some design notes

For the record and my own mental health….

I originally planned to do a single, small, design, that was the result of condensing all of my notes up until this point, into a simple-to-implement plan. The work that I have done in pursuit of this is complicated, and goes beyond the “simplicity” I originally had in mind. As a result the work is complex to explain, and I feel would be better understood if I revealed a prototype then worked backwards to explain how I got there.

I want to post something in lieu of the design. It is a cutout of my design work. Later on I’ll contextualize it.

This stuff is not for the faint of heart. It is meaty and technical, and long.

                 
Table of Contents
=================
1 implementation mirror level 2
    1.1 deep implementation
        1.1.1 howto
        1.1.2 first expansion
    1.2 fast implementation
        1.2.1 intro
        1.2.2 expression
        1.2.3 share

1 implementation mirror level 2
================================

1.1 deep implementation
------------------------

1.1.1 howto
~~~~~~~~~~~~
* intro

  Create a design. Do this by creating a mirror. Do an expansion for
  the 3 categories.

  How many subdivisions can I make?

  For now just do a single expansion at 3 levels deep. So 9 expansions.

  Process the expansions. Maybe repeat the process for additional
  mirrors until an implementation is found.

* steps

  1. I start with some suggestion, as a write up. I probably go for
     breadth first by citing a lot of resources as starting points.

  2. Then I do some expansion on any of those ideas that seem rich for
     mining.

  3. Then I process like normal.

  4. I may have to do several mirrors before I have something I can implement.

1.1.2 first expansion
~~~~~~~~~~~~~~~~~~~~~~
* play
  + dimension: ROI cycle size

    How long it takes for a player to be rewarded for his or her
    investement of time, energy, effort etc. Obviously games reward at
    many sized intervals simultaneously but they tend to focus more
    towards one set of sizes than others.

  + short (ROI cycle size) - discussion
    - opening
      * intro
        Short sizes comprise largely action games. These games are
        characterized by fast pace, tight controls, a lot of failure, high
        scores, competitive multiplayer, yelling, anger, tension, etc.
        "Arcade" games are normally in this bracket.

        First I need to discuss possible designs.

      * 5 random games
        Could start with 5 random games that exemplify this category.
        Could actually tag these games somewhere. I would not mind having an
        official "game" file that lists all of the games in total.

      * games link out to other files
        Each game can link out to other files. It also stores tags that we
        assign. For example this dimension will need tags that we use to
        describe the games.

      * general
        I could also write a little about each game. I could also start
        designing something off the top of my head. I can also pull from some
        key words from above and from the original expansions and division
        discussions.

    - periods of high tension and luck
      * pacman is like poker: luck is involved
        Action games are exemplified by their difficulty. Challenge is their
        main attraction. Take PacMan. You move around the screen and avoid the
        ghosts. You try to outwit them. Though what's interesting is that the
        rewards are kind of abstract because you're not really sure if a death
        is because of a choice you made or just bad luck. Like poker, Pac-Man
        is very shifty in the results it gives. You never quite know where you
        stand with it.

      * gambler's rush
        Gambling is an interesting idea because gambling is very short-term
        focused. You get the "gambler's" rush. Pac-Man has this. But it also
        gives rewards for your strategy in the long-term. You don't really
        know how good your decisions were until after many playthroughs,
        giving the ROI for strategy a middle-size scale.

      * super small ROI cycle
        Pac-Man is also partially short-term when you get into close-quarters
        with the ghosts, or when you chase them all of a sudden. Yum yum.
        There's also of course the route planning

    - action mechanics
      * action games
        Super Mario World. My main attraction. Some more:
          . Donkey Kong Country, Contra, Gunstar Heroes, TMNT: Turtles in Time
          . Street Fighter, Smash Bros (sortof), Starcraft, HL2, Quake, UT

      * bosses use small cycles
        Adrenaline can't be the only kind of rush. Note that many games use
        short ROI cycles for their bosses. Interesting. Not a good decision
        as a given.

      * more examples
        Geometry Wars for sure. A lot of hand-eye coordination. Racing games,
        any shooter. Halo. Any platformer. Sonic.

    - balance action with reflection
      * player needs time to reflect
        The problem with purely short ROI cycle games is that they get tiring.
        They become this big mess. The player needs time to reflect, to link
        each of his ideas to his soul. That is a hard thing to do when you are
        always "on." RPGs accomplish this by blending combat with story. Zelda
        does it with the overworld mixed with dungeons. I bet a lot of great
        games do something similar.

      * super metroid
        Super Metroid? Short, tiny bursts of ROI, followed by monotonous
        back-tracking. Ugh.

    - control player with cycle size
      * tetris rewards with tight cycles
        Tetris actually ramps up the cycle slowly. In fact when you are doing
        well in tetris the cycle shortens for a short period. It actually gets
        longer when you are losing, but gets faster the longer you last. So it
        constantly re-enforces success with adrenaline.

      * ROI cycle-size management
        Maybe ROI cycle-size management is the most important.

  + implementation: 1st round - implementation details
    - opening, example games
      Goal: discuss basic implementation details

      I think this is enough. The next thing to do is list possible
      mechanics to deliver.

      We want mechanics that have a short reward cycle. Possible ideas:
        . platforming
        . wall jumping
        . combat

      3 types:
        . fighting/action: Street Fighter, Power Stone, Smash Bros / Contra,
        Geometry Wars, TMNT, Starcraft, Devil May Cry
        . platforming/racing: Prince of Persia, SMB3, SMW, SM64, DKC, N+ / Mario
        Kart 64, Forza 3, Hydro Thunder
        . shooters: HL2, UT, Doom, Counter Strike, Time Splitters 2, MW2,
        Halo 3/4

      Dimension: mechanic type:
        . fighting/action - combat
        . platforming/racing - control
        . shooters - control + combat

      These represent my favourite 3 genre types. I can still scour for
      other games in my notes.

    - brainstorm mechanics

      If I had only 1 action quality to have in my game what would it be? (brainstorm)
        . parcour
        . wall jumps
        . mastery of opponent
        . slowly approaching perfection - racers
        . keeping tack of many things on screen at once
        . crowd control
        . route planning
        . basic navigation
        . environmental usage
        . complex combo maneuvers
        . maintaining character momentum
        . balance of pace

      The most important part of action is the sweat. You fucking sweat
      buckets. You have to try and fail and fail and fail, and then you
      still fail. But then you succeed, then shortly after fail.

      You don't have a lot of time to think ahead. You have to react
      quickly. You have to rely on your instincts. You have to go to a
      place where your emotions take over and your consciousness just
      focuses on self-control.

      I also like speed a destruction.

    - brainstorm atmosphere

      Those cover the mechanics. Next we need atmosphere.
        . crazy, silly, funny
        . impulsive, ridiculous
        . explosions, combat, conflict
        . war, strife, struggle, pain
        . high pressure situations: nijas, surgeons, baseball player in
        "the big game"
        . dance music, clubs, fast women, drugs, alcohol
        . the arcade, friends, yelling, sweat, eyes glued to the screen,
        lots of noise, greesy hands and potato chips
        . adrenaline

      Sound:
        . could calm you. excellent balance.

    - review
      We have a good overview of the kinds of mechanics that deliver an
      experience. We even got a division for free. I got that one just by
      thinking.

  + implementation: 2nd round - 3 core mechanics
    - overview
      * process
        Look for details. Produce a list of 3 core mechanics to try and
        implement.

        I can:
          . list the main mechanic for random games in my list
          . try and describe some mechanics from base

        I want to avoid just copying games. Short cycle size means you get
        rewarded for an investment early on. The best reward is for something
        complex that uses as much of your skill set as possible.

      * discussion

        You need to get the player to invest. When you race you slowly get
        into the car's mechanics. You learn all of its edges, how the other
        drivers move, how the track works. You slowly master yourself by
        linking to each section of the race emotionally, then sorting out all
        of those feelings into a perfect run.

        The player needs time to get invested. In Tetris you have time to
        think things through then execute. The main problem with tetris is
        the straight-up challenge curve - it goes straight up. WTF! That's
        not good, fucking tetris.

        Gunstar throws increasingly challenging situations at you, though at
        least it's difficulty fluctuates a little. It is punctuated with
        bosses. Action games are often defined by their challenge curves - I
        mean pure action here. That's where their variety comes from.

        You have combos of course and their execution. You have reading the
        opponent's movement trying to detect a pattern. You have the analysis
        of strategy and position. When you are X-units away from the opponent
        and he is just coming out of move Y what are his weaknesses given his
        character? What is the best general strategy?

        Starcraft and Fighters both rely on a long-term investment in the
        study of technique and strategy. Then in-game the player must recall
        their old observations. When you play you aren't just reacting you
        are organizing all those thoughts you had before.

        Some of my favourite action segments come in FF battles - turn-based
        JRPGs. I love that shit. Extra Credits (EC) says turn based battles
        are boring. GTFY EC. Be better at combat and don't grind. Tards....
        You build up your party over the course of the game. Then you equip
        for battle. Then you fight, playing out your strategy and figuring
        out your new one - for the next try and this battle or the next.

