Showing posts with label ethics. Show all posts
Showing posts with label ethics. Show all posts

17 November 2015

Hearthstone - crafting

Hearthstone has a soft currency called dust. Dust is used to purchase a desired card from Blizzard. Common cards cost 40 dust, legendary 1600. Dust is obtained from trashing cards: 5 for common cards, 400 for legendary. Players who want a specific legendary card are very unlikely to find it in a card pack. But they can trash the cards in the card pack for dust, and use that dust to buy it.

Blizzard gave a special name to purchasing with dust and trashing cards for dust: crafting and disenchanting. Yet this mechanic is far from the crafting we are used to in RPGs: no additional material is required beside dust, and all cards follow the same recipe. Rarity only increases cost. So why calling it crafting/disenchanting, and not buying/trashing? Why make a fancy UI, pretending that players are actually creating a card themselves, and not buying it from the store? I think it was so that players perceive dust as a regular game element, and not a currency. That way, players don't feel like they are purchasing dust (through card packs) with real money at all.

Blizzard actually introduced direct-purchasing (aka crafting) as a solution to what they say is a common trading-card game issue: when players obtain a rare card, they want to keep it, and they'll never trade it with other players. But that rationale is flawed. People who buy card packs will sell their duplicates if the game provides them an auction house. Blizzard probbaly did not want to go that route after their Diablo 3 auction house was overrun by gold farmers.

29 October 2015

Gravity EU changes XP rates to prevent botting

Gravity Europe is the company running the European Ragnarok Online (euRO) server. Players can play on euRO for Free or by subscribing to a Premium account for 5 euros per month. Premium accounts also provide perks such as more character slots, more space to store items in the game, and a lower XP penalty on character death.

Gravity EU sent an email on October 22, 2015 to notify their players of a change in XP and drop rates:

Dear Adventurer,
As we have been aware that bots are polluting our server more and more every day, we've decided to act and make botting less attractive than it has been so far. From now on, the XP and Drop rates will change for both our Free and Premium users. Indeed, below you will find the comparison between previous and new rates:
Previous rates: Free Players: 100% XP and 100% drop. Premium Players: 150% XP and 100% drop.
New rates: Free Players: 75% XP and 75% drop. Premium Players: 175% XP and 150% drop.
As you can see, we also increased the Premium rates as a thank you to our loyal players and we hope that these changes will make our server a better place to live and play on, for everyone.
Enjoy your time on Ragnarök Online!
Gravity Europe Team

This decision is wrong for several reasons:

  • Reducing the drop and XP rates for bots from 100% to 75% does not solve the botting problem. Bots on Free accounts are now simply 33% less productive, while bots on Premium accounts 50% more so. Bots are still here.
  • The gap between the Premium and Free rates was moderate. Now it is more than 2x. Why would anyone play for free now?
  • Using botting as an excuse to change the rates is a marketing ploy. If Gravity EU had increased the rates without mentioning botting, and only as a thank you to our loyal players, it would have felt like they were forcing players to go Premium. In contrast, by justifying their change with botting, Gravity EU is telling their players: go Premium to fight the bots!
  • RO came out in 2002, so its graphics and game mechanics are a bit outdated. Yet, like any MMO, RO must attract new players for its community to survive. Having made the game free was a good first step, but Gravity EU also has to work on players acquisition. Most new players start playing the game for free, to try it out. Reducing the drop rates for the free players certainly hurts day-1 retention.
  • The decision to change the rates is framed as a loss for Free accounts and a small gain for Premium accounts (and not as a solution against bots). The decision could have been framed as a large gain for Premium players and no change for Free players. Make it a reward! In fact, the Premium Service page frames it as a 100% vs 230%, not a 75% vs 175%. Why was it not framed that way in the email?

Finding a solution to botting is actually easy. Some private RO servers implemented periodic captcha popups: every 30 minutes, the game kicks out the players who fail to answer a random but easy test (such as 1+2=?). A bit inelegant, but very effective.

