Friday 30 October 2015

Reading: To Break or Not to Break?

By Josh Bycer

                The article “To Break or Not to Break” looks into mastery of complex titles, and players finding the best methods to play these games and “break” them. It looks at how this can be good and bad for game design.

                With strategy games, more prominently turn based and/or squad based games, they are often designed as a collection of systems, drawing away from the pull of storyline and narrative, but more focusing on the player working out how to manipulate these systems to their advantage. As players work out these advantages, there is a chance that a point will be hit where the game “breaks”; a tactic or strategy that “renders the challenge and difficulty of the game moot”. While reaching this will cause some games to fall apart, some predict the player reaching this point. This raises the question: “Is game-breaking a good thing?”

FTL FTW:
FTL is a rogue-like game, that has the player take control of a ship and crew attempting to warn of an incoming rebel fleet. Players move through a randomised galaxy before coming up to the final boss fight. This battle is considered one of the most difficult parts of FTL, as the player must fight a much larger, superior ship, but this battle is also considered to be one of the weakest parts of the game, as it is a set fight.
Through most of the game, the player can build their ship and crew as they see fit, developing their own tactics, but with the boss fight, players aren’t so much required to have specific items, but the chances of victory without those items are slim at best. Once the player knows what items they should have, the boss fight is broken, as it becomes a matter of more knowing where and how to obtain the items and upgrades than worrying about the boss itself.
This exemplifies the risk of set systems, and making a game too linear, as it becomes easier to break the more linear it is. This leaves it more to a player as a personal choice as to whether to break the game or not, knowing the risks either side of it.
Key message drawn: The more linear a game is, the easier it is to break the game. Players must be given some freedom in most all aspects of gameplay, or a single, dominant strategy will emerge, and rule out players forging their own, unique tactics.

Tough Choices in Kings Bounty:
                The Kings Bounty series are tactical RPGs on PC, focusing on the combination of RPG character building and exploration, with the management that stems from turned based battles. The player builds up an army from a variety of creatures ready for battle. Kings Bounty tries to find middle ground between linear and non-linear, by having a set world, encounters, and quests, but shops determining items and units available are randomised. This can immediately give the game uneven difficulty, “as certain troops and spells can make the game very easy.”
Bycer goes on to give an example; “For instance, in Armoured Princess (the second game), I fought an enemy army that was rated ‘invincible’ compared to my army and came out on top.” Once a game-breaking tactic has been found, it becomes hard to the player not to use that tactic, and others like it that prove superior in most encounters. While it is nice for a player to have a great deal of freedom in a game, as a designer, you must limit that, or you end up asking “the player to handicap themselve in order to make your game interesting.”
If players are to be given a great deal of freedom in how to play, “it’s important to give them freedom in how they are challenged.” Gameplay becomes more challenging and gratifying when the game is unpredictable, as seen in games such as Shogun 2: Total War  and Crusader Kings 2. These are games that keep players on their toes by throwing unexpected challenges at them, ensuring that no one single strategy will always lead to victory.
Key message drawn: While freedom can be a wonderful aspect of gameplay, it is important to balance player freedom with mechanics and AI freedom, otherwise difficulty can become highly unbalanced, again leading to a dominant strategy when one arises. Players need to be challenged in multiple ways unexpectedly, to keep their strategies changing with the flow of the game.

Disgaea’s Over-powered Design:
                Disgaea has already been outlined in my previous post Reading: The Secret of Disgaea’s decade-long success . It “is a strategy RPG where players command and build up a variety of units to do battle.” The series is noted to be designed with numerous systems meant to break the main game, including randomised dungeons, leveling up equipment and attaching modifiers, and more.
                Once the player has broken into these systems and started to understand them, the main game is no longer a challenge, with players able to brute force through it. The difference with this game is, the developers expect the player to act in this way. After the main game has been beaten, players are given extra hard challenges, “that are beyond the scope of the regular campaign.” But it is at this point that the systems that broke the main game are now required to proceed. For example, while the strongest enemy in the campaign is level 100, enemies in the post game challenges will range into the thousands.
                Bycer believes “that this is the best way of making everyone happy.” Players who simply want to play the base game without delving into the complicated systems are able to do so, but for the more hardcore players who want more, it is available to them, allowing players to define the “completion” of the game themselves. One player may only pour 20 hours in to complete the main campaign, while another will spend 100+ maximising their army, and completing all that can be completed. It is a game that can be as deep as the player wants it to be.
                Key message drawn: It is possible for a tactical RPG to appeal to both softcore and hardcore players, the key point is to allow players to progress deeper into the systems they have been provided, but not to force players to, as it is not what every player desires from a game, even if a strategy RPG. Players should be able to break the game if that is their playstyle, rewarding them further into the game, but should also allow for players to complete the game without needing to draw on those game-breaking aspects.