        Zelda has a lot of adventuring/exploring elements mixed with combat.
        It mixes enemies well. Spelunky does this well. Devil May Cry does
        not but it gives you variety in its combos. You can always play a
        battle a little bit differently and get into unique scenarios on your
        own.

        In Bayonetta the main action is measuring opponent positions, looking
        for their attack signals, and choosing the biggest attack on the most
        exploitable enemy you can get away with. You dodge at the right time.
        There is a small sense of combo control. You need to get your own
        timings down, but the logic behind that is linear. Either you move
        forward with your combo or you don't. There is only a few types of
        combos to choose from - air/ground, power/fast, long-distance/short,
        single/multiple enemy. Even then most of the differences are small.

        There is a single best way to play a level. Watching speed runs you
        see guys playing a very linear kind of experience. Not the sort of
        thing I want. Though I love that shit in racing.... What is the
        difference? In racing every inch counts for something. In action
        games you either hit or miss. There is no place in between. You hit
        the drop of water out of the air or you don't. So you miss 20% of the
        time until you hit it. There's no variety between a 30% run, a 40%
        run and so on.

        A lot of games converge in their offered experience as a player
        masters them. Not cool.

        That's good enough for now.

    - shooters
      * discussion
        I can pick a mechanic from each section but since I'm feeling limber
        I'll do 3 from each. Start with shooters.

        What are the different kinds of skill sets used in shooters? In
        Bioshock we have the adventure/shooting combo. I don't like the
        shooting in that game a whole lot. You have the gimmicky moments when
        you need to shoot a lighting bolt into water for a mild advantage.
        You can take over turrets. Basically it's like any other shooter with
        a "do special action" button opportunity every so often.

        Counter Strike rules. It is like a racer except the track morphs
        slightly every time. The map is always the same - until the map
        cycles - but you run around it differently, with different guns, with
        different opponents.

        In CS - which I'm mediocre at - you have to project enemy movements.
        You have to stay hidden - your position has to be unknown. You want
        to head the enemy off. You want to get shots that suit your gun. You
        want to aim and press the trigger. You want to time your reloads. You
        want to find your way around the map properly. You want to know where
        all the best spots to be are, where you get the best sightlines. You
        always want to be on the move.

        A lot of the game is having good spatial awareness and acting in a
        way that is surprising. When an enemy comes around the corner you
        have to fucking shoot him. That can be difficult. Can you move and
        shoot? Where should you aim depending on your gun? How much time has
        the enemy has to prepare? A lot of CS is just getting the element of
        surprise. If you can take away an enemy's knowledge of what you are
        doing you get a huge edge, which then just multiplies.

        MW2 is brilliant in a lot of ways. There is a map with enemies
        running around it. If you get pinned down they learn where you are
        and it is harder to escape. You need to kill the most vulnerable
        guys. You don't want to leave yourself in the open for too long. You
        want to move. You have the scope in-and-out mechanic. You have
        grenades, a pistol, and the occasional weapon change. There is some
        strategy in choosing the right gun for the situation. Halo has a lot
        of this. Though Halo just also using every gun because of the lack of
        ammo. Or maybe I just suck at Halo....

        Half-Life throws the environment in. It does a much better job than
        Bioshock at this. Positioning of enemies is less important than it is
        in Counter Strike because you can walk and shoot all of them if you
        really want to. The enemy having the drop on you is less deadly in
        HL2.

        What I like about Half-Life is that it gives you unique environments
        to run around in. They always change the powers of the enemies, what
        the ground is like to move on, how big the corridors are, how well
        you can see. It changes the environment then forces you to think on
        the fly. The enemies use basic tactics.

        Rainbow Six is a lot slower. You can't react as quickly. You need to
        think ahead. You need to choose your cover wisely. You need to scope
        the enemies. You really need to remember where they are. You have to
        make decisions quickly. You have to pop in and out of cover. That
        sort of thing is getting tired thanks to Gears and Uncharted - I
        haven't even played Uncharted.

        3 types:
          . tactical shooter: Half-Life, Rainbow Six, Gears of War, Mass Effect
              -> reacting to the environment, uniqueness of situation
          . perfection shooter: Quake, UT, CS
              -> mastering maps, guns, opponents
          . arcade shooter: Halo, Return to Castle Wolfenstein, Time
          Splitters, Bioshock, Dead Space
              -> lots of movement and shooting

        That doesn't actually split us by mechanics though. These are the
        types of skill demanded by shooters:
          . map memory
              -> after seeing an area once, or a 1000 times.
          . strategic understanding of guns/equipment
              -> in what general ways should each piece of equipment be used?
              in what kinds of situations? against what type of enemies?
          . pointing and shooting
              -> this includes lead times, distance measurement, handling
              recoil, shooting bursts, aiming for the head - or body part
          . enemy pattern projection
              -> know how they think, where they'll go, how they'll react to
              each of your decisions
              -> know how they'll move given that you already know how they
              think. this is knowing how enemy AIs move before they know you
              are there.
              -> how much health does each enemy have?
          . tactical assessment
              -> considering all the enemies and what you have, what are the
              best places to go for cover? how long should you stay there?
              where should you move to next? account for sightlines, the
              chances of being pinned down, who you can shoot, and where you
              can move to after. who should you shoot next? when should you
              reload? what gun should you use? from where is it best used?
              what flank should you attack from?
          . movement
              -> basic platforming. go from point A to B quickly. sometimes
              you have to jump, climb ladders, thread your way through rough
              terrain.
              -> avoiding bullets. this is common in Halo. it includes
              avoiding rockets and other slow moving attacks.
          . judging sightlines
              -> what places can see what?
          . picking objects out
              -> see enemies, gun fire, cover, vehicles, and other
              mechanically relevant objects.
          . remember where static things are
              -> how long can you remember for? how accurately? under what
              kinds of pressure?
          . map "reading"
              -> given that you don't know/remember a piece of the map can
              you intuit which direction will lead you where? to health? to
              upstairs? to a flank?

        Note a major mistake. Horror goes a lot better with tactical
        shooting. Interesting! Why? Because horror is built with suspense.
        Constant action actually takes the mind off of horror. Notice how the
        Dead Space series has become more overtly action oriented over time?
        It has less horror and focuses more on the jump scare. It is still
        scary but less so. Why? Because the mechanics led them that way -
        also the money.

        Some major ways in which existing games don't "run with what they
        have":
          . Counter Strike doesn't teach players how to play
          . Bioshock is gimmicky. all the levels are aesthetically themed in
          a similar way. the adventuring aesthetics don't complement their
          own need to provide mechanical relevance. areas don't have a
          distinct "feel," not enough anyway.
          . Dead Space isn't tactical enough, relies too much on surprise,
          has too many corridors, doesn't use the limb cutting mechanic for
          tactical variety. shooting a leg is like shooting a head that moves
          in a different way. there's usually little tactical relevance to
          shooting one left over another, vs a head. always shoot the easiest
          leg to hit.
          . Halo requires too perfect of a way to play. watch someone on
          Legendary. they play in a very specific way. the game is also
          always on it relies on bullet sponges too much.
          . Gears is crazy with the bullet sponges. you don't move around
          enough. you usually have your head down.
          . Modern Warfare is actually pretty good. well so are these other
          games. MW has good tactical variety, different environments,
          characters. what it likes is a good push towards proper execution.
          that game is too easy to force your way through with a grind. there
          is always a lazy less interesting way to play.
          . Quake and UT are straight-up hard.
          . Half-Life doesn't have enough shooting. it relies too much on
          gimmick encounters and platforming, though both are very
          interesting. I would like to see more varied battles in and around
          their terrain.
          . Time Splitters enemies are basically all the same. robots are
          boring. blahhh.

      * review

        I've discussed the major shooters. Getting some pictures of each
        shooter could help a ton. Then I could sort through them somehow,
        watch a slideshow and just take notes.

        I have the basic mechanics. Shooters are about aiming and shooting
        and platforming and tactical analysis. They are very much about the
        mouse. They use the keyboard well. They take advantage of the
        high-detail ability of a computer monitor. They also exploit the
        ultra precise mouse. Not only that, the mouse can switch between
        precise and broad movements easily - gamepad analogs cannot do this -
        and shooters exploit that too.

        Are shooters better on the PC? Yes, they are. Get used to it. But
        console shooters have a serious advantage. They let you sit on the
        couch as more accessible. Console shooters are more like
        action-shooters. They have less to do with the actual shooting and
        often make up for it with other things.

        But then you have Goldeneye and that game ruled. Lots of people play
        Modern Warfare online, Battlefield. They care more about movement and
        trash talking. Goldeneye ruled because it was with your friends
        beside you. That`s a lot harder of a thing to setup with computers.
        Go LANs!

        I`ve got the major skills used. I might have to look into some level
        design soon. It will be super cool when I have all of my coming
        analysis in my head while playing through some awesome games. Then
        I`ll be able to soak up all that level design.

        Note. The most important part of shooting - the most characteristic
        part - is the shooting. You kill a guy by pointing the mouse. You
        also have to worry about your position. That`s shooting.