09 December 2012

The deck-building card game genre

Dominion ripoffs or deck-building card games?

Here is a quick list of games that resemble Dominion in some ways.

Year Name Theme Description
2007 Race for the Galaxy Space and planet exploration Deck-building, but does not rely as much on engines as Dominion or Magic do. There are no interactions between players (no stealing cards or throwing dead cards in the deck of others).
2008 Dominion medieval Some interactions between players. Solid engine/combo mechanics.
2009 Thunderstone dungeon-exploration, medieval fantasy Cards include medieval fantasy heroes, items, locations, or monsters. With the adequate items, heroes can kill monsters and level up (ie card upgrade), making it easier to progress through the dungeon. For some, This is like Dominion, only even more fun.
2009 Tanto Cuore cutesy Japanese maids The art borders on ecchi and may offend prude people. Design-wise, each player can place maids in their private quarter to trim their deck, but in doing so, they expose themselves to attacks from other players. The game also features private maids giving special powers every turn. Some Dominion players consider the game refreshingly different, but compared to Dominion, not as much effort was put into balancing [and] playtesting.
2010 Puzzle Strike relatively abstract: breaking gems Seems less inspired by Dominion than Tanto Cuore or Thunderstone are. Tokens have replaced cards: tokens can be bought and sent in an opaque bag to draw from, rather than an actual card deck. Heavily PvP-oriented: players throw gems in front of each other, and when 10 gems have been placed in front of a player, s/he loses.
2010 Ascension dark fantasy System of two currencies (rune and power). Victory points are kept visible on the mat. Some players have reported that synergy is more a mater of luck than anything.
2011 Quarriors medieval fantasy Inspired by Dominion and maybe by Puzzle Strike as well. Instead of cards, players buy dices, and instead of a deck, players use an opaque bag to draw dices from. The base game seems to have been popular enough to be followed by 4 expansions and a bunch of promo cards.
2011 Nightfall vampires and werewolves Cards can be chained by color and between players, not just during a player's turn. Players throw wounds at each other, the equivalent of Dominion curses in that they clog the victim's deck, but they also determine the winner (the player with fewer wounds win).
2011 Battle of Gundabad Orc warriors, suitable for 12 year-olds? A $2 iPhone game considered a blatant ripoff of Dominion because the cards are exactly the same, just named differently (e.g. BoG's Paralyze is Dominion's Cutpurse, Warmongering is Laboratory, etc.). Each level of the campaign mode features a particular set of cards to teach a particular combo to the player. Yet the game does not feel very polished. The lack of deck-building card game for iOS made some realize that BoG stepped in to fill the void and could maybe persuade someone to pick up the Dominion license and put out a licensed, polished product. And indeed, the current official Dominion iPhone app features a campaign mode. Thanks BoG?

Lessons learned about innovative mechanics:
Given this small list of deck-building games, Dominion clearly pioneered the deck-building card game genre. Even though it seems difficult to draw the line between a ripoff and an original game of this new genre, each game brought something new to the table. I only wish designers tried to explore this vast and uncharted design space more aggressively, rather than keeping 80% of Dominion and branching from there.

Lessons learned about the themes:
As Tom Vasel says, apparently most deck-building games [...] have to be fantasy-themed. While the deck-building mechanics are great, the medieval/medieval-fantasy theme is dull and lifeless. It may be that deck-building designers go for a medieval theme to avoid frustrating MtG/geek players, their target audience. Some hardcore nerds may still be in love with medieval/medieval-fantasy themes, but I think a lot of non-gamers find the medieval theme trite and/or associate it with nerds. Thus some non-gamers may be more reluctant to try Dominion, Thunderstone, or Ascension than, say, Bang!. Deck-building card games need more original themes like Tanto Cuore's maids, or they will remain like MtG, an amazing game stuck in a nerd niche.

