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Game design is simple

raphkoster.com

31–40 of 186 posts

Re: Game design is simple

#32
post #15

This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space. If you are a game designer, please take this with a grain of salt. Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

Have you made any games?

I ask this because Ralph is a luminary in the field and you just likened his contribution to the industry to that of somebody who designs predatory engagement loops and this is utterly ridiculous.

Re: Game design is simple

#33

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

All the AAA games will be inherently fucking stupid almost by design. And this is unavoidable - massive hundreds of millions if not billions in budget -> even if you alientate the bottom 10%, you lose 10% of sales. Bottom 20%, 20% of sales. Not gonna happen.

So you have Legend of Zelda games where pretty much all puzzles are so simple you can instantly tell what the solution is the very moment you see them, ie. downright retarded with few rare exceptions. This also applies to difficulty, etc.

As a result, AAA games can only be appretiated or enjoyed for not much else but production values. The soundtrack, the setpieces, the massive worlds and how much money must have gone into it, etc.

Re: Game design is simple

#34
post #23
post #17

Earlier quoted context omitted.

Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.

What was interesting/worked about it's design (and why did the players care?[1]) Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into? --- [1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.

Game was SWG, not SWTOR. Launched in 2003 and was sunset in 2011 when SWTOR launched.

SWG set out to be something like Dwarf Fortress in terms of depth to the worlds physics; for example, gunsmiths could tinker on all parts of a gun and maybe get a lucky roll to unlock +N more damage or -N recoil. Same with land vehicles and bioengineered animals, droids. Parameters to noodle all the way down. Some under user control, others random to foster sense of a chaotic physical world.

As the in game object economy was entirely propped up by crafters this fostered economic PVP.

Lucasarts of 2000-2003, when the game was developed, did not understand MMO, and 3D games take much longer than 2D adventure games and shoved it out the door 2 years too early.

It also suffered from 90s OOP heavy software development patterns. Devs had difficulty managing it and updating over the years.

Ultimately it failed at being a Star Wars game. PVE was just "kill a nest of bugs" and failed to leverage storylines and characters. Players with nothing else to do ended up ruling the economy or whatever. Could have made them compete against Star Wars power brokers, IMO. Jabba sabotaged your factory, or something. Once a player was kitted out they had nothing to do.

Some have spent the last 10+ years implementing a server emulator, various tools and mods. An emulator built around the original release is here: https://github.com/swgemu

I tinker on a modded private server now and then. Initially added in random world events, to generate things to go do and replacing odd design decisions like mission terminals with NPC models to talk to in that seedy back alley, to foster more in world RP vibe.

When WOW launched SWG was redesigned to play more like that. Typical MBA "copy paste what they are doing" project management.

Re: Game design is simple

#35

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

Bad take IMO. Cutscenes are fine. Many are beloved, even.

Taking agency away from the player is usually a bad thing, so its not something you want to do when the player has other goals to work on. They are a fine tool to break up the action and games are also about the story and world building so expositional sections are a natural thing.

Its important to not mess with the game pacing, though.

After a heavy boss fight where the player doesn't even know what their next goal is anyway? Perfectly fine time for some exposition.

Running past an NPC on the way to do something? That's a horrible time to whip around the camera and tell the player something.

AAAs have huge momentum so you'll often see plot points and exposition that needs to be shoehorned in to fix some writing issue or what have you. Of course, you also just have game directors making bad decisions.

Re: Game design is simple

#36

Earlier quoted context omitted.

Have you made any games?

I ask this because Ralph is a luminary in the field and you just likened his contribution to the industry to that of somebody who designs predatory engagement loops and this is utterly ridiculous .

I thought your comment was too dismissive at first, but then I read the whole article, and I fully agree with it.

The article gives useful theoretical tools for understanding and critiquing such shallow games, actually. Its examples are drawn from many genres, and it's thoughtful and insightful about many kinds and aspects of games.

The comment you call out with your question is indeed a low-effort and low-quality dismissal. I struggle to describe it without being more insulting than that.

Re: Game design is simple

#37
post #23

Earlier quoted context omitted.

What was interesting/worked about it's design (and why did the players care?[1]) Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into? --- [1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.

Game was SWG, not SWTOR. Launched in 2003 and was sunset in 2011 when SWTOR launched. SWG set out to be something like Dwarf Fortress in terms of depth to the worlds physics; for example, gunsmiths could tinker on all parts of a gun and maybe get a lucky roll to unlock +N more damage or -N recoil. Same with land vehicles and bioengineered animals, droids. Parameters to noodle all the way down. Some under user control…

Oh wow it was SWG?

It truly was ahead of its time, I don't think any one game has come close to implementing such a rewarding group of systems and economy in an MMORPG, except maybe EVE but that is a very different game and admittedly I did not find EVE fun.

The most exciting systems to me had very little to do with combat, but especially as it pertains to this article, also couldn't be as rewarding without it. It was all the player run economies, homsteads, towns and cities, player shops, craftsman and markets. The fact that materials mined had quality which impacted item stats, on and on.

To get good gear, you had to know a guy who made it, they had to know a guy who'd mined good quality minerals, and that person may have found the minerals through another player who had prospected it.

It made sense to be part of a player city, so you could put your house in a known market area for people to visit.

It all mattered because people needed the equipment to go do the quests, and so it was a really symbiotic set of systems that made crafting and economy matter.

Re: Game design is simple

#38

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

I think you summed it up yourself, because cutscenes are trying to turn this medium into that of movies.

Re: Game design is simple

#39
post #4

For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster

Someone should convince Richard Garriott and Sid Meier to write too.
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