The Road to Zynga

So, I’ve got a new job, which was revealed publicly in an interview at GamesIndustry International. I’ve actually been at Zynga for nine months now, so most of my games industry friends (and regular friends, for that matter) had known about it for quite awhile, making this move one of those “worst-kept secret” things. Surprisingly, the news stayed out the press, with the exception of an off-hand reference at Gamasutra during my first week of work! The turn of events which got me to Zynga is somewhat head-spinning, especially since I am now back in Maryland, working with Brian Reynolds, Tim Train, and a bunch of other former Big Huge Games people. I can’t helped be a little bemused because I was originally hired in 2000 to replace Brian & co. to finish (or, more accurately, to restart) the development of Civilization 3 after the mass exodus to BHG. Indeed, at the time, emotions were still a little raw at Firaxis, so my initial, second-hand impression of them was perhaps not ideal! Over the years, I got to know Tim and Brian in person, and I could always tell that their design culture would be a great fit for me if the opportunity ever arose. I didn’t always expect that opportunity to come at Zynga, but so far, so good. I’ll have a lot more to say on that topic once I can actually talk about my current project!

Here are some relevant bits from the interview:

Q: You’re the latest in a string of former EA employees to join Zynga. What do you think this says about EA and what does it say about Zynga?

A: The shift we’re seeing with industry talent moving towards social and mobile games illustrates the challenges of the old model. That model demands selling a $60 box product, which requires exceptionally high production values to sway the consumer. Of course, AAA production means development costs measured in the tens (or perhaps hundreds) of millions of dollars, which then requires a game to sell at least several million copies at the $60 price to be worth developing. This business model can work, but the margins are not great, and they keep getting worse as development costs increase and retail sales soften. One of the bizarre paradoxes of this system is that some mid-tier games cost too little for traditional games companies to fund because the company needs to put all of its organizational weight behind a few key titles.

Mobile and social gaming suddenly became very attractive for game designers because they circumvent this problem entirely. As these games require a fraction of the cost of AAA games, radical new ideas can be tried out fairly easily and with little institutional pressure. Further, feedback is much easier to gather from the Web or connected smartphones, and teams can continually course-correct with regular updates. The old system of expensive, multi-year development, cut off from the oxygen of player feedback, suddenly became much less appealing.

Q: Given your experiences in the past on Civ IV and Spore, how well does what you’ve learned on traditional games apply to the social space and Zynga’s approach?

A: Fun still happens inside the player’s head, and that doesn’t change from platform to platform. What does change is that certain design possibilities are unlocked with each new technology, such as zero account overhead, assumed persistence, guaranteed connectivity, pre-made friends lists, built-in viral channels, universal access, and ever-improving game engines. These features let us explore areas of design that were previously unavailable. Indeed I feel like my work right now is a direct continuation of what I have done in the past, and I am simply using my twelve years of experience as a strategy game developer to take advantage of these new possibilities.

Q: Are you coding, or designing, or some of both?

A: I am doing the code and the design for the project, just as I did with Civ IV. I like working this way because I can spend less time explaining how I want a feature to function and more time watching how it works out in practice. I am using a somewhat unusual technology solution (GWT/PlayN) that enables me to write a HTML5 game in one language, including client and server, which means I have no duplicate, error-prone code and a very consistent style. Of course, doing code and design could make me a major bottleneck as the project grows larger, but one of the advantages of strategy games is that – because they are rules-driven instead of content-driven – a small amount of code can create a large amount of gameplay. Thus, extra engineering resources will be dedicated to features that work in parallel to the core game – scalability, UI, matchmaking, metrics, modding, and so on.

Q: Can you give us any hints at all about what your game project at Zynga entails?

A: I’m afraid that it’s too early to reveal much about what I’m currently working on, especially since a lot could change between now and our release date. However, I can say that I am working on a game that would not be a shocking departure from my development history, but one that is multiplayer-focused, free-to-play, persistent, and playable in the browser. Most importantly, the game is one that actually ends, with real winners and real losers. That’s a big departure for Zynga, but it’s a necessary element for many types of strategy games. Decisions matter in vastly different ways once games have an actual victory condition. Put another way, a bit of a level race does exist in persistent MMOs like World of Warcraft, but ultimately the race is just with yourself. No one else really cares how much time you put into your dwarf cleric. On the other hand, it’s a powerful feeling when you beat someone to a wonder in Civ IV.

Q: Do you see social games becoming more like familiar PC or console games in terms of mechanics?

A: After a couple years the term “social gaming” came to mean different things to different people, and many traditional game developers simply use the term to describe “games on Facebook that we don’t like.” On the other hand, some of the biggest hits (Words with Friends, Bejeweled Blitz, Draw Something) are not really thought of primarily as “social games” but simply as great games that take advantage of the possibilities of social gaming – guaranteed connectivity, account persistence, meaningful friends lists, etc. Therefore, the best-case scenario for social gaming is for the term itself to disappear as all games become more social, even ones that are traditionally thought of as primarily single-player. For example, consider how friend-based leaderboards drive the experience in console games like Trials Evolution or Burnout Paradise.