        Move in all 3 dimensions. Have different kinds of terrain. Have maps
        the player masters and learns. Have new opponents and familiar ones.
        Have a wide selection of guns to load out with, then another
        selection to have access to on the fly. Have abilities and grenades.
        Have levels. Have XP. Have different looking environments, different
        enemies with different skills, abilities and equipment. Have
        differently shaped areas, monsters, lighting and sound.

        Have different movement patterns for enemies, different sizes. Have
        an element of surprise. Allow tactical variety in a situation. Make
        sure the player is always doing something different. Teach him the
        basic skills. Control for ROI cycle size. Make some of it dynamic
        based on success.

      * next

        I need to group the mechanic types into 3 groups. Then I need some
        example levels that demonstrate the breadth of each type. Then I can
        review these levels based on memory of others games, maybe
        referencing some pictures and videos.

        Then I`ll probably pop up to long cycle sizes, or maybe not. I may
        also consider the atmosphere. I want the player to have a purpose.

        What kinds of emotions lend themselves to shootersÉ Since you are
        moving and shooting you are in 1st or 3rd person. That`s an important
        part of shooters. Being zoomed out creates an action game. So you
        want games that focus less on abstract feelings. You want your
        enemies to be like people, or at least the things we encounter in
        life. I don`t know what that means.

1.2 fast implementation
------------------------

1.2.1 intro
~~~~~~~~~~~~

What I want is a cycle around the 3 core: play, express, share. If I
have that it will be easier.

The player plays anything. Then he expresses.

For play lets just take Mario. Assume the player is playing Mario.

1.2.2 expression
~~~~~~~~~~~~~~~~~
* implicit expression

  How can we express? Two kinds:
    . implicit
    . explicit

  Implicit expression happens during normal play. While a player is
  playing Mario he is making a statement about himself. He is being
  cautious, aggressive, emotional, inconsistent, fancy, optimal,
  skillful, all in various contexts. Implicit expression is this. It is
  everything that is true about the connection between a player's state
  and what he inputs into the game.

  What are the things that he "says?" What are all the major emotions
  that a player goes through? What are his thoughts? Accomplishments?
  How best is his experience recorded and represented?

  3 kinds of representation:
    . changing character
    . changing world
    . changing NPCs

  + character

    For example, Mario could reflect the player's style by becoming
    naturally influenced by it. If a player is more aggressive maybe
    Mario becomes more naturally aggressive. He starts to take on an
    aggressive tone.

    This kind of reflection is like a mirror. There is little distortion
    or analysis. If the player does X the mirror reflects X, though with
    reduced power. I think a lot of aggression results in a little
    permanent aggression.

    How long does the impact last? If I'm aggressive for 2 minutes does
    that create a temporary effect? Maybe there is a "level average." So
    as I play the level, my character reflects how I've been playing that
    level. So by the end of the level I am level-2 angry and level-3
    silly. The values partially reset for the next level.

    Maybe at major moments in the level my state changes. Check-points
    create a window to reset my momentum. Maybe for 30 seconds my actions
    have triple the weight.

    There's also distorted reflections. In Fable you get scars for being
    evil. What if the character becomes stronger if he uses one move a
    lot, or maybe he becomes weaker with it. Maybe he can develop an
    addiction to something.

  + world

    The character reflects an average of what the player has done. It can
    also reflect very particular decisions, such as customization,
    equipment loadout, and battle scars. That last one is an indirect
    result of a decision. The world however reflects events, and even
    more particular decisions.

    I can show craters from battles, or constructions made as a
    representation of how the player thought about the world. The world
    can be segmented geographically, representing a division of time -
    close places in the world are close places in the journey. The
    character reads like a summary and the world reads like a timeline.

  + NPCs

    NPCs are kind of a combination of world and character. They are a
    summary of the player's actions, but often individually focused on
    particular groupings of them. Your father will have different shared
    experiences with you than your mother, and not only that he will have
    a different perspective on the experiences he has shared with you.

    NPCs also mix in their own opinions. They are a mixture of a summary
    of their own pasts mixed with their perceptions of some of yours. When
    you interact with them you are seeig a comparison of your behaviour
    against other possible behaviours - theirs. You see yourself with
    perspective.

    This is why companions are so endearing. They make struggles appear to
    exist in a larger story, grounding them. Your struggles _do_ exist in
    a larger story, and NPCs make that clear.

  + summary

    Basically you pick the things you think a player might want to know
    about what he has done and create a way to show it to him. You want
    to highlight the interesting aspects of his journey, the ones that
    illustrate truth, and allow the player to reflect.

* explicit expression

  Explicit expression is more complex to talk about. Explicit expression
  is the player turning around to do something awesome based on the
  inspiration he has received from playing. Some examples:
    . outfitting your party in a turn-based RPG, buying stuff in town,
    making levelling decisions. this is based on experience in battle.
    . building stuff in Minecraft. This is you just expressing your
    ideal aesthetic, and some functional analysis of how best to live
    in the world.
    . editing a level in Little Big Planet. You have an idea of what
    would be fun and try to express that. You want to use your insight
    from playing in a way that makes them more, clarifies their value,
    and allows you to build onthem.

  Pretty much anytime a player does anything in a game he is learning
  about that game's world and mechanics. He is thinking about them. When
  he is given a chance to express himself he can express any of those
  thoughts that he had.

  The player can take anything he has learned and build on it. If he is
  playing Mario he has insight into the following:
    . jumping mechanics. the best way to jump in every context. how
    each jumping pattern makes him feel. how each level design produces
    a jumping pattern.
    . how the aesthetics make him feel.
    . how NPC patterns affect the challenge and how he feels.
    . what challenges give him the most trouble, the most frustration,
    how to deal with these feelings in order to improve.

  He gets insight into how each aspect of the design affects his
  experience; how he reacts to each scenario; how he develops over a
  session, or multiple; how he needs to think in order to improve or
  reach his goals; what he actually needs to do in-game in order to
  succeed. When we design we think about the player. We think about how
  he will think at each moment, how he will think over time, and what
  he will do.

  Our goal is to create the best experience for him. His goal is to
  study his own experience so that he can play better, so he can learn
  what kind of mental state gives him absorption, what kind of design
  gives him that mental state, and what kind of design gives others
  that mental state.

  What I want is for a player to turn around after a session and do 3
  things:

    1. Analyze what he did do so that next when he does it he can
       improve his absorption.
         - this is playing new situations better, like a new level of
           Mario, or an old level with 0 memory about its structure.

    2. Analyze the situation based on what he learned so that he can
       apply his observations towards improvement in-game.
         - this is playing old situations better, like replaying a level
           for the 10th time and applying a strategy, or outfitting your
           party and equipment setup for fighting the boss for the
           second time.

    3. Create a new structure to play through/with that will be
       interesting in its own way, based on observations just made.
         - this is building something in Minecraft. It is creating a
           level in LBP. It is making a decision to head north towards
           Narshe - instead of somewhere else - for your own engagement
           only (not to reach a game-defined goal). You have made a
           level design experience that affects only you.

  Obviously the goal is to ramp up to creating level design for others
  to become engaged in.

* examples
  What are some specific things a player would create in Mario?

  So lets say that Mario changes to reflect the player's style. The
  most important thing would be... the degree of playfulness. Anytime
  the player does something that doesn't help him reach his goals
  that is considered playfulness.

  If I import your Mario into my world I get the degree of playfulness
  with it. Maybe playfulness is also based on the situation. So there
  is a greater degree of playfulness for certain themes, around certain
  enemies. Maybe there are certain patterns of playfulness development.

  Maybe I should look at what I wrote and try to come up with some
  specific examples. This is going to be difficult.

  What I really want to do is "empty the player's tank, of creativity."
  When a player plays he fills up with ideas. The idea is to give him
  an outlet, and give him a way to record what he has already
  expressed, implicitly.

  The player alternates between filling up and expressing. If he can
  express interesting things, things that engage him, then we let him
  continue to express. If he cannot express interesting things then we
  put him back to work, playing the game. He cycles between playing and
  expressing.

  We also want to record everything that he does. If he is 20%
  aggressive, 20% better than before, 20% acute, then we want to show
  that somehow. 3 levels: lifetime, level, encounter. We want averages
  for each, reflected through the character's behaviour. We want 3 main
  gauges of what the player is doing.

  There are also 3 kinds of contexts at each level, 3 encounter types,
  3 level types, and only 1 game type. One context might be "enemies
  that require finesse," or "enemies that require spatial reasoning,"
  or "levels that are suddenly more challenging than the ones
  previous." Really I'm looking for context divisions that produce the
  widest variety in player responses.

  Then we have NPC reactions. We have global opinion, opinion by
  character type/location, and opinion by individual. Opinions are a
  mixture of perception of player behaviour and personal past.

  The world reflects particular decisions. 3 categories:
  success/failure, style, exploration.

