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Strange news about Happiness

October 15, 2009 Jesper Bylund Leave a comment

What is happiness to you? To me I’ve always defined it as reaching my goals, whatever they may be.

Turns out I’m wrong. Dead wrong apparently.  As Dan Gilbert explains in the video below happiness is comprised of a lot of synthetic happiness. And as Luis C.K. displays in the next video our many many choices leave us stranded in a place of chasing happiness that is really all around us. What we need to do is really enforce more restrictions on our own lives.

For games and products, this translates into restricting what they can do. Think about how strange that is, restricting what players / users can do will actually make the product more fun and usable. Not because it is, but because the choices will make that happiness more available.

LOVE pre-play impressions

September 24, 2009 Jesper Bylund Leave a comment

Sitting here watching the love tech alpha on my 37″ LCD screen.

It’s just a flythrough of the world that loops over and over again, showing of scenes form the game and the engines dynamic day and night cycle.

It’s really different from other games. It’s astonishing that it’s made by one person. Really impressive, check it out if you’re on a PC.

Adaptive difficulty level

Difficulty in games is always a hard balance to find. Since a game is a continuous loop of events you want each iteration to be a little harder to keep engaging the player while being simple and enough to overcome with the training the player got from the previous iteration. Simply put, developers want difficulty to work for everyone and smoothly ramp upwards as the game progresses.

This pacing of difficulty is really hard. And today’s titles mostly do this by hand and play testing, which works great for many titles but becomes increasingly hard as games become more complex. One of my closest friend, a developer for one of Sweden’s largest game development companies, has told me that a few of their titles actually have a form of adaptive difficulty level, but in my opinion the system he explained was very crude.

This is my suggestion, bear in mind that it is purely theoretical and not based on any single product though I will use the shooter genre as my general example:

Stop using levels and number of enemies as difficulty setting. These elements affect the players emotional response to situations and should be used as tools to do that. Nothing else.

Instead, use adaptive AI to make the difficulty adapt to the players performance. This system can be susceptible to breaking if it’s not made to be imperceptible, which is a problem, but not near as big of a problem as pacing issues in current titles.

Take a shooter, make enemies miss ratio increase as players health diminishes, at the same time make enemies hits do less damage. Make sure however that these changes are small, I predict that changes larger then around 10% will be noticeable by players. Change things as much as needed, but strive to make it unnoticeable. Even 10% makes a huge difference. So far so good, this level of adaptability is surely used in titles already.

Next, monitor how often and how much damage a player takes, compare that to the kills or percentage of damage the player does (the percentage where 100% is a kill, this way HP won’t affect the statistic). Use this data to restrict or increase the difficulty decrease. If a player scores a lot of kills and takes a lot of damage but does not die the difficulty might be good. If the player doesn’t do any real damage however the difficulty is probably quite tough.

If monitored for the last 10 to 30 minutes of game time the numbers should give you a general performance for the player, in any situation and however good they get. And if a player tries to fool the system by playing badly it won’t affect the balance for very long, the player that does very low damage for a half an hour might take less damage for a few minutes but the player wont win anything by playing this way and therefore has incentive not to try to cheat the system.

Of course, this adaptive system would also need balancing: how fast should it react? what statistics should be most important? Should it keep track across game sessions?  But the point is you’d only have to balance this system once. It could then balance your entire game, from tutorial to boss fights without the developers needing to tweak levels. They could instead spend their time creating interesting situations.

Coop mechanics again

February 4, 2009 Jesper Bylund Leave a comment

Check out my new post on Understanding Games as I continue my intellectual struggle with cooperative play and improving how games are made.

Don’t miss my comment on how Completitive Play might be a great new model for creating active cooperative play.

Categories: Understanding Games

Sony is officially gimping developers

January 20, 2009 Jesper Bylund Leave a comment

Kaz Hirai, CEO of Sony Computer Entertainment has just gone on official record stating that Sony was planned from the start to gimp Playstation 3 developers by providing complex and hard-to-use hardware to maintain the longevity of the platform.

“We don’t provide the ‘easy to program for’ console that [developers] want, because ‘easy to program for’ means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is what do you do for the rest of the nine-and-a-half years?” quote copied from gameindustry.biz

In other words, because the hardware isn’t powerful enough to actually last 10 years, Sony is gimping developers so that it’ll take close to 10 years to use the hardware fully… Great idea Kaz, maybe next generation you can shoot all the developers that report sales of less then 10 million to improve quality.

