Thursday, 7 May 2015

Final Thoughts

Final Thoughts

In the earlier post: 'Possible Solutions to Design Barriers Hindering People Fun' I had mentioned several solutions to five design barriers which hinder people fun in MMORPG games.


  • The Power Gap
  • Quests and Restricted Access
  • Solo Focused
  • Sharing Resources
  • Noise


I managed to experiment on three of these barriers that were found in my initial game version, using possible solutions based on my prior research.

By iterating the possible design solutions to the second version, I was happy to note that all three had a positive impact on the player feedback related to people fun.

While the final artifact is far from being a fun game by itself, more iterations to focus on adding content, balance, challenge and meaningful choices would certainly improve its enjoy-ability, however I will not be attempting this as it was not the purpose of my experiment.

I hope I will someday get the opportunity to test my suggested possible solutions on a larger scale as I am fond of the MMORPG genre and would like it to be more creative, stray from the norm and take the next steps forward towards the improvement of people fun.

Tuesday, 5 May 2015

Playing Instructions

Instructions

Players and Teams

Requires: 3+ Players, but sessions can start with 1 player
Teams: Players vs Game
Simultaneous Player Limit: 4 Simultaneous Players

Objective

  • If the final boss is defeated by anyone, the victory condition is achieved for everyone.
  • The players must defeat the final boss and escape the game world in as few turns as possible. 
  • Note: This version still has no fixed rule towards how many turns players may take.

Setup

All players are given a player card (this helps them remember their base stats: 5 Power and 30 Hp).

The database is opened (using a notebook or spreadsheet).

New players have their names added to the database.
For each player: damage taken, items acquired and gold acquired are tracked in the database.
Each boss defeated is tracked in the database.

All players are given the items they owned in their previous sessions (if any).

At least one player is advised to keep track of everyone's stats, this information is available to all players.

The 'market' deck is shuffled and placed face down.

All 'zone' decks are shuffled and placed face down.

Previously defeated bosses are removed from the zone decks.

The turn order is decided and players start taking turns.


Progression of Play

During their turn, the player can choose one of the following actions:



Teleport to town and rest


Damage taken by the player is set to 0.

Player may leave the game session while in town.

Player must shuffle all encounter cards in his/her possession back into their respective zone deck.


- Search the town market

Player draws 3 cards from the 'market' deck and may spend gold to purchase any of them (as long as they can afford it).

Cards that are not purchased are returned to the market deck which is then shuffled.

Player can place the purchased card face up in front of them to show that it is equipped.

Player may only equip 1 item of each type (one for each hand, one for body, and one for back).

If the player has more, they must choose which one to equip. The other card is returned to the market deck which is then shuffled. (No refunds!)

Player may only choose this action while in town.

Player may leave the game session while in town.


- Explore a zone

Player chooses a zone draws a card from it. The card can either be an encounter with a regular enemy or with the zone's boss.

Players may not access a zone unless the previous zone's boss has been defeated. Initially only zone 1 is available.

If the player is already in a zone, they may only explore the zone they are in until they return to town.

Whenever a player chooses to explore, they may ask other players in the same zone or in town whether they would like to assist with the encounter.

Grouping up must happen before revealing the encounter card.

After assisting in an encounter, players must pass their next turn.

*** Handling Regular Encounters ***

Each player in the encounter attacks.

- Attack deals damage equal to the player's power.

When all players have attacked, (even if the enemy has taken lethal damage), players taking part in the fight will decide who between them will take the enemy's attack.

After all damage is dealt to both sides, check if any players or enemies have taken damage equal or greater to their health pool, these characters are defeated.

Defeated players lose their gold, and are returned to town with their damage removed.

If all players are defeated, the encounter is lost.

If the enemy is not defeated after the first cycle, the same steps are repeated until the players or the enemy is defeated.

When the enemy is defeated the encounter is complete. The gold reward is divided between all participants (rounded up).

The enemy cards remains in the possession of the last player who was attacked until:

  • The player returns to town
  • The entire zone deck has been drawn
If any of the above occurs, the player shuffles the encounter cards back into the zone deck.



*** Handling Boss Encounters ***

If players encounter the zone boss, they can take the same actions as with a regular encounter, however any of the players may also choose to teleport to town instead. If all players teleport away, the boss card is then reshuffled back into the zone deck.

If a boss is defeated, all players in the game (including ones currently not playing) gain access to the next level and the boss card is permanently removed from the game.

Sunday, 3 May 2015

Version 2: Player Feedback

Version 2: Player Feedback


For the second test I had three testers playing the game. Two of them started alone at different times while the third player would join in later for the sake of re-creating a power gap with a similar gap in time investment to the previous test.

Next I gathered all three players and (manually) loaded the gold and items of  the first two players in order to start a session with all three of them. And the game carried off from there.

Due to the increase in difficulty in this version, players were reacting in a different manner than before. They paid more attention to the benefits of being in a group and progressed together whenever possible.

In the previous sessions where the players were alone, they were buying whatever items they could afford to buy from the market. This time however, they devised a strategy where player 1 would focus on buying as much health as possible as he had the most health of the three, while player 2 and player focused on power upgrades.

This allowed the big health pool of player 1 to take more hits and buy time while the others used their big attacks.