Ultimately, gameplay is determined by the input and output of the devices we use, which enables and encourages certain types of play, and there are currently three important formats – the consoles (defined as gamepad, high-def TV, couch-based), the PC (keyboard, mouse, monitor, desk-based), and mobile (small screen, touch-based, omnipresent). Consoles will continue to dominate avatar-based games as controllers are built to “pilot” characters or vehicles. PCs are the natural home for more complex games because of their precise input and “lean-in” environment. Mobile is perfect for asynchronous gaming, and the touch-based user interface creates entirely new types of games just like the Wii did with motion-based controls. The best games will take advantage of the unique power of their formats, which is why we shouldn’t necessarily expect Facebook games to suddenly become Halo.

Q: What’s your take on the impact of social and mobile games on the traditional console business model?

A: What’s interesting about the games business right now is that we have four different business models operating at once. For console games, retail still dominates with increasing revenues from microtransactions. On the PC side retail is dead, but traditional, single-purchase games still thrive on Steam. Furthermore, free-to-play games from CityVille to League of Legends can succeed purely via microtransactions. On mobile devices, the app store dominates with the big money coming from in-app purchases. Over time, these four models will almost certainly merge into one consistent system. We have already seen plenty of convergence; Steam made a big push to support microtransactions and free-to-play games while in-app purchases were an important later addition to Apple’s App Store. The big question is the next generation of consoles. The benefits of fully embracing an app store model are obvious, but there are many entrenched interests and historical relationships slowing down that transition.

App stores, in general, are very interesting simply because they make it possible to actually charge players for small-scale games. For example, there is no reason why I shouldn’t be able to buy Ascension for $4.99 to play in my browser, but the tradition simply does not exist to “buy” web pages. On the other hand, the Apple App Store combines frictionless purchasing, flexible pricing, automated submissions, and an enormous audience to create a market for games which didn’t exist previously. At some point, the importance of the browser (with open standards and cross-device support) needs to combine with the ease of the app store (with a standardized purchasing model), to hopefully create an even better system.

Q: Do you think the kind of hardcore PC player that you targeted with Civ IV will want to play your next game at Zynga, or do you have to change your design philosophy to cater to a new, more casual audience?

A: I expect Civ fans will absolutely be interested in my current project at Zynga; in fact, I anticipate them to be among the first wave of players to try out the game. As with Civ IV, I will be trying to make the game as simple as possible to keep it accessible for any kind of player. Remember that Civ itself is no typical strategy game and has an audience which is an order of magnitude larger than any other turn-based strategy game. The reason is that the series is infused with “Sid’s design parsimony” (to borrow a phrase from Chris Crawford), refusing to pile on more and more rules and mechanics in the name of realism. I hope to carry this tradition forward to make a game for every gamer.

A One Man Board Game Buyer’s Guide (Part II)

After a mere four-year wait, here is Part II of my Board Game Buyer’s Guide. Look for Part III around 2021! (Link to Part I)

Dominion
One can debate whether or not Dominion is a great game, but there can be no doubt that it is an important game as it casts a long shadow over a growing list of imitators. Designer Donald Vaccarino’s great insight was that the deck-building meta-game of Magic: The Gathering could become an actual game. Put another way, Dominion is “Magic for the rest of us” – which is partially false as the actual mechanics are nothing like Magic but still mostly true as CCG’s are still a no-fly zone for many gamers. Before Dominion, many (including myself) had never experienced the challenges and rewards of deck-building. My only criticism is that, because the selection of cards available is fixed from the beginning, a game can feel like its being played underwater, with little need to deviate or adapt from an initial strategy.
Grade: B+ (BGG: 7.97)

Ascension
Ascension, on the other hand, is Dominion with randomness, which is why it deserves its own place at the table. The selection of cards available each turn changes as they are bought and then replaced, meaning the game is as much about adapting to a changing “terrain” of cards as it is about building on your deck’s current strengths. This randomness can send early strategies sideways, meaning novices can beat veterans with the right amount of luck; in contrast, Dominion is often over before it even begins as experienced players immediately see the best combination of cards to buy. Ascension also fills a hole in Dominion by giving effects to all scoring cards, a simple way to pack in some extra gameplay without bloating the whole. Ascension was clearly built on the shoulders of a giant, and that’s how game design works.
Grade: A- (BGG: 7.20)

7 Wonders
Just as Dominion builds an entire game around one single element from Magic’s meta-game, 7 Wonders builds a game around a different element from the meta-game – card drafting. However, this game is also an example of how baggage from the past blinds designers to new possibilities. While Dominion’s insight (that a game could be about deck-building) burst forth with little precedent, many other designers have tried to build games about drafting, but they all inherited one deadly concept from Magic – that the drafting and the playing of cards should be in two separate phases. 7 Wonders jettisoned that baggage by combining the two – the act of drafting a card is the same as playing it. This change makes the game infinitely more accessible as new players can learn the game as they draft – and learn from what others are drafting/playing. Moreover, players can actually adapt to their opponents – both by changing which cards they want to play and which cards they want to keep away from their neighbors. (In a traditional draft, of course, your opponent’s strategy is mostly a mystery until card play begins.) 7 Wonders also deserves credit for being one of the deepest simultaneous-play games, putting it in a category with Race for the Galaxy as one of the fastest strategic games that can be played in groups; in fact, 7 Wonders goes up to seven players with little slowdown. Finally, the game’s military system is also worth praise as it enables conflict without a typical zero-sum mechanic; players compete with neighbors for military victory point but do not actually harm each other’s assets, a nice idea as most games with a military component have a hard time not becoming simply bloody wargames.
Grade: A (BGG: 7.95)