  + searching for 3 dimensions

    Aside. What are the 3 main dimensions a player's experiences varies
    by? Challenge is one, obviously. We also want story-like decisions.
    So the player has to make strong decisions about how he wants his
    character to develop. He makes personal decisions to do this. Then we
    have strategic decisions. The player makes commitments to particular
    kinds of strategies.

    The problem is, we want to measure things the player would already do
    in Mario, so I can't do the above 3. Challenge is okay. What else
    does the player express in Mario? Maybe 3 different types of success?
    For different kinds of moves? What about relative success, like
    improvement? We also have fluent success, hot streaks, how many tries
    passing a single challenge took. We have types of failures, what
    enemies killed the player, in what way, what the player was trying to
    do before hand.

    Style is one dimension. How stylishly a player beats a section. Does
    he value style over optimization? Style is when he does cool things
    that aren't necessary. Style occurs only when the player does
    something challenging. Then we have exploration. Exploration is when
    the player takes his time to figure something out, to learn or study.
    He studies an enemy's behaviour, how best to beat it, how the
    mechanics of a level segment work, how a power works.

  + reflecting the player's decisions

    What I want is a world the reflect's the player's decisions. There
    will have to be many elements that the player revisits. There will
    have to be a home, then paths that lead out to other worlds. Then
    there will be a second home and so on.

    The player branches out. The world is a living record of his
    adventures. He gets powers and items and equipment and partners to
    help mark his progress.

    I need to figure out the major moments in an experience and reward a
    player for all of them. Possibilities:
      . completion of a quest (several levels)
         - includes segments punctuated by a boss
         - and side quests gone on voluntarily
         (Minecraft gives special ores, which then can be used for new
         things)
      . completion of a quest chain. possible rewards:
         - perishable items - for use in battle, construction of buildings
         - NPC attitude changes, new partners, their willingness to do
           things for you, give things to you
         - new equipment (semi permanent), new powers (permanent)
         - new aesthetics, achievements, trophies. these things just look
           cool. high scores count here. you can get a new banner or cool
           looking sign for your home.
             - think the M that goes on Jinx's dojo (when you beat him for
               the 3rd time).

  + explicit expression

    What are the things that the player would want to express explicitly
    in Mario? This is all level design. Think about the things a player
    has to think about while playing but doesn't have the chance to
    express naturally.

    You know it would be really great if everything the player did
    actually mattered in-game, in proportion to to its value to the
    player while doing it. For example, in Mario my stylishness has no
    effect on anyone. I can collect bonus coins and get nothing, free
    lives, that's it. A free life only matters when you're low, when you
    suck, or when you haven't figured out that they don't matter yet.
    Your lives reset when you turn the game off anyway. How crap is that?

    Yoshi coins are garbage too. If I do a stylish kill and die stupidly
    where does my style go? In soccer at least my teammates see; that
    counts for something. But in Mario I gain nothing. Everything is
    gone. I don't want it to be gone. I want it to stay. When I do
    something optimally I save time. When I do something well I get to
    progress. When I avoid damage while holding a power I get to carry it
    forward. But when I use style? I get nothing. Isn't Mario about
    exploration? Isn't it about having fun? Then why do the mechanics not
    support that? Why do they conflict with the obvious aesthetics, the
    ones that try to encourage you to be impulsive, to do whatever you
    want, the ones that are everywhere?

    In Mario 64 at least they have the Stars. The stars were an invention
    to give points for style. Some stars require style and some do not.
    The player can go for the ones that he likes. The problem with the
    stars of course is their reptitiveness - you're always playing the
    same level - and the unecessary freedom given to the player. Not
    balancing challenge with fun is too easy in that game. There should
    be more structure in the order you have to go for the stars. Of
    course this structure should be intertwined with the story, and
    environment.

    I can tell an incredible story if I can just get the player to
    invest. Hmmm....

  + building things - what the player knows

    The player wants to create levels that actually do something for him.
    He wants to create levels that build on his knowledge. What does a
    player know after playing Mario? Let's start with the Prince of
    Persia, because that's what I've been playing.

    I run around on walls. I have to map out an area in my mind. I have
    to figure out where to go. There are a lot of mental dead ends. I am
    often working with a difficult camera. The level design in that game
    is actually pretty good. Lets start witht he basics:
      . aiming/timing jumps
          - getting the wall run start going properly. requires aim that
            is partially relative to the camera, and timing for the R1 -
            something Assassin's Creed does not demand.
          - timing the wall run with saws
          - jumping out of the wall run at the right moment
              - to hit another object from various camera angles
              - to hit various objects: poles, ledges, platforms
              - based on: memory, visible position, shadow, other
                relative markings (such as on the wall)
              - to go as far as you can
              - to get the fastest run, when on a clock
          - same but with vertical wall runs
          - wall jumping in time
          - jumping from swinging pole, on first try or next
          - similar to wall run jump positioning but with ledges
          - jumping gaps. has some variety as wall run jumps but with the
            adding difficulty of opening angle
       . gauging distances:
          - for wall run lengths: horizontal, vertical
          - for jump lengths
       . fighting
          - enemy attack signals
          - enemy attack pattern projection - which attack will they pick
            next
          - assessing position, not getting cornered, choosing most
            vulnerable enemy
          - attack maximum amount with getting damaged
          - rewinding on the most damaging attacks
          - blocking at the right time
          - choosing the right attack: jump, attack, move-attack, dagger,
            draw, guard; special: wall bounce
          - combining the above together
          - protecting Farah, tracking her health
          - crowd management: stunning some enemies, daggering for a
            reprieve, clearing space around a downed enemy
        . figuring out a puzzle
          - finding objects that can be platformed on
          - noticing special objects: doors, buttons, weapons, crates,
            cracks, "gateways" (entries/exits), enemies, sand clouds,
            turn-styles, pull levers - vertical/horizontal
          - running pathfinding through your head
          - deducing options, general strategy
          - getting into better positions to see what to do
          - following your intuition
          - replaying the puzzle in your head to think where you missed
            something
          - keeping track of everything in your head
          - keeping your sense of direction even while moving through the
            level
          - combining all of these with various action challenges
          - general logic: with the mirror puzzle, the "weapon system"
            puzzle
          - exploring, by looking for everything, following leads etc.
        . weapon timings
          - getting the rhythm - like "when to go" when several saws are
            at work, several mocing pieces combined with spikes etc.
          - executing properly, including roll timings etc

    The player basically needs to think about the relationship between
    the level and how it makes him feel. What frustrates him? Give him
    the most challenge? The most pleasure? The most confusion? What are
    the optimal strategies for beating it? etc.

    How can constructions be tested?

    The player also knows about the world. If there are any patterns that
    link the environment to the mechanics/design he will pick up on that.
    He will also know how he feels. If the level produces a lot of horror
    then he will feel what? The desire to express his fear? Or his wish
    for safety, and what that looks like?

    The player should be expressing the top feelings that the game gives
    right?

  + building things - what the player can build

    I've already covered Prince of Persia. Next comes Mario. What does
    the player know in Mario?
      . enemy behaviours, how best to deal with them
      . how to deal with a variety of problems
      . how each situation makes him feel
      . how he feels, in accordance to what the game is designed to make
      him feel - important to get this right

    Spike sideways. Assume The Impossible Game. The player can only do 1
    thing. He can jump. That's it. We can choose when to jump. He wants
    to get as far as possible. Either he makes a jump or he misses it.
    What does the player learn while playing? He learns:
      . what situations give him the most trouble
      . which patterns are the most interesting
      . how best to control his thoughts in order to succeed

    He can build:
      . interesting jumps
      . jumps that will help practice his skills
      . easy/hard jumps that give a good challenge curve or pacing

    In other words what are the kinds of things a player could build that
    would make him an optimal player? If he can learn to build these
    things he will naturally become a better player. He wants to explore
    all of the mechanics available to him. Ideally he can do this with
    the level design mechanics that already exist.

    He also wants to build things that are interesting. Maybe there are
    particular patterns of challenge, particular orders of interactions,
    things to do, that stimulate him. First he learns that pattern P gives
    engagement level L, then he learns pattern P2 gives him engagement
    _type_ T - like an emotion or something, some mental state. Then he
    learns what patterns of engagement types maximize his engagement, and
    create new types of engagement. Then he learns how to give successful
    engagements to others.

