Rouge-like Elements

what do you think of rouge-like elements in game (mainly just perma-death and procedural generation) ?

I prefer Beige-like elements. Rouge isn’t my color.

For serious though, I’m not really a fan of procedurally generated content or perma-death. I believe I’ve spoken on this before. Despite not being a fan, I recognize they have their place and deserve to exist.

I think proc-gen content, especially if it’s swapped out every time you die, results in an experience where all the content is dispensable. Like, there’s less of a shared experience between people, and on some level you may have only been lucky to win because you got an easier set of levels.

I feel like these types of games are less definitive experiences that I can finish and more just random content of questionable quality.

That and Proc-Gen, as of yet, can’t generate levels better than human creators. We already have troubles with level design. The art is dead among human designers; how could we possibly quantify our level design knowledge into precise sets of instructions for the computer to randomly vary and achieve something up to par when humans who think they know what they’re doing already have a tough time with that?

The upshot of proc-gen is of course that when you vary challenges randomly, it prevents memorization, and requires mastery of the actual skill. At least in theory. It also means that players can’t act with confidence, because they never know if they’ll be thrown a curveball, and that they can’t overcome a curveball that kills them.

Maybe a good design for a future roguelike is extra lives? And not letting you get more than 3 or 5, so if you mess up, you can learn from your mistakes when something curveballs you, but if you suck, then you gotta try again from the top, and the limit prevents you from simply stockpiling lives or grinding them.

Survival Horror Tank Controls

Thoughts on the good ol’ tank control survival horrors of the past?

I never played any of them, but from a control and production standpoint it’s really obvious why they did it.

From a production standpoint, the original playstation 1 wasn’t really that powerful. To get around these limitations they employed the old trick of prerendering graphics using more complex computers, then drawing them as static backgrounds from fixed camera angles (which devil may cry later went on to imitate, being originally a resident evil game, except because it was on a more powerful system, the camera could afford to rotate). This meant that they could have really nice looking backgrounds and high fidelity character models at the same time, with the limitation that the camera could not rotate, it was stuck in the same position.

Previous to the playstation, cameras couldn’t freely rotate on older hardware. A lot of the 3d camera conventions we have today didn’t exist because they were just figuring out the rules. This meant they didn’t know the modern solution of preserving movement directional orientation across camera cuts by temporarily mapping the controller to continue moving the character in the same direction in world space as long as that direction is held on the controller (you’ll see this in the DMC series). This means if you cross a camera cut, and the angle is shifted 180 degrees or close to it, you might end up going back the direction you came, and going across the cut again, ending up in a loop of transitioning between the two rooms. In 2d games, they were usually strictly oriented to a plane, so this problem didn’t come up, your directional orientation was always preserved across cuts.

So what’s a solution to this? Having forward move the character forward in world space irrespective of camera orientation. ie. tank controls.

Of course in retrospect, that shit is jank as fuck, but it’s probably all that occurred to them at the time. In retrospect, it has the apparent benefit of making it hard to avoid enemies, but it’s debatable how helpful that is or how much that adds to the game. Having weird and counter-intuitive control schemes can sometimes help a game, like God Hand, but it depends on context. I haven’t played these games, so I can’t really testify as to whether it works for them. I doubt it does, but I don’t really know.

Option Selects are Kinda Lame

I don’t play fighting games but, option selects seem lame. Are they?

Yeah, kinda. I mean, you can cover multiple options with one input, lets you hedge your bets really hard. 3-way option selects are even crazier. For example, the command throw YRC/air throw option select in Guilty Gear Xrd is basically an unblockable, which is bad because unblockables are bad. Continue reading

What Ruined FPS Games? – Regenerating Health

2013-07-11_000032.jpgSince the advent of First Person Shooter games on console systems, there have been a number of design trends that have negatively influenced the development of the FPS genre, some of these changes to first person shooters were necessary to adapt them to a console setting, while others are arguably arbitrary but have nonetheless become design trends. In brief these trends are regenerating health, iron sights, a limited weapon inventory, reduced weapon variety with a greater focus on hitscan weapons, slow pace of movement, low jump height, linear or front-focused level design, enemy homogenization, and reduced weapon accuracy. It is debatable why these trends have come to pass, from production costs to follow the leader styles of marketing, but their negative influence is undeniable. Continue reading

Comeback Factors

What do you think of X-factor in MvC3?

Comeback factors are weird in slippery slope games, that’s what I think. Hell, slippery slope games have a weird sense of fairness to begin with and comeback factors are weird.

Basically, as you lose characters, you lose neutral and combo tools, it’s a slippery slope. X-factor gets stronger in correlation to the number of characters you’ve lost. It’s character loss compensation. Though it does so by making your point character stronger/faster for longer periods of time, so it’s not exactly paying you back the stuff you lost, it’s not exactly counteracting the slippery slope. X-factor can frequently just flat-out win you the match by making everything you do better.