7 Wonders: Leaders
I don’t like expansions. I don’t like to play them. I don’t like to buy them. I don’t like to design them. They are counter to what I believe is most important in game design – that a game should contain all the elements necessary to work and then go no further. Every new rule has a cost, in accessibility, in complexity, in meaning, and this cost goes up as the game grows larger and larger. Expansions force designers to ruin this balance by adding features by the pound, usually to justify the product in a downward design spiral (consider the Race for the Galaxy expansions). Of course, exceptions do exist. The Dominion expansions, for example, are not really expansions but whole new games that co-exist with the original ruleset. 7 Wonders: Leaders, on the other hand, is the rare expansion that actually makes the base game better by targeting a flaw in the original design and touching nothing else. The one flaw in 7 Wonders is that the games can become a little monotonous after awhile. The card variety is not great enough to allow wildly variant strategies; thus, many players find themselves in a rut after awhile. Leaders solves this problem by letting players draft four game-changing powers at the start, encouraging players to pursue an unique strategy and almost certainly a different one from the previous game.
Grade: A+ (BGG: 7.99)

Innovation
How much information should a player use to make their decisions? In Innovation, players build up a tableau of technologies, with up to five separate powers available at any time. These powers are often confrontational; thus, understanding the powers of one’s opponents is a key part of the game. These powers, however, can be quite complicated, many requiring multiple lines of text. Thus, playing Innovation presents me with a dilemma; in order to play a competitive game, I feel the need to read the text on each of my opponent’s cards every turn. Doing so, however, would slow the game down to a crawl, not to mention be socially awkward. Instead, I content myself with bumbling along until I memorize all the cards, accepting that I am making sub-optimal decision considering the wealth of public information available to me. A comparison with 7 Wonders and Race for the Galaxy is apt as those games adopt iconographic languages to describe all powers, which means that cards can be understood easily from across the table but also, and more importantly, that the designer is limited to designing powers that can be understood in the grammar of the icons. In other words, the icons discourage the designer from turning each card into a special case, which would require a new, strange icon. Therefore, the powers tend to have a consistency that makes digesting a number of card across the table much easier. Innovation has no natural limit to card complexity, meaning that a new player must either accept playing poorly or force the other players to slow down.
Grade: C+ (BGG: 7.33)

No Thanks!
No Thanks! feels like Reiner Knizia’s punk rock game, absurdly simple, brash, confrontational, and yet joyous. The game may have a rule set as short as that of Go, but No Thanks! has the advantage that people who do not design games for a living will actually want to play it. The game also serves as an interesting personality test for new players – watch for who is the first person to realize the advantage of “being a jerk” (or insert more colorful term) by placing a chip on a card that would be good for that player to take (by extending a consecutive set) but bad for everyone else. Some people are just too inherently nice to ever discover this tactic on their own; I’m apparently not one of them.
Grade: A- (BGG: 6.98)

Can’t Stop
Sid Sackson’s Can’t Stop is a bit punk rock too. The game has every element necessary for a push-your-luck game and yet no more. The constant dice-rolling, the need to extend a streak, and the ever-present danger of losing it all give the feel of gambling without actually risking any money, which is quite a feat. Can’t Stop is also notable for being one of the oldest games that is still worth playing. It’s somewhat surprising that designer board games (as opposed to older folk games like chess or pinochle or crokinole) seem to age just as fast as video games. Can’t Stop came out in 1980 (the year of Pac-Man), and only three games on BoardGameGeek’s Top 100 predate it – 1979’s Dune, 1977’s Cosmic Encounter, and 1962’s Acquire (also by Sackson). One assumes that great board game design is timeless – which is true – but the other truth is that board game design has grown in leaps and bounds over the last two decades, in ways which are not as easy to measure as the progress of video games.
Grade: B+ (BGG: 6.85)

Incan Gold
Another tantilizing push-your-luck game (a friend quipped that it should be renamed “Coulda Woulda Shoulda”), Incan Gold distinguishes itself from Can’t Stop by adopting simultaneous action. Instead of taking separate turns, with separate random rolls, players experience the game’s luck during shared turns. The choice is simply in deciding whether to “leave the temple” to bank this turn’s loot or to stay for more but risk losing it all to a disaster. Fiendishly, as more and more players leave the temple, the potential rewards go up as the loot is split between fewer and fewer players, thus encouraging players to stay even as the risks grow larger. Incan Gold gets an extra point for being the rare game that plays up to eight (I’ve even gone to nine) with little to no slowdown.
Grade: A (BGG: 6.81)