Copyrights and publishers

In June 2011, Dominion's designer, Vaccarino, reported that Rio Grande Games (RGG), the publisher of Dominion, had asked a contractor, Goko, to develop and run an online version of the game for mobile phones and web browsers. And of course, Goko wants the free isotropic Dominion server to shut its doors before they launch their product.

Goko's Dominion launched in August 2012, but technical problems caused the Goko game platform to close its doors and go back to beta. As of December 2012, Goko is back online, out of beta. The Goko version has a nicer UI than isotropic, but does not seem to provide the expert features isotropic offers (e.g. game logs). Also, one can play Dominion on Goko for free using the basic set, but expansions must be purchased with real money. Isotropic is still up and running.

Lessons learned: an online version of Dominion should have been released as soon as possible. Ideally, RGG could have determined Dominion was a hit before or around the release of the first expansion, by mid 2009. But RGG had other priorities (non-digital board games!), and as they kept waiting, people 1) bought an unpolished iPhone clone (BoG), and/or 2) felt more and more entitled to play Dominion for free. Board game publishers really need to start considering digital publishing up front and more seriously. There is a demand for it!

20 December 2011

Play Money - Dibbell 2006

Play Money, Dibbell, 2006

Notes from the book, re-organized in sections by myself for easier summarizing and reading. Below, UO stands for Ultima Online, and OSI stands for Origin Systems Inc, the game company who developed and ran UO. OSI was owned by EA.

Playing

Players keep playing because they want to go up the player ladder the same way RL people want to go up the social ladder. At some point, you have to decide either to leave the game cold-turkey or to give the game a point: make it productive. Giving the game a point is easier because the game is addictive. Although flow happens 3 times more often at work than during leisure times, play makes flow more enjoyable.

Huizinga: play has always been part of society. Weber: the Protestant Ethic of Puritans considers productive activities as recommended by God, and sports and leisure as wastes of time. Capitalism principles come from Ethic of Puritans, hence a capitalist society considers play shameful. Dibbell: Games are symptoms of post-modern rampant abstraction and transformation of wealth creation. Marx: solidity melts into air. Dibbell about games: production is melting into play.

Troy Stolle is a RL carpenter who played a grandmaster blacksmith. When fired IRL, he decides to sell his 52-month old account on eBay for $500, when the account is going to be resold for $2k. He thinks it's all fake anyway and does not realize there is demand for virtual items.

Being part of UO's virtual economy

Virtual economies require and implement constraints and scarcity. Castronova: in MMOs, scarcity breeds market, and markets cross realities at their onset. Dibbell realizes there's a complex supply chain of warriors who drop, artisans who craft, hagglers who buy/sell IG, brokers who buy/sell on eBay or on their own website, and finally the clients. Example of a client: a Mum buys a $25 virtual item for her kid's Christmas. Why people sell for so low is the mystery that lies at the center of market economics: it generates profits at all levels of the chain.
Lesson: Theory of ludocapitalism, where play is a latent force waiting to be tamed the same way steam was the energy of the industrial revolution.

Julian Dibbell: born 1963, starts playing UO in early 2003. Weekly play time: 20 hours per week. First step in the economy: farming and selling batches of leather suits to another player. He Starts a blog in March 2003 to track his business adventures. A journalist VIP pass grants him earlier access to maps of the next update; he uses it to avoid the rush on new houses and buy 2 houses. Why keeping an uber house worth $600? I wanted to be envied. He accepts to share his house with a 17 year old kid, who sells IG some items for him and brings him a small profit. Unusual/weird "friendship". He plans to sell the other house for 30m gold, but a famous player on his shard asks for 20m and he accepts, honored and intimidated.

IG runebooks let players memorize places to teleport to them later on. Memorize all the mining spots in that book. Once the spots have been written in the first book, duplicating that book takes little time. Dibbell sells each book $3 on eBay. He quickly realizes this is too little profit for too much time spent. Some "rares", on the other hand, can sell on eBay for $75. Rares, along with other luxury items such as hair dyes or houses, are often only sold by NPCs to implement gold sinks.

