, but the men won’t be used to it, they’ll get conservative in fear.

The bullet easily cuts through the layers of fat, tearing through his rib cage like butter. You want to cut off the head, you aim for the neck. They scatter like rabbits, confused and scared while she chambers another round. Briefly she looks up from the scope, watching them mill about, firing randomly into the surrounding brush. She’d have time to think now, all alone on the side of the hill with the steady rhythmic beating of her heart.

Motivations, always a sticky subject. It used to be easy, they said shoot, she’d pull the trigger. They said shoot, and the whole world blew up, real easy. This? Revenge maybe, justice, perhaps simple catharsis, hard to tell. All the thinking ate on itself, turning certainties into suggestions and delusions into facts. The insanity of taking life, something the world just never did get tired of. Maybe she was doing it for the face of a daughter, finally seeing her mother after so many years, so happy to see her she didn’t even ask why they were suddenly driving across half the country.

She’d been a good girl, and never asked, just trusted her. And now that trusting face taunted her, asking why she hadn’t been there. Some part of her still thought this would make it right, like it wouldn’t be a betrayal if she just did this. It never worked that way, it couldn’t, the look in those trusting eyes was gone now. Then again, she couldn’t really question this current course of action, it wasn’t a choice. When they’d crossed the line, when they’d hurt her daughter, they were already dead. This was just a formality.

The milling calmed, people started talking in ones and twos. The next couple guys in line for promotion were trying to look useful, getting people out checking further afield. A couple people were getting the bikes ready, thinking they’d be moving on. Shouting from the leader at the guys on the bikes, third rate commander making a third rate decision apparently. Staying in a compromised position, bad decision all around. One of the up and comers starts arguing, first to be heard, now accusing. It’s tempting to take the young buck out, remove the voice of reason from the picture. Better to wait until tomorrow, with any luck someone will put two and two together and come up aces with conspiracy theories about their boss.

Ever so slowly she finally starts to move. Ten hours to invisibly traverse the hundred yards or so to her next position. It was going to be a long night.

A blog post for longer form thoughts and answers.

@SaraPickell: Q to the listening audience: Would you play an MMO with no character advancement

@NT_: @SaraPickell In what ways would it be different from the FPS online games that don’t have character advancement (like COD2, not COD4)?

@SaraPickell: @NT_ it would be massive, and wouldn’t necessarily be an FPS. Better question, it what ways would it be similar, and are those bad things?

@NT_: I think this would make a good blog post & discussion thread, if you like. Topic’s a bit deep for twittering at work, lol.

@hallower1980: I would, but it would have to have better combat, exploration, and more dynamics than typical MMOs

@copperbird: @SaraPickell Yes, it doesn’t need to get more powerful. But it would need some other goals.

@Ardua: @SaraPickell Depends I suppose on what I can do. If there was a good hook, yes.

@xbevisx: Now THAT is a killer question. I’d like to be adventurous and say yes, although for season reason it scares me. Like clowns.

@JadeTalon: @SaraPickell How would rewards work? How different or customizable will each player’s “character” be?

@SaraPickell: @JadeTalon Dunno, didn’t really have any specifics in mind when I asked. I suppose then what would you need to be the answers to say yes?

@pasmith: @SaraPickell Probably not. I play most games, MMO or not, for the character advancement. Maybe if it had a killer storyline

@Ysharros: @sarapickell yes, if you define advancement purely as getting levels

@pasmith: @Ysharros @sarapickell Wouldn’t getting new skills, fame, gear, etc all fall under character advancement, though?

@SaraPickell: @Ysharros but what if it wasn’t? I’m kind of asking myself that now, what if you never even changed from what you first look like?

@Ysharros: proooobably — but I imagine you’d find folks would figure out ways to make their own goals. Else it would be IM-with-avatars?

@Ardua: @SaraPickell @Ysharros Indiana Jones. Have whip, will make the rest up as the situation requires. Who needs to change themselves?

@copperbird: @SaraPickell If you start out looking amazingly cool, you might not want to change (like CoH)

——–

-reserved-

I’ve had a Second Life account for a while now, but haven’t really felt any need to post about it. I’m not an SL builder by any stretch of the imagination, in fact I’m there mostly to forget all the complex building of shit TM. But lately it’s actually become worth mentioning as I’ve managed to acquire a worth while wardrobe and look like something worth looking at. Most of the time in SL, I feel like anything I succeed at happens in spite of the overall design, but that manages to be balanced by the fact that there really isn’t much drive to actually do any particular thing besides look good.