Battlestar Galactica
Some great games are marred with a single, terrible mechanic. Battlestar Galactica, however, has a single, great mechanic which is marred by a terrible game. Cooperative games, like Battlestar, have a common problem – a single, veteran player can play as a mastermind, giving the other players orders and turning the experience into live-action solitaire. The common solution, popularized by Shadows over Camelot, is to make one player secretly a traitor, so that an overly bossy player might be right but might also not be trustworthy. The problem is that the traitor has few opportunities to betray his teammates – usually, he will play a card “good enough” to hide his identity as playing a terrible card will make things too obvious. The great innovation of Battlestar Galactica is that the game’s core loop should give the cylon players (traitors in the game’s fiction) ample opportunity to actually do something to hurt the humans. Typically each turn, players attempt to pass a skill check by submitting cards secretly into a stack – certain colors help and certain colors hurt – with random cards added to further mask who played which color. Thus, cylons have a chance to hurt the humans in a way that becomes visible but is not obvious, leading to many accusations (and subsequent denials) of who is the real cylon. The problem is that the game is full of so much other stuff that this awesome mechanic gets buried under a lot of fluff and busywork. In fact, one common skill card (Investigative Committee) actually negates this entire system by forcing all players to submit cards face up! I would love to play the punk-rock version of Battlestar that focuses solely on this one beautiful mechanic and takes much less than four or five hours to complete.
Grade: C- (BGG: 7.85)

Ghost Stories
Instead of adopting a traitor, other cooperative games try to solve the mastermind issue by forcing players to withhold information from each other. For example, the rules of Pandemic officially state that cards should be held secretly in one’s hand. Of course, everyone ignores this rule as it is absurd to work together without explaining one’s reasoning, which must be based on one’s cards. Ghost Stories ignores this niggle altogether by putting all of the players’ items directly on the table. Indeed, by exposing everything, new players acclimate to the game faster because they can see why the veterans are suggesting certain moves. Instead, the game solves the mastermind problem by simply being incredibly hard. Defeat is always one or two bad moves away, so there is plenty of room for debate. Further, each player has a very unique state, with a special ability, a number of hit points, and a set of colored attack tokens, making it quite hard to manage more than one character. The mastermind danger still exists, but for a pure cooperative game, Ghost Stories is the best available.
Grade: A (BGG: 7.39)

Scotland Yard
Did you know that Scotland Yard won the Spiel des Jahres in 1983? Did you know the award even existed in 1983? Most of the other winners from that era are forgotten (Enchanted Forest? Hare & Tortoise? Dampfross?), but Scotland Yard has endured. The game is asymmetrical, with one player (Mister X) trying to avoid the other players (the detectives), who work as a team. Scotland Yard was one of the first games – or was it the first? – to incorporate cooperative elements, and it definitely suffers from the mastermind problem. While Ghost Stories solves this issue by being complex, Scotland Yard tries to solve it by being quite simple. Thus, new players can get up to speed quickly and be ready to contribute. The game makes a fantastic first impression, especially if a veteran plays Mister X and novices play all the detectives. Nonetheless, a bossy player can ruin the fun, which is why many people turn this into a two-player game, with one player simply controlling all the detectives. The game’s deductive mechanics are quite strong, which also makes Scotland Yard worth playing for anyone interested in that style of play.
Grade: B (BGG: 6.53)

Tigris & Euphrates
The first in Reiner Knizia’s late-90’s tile-laying trilogy, Tigris & Euphrates is also the highest-rated, usually floating within spitting distance of BGG’s top ten. However, it is also – by far – the least intuitive of the three, with a confusing “least worst” scoring system, huge swings in fortune from bad moves, and two entirely different types of conflict (internal and external) that often push players in opposite directions. The result is a game of great strategic depth but one which also runs against the grain of our own minds. Perhaps with a theme that made the unusual mechanics easier to understand, Knizia could have saved this game, but – as it stand – Tigris & Euphrates is a game that is easier to admire than to play.
Grade: B- (BGG: 7.89)

Samurai
In contrast, Knizia’s second tile-laying game, Samurai, is an absolute masterpiece, one of the greatest games ever designed. The rules are so much simpler than its predecessor’s – simply add up one of three statue types in the hexes surrounding a single city to determine who wins the city’s statue(s) – and yet they sacrifice no strategic depth. Furthermore, in Tigris & Euphrates, a single bad move could wipe out half of one’s tiles; in Samurai, losses rarely snowball past a single conflict, which both encourages offensive play (which tends to be more fun) and makes the game less likely to scare away new players. The game does suffer from Knizia’s Achilles’ heel – an obtuse scoring system, one so complex that the iOS app had to patch in a mini-game to test players’ understanding of it! That he didn’t just determine the winner by adding up who had the most statues – or, if he wanted to maintain his “best two” concept, the most statues of any two types – is baffling.
Grade: A (BGG: 7.50)

Through the Desert
For his final tile-laying game, Knizia finally adopted a normal scoring system – players acquire coins from certain actions, and the winner is the player with the most coins. (Craziness, I know!) The core game rules are also quite elegant, almost as simple, hot, and deep as those of Samurai. However, the game suffers from one big usability issue. The players control one of four different colors (red, green, blue, and yellow), and they each deploy camels of five different colors (red, green, blue, yellow, and purple). Thus, all four players place camels of all five colors on the board. While the blue players has blue camels on the board belonging to him, the green player also has blue camels on the board belonging to her. The shades of blue representing the player color and the camel color are slightly different, but not so different that the player does not need to keep reminding himself that the blue camels do not belong to the blue player. (The reason for the multi-color camels is that a player cannot place a camel of one color adjacent to another player’s camel of the same color – a minor but sometimes important rule.) A dedicated gamer can overcome this issue easily enough, but a simple change to the theme could have solved this problem. Perhaps Knizia could have used five different types of animals which differentiated themselves by shape instead of color?
Grade: B+ (BGG: 7.17)