Although virtual economies enable players to bond, when you get too deep into it, you're not a player anymore. The social aspects and the fusion with fiction disappear. Yet vendors of virtual gold are still immersed in some ways: Dibbell has no idea what he's doing at DiGRA or State of Play, talking about virtual economies and law, because he's more eager to live in [MMOs] than to understand them. He has self-doubt and wonders if the study of virtual economies has an intellectual substance about as substantive as pot smoke.

Scams and (lack of) protections:

  • Kids buy from their Mum's PayPal or credit card and receive the item within 15 mins. After a day or two, Mum reverts the transaction, but the player still has the item in his inventory, or even sold it to someone else.
  • Scammer advertises selling an item for half its market value. When buyer comes, the scammer sends him a link to a Paypal-looking phishing website in an email, and then empties the buyer's Paypal account.
  • A seller advertises a rare item. Using a thief character, another player goes to the seller's house, steals the item, and sells it IG or on eBay. Dibbell knowingly buys from the thief: in-game robbery is part of the game.
  • eBay and Paypal do not provide insurance over "intangible" goods. They provide insurance for soccer match tickets, presumably "tangible". Still, they say they can't insure a real paper ticket with a code written in real ink for virtual gold.

In 2004, the IRS said:

  • Declare as income anything you receive IRL, be it work of art, real dollars, or virtual gold. Illegal income such as stolen or embezzled funds must be included [...] if from your self-employment activity
  • For normal players, prizes won in lucky number drawing must be included in your income at their fair market value
  • Organizations that facilitate the trading of goods and services, such as OSI with virtual gold, should send tax forms to and withheld taxes from its players.

In 2005, an IRS specialist on the phone said there's no legislation yet on Internet barters or virtual economies.

UO vendors

IRL, dozens of monetary startups create "fake" money. E-gold backs their virtual currency with real gold stored in private vaults. An artist draws custom dollars and sells them, as art pieces, for more than their face value. Dibbell: We live in an age of money hackers. Make-believe [is] required to establish monetary value.

Blacksnow Interactive is located in Orange County. Business model: gold farm of 8 Mexicans in Tijuana, Mexico, paid $19/day, generate $30k profits per month. They play according to scripts given to them daily by their on-site supervisor. $800k sitting in inventory. Blacksnow trialed Mythic after they asked eBay to shut down Blacksnow's DAoC's gold auctions. Too bad Blacksnow vanished after being trialed by another game company, because justice would have had to determine who owns the IG wealth: players who spend the time, or companies who make and own the games?

Bob Kiblinger used to work as a chemist with decent pay. After playing UO nights and weekend, his wife divorced him. He bought and resold Troy Stolle's tower to Dibbell. Bob is a popular broker with 10k+ ratings on eBay. Has list of furnishers for each shard on IM. Spends 14 hours per day trading accounts and items. Belongs to the Markee Dragon conglomerate of the top 7 UO brokers. Markee Dragon provides server transfer, lets you pay your game time by gold instead of real dollars (they own the account and pay it for you), and brokers IG gold. Markee Dragon's ethics say: don't buy from bot farmers because they cheat. In 3 months of 2003, Dibbell bought $3700 of discounted gold from bot farmers, so he felt kind of unethical. Later, Rich the bot farmer gave him the list of his top 10 clients for 2003: Dibbell is 10th, all Markee Dragons belong to the top10, and number one is Bob who bought a total of $35k of gold in 2003.
Lesson: you need to buy from bot farmers to make a living in the US as a gold broker.

Using DeepAnalysis, an eBay market research tool, gives the market state and the list of vendors in a particular eBay category:

  • Weekly sales of UO items and accounts: $160k
  • Yearly sales of UO items and accounts: $4.2M
  • Change rate: $16 for 1M gold

And there are other sources of revenue for vendors that are not visible on eBay:

  • buy whole accounts for $300 and sell all the items in them for a total of $1200 = 400% profit
  • IG gold suppliers run big malls
  • A Guild has the monopoly on mining spots in a shard. Its guild leader sells gold to his broker.
  • Camp houses that will soon be re-opened for sale because their owner has not logged in for a long time. Can be done with a bot. Then resell houses for a lot of gold or dollars.

Working for Bob, in a solitary and obsessive interlude of 3 weeks in mid 2003, Dibbell made $1100 of sales by taking his share on buying and delivering suits on his shard. In the next 3 weeks, he only dedicated 2h/day selling packs of 100k or 1m gold and suits on eBay or to Bob. His sales remained around $850 per week. On average, brokers make 20% profit from their sales. After 3 months, Dibbell made $800 profits and ranked 65th out of 800 in terms of sales of eBay UO vendors. Bob is ranked first with $8k sales and $2k profits per week. Dibbell compiled those results thanks to the DeepAnalysis tool.

Gordon, a Cantonese exec, just opened a 10-man gold farm. He asks for partnership with Dibbell and Bob: his farmers would bring items that Dibbell and Bob sell to clients, and they all share profits. Predictions of $1600 sales per week. Gordon says he pays his farmers $1.5/hour and they can generate $5/hour. However, a NYTimes article in 2005 revealed that Chinese farmers are usually paid $75/months in 12-hour shifts, ie less than 30 cents/hour. Anyway, Gordon never generated the profits he mentioned. However, Dibbell, on a road-trip from Indiana to California, reached a max of $1k/week of profit for 4 weeks, mostly only selling 1m gold packs.

Bot Farmers

The game allows the use of a macro API provided players stay in front of the screen. Bots use macros on exploits such as 1) buy clothes from NPC 2) tear down clothes into tissue using basic tailoring skill and macro 3) sell tissue for more than the clothes. This technique generates 350k gold per hour. A Georgia man used it and amassed 20b gold, ie $300k. The total wealth of UO on all English shards was estimated at 35b, hence huge inflation wave coming up and detected by GMs. OSI fixed the exploit and wiped the extra gold by banning the bots.

Richard Thurman: 30 year-old software engineer. Leads the hacker group who developed EasyUO, a UO bot program. Rich's bots on 20 machines brought him 60k gold per hour using cartography exploits. Competitors denounced him to GMs and he was banned. Came up with a more defensive strategy: 1) eBay is too risky, hence build network of IG wholesale gold buyers. They get gold for 40% less than the eBay price. 2) to check for bots, GM wear a colored stick and ask the player "what's the color?". The bots would IM or SMS Rich when they were faced with a GM, and receive text to say to the GM by IM or SMS from Rich. 3) Plug A.L.I.C.E so that bots talk by themselves.

Blacksnow's leader and Rich meet in October 2003. Blacksnow proposes to agree on gold prices in return of receiving a dll used by EasyUO. Rich says it belongs to his group and refuses. Blacksnow discovers the hacker group had been blackmailed in the past by a player and had had to give the dll to the blackmailer. Pissed, Blacksnow reports Rich's bots to GMs.

An updtate from OSI on the merchant NPCs implements an offer-and-demand scheme, but assumes that players won't buy more than 500 items. Rich and another bot farmer find the glitch: buy 2k items at a time, the NPC believes you only bought 500 so the price does not increase as much, then resell the 2k items for small profit. Bot farmers use the exploit for a while, making millions of gold per hour. Blacksnow finds out they're making a lot and blackmails them for their technique against not denouncing them to GMs. The 2 farmers decide to stop their scheme and tell OSI about the exploit so that no other benefits from it. They made a total of $150k profit from 20b gold.



PS: Dibbell thinks that designing a single-shard MMO for 100k players is an impossible dream, and that's why MMOs stay sharded.

03 April 2011

[Literature] Game Balance ch5 - The human-side of probabilities

My notes from course 5 of the Game Balance class of Summer 2010, by Ian Schreiber.