Another interesting change in behavior that I noticed was the inclusion of player 3 (The Weak Player). Due to the increased base stats, player 3 - while still weaker than the others, was still considered worth inviting, even though the group would have to share the gold rewards 3-way.


Important Points & Feedback Summary

  • While players did find a bit more challenge in the game, it still seemed rather fake due to the fact that there still wasn't a turn limit. If players wished to, they could repeatedly beat one enemy in a zone and return to town until they safely buy all the items.
  • Taking some of the control away from players however did increase motivation to work together as was planned.
  • The weak player was no longer frustrated for being a meaningless existence in the game now that the power gap is significantly smaller. The other players did not mind inviting him as he was an asset to the team regardless of having just started playing.
  • Since the quantity of powerful items in the market was increased, players did not complain about having to share limited resources.
  • Players still commented that there are far too little meaningful choices and ways to interact with other players - however this was to be expected as I tried to keep the game as simple as possible.

Conclusion

Overall I am satisfied to see the positive impact that the changes had on people fun as most feedback turned out to be what I was expecting.

Unfortunately the game itself would need a lot of changes to actually be fun to play, but it has served its purpose in trying to replicate the actions of players in a (very small scale) MMORPG.

Friday, 1 May 2015

Game Version 2: Iteration Notes

Game Version 2: Iteration Notes


When looking back at the feedback from the first version, a number of design barriers were noticed to be hindering people fun:

  • The player is in control, not the game. Because of this, players don't need each other, thus leading to anti-social behavior.
  • The difference in the gap of power between players was very big, this made the assistance of weaker players next to insignificant to the stronger ones, causing players to separate based on their power.
  • Having to share limited resources was annoying since every player wanted to be able to have as many upgrade options as possible.
    I will be trying the following solutions to make the next iteration:

    Taking control away from the players

    Taking control away from players, and giving some of it to the game would mean that players would start considering more ways to increase their chance of surviving. Naturally, working with other players would improve their chances. 

    There are several ways to do this, some methods would be: 
    - Adding a maximum turn limit for each player so they must use their turns wisely.
    - Increasing the difficulty to add more danger for each encounter.
    - Making players ask for help before seeing the enemy they're about to encounter, rather than after, making it risky to progress alone unless confident that you can beat any enemy in the zone.

    I will focus on the last two points for this iteration, the increased danger should motivate players to want to work together to avoid a bigger risk of dying and to make use of the synergy gained from working in group: (Efficient sharing of damage, and less turns needed to defeat each enemy.)

    Reducing the gap of power between players

    In several MMORPGs the great gap of power between player exists to force players to reach the levels that the designer wants them to reach before progressing further. 

    The problem with having a smaller gap of power is that through skillful play, players might be able to complete content which is meant to be done much later.

    Likewise, less skilled players will not be able to power through difficult content by simply gaining a few more levels, and the power gap would not be so big between them and the weaker enemies.

    This might be a price worth paying in order to improve people fun, however in my game, skill is hardly a factor so it should cause no issues of the sort.

    I will try a simple change in order to reduce the gap of power: Players will start several times stronger but may still gain the same amount of power from purchased items as they would in version 1.

    In other words if I were to put a range on the player power levels of version 1 and version 2, it would be something like: 

    ver. 1) Power ranging from 1 to 10 across the game. (player becomes 10 times stronger)
    ver. 2) Power ranging from 10 to 19 across the game. (player becomes twice as strong)

    Obviously, enemies will have to become stronger as well, otherwise player would find no resistance from fighting them whatsoever.

    Dealing with shared limited resources

    Sharing limited resources with other players would typically be an issue in an MMORPG. Some players may never be of any use to others on their same team or faction, while others may even end up becoming their competition later on. Knowing this, helping other players progress at the expense of your own progress would be the last thing one would want to do.

    In this game's case I could simply increase the number of items to make them not feel limited.


    Rule Change

    Encounter cards will no longer be shuffled back into the zone deck after an encounter is completed. 
    If the boss of the zone has yet to be defeated, the player who receives the last attack before the enemy is defeated, will keep the card until said player returns to town.

    While this is not an improvement for people fun, it is a small rule change that should give players a more meaningful choice to risk going forward or lose the progress they've made thus far towards finding the boss.

    Wednesday, 29 April 2015

    Version 1: Player Feedback

    Version 1: Player Feedback


    For the first test I had four testers playing the game alone at different times. I logged the progress of each player and then brought them together later to observe what would happen.

    The reason for doing this was to have all the players playing simultaneously at different power levels, after they have separately progressed their characters.

    ------------------------------------------------
    Player 1 had progressed the most:
    5 Power
    14 Hit Points

    Player 2 had:
    4 Power
    12 Hit Points

    Player 3 had:
    2 Power
    14 Hit Points

    Player 4 had not played yet:
    1 Power
    10 Hit Points
    ------------------------------------------------

    Player 2, 3 and 4 started playing together. So far none of the zone bosses had been defeated so all the players started exploring Zone 1.

    Player 2 and 3 did not need help in beating anything in Zone 1 with their current stats. Due to this they did not ask, or allow anyone to help them with any of the encounters. Player 4(Weakest) wanted to group up but the other refused.

    Player 2 encountered the boss of Zone 1, Player 3 andoffered to help, but were turned down as they were told "No need, I've got this."

