Showing posts with label avatar. Show all posts
Showing posts with label avatar. Show all posts

04 April 2012

Quests - Howard 2008

Quests: Design, Theory, and History in Games and Narratives by Jeff Howard, in 2008.

History of quest games
Year Game Innovations
1974 DnD GM as referee, quests taken from Celtic, Norse, and Arthurian mythologies.
1976 Adventure on computer, first RPG, network play
1983 King's Quest series cut scenes, music, multiple endings, optional puzzles, and side-quests.
1985 Ultima IV series virtues, colors, and classes are related
1986 Zelda series quest status screen shows the player's progress, first action-adventure game.
1999 EQ proliferating tasks rather than a single main quest
2004 WoW lore quests, the never-ending war theme is a bleak scenario not particularly conductive to meaningful gameplay: failing a quest is not problematic.

Intro

Campbell's "Hero's Journey" consists of separation, initiation, and return. The individual builds himself, as found in medieval romances. In games, the initiation phase is lengthened and repeated, since it has most action.

A quest is an action that is meaningful to a player. It's also called a "mission" in games with a modern setting.

Ludologically, a quest has goals and consists of searching a functional meaning: a key opens a door, therefore the player should look for a door. A sword kills monsters, therefore the player is expecting to encounter enemies soon. Once meaning is found, the quest is over.

Narratologically, a quest has a story. The story and the lore motivate and immerse the player in the task.

But actually, meaningful quests come from striking a balance between too much action and too much narrative, while keeping in mind the big picture of the game's meaning. Except for XP and loot, why is that quest important to the player? What satisfaction does the player get by doing that quest? Here are some clues:

  • Impact on the world: achievement, gaining power, learning about the lore, altering political or moral balance, or changing relationships with NPCs
  • Back story: motivation to learn what happened before or what is going to happen after the quest is over.
  • Lore: themes and ideas encoded within the world, such as religion, politics, landscape, objects, or challenges. "The world itself is the puzzle", and the player shows his opinions by playing the game.

Symbols should be tied to game mechanics. For example, in Ultima, completing a quest requires understanding the world's allegorical meanings: some colors are associated to a class and a quality (red = warrior = valor). Obtaining a part of a relic should open a door or provide a new power

In the end, the player may quest to make the plot progress, improve his avatar, or to try out fun gameplay. Ideally, a quest should combine the three, but it gets tricky in games where the player is allowed to pursue quests in the order he wants.

Spaces

Both macro and micro levels should guide the player towards the general direction to go to. Both should create a sense of progression and convey a meaning by their layout.

Micro level: balancing exploration and challenge. Tiered spaces such as towers or crypts are easy to navigate: traveling towards the highest or lowest level ensures challenges and rewards. Mazes with a sort of structure also work. There should also be disorientation elements such as traps, secret doors, or dead-ends, as well as obstacles standing between the player and his goal.

Macro level: quest hubs. Hubs are known and relatively safe places such as cities or campgrounds where the player is given quests and has to return to complete them. Hubs are surrounded by several quest locations. WoW has breadcrumb quests to encourage exploration, but no main quest; that makes the world seem disconnected and episodic. See the Morrowind map: the player starts on the periphery of the world, and travels clockwise from hub to hub until Ghostgate at the center of the map for the final encounter.

Dreams within games create initiatory spaces: the avatar can be changed into an animal, a ghost, or an older self, but remains controlled by the player, increasing the sense of immersion in the non-dream game world.

Characters

Cf Propp's dramatis personae at the beginning of theater scripts: characters are not defined by their traits, but by their actions: villain, donor, helper, or hero.

Dialog: keep it short, and let players have choices. yes/no selections are too simple: add a reason to add meaning. Example: NPC says "Take this money as a reward to save my kids". Player should not simply be given "OK", or "accept"/"refuse", but rather "I don't need money to save kids" (which shifts the player's alignment to lawful good) or "You don't have to give me the money - I'm going to kill you myself" (evil, and eventually summons the guards).

One quest per NPC is rare in modern RPGs.

Quest types
Name Description
fetch find an object and return it to an NPC
delivery give an object to an NPC
dungeon crawl go to certain points of a dungeon - and get loot on the way
escort/protect usually an NPC, but could be a fellow player too
kill/combat the most loaded with meaning: killing a peasant is very different from killing a demon. Opponents have to be obstacles to the plot

Objects

Most objects that the player collects are useless (sold to NPCs for money) or functional (healing potion, armor). But certain objects can motivate quests if they are:

  • needed but missing,
  • loaded with symbols,
  • relatively powerful,
  • fun to use (eg cast a random skill),
  • with a distinct appearance (eg the Tatoos of Planescape Torment)

Sometimes, these objects only are MacGuffins: they are unimportant in themselves but motivate and unfold the plot.