The Wrong Type of Breaking:
                The conclusion briefly looks into situations where game-breaking goes wrong, by giving the player too much freedom in a linear game. The first example is Vampire the Masquerade: Blood Lines. This is an action adventure RPG that follows a linear storyline, allowing players to tackle most challenges in a couple of manners. The issue is if a player focuses around avoiding combat. Once they reach the second half of the game, the player is thrown into multiple boss fights, and combat-heavy situations with no chance of avoiding them. This means that a character can be ruined before the player even realises it at the time. To avoid this, it is important that players can either upgrade only combat skills, or allow them to redistribute skill points, in a linear game, “as no one wants to throw out twenty hours of playtime because of poor skill selection.”
                “Some of the most complex games developed belong to the strategy genre. As the designer is not creating a world or a story, but multiple interconnected systems designed for engaging repeat play.” Game-breaking can act very much as a double-edged sword, as it can be a reward for expert players who have worked the game out, but it also doubles as a sign that the player cannot progress much further in the game, having reached its limits. Any game-breaking mechanics should be hidden when and where possible from players, as the discovery of it can kill the thrill of the game.
                Bycer goes on to mention X-Com Enemy Unknown, how he was excited for a new strategy game that could be continuously played, but “the linear campaign and basic strategy made finding game-breaking tactics easy, to the point that after beating the game once, I lost all desire to play the game again.” I highlight this mainly as I felt the exact same way about this game. The linearity made character progression and improvement feel stale and forced, and it became too clear too quickly how best to use my squad of troops, making gameplay feel repetitive and un-engaging.
                Games such as Disgaea which have the act of game-breaking built into the design of the game are far better options. The only issue with this is, as the player is not playing “a truly replay-able strategy game”, but a game that does not have a definitive end. So this raises the question: “At what point does the player stop playing?”
                One of the hardest components of game design is designing around systems, as it can go in any number of directions depending on the amount of control given to the player. While it can be good to bring players in, to keep the game engaging, some times it is best to give them complete freedom. One key point is to go in the same direction once you’ve decided how the game will play out. “Linear elements in a non linear design or vice versa tend to run into design conflicts and are just another facet for a designer to balance.”

                I think that this article has helped me get to grips a lot more with the balance of player freedom within a tactical RPG, and has given me something to potentially consider with the game-breaking. While my final project artifact would not span a long enough period for players to truly break the game, I must make sure that the initial design of systems would not allow this further down the road, should the project be continued, or if it should, how that would be combat by later gameplay.


                Following on from this and my previous post, I now intend to pick up one of the newer Disgaea games to study first hand.

Reading: The Secrets of Disgaea's decade-long success

By Christian Nutt

I decided to have a look into this article with some base knowledge of the Disgaea series. It is a tactical RPG created by Nippon Ichi. As is typical within the genre, players fight in turn based missioned, which are available at a central hub, where the player manages their team and equipment. Missions can span over multiple chapters, with cutscenes to help advance the plot. Players will summon members of their party onto the board up to a cap, and can then arrange movement and attacks, before issuing an “execute” command. Team members can perform one action and movement per turn. The franchise is known for being “ridiculous”, in both narrative and gameplay. For example, players are able to get their units up to level 9,999. Further looking into the gameplay of Disgaea, (https://en.wikipedia.org/wiki/Disgaea#Gameplay) players are also able to have a chance of combo moves should player units be standing next to one another when one attacks, and are able to throw units around the map, allowing ally units to gain more ground, or to push back enemy units. There are squares in mission maps called “Geo Symbols”, that impart bonuses or penalties to different kinds of units, or can be destroyed, causing damage at on any square with the matching symbol. Players are also able to create new heroes and items from the central hub, as well as alter the central hub itself. (e.g. improve available weapons and armour at store).
                While the base elements of tactical RPGs are in there, Nippon Ichi’s take on the genre adds a lot of interaction between units, as shown through the throwing mechanic, and interaction with the map itself. For comparison, the Fire Emblem series is known for having town spaces; a small area of the map taken up by a town. If a player unit reaches the town, they are generally given an item or XP, sometimes even side characters can be discovered, who join the players team, and the town gate is closed. Should an enemy unit reach it first, the town is burnt down, and the player cannot access it again. Later in the series, players would find glowing squares, that would offer a temporary stat boost, XP, or an item. (It can also give support increase between two characters, but I will cover this in a more comprehensive post detailing unit interaction, as I believe that unit interaction is one of the key points that differs from game to game in the tactical RPG genre,  further reading should either highlight this, or undermine it, making it a lesser issue.)

