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Features

Hey Bro - It's All Relative!
The Theory of Game Relativity and its Link to Design Innovation,
Predicting Emergent Gameplay
Get
Your Gedanken Hat On
It
is quite practical to evaluate the "relativity" of any
game (concept, prototype, release, or otherwise). The method is
to, one by one, assume the role of each player archetype and evaluate
the game using the following two questions:
1)
Can I use the game infrastructure to accomplish my archetypal
goal? If the answer is "yes", how strongly?
2) If not, why not? What changes would be required in the game
for me to accomplish my primary goal?
Step
through the pie going wedge by wedge, and jot answers down for the
two questions. Don't worry about what the answers are - the goal
isn't to try to make every archetype answer "Yes" to question
number one. No one game is all things. You are simply characterizing
your game, and this data will be used to identify low-hanging fruit
that can improve your game's features and appeal.
The
better that you can truly assume the archetypal roles, the better
the results of the experiment will be. Think of it as role-playing.
Obviously, no one person belongs to all archetypes. But the beauty
of the human mind is that one person, with a little effort, can
pretend to be each one of the archetypes! The truth is, you can
do it better than you might suspect.
After
you answer the two questions from every archetype's perspective,
it's time to put your designer hat back on and look at the answers.
If the answer to question one is "yes" - great, then you
have appeal to that archetype already. If the answer is "no",
then pay close attention to question two. It may be that, with a
small amount of additional work, you could add a feature that will
make it possible for the archetype to accomplish its goal. Making
it possible means that you are creating appeal for that archetype.
Creating appeal means that archetype may want to play your game,
thus enlarging the pool of interested players and buyers.
Getting
down to the nuts and bolts, this Gedankenexperiment can have three
interrelated benefits. The benefits are briefly described below
with a few real-world anecdotes. Then a complete example is presented
in which the experiment is applied to a hypothetical game under
development.
Benefit
#1: When Did this Design Crawl Out of the Water and Sprout Legs?
(Relativity on Innovating and Evolving Designs)
The
first obvious benefit that the experiment can have is in identifying
ways to improve and alter your core design in ways that will make
it appealing to your originally intended demographic. After evaluating
the game from each archetype's perspective, you may discover ways
that you can make the game appeal more strongly to those archetypes
you've already targeted simply through the inclusion of additional
features. Ideally, any proposed changes will be small, but it is
quite possible that large changes may rear their head. Needless
to say, such large changes will be infeasible if the project is
already well-along, but a game in pre-production is another story
altogether.
This
benefit is illustrated by the hypothetical example presented later
in this article.
Benefit
#2: What did you say you use the game for? On second thought, I
don't want to know... (Relativity on Reaching More Customers through
Secondary Intents)
The
GR exercise can also help you reach a greater audience for your
game by pinpointing ways you can appeal to originally-unintended
archetypes without reducing your game's focus. This is possible
because you might be able to add small features that suddenly make
the game enticing to these alternate archetypes, but not at the
expense of alienating your core archetypes. The point is, you've
been designing the game from the beginning from a certain viewpoint
- you have a game Gestalt in mind, and you have been trying to achieve
it. By looking at the game from new perspectives, you can stumble
upon new features or ideas that can be incorporated to widen your
game's appeal without compromising its original concept.
It
is even possible to discover through this exercise that there will
be no additional development required to accomplish this goal of
reaching out to more archetypes - perhaps you already have the features
in the game but you simply need to alter the game's marketing to
be more inclusive of these secondary player types.
Example:
Medieval Total War built name recognition on the base of
its excellent and engaging real-time battle mode. However, the game
included a very detailed and expansive turn-based strategy engine
that was a significant improvement even from its Shogun predecessor.
While this strategy mode was certainly intended and built-in from
the beginning, the PR campaign for the game emphasized the real-time
action to a greater degree than it did the turn-based meta-game.
You could in fact play the entire campaign mode without ever fighting
a real-time battle - a point of significant interest to the "thinker"
GAMER/PLAYER. This is a prime example where a game had "built-in"
full appeal to an archetype subclass that was not really its primary
target. That secondary demographic could have been targeted more
directly by the marketing without any actual changes required in
the game's development. Of course, the publisher may have had other
priorities - the real-time action was the selling point, perhaps.
But the example still illustrates how, sometimes, appeal to a different
archetype already exists and could be leveraged further.
Benefit
#3: Future-play Palm Reading (Relativity on Predicting Emergent
Gameplay)
Before
explaining how the GR experiment can predict emergent gameplay,
it's worth taking a moment to consider why emergent gameplay matters.
Simply put: it gives a game legs. If you make a game that players
can figure out new and secondary ways to play that you never intended,
it can go a long way to helping prevent a fizzle and fade life-cycle
and adds the potential for an evergreen product - or at least one
that continues to sell in meaningful numbers for longer than a few
months.