The rod of seven parts: make a story from the whole and powerful artifact, break it apart, and spread the pieces around the world. The story follows naturally, and the players discover the meaning of the quest gradually. It also encourages exploration. Micro-level example: the 3-headed flail from the De'Arnise Hold in Baldur's Gate 2 requires the player to fully investigate the whole castle, and not just go directly to the boss.

There are varieties of ways the player can get an object: looted, forged, stolen, summoned by a sacrifice, or found in a chest at the bottom of a cave. But the way the player gets in possession of an object should give clues about using that object. Examples: a mace loot from a giant should require lots of strength. Frostmourne, given by the Lich King to trick Arthas the paladin, is obviously cursed.

Challenges

Tie the quest presentation to the world map and the log book. The logs of completed quests must give clues about the next quests or where to find them.

Conflicting goals make interesting choices. For example, in Ultima IV, the avatar gains compassion points by not killing 'good' characters, and gain valor points by never backing down from a fight. Interesting choice arises when the player is attacked by a 'good' character. [But what the player chooses (ie the player's opinion) differs from why he was given the choice in the first place (ie the meaning of the game).]

See also: hero's journey.

18 May 2010

[Literature] A qualitative study of Ragnarök Online private server in-game sociological issues

Back in November 2009, I mentioned the multiplayer game design issues impacting social life inside RO. The paper has been accepted at FDG2010. You can read the final version.

I conducted interviews and observed players' behaviors in an official server (2000 users at peak time) and two private servers (200 and 2000 users at peak time). On the examined private servers, the social environment and some of the game mechanics were more adapted to players' needs. Examples are:

  • a broader choice in avatar customization
  • the ability to observe parts of the game world while not being logged-in (the Control Panel)
  • less constrained groups
  • events and GM taking the player community more into account
  • easier XPing (leveling in RO is the main activity, and it's a lot of grinding) thanks to rates and the Warpra+Healer combo
  • @commands enabled to players so that they can see who is online, sell merchandises with a character while playing with another and compare prices

Clearly, the Warpra+Healer totally changed the game. Champions could camp the respawn of MVP (boss monsters) and kill them relatively quickly with Asura Strike. This left virtually no end-game challenge for guilds other than the bi-weekly War of Emperium (battles between guilds in castles lasting between two to three hours).

01 May 2010

[Conf] Digital Literacy and Play in MMOs and VW for Young Children

In April, Jackie Marsh gave an account of her work with children playingClub Penguin and Barbiegirls.com. Marsh talked mostly about Club Penguin.

Club Penguin is a F2P game with real-money transactions. Some kids reported playing the DS version of Club Penguin when they could not be online. The player is granted a certain amount of the virtual currency if he/she has the DS game. Similarly, players can become VIP in Barbie Girls only if they have bought the official MP3 player. Like in many other F2P online games, players can choose to pay a monthly subscription. Marsh mentioned some kids aready rejected other players who did not subscribe. The subscription system enables players to edit the background of their avatar photo. A kid reported I don't add plain background [ie non-subscribing] players to my friends, I already got plenty. Interestingly, during the interviews with Club Penguin players, Marsh noted that girls focused mostly on products and avatar appearances. Boys, on the other hand, talked a lot about the gameplay.

Kids do not type fast. Hence they often reported they preferred clicking than typing. Some said that when they wanted to write something, their interlocutor was gone in the time they finished typing. Moreover, some kids sometimes send letters to the game moderators, and some are published in an in-game journal. Surprisingly, kids were not frustrated that their letters were not published. I wonder about the affordances kids gain when they play Club Penguin. For most of them, they have just learned to read. Does playing Club Penguin train them to read faster? To type faster? Can Club Penguin develop the communication skills of kids shy in real-life?

Some kids stopped playing because they were bored. They asked adults to collect coins for them. In fact, adults are being dragged into the world by children. Mums were the most outraged when a virtual world closed. James Bower, a founder of Whyville, went in that direction as well in October 2009. He mentioned the Whyville-Walmart partnership. Mothers learn about Whyville at Walmart. Hence they let their kids play on Whyville. On the other hand, the virtual Walmart put in Whyville invites kids to go to Walmart in real-life. A win-win strategy!

20 April 2010

[Literature] Fundamentals of Game Design, ch6: Character Development

Even though characters should have a clear role to the player, they must not be too stereotypical (if they are, they should have a little something that differentiates them from the standard stereotype). Characters should be credible. Even if they can be complex, they must stay consistent. Like in movies, a game's IP and marketing often rely on the main character. Games often use the main character's name for the game title to make consumers associate the IP with the character. Examples are Super Mario Bros, Duke Nukem or Sonic the Hedgehog. In short, characters should be appealing, believable, and the players should be able to identify with them. Incongruity and Disharmonious elements can be introduced for humor's sake.