I recommend you click on the picture if you want to actually see any detail of what I’m wearing. And yes, I’m wearing a gas mask. In fact, I love wearing the gas mask and sincerely doubt I’m ever taking it off again. Part of that is because although I like Victorian and Gothic styles, I’m not a big fan of the “vampire” rp that goes with it. Especially when it’s good vampires that sit around gossiping and occasionally fucking each other. The Gas Mask adds this slight post apoc punk flavor to it though, and just makes it all come together that much better in my mind.

There’s also a bunch of high level psychological crap about identity and my willingness to make connections probably, but I try not to dwell on it here. =)

My name is Arland Wright, Ph.D., and I am writing this in Savannah, Georgia, twelve miles into the quarantine zone. Despite having ample opportunity to journal the progress of my experiments elsewhere, I have, of late, felt the need to keep a journal of my more personal thoughts. Being confronted on a daily basis with the whimsy of my own mortality, it has also occurred to me that I should leave a more complete recordings of not only my work, but also my life and motivations for posterity.

Since I was a young boy, I must admit some morbid fascination with the Georgia Quarantine zone. One of my guilty pleasures in my youth were the tawdry dime novels that espoused tales of great adventure within the confines of this location. Despite the thousands killed every year by the red plague, the disease’s ability to persist at all, let alone spread, after a hundred years of quarantine has made it a point of some interest in the mind of your average American. Therefore it is of little surprise that I, after attaining my credentials in biology, would jump upon the first chance offered to study the zone.

When the Biohazard Research Unit approached me with the opportunity of actually entering the zone, I had some apprehension, but no hesitation. I straightaway prepared what meager belongings I could not bring into the zone with me for storage near my home in Arizona, and flew to the BRU headquarters in Atlanta. To say that I was immediately disenchanted with the general clime would be an understatement, but a certain determination set in, a stubborn refusal to be defeated on my journey by something so small as an inclement environment.

While there I received training in the use of their particular style of hazard suit, which seemed to me to be somewhat heavier than I had ever used before. Perhaps it is an additional precaution due to how little is yet known about the plague. After being trained, and given a brief radio introduction to the team already within the zone, I was off to the edge of the quarantine zone. Along the way, I rode with an equally enthused Lieutenant Rocweiler, and discovered that he, as well, had read all those terrible dime store novels that had so colored my youth.

The final portion of our journey, the Lieutenant and I undertook alone in full hazard gear, driving an ancient military truck full of supplies to the facility in Savannah. Along the way I caught my first sighting of the so called vampires. I was quite taken aback by the sight of it, despite the distance having obscured it somewhat, for I had been given no prior warning as to their existence. In fact I was not given a full briefing on the poor creatures until I arrived at the facility.

I am still somewhat struck that such a polemic name as vampire was given to a race that has so little in common with the myth. From our observations, despite their looking like nothing so much as a pale human, that is where the similarities end. These creatures are carnivores, not liquivors, as well as being diurnal, and if anything seem to have a shorter lifespan than a human, not longer. They do appear to have established some sort of social order within the zone, producing their own clothing even, but it is in some doubt as to how they communicate or if they maintain the spark of human intelligence as opposed to having brains more of a size with our Neanderthal ancestors.

While I have been assigned to other important tasks of environmental study, the vampires have become a growing personal interest of mine. Doctor Shelby, who is in charge of their study, and I have spent many long nights discussing and theorizing as to their great potential. We are still in some debate as to what relation they have to the virus, as Shelby persists in the notion that the virus has somehow changed normal humans into these supposed vampires. To my mind however, it appears to me that it is more likely that the first “vampire” may have, in fact, existed before the plague. Various crude paintings I have seen while gathering show some sort of conscious knowledge of a time when they were not the unquestioned rulers of this small area. Perhaps, they were by luck immune to the effects of the disease, or of a hardier immune system than humans. In this case the disease would have not been the catalyst for their existence, but rather for their proliferation as the resources that had been previously taken by the humans around them were opened up to easy consumption.

As to more recent events, the Lieutenant has been assisting me in my constant forays into the zone for specimens. For now I am wrapped up in the exploration of various fungi. Spore borne transmission has not been ruled out yet, and while I do have my doubts in the hypothesis, it’s solid enough to warrant a more thorough investigation. Nothing has resulted as yet from any of my cultures, except a slight differential in growth pattern of a single culture. That culture however shows no signs of the virus itself, making any meaningful deduction from it’s behavior almost impossible.

Programming is getting me down, though some actually is getting done. To cheer myself up I’m going to revisit the original feature list for Shattered World. I’ve learned quite a bit over the last year, and some of my opinions have changed, while others wound up never being clearly defined. Without further ado, here we go:

A game without skills or classes, but still maintaining character progression built around mostly open ended PvP, player built cities, powerful guild management and communication tools. Shattered world also attacks the problems of PvE and end game raiding head on, allowing players to observe real change in their environment that they initiate. Crafting will also be meaningful and challenging.

