Showing posts with label single player. Show all posts
Showing posts with label single player. Show all posts

Sunday, October 31, 2010

Designing Choices in Games

Most recently released role-playing games have added moral choices or dilemmas as a core part of game-play. Unfortunately, few of these games succeed in making them interesting. They only offer "good" or "evil" options, which limit the player to being an angelic fairy of holiness or a complete jerk.


Choices need more depth than this

In order to make these choices actually elicit thought on the part of the player there are some basic requirements.

1. Make every choice viable to complete the game.
In some games you can make choices that make it almost impossible to finish the game. In Baldur's Gate, for example, the game has a reputation system which goes from 1 (extremely evil) to 20 (Heroic and noble). Unfortunately, only the heroic and noble option is viable to complete the game. If you are good, merchants will give you a steep discount on items and most people will react favorably to you. If you choose to make an evil party and your reputation drops below a certain point your game becomes a living hell. You will be attacked by the guards in every town, merchants will refuse to sell you items, and as you travel you will be ambushed by large war parties from the major cities.


The game is rather difficult to beat when a giant army of mercenaries attacks everywhere you go

It may be realistic that the major towns have a bounty on your head when you're evil, but from a game play context it's a nightmare. If you give the option to play as an evil character it needs to be a viable choice.

As an additional problem, every other character in the game who joins your adventuring party has their own alignment of good, neutral, or evil. Good and neutral characters will leave your party if you become too evil, evil characters will leave your party if you become too good. This means that if you use these characters in your group you have limitations to the choices you can make-otherwise you'll lose half of your strength and be unable to finish the game without a tedious trek around the world to find some more people of like-minded beliefs to join you.

2. Don't make one path grant benefits that are much better than the rest.
The worst route you can take for making a moral choice system is to offer unequal rewards. Players will almost always seek to take whatever route offers the best items, the most money, and the most experience. If you have a quest with one choice that gives the player a couple healing potions and one that gives the player a tremendously powerful weapon, why on earth would anyone pick the one that offers healing potions?


No offense meant healing potions, but you're just not as fun as a new sword

In the Baldur's Gate games, persuading an enemy not to fight or letting them go is almost always the worst possible choice. You don't usually get any experience points for releasing them and you also miss out on all the items and gold they might be carrying.

This isn't to say that you can't offer different rewards for different options, but they need to be properly balanced. Otherwise players aren't going to think about what choice is the best morally or pragmatically, they will think about what choice gives them the best loot.


Hmm I don't know if I want to kill hi-wait I get a TANK if I kill him? When and where do you want him dead?

3. Don't make good and evil moral compasses for players.
This is more of a personal preference of mine than anything else, but I despise games that choose to give you a good/evil compass. Many recent games use this device, such as Infamous and Prototype.


At least the cover of the game makes being evil look viable

The problem I have with these moral compasses is that they are again placing an artificial device in the way that will take precedence over your actual beliefs when it comes to making choices. To get the best armor/weapons/ending to the game you are required to play as a complete evil bastard or complete good hearted soul. If you pick a choice in between the two, a pragmatic option, you don't get the best toys to play with.

On the other hand, I can also see why a lot games choose this type of system. It makes it easy to design all of the choices-you just make an evil and a good option. If you add additional options, it adds a great deal of development time and expense to the game. If you have different endings to the game based off your choices throughout, it's also a lot easier to just have two or three to worry about as opposed to a dozen or more.

However, if you must use some sort of numeric value to rate the player's choices throughout the game, it is better to make it based off something other than good and evil. Two games I can think of that do this well are Mass Effect and Arcanum.

In Mass Effect you can make Paragon actions, which tend to be forgiving and generous to others, and Renegade actions, which tend to be pragmatic. You are allowed to make either paragon or renegade choices in some situations based off your level in that side. For instance, a paragon choice might be to let someone who tried to rob you go after you beat him up with a stern warning to turn his life around. A renegade option might be to throw him out of the window of a skyscraper.


The renegade/paragon scale of Mass Effect

The best part of this system is that you aren't limited to only one side or the other, you can choose to make paragon or renegade decisions whenever you like. The only disadvantage to not going fully down one track is that there are a few persuasive choices that you need extremely high renegade or paragon scores in order to accomplish. However, if your score isn't high enough to make them it doesn't ruin your game. Thus, you feel free to pick whatever option seems best to you.

Arcanum is a steampunk RPG where magic and technology exist in the same world. You can choose to have a character who uses swords, armor, and magic or a character who uses molotov cocktails, grenades, pistols, and shotguns. Or you can pick a character in the middle who uses elements of both.


Unfortunately the game is also so old that including any screenshots would be a bad idea

However, the game features a compass between magic and technology-as you choose abilities that let you use magic the compass tilts toward magic, as you choose technological abilities it tilts toward technology. Highly technological characters cannot use or be affected by magic as well, so if you try and use a healing spell on your character it will not be as effective. A highly magical character cannot use firearms or explosives effectively. If you pick a character in the middle, they can use items from both sides, but not to their maximum effect. This makes choosing abilities when you gain levels extremely interesting-there are many variables to consider, making it take a great deal of thought.

