Thursday, July 28, 2011

Development Log: The Vortex #5 - Sample Cards

For clarity when reading my development logs, it's of course a much better idea to see what the cards look like than just reading the instructions.  So here you can see a variety of cards and a sample of what they do:


These four cards are Devotee cards, colored differently for each player.  Some are plain vanilla cards, like Guardians, while others have additional rules.  As I playtest, I will discover a good, terse language that is easy to understand and offers little room for confusion.

The four stats in the middle of each card are, from left to right:  Reason, Fire/Fear, Repulsion, and Attack.  All of those little symbols are Rikchiks, snagged from http://www.suberic.net/~dmm/rikchik/language/dictionary.html.  They will be eventually changed to custom art when I need to.


The Frenzy has these same stats, but modifies them.  So if the Love potion were attached to Guardians, Guardians would then have stats of 1/0/2/1 when faced against Devotees, and 1/0/6/1 against Zealots.

The only stat on the Rogation shows how many Devotees/Zealots the Player must have in Play in order to Play the card.  (That's too many Plays, I'll have to think about wording with that).  So in order to Play Resurrection, the Player must have 3 Devotees/Zealots in Play.

The final card is the Vortex card, which has its own separate pile, which is why I decided to flip it sideways to indicate clearly that it does not go in your hand.  Vortexes show who goes first during the Rogation and Crusade phases (from left to right), and explain any additional rules for that round.

That is all of the types of cards I have currently.  Hopefully reading the instructions now makes more sense.

Monday, July 25, 2011

Development Log: The Vortex #4 - Rogation Changes

When playing The Vortex with four players, the complexity increases dramatically.  It becomes difficult to pay attention to Rogations, memorizing which players are affected, especially after the number of Devotees/Zealots in the field may change before the Rogation is brought into effect.

To simplify Rogations, I have eliminated the requirement of a minimum for opponents, as well as altered some Rogations that were not useful.  For instance, previously there was a Rogation called "Sacrifice" that forced the player to kill one of their own Zealots to reverse the turn order during the Crusade phase.  Its usefulness was so limited and its requirements to play were so strict that it was usually a waste of a card in hand.  I have since changed the card to "Rally" which does not require killing a Zealot, and it becomes doubly easier to play by changing the general rule about Rogations.

One of the great things about the Rogation rule change is that the instructions have shrunk dramatically, since the Rogations are now much easier to understand without too much detail.  The altered instructions are as follows:

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Vortex
A card game for 2-4 Players.

Decks:  24 Blue, Green, Red, and Yellow cards, 48 Vortex Cards, 48 Rogations, and 50 Frenzies.

Goal:  Convert more Devotees into True Converts and/or Fearful than your opponent(s).  You score one point for each True Convert and Fearful Convert you have at the end of the game.  If you are the Red player, you also get an additional 1/2 point for every dead Devotee (a Devotee in the Vortex) of another color.

Pile Setup:  Each Player has a face-down pile called the Draw Pile.  Each Player also has a face-up pile called the Discard Pile, which they shuffle and place face-down to create a new Draw Pile when their Draw Pile runs out.  Each Player also has a face-up pile called the Fearful Pile.

The Vortex cards also have piles of their own.  Unused Vortex cards are placed face-down in one pile, and as each is revealed it gets discarded in a separate face-up pile.  There is also a pile for killed Devotees/Zealots with attached Frenzies, and used Rogations.  When cards are placed in this pile, it is known as "going to the Vortex" or "being sent to the Vortex."  You may choose to separate by type as well, for easier sorting later.

Game Setup:  Randomly select 24 Vortex cards and place them facedown.  This is the Vortex Deck.  Put the unused Vortex cards away.  Each player is given all 24 cards of one Devotee color, then is randomly dealt 12 Frenzies and 12 Rogations.  Put the unused Frenzies and Rogations away.  Each Player shuffles their deck, places it facedown, then draws seven cards from their deck.  Each Player selects 1 or 2 Devotees to put into play immediately (place face-up on the table), then redraw to a full seven cards.  If a Player has no Devotees in their first hand, they may reshuffle and try again.

Play begins.  Each round, the following occurs:

1.) A Vortex card is revealed.
2.) Players perform Rogations.
3.) Players Frenzy their Devotees.
4.) Players Crusade to Convert or Attack.
5.) Players add Reinforcements.
6.) Players Refill their hands.

Step 1. THE VORTEX

Flip over a new Vortex card. The Vortex card tells the players the turn order for the round, as well as supplies any additional rules that are in play during that round.

If there are no more Vortex cards to draw, the game ends.  Players count up the number of Fearful in their Fearful pile and True Converts in their deck.  Whoever has the highest total wins.

Suggestion for beginners:  When playing with more than two players, use only the Vortex cards that don't have special rules.

Step 2. ROGATIONS

Each Player may play 1 Rogation and follow the rules explained on the card.  Players play Rogations according to turn order.

Rogations require a minimum number of Devotees/Zealots to be in your Field of Play to use.  Sometimes there is a straightforward minimum number, other times you must simply have more or less than all of your opponents (individually).

If 2 or more Rogations are played that contradict each other, the first played takes precedence.  For instance, if the first Player plays Bacchanalia, and the next player plays a Burial Rites, the first Player may still play his normal number of Frenzies +1, and all other players must skip their Frenzy phase.  When Rogations contradict Vortex cards, Vortex cards take precendence.  However, a player may sacrifice 1 Devotee/Zealot in hand/play to the Vortex to override the Vortex's rule and allow the contradicting Rogation to take precendence.

After use or completion, Rogations are sent to the Vortex.

Step 3. FRENZY

Each Player may place 1 Frenzy card face-down near 1 of their Devotees in play, OR replace an unrevealed Frenzy, OR discard a revealed Frenzy.  All Players do this simultaneously.  A Frenzied Devotee is called a Zealot.

Players can also bluff by placing Rogation cards or Devotee cards down instead.  These cards, when revealed, are sent to the Vortex if the Zealot is killed; otherwise, they go to the Player's discard pile.  A Zealot may only have 1 Frenzy at a time unless otherwise specified.  However, once a Frenzy has been revealed, it may not be replaced unless it has been previously discarded.

A 'Devotee' with a card face-down near it, even a bluff, is still considered a Zealot.  A Zealot with it's bluff revealed is also still considered a Zealot.

Step 4. CRUSADE

Each Player may attempt to Convert or Kill an Opponent's Devotee/Zealot.  Players Crusade according to turn order.

To Crusade, the Offensive Player uses 1 of their Devotees/Zealots in Play to encounter any Opponent's Devotee/Zealot.  The Offense declares which of their own Devotees/Zealots they will use, which Opponents' Devotee/Zealot they are encountering, and whether they will attempt to Convert by Reason or Fire, or attempt to Kill the Opponent's Devotee/Zealot.  After the declaration, any unrevealed Frenzy cards on all engaged cards are revealed and remain in Play.

