Game Design


Quests? QUESTS!?!?
Written by Chris   
Saturday, 25 July 2009 00:28

I'm going to talk a bit about what kind of RPG this is, and how its designed.  Many RPGs revolve around quests, story and dialogue.  Some revolve around action and leveling up for the sake of it, and you skim through the dialogue that explains the plot about you being the only person who can save the world.  Kenshi is neither, its more of a simulation of a living world.

  Firstly, the game is not based around scripted events, or even scripted AI.  I am aiming for a mostly emergent game, that means basically that everything that happens occurs as a result of interacting forces, rather than being specifically scripted to happen.  Mainly this means factions, nations and individuals pursuing their own goals will cause events to occur in the game world.  The player may run into these events, hear about them, or just see the after effects (or warning signs). 

 

 Secondly, there are no "quests",unlike the standard for most RPGs.  You are not told what to do all the time and continually given menial tasks, like fetching a farmers missing ring.  What you have instead are professions and self-interests.  

 

Traditional RPG example!

You enter a village and talk to the chief who tells you they have a bandit problem, and asks you to go off and kill them all.  Great.  So you follow the map marker, kill the bandits, come back, get your crappy reward.  Great.  Why did you do it?  Because its there, its a quest, but you don't actually feel like you saved a village from bandits, do you?  You feel like you just killed some more bad guys and then collected your reward from the "quest giver". Same as you always do.  If you didn't take the quest, you could come back a week later and the bandit quest and village will still be there, in the exact same state.  Everyone is just waiting around for you, like actors in a farce.

 

Emergent example!

Lets say you enter a village, you like the place, its in a handy location for you to rest and resupply, and you use it all the time.  Maybe its a good trading route, maybe you own a building or a business there.  Now one of the big bandit gangs that wander the world map has visited and done all the scary threats and posturing and said, "we're coming back in 1 week, if you don't have 1000 boxes of rice for us by then we will burn this place to the ground and kill you alive!".  Maybe you saw this event, maybe you didn't, either way all the villagers are panicking about it and maybe they have even been hiring mercenaries.  So you hear about this and think "damn, if those bandits burn this place that means my favorite village will be gone, and it will mess up my best trading route too, and the price of rice will skyrocket.  Oh dear."

So then you DECIDE to stand with them to defend the village, you help shore up the defences and maybe gear up some locals, then you have a lovely great big battle 7-samurai style and the bandits flee.  You just had a major impact on the state of the game world, you did something because you wanted to and it had a real effect. You saved a village, made the area safer, maybe tipped the balance of power among the bandit clans.  If you did nothing the village would have been razed, they wouldn't all have waited around for you to "accept the quest".  Now you have to decide if you should pursue the bandits and wipe them out, because thats a real group, they weren't just spawned for the purpose of that one event, they will probably be back for revenge.

And what if one of your men got captured during the attack?  Now you have to go track down their camp and rescue him.  Sneak him out, free him by force, buy him back, or maybe he is skilled enough to escape by himself.

 

And thats just one example, its the tip of the iceberg.  Imagine this occurring in different events all over the world among factions, lawmakers, thieves, guards, kings, nations, traders, armies, zombie hordes etc.  Its the holy grail that developers talk about all the time but so far nobody has the balls to try it because quite frankly, its mad, its chaotic and even I don't know what will happen or how well it will work.   I am essentially designing a game to be beyond my control.

 

You don't believe me.

I know what you are thinking now, you're thinking "that's too much work, doing all that, single handed, you'll never manage it, you're a fool!  A handsome fool!".  Truth is, its not as hard as it sounds.  It only seems difficult because no game has done it before.  Its still hard, but for a single handed programmer who specialises in AI and has little time and art resources and a large world to fill, its actually a better idea, because such a system essentially generates the game content and events for me.  Unpredictable, chaotic content perhaps, but fun and real.  Its not like conventional methods where I have to manually dictate everything that can happen, it saves me a lot of time in many areas, and the foundation for it is already done.  I'm not saying I can do it perfectly, but I'm going to damn well try. 

 

Procedural techniques are the staple tool of the big-time indie developer.

 

So if its so great why hasn't any big developer done it yet?  Why can I do it and not them?  They can't, no sane investor would allow such a gamble.  Not to mention its so unpredictable you don't know how its going to turn out, and developers really don't like not having absolute control over everything.  To me however, thats the whole fun of it.

Its something only an indie developer can do, someone who is not being controlled and not making a game for money or a target market, someone who is making a game because they want to play it themselves, because they want to see it done. 

Last Updated on Monday, 24 August 2009 12:44
 
What makes a game fun
Written by Chris   
Monday, 11 May 2009 22:05

Why can a person go to the gym and do a mind-numbing, moderately painful workout on a regular basis?  Sure a few people just enjoy it, but at the root of it all is progress.  They can do it because they are working towards a goal, an achievement, and every time they go they are a step closer to that goal.  That person can even get addicted to it, going every day and training feverishly, spurred on by the satisfaction of their own progress, and their hunger for more. 