    Player 2 and 3 progressed to Zone 2, while Player 4, knowing he wouldn't be of any use to the others, stayed behind to get more gold in Zone 1.

    At some point Player 4, encountered an enemy he could not handle, and did not get any help as nobody else was in Zone 1... Player 4 lost all his progress, and rage quit the game.

    Player 1, joined the game shortly, Player 2 and 3 recovered their Hit Points in town and bought items from the market, then all players headed back out to Zone 2.

    Even though all the players were on the same team and it would have been beneficial for them to group up, players still chose not to do so for competitive reasons. This behavior persisted until Player 1 encountered Zone 2's boss.

    Player 1, would not be able to beat  the boss alone so he asked for help. Since the others wanted a share of the gold reward, and also wanted to unlock Zone 3, everyone grouped up and defeated the boss together.

    The players returned to town as they unlocked Zone 3, at which point we agreed to end the session.

    Important Points & Feedback Summary


    • Players have no time limit, and can ask for help from people in their zone after they realize that they cannot otherwise beat the enemy they encounter. this means they there is no real threat and thus, The player is in control.

    The result of this was that players did not need each other, and started competing instead of co-operating.


    • There was a big power gap between the new player and the others.
    The result of this was that he felt useless, ignored and unneeded. This player's assistance would be negligible even if he was allowed into groups.

    • Items in the market were limited, the only heroic cape available was purchased by Player 1. 
    As a result result, other players were annoyed that they had to share limited resources, since now they could no longer get the heroic cape themselves.

    Other Feedback

    The game was pretty boring due to a lack of challenge. Since encounter cards are shuffled back into the zone deck after an encounter, there was no reason to take risks in exploring a zone further. The player would lose no progress for returning to town and restore their health, and the turn they spend returning to town, is free since there are no timers or turn limits.

    The weaker players felt it was unfair that other players were stronger just because they had been playing longer (even though they are on the same team).

    Possible Solutions

    In a previous blog post 'Possible Solutions to Design Barriers Hindering People Fun', I had mentioned how some of the issues above might be tackled in order to improve the social experience.

    Monday, 27 April 2015

    Game Version 1: Enemies, Zones and Market Design

    Game Version 1: Enemies, Zones and Market Design

    Zones

    Zone1
    Dungeon Rat ............. x4 (1Hp, 1Pow, 1Gold)
    Acidic Slime .............. x3 (3Hp, 1Pow, 2Gold)
    Goblin ........................ x2 (2Hp, 2Pow, 3Gold)
    Ogre Mauler ........... Boss (9Hp, 3Pow, 18Gold)

    Zone2
    Ancient Snail ............ x4 (6Hp, 1Pow, 6Gold)
    Giant Bull Frog ......... x3 (5Hp, 2Pow, 7Gold)
    Man Eating Plant ...... x2 (4Hp, 3Pow, 8Gold)
    Forest Troll ........... Boss (18Hp, 4Pow, 33Gold)

    Zone3
    Ghoul Fiends ............ x4 (4Hp, 4Pow, 9Gold)
    Skeleton Archer ........ x3 (3Hp, 6Pow, 9Gold)
    Stone Golem ............. x2 (7Hp, 3Pow, 10Gold)
    Undying Dragon .... Boss (21Hp, 5Pow, The End)


    Market Items

    [1 Hand]
    Dagger ................. x3 (1Pow, 8Gold)
    Short Sword ......... x2 (2Pow, 22Gold)
    Long Sword ......... x2 (3Pow, 42Gold)
    Bastard Sword ...... x1 (4Pow, 68Gold)
    Kite Shield ............ x2 (4Hp, 22Gold)
    Tower Shield ........ x1 (8Hp, 68Gold)

    [2 Hands]
    Great-sword .......... x1 (9Pow, 180Gold)

    [Body]
    Leather Armor ...... x3 (2Hp, 8Gold)
    Chain Armor ......... x2 (4Hp, 22Gold)
    Plate Armor ........... x1 (6Hp, 42Gold)

    [Back]
    Old Cape ............... x2 (1Pow, 2Hp, 22 Gold)
    Heroic Cape .......... x1 (2Pow, 4Hp, 68Gold)

    Player Base Stats

    10 Hp, 1 Pow

    Tuesday, 7 April 2015

    Designing Game Elements: Theme (Part 9)

    Designing Game Elements: Theme

    This refers to the parts of the game that do not directly affect game play at all but are intended to get players emotionally invested and help them make sense of the rules.

    Game Theme: Sword Art Online

    As I already wrote about the theme in an earlier post I will refer back to it.

    "Just as any game, I will have to think of a theme to use for my game in order to help immerse players into the game world and giving them a purpose and motivation to overcome the obstacles and reach the goal.

    An animated series called 'Sword Art Online' was rather inspiring from the perspective of a game designer and along with several other friends of mine, I thought it would be nice to be able to play in an MMORPG using its setting.

    A summery of its setting is that several players are trapped inside the game world of a fantasy MMORPG called 'Sword Art Online'. Everyone is unable to leave until someone manages to clear the highest level dungeon in the game world - at which point, everyone would be free to leave the game. However players are given very good motivation to want to become stronger as they are told that if anyone was to die in the game world, they would also die in real life.

