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Features

Structuring Key Design Elements
The
Key Design Elements of Your Game
I
am sure you are now comfortable with this light introduction to UML use
cases. They are hardly more than a table of actions and a simple diagram
composed of a stick figure and bubbles of action. Now I want you to think
about the interactions of your game and write down its use cases.
The
methodical way of discovering your use cases is to focus on the core activity
of your game and write down all the things the player does in the core
of your game. Work your way outward, writing down the other activities
you have planned for your game, such as buying gear, building a house,
researching flame throwers, learning a new spell. Keep working outward
until you can't think of anything you missed. At this stage we are looking
for the major activities, so don't think about how many buttons the save
menu will have, just what are the big interactions between the player
and the game.
Then
sort these activities into groups based on similar functionality as I
have done with Diablo and Gran Turismo. Finally sketch out
the use case diagram complete with the player actor and your use cases.
It is useful to create diagrams for each group of activity. You have now
articulated your gameplay in both an easy-to-read text format and graphical
format. These use cases will be the basis of refinement for the game design
and technical design stages. However, in this article we are looking for
key design elements. Examine your groups of activities and look hard for
a set of activities that stand out as potentially unnecessary to the core
of your game. Are there parts of your game design that are distracting
in complexity? Are these parts only fun to a hard-core set of fans? Are
these features hidden from the novice player? Can they be cut altogether?
Take
a look at your design; are you sure you are only making one game? I think
a lot of the projects that slip by years make the mistake of trying to
fold more than one game into a single game project. You do not need to
make more than one game to be competitive. Just make a small set of features
that are inherently fun, make those tight, and take the production values
as high as possible. This is how a hit is made.
The
Battle of the Counterterrorists Games
There
are two games that neatly make the point I am discussing in this article,
nailing the right key design elements. These two games are Rainbow
Six and Counter-Strike. Both of these games feature special
operations type protagonists working as a team to defeat terrorists and
other modern day bad guys. An experienced development team produced one
of these games with a full development staff for an established publisher.
The other game was developed principally by two fans who have had experience
making mods with modest financial backing of a development house.
Both
of these games are successes and I would be proud to have been a team
member in any capacity on either of these two projects. That being said,
Counter-Strike clobbered Rainbow Six. Counter-Strike
is the mod produced by a small staff of fans working part-time, while
Rainbow Six is a full game with many man-years of effort. If game
development is so hard, how could these fans have done so well compared
to the pros?
While
poor technical execution will never make a hit game, the answer to this
question lies again in the key design elements of Counter-Strike
versus Rainbow Six.
The
Key Design Elements of Rainbow Six
Rainbow
Six was the earlier of the two games; to some degree this can never
be a fair comparison, as the Counter-Strike mod team had Rainbow
Six available to experiment with and to refine. Rainbow Six
was designed for single-player play, and while it did have multiplayer
mode, the game was much more playable in its single-player mode. Rainbow
Six featured an extensive campaign structure where you managed the
team members of your elite special forces. This team management would
appear to be at first glance quite fun and supportive of the context of
playing the missions of Rainbow Six, much like Gran Turismo,
and that might be true. However, the Rainbow Six team added another
context layer to the game: mission planning. Here the player planned out
the mission to such a degree that they could tell their team members when
to throw the flash grenades and which doors to break down and which to
sneak through. After the planning stage was complete, the game acted somewhat
like the blend of a movie and a game experience. The movie experience
came in where your AI teammates, whom you gave instructions to prior to
mission start, would follow your orders and have whatever success might
befall them; the game part was that you still had interactive control
over your character.
Are
We Playing a Mission or Planning a Mission?
I
think the preplanning of the missions is what prevented Rainbow Six
from taking off to a higher level of success. The problem with such a
detailed modeling of the preplanning stage is that it was cumbersome in
three ways: First, the player already had context for the missions through
the campaign structure and the team management feature sets; second, it
was cumbersome due to the user interface of the preplanning. It was like
having to act as some kind of game scripter, programming your teammates.
And finally it was cumbersome; each time you died or otherwise failed
on your mission, the player would break out of the cool, immersive action
of the mission and be forced to calculate new scripting paths for their
AI teammates. All of these awkward bits leaked out throughout the game-playing
experience, leaving me wondering if the designers of the game ever came
to agreement about whether the game was about playing the mission or playing
the premission planning.
RAY
MUZYKA SPEAKS: I totally agree. I recall being very irritated with
how difficult it was to equip your party, choose your party, plan out
your party's actions etc. There was no learning curve; instead you were
dumped into an equipping-your-character simulation, which, fundamentally,
was not the game I had thought I was purchasing. This created a perception/reality
gap for the consumer that made people not want to play the game.