If Converting by Reason, the Players compare their Reason attribute.  If 1 is higher than the other, but less than 3 more (5-3 works, 5-2 does not), the lower's Devotee/Zealot has been Converted, and the winner takes the card and puts in in their discard pile.  The winner's new card is a True Convert.  Otherwise, both cards remain in Play.

If Converting by Fire, the Offense compares its Fire stat with the Opponent's Repulsion stat.  If the Fire stat is greater than the Repulsion stat, but less than 3 more (5-3 works, 5-2 does not), the Offense wins.  The Offense claims the Convert, but the Convert does NOT go in the Offense's discard pile; instead, it goes into a separate Fearful Pile.  If the Fire stat is more than 3 higher, the Defensive card is killed, and is sent to the Vortex.  If the Defensive card's Repulsion is equal to or greater than the Offense's Fire stat, then the Defender may either draw up to 2 cards, or immediately put a reinforcement into play (they may not go beyond the maximum or 5 cards in Play).

If the Player chooses to Kill the Opponent's Devotee/Zealot, Attack stats are compared.  If equal, both Devotees/Zealots are Killed, and go to the Vortex.  Otherwise, the higher Attack wins, and loser goes to the Vortex.

Frenzy cards attached to Converted Zealots go back in the original Player's discard pile.  Frenzy cards attached to killed Zealots go into the Vortex with the dead Zealot.

Step 5. REINFORCE

Each Player may place 1 or 2 Devotees face-up onto the Field of Play.  All Players do this simultaneously. Players have a maximum of 5 Devotees/Zealots in Play at one time, so if a Player is maxed out, they cannot Reinforce.  If they wish, the player may take 1 or 2 Devotees/Zealots out of play, and put into their discard pile, with any attached Frenzies.  Players may ONLY take cards out of play if they are maxed out.

Step 6. REFILL

All Players draw cards from their deck until they have 7 cards in hand. All Players Refill simultaneously.  If a Player already has 7 or more cards in hand, they may not refill.

If a Player wishes to discard cards, the Player may discard any number of cards in hand.  However, if they do so, the Player may NOT refill their hand this turn.

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As you can see, the Rogation section is much smaller and simplified, without even the need for examples.

I have also added the "Beginner's Suggestion" to use non-rule-bending Vortex cards to prevent too much complication, which I will be taking when dealing with new players.  I'll see if it simplifies the game enough for new players to get a grip on the mechanics, or if another cut needs to be made, such as eliminating Rogations completely for first time players (although I think that might simplify the game too much).

I also found that the Red player tended to always lose, by a LOT.  So I considered that since Red's best stat is usually Attack, that red should also get a bonus for dead Devotees, and the numbers became much closer.

This shouldn't drastically change strategy, as far as I can tell, but that remains to be seen.

Thursday, July 21, 2011

Deconstruction: DOOM - Part IV: Story

Lest I be thought a fanboy, DOOM must have its flaws exposed.  Some lessons are best learned from failure than from success.

Although, this part will be short, because there is so little to say on the subject of DOOM's story, mostly because there hardly is one at all:

DOOM does not have a strong story.  Including Thy Flesh Consumed, there are five places where story can be found in DOOM:  at the end of each of the four episodes, and in the manual.  Each in-game story sequence is no more than a screen of text and a picture -- the latter of which isn't even in the first episode.

If you didn't bother to read the story in the manual, you didn't know what the point of the game was, and rarely did the level design make enough sense to enhance or even allude to the story.  The occasional UAC crate meant nothing to a player who didn't already know about the UAC from the manual.

And in multiplayer, of course, the story is non-existent anyway.

But the fault of DOOM isn't that it didn't have enough story, since plenty of other more successful games have had less; it's that it didn't utilize what it had.  As discussed before, the motif of DOOM was plastered in every nook and cranny of the levels, but the plot was entirely missing.

DOOM:  The story of a man who battles demons, then kills a cute fluffy bunny.
The map screen between levels showing your progress was the closest thing to intriguing modern storytelling that DOOM offers.  It shows you your progress in a satisfying way:  a big blood-splatter bullet hole on every building you've passed through showed you what you'd accomplished and how far you still had to go.  If you watched closely in The Shores of Hell, you even got to see the Tower of Babel being built.

The problem with the map screen was that it was inconsistent with the actual level design.  Now, DOOM has some of the most fantastic level design both for its time and today, and thankfully id decided not to cater the level design to the story.  But the reverse could have happened:  a simple change on the map screen would have helped tie the story and gameplay together.  All that was needed was drawing the buildings to the approximate shape of the levels.

Of course, DOOM was made in an era where story and gameplay were segregated completely.  Did you know there is an actual plot to Super Mario Bros. besides rescuing the Princess?  Read the instructions and you will be horrified!

Well, DOOM wasn't a trendsetter in every regard.  Thankfully other games came along that mixed story and gameplay together, even in the FPS genre.

In a game like DOOM, story isn't the most important thing, but they could have raised the importance, or at least the cohesion between story and gameplay, with small changes.

Read Part V: Pickups

Tuesday, July 19, 2011

Development Log: The Vortex #3 - The Rules

For the sake of the reader not being thoroughly lost by my logs, I figured it would help to post the rules.  They are prone to change, of course, as needed.

Also, in later development logs I will be posting screenshots of cards.  Otherwise the rules still don't make much sense.

But for now, the rules:

Vortex
A card game for 2-4 Players.

Decks:  24 Blue, Green, Red, and Yellow cards, 48 Vortex Cards, 48 Rogations, and 50 Frenzies.

Goal:  Convert more Devotees into True Converts and/or Fearful than your opponent(s).

Pile Setup:  Each Player has a face-down pile called the Draw Pile.  Each Player also has a face-up pile called the Discard Pile, which they shuffle and place face-down to create a new Draw Pile when their Draw Pile runs out.  Each Player also has a face-up pile called the Fearful Pile.

The Vortex cards also have piles of their own.  Unused Vortex cards are placed face-down in one pile, and as each is revealed it gets discarded in a separate face-up pile.  There is also a pile for killed Devotees/Zealots with attached Frenzies, and used Rogations.  When cards are placed in this pile, it is known as "going to the Vortex" or "being sent to the Vortex."

Game Setup:  Randomly select 24 Vortex cards and place them facedown.  This is the Vortex Deck.  Put the unused Vortex cards away.  Each player is given all 24 cards of one Devotee color, then is randomly dealt 12 Frenzies and 12 Rogations.  Put the unused Frenzies and Rogations away.  Each Player shuffles their deck, places it facedown, then draws seven cards from their deck.  Each Player selects 1 or 2 Devotees to put into play immediately (place face-up on the table), then redraw to a full seven cards.  If a Player has no Devotees in their first hand, they may reshuffle and try again.