This is basically how a good game works.  There are two sides to gameplay, action and achievement.  Action is the combat system, running about and shooting stuff.  In some games its fun, in other games its tedious.  Achievement is your progress through the game.  Now in the old days this was nothing more than numbered levels and a hi-score table. Nowadays it can be anything from advancements in story, to getting rich and buying that huge spaceship you always wanted, or to getting strong and slaughtering an army of those damn orcs that kept killing you with a single blow when you were only level 1.

 A game needs a good balance of both, and there are gamers who prefer one side or the other.   Some games are nothing but action, mindless shooting of randomly spawned enemies who you kill just for being there.  Personally I can't play these games for more than a minute, but some people like them. Console gamers mostly.

But you also get games that go too far the other way, like STUPID World of Warcraft.   The action side of WOW is almost non-existant, you click on an enemy and watch a repeated attack animation, and hope that the enemy hitpoint guage goes down faster.  But its one of the most popular games of history, people stay up all night playing it, they cannot stop!  Why is this?  Achievement - levelling up characters, saving up money, finding rare items, raising skills, (and the online element multiplies it too) these are the things that really get a player hooked and make the difference between a game you play for an hour at a time and a game you don't stop playing until you collapse from hunger.

 

So now to the point of all this, how far can I take this element with Kenshi?

First we have money.  Its all about the money, in the game you will find you always feverishly need or want more money. One of your men needs surgery, you broke your sword in the last battle, you really need better armour or you're going to die next time.  Your home village keeps getting pillaged by bandits and need defences built.  Not to mention all the cool looking weapons and equipment you want.  And how much do I need to start up my own home base?  And then on top of that, a lot of the stuff you need money for is making more money, like kitting yourself out for a new career, or starting your own shop, or building a mine, or an outpost.  

 Now to back this up, there has to be many many different fun and interesting ways of making money.  Trading, smuggling, stealing, raiding, looting, assassinations, mercenary work, bodyguard work, mining, manufacturing, businesses, medical work, and the list goes on.  As you get richer and more skilled, so too will your careers increase in scale.

Now on top of this is the need for survival.  You need to get stronger, fast, you need more men, more skill, more equipment, special training, defensible bases, and yes, these all cost money in some way or another. 

Note that I say survival, you don't just get stronger for the sake of it, you will be living in a harsh world and at first everybody will be stronger and more numerous than you, this isn't one of those games that babies you when you're level 1 or lets you win if you're not doing well.  Now this may sound strange to you at first, but in the early stages of the game if you want to survive you have to stay out of trouble, work for others, pay the bandits and the gangsters, run away from things, take insults and apologise to avoid getting into fights. Not only that but you will have to stand by helpless while old ladies get mugged and your beloved hometown gets pillaged.  And there we have a unique addition to the achievement side of game design.  The desire and drive to get strong enough that you don't have to get pushed around, robbed and bullied anymore, knowing that this bandit leader is a consistent character and that his camp is in the north valley and one day, you are going to stride into that camp and say "Remember me!?!?" and cut him into little bloody pieces!!!

 

Last Updated on Tuesday, 12 May 2009 11:26
 
Loading, saving, and fear of death
Written by Chris   
Wednesday, 04 February 2009 20:25

Every game designer worth his salt has pondered this question at some time: “Should a player be able to save and re-load a game whenever he wants?”. They ask this because they want to instill a fear of death into the game play.

They always come to the same conclusion: That its the best way compared to forcing players to replay the same bit again and again, which is just frustrating. A few games have tried to restrict saving in various ways, but none of them have really worked, they just result in frustration.

Characters cannot die in games. Sure they can die, but the player will reload and try again until they don’t die. Imagine if we could save and re-load in real life - It would be a superpower, you could achieve anything you wanted to. In games it is no different, it is also a superpower. Saving in games eliminates the fear, tension and emotion.

In real life, yobbos and trouble makers only fight when they have a distinct advantage, because for most humans a one on one fight is scary. “What if I loose?”. Yet in a game you know you just saved so you don’t have any “What if what if what if?”. Even equal odds are scary when there is so much at stake.

So why is it bad to take out the save/load ability? Because you loose your progress, all your hard work. You are robbed. Its just not fun, its frustrating, the player will give up and never play it again.

So ask yourself this question: How do we get by in real life without saves or extra-lives? hmm?
1 - Dying doesn’t happen that often, actually, it can be quite hard to die.
2 - People look after their lives. Nobody wants to die.
3 - If faced with a dangerous task, one would proceed cautiously and plan with care. They would formulate backup plans and escape routes should things go wrong.

SO.

1 - Characters in games are both too tough and too fragile. A bullet does not hurt a character, it shaves off a small percentage of hit points, and they do not feel or express pain, so they don’t fear the bullets. They run around like chickens trying to put more bullets into the enemy first. They are not encumbered by injury, then suddenly their hitpoints cross the 0 line and they drop dead. I’m talking about players as well as AI’s.
Games need a proper medical system, something more realistic that blurs the lines between life and death.

2 - Enemy AI characters don’t have enough fear of death. War is terrifying, an army or opponent that does not fear death is formidable. I know AI’s use cover and stuff nowadays, but they need to be a little less aggressive, more careful.
The enemy has to fear death as much as the player-who-cannot-save. The game will turn more into a game of chess and tactics than a click-reaction test.  The tension rises, the sweat breaks out.