Ra
Do players prefer certain games because of their innate quality or because they are good at them? I have never lost a game of Samurai, and it is also, perhaps not coincidentally, one of my favorite games. On the other hand, I have never won a game of Ra, and yet I love the game too. Another Knizia game, Ra is a classic auction games, with the good sense to take away the player’s bidding flexibility by using units of currency which cannot be combined or divided. (Imagine bidding with a set of $1, $5, $10, and $20 bills, but only one bill can be submitted.) Thus, players cannot keep bumping the bid by one until someone chickens out. This limitation, coupled with the soft turn timer from drawing Ra tiles, prevents the game from being just another lesson in the winner’s curse, a problem for many auction games.
Grade: A- (BGG: 7.61)

GD Column 19: Taking Feedback

The following was published in the Nov 2011 issue of Game Developer magazine…

“You have to design for success, plan for failure, and then know how to rebound from that failure. Our 1.0 version of AI War was successful but not wildly so. Little irritations added up and annoyed people enough that they stopped playing. When the public gets the game, they find problems that you never did, and you must devote time to fixing them. Once you do, the fans are happy, and the game becomes more successful than it would have been otherwise. You have to eat a lot of humble pie, but after awhile you get really used to that, and the stuff that used to give me a hard time emotionally when I was first starting out is just par for the course now. I don’t even notice. It’s just feedback, and whether it’s viable or not determines if it goes in the ‘yes’ bucket or the ‘no’ bucket or the ‘maybe’ bucket.”

– Chris Park, designer of AI War: Fleet Command, from the Three Moves Ahead podcast, Episode 37

To be a game designer is to be wrong. Ideas do not work out as planned. Certain mechanics prove tedious instead of fun. Players spend their time focusing on the “wrong” parts of the game. The original vision starts to slowly slip away as it come into contact with the gamer.

Furthermore, designers are often bombarded with suggestions – from the rest of the team, from vocal fans, from well-meaning friends, and from dreaded executive fly-bys. Faced with such a deluge, the natural instinct is often to defend the design. These suggestions are simply trials and tribulations to be overcome so that you, the designer, can continue making the game “your” way.

The problem is that processing feedback is a fundamental part of the game design process, as important as the original vision itself. Games are not static objects that can be observed or judged in a vacuum. Instead, they live in the minds of our players, which means that each one might experience the game in a different way.

Thus, designers need to be great listeners more than great persuaders. If a designer ever finds herself needing to explain why a player should be having fun when he is not, something has gone seriously wrong. Instead, designers must listen to players with a great sense of humility, with an understanding that this feedback is the only way to remove the fog which separates the game in the designer’s head from the one that is actually playable.

Ultimately, games must speak for themselves, so designers need to learn not to rely on the crutch of their own enthusiasm and communications skills to sell their ideas. Dropping one’s ego to learn from the criticism can be an emotional challenge for designers who identify too closely with their original vision. Instead, they need to place faith in the design process itself, not in their inevitably doomed first draft.

Listen to the Team?

Thus, gathering and assessing feedback is one of the crucial skills for a modern game designer. The first, and sometimes only, source of feedback is the team itself. Any committed development team should be ready and eager to play its own game and provide the designer crucial early feedback on what works and what doesn’t. However, feedback from the team carries significant limitations.

To begin, the team lives with the game for months, probably even years, far beyond an average player’s time with the game. As veterans of development process, they can play on auto-pilot, making themselves blind to unintuitive mechanics or confusing UI. Developers quickly lose the ability to see the game objectively, often believing that the game is either in better or in worse shape than it really is.

Further, team members are often hired for their special skills – 3D animation, sound design, network optimization – and not because of their passion for the product itself. They might forget some of the simple joys that new players will still experience when starting the game. More dangerously, they might burnout on the game altogether and begin to resent the intense demands of your most vocal community members.

Trust the Community?

The community, of course, can be an overflowing cauldron of ideas and suggestions. When developing Civilization 3, our most active fansite presented us with “The List” – an exhausting, 200,000 word tome detailing their expectations for the upcoming game. Wading into the forums can be an overwhelming experience for most designers, requiring a thick skin as posters rip apart their development choices.

However, no one understands a game better than players who are dedicated enough to join a community and make the game a part of their social life. These gamers might play for hundreds of hours, gaining knowledge of mechanics and systems that elude even the designers themselves.

The challenge with forums is that what players say and what they actually do are often two different things. In a talk at GDC 2011, Ben Cousins described just such a situation with the free-to-play online shooter Battlefield Heroes. The game had not been generating enough revenue, so the team reworked the monetization system – making it harder for non-paying players to “rent” premium items and then beginning to sell these items directly for cash.

The change caused an uproar in the forums; within a week, a 4,000-post thread developed decrying the changes, with many veterans pledging to quit the game. Exacerbating the debate was the fact that Cousins had publicly declared years earlier that “we have no plans to sell weapons.” The press picked up the controversy, leading to articles such as “Battlefield Heroes is Practically Ruined” on Kotaku.