Play begins.  Each round, the following occurs:

1.) A Vortex card is revealed.
2.) Players perform Rogations.
3.) Players Frenzy their Devotees.
4.) Players Crusade to Convert or Attack.
5.) Players add Reinforcements.
6.) Players Refill their hands.

Step 1. THE VORTEX

Flip over a new Vortex card. The Vortex card tells the players the turn order for the round, as well as supplies any additional rules that are in play during that round.

If there are no more Vortex cards to draw, the game ends.  Players count up the number of Fearful in their Fearful pile and True Converts in their deck.  Whoever has the highest total wins.

Step 2. ROGATIONS

Each Player may play 1 Rogation and follow the rules explained on the card.  Players play Rogations according to turn order.

Rogations require a minimum number of Devotees/Zealots to be in play to use, both on your side AND the opponents' side.  With more than 2 players, Rogations targeting Opponents only occur to those Opponents who meet the minimum; if the Rogation targets the User, ALL Players must fulfill the minimum for the User to be affected.

Examples:

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CHARITY:

Your minimum: 1
Opponents' minimum: 2
Affects: Everyone Individually

You must have at least 1 Devotee/Zealot in the Field of Play to use this Rogation.  In order for an Opponent to be affected by this Rogation, they must have at least 2 Devotees/Zealots in Play.
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SACRIFICE:

Your min: 2
Opponents' min: >
Affects: Everyone Wholly

You must have at least 2 Devotees/Zealots in the Field of Play to use this Rogation.  Every Opponent must have more Devotees/Zealots in Play (not more than 2, but more than you ACTUALLY have in Play!) in order for this to be effective.
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GOODWILL

Your min: 1
Opponents' min: =
Affects: Everyone Individually

You must have at least 1 Devotee/Zealot in the Field of Play to use this Rogation.  In order for an Opponent to be affected by this ROgation, they must have at least as many Devotees/Zealots in play as you (not exactly 1 or more than one, and not exactly as many, but AT LEAST as many as you ACTUALLY have in Play).
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BACCHANALIA

You min: 4
Opponents' "min": <
Affects: You

You must have at least 4 Devotees/Zealots in the Field of Play to use this Rogation.  To work, EVERY Opponent must have fewer Devotees/Zealots in Play than you do (not less than 4, but less than you ACTUALLY have).  This is an exception to the common "minimum" rule, where here there is a maximum that opponents must stay under.
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If 2 or more Rogations are played that contradict each other, the first played takes precedence.  For instance, if the first Player plays Bacchanalia, and the next player plays a Burial Rites, the first Player may still play his normal number of Frenzies +1, and all other players must skip their Frenzy phase.  When Rogations contradict Vortex cards, Vortex cards take precendence.  However, a player may sacrifice 1 Devotee/Zealot in hand/play to the Vortex to override the Vortex's rule and allow the contradicting Rogation to take precendence.

After use or completion, Rogations are sent to the Vortex.

Step 3. FRENZY

Each Player may place 1 Frenzy card face-down near 1 of their Devotees in play, OR replace an unrevealed Frenzy, OR discard a revealed Frenzy.  All Players do this simultaneously.  A Frenzied Devotee is called a Zealot.

Players can also bluff by placing Rogation cards or Devotee cards down instead.  These cards, when revealed, are sent to the Vortex if the Zealot is killed; otherwise, they go to the Player's discard pile.  A Zealot may only have 1 Frenzy at a time unless otherwise specified.  However, once a Frenzy has been revealed, it may not be replaced unless it has been previously discarded.

A 'Devotee' with a card face-down near it, even a bluff, is still considered a Zealot.  A Zealot with it's bluff revealed is also still considered a Zealot.

Step 4. CRUSADE

Each Player may attempt to Convert or Kill an Opponent's Devotee/Zealot.  Players Crusade according to turn order.

To Crusade, the Offensive Player uses 1 of their Devotees/Zealots in Play to encounter any Opponent's Devotee/Zealot.  The Offense declares which of their own Devotees/Zealots they will use, which Opponents' Devotee/Zealot they are encountering, and whether they will attempt to Convert by Reason or Fire, or attempt to Kill the Opponent's Devotee/Zealot.  After the declaration, any unrevealed Frenzy cards on all engaged cards are revealed and remain in Play.

If Converting by Reason, the Players compare their Reason attribute.  If 1 is higher than the other, but less than 3 more (5-3 works, 5-2 does not), the lower's Devotee/Zealot has been Converted, and the winner takes the card and puts in in their discard pile.  The winner's new card is a True Convert.  Otherwise, both cards remain in Play.

If Converting by Fire, the Offense compares its Fire stat with the Opponent's Repulsion stat.  If the Fire stat is greater than the Repulsion stat, but less than 3 more (5-3 works, 5-2 does not), the Offense wins.  The Offense claims the Convert, but the Convert does NOT go in the Offense's discard pile; instead, it goes into a separate Fearful Pile.  If the Fire stat is more than 3 higher, the Defensive card is killed, and is sent to the Vortex.  If the Defensive card's Repulsion is equal to or greater than the Offense's Fire stat, then the Defender may either draw up to 2 cards, or immediately put a reinforcement into play (they may not go beyond the maximum or 5 cards in Play).

If the Player chooses to Kill the Opponent's Devotee/Zealot, Attack stats are compared.  If equal, both Devotees/Zealots are Killed, and go to the Vortex.  Otherwise, the higher Attack wins, and loser goes to the Vortex.

Frenzy cards attached to Converted Zealots go back in the original Player's discard pile.  Frenzy cards attached to killed Zealots go into the Vortex with the dead Zealot.

Step 5. REINFORCE

Each Player may place 1 or 2 Devotees face-up onto the Field of Play.  All Players do this simultaneously. Players have a maximum of 5 Devotees/Zealots in Play at one time, so if a Player is maxed out, they cannot Reinforce.  If they wish, the player may take 1 or 2 Devotees/Zealots out of play, and put into their discard pile, with any attached Frenzies.  Players may ONLY take cards out of play if they are maxed out.

Step 6. REFILL

All Players draw cards from their deck until they have 7 cards in hand. All Players Refill simultaneously.  If a Player already has 7 or more cards in hand, they do not refill.

If a Player wishes to discard cards, the Player may discard any number of cards in hand.  However, if they do so, the Player may NOT refill their hand this turn.

Saturday, July 16, 2011

Deconstruction: DOOM - Part III: Weapons

Now it's time to start getting into the nitty-gritty.

