12 December 2014

Designing Player's Luck: Immersion and Statistics (Part 2)

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(hypothetical mindsets of a gamer)

-"This time I'll roll a nimble character." - Player choosing his character's attributes.
-"How is the ninja supposed to dodge an explosion?! " - Frustration while facing an enemy with high evasion.
-"C'mon I killed this boss 20 times already. Why won't he drop that item?!" - Frustration while farming.

-"I need a 5 or 6 this time." - Before a six sided dice is thrown.

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   In this part I'll look on how Probability can be used as an immersion mechanic.

So, as per tradition onto definitions:

Character's statistics
  • Refer to Statistic (role-playing games) - Wikipedia
    • The attributes, the most broad kind of statistic refers to the depiction of a character traits in numbers.
    • Thus a Character with a score of 18 in Strength is much stronger than one with a score of 9.
    • The effects of this differences, are converted into math, in the case on D&D, the stronger character have +4 chance of succeeding in tests associated with Strength.
  • We can see by this example that the use is two fold, describe the difference between the character and convert that difference into some sort of mechanic affecting number.

Game mechanics
  • Refer to Game Mechanics - Wikipedia
    •  Basically the rules that cause the gameplay, thereof they define how statistics work in-game.
    • It's important to note this concept go beyond character statistics, including things like turn sequence, drop chance, action, space, movement and so on.
 
 So basically we have statistics adding depth to the gameplay (or taking them away, in bad cases) and describing differences in characters capabilities. The mechanics take this information in account and establish their consequences. Of course there is a subtle interaction on what a mechanic is supposed to mean, and how it feel when employed, onto examples:

 Action - Slash with a sword
    • It's an action, with an intended goal (defeating/weakning a foe). 
    • Usually it uses attributes like strength and/or dexterity to simulate accuracy/speed of the attack. Sometimes a strength bonus means the attack pierces trough the defenses.
    • Being random but skewed towards whoever is a better swordsman is somewhat realistic.
    • Missing when skilled feels frustrating ("common, i rolled 2 in a d20?!"), hitting when unlikely feels good ("Haha! I hit the demon fly with my morning star").
    • As stated in previous post, one "feels" lucky (or unlucky) when they hit (or miss) when it an unlikely event. The same goes for dodging.
    • In many pen-and-paper rpgs sometimes the mechanic is ignored if the character is too skilled/strong (this is also used in a few RPG, where you can ignore low level monster encounters)
    • In several modern games the attack chance is gone, and real time actions are used. 
      • There is a a mixed approach in the old Super Mario RPG (SNES). In this game the player could press a button to increase the damage inflicted when attacking or decrease the damage received when receiving an attack if the timing is right.

Getting a random loot to drop
    • Many games have a system where monster might drop, but usually don't.
    • This is a Variable ratio schedule (rational wiki), the killing the monster behavior is reinforced, and the player gets "hooked" doing so.
      • It's important to note that the player might get satiated when he get the desired loot and stop killing the monster that drops it (or participating in the run where he gets it), unless there is another plausible target drop.
      • Obviously a mechanic for Fake Longevity the most known worst offender is the Diablo series. In this franchise a monster, like and imp, can drop anything from the loot table, like a sledgehammer. This is obviously a break from reality, to create a interactive slot machine.
      • You can create different schedules:
        • Harder monsters/areas have better chances to drop
        • Gold (or another) can be traded for the dropable items
        • An anti-frustration mechanic like after beating XXX several times the drop chance of the good is guaranteed.
      • There is a plausible exception, in Titan's Quest, monster use the things they'd drop (so a lizard swordsman carrying the legendary Excalibur will employ it in combat).
Creating (customizing) characters
    •  Using statistics can lead to some strategic feeling behind the gameplay. Even non-rpg or strategy games can use it, when you choose what to upgrade in your car in a racer game, or to chance weapon in a side scroller shooter.
    • Choices can be permanent, like when you chose your character/car in Marior Kart, or flexible, like the job system from some games in the Final Fantasy franchise (like Final Fantasy Tactics and Final Fantasy V).
    • The scope of choices can be vast, like in fallout series (leading to absurds like learning how to repair space ships by fishing), limited like in Bastion's weapon upgrade system with two options.
    • The important thing is for the choice to be impactful and coherent. Choosing to start with attack 101 and defense 99 instead of attack 98 and defense 102 is pretty lousy. But to be a melee warrior instead of an archer is pretty meaningful.

Some ideas
  • It's very important to give room for experimenting. If the game is short, players should have several options. In fact choosing can be considered a part of mastering the game. 
    • Consider League of Legends, each match in this game usually lasts between 20 and 40 minutes, the player must pick one of the 100 heroes, equips it with two summoner spells (out of 10).  And then, during the match, they must choose to buy 6 items in a 50 item pool.
  • You can also reward following several different approaches, i.e. completing the game as several classes / mastering all skills. Although "all" might not be a good approach, as not everyone likes every archetype, or still finds the game interesting after a few playthroughs.
  • If possible, the effect of the choice should be not subtable at all. For example, it much more significant to get a "ninja agility" advantage, and having your movement speed  doubled than to get "+10% moment speed" 10 times. It's easier to interpret a big statistic change, you can establish a meaning for it.
  • The player needs to feel he could've done something differently or better. If someone can't hit his enemy with a sword, he should have the option of using another weapon or kind of attack. The worst offender is the game that make you realize nothing can be done against a enemy/boss except restart the whole game.


References:

http://tvtropes.org/pmwiki/pmwiki.php/Main/RandomDrop
http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeLongevity
http://rationalwiki.org/wiki/Variable_ratio
http://en.wikipedia.org/wiki/Game_mechanics