Jimmy Chattin - I make better games.

Wednesday, August 14, 2013

MMOs - A Problem in Creating New Content

The Summary:
Massive Multiplayer Online (MMO) games with an open world have challenges in adding new content in the form of expansions.  An MMO created with an in-game context for revealing new areas, creatures, factions, and even mechanics would solve this.

--- NOTE : There are loose, opinionated deductions in the following article. ---

The Problem:
Many MMOs, especially those with open worlds, have to face a number of challenges when expanding game content: How do we add new things to keep veteran players interested?  Is our expansion not required for players, old and new, to participate in to remain relevant in the game world?  We have this collection of mechanics we would like to tryout before implementing on a global scale; what's the most efficient way to do this?  etc.

The Example:
World of Warcraft with expansions coming after The Burning Crusade release.


The Solution:
To solve the problems of expanding a game's content, a number of factors can play to the advantage of game designers hoping to release new material:

  1. Use visible barriers with a heavy mystery element in the game's lore to hide areas the player cannot go into.  Mists, fogs, and empty expanses work well here.
    1. Why?  A visible cue in the game world will allow gamers to realize that things are  out there, but are unavailable at the moment, without having to delve into game lore.
  2. Keep a central area unchanged throughout the game being live.  Minor alterations can be made for events and quests, but these should be temporary.
    1. Why?  A place grounded in familiarity helps players feel secure and safe.  It also acts as a hub of activity that the game designers can work with.
  3. Reveal content expansions on a regular but temporary basis.  Within the context of the lore, players should know that the world is largely temporary, with exception of a central area.
    1. Why?  Circulating material on a regular basis ensures that players will get refreshing surprises frequently.  Keeping the expansions temporary enforces a player need to be on often, while also rewarding early adopters in giving them unique experiences.
  4. Contextualize why areas, creatures, and even classes/races come and go within the world.  With the setting of the world, game writers are able to give a plausible explanation to these occurrences.
    1. Why?  Players need something to bite onto.  The community will remain strong with vanguard fans keeping-up the passion, but only if the game's sometimes fantastic mechanics and workings can be explained away.
The Sample:
The following are samples of context that could ground the logic of a game world:

  1. The last Oasis in an endless desert of shifting sands gives sanctuary to the heroes that explore the ruins of civilization revealed under the dunes.
    1. Players die if they travel too long in the sandy wastes.  New areas are discovered through moving sand mountains.  The Oasis is stable, allowing players to relax, trade, and socialize.
  2. When the Sea City is visited by ancient ships or travels past forgotten isles, its denizens strikeout to claim their bounty.
    1. Players drown if moving too far from the Sea City.  New areas are passed-by regularly, while more permanent additions can 'dock' with the City.  The environment allows for on-land, underwater, on-ship, and in-air discoveries with the regular cycling of content.
  3. Humanity sacrificed its space flight to survive inside the Space Station, but as pieces of the structure come and go mysteriously, humanity's last and bravest must defend the race.
    1. The lore explains why players cannot leave.  Story also gives reason to why new areas appear while older areas can go or stay.  The conflict of the narrative encourages exploration but leaves room for alien races, multiple classes, and in-game factions.


The Conclusion:
Adding onto an already established MMO world is tough.  However, if the issues of expanding content are addressed by the very nature of the game's context, it can be a breeze to satisfy the community through both reasonable lore and consistent gameplay.  Multiple examples of how executing a nod to DLC and world expanding can be done.

The Inspiration:
Using a contextual solution comes from Bastion, with its rising platforms of floating islands, and Demon's Souls Dark Souls's world covered in mist that recedes from player exploration.

 

Sunday, August 11, 2013

What I Learned - 4

Wow.  There is so much good stuff available for learning that I just have to share it.

