TGDRT #28: Scoring & Victory

Episode #28 is live!

The usual three-man crew discusses – debates, even – the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they’re inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in ‘Tomorrow’ and ‘At the Gates.’

Although it’s not something I’ve talked much about here on the site, anyone that’s listened to the show in the past should be very familiar with my dislike of victory points.

I don’t find the use of VPs to be inherently evil, as they do come with benefits and I’ve enjoyed many a game that’s included them. However, I find VPs to be so much of an abstraction that anything they’re associated with loses all connection to the “theme.”

Sure, you don’t need a great theming in order to have great gameplay, but without it you’re raising the barrier to entry and making it much harder to tell if you’re on the right path. As such, I try to avoid them whenever possible.

Of course, that’s just my opinion! Check out this episode to see what Dirk and David think.

- Jon

How Do You Become a Game Designer?

 

In a recent interview I was asked some questions regarding how and why I became a game designer. I’ve reposted it here, in hopes that it proves helpful for anyone out there thinking about pursuing a career in this field. Design is an amazing line of work and I wouldn’t want to do anything else – but I’ve been very lucky and it’s not all roses and puppy dogs.

 

What made you want to become a game designer?

I’ve been designing games for as long as I can remember. I started programming simple games back when I was 8, moved on to more complex ones (that I never finished) by the time I was 12, and in high school I spent much of my free time creating detailed mods for strategy games like Civilization 3 and Paradox’s Hearts of Iron. By the time I could really consider what I wanted to do for a living, I’d already been doing this kind of work for a decade!

Another factor in me gravitating towards games, both for entertainment and as a creator, was an early interest in history. My mother was a teacher and we always had a bunch of history books around. I particularly grew fond of historical atlases, and it was a fairly natural transition over from this to light PC wargames like SSI’s Panzer General.

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TGDRT #25: Information & Obfuscation

Episode #25 is live!

David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does ‘Persona 4’ work when the BioWare games do not? And when can hiding info be GOOD for a game?

The role of information, and its cousin abstraction, is something I’ve already written about, and it was great to discuss it with a larger panel. I honestly had some trouble thinking of more modern games that didn’t obfuscate enough, but I think David’s suggestion of the BioWare titles is spot on.

In thinking about this topic especially, it’s really become clear to me that game design is much more about “feel” than many mechanical designers (and those trying to pump up its value by applying a form of scientific method or standardized process to it) like to admit. What the game does and does not give away is a fundamental decision the dev team makes very early on, and it may not even be done consciously.

Yet another feather in the cap of, “There are certainly good and bad ways to design games, but you’d have a harder time arguing that there are good and bad game designs.” It’s almost like baseball – every season is a long grind filled with dramatic ups and downs. Sometimes you’ll have a week where every at bat you hit the ball hard but right at someone, and at other times you’ll flail, break bats and loop game-winning hits over the infield. All you can do is hone your fundamentals and trust that good process will win out over luck eventually. Fortunately, it does.

- Jon

TGDRT #24: Games and the Law

Episode #24 is live!

Trademark specialist and actual lawyer-type Dave Fitzgerald joins the show to discuss legal issues relating to games development. Topics covered include the difference between patents, trademarks and copyrights, what you need to set up a company and common mistakes made by developers.

I really enjoyed this episode, as it provides detailed answers for legal and business questions that I’m sure every indie developer has wondered about. In addition to setting aside a couple hours to chat with us, Dave has also generously offered to field questions. You can reach him at DFitzgerald@WHE-Law.com.

- Jon

TGDRT #23: Magic, Drafting & Updates

Episode #23 is live!

Dirk shares his first ‘Magic’ drafting experience, and why the game and format now has its hooks into him. He and Jon then step back and evaluate the drafting mechanic and ponder whether the reason why it works is BECAUSE of a steep learning curve. They then go on to discuss the recent re-release of ‘Age of Empires 2’ and ‘War of the Roses’ before providing brief updates as to what’s new with ‘At the Gates’ and ‘Tomorrow’.

I was worried Dirk wouldn’t enjoy his Magic drafting expereince, as it’s one of those things you either love it or absolutely hate it. I’m glad that he had fun, because while there’s an incredibly steep learning curve, if you can get up over the top there’s some great gameplay to be found at the peak.

