Hello there, it’s been a long time !
As you can see, I wasn’t in the mood to write article recently.
Parts of my life needed my full time attention and still do. Anyway I find a solution to keep you entertained.
For now on I’m going to share with you meaningful articles I read as many as I can. Don’t be afraid I’ll give you a short pitch for each of them, so you’ll easily pick the ones you like without wasting you time !
I hope you’re not to disappointed with this move, but nowadays I need my time for other things than writing.
Enjoy and keep on the creative work !
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We’re going to start with two short but very practical article from Raph Koster :
Happy reading !
Mass Effect, Fallout 3, Diablo, Fable and many more have shrunk down their RPG mechanics and content in order to reach more cutomers and to be more competitive. Others like Bioshock and Dawn of War II have at the contrary use RPG to give a bit more depth to their game.
Is the recent trend of simplified RPG mechanics a give up or a smart move for the genre ? Could it be use with other genre ?
Diablo was one of the first to use only a part of the RPG genre. It takes the most understandable RPG elements -character customization and progression- and melts them with a frenetic action game. Years later a lot of games followed this path.
The Mass Effect success was in part due to his TPS combat system. Using this feature allowed Mass Effect to appeal to a wider audience than the RPG players. In fact RPG as they’re known are a scary genre for mass market consumers. Introducing a simple known and understandable gameplay as a TPS combat system give the game a chance to reach TPS customers and then to charm them with RPG mechanics.
Then Mass Effect 2 hit the market and despite its poor equipment system and its new TPS gameplay, it has improved strong RPG systems like dialogs and choices.
Fallout 3 was also mostly marketed as shooter; a bloody one. This politic scared RPG fans but excited the console FPS player base, resulting in 5 millions unit sold. Despite his marketing Fallout 3 is still a strong RPG at heart : character customization, numerous secondary quests, branched dialogs…
More recently there was also a common tendency to put RPG elements -mostly character customization and progression- to new genre.
For example there was Dawn of War II with a squad looking like a typical RPG group, or Bioshock with his character’s powers and Dante Inferno with its light equipment system, even Call of Duty Modern Warfare multi-player offered the possibility to gain rank and unlock new classes.
That’s a lot of RPG in our modern video-games !
Well, I asked in the first paragraph “Is the recent trend of smaller/simplified RPG a give up or a smart move for the genre ?”. I definitely think it’s a smart move.
RPG have always struggle to charm the mainstream consumers, in part because of the undeserved bad reputation of his pen and paper counterpart. And mostly due to its complexity.
Take the character creation phase, first thing you do in an RPG, you’re asked to choose who and how you want to play whereas you didn’t played the game for now !?
Imagine you create Super Mario with 0 in dexterity, Super Mario couldn’t jump and the game would be like hell ! Some novice RPG players live that, most won’t came back to the genre.
This way I think that simplified RPG or small RPG features in other genre are a good way to accustom players to our beloved RPG. In the meantime it will be easy to drag them into greater RPG experiences.
And I also asked “Could it be use with other genre ?” . Yes it should ! Take small and simplified parts of other genre and melt them together. Do it with caution, prototype smoothly, iterate gently, something great could happen !
What about a bit of real time strategy in my racing game ? Or a bit of tactic in my FPS ? And a bit of music game in my platform game ? Etc ! As I share it with you earlier, Idea are new combinations, don’t be shy and try.
So I’ll conclude with this article title, taking Fallout 3 as an example :
Sell your soul -make your RPG looks like a shooter to reach customer- to offer your heart -make the rest of the game as RPG as you can to reach your expectation-.
First I must say that the first article about my card game was about a new version of it; a kind of second iteration. So don’t be confuse when I’ll start presenting you a quite different version of the pitch.
Yes it’s awkward, anyway I think a lot about how to share with you my journey trough the making of these games and I’d start with a piece of my work which is not in an advanced enough state to be used as a material for my writing.
Enough explanation, let’s talk about my first card game. Not a very good one but a finished one. It will be better as a source of examples. It contents many flaws I think, but that’s not devaluating the lessons learned.