1.2.3 share
~~~~~~~~~~~~

* intro discussion

  The whole point of expressing is that you can share what you have. You
  want to show people what you went through, so that you can learn more
  from it. You want to create for others. Most importantly you want to
  develop relationships, end up on a team, and create together. That is
  the point of this game, to get on a team and create something
  with them.

  There are a lot of ways to share what you have done. In Minecraft you
  just show the physical construction. What if players had a hub world
  to browse everyone's constructions from. There was some way to vote
  on which ones you like, which ones inspired you. Cool right?

  You can share strategies and high scores. You can share what you have
  earned. You can share the world around you. You can import your
  character into someone else's world. They can import it. What is
  imported acts in a natural way.

* dealing with specifics

  Given the Impossible Game mechanics, what are some things that the
  player would want to share? The player wants to share:
    . his current state - what he plays like now, how he relates to the
      game, what he is capable
    . his major events - big things that have happened to him,
      people/NPCs that he's won over.
    . his creations: that reflect who he is, how he sees the game, what
      he has created for others to consume

  Probably need some specific examples of things the player could
  create.

FF7, dungeon crawling and racing

Here’s another warm-up exercise. The design is coming. I’m making it larger than I originally planned. This is a good thing. I plan to have it up in the next few days.

Inspired by: _speed_

Racing games are cool because they are mesmerizing. I love being drawn in and put into a trance. There is such a constant need to put yourself into the perfect position. You are circling a middle line of perfection as it moves forward – you with it.

Racing is about finding that line and always getting closer to it. Not to mention that that line is constantly splitting and shifting. You never quite know where it is. Stay with it for a while and you’ll learn its patterns, get a clear vision of where it is and how it moves.


I want a game that lets me do anything I want. I want to type on a keyboard, click lazily with a mouse watching my men do things for me. I want to switch between hardcore action and relaxed reading and thinking at any time. I want to suit the player’s mental environment.


Inspired by: Dungeon Dashers

Managing a party of dudes is awesome. I’m watching this “let’s play” video of a playthrough of the opening sections of a game called “Dungeon Dashers,” from the TIG devlogs.

Stabbing skeletons is archaic and still fresh. I like the sound of bones crushing, blood spurting. I like seeing gore. I like completing the mission and hearing that ding. I like being successful.

The battles are interesting. The most interesting part is managing your party, getting used to each of their abilities, having to think about how they interact, what their strengths and weaknesses are, how they can be used (in battle and out of it).

I want to be able to call my minions to me. I also like how the story blends with the mechanics. Each scenario has a little story that goes with it that helps provide context for the battle.

I like PC games for their detail.


The issue I have is with how everything in this world works. Why am I living with my father? I am here to help him, to help myself. For whatever reason I left Waterloo not to start my company but to live inside the pain of my problems. I didn’t want to be able to escape from them, and I have been living in shame of my inability to express that since.

I cannot leave because my mission is to figure this problem out. This game is supposed to bring us together. It is supposed to solve all of our problems. I can’t cheat my way out of it.


I want this game to be like FF7. I want to make players feel the way I felt when I played that game. FF7 made me feel like a hero. It blew my mind. It was so deep and rich and demanding. It had an opening sequence that just rocked me. I was intoxicated by it. A full FMV that starts off slow, introduces a character – Aeris – pans through the city, follows an awesome moving train, then “fades” into gameplay.

Then Cloud jumps off the train and it’s time for battle. We’re already in a rush. The characters are already calling us forward. We are already part of a movement. God I was entranced. FF7 expected that you keep up, that you were ready for such an adventure, that you could handle and appreciate that. That’s what I liked most about it. It was mature.

The moment when I attract a girl goes like this. She’s talking some bullshit and I’m just ignoring that shit, thinking about how she really feels. At some point I just treat her like she is, for what she really is. She feeds me crap and I just ignore it, look at her like she’s beautiful and interesting for her most natural qualities, like the crap is just fuzzy reception, and she drops the shit. She just stops because she knows that I know that she’s better than that. Then we engage. That’s the moment where attraction starts. She suddenly sees me as an individual and we can relate for real.

FF7 is like me and I’m like the girl, 11 years old and girlish. It doesn’t ask me what I want, or wait for me to catch up. It just assumes that I am the way that I am, that I can match whatever it expects, then it just runs with it.

It is amazing how quickly you can grow in that type of situation. When you’re around someone who knows that you’re better than you’re currently behaving, who believes in that, then you grow into that person almost instantly. The experience is so gratifying and calming. “I _am_ this way.” I want people to feel that way when they play my game, like they are the best version of themselves, and that the game didn’t give it to them but they gave it to themselves. The game just reminded them how to do it.

“I’ve always been this way. I know now. I just forgot.” That’s how games can make you feel. Oh yeah, just like another person. Books are about the world. Games are about you.

 

challenging shooters

Here is my design warm-up for today. It is an extension of my thoughts based on reading these two articles:

Games are hard to play. I love Call of Duty (COD). I loved Modern Warfare 2 (MW2). I was losing my mind by the end of that campaign, my sister sleeping on the floor beside me in my beanbag chair. That night was on Christmas Day. She received MW2 and I got shit. But I was 25 so wtf do I care… (cry).

My sister and I controller-swapped on hard for a while. Then we put it on medium, she zoned out into dreamland slowly and I played. I played one more level, over and over until completion. Yeah! ….

Big screen tv, awesome sound. My sister sleeps like a rock, that you can press like a noise-making teddy bear to get a token sound out of. Though she’s usually low on batteries so the sound is garbled.

Players want their minds blown. They play shooters because they are aggressive. They love the compeition. Life itself is a constant competition. We compete for attention, respect. We want our wives to love us, our parents, our children. We want a slight boost in the workplace, around women we’re thinking of courting and getting rejected by.

We want to feel alive and stimulated. When I kill some guy in COD I’m not just removing a model from the digital world, I am asserting my authority. Who gives a shit about that guy? No one, not even his mother who probably doesn’t exist, but I give a shit about how I play. I want to succeed not for digital rewards but for the mental freedom I get when I overcome my mental barriers.

Life is often a series of challenges. We want to say something funny, we want to elbow out that jerk to our right – fuck that guy – and we want to remain stable. We want to trust in our abilities enough so that we can plan our future, so that we believe that we can go out and do what we want and feel what we want, because we can conquer the challenges before us that would prevent us from doing and feeling otherwise.

COD gives that battle a palpable form, without consequences. It lets you ramp up to a state where you are fighting the world without it threatening to shut you down, without it forcing you to gamble with something precious first. The game is a test-bed for your own abilities, and it gives you representations of many of the different kinds of elements present in a challenge in reality.

We shoot to kill. We kill to improve. Shooters are a way to assert ourselves to ourselves. Combat, struggle, self-control, mastery of the mind. Shooters gives you a sense of what it is like to be in control of yourself out in the world. They actually give you some of that control too.

The reason people don’t play hard shooters is because they are discouraged by them. They don’t shoot to fail. They shoot to win; however, they shoot to actually win. The pleasure of winning comes from the idea that you can conquer problems in your own life. Winning a fake battle is better than losing one, but winning a real battle is even better.

You have to train players up. They start as skill-midgets. They are way down there on the skill and courage scale. They fucking suck. What is wrong with those guys? Your job as a designer is to raise them. They need a cycle of understanding the purpose behind their journey. They act, are challenged, learn, then succeed.

You give them a taste of success right away. Even when there is no “obvious” challenge in a game the players are still challenged by their own expectations. They don’t know what to do to succeed, so to be rewarded for any success is liberating for them even if only a little. So you can give rewards for nothing and that is fine. Then you reward them for a little more, and build up the ability to challenge them greatly and expect them to return for more.

wolves in the forest

I’ll be finishing the first design iteration today. I’ll share the process I used to get there after I share the design. The process will take some explanation to make comprehensible and I’d like to do a semi-decent job it.

In the meantime here is a warm-up exercise I did yesterday. I just start writing down an idea and go with it until I’m tried of brainstorming.

Also I’ve been doing a lot of overhead stuff, like monetization strategy, details on the design process, research into some of my inspirational areas – tv, what I want out of the game long-term, how I plan for the “collaborate on the game across the web” details to work out and so on.

I want people to play my game because it will be fun. The experience will be diverse and emotional. Ideas will spring out of the screen. The player will have an intense journey. They won’t know what hit them.

The biggest goal – no a goal – is that the player can express him or herself. She can create a unique experience. She can dance and be intense. She can explore like in Zelda. She can conquer bosses and design weapons and strategies. She can recruit friends.

Deus Ex: Too Human: the game taught me how cool stealth is. I already knew but hey, I can always learn stealth again. I like sneaking around guys, though I hate having to try a level over and over again. Waiting without any consequence -other than to restart a boring mission (monotonous) – is bullshit.

Stealth is fun when you have to deal with the consequences. That’s what makes stealth exciting. Every moment changes your perception of what will happen if you get caught, what you need to do to not get caught, and whether you will be caught. You also have to plan your escape strategy.