The
Key Design Elements of Counter-Strike
Counter-Strike
was designed to have only a multiplayer mode; not even a training simulation
against bots like Quake III was available. Counter-Strike's
brilliance is much like Diablo's in its courage to strip away game
features and polish the core game until it is humming with game shine.
For years in first-person shooters, when you died you instantly respawned
to frag again. This is of course a load of fun, as one could easily spend
a few hundred hours blowing away your friends before you get bored. But
eventually people did get a little burnt out on straight death match,
and a desire for something more manifested itself. These explorations
for more came in the way of mods for Quake and Unreal that
had different victory conditions for winning such as capture the flag.
The team that produced Counter-Strike took the idea of a mod with
context to the next level (that, by the way, is an overly worn phrase
in the industry, but it sure is handy).
The
next level of gameplay in a first-person shooter was to wrap an economy
about the fragging of the game through credits one earned by winning missions
and getting frags. This economy would enable the player to buy larger
and more capable weapons, armor, and grenades, which in turn would enable
him to perform even better and potentially get even cooler equipment.
This feature combined with the idea of a death where the player had to
sit out the rest of the turn really helped to focus the player on the
harshness of the Counter-Strike world and put some good tension
back into the game. Players would carry their credit balance forward each
time the mission was over, and the frag counting would continue. Thus,
Counter-Strike was designed in the beginning to be a replacement
for the endless multiplayer fragging and instead be a much more compelling
way of playing extended multiplayer first-person shooter action. All of
this was accomplished by the thinnest of user interfaces, on top of Half-Life's
version of the Quake engine.
In
my opinion the Counter-Strike team really understood the gameplay
experience they wanted to deliver-the most visceral counterterrorist gameplay
experience, period. In the case of the Rainbow Six team, I think
they were handicapped by the source material from Tom Clancy's Rainbow
Six in choosing to model the extensive preplanning stage of a mission.
That stage is no doubt realistic and the larger portion of the job in
a real counterterrorist mission, but it just gets in the way of having
fun hunting terrorists. And we are in the profession of delivering fun,
not realism. Realism should only be used to create fun, not detract from
it.
Most
Popular Multiplayer Game
It
is interesting to see that Counter-Strike is the most popular multiplayer
gameplayed online, with anywhere from 25,000 to 60,000 simultaneous players.
One could say that Half-Life itself was a mega-hit with over two
million copies sold, whereas Rainbow Six was a more modest success,
and use that argument to explain why Counter-Strike is the more
popular counterterrorist game. However, that argument fails when you realize
people do not play games they do not want to play. Sure, marketing can
help a game get off the ground to some extent, but the games business
is still dominated by word-of-mouth sales where one fan recommends the
title to another. The big titles that receive large marketing budgets
are also fun and playable games that enjoy strong word-of-mouth sales.
Unlike the movie business, an aggressive marketing campaign cannot save
your bacon. There is a long-standing tradition of going to bad movies
just to see how bad they are; this does not happen with games. Games are
too expensive at about $50; no one is inclined to buy a game just to see
how bad it is. However, a bad movie has a couple of chances. First of
all, just seeing what mischief with toddlers Arnold Schwarzenegger has
gotten himself into complete with some buttered popcorn, a fountain soda,
your friend's company, and a walk about the mall is a good entertainment
value. This movie will go onto DVD, VHS, rental, cable, then prime-time
TV, and eventually the USA channel-plenty of ways for a non-hit movie
to recoup and make a small amount of money for the studio.
The
50,000 people playing Counter-Strike online is even more impressive
when you think about the ratio of people playing the multiplayer portion
of a game relative to the single-player portion. It has been casually
measured across a number of games, excluding the massively multiplayer
online role-playing games, that only about 5 to 15 percent of the purchasers
of a game will go on to play it in its multiplayer format. Thus Counter-Strike
was much more successful than Rainbow Six, and it was working with
only 5 to 15 percent of the counterterrorist market.
Of
Intersecting Sets and Elite Forces
A
second-tier game will sell its most copies in the first few weeks when
the early adopters who have kept on top of all the previews will buy the
game. During this time period the online reviews are written up. To my
surprise it appears that strong reviews cannot sell a game either. The
most excellent Elite Force (not anywhere close to being a second-tier
game) developed by Raven received the most stellar press reviews one could
ask for, including game of the year from most publications. Built on the
Quake engine and developed by a top developer, it had lavish press
coverage generating plenty of awareness before the release of the title.