The metrics, however, told a very different story; revenue tripled with no discernible decrease in active users. It is hard to tell if the posters who pledged to quit were actually lying or not, but they were clearly not representative of the average player. Cousins dug deeper and found that only 20% of players had ever visited the forums and that only 2% had ever actually posted a message.

Furthermore, compared with the silent majority, community members had a much higher conversion rate (27% vs. 2%) and ARPPU ($110 vs. $32). Thus, the thoughts expressed on the forums were an inaccurate and misleading representation of the player base’s actual feelings. The posters were perhaps making threats to change the game as they wanted (to save themselves money) instead of revealing their actual beliefs.

The Heroes experience highlights the importance of metrics as a secondary source of feedback. Watching what players actually do can be as important as listening to what they have to say. Still, metrics have their limitations as no set of numbers is going to help the designer understand why people have stopped playing the game.

While measuring how often unit X is built instead of unit Y provides a valuable tool for balancing an RTS, it’s not necessarily clear that making the two units equally viable will actually make the game more fun. Metrics are great at answering specific objective questions that require real data – what difficulty level is most commonly picked first? – but to learn whether a game is actually fun, the designer’s only option is to find out what players are feeling by listening closely to what they are saying.

Find Your Voices

Thus, designers are left with the conundrum that their best source of feedback – the vocal fan community – is not only an unreliable source of information, but one that might be actively trying to mislead the developers. Perhaps most frustrating is the possibility that the more forum posters are aware that the team is listening, the more likely they are to lie to the designers to get what they want. MMO developers are familiar with the player type who will always argue that his or her character’s class is woefully underpowered, all objective evidence to the contrary.

This problem can be handled with a more proactive approach to gathering fan feedback. Not all fans are the same – a precious few are able to see the forest and provide accurate feedback that speaks to the health of the game’s overall experience. While developing Civilization 4, we cultivated just such a group of enlightened fans to provide feedback we could trust.

These players had a history of being reliable sources of information during the post-release development of Civ 3, and we provided them with a special, private forum for direct communication with the team. This group became our primary source of feedback both before and after release, providing us with much greater certainty about which ideas were working and which ones were not; Civ 4 would have been significantly differently – and certainly worse – without their input.

These groups must be managed carefully, however, to prevent the members from developing a sense of entitlement or superiority over other players. For this reason, the group’s existence should be, if possible, a closely guarded secret. Further, the developers must try their best to find a representative group of players, perhaps looking outside the forums for new members.

Listen Early, Listen Often

Another accurate way to gather feedback is with “Kleenex” testing, so named because players get access to the pre-release game once and are then thrown away. The valuable lessons here come from players’ initial reactions to the game, before they become accustomed to UI holes or gameplay quirks. Valve famously runs these tests regularly by gathering up random players from local game stores.

However, depth testing is also important, which can only be achieved by giving players continual access to the game before release, to explore and experiment with the game’s systems and mechanics. Big publishers often have trouble giving fans early access to their games, for fear of leaking cracked versions to pirate sites or spreading confidential information to rival publishers.

Indies developers actually have a big advantage here because their greatest danger is not security, but obscurity. Thus, many recent indies (Spelunky, Desktop Dungeons, The Wager) have released early versions of their games, generating both marketing buzz and valuable feedback.

Some indie games, such as Frozen Synapse, Minecraft, and Spy Party, have even generated revenue by selling access to these alphas. This option gives teams the chance to bootstrap their way along while also learning how the game performs in the wild, a great option to help fight the long odds that most indies face.

Invading Three Moves Ahead

I’ve been on a few gaming podcasts over the years and have always enjoyed the experience. However, I usually thought my appearances were a little rough as I simply didn’t have enough practice. I imagined I could do a much better job if I got a few more shows under my belt. Late this summer, I had a little free time on my hands, so I asked Rob Zacny if I could sit in on a series of Three Moves Ahead shows as a “guest panelist,” and he graciously accepted. I’ve listed the six shows below; I hope I didn’t run out of things to say before the end!

#131 on Small-Scale Games

#132 on Age of Empires Online

#133 on City Builders

#134 (with Brian Reynolds) on Alpha Centauri

#135 (with Paul Sottosanti) on Board Games

#136 on Game Franchises

GD Column 18: The End of Games?

The following was published in the May 2011 issue of Game Developer magazine…

In a GDC speech from March 2010, ngcomo’s founder Neil Young described the advent of free-to-play gaming in the West as “the most significant shift and opportunity for [game developers] since the birth of this business.” Since then, more and more game developers are making this transition.

In June, Turbine announced that it’s profitable, subscription-based MMO Lord of the Rings Online would adopt a free-to-play model, based on the success of a similar change with their MMO Dungeon and Dragons Online, which increased the game’s revenues five-fold. In November, EA announced Battlefield Play4Free, a downloadable, free-to-play shooter built on the Battlefield 2 engine, meant to improve on the success of the similar, WW2-based Battlefield Heroes. In February of this year, Riot Games, developer of the popular free-to-play strategy arena combat game League of Legends, was purchased by Chinese games behemoth Tencent for $400 million, signifying the massive revenue potential of the format.