First the pitch : “Create a RPG pen and paper experience without a game master”
After brainstorming on this pitch I ended up with ideas and objectives.
- Give each player the possibility to build his character.
- Give each player a personal objective.
- Build a system which automatically narrates the players’s journey.
- Force the players to play together in order to win solo.
Let’s see the rules I found around these objectives.
You can already see one flaw in my rules; the strong likeness between Origin and Class. I’ll discuss this later, as I said, I already have started a second version of this card game.
The game seems also very static and deterministic with not much place for treachery, strategy and tactics. That’s why I choose to introduce Action cards. They give randomness, tactic and strategy to the game.
Now we have the core rules of the game. Most of the other rules will come by testing it with friends or just by emulating a game in our mind.
But in order to be playable this game need content, in our case cards with characteristics, power, action, consequences… This will be our next subject, a tough one.
What did I learn writing the first set of rules of this game :
I’m quite busy recently but I’d really like to share with you this tiny book made of golden advices.
The knowledge I’ll share with you know is easy to find for nearly five decades or if you prefer so, half a century.
Written by James Webb Young this book (A Technique for Producing Ideas) gives a simple method to find and use good ideas.
As I like to do it, let’s go for a small personal summary of this technique.
The basis :
The technique :
That’s all, just five tiny steps.
Truly these points look like something everybody already know but don’t really do.
An that’s why this book is great since 1965. It remember you what to do, what you usually do; it prevents you from forgetting any steps in your process.
So which is the most important step of this method which most of us forget way too often ?
Well I hope you’ll try this method and give me some feedback.
Personally this technique helped me improving my way of finding ideas by rationalizing steps I did instinctively. Moreover I totally agree with the author, the first step is the toughest step and the most likely to be skipped.
A few weeks ago I finished the Dragon Age : Origins extension Awakening. I enjoyed the trip, a bit less than Mass Effect 1 or 2 but it’s not the subject of today’s post.
During my journey through these games I felt something was missing. In fact empowering my character through outfits is an important part of the fun I get while playing an RPG. And more than that I like when gears help me to customize my avatar’s aspect and to improve the way I like to play the game.
What I definitely didn’t find with Dragon Age and Mass Effect equipement was :
- Empowerment
- Aspect customization
- Gameplay orientation
And above all this points : diversity and choices !
Now I’ll try to analyze why.
Empowerment
Playing Dragon Age, the items I found wasn’t very powerful.
As a result the pleasure to equip a new item was not really present. Moreover underpowered gears didn’t give me the will to find better ones. And sadly the boost of power I should have when equipping a supposedly great piece of equipment from one of the most powerful boss was null.
In Mass Effect equipment was even more secondary.
I found only a dozen armor pieces. Weapons and upgrades was obtained via recipes; requiring resources and forcing me to play a repetitive mini-game on each planet I cross during the game. And aside from some damage upgrade or new weapons, the entire system wasn’t very engaging and improvement was nearly imperceptible.
Aspect customization
I’ll be short one this one, visual customization was very poor in Dragon Age and Mass Effect. Most of the gears had the same visual pattern declined with some very light variation. Clearly I didn’t play to admire my avatar awesome outfits; particularly with Dragon Age Mage. On this precise example I remember myself finding only three different robe design.
To be fair, I want to congratulate the Mass Effect 2 colors customization feature which did a great job to palliate the lack of armor design styles.
Gameplay orientation
This point is the most important to me because it’s not only related to Mass Effet or Dragon Age.
However the problem is huge both in Mass Effect and Dragon Age where equipment never appears helpful enough anyway the game is played.
So I think we agree that having a lot of powerful gears with great visual style is useless without well designed statistics. In fact item statistics should help players to strengthen their choices and their way to play the game.
Now lets illustrates my point with some examples.
I’ll start by introducing you to the “you can do everything” item breed : +10 Force + 10 Dexterity +10 Damage +10 Critical Chance +10 Dodge.