I loved camping and sneaking up on people. I have a distinct image in my head of hiding in the bushes. I really enjoyed that. Campfire, smoke, darkness, walkie-talkies. Friends around the fire. Strangers. Prowling, stalking, searching. Hiding in the bushes with a friend. Finding the group with a friend. Being lost in the wilderness. Not knowing if you will ever be found. Being scared.

I love being frightened. God game development is going to be difficult. If I can get all of my main emotions figured out maybe I can determine the core mechanic that needs to go in to deliver those emotions. I really can create a great game.

Believe in yourself. I want a new kind of game. I want it to blow minds. I want it to be mature. I want it to be smooth. I don’t want it to be bullshit. How many games are complete bullshit, not respecting my time at all.

I need to stitch ideas together. Level design: go. Legend of Zelda. Dungeon. Oh shit.

3 enemies. Each one pushes you in a different direction. Based off of 3 animals. You have the bear, the wolf, and the jaguar. The bear is just a bigger, slower, wolf. The wolf, the jag and the bison crew.

The wolf stalks and plans and works in a team. The bison are more defensive but will challenge you if you encroach on their turf. The jaguar is sneaky and limber. It can use the terrain to its advantage.

The jungle is important because it is difficult to navigate, even between two points that are totally obviously connected. Mountains in the distance, water nearby, creaks and streams, pebbles, roots, underbrush, clearings, meadows etc.

Each animal has strengths in each environment. Your job is to go from each area to area, back tracking and learning the environment, trying to find safe passage, get the right supplies and skills to defeat the enemies.

Going one place gives you courage, or peace of mind, or whatever. Going somewhere else gives you intellect. Each environment affects your state, also provides for different biological needs. You get hungry and thirsty. You need to rest. You need variety and safety and a balance of sunshine.

You need protection from mosquitoes. You need to wipe your bum. You need to eat, a balanced diet. You need to wash yourself. Most importantly you need to learn to hunt, to be stealthy, to walk in each terrain effectively.

As you master things, your environment, your body, you gain the ability to take down the serious animals. At the beginning the animals just kill you. You are afraid of the threat of beasts. Their images haunt you. You hear a sound and must fight a wolf or at least your fear of one.

A wolf sound is made or the area darkens. You become afraid and run. You are judged on your success. You gain courage and skill. The player gains skill too.

Animals and the forest. Zelda is about many different challenges spread out in a maze. The player has to backtrack a lot, to gain knowledge, to use items, to unlock greater access to the dungeon, then eventually have a showdown with the boss.

I don’t want my player to die. I will put death in but it will be infrequent. Instead the player will lose things. He can become injured, his psyche can be damaged, he can lose his health. Most encounters don’t happen with the animals directly.

In reality animals will kill you, at least the ones I’m using. So encounters have to be minimal or the player has to be overpowered, or can re-spawn like crazy. I want minimal death and a lot of fear. But I also want a lot of interaction with the animals.

I will solve this problem in two ways. First we have the “images” of animals. Since this game depends on the defeat of creatures the player character will always be focused on this. He wants to kill them but he doesn’t want to put himself in harms way unnecessarily. So we need “half” encounters.

Spirits aren’t cool for many reasons. I’ll have little versions of the big animals. A little wolf can act like a big wolf but isn’t a wolf and should not be killed and is less dangerous. The player plays with these to build up his skills.

An actual battle is long-lasting. When you fight a wolf for real you go all over the terrain you already know.

Actual mechanics. I want a lot of air. I want something like climbing trees. I want lots of terrain. I want all the control to be centered on the character’s body. So he doesn’t use a lot of tools. He relies on strength and finesse, like the Prince of Persia or Mario.

He can climb, grab, jump, slide, swing and so on. He can fall and get hurt. Moving from point A to B is always a task. Basic traversal is challenging especially at break-neck pace.

The main goal is running. Normally the player wants to get into a good position. Attacks themselves are limited and drawn out. When an attack happens everything slows down and is blown out, maximized.

The question becomes how can the player get into an optimal position so that his next encounter with the enemy goes well? He wants to get a slight edge by injuring the opponent, changing his opponent’s trajectory.

There are slight mental state changes in the opponent with each encounter. After each state change a new realm of possibilities open up. The player must find the best way to exploit each state by using the environment to his advantage. He should have a lot of practice in each environment that he chooses to battle in.

A battle lasts about 5 minutes. The most important parts are:

  • getting to point B (from A) competently
  • choosing point B well

So there must be several types of terrain, that each combine well with others, and there must be a lot of variety in their traversal.

Share – Discussion

The post is part of a design process. You can see the process explained, along with other posts involved in the process, here.

World of Warcraft (WoW) lets you share the grind. You get instances, have a guild, see other people around. You are inspired to succeed to beat the next guy. You are also reminded of the existence of other human beings.

Part of the addiction of WoW comes from the need to outdo your peers. You want to be a part of something, and you don’t want to fall behind. So you play… maybe a little too much, maybe the right amount.

I haven’t played a lot of WoW, but I’ve known players, heard many people speak about it, known at least one addict. I played a game called Realm of Empires (ROE) for a month. It is a “social RTS” MMO. So think Farmville meets a simplified Civilization stuck in the middle ages – that’s the time period of the game’s setting, not a snide comment about its quality.

ROE I played because I was considering working for the company that makes it, because they are local and I didn’t mind the idea of money for a while. Anyway I didn’t take the job. Their game was addictive for a little while. Why? Because I had to learn its secrets in order to apply… or at least feel comfortably prepared in applying.

Turns out my prep. didn’t matter to them, but it mattered to me. I learned something about the social draws of games like these. They bring you in with a few mechanics, then keep you there by comparing you to other players. You don’t want to lose to them. You want to outdo them. Yes you can, because you are smart too, maybe even smarter than them.

The annoying part comes when the game becomes about the grind and not about your skill. This is the place all games want to avoid, and never do because it’s impossible. You make a social game better by making competition about the players, not about the skill, and not about the time.

Not about the skill? Does that surprise you? The enjoyment of a game should not depend on your skill. … think about it. Skill takes practice. Practice is a grind, whether enjoyable or not. Competition should be available to all players no matter how good they are.

Engagement comes from the acquisition of skill and the comparison of skill. So skill has to matter somehow. I want to play you because you are good and I am good. I want to get better and I want to beat you. Both of these desires are based around skill.


Sports let you play on a team, or watch a team with a team (your friends, other spectators). I wasn’t very good at sports when I was younger. Now I am mediocre. Sometimes I was okay, particularly playing pickup games, like of basketball, but never in front of an audience, in a competition, “on the stage.”

I used to mountain bike a lot. There weren’t a lot of mountains near where I lived but there were lots of bike paths, marsh-type areas, hidden parks, hills, creeks and so on. I developed strong calves. Those and my back were the only semi-developed parts of my body.

My back came from horsing around in the yard, or at camp. We’d play tackle the guy with the football, often with older kids. I loved that game. That was something I was good at. We’d also just wrestle, into submission.

British bulldog: I first played that in grade 4 I think, with Bob Scott, a fellow fourth grader. He was tough, and we played with a bunch of kids, mostly younger than us, just due to circumstances. Really we’d walk across the field and the kids would tackle us. How many of them would it take? Took 1 to get me down at the beginning, then 2, then 3 then 4. He could take 5 and keep walking. He’d usually strut.

After cross country practice – as a junior in elementary school – we’d play manhunt with the team. Just kids, with 20 feet in the middle of a foot pile, one kid counting, “eenie meenie minie moe.”

I enjoyed that group because it was a guarantee, and there were some cool kids there. Since we ran cross country together, and came out for (lunch) recess later than everyone else, we played together. That was a given. No questions about who could join. The point of being on a team is to be guided by one another, to be self-conscious in the face of recognition.

I remember when I was very young my father took me to tykes soccer, indoor soccer. We’d play for a while then get donuts at the end. I loved the donuts.

I used to stare up at the ceiling, looking at the lights, imagining things. A few times I tried to kick the ball. I didn’t see the point. A mob of kids would follow the ball across the floor. The ball went 5 feet to the right, 10 kids went 5 feet to the right. The ball went 2 feet forward… you get the idea. I thought, “what’s the long term goal of this?” I couldn’t believe in it. Besides, the lights drew me in, into my imagination, inspired by the activity around me.

I like thinking while the people around me are doing things. I like being on a plane, or a bus, or a long car ride with friends. I like small spaces and intense silences. I like study hall. I like poker – competitive study hall.

Sports give a similar feeling, but you compete athletically in them, instead of academically or meditatively. You exist in a space with others, perceive their behavior and they perceive yours. The goal is irrelevant. A ball in a hoop, money in your pocket, a good time. You act with belief and you share. Everyone gets in the zone and learns.

LANs of course are worth mentioning. Diablo II lans rule. I played Counter Strike lans at one place of work at lunch. There were some good players there. Co-op shooters on the couch. So many hours playing Smash Bros with friends. Secret of Mana with a good friend as kids – he didn’t normally play games. Swapping a controller to beat a race in Ratchet and Clank – for bolts (money).

Intimacy is a shared experience, the pickup. Talking is shared. Facebook, twitter, the internet. Blog comments, blogs. You want to be heard and hear what other people have to say, because they have unique perspective, because they are in a different mental state from you and have lived different lives.

