Monthly ArchiveDecember 2006



Games 18 Dec 2006 04:13 pm

All game presentations should be like this

If your game doesn’t have someone as excited, passionate and downright funny promoting your game as Warhammer Online has in Paul Barnett, you’ve got something wrong.

He brings up a very important point near the end of the video. Its not immersion that designers should be striving for, but imagination - buy this game, and never buy another. Think, draw, talk, everything about this game. Immersion is playing a game and not realizing the house is burning down. While thats something that is part of a successful game, its not nearly as cool as imagination.

Video should be after the jump.


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Games 18 Dec 2006 12:08 pm

Magic Numbers

Something that we’ve discussed when brainstorming MMO ideas is the issue of Magic Numbers - that is, how many of anything is ideal? Even more specific, how many things can a person keep track of and still be effective?

This applies to a number of MMO constructs: group size; number of races, classes, skills; range of hit points, experience, skill points; number of quest entries; number of bag slots… its really quite amazing how many areas have somewhat ‘magic numbers’. Now, obviously I’m not saying that all the numbers were pulled out of someone’s ass - lots of balancing and tweaking went into the 5 person group in WoW, etc.

But it all starts somewhere. There is some ideal for the maximum manageable number of things at one time. Generally this is somewhere between 4 or 5 to about 9 or 10, though Jeff Atwood at Coding Horror thinks “magical numbers are a red herring”. I’m not too sure about this - I’m generally pretty good at remembering things like numbers or strings (given some hinting, I could probably still remember the corporate OEM keycode for Windows 98 from my first IT job), but in an MMO, you’re tracking things that change, not something that you use over and over (and over, and over…) and memorize almost by muscle memory.

This is why we don’t see games that display 5 resource pools (mana, health, etc) on the screen. That’d be insane - you have to pay attention to 5 different resource pools and make sure you’re not running low? Heck, two is sometimes hard enough.

Its not just how many stats though, its the range too. One of the worst was (well actually, still is) Anarchy Online - the numbers were all into the high thousands if not millions and above, and thats how the game was designed from the beginning. Browsing through the skill screens and trying to discern which one you should buy up was a chore, and those high numbers start losing their meaning. Obviously, since we’re talking computers here, these high numbers are all possible and easy for the game to arbitrate - pen and paper games kept with low numbers to make those easy to arbitrate for people. But maybe there’s something easier to deal with using those low numbers, especially if you don’t like having your scientific calculator out while playing your MMO.

How about no numbers at all? This is an avenue that has been little explored in the MMO space yet. Let the computers deal with all of the number crunching and go as far as hiding it from the user. It’d certainly take a different type of player (likely, more roleplay focused) than the general gamer these days who expects (and loves) those numbers. A game set up like this would probably end up being a niche game, because it doesn’t appeal to the broad spectrum of gamers. Now, if you can set up the interface and game mechanics in a way that can hide or display those details, you might have something.

This is one of those topics that is pretty fun to explore and imagine. There is definitely something more to it than just picking values out of ones ass - there are comfort levels and other human factors to consider. There is a lot of tweaking and adjusting that can be done, not just to balance, but to make it ‘feel’ right.

Blog 17 Dec 2006 09:07 pm

Banners…

I’m just testing them out - if you come across an obnoxious one do let me know.  I try to filter them out.  I’ve got good tracking behind it, so hopefully I can keep tabs on it and see if they’re worth keeping on the page.

Games 11 Dec 2006 04:36 pm

IP licenses that should be games

I’m going to try to do a long series of posts as the holidays approach. See if I can get on a roll or something.

On Licenses that Should be Games” from GameSetWatch in April caught my attention again, with the announcement of a Firefly/Serenity universe game. While this is an exciting announcement about a ‘verse so well-told by Whedon, I still fear.

I fear for the marginalization of a property by a crappy game. Not to say that it would be a crappy game, but history has told that generally, games based on existing properties kind of suck. There are exceptions of course: many of the Star Wars games have been brilliant. Chronicles of Riddick was actually a great game (the modeling of Vin Diesel into the game was uncanny). Some of the LotR games have been pretty good too.
As a fan of a property, you go into other ventures expecting something. I’m not sure what it really is, but its something that is probably intangible enough that it could easily be ruined.

But, we still have to have hope, right? So, some properties I’d love to see turned into games (that haven’t already, or already been an announced):

  • Farscape - Much like Firefly, its got a cult following that could probably push it pretty far along. Its also kind of a crazy universe that could be rife for the picking. Space sim or RPG.
  • Snow Crash - People have started to build out pieces of this into Second Life. This book has some really fun stuff that could be turned into a number of games.
  • Buffy/Angel - Since I mentioned the Firefly game, I might as well add this one too - lots of opportunity for Vampire: The Masquerade like games. Melee/ranged combat, first person or third person, RPG elements.

Bah, I swear I had more somewhere. I might have to update with more later. Add yours in the comments!