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.