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  • If on a winter's night a traveler
    If on a winter's night a traveler
    by Italo Calvino
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    The Lies of Locke Lamora
    by Scott Lynch
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  • The Art of Game Design: A book of lenses
    The Art of Game Design: A book of lenses
    by Jesse Schell
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    by Italo Calvino
  • Boneshaker (Sci Fi Essential Books)
    Boneshaker (Sci Fi Essential Books)
    by Cherie Priest

Entries in vampire (8)

Saturday
13Feb2010

Leave It Out

I just wanted to play with the blocks! Now I feel like I'm not doing what I'm supposed to be doing if I don't make some use of everything.Don't.

I'm serious, don't.

Rare is the game to which the solution is "put more stuff in it."

Your game may need better design, you may need to spend more time on your designs, but you definitely don't need more stuff in your game (particularly if you need better design or more time spent on your designs...).

Scope is precious in games design. Indeed, most games — if not all, I'll go ahead and say it — should have reined in their scope before they went to press or shipped gold.

For most designers, this is antithetical thinking. Whether hubris, inexperience, or unmitigated love of the genre, they want to make one enormous game that is all things to everyone, with a feature set that keeps players coming back year after year, level after level, to plumb another facet of their grail-game, to master another aspect of their unending mine of entertainment.

It's no coincidence that the solitary resource that a game can demand of its audience — time — is a precious commodity for designers, too. All of your ideas simply won't fit into your design by your launch or print time. Those ideas may or may not even have any place in the greater game you're designing, so taking time away from the features that do fit is doing them a disservice. (Brenda Brathwaite has an article about the time constraints of design, while we're talking about it.)

A simpler feature is easier to understand and easier to use. The fewer restrictions you place on a function, the broader its application it is and the more creatively players will find a way to use it.

The Bejeweled minigame in Lineage II both breaks immersion and distracts players from each other.In video games, overdesign sometimes results in feature bloat. The extraneous feature feels tacked on, or it's hard to find a thematic fit for the feature in the game in question. The Bejeweled-type minigame in Lineage II, for example — what's it doing there? It's a time waster, sure, and a great casual game... but time I'm spending playing the minigame is time I'm not spending forming and exploring relationships with other people, which is the entire point of MMOs. TetraMaster, likewise, feels out of place in the Final Fantasy games, because it's something outside the world. It's a fine side game, and putting Final Fantasy flourishes on it adds a bit of recognition and fun, but the idea of killing monsters and having them drop cards of themselves is boggling.

In tabletop games, overdesign sometimes manifests as "supplement-itis." It's a bit more of a problem at the tabletop, too, because every user doesn't just patch his client to ensure version compatibility with the other players. If I'm playing D&D and I don't have the book that defines swift actions, I might not be playing with rules that work the same way yours do. If we're playing Vampire: The Requiem and I have the rules for a bloodline that you've never seen before, we're going to have a game experience that loses something in the disparity. The benefit of tabletop games is that they have a living, creatively thinking arbiter running things, but what if she doesn't have all the supplements herself? And of course, these are gross examples, and wholly subjective. As well, they're games published by publishing companies whose business is selling books, not making sure your game is consistent.

Ultimately, when you're making a game for play on a computer or around a tabletop, you need to ask yourself, "Does my game need this?" If your answer is no or, worse, you find yourself trying to convince yourself that, yes, your game does need this, it's best to leave it on the cutting room floor.

As a coda to the merit of leaving things out, remember the beauty of broad strokes. If you leave something out or undetailed, the thing that occupies that space in your players' imagination is always going to be richer and more evocative than what you ultimately show them. Remember the man behind the curtain in Oz? As well, something that's not predetermined can be used in a creative new way, meaning you'll have the joy of seeing emergent gameplay happen and seeing the way playing your game lets the players synthesize their experiences into something of their own communal creation.

Monday
11Jan2010

Presenting Information: Surprise the Character

I heard Tina Brown on the radio the other day and she said something about the practice of writing that is tremendously applicable to the pacing of games and presenting information therein. She said, and I'm paraphrasing from memory here, that diaries are mysteries to their writers.

Brilliant! Too often, the characters in a game seem to inherit the knowledge that they're in a game. They behave as if they know they have infinite lives, or are only a save away from a potentially doomed (or willfully stupid) decision.