    This setting can work well to give players a common goal like in Pandemic, then using Munchkin's mechanics as the start point for the economy would give the game the fitting RPG feeling I am looking for."

    Designing Game Elements: Player Interaction (Part 8)

    Designing Game Elements: Player Interaction

    How do players interact with one another? How can they influence one another?

    In this initial version, interaction between players is very limited as I want to keep the game as simple as possible, more interaction may be expected in later iterations.

    Interaction 

    One form of interaction that players can use is to communicate their plans and give advice to one another. Another form of interaction is being able to assist other players in their encounters.

    Influence

    Through communication, players can influence decisions made by others. Also by assisting each other in encounters, players increase their odds of succeeding in combat.

    In this initial version, interaction between players is very limited as I want to keep the game as simple as possible, more interaction may be expected in later iterations.

    Designing Game Elements: Sequencing (Part 7)

    Designing Game Elements: Sequencing

    Sequencing refers to:
    • The order in which do players take their actions.
    • How play flows from one action to another.
    • Whether there are any time limits.

    Order & Flow of Actions

    Whenever a game session begins, turn order is decided between players and they start taking turns.

    During their turn, the player chooses an action: teleport to town / search the market explore a zone.

    As soon as the action is completed, the next player chooses their action next, and so the loop continues until the game session ends.

    When exploring a zone, players will have to deal with encounters which may require several attacks to complete. These attacks do not count as an action themselves as they are only part of the 'explore a zone' action.

    Multiple players may take part in an encounter, in order to prevent this from being a turn-advantage, assisting players will consume their turn by assisting.

    The flow of encounters with the current rules goes as such:

    1. All players attack and deal damage.
    2. Players decide who will receive the next attack.
    3. The enemy attacks, dealing damage to the chosen player.
    4. A check is done to see if a player or enemy has taken lethal damage.
    5. These steps are repeated until the enemy OR every participating player is defeated.

    Time Limits

    Right now, as I am trying to keep the game as simple as possible, players neither have a time nor a turn limit, however this lack of pressure may leave the game with very little conflict. For this reason, time or turn limits might be added in an iteration.

    Designing Game Elements: Information (Part 6)

    Designing Game Elements: (Hidden) Information

    How much of the game state is visible to each player?

    Most of the information in this game is available to each player, however some information is left hidden in order to have uncertainty. Otherwise everything would be predictable.

    The follow list includes all the information that is hidden from players:

    1. Enemy types in unexplored zones.

    Until players explore a zone, by drawing cards from that specific zone deck, they will not know what types of enemies will be encountered there. Encounters will get tougher as players progress to new zones, but the specific values will not be known until explored.

    2. What is going to be revealed when exploring.

    When exploring players will not know which enemy will be encountered, nor will they know how long they must explore to find the boss of the zone. This is all up to the luck of the draw,

    3. Which items are available when visiting the market.

    Only three cards are shown when a player visits the market, they will not know which item cards will be available to purchase and will be left with a choice to either buy something from what is available or wait a turn and try again.

    4. Inactive players' stats.

    While active players can see each other's equipped to know their stats, players who are not currently taking part in the session will have their stats hidden. This should have no impact on the game as only active players matter towards the decisions players will make while playing.

    No Private Information

    So far no useful information is kept private between players since they are playing on the same team, towards the same goal.

    Monday, 23 March 2015

    Designing Game Elements: Game State (Part 5)

    Designing Game Elements: Game State


    Everything in the game together, including the current player resources and everything else that makes up a snapshot of the game state at a single point in time. 

    Since the game is meant to have an MMORPG feel, a database must be used in order to track important details of the final game state whenever ending a session. The database is then used in the following session to continue from where the game was left off.

    The following is a list of the Game State Variables that need to be saved:

    Player Character Names along with the respective player names must be saved in order for each player to be able to continue playing their characters in future sessions.

    Equipment / Items which are equipped by each player must be saved in the database in order not to lose player progression. When players regain their equipment and items in the following session, they will be able to work out their total stats (Max Health / Power).

    Gold which the players have been saving up also must be saved, for the same reason as with equipment and items.

    Current Zone refers to the highest level zone which is currently accessible by players but is not yet completed. This must be saved in the database in order to keep track of how many zones the players have completed so far. In the following session, the current and all lower level zone decks are made accessible to players but only the boss card of the current zone is added since all previous bosses had been defeated by this point.

    Conclusion

    At this point, until the game rules are updated, using just these variables will be enough to catch up to previous session's game state.

    Tuesday, 17 March 2015

    Designing Game Elements: Resources and Management (Part 4)

    Designing Game Elements: Resources and Management


    This refers to everything that is under control of a single player. What kinds of resources do the players control? How are these resources manipulated during play?

    Resources controlled by the player:

    Health Pool is the amount of damage the player can take before dying. This resource can be improved through Equipment / Items.

    Damage Taken is the amount of damage the character has taken. This is more of a drain which must be managed. Its purpose is to add danger of defeat while the player progresses. Damage taken must be reset before it becomes greater than the player's health pool.

    Power is the amount of damage done when the player attacks. This resource can be improved through Equipment / Items.

    Equipment / Items are purchased from the market for gold, but they give bonuses and effects to whom has them equipped.

    Gold is earned by defeating enemies and is used at the market to buy Equipment / Items.