If you are a rogue you want it, if you are a warrior you want it, if you are scout you want it… only a kind of mage doesn’t want it ! Good Swiss knife anyway, but what if I want the Rambo knife, without the useless stuffs ?
As I said, for me, good items should help the player making choices and improving the way he likes to play the game.
So instead of the previous items, let’s make three gameplay oriented ones :
- +10 Dexterity +10 Critical Chance, for a fast and agressive character
- +10 Force +10 Damage, for an average melee oriented character
- +10 Dexterity +10 Dodge, for a quick and hard to catch character
And voila now you have three items instead of one, each of them helping the player to define his own game style. Moreover I could also compensate the lack of the other statistics to have this items even more appealing.
Of course, this is not perfect, and I’m not a fond of Critical Chance, Damage and Dodge kind of statistics because they should obviously be respectively calculated by Dexterity, Force and Dexterity.
Anyway that’s far better than the elemental resistances statistics which make no sens in most RPG. They could be useless like encountered in Dragon Age or artificially used to create new needs for equipement in World of Warcraft.
What could have been done ?
- Empowerment : To give a great boost in power through equipment at some key moments through the game journey. The game would have been a bit easier from these moments, but tweaking enemies toughness to match this new power a bit later in the journey could have conclude the trick and give the player the will to find more powerful gears to feel powerful again.
- Aspect customization : I understand the cost behind more visual and aspect customization. Anyway there’s a balance to find between cost and taking the power of identification through visual customization off the player’s hands. So the solution seems obvious, strengthen outfit and weapons design style and create more of them.
- Gameplay orientation : To create more engaging gears that help specializing avatar the way talent trees do and to avoid the far too polyvalent items; this seems to be the easiest way to give equipment more impact on gameplay.
To conclude, I think that gears, outfits, equipement, etc, should be given more attention in modern RPG; in fact they are still a great part of the fun and pleasure the players await when playing them.
Watching the Avatar Bluray this weekend I remembered one thought I had when I left the theater a few months before.
Discussing the strength of Avatar : rhythm, characters, special effects… Could be a very long essay and maybe I’d try later. But I would like to share my point of view about one of the message the movie seems willing to share : “Protect and live with mother earth”.
My concern isn’t the message itself but the way it have been communicated through the movie.
Avatar show us beautiful landscapes, strong colors, strange animals, tasteful fruits, great dangers, etc. All these things which nature on earth already give us.
In fact having in mind this likeness between the Avatar’s world and the real world helps the message to have a much stronger impact on the spectators (if it could).
But are you drugged enough by the Avatar movie to think that living without great pieces of technology as we are use to this days is OK ? And do you think that nature can provide us with everything we always needed ?
I hope you don’t. Anyway if you do I have a tip about why you could think so. Especially if you just saw Avatar recently.
Here’s my tip : the Pandora’s environment give you an awesome life. And compared to what Earth’s environment as to offer, there’s no match.
There is a small list of services given by Pandora’s Environment Megacorp :
I’m sure there is a lot more examples to be found showing the great advantages offered by Pandora’s ecosystem. And I’m also quite convinced that with a so generous nature on Earth human being had hardly create so many (environment destructive) technologies as we have.
I hope you get my point. Of course we need to change some of our bad habits in order to keep living well on earth. But trying to change our mind showing us an alien nature which satisfied most of our modern needs seemed hypocrite to me.
I have written enough about books for now, so let’s make something.
I would like to start with a simple and liberating truth : to be a game designer is to make game. So make what you’d like to play and make your friends play it!
Lesson given, now let investigate what I’m doing.
First don’t take any of my written experience as a truth. I’m just like you, experiencing, learning and improving trough making game.
How did I start to make a card game ?
I had an idea : “How could I give to my player an experience close to a coop tactical RPG game”.
How to make a game with that ?
You thought that an idea could be enough to make a game, didn’t you ? Let be honest, having an idea is easy, the real challenge is to make it real. We will try that now.