I don't want to ruin the surprise for you, but soylent green is people. There, I said it.Turning that on its ear is an immersive way of hooking the player. Now, obviously, I'm not saying that you should kill your players' characters. But giving them a swerve -- showing them that though players have the luxury of being the most important character around whom the story is told, it's not all going to be a picnic -- makes players jaded by story immunity and standard protagonist badassery sit up and pay attention. Presenting the story in a manner that shows the characters don't know what's in store for them makes them a bit vulnerable, and that vulnerability makes them interesting. Surprising your character can translate directly into surprising your player, and surprise builds investment.

The death of Aeris in Final Fantasy VII is a high point of this technique. Granted, developers can't rely on this technique too frequently or it'll lose all of its impact or fall into the "screw you, player" category of bad design. That said, the killing of a playable character subverted all the previous wisdom regarding what makes for a character. Until it happened, you didn't know it could, and that's powerful. It was something the characters in the game didn't see happening, and transcended that, becoming something even the player couldn't anticipate.

Compare that with the way the Fire Emblem games deal with PC deaths: No buildup; if you die in combat, that's it, you're dead. The Fire Emblem series' strength is in its tactical gameplay, so it's not like it's shortchanging itself, but the fact that the series doesn't intend to tell a blockbuster story is what puts the emphasis on the tactics.

File under: Someone approved this.Execution is a matter of style, too. The swerve as a dramatic device can be done poorly, in which case the swerve is a dick move, or it can be done compellingly, in which case its arrival is a surprise, and a dramatically rewarding one. Compare the swerve in Halo 2 ("A psychic plant that nobody ever heard of before arranged this whole thing, and Master Chief and the Apostate Bug are puppets dancing on his strings"... uh, what?) and the truth about Flemeth in Dragon Age (spoiler preserved). The former just came out of nowhere as a bit of nonsense. The latter is sinister, and exhibits the price of power in that virtual world.

Now, realistically, you have to swerve your audience so that they're actually surprised for your surprises to be, well, surprises. If your swerve is "He's your father!" or "He's your brother!" your surprise probably needs a little more work. But even a few old standards ("She's not dead after all!") can still pack a punch when deployed in the appropriate moment or with enough panache.

Remember, too, that you want your swerve to pop. It needs to be exciting. Most importantly, it can't disempower the player. Informing the player that he's been manipulated all along is perilous, for example, because it means that the player's actions haven't been his own. Vampire thrives on this device, but that's because it gives players an opportunity to turn that manipulation back on its perpetrator -- and for vampires, revenge is a dish best served cold, so part of the setting is the opportunity to brood on that manipulation and really work up a vengeful head of steam. You're doing well if your players' response to your swerve is, "Holy shit. Oh, yeah? Well now I'm going to...."

Wednesday
23Dec2009

Presenting Information, Part II

So, to follow up from the last blog entry, I want a solution to the problem of not wanting to read text dumps that break me out of the immersive game experience. But first, some caveats:

  • Not everyone cares, as evidenced by some of the comments in the previous entry. Ethan, for example, doesn't mind the text method of communicating information.
  • Not every game needs to worry about this. Games that don't rely heavily on the world don't have to bend over backward to convey that minimal world, and would indeed be worse off of they did. You don't need a cutscene in Tetris.

Look at that beautiful, subdued color palette. Why are you fighting the colossi? You never learn whether your actions are "white" or "black" — your motivation is similarly murky.With those two points in mind, how do you convey a world without a wall of text assaulting the player for 9999 damage? Before we get into specific techniques or game devices, let's talk about what we're trying to accomplish in a game. The enjoyment of a game is an emotional response. Specifically, in a "dense" game environment like an RPG, we're probably talking about having fun with other people (in a tabletop RPG or MMO environment) or triumph over adversity (in a single-player CRPG as well as tabletop and MMO RPGs). That is, the goal is the feel of playing the game, not the volume of information conveyed. (You can find more information on this particular theory of fun at XEODesign.)

With that in mind, two of my favorite adages become useful. Oh, hello, my darling soapboxes.