The weapon system in DOOM is stupidly basic compared to modern FPSs.  You have all of eight weapons, three of which are basically upgrades in one form or another, and one is a gimmick (the BFG 9000).  So of all of these, we have essentially only four real weapons or weapon groups: fist/chainsaw, pistol/chaingun/plasma rifle, shotgun, and rocket launcher.

If exterminators used these, spiders would not exist.
But with such a small collection, it forces the player to be more creative with their battle strategies.

When you have a game with a weapon for each scenario, all the player has to do is figure out which weapon is ideal and use it.  It comes down to a game of "What did the game designer want me to use?"

But by limiting choices, the player has to learn to make do.  Sometimes there is no perfect weapon, and the player can use whatever they are more comfortable with.  Or a player may even have to use an uncomfortable weapon because their favorite is out of ammo.  It brings a whole new level of strategy to a game which would otherwise be a simple run n' gun.

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Tangent:

I have found in many modern FPSs that there is way too much cover-based shooting and way too many chest-high walls.  I think it's because it's one solution to a problem that arises when a player has too many guns.  When you can glance at a situation and instantly know what to use, it seems a designer's only fix is to keep you from shooting too often or too accurately.

But gamers are getting bored of this.

A better solution is to take a look back at the classics like DOOM for inspiration.  Oftentimes the complain "This is no fun" is answered with "Give him a bigger gun!"  A better answer is "Take his gun away!"

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Oddly enough, this lesson is found at the beginning of FPSs when you have few weapons to start with.  If having every weapon was the fun part, you'd get them all from the beginning.

Not pictured:  fun.
But getting a new weapon should act only as a reward for hard work.  Have too many, and the reward lessens in value.

Consider where the weapons are placed in Knee Deep in the Dead:

In the first level, the shotgun is hidden.  In the second level, the chainsaw and the chaingun are hidden.  In the third level, the rocket launcher is hidden.  If you missed any, they are hidden throughout later levels, too, and only when it is deemed necessary (when the challenge is too unfair) are you given these weapons in plain sight.

If you took the time to explore, you feel satisfaction at the reward.  If you did not, you find the weapons later and feel they are not just a necessity, but also a reward for getting through the previous levels.  Either way, they are a welcome addition and don't feel like just another toy to play with in your arsenal.

One of the most common lessons learned from classic games is one which many modern games have forgotten, but it bears repeating:

When it comes to mechanics, simplicity is king.

Read Part IV: Story

Thursday, July 14, 2011

Development Log: The Vortex #2

After finally getting to test out the game, a few unforeseen bugs popped out of the woodwork, as well as a couple that I suspected.

A known bug was that some of my stat comparisons relied on multiplication/division, and since some of those stats could be zero, it could mess everything up.

Basically when you compare two numbers, you see not just which one is higher, but by how much as well.  If it's too high, you don't get what you want.  Originally I had it as "If one number is more than twice as high as the other", and this made it so the player is untouchable if one of the stats gets altered down to zero.

I'd been trying to decide if I should go the multiplication route or just have it be "If one number is more than three higher", which would make a more linear curve, which I am disappointed about, but which would fix the zero bug without having to force a "minimum of 1" in any statistic.

So in any case, next time I try it out I'll be using a simpler comparison, and see how the game plays out.

One unknown bug was that the player who goes first always wins... by a TON.  The first player immediately has a huge advantage because they can strike first and clean house on the battlefield before the second player has a chance.

However, I've only played a two-player game so far, but I designed the game to go up to four.  I think the problem solves itself in a three and four player game, but to fix a two-player game, I'll have to add a caveat that allows players to start with more Devotees (basically "soldier" cards) on the Field at the beginning of the game, or to change the order of the phases to allow Players to Frenzy their Devotees (change their stats with a hidden card) before Crusading (trying to convert the Opponent's cards).

For now I think I will switch the order of the phases.  I thought originally that the order I had made each round feel more fluid and run one into the next, instead of feeling like separate turns (you do "battle" at the beginning of the round, and regroup and call in reinforcements afterwards, to prepare for the next round), but for the sake of balance, I'll switch them around.

Another bug that I didn't even consider is that, since I have four different types of cards, I should write the card type somewhere on the card.  Right now they are color-coded, and I think players who are used to the game will be able to distinguish the card types, but for new players who are still getting used to the language of the game, the card type should be printed somewhere on the cards.

I think I may have overlooked that detail because such an indicator was forgotten when I was still toying with the idea of making the game cryptic.

One more half-suspicious bug is that I had way too many Frenzy cards.  Frenzy cards allow players to change the stats of their Devotees, initially keeping the card hidden.  Each Players deck had an equal number of Devotees and Frenzies, and I realized that that ended up being waaaay too many Frenzies.  I've cut the number in half, and I think the game has already been significantly changed.

Before that, a player would find himself with a hand full of useless Frenzies when he had no Devotees on the Field.  Cutting Frenzies in half not only solves this problem, but it also helped cut out duplicates (I could only come up with 25 Frenzies, so I printed out four copies of each, and now there are only two copies of each in the game).

After a few more playthroughs, I will discover truly if some players naturally have the advantage over others (I suspected from the beginning that the Player who plays the Green card set will always come out on top), and then I can balance test those.

The bigger issue, of course, is to find any more game-breaking bugs.

Wednesday, July 13, 2011

Development Log: The Vortex #1

The idea for The Vortex first came to me a couple of months ago, just before graduation.

My initial thought was that I wanted to create a collectible card game with the gimmick of being very difficult to understand.  Each card would only have flavor text, which would be a puzzle hiding the statistics and other rules behind the card, and even the basic rules themselves would be hidden behind what appeared to be a history of the universe the game takes place in.
I also wanted the rules to be weird; they would be unlike any other card game out there.

You would have to play for keeps, because the mechanics allowed you to take an opponent's cards and use them as your own in one sitting, and since separating them would be a chore, it could only mean that only hardcore players -- players that had to be smart enough to figure out the rules in the first place, and players that believed themselves skilled enough not to lose too many cards, and players humble enough to accept the loss of cards -- would play.

It would be a novelty more than anything else.  People wouldn't play as much as they would simply buy booster packs and try to figure out the rules.  The barrier of entry would be high, but its mysteriousness would entice people anyway.

This idea was scrapped, first as a collectable card game, then the hidden rules.

A friend of mine and avid non-digital game player advised me that such an idea would only work as a one-shot game -- a single, self-contained game like any other traditional board game or card game, rather than a collectible card game -- because the novelty of hidden rules could not last long enough for people to want to buy more cards to a game they don't know how to play.

So I whittled down the idea to a one-shot game, which turned out to be alright by me because there are far fewer cards to manage!  This also meant that there was no such thing as "playing for keeps" because whoever owned the game would just put the cards away when they were done.

