My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 21, 2013
 
Using Small Studios As Stepping Stones In Your Career [1]
 
How Can You Find Jobs At Blizzard if You're an Artist?
 
Let’s produce HTML5 games with a serious approach.
 
An Object Of Lust [1]
 
Gamasutra Blog Guidelines - Updated and open for discussion [13]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 21, 2013
 
MegaMada
Lead Game Designer
 
Amazon Game Studios
SDE Lead, Game Engine Evangelist
 
Insomniac Games
Designer
 
Sojo Studios
Generalist Game Engineer
 
Amazon Game Studios
Software Development Engineer, Game Technology
 
ROBLOX Corporation
Senior Network Engineer - C++
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 21, 2013
 
GAME confirms pre-orders
for Xbox One
 
EA ANNOUNCES BATTLEFIELD
4 FOR XBOX ONE AND...
 
Microsoft unveils Xbox
One: the ultimate
all-in...
 
NEW EA SPORTS IGNITE
ENGINE TO POWER EA
SPORTS...
 
Crytek’s
CryENGINE® 3 Already
Primed for...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Interview: What  RISK: Factions  hopes to do for 'real' games on Facebook
Interview: What RISK: Factions hopes to do for 'real' games on Facebook Exclusive
 

January 11, 2012   |   By Leigh Alexander

Comments 4 comments

More: Social/Online, Exclusive, Design





Through its deal with Hasbro, Electronic Arts has been bringing many classic board games to the video game space in recent years. The close of 2010 saw a whimsical version of strategy giant RISK adapted for Xbox Live Arcade, and today, the company's launching a version specifically for Facebook -- with some unique design lessons to be had from the adaptation.

Whereas original RISK uses little yellow playing pieces to represent people, "video games offer an opportunity to turn those playing pieces into characters," says producer and designer Spencer Brooks, talking to Gamasutra about his work on RISK: Factions for Facebook.

"At the same time, I didn't think the space needed something ultra-realistic, like a Medal of Honor or a Halo," he reflects on RISK's real world logic-heavy background. "I tend to like quirky, funny little things, so I went in that direction."

The RISK: Factions offshoot on XBLA and Facebook features cats, zombies and Yetis as divisions players can use, for example. "Besides more maps and a fiction behind the little armies, I thought, 'let's make the maps change as you play the game... that's where I wanted to innovate."

In 2008, Hasbro changed the rules of the core game "for the better," Brooks explains. "They made it objectives-based, rather than [based on] world conquest... you can still play world conquest, but objective-based gameplay sped up the game a lot. It's great; at the beginning of the game there are eight objectives and the first person to get three of them wins."

Brooks thought it was best to adopt that more accessible, time-efficent type of RISK gameplay for the XBLA game, and add some fiction. "It plays faster; more people stay in the game longer, for shorter play sessions."

Hasbro likes the liberties EA has taken with the brand, although Brooks says it took some convincing. "It was one of those things where we had a conference call, and were like, 'are you sitting down?' It took a little song and dance of me convincing various parties, but at the end of the day it all worked and everyone was really happy with it."

The response to RISK: Factions on XBLA was so positive that EA felt it could go further with the brand. During a time when the company was evaluating which of its properties would be a good fit for Facebook, Brooks pushed for RISK: Factions, with the caveat that some alterations would be needed to make the game appropriate for Facebook.

For example, in the XBLA version, the differences among the factions were mainly stylistic and visual, Brooks said. For the Facebook version, the team decided to add some special weapons to better differentiate the factions and build them around an intended play style. It's interesting to think about the Facebook version of a given property as an opportunity to build detail that didn't make it into a console or PC edition.

One thing Brooks is passionate about is giving players on Facebook the feeling that they're genuinely interacting with their colleagues, versus games where one feels more like they're "playing the statistics of another player,' in Brooks' words. "In a game like RISK, it's all about rubbing your opponent's nose in defeat, and I really wanted to make sure that wasn't lost in the game."

Doing turn-based play on Facebook definitely has its own set of challenges; given time differences and variations in the ways individuals use Facebook, it's impossible to pace play or to assume the other player will take his or her turn immediately. "We've added some features in the game that will speed things up," says Brooks. For example, you can exit a game with someone who has taken an inordinately long time to make their move, and they'll be replaced with an AI you can still benefit from playing against.

Brooks firmly believes there's a vast field of untapped opportunity in the Facebook space; emulation of Zynga-led design forms isn't all the opportunity there is. RISK: Factions differentiates itself by having a distinct winner and loser, a single-player story, and, in Brooks' view, an absence of the traditional "click-reward" system.

"It really is a strategy game; if you make bad decisions, the game will win," he emphasizes. "It's not this 'everybody wins all the time.' I think it's really going to resonate with the strategy gamer pretty well."

One bold decision the RISK: Factions team made was to do away with the "energy" system, commonly used in Facebook games to constrain player actions in hopes of affecting their resource management -- and ultimately their real-money spend. Brooks said the team's also very excited about its scalable leaderboard, that accords more movement up the ranks to a player who defeats one much better than him or herself, and less so for defeating an equal or weaker player.

"When core gamers say 'there are no real games on Facebook,' I think what they're striving for is, 'I want a game with a win condition; when I play somebody I want to play that person, I don't want to play an abstraction of the person, or the statistics of the person."

"Let's just make a RISK game on Facebook where you actually play other people," he adds. "If that scares you, you can play bots and that's fine, but I thought -- let's make the game that people are expecting."
 
 
Top Stories

image
Xbox One is Microsoft's biggest move for living room domination
image
Opinion: Xbox One is a desperate prayer to stop time
image
Unity's mobile licenses are now free
image
Xbox One designers talk shop about the console's architecture


   
 
Comments

Jean-Michel Vilain
profile image
Always expect humans to shake up traditions when they get ridiculously overrated.

Christopher Enderle
profile image
Finally a game I can play with my dad.

Joe McGinn
profile image
Interesting. One of the first things I've ever tried on FB that feels like a real game. Nicely done!

Lewis Pulsipher
profile image
When I saw "RISK's real world logic-heavy background" I almost stopped reading. Real-world and RISK have very little in common.



So they're taking advantage of the brand, the same way Hasbro has taken advantage of the Battleship brand to make a movie that has nothing to do with the game. But the big question, not answered in the article, is "how are they making money from this game"?


none
 
Comment:
 




 
UBM Tech