The trouble with comeback mechanics is that they make it so that the game is less consistent. In a game without comeback mechanics, a lead is a lead. If I’ve successfully won neutral on you enough times to to push your lifebar really low, you’ll need to put the same amount of work into winning neutral back at me to even it up. Comeback mechanics give you a chance to even it up without having to work as hard to do so as I originally had to in order to put you in that situation, making it so effectively, a lead isn’t a lead.

Another way of putting this is, there is no such thing as a true comeback mechanic, it’s only that who is in the lead gets abstracted as the game gets further in. If a comeback mechanism is powerful enough, then the game might very well become a race of who can take enough damage to get down to that point where they win. You might look at the guy in first place in Mario Kart and say he’s in the lead, but in reality the guy in last is holding a blue shell, a bullet bill, lightning, or so on. In games with powerful enough comeback mechanisms, you aren’t actually behind your opponents, you just can’t compute the actual state of the game. That’s part of what makes comeback mechanics frustrating, that the actual state of the game so clearly contradicts the apparent state of the game.

A classic example of this type of thing crops up in game shows like Jeopardy; early rounds are for only a few points, and later rounds are for a lot more points. So it may appear that you’re ahead early on, but in reality your current lead has almost no effect on whether you’ll actually win in the long run.

This comes from a corporate sort of thinking, “Everyone should have a chance to win! Games are more fun when they’re close!” But when you’re ahead and you get evened out by a comeback mechanic, it’s really grating. Comeback mechanics mean you need to respect characters more as they are almost about to kick the bucket. Comeback mechanics help strong experienced players, or mid-level players more than the noob trying to get into the game that might get scared off if they don’t have a comeback security blanket, because those mid-level players are the ones who can actually use it effectively, unlike the beginners.

http://xenozipnotes.blogspot.com.au/2013/03/comebacks.html

The trouble with comeback mechanics in my opinion is is, sometimes the worse player wins, and with comeback mechanics, that’s likely to happen just a little bit more. It can help you close the gap in a bad situation that little bit more easily. It makes the game that little bit more inconsistent, and that can be frustrating to deal with.

More so than this:

Thankfully SFV decided to keep its comeback factor toned down, as a simple cancel and a super mode that gives you either the one good move you need, or a couple more options. And there’s different ways to charge the meter besides being hit, like using your V-Skill successfully.

Elemental Weaknesses

How do you feel about elemental weaknesses? Whether it being individual mons/armor having specific weaknesses and strengths or mons of a type all having the same resistances. I’ve always felt that they were pointless in single player since you can just look up what to bring.

Alright, lets think about it. What are some situations that can occur here? RPGs are games of specialization typically, so you could end up specialized into a team that has their strongest moves resisted, but it still makes sense to use those moves because they do the most damage. You could deliberately construct a team that resists, reflects, nullifies, or absorbs the types they’re going to go up against.

By themselves, these factors are kind of flat, they’re factors of preparation chosen before the battle that apply number buffs to damage without altering how the moves fundamentally work. They’re not as much a counter as most megaman boss weapons are to bosses weak to those weapons. Probably something to consider more from the knowledge perspective is how advance knowledge of your opponent’s strengths against you or resistances shapes the moves you avoid using.

However we could borrow a principle from RTS here. In RTS, some units hard counter others, just the way they’re built, and on the surface it looks like that sucks, except it’s possible to overwhelm lesser numbers of units with a lot of hard countered units, and to mix units together to create a more flexible composition.

If you only had to fight with one pokemon each battle, then yeah, type advantage is pretty sucky. Consider Devil May Cry 3 which surprisingly enough has a type advantage system for its devil arms. You can follow the type advantage system, but it’s just flat number buffs, it doesn’t feel that strategic. Once you’re trying to mix together different types into a coherent composition that needs to maximize its output versus other compositions it gets more tricky.

Add to that the way Pokemon has Same-Type Attack Bonus (STAB), which adds a 50% boost to using the same type of move as your pokemon’s type. I still remember as a kid fighting Erica in pokemon red and having all my pokemon get beat except a low level bellsprout I happened to have. Its poison type helped it avoid getting poison powdered and its grass type resisted other moves and it had a non-grass move on it, so by itself it turned the tide.

Over in SMT3, type weakness has another role of earning turns, not just maximizing damage, and each character has different elemental and buff/debuff moves in the lineup, so hitting enemies with their weakness can potentially not only mean more damage, but more healing or buffs/debuffs depending on your party composition. And given that the enemy teams are mixed too, different characters can share in this potential.

Type weakness is generally so simple that it might be a good dynamic for kids. Match like to like. Probably one of the worst examples is Golden Sun, which had one of the most boring elemental systems ever (hit enemies with opposite element always). SMT does the classic four elements thing better just by having them be arbitrarily weak per-demon, even if it’s confusing to keep track of.