Relationship between player and avatar

In RPGs where the player avatar is designed by the player, the avatar has no personality other than what the player chooses to create. In old textual adventure games (or Half Life), avatars (like Gordon Freeman) are nonspecific: the game designer does not need to specify or ask anything to the player about the avatar because the player never sees it. But computer graphics improved. It became awkward to write more and more complex stories about empty avatars.

Avatars became specific. Depending on how the player controls the avatar, he/she will not identify with it the same way. Some avatars such as Mario or Lara Croft remain puppets inside the hands of the player. Others such as April Ryan from The Longest Journey have their own will (she refuses to act too dangerously when the player asks her to). The avatar utterances can also be very important to the player. April Ryan speaks a lot (and sometimes gives clues to the player when she talks) while Gordon Freeman from Half-Life does not speak at all. The player can be directly inside the avatar (Half-Life) or just suggesting where it could move (The Longest Journey). Semispecific avatars are between nonspecific and specific avatars: the player does not know enough about them to form an opinion, but these avatars have a decent background (like Link in Zelda or Mario).

Men can identify with female avatars as long as the character is acting in a role that men are comfortable with such as exploration or adventure. However, women can be disgusted by hyper-sexualized female avatars. While men tend to simply use an avatar as a puppet, women care more about it and may appreciate to be able to customize it as they wish. The more details given by the designer about an avatar, the more independent it will be.

Personality

Three factors help show a character's personality: its appearance, behavior and language.

Visual appearances: art-driven character design

Art-driven character design consists of thinking about characters' appearance first. It is usually employed for quite shallow and straightforward characters that can also be used in other media like TV or comics. Characters can be humanoid (2 legs, 2 arms and a head), non-humanoid (vehicles, machines, animals or monsters) or hybrids , robots like C-3POr cyborgs). Cartoon appearances can provide 4 stereotypes to characters:

  • cool (detached but focused, clever and often rebellious to authority) like Ratchet or Otcho
  • tough (aggressive, strong, often hyper-sexualized) like Duke Nukem or Lara Croft,
  • cute (large eyes and heads, round body, innocent look but sometimes handle weapons bigger than themselves), like Mario, Sonic or Pikachu
  • goofy (funny, comedic), typically like Goofy from Disney

Representations of stereotypes may vary depending on the culture (cute in a manga is not the same as cute in Tintin or Marvels) and age (cute or scary is differently represented for 5-year-old girls or 30-year-old men). Although kids love cartoonish characters, they hate goody-two-shoes ones.

Clothes and weapons suggest a lot about a character: see Darth Vader's helmet or Indiana Jones' hat and whip. A rapier suggests elegance, while a meat cleaver suggests blood and violence. Jewelry and accessories such as crowns, bracelets or rings also help a lot to recognize a character's role. They can also act as containers of skills or powers that can be transfered between characters. Names (Bugs Bunny), nicknames (Snake), clothes color palette (blue, red and yellow for Superman versus plain black for Batman) or sidekicks (Tails for Sonic or Watson for Holmes) also help define the characters. Sidekicks can also sometimes help the player (the fairy Navy in Zelda) or provide an additional perspective of the hero to the player.

Concept art is done early in the design process and should not consists of too elaborated drawings. The concept arts are to be used by the marketing and programmer teams to get a rough idea of the game.

Behaviors: story-driven character design

Story-driven character design consists of thinking about the character's role, personality and behavior rather than its appearance. Artists come after the designer has decided how the avatar interacts with the game mechanics. Even though the interactions were not really complex, SSX Tricky gained a lot in including meaningful character rivalries in a snowboard game.

When characters appear for the first time to the player, there is a minimum of information about them to give to the player: where does the new character come from? Why does the avatar meet him/her? Also, character traits should be shown/seen/experienced rather than directly mentioned in the game handbook. Behaviors convey more depth about character's personalities than their appearances, providing the player has opportunities to observe these behaviors.

A character can be described by its attributes. Status attributes such as Health Points change frequently while characterization attributes such as age or gender (nearly) never change in the game. Emotional states and relationships like in the Sims are another very recent kind of attributes that describe characters' behaviors.

Dimensionality can give a more realistic perception of a character. The table nearby, deeply inspired by figures 6.9 to 6.12 of the book, illustrates the possible dimensions of characters found in the Lord of the Rings. Zero-dimensional characters have binary emotional states with no mixed feelings. They may have more than two emotional states, though. One-dimensional characters only have one emotion that can change during the game. Two-dimensional characters have multiple non-conflicting impulses, they face no ambiguity, while three-dimensional characters can have contradictory and conflicting emotions producing inconsistent behaviors. Three-dimensional characters can do things they do not really want to, reluctantly, or even sabotage their own efforts subconsciously.