After that, I started coming up with a variety of interesting mechanics that mixed and matched games like Magic:  The Gathering and A Game of Thrones.  As I made them, the proud game developer in me thought "Why come up with such great mechanics when no one will ever figure out how to play?"  So I scrapped the hidden rules part.

Remnants of the hidden nature still remain, but I have at least typed up a straightforward set of rules and the cards say exactly what they should.

I have still kept the aspect of the game where one player's cards end up in another player's hand, and I color-coded each player's cards so you feel the sting of knowing your own card is being used against you.

The very objective of the game became, in essence, "Take as many of your opponents' cards as possible."  When the game ends, players count up the number of cards that they have that are not their own color, and the player with the most wins.

As the mechanics developed, I realized this could not be a battle-themed game, like Magic, otherwise cards would "die" instead of being shifted around.  It could have more the language of chess, where pieces are "captured", but even then, narratively-speaking, why would a card fight for a foe?

Then it struck me to make the game have a religious theme, where you are trying to "convert" as many of your opponents' cards to your religion as you can.

I had already decided to have the game's art and feel have a macabre, quasi-sci-fi feel to it like an even darker Cosmic Encounter.  Putting a sectarian spin on it would make it all the more morbid, complete with murder, crusades, conversions, rogations, resurrections, torture, and the like.

Instead of battling, the major event every turn would be a Crusade, which brings an uncivilized, medieval flare to an otherwise space-themed game.  This isn't going to be Star Trek!

It took a couple of weeks to generate all of the different types of cards (four different types in all), the basic mechanics, and the additional rules for the cards.  Some off-the-cuff balancing occurred as I figured out a rough draft of the card layouts and the names of each card (193 unique cards with names!), and after two months, the first draft of the cards have been printed, cut, and sleeved.  I will be playtesting the game in the coming days.

As development continues, I may get more specific in the specifics of the game, especially when it comes to discovering mechanics that do or don't work.  But for now, as a development log, this looks more into the process of creation than the game itself.

Monday, July 11, 2011

Deconstruction: MYST - Part II: Setting

One of the most enduring and mesmerizing parts of MYST (and its sequel, Riven, for that matter) is its dreamlike quality.
Dreamy.
Pop quiz:  what does a clock tower, a spaceship, a tree fort, and a wooden ship embedded in a rock have in common?

Each locale in MYST acts very much like a dreamworld, and like a dream, you bounce between disjointed locations in an instant.  Your mode of transportation is books, and touching magical paintings opens secret passageways.

And yet, despite this, each puzzle in MYST has a brilliant logic to it that you can grasp without resorting to the ridiculous leaps old adventure games were prone to.

The tagline for MYST put it best:  "A surrealistic adventure that will become your world."  Surreal is the best term to describe it.

In fact, the dreamscape is one of the places videogames are most at home.  Like movies before them, the sights in videogames offer a fantastic escape, from Mario's Mushroom Kingdom to Kratos' Grecian legends.  MYST is no exception and its islands are each memorable in their own right.  You feel like a kid again climbing the intricate tree forts of Channelwood, and the horror when you discover the back rooms of the Mechanical Age.  Each Age pulls you to both emotional extremes as once:  the excitement of exploration and the terror of discovery.

That desire to see the next Age or uncover the next clue to the story drives you to complete even the most frustrating of puzzles (my pick goes to the pixel-perfect, pitch-perfect organ puzzle).

The locations in MYST also do a striking job advancing the story.  It's hard to forget seeing the electrified jail cell in the Mechanical Age, realizing Achenar is a vicious sadist, or finding the needles in Stoneship, realizing that Sirrus is a drug addict.  After helping the two, you start to wonder who's really the good guy.  Heck, are you a good guy?

You're seriously helping THIS guy?
MYST's clever visuals and characterization-by-locale are often elements forgotten in other media, but it videogame storytelling, such techniques are mandatory tools of the trade.

It took a few more years for developers to truly catch on, but now these techniques are pushing games to the next level of storytelling.

To bring us back to mechanics for a moment, it should be noted that immersion can't come from pretty visuals and environmental storytelling alone; these techniques shine through specifically because neither HUD nor complicated controls get in the way.  Like all of the best examples of videogames, all elements of art and design come together seamlessly and compliment each other.

The bread of videogames is mechanics, and its butter is art and level design.

Read Part III:  Setting

Saturday, July 9, 2011

Deconstruction: MYST - Part I: Intro and Mechanics

MYST is a very strange phenomenon.  While game mechanics were becoming increasingly complex, MYST popped out with the simplest of all user interfaces:  point-and-click.  It's graphics were gorgeous, certainly, but its gameplay was abysmal.

Not really.

What we actually see in MYST is one of the first successful hardcore games for casual gamers (quite a paradox there).  Gamers who didn't have the patience for complex controls or the reflexes for action found this game to be a beautiful break, where your only task was exploration... until you discovered the puzzles.

Oh, God, what do I do!?
But even the puzzles were so seamlessly integrated into the landscape and so unlike common puzzles (no word searches or Tetris here) that you hardly noticed the transition.  They were brainbusters, yes, but unobtrusive enough that you could solve them at your leisure, or snap to an "aha!" moment while watching the butterflies or working on something else.

While it became one of the most successful games ever, and spawned countless clones, none would achieve the fame of MYST.

Why is that?  Perhaps it was a fluke, or perhaps it was simply a masterpiece that made all its followers pale in comparison.  I am of the opinion that it was a fluke with the right idea, that is only now catching on in the market in different forms.

What I mean by that is that it opened up the market and demographic for games with a simple design, non-violent gameplay, and beautiful art.  It was as unlike what came before it as a pastoral poem in a sea of limericks, and it caught the attention of everyone.

But if you ask a gamer what they thought, they often say "I bought it but I didn't like it.  I couldn't get past the first island."  And if you ask a non-gamer, they'll say "It's so pretty but I don't know what to do!" (Both of these are paraphrasings of actual responses I have heard.)  Pastoral poems aren't everybody's cup of tea, but when all there is left is limericks, perhaps a pastoral is nice to have on your shelf, even if you couldn't get all the way through it, or even understand it.

It is perhaps one of the first "artistic" games, if anything from that era qualifies.  Subtle, environment-driven storytelling is something MYST had that didn't catch on for years, but it turns out it's how games tell stories best, and it's what brings games to a new level pushing them from entertainment to art.

Part I:  The Mechanics

But let's begin again with the mechanics.  There isn't much to say about them because there are so few, but their lack is what makes MYST such a landmark.  Despite having so little interaction, MYST is incredibly immersive.

The immersion is achieved less by giving you a million things to do, and more in its lack of HUD.  There is a menu at the top, but it hides.  You have a cursor -- necessary -- and beyond that is nothing but the environment.  MYST does everything it can to present you with only the world it creates.  Nothing feels "gamey" about this game.  The only bounding box is the edge of your screen.