                This will not discuss the article in its entirity, as the narrative aspects are not required at this point.

Disgaea is a tactical RPG first released to the western market in 2003 via Atlus, with it quickly turning into a cult classic, bringing tactical RPGs into a brighter light. One of the main reasons the game sold so well was the gameplay. The gameplay “is both complex and flexible”, which allowed players a multitude of playstyles. Players could follow standard tactics, or create something unique to their playstyle quickly and simply. This is echoed in the article I read earlier in my post Reading: ‘Amp up your Game Design: Crafting Strategy RPGs’, where it discusses that choice is key to drawing the player in, by ensuring that there is no “best” strategy, and every player can approach the game differently, creating a unique playthrough for every player.

One of the big issues with Disgaea is that the games in the series are rather long. As fans of the game have aged, they are finding less time to devote to playing, meaning that the fanbase needs to be constantly refreshed. Even though the number of early fans has been declining, they are replaced constantly by new fans getting into the series. ‘“As a result, it seems like there’s always been the same ratio of new players versus series veterans for each game,” Niikawa (Founder of Nippon Ichi) says.’

Niikawa goes on to say “The way we think about it is that it’s really important that in each game, we provide as much of the sort of the content that only we can produce as possible,”. This comes down to, Disgaea is it’s own game in the genre. While, as stated before, it does carry strong traits of tactical RPGs, it is very much a game that stands out from the crowd. Niikawa goes on to explain how this is the cornerstone of Nippon Ichi’s survival strategy; produce the games only they could produce, rather than follow other companies examples; “If we were just doing what other companies are, there’s no reason for us to be around; it wouldn’t be necessary at all for us to exist. Instead, we pushed ourselves to provide games that only NIS could produce, and that led to the creation of games like Disgaea.”

The article proceeds to go further into the “ridiculousness” of the series, with Niikawa commenting on how, as a company, they attempt to do “the kinds of things other companies would never think of doing”, and this is the aspect they have become best known for now. It glosses over the narrative, with an example of how one of the reoccuring main features, the “Prinny”, a common unit/NPC.

A Prinny; a human soul trapped "in the form
of an explosive peg-legged penguin."
It concludes with a bit more on the “ridiculous” aspects, with a comment from Niikawa, “Basically, I think it’s fine to have the story be ridiculous, but I also have a respect for the basic things any story needs to have – parts that emotionally move the player and makes the game stick around in their hearts. Having it be 100 percent ridiculous would get boring, so it’s important that you keep a sort of balance like that. It’s about 80% ridiculous, though.” While this does not relate a great deal to my final project, I believe there is a good message as a games designer in general to take away from this; you can make a game your “own” as much as you want, but there are elements that will always be required, such as those emotional points that hit a player in an unexpected manner.


Overall, I think this article, in relation to my previous reading, tells me that I must absolutely make sure that choice is one of the key components of this game. Players must have a wide range of choice available to them, otherwise an obvious strategy is going to be found, making any derived from the player’s personal choices null and void. It is also highly important that, while I can create a tactical RPG using the core elements, if I want it to stand out, I must have a unique mechanic that players can engage with, such as how Disgaea  has it’s throwing mechanics, and Geo Symbols. Without this uniqueness to it, while it may end up a good tactical RPG, it would have no real wow factor to it, instead simply being yet another bog standard tactical RPG.

