Showing posts with label Topic Introductions. Show all posts
Showing posts with label Topic Introductions. 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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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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11 February 2013

NPC Pricing - There are more options than you think

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(hypothetical conversation between a Game designer and me)
-How much gold (tokens) should a NPC charge for an item inside your MMORPG? - I ask
-Some fixed value. Well a fixed ratio is fair, right? I mean I wouldn't like to go to the grocery and find that bread has suddenly double in price while my salary is the same. - Explains the game designer.
-That's one Logic. What about FF VII, do you see that they used another logic? - I reply
-Yeah, in FF VIII prices increase as player can earn more gold from winning more difficult battles. Shops overall prices take an estimative of how many fights a regular player wins and how much gear the player needs to buy when he gets to a specific point in storyline. - Reminds him with nostalgia.
-Yeah, that's FF VIII logic. 
-So... - I speak, as I prepare to make my point
-How do you decide which price to put in your stores? - I repeat
-Ahhhh... I make an estimation of how much gold a regular player earns playing, like FF VIII did. - He assumes he just copied the FF VIII Pricing system - a system designed for a single player game.
-That's neither necessarily fair or a justified "designing decision"! You can do much better than that! - I scold him
(This dialog would make a nice cartoon)
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08 February 2013

a first look at Player Behavior

Welcome,
   Well this blog is about both about Player Behavior and their relation to numbers, equations and, ultimately, design choices. I'm a Psychologist and a gamer myself, so I believe I can share some useful information, ideas and hypotheses about Playing Behavior.

   Many Game developers already utilize psychology to fine tune gaming elements, making the player behave in a particular way. Whenever they know the consequences of a particular setting or not it's not always clear to both designers and players. Here a few examples:
  • The reinforcement theory, from behaviorism psychological school, allows us to understand why a player play a stage or dungeon frequently to get that valuable random "Drop" (this is quite common behavior inside MMORPGs). It's a Variable Ratio Schedule. But doesn't this system always frustrate a player that wants the reward but never gets it after trying many times? Is this the only possible system? (True Randomness is not always fair or desirable - it's a design choice)
  • When we have several different dungeons each giving different reinforcements (Rewards), we have have a series of Alternative schedules, making some players do one dungeon instead of the other. Usually we can see patterns because each reinforcement has a different value either to the player himself or to the other players (Market). But can't we use math to change this behavior? (I have some ideas on how to apply math to adjust the relative rewards so we can control player behavior better)
  • The energy system, common in games inside the social networks, work as a Fixed Time Schedule. This schedule makes people come back to play the game again at predictable intervals, and usually in a condensed playing rate session. But also causes frustration or money costs for players and possibly financial loses to the company if badly tunned. Which playing pattern is the company is really seeking to make the highest profit?

Expect some more material about these topics in the future, but for next time expect a discussion about:

Gold - Currency x Token

For more information on Rewards (Reinforcement) and Reinforcement Schedules (Operant Conditioning) check:
Reinforcement - Wikipedia
Operant Conditioning - Wikipedia