Joe and Mac with my father, once. He got pissed because I kept accidentally clubbing him – we could hurt each other (should have turned that one off – didn’t know how (I was an idiot)).

Board games with my family – card games, Cribbage, Risk. I loved board games, complicated board games. I wish they were deeper. Getting drunk with friends… other things like that. Singing while drunk. Arguing about science, school, politics, religion. Being in a lecture hall, listening to the professor, taking notes, with everyone around you doing something similar.

You want to compete with others; you want to do similar things around them, you want to do anything around them, so that you can learn from them, using them as an example; so that you can learn from them, using them as a reflection of yourself.

There is a feedback loop with other people, even if they’re ignoring you. You behave, you perceive, you reflect. Their experiences and opinions contrast against yours and you learn. You grow, or at the very least see inside yourself for a moment, achieve a state of levity or control.

Create – Discussion (part 2/2)

The post is part of a design process. You can see the process explained, along with other posts involved in the process, here.


This is part 2. See part 1 here.

Solving algorithms feels real good: devising them, figuring them out. “Here’s your problem Graham. No one else can do it, except the brilliant ones. That may not include you.” That’s what fires me up. I soak my head in the problem and wait. I become invested. I look inside myself, sort through my ideas using my instincts. I go down many paths, reach many dead-ends… always getting closer to the goal.

There are moments of elation. The rush: it feels so good. I am empowered for days after a good solution, often longer. I had been chasing a Poker AI for years. I wanted to see its connection to search technology for the web – smart search, comprehensive, based on a knowledge of you (the user).

I am creating in those experiences. Solutions, though brilliant, are often in a small set of correct ones. Implementation offers room for style but the real genius is in the observation that let you succeed. That part exists in a small space. There isn’t much room for variation there.

The variety comes in the path to get there. The process on the way to the solution: that’s where your personality shines. You share how you reasoned your way out, all the analogies you used. No matter how personal they get you always get the answer. You subvert the problem with your intuition, your life experience. That’s what makes the experience powerful. It is about you.

Create + Share

Playing Time Splitters 2 (TS2) with Coffey – my friend – in my basement back in high school, when I was 14, before and after: that was good. We got into the groove and talked all night. The game is a cooperative shooter. We’d discuss strategies, and basically insult each other, occasionally breaking out into a war (in-game) between us.

I remember one level that was insanely hard for us because it required stealth. We had to follow this woman without being seen, by her, cameras or the police. Shooting was rare – at least for the stealth part. We screwed that level up about 52 times.

I had a gun and he did not. His punch was stronger than mine though. We fought in the spawn area all the time. You follow the bitch, slip up then boom, level over. “Fuck. Fuck. Fuck you. Fucking, fucking, fuck you. You fucking fuck.” Oh yeah, being young. I’m not much different now.

I remember we finally beat that level, after hours – literally. And he said, “I better have a gun this time; I better have a fucking gun. Fuck I’d better have a gun.” <spawn>. <pause>. “I don’t have a gun…. I don’t have a gun! Fuck! AND I’M IN JAIL! FUCK! I DON’T HAVE A GUN AND I’M IN JAIL!” <laughter by me>. “Fuck. I’m in fucking jail. Fucking fuck. Fuck.” You get the idea…. He was in jail and I had to go save him. That was the first part of the level, every time we played it – :).

Strategy comes, but not in the way a lot of modern big budget developers would make you think they think it comes – that made sense. It doesn’t come from your decisions about how to approach a situation – though that does happen. It comes from how you relate to each other, your emotions, your perceptions of each other.

You play sloppy, they notice. You play like a tard? They notice. You become over-zealous, try to play the hero, become lazy, late, on-top, supporting, whatever… they notice, hopefully. Then they tell you, in their own personal way.

That’s where the strategy comes from. You watch him and he watches you, and you talk the whole time. The strategy comes in during your pursuit of the ideal play session. You think about it by relating to your friend/play-partner. You act, reflect, then adjust, based on an assessment of your performance, that is a mixture of your understanding of systems and how your friend perceives you.

Unreal Tournament (UT) on the Dreamcast: same thing. I even get in the zone with my sister sometimes, though always when she’s short 1 controller (when she’s not playing). She back-seat drives. “Go back… left, left.” Me: “what the fuck… this isn’t the way!” Her: “just go forward, yep… there, pick that up.” <get health>. “… thanks… I needed that.”

I found the correct path, the way out of my mental block, in Secret of Evermore thanks to my Mom. Same thing happened in FF6. I come to her with a question, she makes an obvious observation – based on her knowledge of me, and none of video games – and solves my problem, without even realizing it. That’s collaboration!

I play FF and my sister watches. I’m skilled in battle. Turn-based tactics, in-menu strategy are places that I shine. I can see the optimal path easily. I enjoy finding it. Then in battle I slowly ramp up to the ultimate execution.

If there’s a way to beat a boss without leveling I’ll do it, without treasure, with balls… and my sister watches. We get into a menu, make decisions, and when I fall apart she notices and says something. Or sometimes I just notice on my own, get back on track without any pushing. Being self-conscious without any direct influence: that’s the power of another person.

Create – Discussion (part 1/2)

The post is part of a design process. You can see the process explained, along with other posts involved in the process, here.


This is part 1. See part 2 here.

The point of producing is to find who you are. When we are doing things we will eventually become unengaged, because our instincts come into conflict with our actions. Either we self-analyze and fix our instincts or we change our activity.

Creating is a way to take control. We create things to remind ourselves of what we believe. More than that we do it so that we can find what we believe. When we don’t know what action to take next we have to express ourselves somewhere. We must express that which feels the most natural to us.

Life can be broken into two components. You act, then you reflect, so that you might find how to act next.

Placing blocks in Minecraft is taking your natural imagination and connecting with it… then studying it. The Skies of Arcadia crew-building “mini-game” is an expression of your ideal living environment, as well as your ideal in-game strategy. Through it you express how you feel about your future, your friends, your family, and the system you have been experimenting with and focusing on.

Some games with a flexible path to solution:

  • Super Mario World

    You can kill an enemy, in several ways, or avoid him, in several ways. This combined with other enemies, and paths, and power-ups, gives many options available to a player. Also, there’s speed, risk, style, finesse, bravado and so on that the player can modulate.

  • Prince of Persia

    Even though there is only one path to a solution, often, you can control how convincingly you platform it – how confident you are in the required steps to go through it – being rewarded with nothing but smooth momentum and engagement.

    You can also be extra cautious and think longer than you need to, explore, decide how to approach a puzzle before you know the solution – which paths to test out first, in what order. You get an intuitive impression of the layout of the room, at the beginning and at the end of each platforming segment, and react based on that. You choose where to focus your attention first, whether to “go for it” (or continue exploring), how confidently to go for it when you do, then repeat the process.

  • Final Fantasy (FF) 13

    How to equip your party before a battle. The equipment setup in 13 is slow – blah – archaic, not flexible, not enough choices, not abstracted properly, very little party building – I can’t even remember interesting leveling choices. FF gets gimmicky.

    You get some control in the flow of battle however. You make a plan, then try to stick to it structurally, then adapt with it, taking advantage of each situation. You express yourself through the setup, and of course the party building – a little – then again in battle.

Legos with my Dad felt great – when I was 5 – because it was something we could share. “Now put this here,” he would say. I felt so good about that experience. It made me comfortable with life, with who I was. I felt like I was in control, like I wasn’t lost. A lot of powerful memories come back to me from thinking about this stuff.

I was creating by following instructions, but I was also making decisions. I had to remember where to look on the page, recycle my history – through my mind – to find the right place. I interpreted the instructions, lusted for the later steps, found the right lego piece, analyzed the physical structure, asked a question, received guidance. Minecraft captures a lot of this. Actually, it misses out on a fair bit too.

Working with Amanda (my sister) on my K’nex Big Ball Factory was a reduced version of what I did with my Dad. She provided less guidance, but it was still fun to interact with her, to share the process of building, to divide tasks.

Theater is interesting. There was a lot of power that came with being on stage, preparing to be on stage. I wanted back then to blow people away. I wanted to do a good job. I wanted to show what was inside of me.

What I liked the most about the theater – actually there were two things – was fitting in, and being able to prepare my presentation. I was always caught off guard in public situations, because I didn’t know how to relate how I felt without pissing people off. My relationship with my parents and our family’s inconsistency with our local society ensured this. Also, my stupidity hurt too.

In the theater I could prepare. I could plan and plan. I could ensure in my mind that whatever I was going to do would be acceptable. I had time to build up my own confidence. There are only 2 bad memories I have from my theater experiences – well, only two really bad ones. I didn’t get the Scarecrow part for Oz – she fucked me, the director – and I missed the auditions for Sears (drama competition) in grade 11. I wanted to be a part of a team. I also wanted to show my talents. I had been preparing for a real part my whole life.

I liked building the plants* for Little Shop of Horrors in Grade 11, because it used my technical knowledge. There was a lot of variety, people to surprise, respect to be earned. I could work with others, teach them what to do. I remember giving – what’s her name – the sexy girl with a fully body who went to Spain… control of Audrey 2. That felt good.
* The plants are these 4 successively larger puppets. The largest fits a person inside.