- Jon

 

AtG Economics Brainstorming

 

Late last year I brainstormed in detail how the economics system for At the Gates ought to work. It would have been easy enough to just say, “Okay, there’s metal and wood and population and this unit costs 50 and that building is 75… BAM! Done.”

But a starting point like that is not what you want when building a complex strategy title. Even those decisions which seem unimportant can trigger a chain reaction that dramatically alters your game. Identifying exactly how every piece is supposed to fit together is crucial.

Is a unit intended to be powerful, but expensive? What implications does that have? In what way is wood different from metal, and what strategies can players build (or not) around each? What are the broad goals for pacing and feel?

After switching the economic focus from a social classes to depleting resources, I already knew the rough form the economic system would take. But these were the sorts of in-depth questions I still needed answers for. What follows is the brainstorming I used to find them.

- Jon

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TGDRT #21: Free to Play

Episode #21 is now live!

New occasional co-host David Heron rejoins the show to analyze the impact of Free to Play (F2P) from a business and design perspective. The group discusses the philosophical implications of F2P, along with real life examples that include Banner Saga: Factions, World of Tanks and League of Legends.

I’m not really a fan of F2P, although I do think it has a role to play, particularly in the mobile market. We’ll likely be exploring it with the iOS version of AtG, although it’s too early to say for sure what our plans there will be.

- Jon

AtG AI Mini Update

Woohoooo, the first post-Kickstarter AtG update! This is going to be a fairly short one, but I wanted to let you guys know what I’ve been up to, lest you worry that I’ve run off to a Caribbean island or something. My intention is to post one major update every month, with smaller unplanned ones in-between going up here and over on our forums.

So for the past couple weeks I’ve been heavily focused on designing the basic structure of the AI. As I’ve noted in previous articles, the basic goals are effective behavior and minimal mistakes, achieved with simple, targeted systems.

I’ve been creating several “scenario sandboxes” in the AI brainstorming docs to establish what an AI response should be to various situations, along with the process for how decisions are made. [Shameless Plug] If you’d like access to these and other documents, you can use PayPal on our website to get up to the $125 tier! [/Shameless Plug]

Right now my brainstorming has led me to an AI design with four main systems:

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TGDRT #20: ‘Tomorrow’ & Abnercon Games

Episode #20 is now live!

Jon and Dirk are guest-free this week and provide an update on what they’ve been working on and playing. On the Kickstarter front, ‘At the Gates’ has wrapped up and ‘War Stories’ will soon be doing the same. A recent playtest of ‘Tomorrow’ and Jon’s thoughts on a recent version of the game. They also discuss some of the games played at ‘Abnercon’, including ‘The World Cup Game’, ‘Railroad Tycoon’ and ‘Mare Nostrum’.

Another solo show where Dirk and I chat about what we’ve been up to lately. There was a lot more we wanted to cover but we didn’t want a 2-hour show so we decided to cut things off.

- Jon

Fairness, Discovery & Spelunky

Spelunky is, without a doubt, my favorite game of the past several years. I was extremely excited when its brilliant designer, Derek Yu, agreed to come on our podcast a few weeks ago. (And perhaps even more so when I heard today that a portable PSVita version is in development!)

So what kind of game gets a designer so excited? Well, I’m glad you asked! The answer is one that is extremely, incredibly and completely… unfair. Wait, hold on? Haven’t I said that “unfairness” is a bad thing?

 

What is Spelunky?

Before we start digging into details, we should first explain what Spelunky is. The game is a roguelike platformer with random levels. You play as an Indiana Jones-esque adventurer exploring abandoned mines, jungles and temples. Along the way are a variety of traps, enemies, items and equipment that can either aid or thwart your quest. If you’re curious what all of that adds up to, check out this YouTube video.

I could go on at length about how great the randomly-generated levels are, but I’ve already covered that ground in other articles. Today, I’ll be talking about the other (not so) secret ingredient which helps make roguelikes addicting – their brutal unfairness.

If you lose all of your health in Spelunky, it’s game over. There’s no saving or reloading – death is truly the end. And it’s exceptionally easy to die, as many traps and enemies will kill you with the slightest touch. Pretty unfair, right?

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