So to make a game with my idea I will analyze it. This will help myself finding the core experiences I’d like to give to my player.
At this stage I hope you are one of your futur player. If not it will be very hard to continue the process of making your game.
What experiences are hiding themselves behind : “How could I give to my player an experience close to a coop tactical RPG game”.
For me, as my first player, here are the things I enjoy in a coop tactical RPG game :
- Create my character. (RPG)
- Equip my character. (RPG)
- Tactically interact with my teammates to beat the challenges. (Coop & Tactical)
Now we have more matter to create the game.
As you understood it, these points will be the sources and guardians of the game rules and contents.
This will be the subject of a next post. And I hope you will not wait it to start making your own game.
What did I learn starting doing my card game :
I hope I had written my post in an understandable and usable way. So let me know if I could do anything better.
One more book, and this one is written by Tim Brown, CEO and president of IDEO a global design consultancy as they describe themselves.
The central subject of Change by Design is Design Thinking. But what is this ?
Put in a very understandable way : Design Thinking is applying Design methods to any subject.
What I liked while reading this book was the many examples I was given. This way I could understand how widely Design Thinking could be applied : entertainment, medicine, marketing, services…
And ultimately Design Thinking is what IDEO sells to his customers.
It could be a bit overwhelming but I’m sure you knew it before I wrote it here. Anyway this book gives you some tools and more importantly the excuses to try Design Thinking in your work and everyday life.
And now some lines about three things I will remember about it :
Well I’m not sure how to conclude but let’s say something true. I did not design this reading experience following the advices this book gave me. And I’m quite sure you’d have enjoy it a lot more If I had take the time to design this experience using Design Thinking approach.
OK I admit that talking about book could miss the point of a fun reading experience.But anyway, I really want to talk about this one. And another one, the last I promise, but it’ll the story of the next entries.
Well today the book’s name is Rework and is written by Jason Fried & David Heinemeier Hansson.
Reading Rework was like taking a strong shot of adrenalin : my eyes open wide and my brain melts.
Each chapter and each advice was an opportunity to learn, analyze and change the way I was thinking about work and business.
Rework is about successful business people breaking down brick by brick the old wall of business beliefs.
This book empowered me. Not like I get superpower only by reading a book, but more like something that give me a boost in confidence and an awarness for new opportunities.
Let’s take three punchlines from the book for example :
Of course there are many others useful and ready to use advices like them in this book.
As I said at the beginning, more than advices, Rework is also packed with a great bunch of motivation and freedom, so don’t miss it.
I hope you’ll enjoy reading it and share your opinion with me.
As I tease it in my first post, I’ll start writing about books I recently read and learned from.
The Art of Game Design is written by Jesse Schell a designer with a great vision and understanding of his work.
If you missed it listen to his “Design Outside the Box” presentation. It gives a good picture of who he is.
But really why would I like to speak about this book ?
Pretty simple, this book helped me a lot. It still does and will obviously help me again.
I even buy the card game sells beside the book which help me to keep in mind the book’s lenses.
Let’s talk about the lenses. As the book was obviously written to be used, and not only read, Jesse Schell smartly summarize his book’s essence in 100 lenses.
The power of these lenses are not only in their subject, shortness or simplicity.
In fact, the greatest power of these lenses are in their form : they are questions.
Not guidelines, not checklists, not creeds, just useful questions to ask yourself, and every answer you’d have will shape your game in the right direction.
Add to this simple and useful feature a clear and humorous writing tone and you will have an easy to read, easy to use and easy to understand book, for any designer.
I willingly said designer and not game designer. Because in fact most of the lenses could be apply to any product or content creation process.
To conclude, the most valuable thing I learned from this book is to ask myself questions when I make games. Or even when I study them.
Questions beginning by what, why, how, are now by far the most useful tools I use when making game, thanks to this book in particular.
This book also help me keeping in mind my player, and believe me (or not) but it’s sadly way to easy to forget about him. Don’t let your player down, keep him in mind, always !
So if you want to or are already designing games, give this book a try, I assure you will not regret it.