    Enemies can be encountered while exploring, they are a threat to players because players must take damage in order to defeat them and gain gold.


    Saturday, 7 March 2015

    Designing Game Elements: Rules (Part 3)

    Designing Game Elements: Rules

    The rules of play refers to three things:

    setup (things you do once at the beginning of the game).

    progression of play (what happens during the game).

    resolution (what conditions cause the game to end, and how is an outcome determined based on the game state).

    My goal here is to use the basic rules of the game 'Munchkin', but twisting them to fit the MMORPG
    atmosphere I wish to achieve.

    In munchkin combat was resolved with a simple comparism of power levels. The team with the highest power level wins the encounter. This is very quick and simple, however I wish to add character customization and longer combat encounters in order to give the game more of an MMORPG feel.

    Setup

    The database is opened or loaded (using a notebook or spreadsheet).

    New players get:
    • Name added to the database.
    All players are informed of their character's current state (which zones they may access, damage taken and gold).

    All players are given the items they owned in their previous sessions (if any).

    Players are advised to keep track of their stats in order to help them when they're making decisions (using a paper or notebook).

    The 'market' deck is shuffled and placed face down.

    All 'zone' decks accessible in the current game state are shuffled and placed face down.

    Only the highest level 'zone' deck will contain its boss card.

    The turn order is decided and players start taking turns.


    Progression of Play

    During their turn, the player can choose one of the following actions:


    Teleport to a town and rest

    Damage taken by the player is set to 0.

    Player may leave the game session while in town.

    (Note: Right now when a player teleports to town, they don't lose any progress towards finding the boss. This works against the element of risk and reward and will need to be updated).


    - Search the town market

    Player draws 3 cards from the 'market' deck and may spend gold to purchase any of them (as long as they can afford it).

    Cards that are not purchased are returned to the market deck which is then shuffled.

    Player can place the purchased card face up in front of them to show that it is equipped.

    Player may only equip 1 item of each type, if the player has more, they must choose which one to equip. The other card is returned to the market deck which is then shuffled.

    The bonuses and effects of equipped items and spells take effect during encounters.

    Player may only choose this action while in town.

    Player may leave the game session while in town.


    - Explore a zone

    Player chooses a zone deck and draws a card from it. The card can either be an encounter with a regular enemy or with the zone's boss.

    If the player is already in a zone, they may only explore the zone they are in.

    Whenever a player chooses to explore, other players in the same zone or in town may join the encounter, as long as the explorer accepts their help.

    After assisting in an encounter, players must pass their next turn.

    *** Handling Regular Encounters ***

    Each player in the encounter attacks.

    - Attack deals damage equal to the player's power.

    When all players have taken their actions, (even if the enemy has taken lethal damage), players taking part in the fight will decide who between them will take the enemy's attack.

    After all damage is dealt, check if any players or enemies have taken damage equal or greater to their health pool, these characters are defeated.

    Defeated players lose their gold, and are returned to town with their damage removed.

    If all players are defeated, the encounter is lost.

    If the enemy is not defeated after the first cycle, the same steps are repeated until the players or the enemy is defeated.

    When the enemy is defeated the encounter is complete. The gold reward is divided between all participants (rounded up).

    The enemy cards are reshuffled into their deck when encounters end.

    *** Handling Boss Encounters ***

    If players encounter the zone boss, they can take the same actions as with a regular encounter, however any of the players may also choose to teleport to town instead. If all players teleport away, the boss card is then reshuffled back into the zone deck.

    If a boss is defeated, all players in the game (including ones currently not playing) gain access to the next level and the boss card is permanently removed from the game.

    Resolution

    If the final boss is defeated by anyone, the victory condition is achieved for everyone.

    Monday, 2 March 2015

    Designing Game Elements: Objectives (Part 2)

    Designing Game Elements: Objectives

    What is the objective of the game? What are the players trying to do?

    Following upon the planned theme of Sword Art Online, the common objective of all players is to escape from the game world by defeating its final boss. While the main goal is straight forward, players will first have to complete a number of objectives in order to be able to attempt the final objective.

    Breakdown of Objectives in Sequence


    Players need to constantly improve their power in order to be successful in completing the following objectives.
    • As the game starts, players need to first find the boss room of the first level, allowing them to face the first boss.
    • The next objective is to defeat the boss of that level, granting them access to the next level.
    • As new levels are unlocked, players will repeat the process for each level, until they defeat the boss of the final level, at which point all players achieve the win condition.



    Wednesday, 25 February 2015

    Designing Game Elements: Players (Part 1)

    Designing Game Elements: Players

    This game element refers to the minimum and maximum player limits as well as the teams they will be in.

    When choosing the number of players it is important to consider what I can do to make the game resemble an MMORPG as much as possible, while also keeping in mind the limitations of the game being handled by a 'game master' rather than a server.

    Number of Players Required

    I want to have the player limit to be high enough to allow as many players to play the game as possible. Many players might find the game uninteresting and not keep playing, especially if the game is long enough to last more than one session. It is important to have moments where multiple players are playing at the same time, otherwise it will not allow me to test whether players are being brought together.

    For the sake of being able to test more frequently I will set the starting requirement to only 3 players, and allow for more players to drop in as the game as it progresses. It would be preferable if I am able to recruit more play testers to begin with.