Random Encounters

What do you think of random encounters?

I like the undertale/zeboyd solution of having a static number of random encounters per area. Undertale has them occur after a static number of steps too.

I’m generally fine with random encounters, as long as they’re tuned well. The bigger issue with them is they basically give people unlimited resources to grind than their random nature, which is totally acceptable for this implementation in my view.

Perhaps the other issue is that you gotta walk to trigger them which is time consuming. Zeboyd also made the right move here, adding a menu option to deliberately trigger a random encounter. Chrono Trigger and Tales games have a great implementation too, especially the Tales games, which get their implementation from Zelda 2. Chrono Trigger all being static encounters prevents the lame states of having to walk for an unspecified thing to happen, and prevents the scenario of just doing 10-20 random encounters through the menu then walking through an empty area. Tales has the enemies respawn when the screen is switched, so it prevents the chrono trigger scenario of clearing an area then it’s just empty. Tales also has movement patterns for the enemies, and randomly generated enemies on the overworld, and you can shoot these enemies to freeze them and go around them too, so it’s a mini gameplay challenge to bypass enemies.

The Pokeradar in some Pokemon games is also really cool, showing you which patches of grass have encounters.

The key thing is making it so their time moving through areas is populated with encounters inbetween, sometimes allowing the player to have a say over which encounters they go through, but not allowing them to bypass all of them easily.

I mean, random encounters aren’t critically unfair most of the time in most games, and don’t have very strong potential to be unfair because for some reason it occurred to designers a billion years ago to generate them relative to a step counter, rather than just flat-out random chance each step.

re: random encounters. I was mostly asking in the sense, do you think they do a good job of testing the players planning/strategy? E.g. I’ve left a town, have I planned accordingly, brought in potions/items, created a well-rounded party, have enough tactical skill to defeat all the monsters I encounter? I mean, I can think of any games that do this well b/c you can usually just backtrack or in cases like Pkmn, just avoid tall grass. But that’s what I was getting at (in some hypothetical game).

Okay, testing planning/strategy is actually a tricky topic. It kind of comes down to, how much should long term choices affect the outcome of a scenario? In my opinion, testing planning/strategy isn’t really that important, especially in singleplayer games, because the feedback loop, the iteration loop, is so long that it doesn’t really make sense to have players lose an hour from now because they messed up in this moment for something they can’t readily see they messed up until an hour from now.

This question isn’t really about random encounters at all, this is about any type of game where you set a loadout and venture out into the wilderness. Slight randomness, not knowing what you might run into, can promote building flexibly, so you are prepared for a lot of scenarios instead of just dumping all in. Though good encounter design can do this too.

I don’t think backtracking ruins this, because backtracking typically means going back through more monsters instead of pressing on ahead, unless you expend resources to get like, escape rope or something.

Though one scenario that comes to mind out of the blue is that situation in the FOE video where they forgot to buy warp rope. Instead of screwing the player for not having something, always give them an option to come out on top, but maybe it’s a trickier option than otherwise afforded. Suddenly realizing you fucked up a long time ago can be a funny situation, but if you have no form of recourse, then it sucks.

On that note, that video is hilarious, here it is:

Adaptive Difficulty in Resident Evil 4

Any thoughts on the adaptive difficulty of Resi 4?

It’s dumb that it’s more efficient in many places to simply kill yourself to despawn enemy mobs. I’d prefer consistent difficulty at that point. Adaptive difficulty that isn’t God Hand style most frequently feels patronizing to me. God hand is like, “You gotta work your way up, don’t get wrecked while it’s still easy”, where other games are more, “Oh, you died again? Let me give you an easy way out.” In God Hand, getting to the harder difficulty is an inevitability as long as you avoid getting hit, where in most others it’s not something that adjusts rapidly over the course of one life, but rather on how well you avoid death.

From a user experience perspective, it’s really annoying to want to play a game on the maximum difficulty and be told that when you die, you can’t do it anymore and if you really wanted to play on max difficulty, then you should restart the whole game and not die this time. Yes, enemy handicap in DMC4 really pissed me off and the levels are long which makes replaying the whole thing annoying. I want to grind my forehead on the wall until the wall breaks down, don’t switch the wall out on me, don’t make me repeat a ton of shit just to get back to the same wall again.

On the resi 4 devs not mentioning it in any way, it’s security through obscurity. Since almost no one picked up on it, I suppose it worked. Was it a good idea or not? It might have positively affected many casual players in an experiential way (get frustrated at hard thing, keep at it until it’s easy enough to beat it outright, don’t realize the game is rigging it, feel accomplished). Though it’s still a cheap trick in my opinion, and the experience gets wrecked for anyone with a motivation to abuse it or who gets knowingly fucked over by it.