Indeed, few major franchises are not being considered as raw material for a transition to free-to-play; the revenue potential is simply too large to ignore. In March, at the Bank of America Merrill Lynch 2011 Consumer Conference, Activision CFO Thomas Tippl stated that, shockingly, Starcraft 2 was not worth the effort from a financial perspective. Although the game sold very well, grossing over $250 million dollars, the lack of any ongoing revenue coupled with the high development costs meant the final return on investment was simply not high enough. Ultimately, publicly-traded companies, like Activision, must invest their money in projects with the highest potential profit margins and, increasingly, free-to-play games are beginning to dwarf single-purchase games in that regard.

Neil Young’s own ngmoco provides an interesting example of how this shift can change a company’s priorities. The smartphone developer’s first major hit was Rolando for the iPhone, providing the young startup with its first major revenue stream. However, ngmoco soon discovered that although they could make modest profits on singe-purchase mobile games, their most profitable releases were free-to-play games built with in-app purchases. Within a month of release, their kindgom-builder We Rule became the highest grossing “free” game on iOS devices.

Understanding that free-to-play games would be the only way to scale their business, ngmoco cancelled single-purchase games, including the guaranteed money-maker Rolando 3, in favor of games which fit the freemium model. In Young’s words, “If we can’t make the game free-to-play, we’re not going to release it.” The strategy worked as his young company was purchased by the Japanese social gaming giant DeNA in late 2010 for an impressive $400 million.

A New Design

Today’s game designers will increasingly hear similar mandates from their own management teams. However, shifting to free-to-play design is not a straightforward process. Indeed, designers of single-purchase games have a much easier job as they only have to focus on one thing: making the player’s experience as much fun as possible. In contrast, designers of free-to-play games must make the game engaging enough to attract and retain players while also holding back enough of the experience to drive microtransactions.

The energy model is a proven mechanic that maintains this balance for many free-to-play games, including my own Facebook-based RPG Dragon Age Legends. Under this model, certain player actions, such as starting a battle in Legends, consume a set amount of energy. Once a player uses up all of her available energy, these actions are unavailable until the energy regenerates, commonly at the rate of one point every five minutes.

Thus, with a full energy bar, the player can typically fight four or five battles before getting stuck. At that point, he can either decide either to let the energy recharge naturally, which might take two hours for an empty bar, or to purchase an instant refill with real money. While they still have energy remaining, free players have access to the full game experience – the battles in Legends do not work differently for paying players – but they have to deal with some impatience after they hit the energy gate.

In single-purchase games, designers would rarely build a game mechanic that intentionally tests the player’s patience; in fact, that is a hallmark of bad game design. Thus, free-to-play games upend many of the assumptions that designers bring to the table from traditional single-purchase design. Indeed, this break is creating a great deal of anxiety within the game design community as many developers feel that their original motive for making games – to bring players as much fun as possible – is now in danger. Noted independent designer/programmer Chris Hecker recently echoed his own concerns:

The problem I have with free-to-play is business types rarely talk about what you’re giving up by going to that model.  Microtransactions warp game designs, not necessarily for the better or for the worse, but they certainly make the designs different. If the profitability of microtransactions makes it so most companies go towards this model with their big-budget titles, then that is a shame and a loss, because there are lots of designs that are interesting and important to the art form to explore, but that don’t lend themselves to microtransactions and free-to-play. I hope single-purchase, “complete experience” games don’t go away; not because I’m old and curmudgeonly–although I am–but because there is an entire subspace of game design there that still needs to be explored.

A New Hope

League of Legends, one of last year’s most successful strategy games, provides an interesting case study which ultimately shows that Hecker’s primary concern – the design space explored by single-purchase games could be lost – is valid. The game is commonly held up as the best example of free-to-play design done right. Not only has League of Legends been both wildly popular and commercially successful (see the $400 million purchase above), the game has also garnered critical acclaim, sweeping the first-ever Game Developers Choice Online Awards. Most importantly, however, the game’s business model has been accepted peacefully by the core gamer community, one which typically views microtransactions with suspicion.

Because Leagues of Legends is a highly-competitive, team-vs-team arena combat game, microtransactions which could give one side an advantage over another would be wholly unpalatable to a large portion of the Western audience. Instead, the game only hands out bonuses to players who have invested large amounts of time in battle.

The meta-economy employs a dual-currency model common to many free-to-play games, with a time currency (IP) which is earned through play and a cash currency (RP) which is bought with real money. Items which can boosts a player’s abilities (Runes) can only be purchased with the time currency (IP), providing players a strong incentive to keep player to earn more IP. Cosmetic items, which only change the player’s appearance, can only be purchased with the cash currency (RP), which simply appeals to a player’s pride or vanity.

The player can also buy a temporary boost with RP which increases the rate IP is earned. This microtransaction present a time-vs-money question to the player; she can spend some money now to earn Runes faster, or she can simply play some more games to earn the extra amount of IP required.

Still, the most interesting microtransaction is the character unlocks. League of Legends descends directly from the popular Warcraft 3 mod Defense of the Ancients, in which the player gives up control of an army of units for control of a single hero. The mod’s depth came from the different combination of hero types – 103 in the current version. League of Legends has a similarly large stable of “champions” – 72 as of March 2011.

However, these 72 champions are not all available at all times. Instead, a rotating selection of around ten are available each week, which means that players have only limited control over which champion they can use. This cycle can greatly upset a player who has become quite good with a specific champion but who must now learn a new one. Some players enjoy the challenge of mastering a new set of skills and attributes, but many others prefer to keep winning with a champion that works for them.

