| Ian Fisch |
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Great stuff. I've been caught up in the small change iteration loop myself. I make a small change to a parameter that to me is really impactful, but an average user would probably never notice. I wait for the next build, do a playtest, and receive the same complaints that I received before I made the change. Very true
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| Joel McDonald |
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"One Good Game Is Better Than Two Great Ones"
Shouldn't this be: One Great Game Is Better Than Two Good Ones |
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| Simon Carless |
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Joel, actually, I think not, as is explained: 'In other words, even though both sections of the game were fun on their own, their co-existence ruined the experience because the player could not focus her attention on one or the other.' So even if the two game (parts) are great, if they co-exist, it's bad.
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| Ted Brown |
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These articles always make me hungry for more encapsulated wisdom. Habit forming knowledge nuggets! Thanks Sid & Soren!
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| Michel Carroll |
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Pure genius.
Some of these ideas were chaotic twirls in my head until this article concretized them for me. Thank you =P |
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| Steven Conway |
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Great article, though I think the Total War series proves that 2 great games can co-exist as equals within one product.
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| F. Taloots Marghezeeeele |
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Mr. Johnson should also have learned another lesson: Listen to your beta testers and don't release a bunch of vaporware product features.
We spent months telling Firaxis that the networking support in Civ4 was terrible, sub-par and totally underdeveloped. It was one of the worst networked games I've seen over the Internet -- literally worse than Age of Empires, an RTS game that was on store shelves more than 6+ years before Civ4 was out. It's really still very astonishing to me that Firaxis didn't really seem to care, issued no statements or apologies on the matter and simply pointed the finger at their partner Gamespy as the source of all ills in their shoddy network performance. After 10+ years of gaming and past experience with the original Civ series, I appreciate the anecdotal experiences encapsulated in this article, but I will never buy a Soren Johnson or Sid Meier game again. I'll stick to Blizzard and others who get networking right and immediately respond to problems in post-production, rather than leaving their playerbase to languish for months until 'the massive update' comes (which inevitably did nothing to ameliorate the problem anyway). |
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| Bart Stewart |
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I'll guess that most folks here won't disagree much with these rules of thumb.
I did have some questions, though. 1. "One good game is better than two great games" -- how should this rule be applied to massively multiplayer online RPGs, which typically cater to multiple playstyles? 2. Regarding research, the principle of avoiding the tendency to require players to memorize an encyclopedia's worth of research nuggets -- the old "I've suffered for my art, now you will, too" problem -- seems reasonable. But this seems to be not so much an injunction against doing research before the game is done as a guideline for how to communicate that research to players. Maybe a better way to summarize this would be something like, "Any research data not turned into gameplay should be optional." The "Civilopedia" in Civilization is a good example of this principle in action. 3. How were the four design rules described in this essay applied to the design of Spore? |
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| Frank Lenk |
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On the contrary: I think the Total War series perfectly exemplifies Soren's point. I've always been haunted by the feeling that I'd be having way more fun playing either the RTS battle game OR the turn-based empire-building game, rather than juggling both at once. The fact that both games are extremely well done only makes their conflation more frustrating; they share zero skills, so being good at the one does not increase one's involvement in the other. And they're about equally time-consuming, so neither can be considered a mini-game respite from the other.
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| Rob Bergstrom |
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The old Super Nintendo game Actraiser combined a civilization-style God-game with a side-scrolling action platformer. Somehow it worked. I heart that game.
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| Theo Tanaka |
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@Rob: Maybe it's because both sides of the game didn't require you to remember what happened in previous stages in order to complete the current one. But if you wanted to play more of the action stages, you would have to endure the civilization-style game, and vice-versa.
"How are players supposed to decide between being a Barbarian, a Fighter, or a Paladin before understanding how combat actually works and how each attribute performs in practice?". I always think about this when I have to make initial choices in a game. How am I supposed to know which race I want to be, if I don't know what that choice is going to mean for my experience? I think japanese developers tried to ammend this problem in games like Final Fantasy Tactics, where you begin the game as a generic apprentice class, but then after a while you have to choose which class to evolve, and again you fall in the trap of not knowing which choice suits the best for you. |
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| Daniel Tebbutt |
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@Bart,
To your first question, I would say that most MMORPGs already allow you to focus quite specifically on your playstyle of choice. If a player were forced to spend over half their time experiencing other playstyles then this rule should probably step in? |
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| Aaron Casillas |
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Yes! Big read mechanics and systems first, if you find your team working on foot IK versus blast curves, damage systems, fx or just a plain spawning scheme, then stop and think about the player! Prioritize those features that the player will notice first and last. Another great rule of thumb, think about what an engineer can work on for 1 hour that will keep everyone else working for a week or two. Great article!
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| Mike Lopez |
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The first rule ("Double it or halve it") is really about determining your effective range of parameter tuning and is a major step that should be discovered prior to actual play balancing. I learned this back when tuning thousands of parameters and balancing all the physics, AI and gameplay systems on multiple versions of Road Rash.
To truly master play balancing the system designer needs to explore each parameter or set of related parameters to determine the the effective range of useful change. What is the most the system can be pushed up and down to provide results which will be useful in the game on anything from weapons to units to vehicles. Doubling and halving the values is a quick way to map out this effective range before narrowing down further into quarters and smaller values as necessary. Once the effective range is determined then changes can be made in proportion to the entire range of values. For instance, if a traction parameter on a vehicle has a hypothetical effective range between 1 and 100,000,000 then making tuning change in increments of 5 will likely have little effect so instead the designer should opt to make changes as a percentage of the overall effective range. Next it should be determined if the effects change linearly or logarithmically so one must determine the effect of an identical change at various points over the effective range (say a change of 5% of the total range at 3 points near the top, bottom and middle of the range). It may be hard to measure that so there is a lot of subjective determinations there but that is what makes a great systems designer so valuable. If an effect is known to be relatively linear then the designer can easily map out how various entities should vary over this particular parameter (i.e. different suspension spring/dampening values over an entire set of cars; or different motion limiter values over a set of weapons). I am actually sketching out a play balancing article on this very subject as I am periodically surprised how this is not such common knowledge among designers. |
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| Luis Guimaraes |
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One more good thing to learn: Play as much games as possible and get what they do right and wrong, then develop your instincts to emule the feeling of a game feature since the idea comes up at your brainstorming session.
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| Altug Isigan |
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What is explained under "one good game is better than two great games" is a well know principle in scriptwriting. Basically the question you have to ask yourself is: "what is the core of this game about?". If you try to tell more than one story you face the risk that the story deviates from the initial conflict and ends up somewhere "out of bounds". This is also a matter of perspective. A sample question about perspective would be: "Is this challenge about the daughter who tries to cure her sick mother, or is it about the sick mother who tries not to be a burden on her daughter?" The answer will change the stories priorities dramatically and if the writer is not clear about, how do you expect that the player will be? It's very easy to mix up perspectives, to cause deviation in the story, and confuse the player about his role and goals. Only if you don't screw up the perspective issue, will you be able to keep the player as the star of the game, because you will place him into the right position/perspective and keep her in that one role that the game is meant for.
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