Characters begin in Shattered World, not looking much different from a typical humanoid. However, when you collect Biomass, the basis of all in-game crafting and creation, you can absorb it and devote it to a mutation. These can be anything from denser muscles to growing two percent larger. What mutations you select will change the appropriate character statistics, your level is the average of all your statistics.

I decided to keep those two together since while the purpose statement covers a wide range of topics it opens with perhaps the strongest statement I’ve ever made about the design. No classes, and no skills. Saying no classes is easy enough, hardly a leap there, but no skills needs a certain amount of definition as to what I consider a skill. To put it most simply, a skill is a proportional measure, between 0 and maximum, tracking a player’s ability and bonuses to performing an action successfully. Or in other words, I think of a skill system as following the model from UO, or as you see in EVE.

My thought was that when these two are used in practice, they are layers on top of your base statistics. In other words, from a design perspective, the fundamental point of a class would be to control the growth rate of say strength as compared to stamina, or speed as compared to endurance. From there you would grow that into the creation of abilities that function along synergies of the basic statistics, mages have higher mana pools and mana regen so they get spells for instance. Skills approach statistics from a secondary angle of competency, for instance if our skills are a range of 1-5, then at 1 you can leverage 20% of the underlying statistic, and at 5 you leverage 100% of the underlying statistic. It wasn’t a hard leap from there to say, “why not just play around with the statistics directly.”

From there I later decided that the best approach for abilities was to simply have them ‘unlock’ at certain statistical gates. In this way, the player is responsible for building their own character’s abilities and style. However, not everyone is a class designer, and not everyone can run around min-maxing at all times. While not the entire reason, that played a large part in my decision to work off the morphing system rather than a straight point buy. The great hopes were that it would simplify the decision making process for players, ease balancing somewhat by creating decisions between things rather, and that players would go with things that they preferred the look of over whatever the strict min/max is.

The brief mention of levels at the end is actually a very important distinction. The way levels are handled in every MMO that has them, that comes to mind, is that you are progressing towards the next statistics gate. In other words, any particular level is more or less a plateau of base statistical progression until you fill the XP bar. In ShW on the other hand, a level is more similar to a weight class. Two people with a level of 5 in the same gear are not likely to be perfectly equal, one could be towards the high end, the other towards the low end. Which leads to…

PvP is allowed for anyone within five levels of you, without setting any flags or doing anything at all other than walking up and attacking them. You may select from two factions to begin with, Purist and Carnalist. While aligned with the Purists, you will be fined both scrip(currency) and biomass when you kill a player without a bounty. When aligned with Carnalist, you will not be fined for killing a player, however the bounty placed on your head for pking will be doubled. While in the starting city, guards will defend players without bounties when they come under attack.

The first part has to do with this new concept of levels. Basically, by limiting people to fighting relatively speaking within their weight class you almost entirely disassociate the level carrot from the stick in terms of PvP. And in retrospect, I think I would make that just “cannot initiate combat with players over five levels below you.” I know from Neveron that there were plenty of people who held their empires at the point at which logistics became nightmarish, simply because they preferred to stick to more tactical combat. In WoW I held myself at level 39 for a long time, just because I had more fun with BGs and the occasional instance run than I was having leveling. By designing PvP bottom up with this weight-class style of mentality, you leave openings for those who don’t want to become “all powerful” to still be useful.

The segment on bounties though has been pretty much completely removed. Between the obvious abuses of simply having carnalists kill each other all day, I’ve also realigned my views of the main island being more or less 0.0 space. On the other hand, the area right outside Ventrair’s gate is one of my biggest concerns. Much like low security space in EVE, it’s simply the most fertile zone for pirates and griefers to occupy. That area where you’re still close enough to the safe zone to abuse it to your own advantage if needed. I don’t have a solid answer yet, but it is constantly on my mind.

Players may build their own cities in the wild. Though any building may be placed anywhere, if you find a wide enough space of open ground you can build a Town Hall which will give your guild the ability act as planning and zoning within the effected area. You may set certain areas to be marked as road, residential, or commercial only, and/or require the appropriate guild officers signatures on any potential building sites. Buildings are destructible, and will need to be guarded, as such the Town Hall also creates an area in which members of your guild may PK any non-guildmate player without acquiring a bounty. Towns also leverage taxes, taking a percentage of all sales and trades involving scrip or biomass in the area.