    I will not set an upper limit to the number of players able to join, I will simply need to keep track of each player. This should not be difficult as long as i'm using a system to help keep track of variables attached to each player.


    Teams

    As mentioned in an earlier post, I want players to be on the same team working towards the same goal. This means all players can help each other and do not need to compete with each other in order to reach their goal. This does not mean that competition between players is completely removed, players that enjoy competition will be glad to show off how skilled they are at the game or how helpful they have been towards other players.

    Naturally in order to have conflict, there must be another team: The game itself.


    Simultaneous Player Limit

    In the event that a high number of players will want to take part during a hosted session, I will need to put a limit on how many players can be playing simultaneously. The reason for this is because the pacing of the game will be slowed for each player when all their actions are being handled by a single 'game master'. Players are likely to get bored if they have to wait for long periods of time between choices and actions.

    Since players are on the same team, they will be able to help each other and make the game easier than if they were alone. The bigger the range of players that can play simultaneously, the harder it will be to balance the game's difficulty. The following are three examples showing how players are expected to react based on the number of simultaneous players that the game is balanced around.

    ---

    Example 1: Boss encounter is balanced to be a challenge for 1 player.

    1 player will find the boss fight challenging, and may team up with more players to make it easier.

    2 players might find the boss fight easy.

    3 or more players will find the boss was too easy.

    Result: The game can only allow up to 2 simultaneous players, but everything can be done by anyone.

    ---

    Example 2: Boss encounter is balanced to be a challenge for 3 simultaneous  players.

    1 - 2 players will find the boss fight too difficult, and must team up with more players.

    3 players will find the boss fight challenging, and may team up with more players to make it easier.

    4-5 players might find the boss fight easy.

    6 or more players will find the boss was too easy.

    Result: The game can allow up to 5 simultaneous players, but will require 3 people to simultaneously help each for boss fights.

    ---

    Example 3: Boss encounter is balanced to be a challenge for 10 simultaneous players.

    1 - 9 players will find the boss fight too difficult, and must team up with more players.

    10 players will find the boss fight challenging, and may team up with more players to make it easier.

    11-15 or more players might find the boss fight easy.

    more players would find the boss was too easy, but it is very unlikely to have so many simultaneous players available.

    Result: The game can allow up to 15 simultaneous players, but will require 10 people to simultaneously help each for boss fights.

    ---

    Based on these expected outcomes, I will set the maximum simultaneous player limit per session to five. This way the game can be balanced around having 3 to 5 simultaneous players helping each other when progressing through boss phases.


    Summary


    Requires: 3+ Players
    Teams: Players vs Game
    Simultaneous Limit: 5 Simultaneous Players

    Tuesday, 24 February 2015

    Designing Game Elements

    Game Elements to Consider

    Having chosen the theme and the mechanics that I want to build upon, I must now consider and decide on the different game elements to use in the game.

    In the website Game Design Concepts, Sebastian Sohn, mentions what kind of things need to  be created in order to make a game. The following is a list of game-parts that I will be considering.

    Players, Objectives, Rules, Resources & Management, Game State, Information, Sequencing, Player Interaction and Theme.

    Players

    Summary: This game element refers to the minimum and maximum player limits as well as the teams they will be in.

    Objectives

    Summary: What is the objective of the game? What are the players trying to do?

    Rules

    Summary:  The rules of play refers to three things: 
    setup (things you do once at the beginning of the game).
    progression of play (what happens during the game).
    resolution (what conditions cause the game to end, and how is an outcome determined based on the game state).

    Resources & Management

    Summary:  This refers to everything that is under control of a single player. What kinds of resources do the players control? How are these resources manipulated during play?

    Game State

    Summary: Everything in the game together, including the current player resources and everything else that makes up a snapshot of the game at a single point in time. 

    Information

    Summary: How much of the game state is visible to each player?

    Sequencing

    Summary: In what order do players take their actions? How does play flow from one action to another? Is there any time limit?

    Player Interaction

    Summary: How do players interact with one another? How can they influence one another?

    Theme

    Summary: The parts of the game that do not directly affect game play at all but are intended to get players emotionally invested and help them make sense of the rules.



    The Next Step

    In the following posts I will tackle the design of each element in order to finally have a complete game to test, learn and improve.


    References / Bibliography

    Sebastian Sohn. (2009). Atomic Elements of Games. Available: https://learn.canvas.net/courses/3/pages/level-3-dot-1-atomic-elements-of-games?module_item_id=44529. Last accessed 18th Jan 2015.

    Sunday, 18 January 2015

    Considering Existing Games as a Starting Place

    Introduction

    As stated in my proposed title, I would like to make a Non-Digital Asynchronous Multiplayer Game, with the purpose of testing methods which would motivate players to play together in an environment similar to an MMORPG.

    As mentioned in the feedback from my proposal, it might be very time consuming to start designing such a game from scratch, so it might be a good idea to instead find an existing game that has its own working economy and mod it to fit my requirements.

    Deciding on the Starting Place

    During our Game Design Degree course, we have been encouraged to pay more attention to non digital games as it is a good method of inspiring and understanding game rules design.

    Quite a few games have been inspiring, two of which have interesting characteristics that I should consider using in my game.

