Game Design, Programming and running a one-man games business…

Grinding and unhappiness and clue #5

I’ve been playing some World Of tanks. I’ve played before in the beta, now I’ve started for real. I haven’t spent any money on it yet. For those unaware, WOT is a free + microtransactions game. You earn gold and experience in the game to buy and research better tanks and crew, or you can just go and buy them with real money.

I don’t play normal MMO games any more because of my dislike of the tedium of ‘grinding’. To me, grinding is a failure of design. It’s an admission that the actual game isn’t very fun, so you need to stretch it out as slowly as possible so people pay a lot in subscription fees to you before you run out of content. It’s cynical. Imagine any other medium of ‘entertainment’ introducing a grind. Imagine a crime novel where you had to read through 12 almost identical chapters of the detective interviewing a witness before you could ‘level up’ and get rewarded by a chapter with a new clue. It’s just silly. We don’t do it in TV, Movies, or Plays, but in games, making the player do a tedious job to earn the next bit of entertainment is considered fine.

I found when playing WOT last night that I wasn’t having any fun at all. I wanted a better tank than the tractor with a pistol that you start with, and It seemed I got points for just being ‘in’ a battle and spotting an enemy tank before I died, so I played 10 quick battles where I just hurtled towards the enemy and died, to get the points. No fun for me, or them. No entertainment was had. And yet, at the same time, people whizz past me in better tanks, not because they are better at the game, but because they have more free time, or more money. I could sense that as a player, this subtly makes me unhappy, frustrated and jealous. This is not fun.

In Gratuitous Space Battles you sometimes get a player-designed challenge with faster ships, but that speed has come at a tradeoff. The player had the same points and the same components as you, they just re-arranged them differently using their own judgement and skill. That is what games should be about. A level playing field, and instant fun with no grind. I sadly accept I’m in the minority on this :(

Anyway, time for another clue. Nobody had a clue what clue#4 was did you? I’m dissapointed in you :D It’s  a very very specific form of art, from a very specific point in history.

 

Clue #5

 

Unit Variants and next game clue#4

One of the things that GSB lacked, was visual unit customisation. You could customise the hell out of your ships, and that worked great, and of course people loved it, but aside from the visual deployment and choice of hulls, one GSB challenge pretty much looked superficially like another. In terms of holy grail, a system like that used to build ships in Galactic Civilisations 2, combined with the GSB engine would have pretty much kicked ass.

Sadly, that is not what I’m working on.

However, I am at pains, in the mystery new game, to ensure that people get a chance to customise their forces (yes there are forces…) so that they look at least slightly different and personal. I wanted, in my minds eye an incredibly modular system of putting together sprites to build things, but although it sounds great, it’s insanely difficult in practice, without severely crimping the art style. This is one of those phenomena that you only really encounter when you MAKE a game, rather than being a frustrated designer. No game design survives contact with the programmers, and the artists.

The system I have ended up with, and I really need to move on, so it’s the final system now… Is one where units have a basic design, and then a large number of variants. In GSB terms, it would be like picking an imperial centurion cruiser, but then picking variant_d, which has a different look, in terms of weapon attachment points or engines. New graphics cost money,  but no more programmer design or effort, so once the system is in place that makes ‘imperial centurion cruiser’ work, then adding  few new variants based on new engine styles is easy, and has no gameplay balance impact at all.

Hopefully this will mean the game has a lot of unit combinations visually, if sadly not complete freedom. There will also be an opportunity to pick unit colors in pretty fine and cool detail.

Ready for another clue? here it is…

clue #4

Where are the positive, building, creating games?

Why are so many games about destruction and breaking things?

In the real world, we tend to value creation and invention and construction. People are rightly proud if they built a house, less proud if they have demolished one. We feel good and get an emotional high from collaborating to create and build something, and making peoples lives better. There is nothing weird or boring or silly about this, it’s probably built into us, at some genetic level. Chimps that collaborated to help each other had an advantage maybe?

But in games, it’s all about destruction. Team A beats team B by kicking team B in the voolnerables,or blowing them up, or stabbing them. Team A rarely wins by creating a more impressive cathedral than team B, or by curing more disease, or raising life expectancy. This is unfortunate.

Obviously counter-examples exist, and I look upon the success of minecraft as being an example of a game where a lot of people enjoy working together to collaborate on building something impressive. It’s a game about working together, and making stuff, all very positive. However, the majority of big name games, like World Of Warcraft and Call of Duty are about destroying and killing, whther you are killing NPCs or other players.

Some Happy builders

I guess I’m as guilty as any game designer, GSB is about blowing the enemy up, for absolutely no reason at all. However, one positive thing that emerged from the game was a pretty busy, vibrant and very friendly modding community. In some ways, GSB bought some people together to co-operate on making stuff, and that’s just awesome. One day, I’d like to do a game based around that general idea. My own pet theory is that the lack of construction and positive games is due to the history of games emerging as a medium for teenage kids, especially boys. 13 year old boys are all about testosterone and puberty, so basically killing and having sex. Most countries have laws preventing selling sex to that demographic, so the games sell violence to them instead.