Work In Broad Strokes

Detail is the enemy. "Presenting information" doesn't have to mean "presenting a shitload of information." Building a world intended to provoke an emotional response is more like impressionism than classicism. We don't need every detail to let us feel — we only need to understand what you as a designer want us to feel. "The armor and architecture of this region allude to a rising trend toward empire" is enough to go on, provided you support us with cool art and evocative content. You don't need to break into an aside with 750 words about the accomplishments of the past four imperialistic kings whose actions have no bearing on the events of the game. Unless the goal of your game is completist world creation — which isn't eminently playable, so maybe a game isn't the best vehicle for such an undertaking — the aside runs the risk of pulling the player away.

The details exist to communicate the game experience, not usurp it.

Paragons of the broad-strokes method include Ico, Shadow of the Colossus, and Bioshock. D&D 4e rediscovered the joys of broad-strokes content, too. Sure, they have a ton of written support, but all of that support is very granular. I remember working on 3e projects that jumped through hoops to pack in masses of content, and 4e's efforts to fit core ideas on, at most, a two-page spread is refreshing. It gives me the room to create the emotional response I want without having to contradict something written somewhere that has thus created a certain player expectation.

Let the Player Do It

An amazingly powerful playable history sequence that epitomized the key moral story in Final Fantasy VII's world.In a game, I want to be playing. I don't necessarily have to save the world or have my character be a unique snowflake, but I do want my experience to be the core of the game. That is, all your world-built background information is meaningless if it doesn't have any relevance to what I'm doing and then let me do it. Games exist to be played, and the choices made in their context are the heart of the medium. So if history is important, let me play through a flashback sequence or pull me into a instance that lets me be a part of that history. Even if the end is a foregone conclusion, I will have at least played the history, as opposed to have been historied at. The player is an active participant, not a passive consumer.

Some of Dragon Age's content does this very well. The DLC that includes the recapture of Soldier's Peak has ghosts of the past replaying their doomed last stand, which communicates the world's history while allowing the player to participate in game activity. The flashbacks in Final Fantasy VII did this as well. For Vampire, the Transylvania Chronicles allow players to be present at key Kindred events, but the implementation was a bit heavy-handed and railroaded the players, so beware the pitfalls of having the players do it. Players need to be able to make meaningful decisions, which should have been emphasized more in the Transylvania Chronicles, for example.

Next time: Specific techniques.

Thursday
08Oct2009

Manifest Destiny

What did this used to be? What's here now?Part of the appeal of the exploration playstyle is a sort of manifest destiny, a chance to "go west" (or wherever) and make some mark on the world. In the simplest sense, that's a chance to stake a claim in the world. You can see it in the old-school origins of hobby gaming in the form of establishing a stronghold and attracting a following once your character achieved a certain level. In a modern game world like Vampire, that's a chance to build, say, a princedom or domain from the ground up. I remember the old, boxed-set live action rules for The Masquerade, which assumed that most players would be interested in more of a small-scale murder mystery style game. Look at the live-action organization that's most active today, though -- it's a network of thousands of players who participate in a collective shared world divided into domains characterized by the schemes (and sometimes antics) of its characters.

Online, EVE is a great example of this, too, of course. With its systems for sovereignty, corporations and alliances, player-owned stations, and security and aggression, it's a game about staking a claim in space and defending it and expanding it.

It doesn't have to be stuff to conquer or dominate, either. It can be making a mark by learning a little more about the world. For example, I remain a fan of Ultima Online's world presentation. It's not the most complex, but it doesn't want to be or claim to be. Here's a fort in the wilderness. It's full of orcs. Sometimes, a shaman shows up. That's all the information necessary to paint a compelling portrait of that part of the world -- for me to feel like I've learned it, mastered it, and know it, and the excitement of how that's paced is the thrill of the experience. From the information I learn in that exploration, I can discern that this part of the world has a problem with orc presence, and that those orcs have a form of potent spiritual leadership in their shamans. Why are the orcs here? Do they have a tribal theocracy? How far will they range from that fort in the interests of protecting their territory? These are all questions I ask when I explore the UO world. I have a hard time playing it now because of its dated look, but its emulation of a vital world is still, well, vital.