My mental image of cities changed forever after playing SWG and wandering into a player built city. I took one look at the sea of shanties, the total lack of direction and terrible planning and said, “ye… no.” From then on I kind of came to the conclusion that player built buildings should always be within the confines of a city. I’m certainly greatly in favor of giving people all the tools they need for easy and efficient city planning, and certainly in favor of setting aside space in and around Ventrair specifically for players without guilds. At the end of the day though, I’d rather that housing be to some extent a social decision, something to build a community up. My problem with the shanty town is that for those not “initiated” to the communities, the lack of order and organization acts as a barrier to interaction with a cities respective community.

The rest of it is still pretty spot on except for the complete removal of bounties.

The Chat System in Shattered World is actually a separate client that is automatically started anytime you run Shattered World, if it is not already running. After exiting the game, the chat will minimize to your quickbar, but can be opened to chat with guild mates, friends or any other player just as you would were the game running. The hope is this will free you from feeling the need to be at all times, since you can easily find out if you are really needed. It’s powerful guild/player relations tools, should also allow you to contact your in game friends without needing the game running and manage guild functions, friends, and ignore lists without having to enter the game world.

This honestly hasn’t changed hardly at all. In large part, I just don’t see any reason to make people open a hugely graphically intensive game with insane load times just so they can ask if anything’s going on. On top of that, a lot of the time guild management and officers will have plenty to do just shuffling around text without really needing to be in-game at all. And finally it all comes back to keeping friends connected even if they may not always have time to play with each other.

An additional advantage though, is that it allows me to purposefully blur the line between game and meta-game.

The player versus environment dynamic is turned on it’s head by giving the enemies strategically located spawn in points, and a real time strategy level AI. This means that the AI will intelligently attack player owned towns as well as the starting town. The friendly AI will give quests that work towards it’s goals of defeating the enemy nations. You may see an increase in fetch style quests as they prepare to repel an attack or launch one of their own. During the actual attacks and defenses you will be given kill quests and raid targets based on what will actually help your side’s agenda most.

Making the PvE game play fundamentally dynamic is actually a key point in the entire design. The point of PvE is that it should be, to my mind, a fundamentally cooperative endeavor. With the large dynamic shifts, you can get players across the level spectrum to work together both in direct grouping, as well as in a more indirect fashion of smaller objectives that contribute to larger successes.

The environment on Shattered World is, well shattered. You can take on the roles of farming, gardening, foresting, breeding, and a host of others to attempt to repair to the broken landscape and turn the barren desert into a flourishing paradise. Farming and Herding can greatly increase the aggregate Biomass in the world as well, making your guild more powerful and allowing your craftspeople to build heavier arms and equipment.

This also hasn’t changed at all. I want the game to be, in many ways, a teaching tool. A sort of primer in ecology and resource management, along with a chance for a society to use that primer effectively or otherwise. Of course, I also don’t have any one set vision of how it “should” turn out, I’m just far more interested in watching what actually does come out of it.

Crafting is not a matter of merely gathering components, you must also combine them in the correct proportions. Beyond a few simple recipes all others are found through trial and error. The properties of the various metals in the world will have a direct effect on the final product depending on how they are combined. For instance, when creating a sword, you will need to balance the blade and pommel to increase damage dealt, but using too dense of a material for the blade and to light of a material for the hilt will still result in a product that is overly heavy for the amount of damage it deals.

For this I’ve been thinking of the machining equipment that my dad maintains for his work. Their really isn’t a way to prevent the “most bestest” items from having their production secrets leaked out over the internet. What I can do is make it so that making those items, and in fact even determining what really is the “most bestest” a difficult task. For instance, if we were to take a plasma rifle for instance, getting it about 85% of the way would be fairly easy. Get the metal and the biomass, find the right measurements, and start machining the pieces on some lathes or CNC machines. But then comes the hard part, those machines all have a small amount of built in inaccuracy, differing based on how they themselves were built, and also take wear increasing their inaccuracy. So now you need to decide if it’s worth it to replace nearly brand new parts because of a very small loss of accuracy. Of course, the inaccuracies in individual pieces accumulate into the final assembly. Even then, there are going to be differences based on the metals you picked, harder metals being undercut, especially if you have one of the weaker metals trying to cut them. On the other hand you have softer metals which can be cut to much greater accuracy, but are naturally going to wear out faster.

A sword will be an order of magnitude simpler, of course you’ll want some nice hard metals and a good weight ratio. However, I suspect there will be a market for custom swords. Those who prefer a particular fighting style and want something more specialized for their needs.

Going beyond weapons you always have furniture, clothing, and tools. All of which have their own process and their own specialties.