Even the cursor is a hand (as simple as it may be) to help with immersion, so you don't think you're using an application.  The cursor is also context-sensitive, so you know where to click -- not that you need help, since the environment is clutter-free.

The intuitive nature of the controls meant there was no barrier getting involved and immersed.  Your eyes, ears, and brain matter more than your fingertips and thumbs, which casual gamers and non-gamers appreciated.  But it didn't feel like it was simplifying the controls; it felt like it was giving you the control scheme that was perfect for the game, and nothing more.

Today, and even back then, critics scoffed at the slideshow nature of the movement, but ultimately it was the better decision.  If they made the game free-roaming, the in-game rendering would have meant much worse quality graphics, and to top it off, movement probably would have been relegated to the keyboard; a bad design choice on both counts.  As slideshow-esque as it was, it was the lesser of two evils for MYST, and, in fact, added a strange appeal to the game.

Read Part II:  Setting

Tuesday, July 5, 2011

Postmortem: Carnival

Read a ten page sample here (pdf).
Read the full script here (pdf).

Summary

Carnival is a third-person action title featuring gun and melee combat with a dark setting and psychological twist. The game takes place in an eerie Carnival run by the evil Ringmaster, a greedy man who abuses his enslaved carnies.

The Strongman is the protagonist, a carnie who wants to escape the Carnival. He is an aggressive, violence-prone, muscled man who often has mood swings and need sedatives to keep him calm.
The Strongman is out for himself, but does have some allies and friends who help him in his escape. Carnies and other characters make multiple appearances throughout the game, and can help or hinder the Strongman's escape.

However, this entire Carnival setting belongs in the Strongman's mind. The Strongman is, in fact, a patient making his escape from an Asylum. Every character in the Carnival has an equivalent in the Asylum, as well as action, conversation, and location, for the Carnival setting is no more than a filter the Strongman experiences life through. Everything in the Carnival is a distortion, stereotype, caricature, cliché, or Hollywood image of all that the Strongman sees in the Asylum.

Carnival is a thought-provoking game created with the intent to turn the stereotyped violent videogame image into a deeper psychological experience.

Post-Mortem

Carnival is about America.  It is an observation on our society, a satire on our popular culture, and a political statement about our mental health system.  It strums your heartstrings while making you think.  It leaves you wondering whether the ending was happy, sad, or bittersweet.  It draws no lines between good and bad; between moral, immoral, and amoral.  It fills your mind with extraordinary yet believable characters.  On a technical level, it presents a new dialog system that seamlessly integrates into the gameplay.  On a cinematic level, it leaves you breathless.  On a gut level, it makes you sick, it makes you angry, and it makes you cry.

This was my first full-length game script.  While the act of writing the script took about 2-3 months, the idea for Carnival had been struggling to break free from my head for years.  The main characters came to me complete, yet incomplete.  Each one cried out to me, "Make me happy, please!", yet the loudest voice, filled with longing, with burning desire, became the protagonist, the Player Character, the Strongman.  He was not the character to whom the greatest injustice had been done, but he was the character that had the greatest itch to scratch.  I hope that wherever he is now, his itch is gone.

Carnival was a wonderful story to create and write.  I hope that you will take the time to read it, and I hope you find it as engaging as I do.

What Went Right

1. The Dual-World Story

I like to tell the story of Carnival by first explaining the Carnival setting, the characters, their motives, and the basic plot structure.  I appear to end the explanation, and receive a few grins, a few appreciative smiles, and more than a few contemplating faces.  Then I add in, as an afterthought, "Oh, yeah, this whole game really takes place in a mental asylum, and the Strongman is an hallucinating patient trying to escape."  Suddenly the contemplating faces are smiles, the smiles are grins, and the grins become cheers and shouts of "Holy shit!  Are you kidding me?!"

I like to tell the story that way.

Leading the Player between worlds and giving them just enough to put the pieces together is one of the strongest points in the game.  It also adds a level of depth to the Player's actions.  If the Player only thinks the Strongman is a slave in a disturbing world, s/he might have no problem setting him free, even if he is violent and dangerous, because the world seems "out there".  But if the Strongman is a mental patient, hallucinating his life, but still living in the real world, and he's still violent and dangerous, and you're helping him escape, you may just spend a few moments wondering if you're doing the right thing.

The Strongman just wants to be happy.  Is his happiness worth the danger you're putting society in by setting him free?  Well, at least you can rest knowing he might just change in the end.  Maybe.

2. The Dialog System

I despise dialogue trees.  They start off by putting text choices on the screen that break immersion, and it just gets worse from there.  Old dialogue trees were based on topics or sentences, like the Terminator deciding to say "Fuck you, asshole" off a list that appeared in his vision.  We aren't terminators.  We don't think about what we're going to say, we just say it.

New dialogue trees are almost worse.  They want to make it based on emotion, as if we can decide what emotion we're feeling.  Either we will speak angrily or we won't; we aren't actors, capable of faking emotions on a whim.  "Press X for the angry response, Press Y for the mopey response" just doesn't cut it, either.

The system I set up is simplistic on the surface, but it gets complicated fast, and leads to many possibilities.  You have an invisible "anger meter" that fills up or empties depending on the conditions, and the Player can indirectly effect the meter, even if s/he doesn't know it.  Later interactions with characters are also affected by previous conversations, and even can change depending on what the Player does mid-chat, since s/he has total control at all times.  Try to punch Magicko, and he'll remember.  Walk away from the Elephant Man, and he'll remember how rude you were.

In another game, this system might be improved by making a grid of emotions, rather than the linear calm/angry dynamic.  But to break this game down to its essentials, where anger is the emotion that carries the most weight in this world, I made a single variable that (while usually binary) provides an amazing amount of subtlety to the game.

While I am a little disappointed that I could not flesh out the mechanic to the nth degree, to do so would have made the script twelve times as long.  Ultimately, I am happy that this test case shows just how well such a system would work.

3. Story Meets Gameplay

I tend to find many genres disappointing because the gameplay has little or nothing to do with the story.  RPGs and RTSs tend to be the worst offenders, but shooters are often nearly as bad.  Often, story is segregated to cutscenes while the gameplay is just one disjointed puzzle or room of baddies after another.  As a new and unique artform, games have the challenge of mixing story and gameplay into a cohesive whole, but the form is simply too new to do it effectively.  There are many notable exceptions, but we should strive to make them the norm, not the outliers.

In Carnival, I tried to make the gameplay make sense with the story.  Gameplay affects story and story affects gameplay in an intricate back-and-forth, centered around the Anger Meter.  Gameplay makes you angry or calm, which effects how you deal with characters in the story, and treating characters differently directly affects the gameplay (in the climax of Act I, for instance, you have less time to steal the Ringmaster's keys if you can't get help from Magicko).