Saturday 24 October 2015

As I have now decided that the main focus of my final project will be centred on coding, I have started to look into jobs that fit the areas I’m investigating within it. While I will initially be looking into generalised coding jobs, I will also more specifically be looking into developer companies that focus on turn based strategy games. I will be highlighting different aspects of the job descriptions as follow:
·         Recurring skill requirements
·         Skills I have base knowledge of
·         Skills I will be expanding through my final project
Game Designer
Company - Square Enix

Responsibilities & Duties
·         Level focused commission of assets, positioning and controlling of elements, and coordination of events and quest triggers
·         Battle focused data configuration and character battle data, the plan and design specification for combat abilities, implementation and management of PC actions and abilities, and resource control
·         Event focused planning and creation of event design details, creating and preparing motion data via motion capture, positioning cameras and Layout creation, and implementing event data into game builds

Required Skills & Experience
·         A multifacted individual who has the flexibility to take on various tasks
·         Experience in working on tasks for Game Design

Preferred Skills & Experience
·         Experience with level editors tools
·         Experience with 3D tools such as MAYA
·         Ability to speak English and Japanese
Gameplay Designer
Company – Cignition

Responsibilities & Duties
·         Conceive and communicate game designs structured for specific learning tasks, focused on K-12 STEM-related education
·         Design game systems, individual gameplay features & player progressions
·         Describe user experience stories and create wireframe screens and flows

Required Skills & Experience
·         Experience going through a full product cycle –from concept to shipping, and post launch support
·         Understanding of technical parameters as they apply to design implementations
·         Ability to analyse data and translate into actionable tasks
·         Adeptness with spreadsheets
·         Broad knowledge of casual, mobile, and classic game genres
·         Self-Starter, mentality to thrive in a start-up environment, exploring a new problem space
·         Strong communication and collaboration skills

Preferred Skills & Experience
·         Experience designing games in a variety of genres (Particularly puzzle games)
·         Hands-on Unity experience
·         Game programming background
Game Designer
Mediatonic

Responsibilities & Duties
·         Create and maintain design documentation for assigned projects
·         Create concise specifications understandable to all team members based off of single slide concepts
·         Design and balance meta-systems and economies in-game
·         Create high level overviews of new designs and concepts to convey ideas internally and externally
·         Map data structures that allow for rapid tuning and iteration with minimal code changes
·         Attempt to save time through natural cross-over, reuse, or alignment of functionality of various game features
·         Use custom level editing tools and basic script to design levels, puzzles, and challenges
·         Troubleshoot and help solve design challenges or problems that arise during the game development process
·         Meet with team members to ensure everyone understands the plan and goal for feature designs before implementation
·         Review feature implementations and game mechanics to ensure they are fun, interesting, and in line with the GDD

Required Skills & Experience
·         3+ years game design experience in a studio environment
·         Proficient in Word, Powerpoint, and Excel
·         Exceptional understanding of game structure and systems
·         Wide knowledge base of past and present games, across all genres
·         Able to communicate ideas clearly and efficiently
·         Adaptable and able to pick up new skills and working methods quickly
·         Comfortable working closely with others and looking after creative teams
·         Exceptional ability to produce clear and workable documentation
Technical Designer
Creative Assembly

Responsibilities & Duties
·         Visual script programming and game design
·         Liaise and collaborate with artists, animators, programmers, and producers
·         Act as a core resource to prototyping and implementation of features
·         Working within a team
·         Use in-house visual scripting system to design and script gameplay systems
·         Be resourceful and inventive with the tools available to implement unique and fun experiences, and re-usable systems
·         Always look for ways to fully exploit the potential of the used scripting language
·         Must have a mind for numbers and logic, as will be working on complex systems with large sets of data, lots of moving parts, and intricate scripting
·         Be able to master the visual scripting system and be able to mentor other designs in its use

Required Skills & Experience
·         Experience with visual scripting systems (Unreal, CryENGINE, etc.)
·         Experience with programming and scripting languages (C#, VB, Lua, C++, etc.)
·         Comfortable in Excel and Word; able to write clearly and succinctly
·         A good communicator

Desired Skills & Experience
·         Experience as a designer or programmer working on AAA games
·         Experience with programming and scripting languages (Unity, Python, VB, Lua, C#, C++ etc.) highly preferred
·         When you talk about games, you love analysing the systems behind them
·         You know not only the “why” but the “how” a game system was implemented*
·         Able to work independently and efficiently, and able to take instruction and feedback. You understand about working under constraints

Content Game Designer
Nordeus

Responsibilities & Duties
·         Work with team members to create the in-game universe
·         Help develop characters and NPCs
·         Develop compelling storylines
·         Plan, set up, and tune single player levels
·         Design items and item crafting processes
·         Define skills and special abilities for different units
·         Create missions and quests

Required Skills & Experience
·         3+ years of Game Design Experience
·         Great sense for gameplay, pacing, difficulty, and composition
·         Broad knowledge of various genres and games, and an ability to critically analyse them
·         Passionate game player with in-depth knowledge of current mobile titles
·         Ability to communicate clearly, and work effectively with others
·         Examples of levels/missions/quests you done for published games
Game Developer – Unity C#
GrandLine Studios