4. Make major choices have effects later in the game.
If you want players to care about each decision, it's good to make big decisions have a lasting effect on the game. That doesn't mean that picking between some money and a healing potion needs to change the ending of the game, but some certainly should have significance.


I told you we should have taken the healing potion!

Let me conclude with a few examples of well designed choices. In one of the downloadable modules for the first Mass Effect, a group of terrorists has taken over a mining facility on a large asteroid and have aimed it at the planet below where millions of people live. The terrorist's leader has locked up a group of the miners and scientists in a room with a bomb rigged to go off. He makes an ultimatum-let him go or he will detonate the bomb and kill all of the hostages. You can choose to release him and potentially allow him to make a similar attack again or you can go after him and all the hostages will die. You suffer no changes in loot or experience for picking either route-it's all up to you.


Although the hideous nature of Batarians does tend to bias me toward killing him

Another example-you are sent to kill the leader of a nation or city because he has been imprisoning a specific group of the population. However, when you go after him he explains the reasons behind his actions. Perhaps that group was responsible for terrorist attacks against the population and he's trying the best he can to protect his people. The leader isn't a caricature of evil, as most games make the bad guy, he's a realistic, human figure. What choice do you make now? Should you kill him? Let him stay in power? Take him prisoner?


A decision becomes much more challenging to make when it's about someone whose awkward situation you can understand

Even better, make the choice be about a character you've known throughout the whole game and grown to like. One of the members of your party was hit by a corrupting spell by an enemy sorcerer that causes him to go into a berserk rage every few days. The first time this happens he kills a few innocent civilians before you can restrain him and it wears off. Do put him in restrains and try and find someone to dispel the curse? Do you kill him outright for killing civilians? Do you keep him with you but restrain him before he's going to go berserk because you like the guy and couldn't bear losing him?

I want to see more games that offer complex choices like this, not simple ones that are biased by rewards or other ancillary factors of the game. Difficult options force me to think and care about the world that was created and will keep me coming back for the next expansion or sequel in the series.

Sunday, September 26, 2010

Developer Focus: Single Player or Multi Player

After playing through the single player campaign of Starcraft II, one of the best RTS campaigns I've ever played, I had to think about whether it's worth it for developers to invest so much energy into the single player components of their games. All of the cut scenes, movies, voice actors, different maps, special units, and other material that's needed can eat up a huge portion of development time and money for a project. In a developer that isn't Blizzard, this may lead to an issue where there isn't sufficient time spent on the multi player and single player portions of the game to make them both enjoyable for players.

The problem is usually most obvious in the multi player portion of the game, as the single player is the most played part of a game, with only a small portion of the community continuing to play online. There may be gigantic balance issues in the game where one faction or strategy is basically impossible to beat. Support to fix these problems is also frequently lacking. Many developers take months to put out a balance patch, and even when it comes it may not be tested properly, causing more problems than it solves. This leads to an irate community and a hemorrhage of players until the problems are fixed, assuming they are at some point.

The problem is certainly not limited to RTS games, FPS titles and any other game that includes a online component as well. Many feature a superficial online system that minimal effort was put into, including a couple popular modes like team deathmatch and free for all, and that's about it. The real development effort was put into the game's single player mode. Sadly, in many cases the single player mode is also forgettable. I haven't finished a single player campaign for a FPS in an extremely long time and I have never played them more than once.

This begs the question, should developers continue to funnel ever larger amounts of money into creating a single player experience that most players will only complete maybe once or should it instead be invested into the multi player component, which may build a community that lasts for years, building a loyal community to the title?

The biggest barrier to the creation of games that focus exclusively on the multi player content is that most people who buy games do so for the single player. Many players simply don't feel comfortable with playing online because of many factors. They don't like to lose, the rudeness of other members of the community, latency issues, poor interface design of the online features, etc. Most players are unwilling to get their ass kicked by better players for the required number of games to develop enough talent to win.

Fortunately, many of these barriers are not insurmountable. Starcraft II introduced a lot of features that could potentially make new online players feel comfortable playing. There is the option to play a number of unranked games before diving into ranked play using special maps. These maps feature rock barriers at the ramps to the base, allowing a player to have some protection from attack so that they can develop some comfort with how the game works and how to build their army. Additionally, the first 5 games are played in a placement mode, placing the player in a league appropriate to their skill level. The interface is well designed to make it easy to figure out how to start games and get into the action. The map editor is great, giving mapmakers a lot of options for creating unique scenarios, such as tower defenses, adding custom maps to the community. In Warcraft III these custom maps became a large part of the online population, especially Defense of the Ancients, a custom map that developed its own tournaments! Lastly, the addition of achievements to the game allows players, even bad players, to feel that they are accomplishing something when they get new portraits they can use in multi player.

Although it is still unfeasible to expect developers to be able to focus exclusively on multi player content, if steps are taken to make the online experience more friendly to new players, it may be possible in the future. It will be interesting to see the data on the online player base for Starcraft II to see if these steps encouraged more people to play online or not. If they did, it seems like every developer who wants an online component should take similar initiative to get more people playing the multi player part of the game.