The title was reasonably on time and reasonably bug-free. The team behind
the game was so into the game, they produced a free expansion pack. Elite
Force was firmly expected to be a major hit inside of Activision.
I do not know the actual numbers on the internal return-on-investment
worksheets, but I have heard they were expecting 700,000 to 1,000,000
units in the first year worldwide. Elite Force went on to do about
one-third of those numbers. Why? Why did Elite Force not succeed
when not a single person at Raven, Activision, or the press could have
set the game up better for success? Is it bad luck? Is the gaming public
so fickle?
I
have a theory why Elite Force failed to meet Activision's expectations.
First of all, the game did sell well at approximately 300,000 units generating
a gross revenue of $15 million. That is enough money to make a living
for all involved and keep at it. However, I think it is the expectations
that were at fault; I don't think the game could ever hope to sell more
units than it did. Sure a truly immense advertising campaign with television
commercials played 20 times a day on all channels and appearances of the
game on all of the late-night talk shows would have sold maybe 100,000
to 200,000 more copies, but Activision would have had to pay for each
copy they were selling. My theory is that when you are experimenting with
genre crossing and blending, be sure you are creating a union between
the two or more sets of players you are marketing to, and not creating
the intersection between these markets.
RAY
MUZYKA SPEAKS: This certainly is an art form, but I think it can
be done; it's just difficult. Creating the correct impression on the fans
of both genres and making the parts that don't appeal to the other genre's
fans at all times accessible is probably the hardest thing to implement,
but this is critical to achieving mainstream success through selling to
a few hard-core genres in a cross-genre game.
The
two markets for Elite Force were the Star Trek gamers and
the first-person shooter gamers. Activision has been working hard for
years trying to find a breakaway hit for the Star Trek license
they paid so dearly for, and teaming up with world class developer Raven
and using the fabulous Quake engine should produce a lavish 3D-game
with production values far and above any that a Star Trek gamer
has seen before. And for the first-person shooters who are tired of blowing
monsters up in worlds freshly created with little or no backstory, Elite
Force offered the Star Trek universe, which consumers have
had exposure to for over 25 years. Sounds wonderful, so why did this game
not sell a million copies or more? Warcraft II was just a sequel
to a game of orcs and humans gathering rocks and trees and banging on
each other. That sold millions of copies; why shouldn't Elite Force
sell a million? The reason is in the key design elements themselves; the
very strategy used to make a hit-a cross between Star Trek and
first-person shooters-is what held Elite Force back.
Let
us first take a look at Elite Force from the perspective of a Star
Trek gamer. Star Trek is about a starship named Enterprise
exploring the galaxy on romantic adventures that are solved through cleverness,
diplomacy, or the gunboat diplomacy that the Enterprise can deliver with
photons and phasers. The Star Trek gamer is looking to live the
experience depicted in the television episodes and movies. These episodes
feature fantastic science, starship combat, and exploring various social
themes in a futuristic context. Star Trek does feature combat between
individuals in the form of the hand-held phaser, a device that you just
point and shoot to disable or to disintegrate. This weapon reveals an
utter disdain for prowess of personal martial skill; this hand phaser
is almost a nerd fantasy where they can get back at every childhood bully
by just pointing their garage door opener-and bzzt!-no more enemies. The
Star Trek gamer is not looking for a first-person shooter; there
is nothing in the Star Trek universe backstory that leaves the
player wanting to explore a shooter. The most successful Star Trek
games have been the adventure games 25th Anniversary and Judgment
Rites, as well as the starship games of Starfleet Command,
Starfleet Academy, and Armada.
From
the first-person shooter perspective, an FPS player traditionally looked
for the technically impressive and challenging games such as the Quake
and Unreal series. However, after the release of the story-rich
Half-Life, the industry realized that the FPS crowd would love
to have a good reason to exercise their martial prowess. The creepy world
of Half-Life is a good reason, the pulse-pounding excitement of
World War II through Day of Defeat is a great reason, and hunting
terrorists with a submachine is always great fun. But again the Star
Trek universe lacks any compelling imagery of personal combat. Sure,
Kirk would slug it out with the occasional alien, and Spock could put
someone to sleep by pinching them; either way, Star Trek lacks
that visceral appeal.
Star
Wars, on the other hand, has a glorious tradition of martial combat
on the personal scale through the use of light sabers. This style of combat
was indeed a strong success with the Jedi Knight series from LucasArts.
Finally, let me repeat, Elite Force was not an unsuccessful game;
it was a great game, very well produced. And missing the expectations
set for it is not a reflection on the execution of Elite Force,
but rather a reflection on the key design concepts of the game.
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