08 October 2014

Ken Lobb FDG 2014 keynote

Ken Lobb designed Golden Eye and Killer Instinct in the 90s. Here are notes from a keynote he gave at the FDG 2014 conference.

Having an extensive knowledge of games is mandatory for game designers, because they provide a common vocabulary to talk about games.

In the late 80s, teams rolled their own tools. Nowadays, AAA teams still have the not created here problem and waste a lot of time reinventing the wheel. That's why indies using Unity or Unreal can save on costs and take a bite at AAA.

The most important tool in game development is the game build, because it is how the game improves, little by little. Next comes the schedule, ie what to do next. Finally comes the spec and docs, because they change all the time. Microsoft has the process mastered. In fact, Microsoft is too good at planning: they always ship what they speced, and not exactly what they should create. The industry in general, and Microsoft in particular, sign games that cost way too much money.

Difficulty: games have shifted from lose vs win, to win vs big win vs epic win. now in call of duty, high kd ratio is winning. dying is not too bad. before in golden eye, die means restart whole 10min level. now, focus on positive reinforcement rather than punishment.

Major game design issues:

  • Tutorials are hard to build right. Should players be reminded of mechanics they may already know, or should they instead be taught from scratch? The Zelda series have great tutorial design: they simply give the player the tool, and teach by giving more and more difficult challenges that require using that tool. Achievements can also encourage a particular behavior.
  • Cheating is OK. 90% of Xbox players are also on a second device when they play. Players use Youtube, watch Twitch, and look for cheats and FAQs all the time. Procedurally-generated or randomized content can curb this practice down, but a real solution may involve the game itself showing tips or videos from the players who passed an obstacle to those who are stuck.
  • Making a game noticed on app stores/platforms is difficult. Advertising and charts do not target particular players. Word of mouth is more effective, but how does it start? Maybe app stores could recommend games to hardcore players, which would trickle them down to their friends? [This may have an answer: according to Wooga, it takes $250k to reach the first spot on the App Store]

07 October 2014

Diablo 3 - Randomized content

A lot of game content in Diablo 3 is determined randomly. Arguably, more randomness means more diverse content and therefore players less likely to become bored by repetition. But randomness also has drawbacks.

Maps

Maps are generated somewhat procedurally. Some elements like the map borders remain constant, but events and dungeon entrances are picked randomly among a pool and placed randomly in predetermined places.

Maps like The Den of the Fallen sometimes have loops, which is annoying: players kill monsters on their way, but when they realize they have been looping around, they go back on their way without any monsters to kill. It is a waste of time. A solution could involve using heuristics to prevent loops.

A Greater Rift (GR) is a dungeon in which players race against time. The higher the level of a GR, the tougher its monsters. GR is a competitive activity: leaderboards show the teams who achieved the highest GR levels. Problem: the GR map is picked randomly; sometimes it is a maze, sometimes it is linear, and sometimes it has loops. The randomness does not make for a fair competition. One solution would be to remove maze maps from the selection. Another solution would involve keeping the map and monsters constant, and make one leaderboard per map. It would be pretty much like a racing game.

Elite affixes

Elite monsters can have up to 5 affixes. Affixes have 3 categories: crowd-control such as Vortex, defensive such as Extra health, or offensive such as Desecrator. These affixes are picked randomly, with a couple heuristics making sure that an elite can have at most one crowd-control affix and at most one defensive affix. Some affixes such as Invulnerable Minions were so annoying that they were removed from the game altogether.

Still, some combinations remain more deadly than others. For example, elites combining Molten (they burn where they walk on), Fast, and Horde (create 8-10 Molten and Fast minions) are the bane of melee characters.

Gear

In the original Diablo 3 (also known as D3v for Diablo 3 vanilla), loots were completely random. For example, a Wizard could drop a mace only Barbarians can use. Enters the Auction House (AH for short): the Wizard sells the mace on the AH and, with the money received for it, buys a better wand from the AH. Trading through the AH worked well from launch in May 2012 until August 2012 when the designers realized that the AH can short circuit the natural pace of item drops, making the game feel less rewarding for some players. Indeed, players could obtain second-best gear in only a couple days, play for a week, get bored for not progressing, and leave the game. Conclusion: completely-random loot with an AH for trading does not work.

Loot 2.0 landed in the game just before the Reaper of Souls expansion. Loot 2.0 has 3 parts: 1) little to no exchange between players (to prevent gold farming), and no AH, 2) loot is targeted to the player, ie Wizards only drop Wizard gear, and 3) the Mystic lets the player reroll an attribute on any piece of gear. Six months after the release of the expansion, this has been holding fine.