Responsibilities & Duties
·         Work closely with team members to implement core gameplay features in a variety of 2D/3D mobile gameplay experiences
·         Good working knowledge of Unity 2D and 3D implementation, and how to optimise performance for mobile
·         Implement, debug, and refine core gameplay features, collaborating effectively with a small, high energy team of artists and designers
·         Exhibit strong grasp of Unity development for cross-platform deployment, including:
o   UI
o   Physics
o   Gameplay AI
o   In-App Purchases
o   Ad Integration
o   Social integration
o   Leadboards
o   Push notifications

Required Skills & Experience
·         Strong knowledge of Unity and C#
·         Strong, proactive problem-solving and troubleshooting skills – plus be a continuous learner
·         Extensive knowledge of industry standard software (Unity3D being the main development software package)
·         Professional, passionate, and collaborative work attitude, with excellent interpersonal and organisational skills
·         3+ Years of developing games
·         Must have made published games on iOS or android**

Desired Skills & Experience
·         C++
·         HTML5
·         Knowledge of the Asian market
·          
Game Designer
Space Ape Games

Responsibilities & Duties
·         Help shape and develop a range of new mobile games
·         Passionate about games and excited to work in a flexible and fluid environment where the job will evolve over time

Required Skills & Experience
·         3+ year experience working with games, from concept to delivery, and live operation
·         Released multiple games, including at least one on mobile platform
·         Experience designing and balancing multiplayer systems and economy
·         Passion for marrying user test and player behaviour data to expert intuition
·         Eye for understanding the target audience, developing accessible features, and onboarding
·         A burning desire to integrate content directly in game via scripting languages and tools
·         Comfortable with creating and updating well-thought-out design documents and communicating vision to the team
·         Ample experience playing current and past mobile games, especially free-to-play
·         Fun, engaging personality with a passion for games of all sorts

Unity Developer
N/A (Agency?)

Responsibilities & Duties
·         Working within Unity3D to develop gameplay, UI, engine features, and game tools in C#
·         Write clear and reusable code and unit tests in C#
·         Responsible for the development of front end engineering along with other elements of the game development process

Required Skills & Experience
·         Experience developing complex gameplay behaviours
·         Graphics and effects development experience
·         UI development experience
·         Knowledge and experience developing in C#/Unity3D
·         Mobile development experience

Desired Skills & Experience
·         Ideally from a gaming background, with experience developing free-to-play games

*I believe that as I work towards implementing the mechanics of my final artefact, this skill will be expanded, as I am reasoning “why” the mechanics I am choosing are needed, and then implementing them, covering “how” the systems work
**While this is a key requirement I am missing, due to the amount of studios requiring mobile development and/or knowledge, a thought that comes to mind is to create my artefact with the intent of it being played on a mobile. This will require further research into tactical/strategy RPGs available on the android and iOS markets.

                So from my job search, I have found a handful of companies that do seek two of the main elements that I will be using for my final project; C# scripting, and use of Unity. These were not only recurring skills, but key skills required by some companies. A lot of the companies now seem to require the potential employee to have some background in mobile gaming, whether it is playing them, or more commonly, developing them. With the latter note above taken into account, I believe that it may be worth discussing with lecturers the possibility of implementing my desired final project artefact to be mobile based.
Some of the key recurring requirements were as follows:
·         Able to communicate well with team members
o   While I can do little to further this skill through my final project, I will be gaining some skills related to this through the negotiations with lecturers relating to my final project
·         3+ years of development experience
o   Once I have finished my university course, I shall have 3 years of experience, working in a studio-based environment, as the lecturers of the course have attempted to impart this experience to us as accurately as possible outside a real studio
·         The ability to create clear and thought out documentation
o   This ability shall be put to the test with my final project proposal, as I will need to be very clear and concise with what my plan is, the timeline, and constraints list
·         Broad knowledge of video games as a whole
o   While I personally believe that I hold a good, broad knowledge of video games already, this is a skill built through experience, which shall continue to grow as I further develop and play video games

Overall, I am happy with how my initial job search has progressed. I feel reinforced that my key area, coding, will be a good skill to focus on, as it is one required or desired by many development companies. While I could find little that tied specifically into the tactical/strategy RPG genre, I believe that being able to demonstrate the ability to create a mission using the related mechanics would show a strong understanding of both Unity and C#.