The more randomness in a game, the more casual it is: there are fewer strategic choices. Less randomness means more of the fate of the game lies in the player’s choices. That’s not always the case, though. Ex: TicTacToe has no randomness, but is not about skill. Other counter-example: a Poker hand is random, but there are skilled Poker players.
Skill dominates (over luck) if the player is rewarded for predicting and/or responding to the randomness. Ex: one can base his decision on probabilities in Poker, but not in Black Jack.
There is no skill in executing a difficult pattern that you’ve practiced (eg counting your hand or memorizing cards in BlackJack). Skill appears in planned, successful and unexpected decisions.
Luck can be carefully increased to even the playing field. Ex: headshots make it possible for weaker players to sometimes luckily kill better players. Head shooting is also a high-level skill. How much luck or skill a game should have depends on the target population: social games and kid games = luck, hardcore games = skill.
How to transform skill into luck:

  • replace player choices by dice rolls
  • throw less dices (so that there is no law of large numbers, hence less prediction)
  • increase the impact of random events on the game state
  • increase the range of randomness (like changing a d6 roll to a d20 roll)

Human biases

Humans tend to remember things that happen the least often, or forget those who are unpleasant (eg match loss), hence they tend to overestimate their level. Humans have a flawed understanding of probabilities, hence showing the actual probabilities will actually make them feel like something is wrong/broken. Here are a bunch of biases humans are subject to:

selection bias improbable but memorable events are seen as more likely than they really are
self-serving bias "unlikely" (5%) is interpreted as "nearly impossible" (0.01%) when the odds are in your favor. However, "unlikely" (5%) is interpreted as "possible" (30%) when the odds are not in your favor.
attribution bias positive random result is assumed to be because of a player’s skill, negative random result is assumed to be bad luck/cheating
anchoring over-evaluation of the first/biggest number seen. Ex: losing 2/3 of the trials is not as bad as losing 20/10 of the trials. Consequence: small base dmg but high bonus dmg = player likely to underestimate.
gambler's fallacy assumption that a string of identical results reduces the chance the string will continue
hot-hand fallacy assumption that a string of identical results increases the chance the string will continue

Ethics

Dishonest game design = make the players believe they are very likely to win. It increases excitement and anticipation of hitting a jackpot. Hence it keeps them engaged. Ex: dishonest car dealership: show VERY big prices first to anchor the customer, then show "normal" big prices: they look like small prices.
Honest game design = tell the player one thing, but actually do something else. Examples:

  • If the player has 75% chance of winning, under the hood roll the number as if it were 95%.
  • If the player gets a failure, make the next failure less likely, and the one after that even less likely (= avoid long streaks)
  • Hot-hand streaks should happen in a positive feedback loop, to counteract the greater chance of a miss after a string of hits (ie give bonuses when series of wins)

But also, stay ethical as much as possible. Display wins, losses and various stats to enable players to grasp their actual skill and to "prove" the game is not unfair/imbalanced or that the AI is not cheating.

Saving

In a game where the player can save anywhere at any time, players are likely to save just before an important roll, and keep reloading until their roll succeeds.

  • Naive solution: do not re-generate the random number each time they reload => new problem: players can now anticipate future rolls (the seed has not changed).
  • Alternate solution: the player can save anywhere, but the total number of saves is limited (cf the original Tomb Raider) => new problem: players need to know how far apart they should save on average so that in the end of the game, they still can save.

13 April 2010

[Literature] Fundamentals of Game Design, ch4: Game World

A game world is the place where the player pretends to be while in the magic circle. Th world is vital to sustain the interest of new players. Experimented players (of Counter Strike for example) sometimes stop viewing the game world and instead focus on the core mechanics (jumping, hiding and shooting at strategic moments). However, customers buy the game for the (visual, audio) fantasy of its game world made apparent on the box at the retailer shop. Mechanics are experienced after the game has been bought. [Although some stores do have consoles on-site so that customers can try demos of AAA games in the shop].