    1. Munchkin

    This game puts several players in the shoes of typical fantasy RPG characters and gives them a simple goal to reach level 10 before the other players. Players want to achieve the goal alone, but can utilize help from other players in order to gain an advantage. On the other hand, players must always be aware that there are no true friends, other players will suddenly turn on you once they no longer need you to reach their goal.

    The game is amusing due to the high amount of interaction between players, but what I liked in particular was how the game gave a very similar feeling to progression based RPG games. The reason for this is because players customize their characters' equipment and become more powerful as they get closer to their goal. 

    Equipment is represented through the cards players have placed in front of them, each of which granting their own bonus to the player. Random cards are acquired as they progress towards their goal by 'kicking down dungeon doors' which is simply represented by drawing a card.

    I think a similar system to this would work nicely for my game: The player has cards displaying their new-found powers and exploration is represented through drawing cards from a deck.

    Something interesting I noticed when looking back at this game, is that while players can get very far ahead of others, no matter how weak a player was, they would still feel involved because at times they can still be the deciding factor of whether an encounter by the strongest player would be successful or not.

    2. Pandemic

    Pandemic was the first non digital game I had experienced where the players are playing entirely on the same team with a common goal and a common enemy: The game itself.

    The game has more power than each individual player can handle on their own, thus players are naturally brought together and interact with each other to be as helpful as possible for the sake of their own survival. Same as with munchkin, the 'enemies' of the players (infections and such) are brought into the game through a card draw each turn.

    Just as mentioned in a previous post, this technique where power is taken away from players to bring them together is an effective way to enrich the social experience of a game. The issue I can see with this system is that it is balanced around simultaneous play from the start until the end, and would become unbalanced the moment the number of players changed.

    In an asynchronous multiplayer game where players can join and leave at any point, I want players to be able to contribute towards their common goal just like in pandemic, however I will need to avoid having a possibility of defeat based on another player's actions while you aren't involved. This means players will need to face challenges based on their own choices.


    Theme of the Game

    Just as any game, I will have to think of a theme to use for my game in order to help immerse players into the game world and giving them a purpose and motivation to overcome the obstacles and reach the goal.

    An animated series called 'Sword Art Online' was rather inspiring from the perspective of a game designer and along with several other friends of mine, I thought it would be nice to be able to play in an MMORPG using its setting.

    A summery of its setting is that several players are trapped inside the game world of a fantasy MMORPG called 'Sword Art Online'. Everyone is unable to leave until someone manages to clear the highest level dungeon in the game world - at which point, everyone would be free to leave the game. However players are given very good motivation to want to become stronger as they are told that if anyone was to die in the game world, they would also die in real life.

    This setting can work well to give players a common goal like in Pandemic, then using Munchkin's mechanics as the start point for the economy would give the game the fitting RPG feeling I am looking for.


    Next Step

    Now that I have chosen my starting place, I will next need to go into a bit more depth about several game elements: Players, Objectives, Rules, Resources, Game State, Information, Sequencing, Player Interaction and Theme. I will need to make decisions, building upon the economy of Munchkin, the team play of Pandemic and the setting of Sword Art Online.

    Friday, 16 January 2015

    Possible Solutions to Design Barriers Hindering People Fun

    Intro

    In the previous post I wrote about the main design barriers hindering people fun during the player's journey to the endgame. Now that I know what the problems are, I will move on to pointing out the solutions that have been mentioned and try to come up with new ideas.

    The Main Issues To Be Tackled

    Issue 1: Leveling System / Gear / Stats (The Power Gap)

    • Players are not rewarded for completing lower level content with friends. 
    • It is very hard to stay on the same level when trying to play together. 
    • Making a low level character just to play with friends, isn't fun when you want to progress your main.
    • Players sometimes need enough gear in order to face certain opponents which their friends are facing.
    • Power levelling your friends hurts their player experience since they will not feel like they are contributing

    Issue 2: Quests & Restricted Access

    • Being on different stages of a quest means you can't both progress on the same quest.
    • Having completed different quests from other players results in the same problem.
    • Players are unlikely to have many quests in common, even when they are in the same zone. 
    • Players cannot play together because of level based zone restriction.
    • Sometimes players need to be on or have completed a certain quest to access dungeon.

    Issue 3: Solo Focused

    • When players don't need each other it breeds anti social behavior.
    • If players are in control, they don't need each other.

    Issue 4: Sharing Resources

    • People care more about who is getting what item than about other people.
    • It is sub-optimal to progress in a group when you don't have a lot of time.
    • It is inefficient to quest with others, it slows you down if resources need to be shared.

    Issue 5: Noise

    • When too many things are happening, it will take focus away from other people.
    • Big groups of people can alienate some of the people in the group.

    Solutions For:

    Leveling System / Gear / Stats (The Power Gap)

    Scaling player's level up or down to suit the area or event that you are in. The higher level player is still superior even when down-leveled however due to perks gained through leveling. - Christina Lauro. (2014) mentions that this is used in Guild Wars 2

    After looking through several MMORPG forums, most of the comments about down-leveling systems were positive as many people are welcome to being able to play with friends. However a drawback to this system was mentioned as well: "Having this system in place makes the game feel the same from the first to the last level." 

    When you take power away from the player, which the player has gained through progression in the game, it reduces the value of what the player spent his time gaining. 

    Dungeons & Dragons Online attempted to solve this issue by allowing players to reset their level, but keep a small bonus in exchange for the levels that they lost.

    In episode 7 of a radio show called Beyond Bossfights, the host mentions another solution that is used in Lord of The Rings OnlinePurchasable levels.

    Players can pay for levels, which would make it easier to get to the same content as that being played by their friends. I have also noticed that World of Warcraft has included this feature as well. 

    Unfortunately as I mentioned in a previous post, charging real money would act as another barrier, and even then, players who worked hard to gain their levels would feel cheated to see others simply bypassing the process.

    When considering that down leveling is currently the most accepted method of tackling the Power Gap issue, my personal opinion is: rather than down leveling, use smaller power gaps between 'levels'.

    If power gains which occur through progression in the game were a lot smaller, the 'higher level' players would still get a challenge from going back to earlier content without the need to lower their actual power. This way whatever the player gains through progress will never lose its value.

    I noticed that in the game Dark Souls the power gap that occurs as the player progresses through the game is much smaller than what you would find in typical RPGs. This had a big impact on certain aspects of the game.

    When the player goes back to earlier content, or fights against a lower level player, the encounter remains challenging. While the power gap does give a clear advantage, it is not big enough to make such encounters effortless.

    On the other hand when the player is under-leveled the player is not restricted from accessing later, higher level content. If the player wishes to, they can dive straight into the harder levels and still have a chance of success.


    Quests & Restricted Access

    As mentioned above, having smaller power gaps between levels would solve level based access restrictions since the lower level player can still succeed even when fighting against higher level enemies and give reasonable contribution when teamed with higher level players.

    Some areas may be still be restricted for the sake of the player feeling like they are progressing through the world, however this will not stop higher level friends to come and help you unlock such restrictions quicker.

    When it comes to quests, Guild Wars 2's method is the closest to solving the issues. Their solution was to let any player drop in to the quest area and take part even if other players have already started it. Also, players are allowed to repeat quests if they wish, however this would be sub optimal as it gives less rewards than completing it the first time.

    Personally I believe that quests should be used sparingly, if at all, rather than to be relied upon as the main method of progression. 

    Some MMORPGs, such as Arch-age have started to lean towards the use of sandbox elements as an alternative to quests, allowing players to progress any way they want, instead of having players restricted to questing.

    This freedom from quests allows players to be more flexible, thus making it easier to play together with friends.

    Solo Focused

    Jenova Chen says in "Theories Behind Journey" - Full Keynote Speech says that in order to make players care about each other, take some of the power away from the player, and give it to the enemy, this way players will enjoy being in the presence of each other because they need each other.

    The issue with needing other players is that players sometimes want to play alone or only want to team up with friends that they know, who may not always be online at the same time.

    Due to this I think it is important to give players a wider choice of difficulty levels where they can progress. This can be done by giving players access to a range of content, with increased rewards depending on the difficulty and risk. While this gives motivation to play together, players would still have the option to progress alone if they so desire.

    Sharing Resources

    Jeremy Stratton. (2012). says that Guild Wars 2 have also removed the frustration of sharing resources such as mining veins and quest mobs. Dealing with this was quite simple, resources do not become unavailable to you when another player takes them.

    In terms of materials such as mining veins, they would only become unavailable to you after you use them. As for quest mobs being a 'limited resource', any player that takes part in defeating them, gets awarded progress towards their quest, regardless of whether they are in the same party.

    Noise

    Jenova Chen says in "Theories Behind Journey" - Full Keynote Speech, that reducing noise helps get players to focus on other players. To deal with the issue of noise in Journey, the number of players in a game was limited to two. 

    Another method that was used was to have the setting of the game be a desert void of life. This makes it natural for players to focus their attention on other players as there is not much else to focus on.

    Unfortunately while the latter is an excellent method of bonding players together, it may not fit in more action oriented games where players need to pay attention to their enemies.

    Summary

    When designing the game, I should include the following traits in order to avoid creating design barriers which hinder people fun.
    • Progression system which has small power gaps between levels.
    • Progression system does not rely on questing.
    • Less access restrictions based on level, giving players a wider range of difficulty levels to choose from.
    • Players are rewarded for completing harder content to motivate grouping.
    • Limited resources in the game world cannot be made unavailable by other players.
    • Groups should have a small size limit in order for every individual to be noticeable by others.

    References / Bibliography

    Christina Lauro. (2014). MMO Mechanics: Lowering the barriers to entry. Available: http://massively.joystiq.com/2014/01/08/mmo-mechanics-lowering-the-barriers-to-entry/. Last accessed 08/12/2014.

    Beyond Bossfights Episode 7 - Barriers To Playing MMO's, video, Braxwolf Stormchaser, 02 July 2014, viewed 08 December 2014, <https://www.youtube.com/watch?v=dtMeSAnaovY>.

    Jeremy Stratton. (2012). The Soapbox: 'L2P' and the antisocial MMO. Available: http://massively.joystiq.com/2012/07/31/the-soapbox-l2p-and-the-antisocial-mmo/. Last accessed 08/12/2014.

    Journey Game Creator Jenova Chen "Theories Behind Journey" - Full Keynote Speech, video, Variety, 08 February 2013, viewed 08 December 2014, <https://www.youtube.com/watch?v=S684RQHzmGA>.