Sunday, March 2, 2008

OT: Frontline: Fuel of War review

A buddy of mine just reviewed 'Frontline: Fuel of War.


While this game is not my normal type, I have to admit I at least tracked down the demo, and gave it a spin. Continue reading 'OT: Frontline: Fuel of War review'

Sunday, February 24, 2008

Limited Variety

Leiavoia’s ‘Strategy Game Designer’s Constitution’ is one of those rare sources that I keep going back to. It is, for an addict like me, one of those rare documents that I have printed out multiple times, defacing each hardcopy with highlights and scribbled notes.

The idea that strategy games should offer less variety with more choices is one of my favorite points. It sounds counter-intuitive at first, especially as hardware and software advances have allowed developers to increase complexity exponentially. But as with most great philosophical puzzles, this one blooms the more it is considered.

What I find so compelling about this idea is that it is not just a mantra to be used in Strategy games, but can be applied to almost any game genre.

If we would take a simple racing sim, for example, and give our players only the ability to accelerate and break, we are offering two variations of input, but almost unlimited choices.

We can also apply this mantra to DPS systems by introducing a static progression based on level, not uber-gear epics. One standard DPS value for all weapons at a certain level might sound like limited variety and limited choice, but by simply altering the damage range of each unique weapon type (minimum-maximum damage range), we keep the variety down, but expand player choices again.

The reduction of variables not only makes the production of the game easier, but also allows for some elegant solutions to most balance issues. The only genre I have not found an elegant translation for has been Crafting/Economy sims, but do not blame the law, blame the lawyer.
Continue reading 'Limited Variety'

Saturday, February 23, 2008

The Principle of Elegance

The concept of balanced mechanics fascinates me. Core game mechanics, based on flexible yet static rules, which would react to each other in scaled perfection, are the Holy Grails of my obsession. In short, Elegance.

I am well aware that blind faith, more than factual conclusions, allows me to believe that elegant core mechanics can co-exist with each other, but that does not dim my philosophical obsession. Simplicity in games can lead to some very elegant core mechanics, but it is when complexity is added to games that we tend to lose elegance.

Why is so little effort put into balancing a games core mechanics before it is rushed into production? Or is the realization of elegant mechanics so Utopian that it is not possible, no matter how much effort is put into it? Is the need for patches and nerfs a symptom of bad core mechanics, or the resulting growing pains of an industry still in its infancy?

I believe that deconstructing and analyzing the major balance issues in most games would support the argument that it is mental laziness, not inability, which prevents truly complex yet elegant mechanics. The lack of elegant solutions is frustrating, and until more gamers demand finished products that are complex and intuitively balanced, we will be stuck with the cheaper solution of patching patches, never knowing if complex elegance can be designed.

Continue reading 'The Principle of Elegance'

Wednesday, February 20, 2008

The PvP Equations

All the buzz about WAR has inevitably led to discussions about it’s PvP and RvR components. The one game mechanic that has not been mentioned in all the PvP talk is instanced PvP. The success of games like Counter Strike: Source, Doom, and even WoW’s battleground PvP seem to indicate that no matter how much sandbox PvP, or RvR perpetual PvP zones, are desired, some players still want to be able to log in and frag a few opponents without considering the ramifications of where, when, why and with whom.

How important is the multi-player instanced PvP option today? Most single player games are incorporating multi-player PvP options (see Halo), and some are even designed as multi-player PvP games with the solo play thrown in at the N’th hour (arguably, also Halo). I think the demand for instanced PvP is evident; the problem lays in the game mechanics that shape the end product.

One of the biggest obstacles is how to reward, or rank, the combatants. Segregation by experience levels, power scores based on rank, scores created by win/loss records, etc. have all been tried; yet all seem to be lacking in some way or another.

When considering how to create a ranking system (independent of gear, experience, or talent rewards) what should matter? What should separate a top ranked player from the lower masses? Do you weight the formula on dedication and time spent playing or purely on wins and losses? What about kills vs. deaths, damage dealt or Killing Blows?

From the protected secrecy of Credit Score Formulas, to the arcane (and some would say arbitrary) BCS rankings in college football, we are surrounded by complex formulas that matter in our real lives. In a world where complex esoteric formulas are fundamentally important, should not games begin attempt to also create elegant solutions, even if complex, rather than just hitting the ‘easy button’ by reducing complexity and thus representation?

Continue reading 'The PvP Equations'

Friday, February 15, 2008

Echoing the Ring

If you haven’t seen it yet, Scott Jennings is taking some heat from Brock Pierce’s lawyers over a recent blog post about IGE that he wrote. If all of the reports are to be believed, there’s no real legal basis for their demands, but Scott (wisely avoiding the headache of dealing with it) has complied anyway. As you can imagine, the whole exchange has stirred quite the little controversy, and both Ryan Shwayder and Matt Mihaly have weighed on in on the issue. Additionally, someone anonymously reposted the text of it to a temporary blog just to keep it active.
- from Random Battle

The implications of this are at once chilling, and a bit amusing. Chilling in the regard that not many bloggers would have the time or resources to fight a C&D. Amusing in that it is nice to know that even game blogs can instigate disproportionate overkill. In case you have not been able to see the original, this will bring you to the original post that raised all this fuss, and this will bring you to Broken Toys reception of the C&D, and the response to it. Continue reading 'Echoing the Ring'