Dimensions

Games have physical dimensions. Spatially, it can be 2D (side-scrollers), "2 and a half D" (god-view RTS), 3D (Tomb Raider) or 4D (which should actually be two different but related 3D worlds, like in some action-adventure games where the hero has a special sense/skill that lets the player see the world differently). The spatial dimension must serve the entertainment value of the game: Lemmings 3D was less successful than the original Lemmings in 2D. The scale encompasses the absolute and relative sizes of objects, people, terrain, etc. as well as their speed. It is sometimes needed to distort scales a little, particularly in a god-view world. Zoom-in and out when needed: houses or dungeons have to be zoomed-in to be explored in 2D-RPG for instance. Some games have natural boundaries (sport, driving or indoor/underground FPS) but sometimes the boundaries need to be disguised to keep the magic circle: mountains, water, deserts, etc. or forcing the player to return where the action is (flight simulators). Unless the game world can be represented as a sphere (cf Populous), a cube or such 3D shape.

Temporally, day and night can be meaningful (cf Baldur's Gate). Most games which use time as a significant element skip or fasten uninteresting periods when nothing happens (between missions or when all the Sims work for instance). Allowing soldiers to fight continuously permits the player to play continuously without a pause also. Anomalous time consists of giving an incredible amount of time for a task to be done, absolutely or relatively to other tasks in the game: building a house takes nearly as much time as gathering berries, or the Sims take 15 minutes of the game to go to the mailbox. Letting the player choose the speed of the game is a way to cope with too long or too boring periods of the game.

The environmental dimensions consists of the cultural context and the physical surroundings. The cultural context contains the overall background of the world (religion, politics, architecture, landscape, personal stories, etc.) The UI should may to the cultural context (ie tribal look for a game with tribes). The physical surroundings composed of visuals and sounds define what the game looks like and are influenced by the cultural context. The level of detail determines the realism of the world. Rule of thumb: include as much details as you can until it begins to harm the gameplay. The style consists of both the content (eg medieval city or a hospital) and the way to present the content, ie the drawing style (Impressionistic, black-and-white, etc.). Keep the style consistent throughout the game. Try to find original settings off the beaten tracks: everyone designs games set in muddy and feudal European Middle-Age while at the same time, Islamic culture was magnificent. Angkor Vat, Easter Island or Machu Picchu are other original settings. [How many world designers subscribe to National Geographic?] All is grist for the mill, but borrowing concepts from movies is a quick-and-dirty backdrop.

The emotional dimension in a single-player game comes from the storytelling and the gameplay. Multiplayer games also rely on relations between players. Until recently, games have been seen only as light entertainment ... [but that] doesn't mean that's all they can be. Emotions can come from stimulating challenges at the appropriate difficulty. Emotions range from a fulfillment of power, greed or ambition in Tycoon or god games. For suspense to work well, the player needs to feel vulnerable and unprepared. Love, jealousy and outrage can be felt by the player if he/she identifies with a character. Saving the universe may convey some emotions to kids but adults will laugh at it. Trying to be fun can restrict the field of emotions conveyed (sorrow, guilt, despair is far from fun). The potential for our medium to explore emotions and the human condition is much greater than the term fun game allows for, but publishers and current markets want fun.

Games sometimes let the player do things he/she can/should not do in real life. Hence the designer can define the game's own ethics and morality. They are actually part of the culture but need a particular attention. If the player has to kill people to win, then killing is not morally bad. [Koster would argue that players do not give any credit to morality, they only take into accounts the mechanics for the fun of it]. Violence happens everywhere, the only problem is how it is portrayed: chess pieces can be killed but it is very far from killing humanoid characters with realistic graphics.

Bonus

  • Choose one film maker and one composer whose works could fit well together into creating an emotional tone for a RTS, a mature action game or a child (non-violent) adventure game.
  • Pick a game. Which actions are rewarded? Are they moral in real life?