Read the full story over at gameindustry.biz

Coop wrong for its purpose?

December 27, 2008 Jesper Bylund Leave a comment

Coop play is used to let players play multiplayer without the stress of competition. But does coop serve this purpose?
Most coop games simply duplicate the singleplayer gameplay mechanics to create coop play, this technique inherits the problem of competition because the players are now competing for the same objectives or, worse, taking seperate paths as in Gears of War which makes play singleplay but with extra penalties of death.
A more interesting use of coop are the paralell objectives for squads in Resistance 2 online multiplayer or the paralell objectives on battlefield in the upcoming RTS Battle Forge.
Perhaps paralell multiplayer is a better goal for cooperative play.
What do you think?

Important read for designers

November 6, 2008 Jesper Bylund 1 comment

Tim Shaefer has just released his complete first design document for his 98 super hit adventure game Grim Fandango. If your an aspiring designer or a full designer this is something you should read. It might be great, or might be crap, that’s for you to decide. But it is the very successful work of an acomplished designer and we can all learn from it.

http://www.doublefine.com/news.php/site/just_one_more_grim_thing/

The power of habit in gamedesign

October 7, 2008 Jesper Bylund 2 comments

I love to talk and I love games. So naturally I often talk about games with my friends. The debates often circle points about game design and one of the usual sticking points is my belief that habits, or possibly the security of the known, affect our play and our game design.

My idea is that the things we are used to always seem like good things, things to be fought for if challenged. We’re always slightly against doing something other then what we’re used to because it doesn’t feel right, mostly because of nostalgia. This is a slightly odd notion but I’ve just noticed the supreme example of this behavior in game developers:

Hello Kitty Online. HK online is the social MMO based on the famous character and world of Hello Kitty. It’s awesomely cute and looks fun and easy. When I was invited to the beta I was excited and happy, albeit a bit ashamed about my own reaction.

I downloaded the huge client, wondered a bit about why such a game needs GB’s of data and booted it up.

Hello Kitty online is a World of Warcraft clone. Seriously.  It even has kill-collect quest grinding. It handles the same way, has the same systems… Why?

Yes, WoW is the most successful MMO of all time and making your systems at least as good as WoWs should be every MMO developers intent. But nothing in the Hello Kitty universe lends itself to the fiction the game play systems of WoW builds up, surely there are some systems we can copy and others we can leave out. For instance, killing in HK online seems a bit awkward. When did Hello Kitty become Dexter Morgan, hiding a serial killer under the cute & fluffy shell of a small rabbit.

I have no idea why the developers chose to copy WoW to this extent but I think most of them didn’t even realize they were doing it. They thought this is what an MMO is. No, it isn’t. That’s what World of Warcraft is. We can make almost anything into an MMO.

That’s how powerful habit is, we tend to stop thinking why? and instead think this is how it works. Designers need to watch out for this behavior, because it’s an artificial boundary that impeded game development. What if we could make HK online with game play systems that give exact same results for the players as the game play systems of WoW but don’t seem even moderately alike. We can do that, if we don’t fall pray to the power of habit.

Play – the new medium

August 10, 2008 Jesper Bylund Leave a comment

Here is a short thought that you might want to consider expressing next time someone near you doesn’t understand just how significant games are as a medium.

Please think about how the people near you consume media. They watch movies, read books and so on and then share their experience with others. Possibly as humor or as tips for others to try, but essentially media is a connective experience.

Media connects people.

Games are interactive media. Not all interactive media are games, but all games are interactive media. And games are in majority multiplayer.

Games will therefore make the normal use of media more effective and/or easier.

Because of this, I believe that games will become not a mainstream medium. But quite possibly the mainstream media.

Please feel free to disagree, but I’m not all wrong am I?

Categories: Game development Tags: ,

Killzone 2

If you haven’t seen the new killzone trailer. You should:
http://kotaku.com/5024527/new-big-explodey-killzone-2-clip

If this trailer is ingame I’m stunned. Some of the effects they use
are simply mindblowing. Mind you, not all of it is great. Just such
a high level of polish is unusual to say the least.

Categories: Game development Tags: