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.

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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
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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.