3 - The player needs to re-learn game-playing. Its essential that the designer teaches the player the line between life and death, but without dying. This is difficult and again it comes back to the medical system. When a character comes close to death it must be made clear how close it was. As long as they player does not do anything stupid it should be possible to play the game through with no deaths. Its a fine line to walk, but a lot can be done. In any situation it should be possible to save 99.9% of lives, but the player must somehow pay for it in return - Time and money cost, expensive doctors, effort and travel distance, slowing yourself down carrying them, character recovery time…

4 - The game needs to be well balanced, a character must never die unless it is the players fault. If he dies because the character wouldn’t respond to his orders, or took a stupidly dangerous pathfinding route, then it is the game’s fault that he died, and this cannot be allowed if we have taken away saving.

So there you have my theories on the subject. I intend to use this method in Kenshi, but probably only as an option when you start a game. The trouble is when you offer the alternative of saving/loading, then players will stick to their old ways and you no longer have the effect of number 3, above, so much thinking on this matter is still to come.

 

As this article has been transferred from the old blog the comments were lost, so I will quote some of them here as some good points were made:

  • 3. Snaga replies at 22nd July 2008 um 11:47 pm :

    Sorry for commenting about this so late. I just want to point out something that you probably have thought about, but I think you didn’t point it out specifically.

    Many games force you to kill absurd amounts of enemies. A good example I think would be STALKER, because the killing destroys both the immersion and gameplay. Sadly game developers tend to concentrate solely on combat in games, thus there will be absurd expectations of the player.
    As a counter the player must be super-human. This really is a pity. In some multiplayer games, you actually feel proud when killing someone.

 This is a good point, I also don’t like being superhuman in every game I play. It gets old and this is what marks the major difference between single and multiplayer games.  I think RPG type leveling is a good solution for this (when done right, which it rarely is) because you start off weaker than average, and then you EARN your super human abilities. 

 

  • 5. Paul D replies at 20th August 2008 um 9:29 am :

    Interesting topic, you make some really good points. The problem is also that we are comparing the fact that we don’t die often here in real life, as opposed to a game where potentially everyone is constantly fighting, and everyone is running around baring lethal weapons. So surely in a world like that, as a player you almost expect your character to die fairly soon.

    To add to the discussion, I really like the feature in the Prince of Persia series where you rewind time following a death/just before death – now even though its far-fetched, its still more believable than hitting that quick load key, and its both fun and keeps you immersed in the game.

    A related point of discussion is the death of actual n.p.c’s – I find it very annoying when a game character dies (in combat, or accident) but is then resurrected as if nothing happened, so that the story may continue. Okay, admittedly this is rare, but it happens and little breaks the immersion more.
    Look at Mass Effect. Not only can your group buddies return from the grave after being blown up, its actually a feature of the game, whereby one of your upgradeable skills is the ability to quickly resurrect your AI side kicks.
    I really hate that, but you know what? It’s completely necessary, because they are terrible in battle and have no idea how to effectively use cover. For me, it’s just shining a spot light on the flawed AI.
    To be fair to Mass Effect, I don’t think I have ever seen a really intelligent ‘partner’ AI. Who hasn’t shouted “Don’t go there, stupid! Stay behind me!” or “Shoot back at them, don’t just sit there!”
    I don’t know; it must be easier to code plain old enemy bots rather than something that has the additional task of being aware of you and even protecting you as well as themselves.

 

Even in a dangerous game world or a war, you can survive better by working closely as a team and being cautious. When you have no fear of dying, you will just charge straight in, get killed, then try the same again because now you know where the enemies are.

I hate resurrection too. That's why I’m going for a decent medical system instead. When a character goes down they are usually not dead yet and you have a chance to save them.  At the same time this also adds an extra tactical element to the gameplay, especially during retreats when you have to decide whether to carry your wounded or leave them.

I think the field of AI is more advanced than you think, just that a lot of developers have tight budgets and can’t always add everything they want.

 

 
The next level of AI
Written by Chris   
Saturday, 05 July 2008 00:00

The First Level

Imagine you have an AI controlled teammate. You are attacked by a superior force. He fights to the death to protect you. Are you moved by this sacrifice? Not really, because you know he’s just AI, he did not do it out of love or loyalty or bravery. He did it because he is stupid, and his AI told him to attack all enemies until dead.

The Next Level

Now we’ve made him a bit more human. He knows you stand no chance and will die whether he helps you or not. So he runs away. Damn you unreliable side-kick!

The Next Level

Now hes even more human. He knows he will die if he tries to save you, knows that every line of reasoning tells him to run away, and that he cannot help you. But he fights anyway, to the death. Out of loyalty, out of love.

Now, this is just a random idea. You may get ideas, you might think its stupid, that I’ve gone in a circle. Implementing this is not overly complicated for an AI programmer. The real question is how do you show the player what has just happened? How do you make them realise its the next level, and not the first one?

Last Updated on Wednesday, 04 February 2009 20:41