The
key to understanding how the GR experiment helps predict emergent
gameplay is the wording of question #1, "Can I use this game
to accomplish my archetypal goal?" This is an open-ended question
that is not related to the design intent. In other words, the archetype
simply wants to know if the game infrastructure can be used and
abused to his delight, not whether the game was intended for his
delight. If the archetype can answer "Yes" to the question
but the quality was not design intent, then there will very likely
be some sort of emergent gameplay. If the archetype can answer "Yes"
but there was design intent for that, then it's not emergent gameplay
- it's performance by design.
Example
#1: Revisiting the Everquest example, put on your OPPORTUNIST
hat and examine the game. Your goal is use the game experience to
create tangible non-game gain. Do any opportunities exist for this,
and if so, what are they? Without too much strain, it's possible
to make the leap that virtual items, given their scarcity, could
have real-world value. Suddenly, a form of emergent gameplay has
been born: playing solely to make items, selling these items, and
consummating deals (both inside and outside of the game).
Example
#2: Hypothetically, let's say that you are designing an action-adventure
Privateer-like game. On your way to making the action portion
compelling, you create a full-featured economy model to support
the player's choices. It could be that the economy represents a
viable gameplay alternative in itself - could a player with the
right interests completely occupy himself with economic actions,
and never actually touch the space-battle portions of the game?
If so, then you have "accidentally" created massive appeal
for a different player type than your core target.
Hog-Tying
it All Together
The
following hypothetical example ties in everything we've discussed
so far. It establishes a hypothetical game design and then showcases
how the simple experiment described above can improve it.
Shiver
me Timbers
Assume
that I am designing a single-player game about piracy in the Caribbean
entitled Crimson Seas (sorry Mr. Weisman; sorry Mr. Meier).
The game is midway along in development; it is not practical to
restructure the entire game at this point, but there is still some
room for feature addition or alteration. One lazy Sunday while not
coding/writing/producing, I decide to put on my thinking cap and
perform the GR exercise outlined in this article.
As
the game stands pre-experiment, players take the part of a budding
pirate and sail across the Spanish Main in search of fame and fortune.
There are a variety of ships, crew specialists, and locales available
to the player. Currently, armament and combat details are abstracted
into one ship stat: FIREPOWER. Cargo is also abstracted - when the
player captures a prize, he gets units of CARGO, which are worth
differing amounts of doubloons depending on the port in which it
is sold.
With
all this in mind, I dutifully take on the roles of the player archetypes,
and answer the questions. I ignore the NON-GAMER and the UNWITTING
PARTICIPANT, of course, because they have no bearing on the situation.
The
answers from the exercise are given below:
Archetype
Carousel: Round and Round I Go
GAMER:
Yes, the game already provides for me to pursue my goal. However,
some of the abstracted elements could be expanded which would allow
me to concentrate even more fully on maximizing my utility. I like
details because more details allow me to tweak settings to and try
to break the system, or at least optimize it.
PLAYER:
Yes, the game already provides for me to pursue my goal quite well.
I can have interesting and engaging experiences, complete with dramatic
story lines. While there are certainly features that could improve
this, the game is already strong in this area. No immediate feature
requests come to mind.
BUILDER:
No, the game does not provide obvious opportunities for me to pursue
my goal of creating. Features that might please me would be some
sort of editor, ship customization ability, or some other way for
me to personalize my experience or expand the game in my image.
SOCIALITE:
No, the game does not provide obvious opportunities for me to pursue
my goal of interacting with other people. A multiplayer option would
naturally be nice. There may be other ways to interest me, but they
aren't readily apparent.
POLITICAN:
Yes, the game provides some opportunities for me to pursue my goal
of achieving status. Through successful pirating, I can become a
renowned pirate - at least within the game. However, my opportunities
to achieve status would be considerably stronger if there were other
people involved or if my success in game could somehow be expanded
out of game.
OPPORTUNIST:
No, the game does not provide obvious opportunities for me to capitalize
in a non-game related way. There may be some things I could do if
I really put my mind to it, but nothing obvious comes to mind.
I'm
Dizzy but Strangely Satisfied
Now
that I'm finished with the archetype impersonation session (and
feel a bit schizophrenic), I sit back and read the results. Preferably,
I ingest them and let them gestate for a few days, and also share
them with the rest of the core design team. On their own, the ideas
begin to bounce off of each other and combine like a freakish chemical
reaction ("it's alive!"). The following practical, achievable
ideas result:
Cannon
details: With minor additional work, I can replace the abstracted
FIREPOWER stat with the ability to outfit a ship with different
cannon sizes (3 lb., 6 lb., 9 lb., etc.). In doing so, I reach out
more fully to the GAMER, who likes crunchy bits because they provide
more min/max opportunities. In addition, the BUILDER may like the
ability to custom-arm his ship with specific cannon types and sizes
as well, tailoring his ship to match his own vision. This decision
will add a bit of additional complexity, but not so much that I'll
scare anyone off. Also, behind the scenes in the combat routines
I can just combine the cannons to get my original FIREPOWER stat
if I wish, and thereby not require a whole new combat mechanic.