You have discovered a new region! Please christen your discovery. "BONERTOWN."Compare that with a more traditionally narrative-driven game like Oblivion, which comes across more as a novel than an exploration. Oblivion inundates the player with such a vast quantity of information that not only does he not ask additional questions about the world, he doesn't even want to know the answers to the questions the content creators have decided he's probably asking. The exploration of their wide-open world is at odds with the great body of their lore. You can explore all you want, but all you're going to find is what they want you to discover. I like Oblivion, but I don't love it -- it's obviously not a game that caters to how I want to play. That said, I'm interested to see how Dragon Age plays, but I know it's not going to be a manifest destiny sort of game.

On the other hand, you couldn't just turn the players loose and let them shape the world entirely, as much as it hurts my idealistic design to view to acknowledge it. You'd find yourself exploring the Plains of Fart, Beavisland, or Bukkakeville if you let people name things as they discover them. Naming discoveries is one of the features of a tabletop adventure campaign I'll soon be running (or via Google Wave if the invite a friend sent me is ever processed), but my players are finite and handpicked. In a public MMO, anyone who pays a subscription fee has a right to be there, and their play is just as valid. A dyed-in-the-wool roleplayer and a mob-grinding tactician both have the same share of the world, so both "The Valinaur Steppes" and "The Poop Fields" are equally reasonable outcomes of a world in which the explorer names his finds. Even though one is less desirable for the integrity of the experience and actively intrudes upon one group's enjoyability, they're both "fair." And that's why, with no barrier to entry, you can't have them.

Late Addendum: Here's an article on the difference between exposition styles that may sound somewhat familiar to regular readers here. It's brief, but it covers both quantity of background information and the method of communication.

Wednesday
09Sep2009

Modern Magical Marvels

Do not open. Srsly.The concept of "magic items" in a modern setting is a precarious one. One the one hand, having an object that doesn't operate according to how natural law says a contemporary world works is exciting. It conjures a gothic sense of anachronism or barbarism, providing the unsettling element of the object in question being inarguably Other. The opposite side of the coin is that such an object can feel gratuitous, clumsy, or even corny. The puzzle box from Hellraiser and the Necronomicon are good examples of modern magic items that feel right. Aaron's Feeding Razor, from Vampire, was another good example: It felt creepy and a bit outdated, but it had a story unique to it that made sense, and it highlighted some horrific aspect of the world.

Modern magical items lose their luster, though, when that sense of otherness wanes. That's the point of magic as a wondrous element. If the item feels commonplace, or the sense of utility outweighs the strangeness of the item, the object becomes silly. A cell phone that allows its user to fly -- what? A car that sees into the future? A computer that accesses the web pages of Tartarus? None of these examples make any real sense. None of them say anything about the world proper. That third one is maybe the closest to being functional, as it at least defines that Tartarus is an aspect of the setting, but why a computer? Do demons have Facebook pages? Why wouldn't a madman's journal that revealed the location of Tartarus or a ship once used to sail into its chthonian waters work better?

Lo, the crimes of my sinful family weigh heavily on my YEEEEEEEEEEEAAAAAAAAAHHHH EAT IT, ZOMBIES!Working around these sorts of limitation is possible, of course. Sure, mentally projecting your voice into another person's mind might not be the amazingly spooky circumstance it was in ages past from a technological perspective -- mobile phones make this obsolete -- but the idea that the information being communicated is secure or intrusive makes that mysterious item powerful or scary.

Contrast that with, say, a magic flamethrower. A flamethrower that shoots the FIRES OF HELL. While this might be an awesome topic for a Dimmu Borgir song, it lacks the sublime element of horror though it sounds like it'd fit perfectly in a splatter or modern high fantasy. If you're not working with modern high fantasy, though, it's just too much. It's not Other, it's simply (in a weird use of the word) fantastical. It tells us that hell is real, but it also tells us that we're probably in for a fiery rampage of mayhem. That's all fine and good, but that's definitely a different story than creeping revelation, Lovecraftian nihilism, gothic madness, or crumbling moral probity.

This is especially relevant if, like a good storyteller, you're asking the world to carry a lot of the burden of communicating the story. When you have a flamethrower that shoots the FIRES OF HELL, you're explicitly working with something more over the top and cinematic than you are if you have an ivory cameo that whispers the deepest fears of the previous wearer into your head.