Number of character dimensionsLord of The Rings exampleFigure
0 dimOrcs
1 dim Gimli and his attitude towards elves change over time
2 dim Denethor never faces any moral dilemma... until the end
3 dim Gollum towards the Ring

Characters, especially the hero, can grow while the player progresses through the game. They can grow physically, intellectually, morally or emotionally. RPGs often feature a rich and complex growth of the hero and other characters in the game. The stats of the character, its appearance, skills, language, interactions with other characters or even the plot can evolve to show various types of evolution (more power, more knowledge, etc.). Some character archetypes such as the mentor or the rival have proven they were instrumental in the success of a story, but they should be used wisely.

Language: audio design

Characters can also be recognized to their notorious sound (Darth Vader's breath) or phrases ("What's up doc?" from Bugs Bunny). Much of sound design involves psychological expectations: "glug glug glug" for a drowning person or metallic sound when metallic-looking objects are touched. Sounds must also fit the movements of the character.

Accent or vocabulary specific of a time-period, social class or country helps setting the context of the game. Bad grammar reveals bad schooling or Master Yoda. Speed of speech can indicate excitement, boredom, anxiety or suspicion. The tone of the speaker and vocal quirks such as slutter also convey a lot about the character.

Test your skills

  • Think about a human two-dimensional character as a child, teenager and adult. Give several attributes giving clues about the age and maturity of the character at each stage.
  • Imagine two characters whose strengths and weaknesses complement each other. Show how they seem unalike but nevertheless complement each other quite well. Show how they are weak when they are alone.

19 April 2010

[Literature] Fundamentals of Game Design, ch5: Creative Play

Self-defining play

Choosing an avatar is an act of self-definition because the players can identify to the avatar he/she controls. A player can choose an avatar from the beginning (in Monopoly or car video games for instance), customize his/her avatar (in old RPGs where the character acquires new skills or equipment, for instance) or build the avatar from scratch (in modern RPGs). The player can modify two types of attributes of his/her avatar: the functional and the cosmetic attributes.

The functional attributes affect the gameplay. Functional attributes can change during the game (eg XP) or be defined by the player at the beginning (like strength, dexterity, intelligence, etc. from Dungeons and Dragons). The player should be able to know how the choices made concerning his/her avatar's attributes will impact the game. Giving players a random number of points to assign to their attributes allows them to make interesting choices and create an avatar who reflects their own personality or fantasies without unbalancing the game. Include a default configuration for players who do not want to spend too much time in their avatar creation.

Cosmetic attributes such as eye or skin color are not part of the core mechanics but bring a lot of fun and do not need to be balanced. Cosmetic attribute must stay cosmetic attributes after updates of the game (example: bigger avatars are not stronger).

Creative Play

Creative Play happens when the player builds or designs things in games such as Sim City or Barbie Fashion Designer. Provide saving and sharing functionalities (cf Sporeopedia or Pokemon global trade station). Creative play can be constrained or freeform.

Constrained creative play provides a structure or tools for the player's creativity, and features can be unblocked as the game progresses. Constraints can be based on the game money (SimCity or RPGs), on the physics of the world (Bridge Construction Set), or some aesthetics standards. The aesthetics rules can either be established by the game designer beforehand, they can procedurally change over time or the public could also vote online for their favorite.

Freeform play sets no restriction at any time on the player's creativity. Constrained creative play-games sometimes offer a constraint-free sandbox mode. The construction of Spore creatures is an example of freeform play.

Other plays

The Movies or Stunt Island are games that feature storytelling-play. They let the players make their own movies and share them online. The player communities around the Sims also produced stories with commented screenshots of the game.

With mods, players can edit levels, items, characters and many other parts of the game. FPS hardcore players sometimes develop stronger bots (in the sense of FPS opponents, not cheating programs) than those given in the original game. However, UGC can sometimes be very ugly, inappropriate, or even amoral (porn, racism).

Test your skills

  • Think of a game where the player can build something different than vehicles, buildings or cities. What is the reward given to the player? How could money be spent into the different pieces of this new construction? Could there be upgrades?
  • Find a set of real-world existing aesthetics rules (in architecture, clothing, design, music, interior decoration or landscaping for instance). How could your game follow these rules to measure/appreciate the player's creations?
  • How can you make clear to the player the consequences of his/her avatar customization decisions during the avatar creation?
  • How can you create a sense of community between your players? How do you allow them to share their creations with others?