What I Learned - 8/4 to 8/10


  1. Surrounding yourself with inspiring people doing interesting work is one of the greatest boons to your own projects.
    1. Realization after the monthly PIGDA Meeting
  2. Design is not about visuals, but of what things are and the actions they take.
    1. Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
    2. Part 1 of 3: About that Halo 1 Pistol...
  3. Empathy with the experience of a player is incredibly important for a designer to have.
    1. Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
    2. Part 2 of 3: Jason Jones's 17-point plan
  4. Every action the player can make needs to feel "awesome"  and feed a "power fantasy".
    1. Jason Jones; Bungie Co-Founder, Halo and Destiny Creator Jason Jones Breaks 11-Year Silence
    2. Part 2 of 3: Jason Jones's 17-point plan
  5. Design portfolios are incredibly important to showing design prowess in the hiring process.
    1. Ethan Levy; Breaking Into Game Design, Part 1
  6. A student should have a game in a store or released elsewhere for every year that they are in school.
    1. Ethan Levy; Breaking Into Game Design, Part 1
  7. Know how to code.  Learn how to code.  Really, no exceptions when it comes to designing video games.
    1. Ethan Levy; Breaking Into Game Design, Part 1
  8. Just read the entire article; it's gold.
    1. Ethan Levy; Breaking Into Game Design, Part 1
  9. A person really stands-out if they have a prepared 'fail' resume ready to showcase the learning of important lessons in design.
    1. Tina Seeliq; Fail in Order to SUCCEED
  10. "If you don’t invest the time needed to achieve those goals then all you have are empty ambitions."
    1. Tina Seeliq; Time is more Valuable than Money
  11. No great design came from a lack of big, challenging problems.
    1. Vinod Khosla; Youtube
  12. Bad behaviour and poor sportsmanship can't removed, but design can prevent it from ruining other players' fun.
    1. Chris Butcher; How Bungie Plans to Counter Trolls through Design in Destiny
  13. "Fear is good in small, homeopathic doses."
    1. Neil Gaiman; Interview on OPB Radio

Just a heads-up on the next post: designing Your Worst Nightmare for Bungie and its new game, Destiny.


Thursday, August 8, 2013

Designing Contest Visuals for Bungie - The Hero

Bungie is a world-leading game development studio with an awarded mantle of games.  The Halo series serves as the pinnacle of the company's accomplishments, but the design team has moved on to new ventures.  Destiny is the next title coming from these champions of entertainment, where the hope is to outdo even Halo.

Bungie has been hosting Destiny themed contests for most of this summer.  I've tried to be a steady competitor, so I'm here to talk a little about the design considerations used in submitting.
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The first challenge I participated in took place on Bungie Day, July 7th ( 7/7 ).  "Design your own hero to play Destiny."


The art style of Bungie relies on lines surrounding forms.  To emulate this, most major forms should have some sort of outline, which I tried to put in to my hero.  Line-work, however, does take more time than immediately putting-down paint, so tediously sketching lines should be approached with caution when the work is needed soon.

Armor in Destiny should have a fantasy science fiction feel, with ornate details being embossed on ceramic plating.  Since I have a love of Roman military designs, an obligatory crimson crest ordains the helm.  The character should seem like a medieval, plated soldier with sci-fi tech integrated into the gear while also carrying a sweet firearm.

Since Destiny has much reference to choose from, it would have been a folly not to utilize a lot of it when constructing the hero.  Gold highlights, enclosed helms, capes, and knight-like/tank-like armor are the norm.

Now, when fleshing-out the piece, universal rendering of the entire figure is a bad thing to do.  Instead, when dealing with any kind of robot, humanoid, or animal, focus on the face; it's what people look to first by instinct, so it should look the best and not fight for the viewer's intention with other areas of the canvas.  Adding stock texture and then painting over it is a way to help do this.

Wrapping-up the piece, a point of interest can be brought to the forefront with a background that covers only a section of the entire form.  I chose a gradient blue oval since: 1) Blue is Bungie's (official?) color of choice, 2) An oval doesn't have hard corners that could conflict with the piece, and 3) A darker background with a lighter foreground grabs attention immediately.


What I could have done better in design are a number of things.  Desaturating the cape, realigning the abdominal armor, and adding improved details to the upper torso, while also using the Destiny logo instead of my own design would, I believe, be the biggest issues.  And using the font of a game that is no-longer being worked on by Bungie?  Not a wise idea.

The things that I feel I nailed was the use of red and gold where it is.  Details on the helm enhance where I want the viewer to look, while the background makes the whole thing 'pop'.  Though it is a thing less about the hero design and more about the presentation, I like the black boarder I added with its choice line-breaks.

Checkout the piece.  Read more about the process.

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In the next round, I cover how my constructing a virtual horror with the "Your Worst Nightmare" contest and campaigning for it makes the piece a crowd favorite.