I think the cohesion between story and gameplay works in Carnival, and I spent considerable time making sure that it worked so well that the Player wouldn't even notice.

While I do also have cutscenes, I use them sparingly, and mostly for the purpose of rewarding the Player for completing each act, so that the Player feels they are a welcome break, not an annoyance to be sat through or skipped.  If I have done my job right, the Player will be glad to put the controller down for a moment.

4. Illusion of Choice

Carnival is a linear game, but the Player shouldn't notice.  Act I appears to be a sandbox (as small a sandbox as it may be), Act II appears to be a branching path, and only Act III appears linear.  This is wholly intentional, to make the Player feel more and more claustrophobic as the game progresses, siphoning the Player down to the inevitable conclusion, but having them feel as though it could only be that way, like looking back on a good novel--and not as though they were led by the nose to an obvious end.

The illusion of choice is ever-present in Carnival.  In Act II, the Player feels as though their are many paths to take, but they all reveal the same things in disguises.  Some are transparent choices, such as between the Bumper Cars or Go Karts, while others are more subtle and apparently different, such as between the Three Ring Tent and the Wax Museum.  Such choices promote replay value, but can also offer fresh perspectives on the characters.  On a first playthrough, few Players should even notice the Wax Museum, and opt for the obvious Three Ring Tent that's front-and-center, but curious Players with a sense of exploration will find the Wax Museum and feel as through their detective skills did not go unrewarded.

What Went Wrong

1. Too many themes

I have a bit of a scatterbrain.  Most of the time, this story wrote itself, and I had no internal editor or critic to tell me what should be kept and what should go.  The Strongman was such a complex character, being the victim of so much abuse, that it was difficult to describe every cause to his behavior.  He was not just abused by his brother or a dog or a sadistic cop, but he was also psychologically abused by popular culture.  This latter abuse was not properly explained; at least not as plainly as his physical abuse.  I had hoped the symbolism of his internal character, as well as the locales of the Wax Museum and the Haunted House, would be enough to display how popular culture, particularly Hollywood, had an impact on him and how he broke free from it at the end.

Someone asked me, "Why does he need a gun at all?"  Many reasons come to mind:  in reality, he is not as strong as his internal persona shows, so he would need guns; giving the Player the choice of guns, melee weapons, or bare fists was integral to the gameplay; but ultimately, the biggest thematic answer is simply "Because that is what Hollywood would do."  In movies, beefed up action heroes still use guns, and because the Strongman sees the world through "movie-colored lenses", he believes he is both physically strong enough to beat a man to death and still needs guns.

There were more questions raised that could have been answered if I had spent extra time explaining the pop culture satire, and pushing it into more areas of the game, but I think that it might be better (though perhaps impossible) to eliminate that entire aspect of the story, in favor of stressing the other, ultimately unrelated, themes.

2. The Sweetspot of Sickening

I have been told that this story is too vile, too disturbing.  I have been told that my points could have been made without having to go to such lengths as to make the Player physically ill.

Unfortunately, as I wrote the story, nothing was quite sick enough for me.  I am a desensitized youth, capable of watching Hostel without getting squeamish at all.  I have seen real suicides, murders, and lethal accidents caught on camera, which I forget I've seen not a minute later.

Part of the effect of this story was to make the Player squeamish.  If my target audience was desensitized youth, I had to go all out to hit them in the gut.  Their attention needed to be grabbed for the messages and themes to get through.  I needed to make a gamer culture of M-Rated shooter fans stop and realize what they are doing, realize that the violence in this game is not just a thrill ride, and does not just exist for the adrenaline rush.  That required the Player to remember that violence is something you are supposed to get squeamish over.  So I did everything I could to make the Player retch.

The only scene that was sick enough, to me, was the flashback audio of the cop pulling over the Strongman's father.  Nothing else made me feel literally sick but that scene, both as I wrote it, and every time I reread it.  I only wish every scene hit so hard.

But the ultimate problem with pushing the boundaries of taste so far is that I threaten to lose potential Players that are not comfortable feeling such disgust.  Most people don't play games to throw up.  People don't ride rollercoasters or drink booze to throw up, either; but occasionally, purging the stomach is necessary.  Today's youth need their stomachs purged (metaphorically, that is), and it takes a lot to do so.  Unfortunately, I wrote a game for the strongest stomachs, and as a consequence, the weaker stomachs will refuse to finish the game.

3. Not All Characters Are Created Equal

When I write version 2 of Carnival down the line, I will get rid of the Fortune Teller altogether and replace her with a better character.  I think that my cast of characters, for the most part, are each unique and interesting in their own ways, but there are a few characters that could use some touching up.  The Fortune Teller is just one example of a wasted character, whose only purpose is a critique of pseudoscience, which really has no place in this game.

I also would have liked to have developed nearly all of the characters more in the script, since they don't get nearly enough face time.  I would have preferred if the script and game were longer to accommodate more than just two or three conversations apiece.  This way, character deaths mean more (especially Barfy's) to the Player, and will pack a larger emotional punch.  Of course, doing so would have made the dialogue choices even more difficult to handle, and might have led to a more confusing script.

4. It's Not a Game

Because of the nature of the game script (multiple dialog options, etc.), a reader cannot get the full effect of the game as a Player would.  Despite my best efforts to make the script easy to follow, it may be confusing at parts, as the branches split and converge.  Also, because of the way the script is set up, the reader may need to hop back and forth between the main script and the character and location appendices.  As well, all suspense and revelation that should occur to the Player during the game is explained up front in the script.

Overall, the vision of the game becomes subject to the imagination of the reader, rather than shown to the Player, yet such a creation is nearly required to be played to be appreciated fully.  A title such as this is all but restricted to the budget of AAA game companies, and so Carnival can be no more than a demonstration of my abilities to write such a game, unless some developer goes for it.

Any takers?

Deconstruction: DOOM - Part II: Motif

The basic motif of DOOM is a combo sci-fi/horror.  You are a Marine stationed on the Mars moon Phobos, where a government project is underway trying to create teleporters.  All Hell literally breaks loose when Deimos goes missing, having been entirely teleported to Hell.  Now hellspawn are coming through to the other side, and you must get in and destroy the mastermind behind the invasion.

What makes this so popular is that these separate genres combine seemlessly, and work so well.  Sci-fi and horror have been married since Frankenstein, staying alive with Alien, and finally making it to the videogame market with DOOM.  Other sci-fi/horror games may have existed before DOOM, but none with the popularity or perfection.