I got attention – Mr. Thorne ensured that – and I got to do something interesting. I also worked my way into acting the part of the plant, and made a friend in Khalil. We were too different, my family. Creating was my way to show what was special about me, how I stood out and why I was special. It was a way for me to fit in.

Dungeons and Dragons (DnD) was awesome with Chris – from university. We was such a good Dungeon Master (DM). We shared some good memories. I remember looking forward to DnD night, being able to rely on him to bring a good session. The experiences only helped our friendship.

I wished I played more DnD, and took it more seriously. I liked sharing creativity with my friends. I enjoyed that a lot. I made some friends that way. My campaign was terrible (the one I DMed). I learned a lesson there.

I remember after 2byte* hit me in the face, and knocked me down, I fantasized for about a year – holy shit – about running a new campaign for my old friends, to show off my new talents. I wanted them to be proud. I wanted to connect to them.
* 2byte was the nickname for my game development study group.

The desire to reach out to others was repeated. It showed up in high school with theatre, with my Dad when I was 5, then again with my friends in university. I expected to relate to my colleagues at Suited Media through my work, with my Dad and family now through the same thing.

My work will save me, because it will show everything that I know how to do. I have studied the presentation of ideas so that I might share what I know. I want to connect. I don’t want to be alienated anymore. This is what all nerds want. We want to be out there, be ourselves, and be strong. I want people to be honest with themselves. I want them to connect to others. I want them to follow my lead.

Goal: create a platform for others to express themselves through, so that they can experience the sensation of doing so, reflect on it themselves, then share it with everyone else. Tie people together, to themselves, to the rest of the world… through the web, through reality.

Play – Discussion

The post is part of a design process. You can see the process explained, along with other posts involved in the process, here.

This discussion is a little technical. The following 2 will be more conversational.


Playing is absorption in the game that I value the most, or that I believe that average person will value the most, that I can build.

I pay attention to metrics and my own intuition to create this game. All I care about is raising long-term engagement figures. Ugh. That’s ugly. There’s a lot of guess work involved.

Obviously playing involves other people, but we’ll save that for sharing.

What are the most absorbing games that I know of? Maybe it would be useful to list all of my games that I love…. Off the top of my head I have 3 categories: action, action/adventure, and rpg/strategy.

Those are technical divisions. Other divisions exist. For example…

  • child, teens, adulthood
  • games, other media, life

I have made the unofficial decision to focus on games, then build outward, because games are the easiest to be inspired from. They translate to other games the most smoothly. They are only 1 step removed from a potential prototype, instead of the 2 a movie would be – story line from movie –> story line for game –> story line for my game.

This restriction is a good one. I could also divide by aesthetics. Though standard genres are the most natural.

Aesthetics:

  • action – fast paced, reflexes, high pressure
  • action/adventure – mixture of action and exploration, planning, slower decision making
  • rpg/strategy – mixture of action/adventure with long-term planning, deeper narratives

Qualities being manipulated:

  • length of average play session
  • intensity
  • length of time between decision and consequence
  • abstraction of consequences

Games are decisions followed by consequences. On the action side of the spectrum we get games that gives consequences soon after decisions are made. On the other end – rpg/strategy – we get games that give consequences far later.

Abstract consequences become necessary for all decisions to matter. Too difficult to design for otherwise.

The payoff for an experience is also extended on the right side (of the spectrum).

Conclusion: Relationship between an experience X, and the rewards, R, for having experience X:

  • X is a char introduction, R is his problem
  • X is a decision, R is the pass/fail, change in game state

investment-payoff cycle size: short, medium, long

return on investment (ROI) cycle size: short, medium, long

Examples:

  • short: Devil May Cry, Halo, Forza 3, Super Mario 64, Starcraft – high intensity, short bursts
  • medium: Zelda: Ocarina of Time, Prince of Persia: The Sands of Time, Shadows of the Colossus, Monkey Island – exploration mixed with action, moderate story
  • long: Final Fantasy 8, Fallout 3, Skyrim, Deus Ex, Civilization 5 – long-term strategy, fuzzy reasoning, heavy story

I’ll provide a link here to the discussion of “create” when it goes up.

The Basic Design Process (part 1/2)

When I am designing I follow a process similar to this:

  1. Identify a key area to work on.
  2. Discuss that area.
  3. Divide it into proportionately valuable pieces – 3-5 of them.
  4. Repeat for each piece until satisfied.

That may sound confusing but it is super easy to understand once you see it in action. What this process produces is a weighted distribution of ideas. Here is an example, that is artificially shortened for clarity.

Half-Life 2

  • excellent shooter, attention to detail
  • cinematic action, pushes you along a set path but gives you the sense of freedom
  • balanced sequences: tight hallways, then zombies, then darkness, then fast zombies, then soliders, then open spaces, then platforming sections, then cars, then boats etc. all of these things pace each other
  • tight gun mechanics, justification for using several firearms in a single fight
  • personality in the enemies. they approach cautiously, are surprised, can be flustered, flush you out with grenades, ambush and so on

Ok, that’s enough. Imagine a 2-way split, instead of the typical 3-5:

  1. “Cinematic action”
  2. Shooting mechanics

I have color coded corresponding items. We can then recurse – repeat – the process for each item. Normally I’d do much more work than what is presented here.

I am telling you this because I’ve started this process for the top-level division, “play, create, share.” So far I’ve only done the discussion, not the divisions – except for “play.” I’ll post each one. Here we are so far:

After that I’ll post part 2 of this article. It will walk through how I turn, what I call, “treeified” content into an actual design – treeified means discussed and divided. That article will link to my corresponding designs for the discussions I’m posting next. You’ll get to see everything.

Magic Systems in Games are Bullshit …

… and can be so much better.

Here’s a bunch of crap I wrote in TIGs about magic systems. Since I’ve been semi working on one for a while, at least in theory … here’s the post:

I’m always nervous with systems like these. When I first looked at Minecraft I didn’t get it. Everything seemed to require so much knowledge to do. The knowledge was tough to get, and required some serious repetitive stuff: trial-and-error. But then I watched other people play, was told to look at the wiki – by a child – and played. The 360 version of Minecraft gives recipes in your menu from the beginning. I think there’s probably some ideal place between knowing nothing as a player and being told something. But even without finding that place Minecraft is incredibly popular. Though in part that’s due to its virality.

Anyway. What if the system was partially randomized? So if you had 10 symbols, and each had a different property, what if you swapped what each one meant? Then players would really have to figure the system out. Though if the figuring out process is too much for the average player – as it is with Minecraft (most of us read the wiki) – then that idea would be a bad one.

Secret of Evermore had a crafting system for spells, though more limited. You learned recipes from characters – cool – then got ingredients as treasure, or from your dog sniffing for them – cool (though repetitive after a while). Then you cast spells. There were some crossovers between ingredient lists, but basically that stuff was too complex to keep track of. You leveled up spells – bad design decision – and basically chose to equip the stronger spell from a group that used similar ingredients.

They should have focused more on what the ingredients were. Maybe you had to be super careful and conservative with some, planning out what you would need for which, thinking, “well, I’m going to a volcano next, so there’s likely a lot of ash there, which powers my fireballs, which snakes are weak against – whatever – and I see a lot of snakes now but I’ll see even tougher ones later, so I’ll use a different spell instead.”

Instead you just cast your reserves, ran out, then swapped to a new spell whose ingredients match your area, trying to level up a few. When the spells get strong enough regular combat matters less – another huge problem with the precursor: Secret of Mana.

Testing out crafting strategies in Minecraft is basically boring for me. I’m sure most people feel that way. But having friends and wikis and stuff is huge. What if the crafting/testing process was fun? Like learning how to combine things was part of the game, core mechanics? In FF6, or most of the games in the series, I enjoyed replaying bosses, to avoid grinding. I would try again and again, slowly tweaking my party setup and my in-battle strategy. 3 things I had to keep in mind:

  1. What I was executing incorrectly in battle.
  2. What the ideal strategy is, assuming I executed well.
  3. What the ideal setup is, assuming I find the ideal strategy for it, and I execute it well.

So battle was fun. Why? Because it was a testing ground for my own skills and knowledge of my resources. Nothing beats experimentation when you have to figure out how element X work with element Y.

How does this relate to magic? Long story, but you get where I’m going with this. What if the player went out on a mission. There are 3 inventory management points:

  1. At base – full control (access to all resources, trunk, store etc).
  2. Outside of battle – semi control (access to everything carried).
  3. Inside battle – limited control (access to everything equipped).

Now when the player fights some monster he tries out a bunch of different things. Maybe he has the ) + / spell. Maybe that spell is like 50% fire, 20% garbage, 30% wind. There are effects accordingly. The player not only tests the strategy of fire and wind, but how it combines with other spells, and how it does in that particular environment, as well as what the owned spell is actually comprised of. He figures out the mechanics while figuring out the magic system.

Just some thoughts. We could do this for a while.

ps.

“Figuring out” crafting recipes can be fun. People craft in Skyrim and so on. You say you like it. I like it too sometimes. Creating robots in your robot workshop in Robotrek ruled for me. Though that wasn’t really crafting, just fancier leveling…. Anyway, the key for me – for a crafting system – is that the process of crafting ties me to the world. In FF, when I’m building parties I’m running battle scenarios through my head. The spells and moves and monsters play around in my imagination. In Minecraft I’m sort of thinking some heavily pixelated shape kind of looks like a real object I know, maybe, I don’t know, then just guess at stuff.

You can see the full thread, with context, if you want: http://forums.tigsource.com/index.php?topic=31902.0