Ship
customization: Aside from the cannon change above, I really
don't want to change anything about how the ships function. They
are already designed, balanced, and functioning well for the stage
of the game. However, the BUILDER would really like more opportunities
to personalize his game experience. In a pirate game, what are the
most shining personifications of a pirate? Well, naturally himself
and his ship. The game already includes provisions for naming your
pirate and increasing his skills, but as far as ships go, there
are really no customization options beyond how many cannons you
have and what type of ship it is (which determines performance,
cargo capacity, etc.).
Given
that I want to keep the current ship implementation more or less
unchanged, any new customization options must not affect gameplay.
Window dressing, though, is fair game. After mulling some ideas
over, the concept of creating a personalized pirate flag presents
itself. The game interface is already set-up to display bitmaps
of ship and nation flags on various screens. It would take very
little work to add the ability to import custom flags which can
be assigned to the pirate ship. Even a simple in-game or out-of-game
flag editor would be straightforward to create.
Hand-in-hand
with the flag customization, a pirate should be able to name his
ship - after all, the ship's name was the bellwether of the pirate
himself; if a merchantman saw a ship bearing in with the name "QUEEN
ANNE'S REVENGE", he knew he was under threat from Edward Teach
(Blackbeard) himself. Adding the ability for the player to name
his ship is also a miniscule change that should more than pay for
itself by providing additional immersion (PLAYER) and customization
potential (BUILDER).
Titles
and Online Ladder: Despite the SOCIALITE and DIPLOMAT's cries
for the opposite, Crimson Seas must remain a single-player
game. Multiplayer mode, while attractive, is just not feasible to
implement this late in the development cycle. A decision was made
early on to limit the game to single player, and there is no reason
to change that focus - it was never intended to be multiplayer.
However, with a little creativity, some of the social aspects of
the game could be increased. The game already has a built-in RPG-style
infrastructure to track pirate-advancement in the form of pirate
rank (experience) and possessions (personal gold treasury, special
artifacts, etc.). It would be cool to add the ability to export
this data and share it. Taking it a step further, what about setting
up an online ladder where players can upload their pirate's info
(including custom flags) and then the pirate can be ranked against
other people's pirates? To keep the integrity of the system, a small
client would need programmed that can export and handle the data
transmission without allowing the player to modify it by "embellishing"
his accomplishments. Extending things a bit further, what if the
game also tracked a few more things about a pirates career, like
"biggest take", or "strongest ship", etc.? These
little side facts could also be included in the pirate's profile.
Online, the ladder could be sorted by all these different pirate
stats. Getting really wound up now, weekly competitions could be
sponsored where the pirate with the biggest take that week gets
some sort of prize (t-shirt, etc.). Or perhaps a specific goal could
be presented ("It's 'sack Panama' week!"). And finally,
a hosted chat room with a Pirate Tavern theme could be added to
the game website so players could socialize and boast of their travels.
Without
too much work, I've made the game appeal more strongly to the POLITICIAN
(likes to achieve with respect to others), SOCIALITE (likes to interact
with others and discuss pirate adventures, etc.), and the GAMER
(likes the competition aspect of measuring his pirate up against
others'). All this was achieved without altering any gameplay.
Crimson
Seas with the Sun on the Horizon
With
these new modifications in mind, I'm confident that I've made Crimson
Seas appeal to more players, and also appeal more strongly to
the players I was already targeting. Although some of these feature
ideas may have eventually occurred to me in other ways, using the
GR experiment really helped catalyze their inception and also gave
me an organized framework to structure them.
Finis
When
it comes down to it, GR is intuitive and often seemingly redundant
to discuss. It seems pedantic to state that each person may view
or experience a game differently. The very obviousness of this fact,
however, allows us to completely step over it without a second thought
- we design a game with a target demographic in mind, but we can
miss the chance to reach additional demographic subsets. In addition,
we may lose the opportunity to make our core game significantly
better with only a small amount of additional effort. And finally,
we might not capitalize on giving our games better "legs"
by including features that allow for and encourage emergent gameplay.
Will
all designs benefit from the Gedankenexperiment outlined in this
article? Certainly not. But a few extra minutes spent with a pie-chart,
a pencil, and an open mind is a small price to pay for the chance
of improving a multi-million dollar game. Relatively speaking, you
can hardly afford not to give it a try.
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