DOOM is a jump-out-go-boo kind of horror, but that works well with its orientation toward action rather than suspense.  Suspense does enter into it, especially in boss battles, such as when you can hear the cyberdemon before you see it at the end of Episode II, but these are welcome diversions which only heighten the action later when you have to confront the bosses.

Long have businessmen in all forms of media told artists to stay away from mixing genres, and they have a point:  99% of the time, the result is terrible.  But when it works, it has to work perfectly.  DOOM is one of these games that works perfectly, like Frankenstein and Alien before it.

The gradual increase in firepower is offset by the ferociousness of the new enemies, which makes you feel both powerful and overwhelmed at once.

The subtlety of the art in DOOM is an aspect all-too-often overlooked.  Consider the bodies which hang on the walls and from the ceiling:  they are purely aesthetic, but add to the mood in such a way that what could have been a balls-to-the-wall action game becomes an eerie, tension-filled horror game.  Some of the bodies even twitch!  You wouldn't notice it if you ran right by, but the gruesomeness of the visual makes you stop to rubberneck.

Like a car crash, but pixelated.
Likewise, the dark rooms, flickering lights, and maze-like level design contribute to the fear as well, preying on your claustrophobia and fear of things that go bump in the night.

We can also see the tonal shift from episode to episode and even from level to level on occasion, as the art slides from tech-filled sci-fi buildings to red brick and blood-soaked hellscapes.

DOOM's popularity is due in part to its cliffhanger appeal:  what is around the next corner?  What is that sound?  What new baddies await next level?  What new weapon will I get?  Each episode's ending was a cliffhanger for the next, hooking players with the first free episode and making them buy the rest, which they were more than willing to do.

Read Part III:  Weapons

Monday, July 4, 2011

Deconstruction: DOOM - Part I: Intro and Mechanics

DOOM wasn't the first FPS, but it certainly had the most impact of any.  It helped bring about the ESRB ratings system, standardized the concept of both the "Space Marine" and the Silent Protagonist, and for a while FPSs were called "DOOM clones".

What made DOOM so much better than previous FPSs that it dominated the market, and why has it been considered one of the greatest games ever made over and over?  Why is there a mod community still alive to this day, eighteen years after its first release?

The box art may have helped, too.
While it is extremely important to discuss the episodic launch of DOOM and its notably free first episode, I will save that aspect for a larger discussion on episodic gaming in the future.

But to begin with, we should start where every innovative game starts:  with the mechanics.

Part I:  The Mechanics

What did DOOM improve upon, and perhaps equally as important:  what couldn't DOOM do?  It's important to understand why certain features were left out -- surely some for technological reasons, but no matter what constraints of the day, some common features of modern FPSs were missing from DOOM.

Try jumping.

Jumping is one of the most commonplace mechanics in any action game.  Mario, the most recognized videogame mascot ever, is known for jumping!  So why can't you jump in DOOM?  A quick guess would be that the developers didn't think it was necessary.  After all, DOOM's predecessor, Wolfenstein 3D, was played entirely on a 2D plane, and the only vertical aspects, such as walls and enemies, were obstacles you weren't meant to jump over.  In id's previous work, the level design warranted no jumping.  Even with new vertical heights to climb in DOOM, old modes of thinking may have meant jumping was never conceived.

Today, people are so used to jumping in FPSs that a modern FPS player with no knowledge of DOOM's controls might wonder where that damn jump key is.  There is even a fan-made patch that lets you jump -- although this bypasses a lot of the level design, and destroys some of the experience.

It's the simplicity of DOOM's mechanics that made it great, and made it quite accessible.

Look at all that's missing from DOOM:

No jumping
No z-axis aiming or panning (no looking up or down)
No manual ammo reload
No falling injuries
No dialogue or even NPCs
No secondary fire on any weapon
No mouse control
No crates or moveable objects

No sunshine.  No lollipops.  No rainbows.
There are about sixteen keys or so that are most frequently used in DOOM:

1-7:  Weapons selection
Arrows:  Movement
Ctrl:  Fire weapon
Shift:  Run
Space:  Interact (Open doors and flip switches)
Esc:  Menu
Tab:  Check Map

Wait, sixteen?  You call that accessible?

Yep.  It's about the same number of buttons on a modern controller.  Four of the keys (arrows) are self-explanatory, and Esc was used in many programs to bring up a menu.  Weapon switching was rare in the middle of a battle unless you ran out of ammo, and if you did the game automatically switched to the next best thing without worrying.  Similarly, you wouldn't want to check the map during a firefight, so of all of the keys, only three (ctrl, shift, spacebar) actually required memorization during battle.  And the keys were customizable, so you could make the computer memorize your layout!

But but but if I can't aim or look up, how do I shoot monsters above me?

Automatic is the word of the day in DOOM.  So much in DOOM was taken care of that all you needed to worry about was survival -- a task in itself.

Automatic like a chaingun.
From the perspective of a gamer at the time, control was such a chore in PC games (the very thing that games are all about!) that anything automatic was a godsend.  Even today, we want so much automatically done in our games that we even parody that need with Idle games, non-interactive satires on RPGs.

Streamlined controls are the Holy Grail of mechanics designers, and DOOM's control miraculously hasn't aged much.  Each button is necessary and easy to learn, giving us a minimalism not seen is many FPSs today, yet giving us enough interactivity to feel like we're fully in control.  There is nothing extraneous in its gameplay or level design to feel like we're gypped on controls.  We don't need to pick up items by hand (automatic!) or solve complex puzzles (the maze layout of most levels is enough of a puzzle, and the use of a map screen (somehow missing from so many FPSs today) is a welcome addition to help with that.

As complicated as FPSs can be, DOOM's controls are simple and stripped down (well, for its time it was the best you had), giving it an accessability unmatched in the genre today.  By this point, FPSs are one of the hardest of the hardcore genres, and what helps widen the net to catch more gamers is the invention of solid control schemes on console systems, showing that once again, even in a complicated genre, less is more.

In further chapters of our deconstruction of DOOM, we'll get into the motif, enemies, weapons, levels, story, and other aspects, but for now, this brief overview of the controls and mechanics serves as a good launching point for the deconstruction.

Read Part II:  Motif

Friday, July 1, 2011

It has begun!

Welcome to my new blog. After learning how to organize a blog from my writing portfolio blog (or, rather, learning how to not organize one), and after deciding that my game portfolio should be only for completed projects and postmortems, I've decided to create a new blog that I can use for game-related fare, including article deconstructions of both digital and non-digital games, development logs for solo and small team projects I am currently working on, and possibly other misc. rants.

Along with both my game portfolio (craigellsworth.com) and my writing portfolio (craigellsworth.blogspot.com), I will be updating this blog once a week.  Each week will be either an article discussing a game, an update on a project, or an article on the state of games.  Some days I will blog, other days I may vlog, or both, as the post warrants.