When those gamers grow up, lose their hair, get a mortgage and likely a partner & kids, they aren’t so focused on destruction, but on construction. Building a home, a family, a career. None of which is usually a zero-sum game. Where are the games aimed at this period in your life? (except mine).

What examples are there out there in PC gaming land of games which encourage you to do positive stuff? Games where it isn’t a zero-sum game, and you are encouraged to just ‘do better’ rather than  cause your rivals to fail?

Happy or unhappy gamers

Business innovation and quality thrives on feedback, and messages. Capitalism is basically just a system a signals from consumers to producers, to optimise production processes. Generally, capitalism works on the crude buy/don’t buy and price systems. If your pies taste crap, sales fall. If you still sell pies at £10 each, your pies kick-ass. etc…

The problem is, unless there is constant iteration of new products, or constant price tweaking, it’s tough to get decent feedback on products over short periods. The signal is binary, either buy, or don’t buy. Cancel, or renew.

Games, especially online-games have far better possibilities for sending signals back to their makers. They generally don’t bother, but they could do. Gratuitous Space Battles attempted this is a fairly crude way, with challenges. At the end of playign a challenge, you could choose to rank that challenge for both quality and difficulty. Other players, can sort challenges by those criteria, and hopefully the best challenges rise to the top. Obviously the idea was that new players of the game would choose a ‘fun’ challenge, rather than randomly ending up playing against a hardcore, spammy or even cheating fleet.

That’s not bad, but it could go much better. I know if someone rates a challenge as difficult, and high quality, but do I know if they really enjoyed it? Maybe the challenge was fun, but the games performance was bad, or they thought the enemy fleets ships looked crap, or there is something else that is suboptimal. Ideally, I’d be able to look at a dashboard right now, and see 100 people are playing GSB, 64 of them are loving it, 12 are frustrated, 7 are bored etc…

Games don’t ask for feedback, but they should do. Would you reply if they did? If, as the next battle was loading in Battlefield 3, it asked you to rate that last game, by 4 or 5 different criteria, would you do it? Would you do it if it happened as you went to quit the game? ( I suspect not). Would you do it if there was some sort of reward (extra XP or whatever…).

I think this is definitely worth an experiment, at some point. If everyone thought that GSB was awesome, but the challenge browser was crap, I’d like stats on that, not just relying on the self-selecting sample of forum posters. (I know… people filling out surveys self select too).

The aging gamer

There was a debate on a forum recently about ‘the lack of middle class games’, which attracted me, because I thought it would be a (possibly amusing) discussion of games aimed at middle-class, and indeed middle-aged people. In fact, it was about mid-tier games, inbetween indie and PC. Ho hum. I was expecting mortgage-repayment sims and puzzle games based around getting planning permission for a loft conversion…

I think there is little debate that the average age of gamers is rising. This should also be combined with the realisation that a lot of younger gamers don’t think games should cost any money (witness huge sprawl of F2P games. Such games are anything *but* free, but that’s a separate topic). These two factors are combining to suggest that there is a very large, and relatively lucrative market for gamers aimed at people in their 30s, even in their 40s, with disposable income.

Everyone seems to be falling over themselves to make games for the attention-deficit-got-no-money-angry internet kids generation, but in so many ways this seems like suicide. Lets look at reasons to consider our perfect gamer to be aged 30+, with a decent job, probably a mortgage, blah blah.

  • They have less time (work + family) so don’t expect a 60 hours+ RPG for their money.
  • They have more money.
  • They probably bank online, or worry more about viruses / the law etc than kids, so likely pirate games much less.
  • As people with jobs, they don’t resent paying other people for their work.
  • They have probably been gaming for years, and are fairly tech savvy, understand how to install and patch games etc.
  • They have played enough games to be honestly open to playing something new.
  • They remember crappy 1980s graphics, so won’t vomit if forced to play a game without bump mapping.


He didn’t get where he is today by playing World of Warcraft…

These all seem like good reasons to target these gamers. The thing is, what games do they want to play? I’m 41 (oh my god!!!) and if I’m honest, probably pretty darned middle class,. I have a nice house and car and listen to radio 4. The evidence here is pretty overwhelming.  Do I think gaming is targeted at me right now? Not really. Some games such as this and maybe this, seem open to targeting my demographic, but generally, if I want to play a game, I need to disengage the grown-up bits of my mind and think ‘lets blow stuff up! cool!, or similar.

As a middle ground, I think a lot could be done to mitigate the extent to which my demographic is turned off by games. I think playing a fantasy RPG is perfectly reasonable, but if all the female characters have breasts like barrage balloons, and everytime you kill someone a fire-hydrant of blood spurts out their neck, then this is not so much *cool* as it might be aged 14, but more *tragic* and ultimately embarrasing, once you reach the age where you worry about your pension plan.

Who out there is making a game aged at people in their 30s-40s? post a link in the comments if you think you are successfully targeting the older gamer.