Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts

30 April 2015

Skill System Design: What are character classes

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(hypothetical conversation before an RPG group starts )
Gamemaster: We'll let's get this going, what you guys want to play as?
Player 1: I want to play as a strong Fighter type like Conan the Barbarian.

Gamemaster: Very well, your class is Barbarian Warlord, however keep in mind you won't be able to use magic or shields.
Player 2: I'd rather be some sort of archer, like Legolas.
Gamemaster: So you are a Sniper, keep in mind your melee defenses aren't very good.
Player 3: I want to make a magician with powerful healing and offensive spells.
Gamemaster: You can't. Either choose to play as Priest, with healing magic or as Magician, with offensive spells.
Player 3: Bummer.
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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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08 December 2014

Rock, scissors and PICKAXE!


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-"Why not Rock, Paper and Scissors?"
-"Well, usually the balance isn't nearly as symmetrical as one would thought initially, and that's not necessarily a bad thing."
-"How so? I mean, if a choice is better won't everyone use it all the time?"
-"Well, if you can change your choice, it'll lead to an interesting gameplay."

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15 March 2013

Designing Player's Luck: Introduction (Part 1)

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(hypothetical conversation between a Game designer and me)
-What is Luck anyway? Just random chance? Well, I think fully predictable game would be completely boring. I mean this is a digital game, so why make it as obvious as Chess?
-Indeed random elements can add something to gameplay. Even Chess have something seemingly "random" as you can't perfectly predict the plays your opponent will do. But when it comes to digital games most games employ random chances affecting things like the chance to hit or miss with a sword slash or the chance to get a random reward. - I reply
-But don't Hit chances and Drop Chances feel entirely different for a player? - Insightfully points out the developer
-Yes, hit chances are related to both Probability and Immersion. The random chance adds depth to the gameplay by providing two different outcomes for attacking (hitting or missing). This makes players have to adapt dynamically (attack again or use another skill) or strategically (planning a different character or asking for someone's help). - I explain about the former
-And about Drop Chances? - asks him
-Well, drop chances have to do with Reinforcement Schedules and Character Growth. Most times we use random drops to make player repeat a specific behavior like killing monsters (or a specific monster category) or doing a stage/run. This can help to artificially prolong the game's duration (by setting overall low drop chances) but also influences a lot on the satisfaction the players experience (when they finally get that reward). - I point out about the later
-So what should I do? - Asks the designer
-Well, "stay awhile and listen" - I say as I make a reference to Diablo's quote from Deckard Cain
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