Accordingly, League of Legends gives players the option to unlock champions permanently, with either IP or RP. Like the energy mechanic common in social games, the character unlocks are charging players for their impatience. Can they wait weeks until their favorite champion is again available for free or days until they earn enough IP to buy the unlock, or will they just spend some real money right now to get back into the action with their favorite character? This model works well for both gamers, who are getting an incredible experience for free, and for the developer, who can rely on player impatience to generate revenue.

Nonetheless, single-purchase games would never be designed this way, with players limited to a small sub-set of possible characters each week. (Indeed, the single-purchase strategy game Command and Conquer 4 was roundly criticized for forcing players to “earn” the right to build certain units over multiple play sessions.) Although League of Legends could make the transition to a single-purchase game by simply unlocking the majority of champions immediately, not all single-purchase games could just as easily make the transition to free-to-play.

For example, StarCraft 2 is not so easy to imagine as a free-to-play game. The franchise is a model of a tight, elegant ruleset, with no extraneous parts or redundant options to muddy the design. Indeed, even with the new units added for the sequel, Blizzard removed enough old elements to keep the unit count down near the original 12 per race. Indeed, few reviewers even felt the need to comment on the lack of a fourth race to differentiate the two versions.

Could StarCraft 2 follow the League of Legends model? Perhaps Blizzard could allow everyone to play the Terrans for free but only offer the Zerg and the Protoss to paying players? This model would probably fail both for business reasons (not enough opportunity for repeatable purchases) and for design reasons (having 90% of the players forced to use Terrans would destroy the balance). Anything more aggressive – like actually selling extra siege tanks during battles – would violate the concept of a fair playing field, a core tenet for strategy games.

An Old Lesson

Thus, if Activision believes that making a game of StarCraft 2’s scope is not worth the effort, will this type of tight, intricate design simply disappear? Although microtransactions are still relatively new in Western video games, they are not new for physical games in the West. The emergence of Magic: The Gathering and other collectible card games (CCGs) in the ‘90s showed the power of microtransactions for encouraging players to make recurring purchases within the same game system over many years. The makers of CCGs have been dealing with this new world which necessarily mixes business and game design at least a decade before us.

However, the wild success of CCGs – Magic still regularly grosses over $200 million yearly, which dwarfs non-collectible card games – did not send single-purchase, “complete experience” physical games into extinction. Indeed, the card and board game industry is more diverse and innovative than ever before.

In fact, two of the most successful card games of the last few years have taken a mechanic directly from Magic, adapted it to fit the format of a single-purchase game, and found commercial and critical success. Dominion turned the meta-game of a CCG into a traditional card game by having players build and play a deck of cards during the game. 7 Wonders turned drafting, a folk method for distributing CCG cards, into a game by conducting a single draft after each individual card play.

These examples of successful single-purchase games emerging from the shadow of Magic prove this format can still thrive in a world with microtransactions. Indeed, these designers brought some of the gameplay of Magic to a new audience simply because not everyone is ready to buy only a small part of a card game, which will never be complete. Many gamers will never be ready for CCGs, just as many gamers will never be ready to spend money on a free-to-play game.

Thus, if every video game adopts microtransactions, many players will be left behind who are looking for a different type of experience. Microtransactions DO warp the game design towards a model that supports recurring purchases. However, this shift leaves a great deal of space behind as a vacuum ready to be filled by smaller publishers and developers who are looking for great opportunities. The profits from single-purchase games can easily justify the development costs for teams that take their budgets seriously, and these profits can only go up as more and more big publishers abandon this still fertile design space.

GD Column 17: Water Finds a Crack

The following was published in the March 2011 issue of Game Developer magazine…

“This is what games are for. They teach us things so that we can minimize risk and know what choices to make. Phrased another way, the destiny of games is to become boring, not to be fun. Those of us who want games to be fun are fighting a losing battle against the human brain because fun is a process and routine is its destination.”

– Raph Koster, A Theory of Fun

Many players cannot help approaching a game as an optimization puzzle. What gives the most reward for the least risk? What strategy provides the highest chance – or even a guaranteed chance – of success? Given the opportunity, players will optimize the fun out of a game.

Games, however, are so complex that it is difficult to anticipate exactly how players will optimize a game until after release, once thousands bang away at the game and share their ideas with each other online. Often, designers don’t even understand their own games until they finally see them in the wild.

A phrase we used on the Civilization development team to describe this phenomenon is that “water finds a crack” – meaning that any hole a player can possibly find in the game’s design will be inevitably abused over and over. The greatest danger is that once a player discovers such an exploit, she will never be able to play the game again without using it – the knowledge cannot be ignored or forgotten, even if the player wishes otherwise.

Civilization 3 provides a simple example with “lumberjacking” – the practice of farming forests for infinite production. Chopping down a forest gives 10 hammers to the nearest city. However, forests can also be replanted once the appropriate tech is discovered. This set of rules encourages players to have a worker planting a forest and chopping it down on every tile within their empire in order to create an endless supply of hammers. However, the process itself is tedious and mind-numbing, killing the fun for players who wanted to play optimally.

Tank-Mages and Infinite City Sleaze

One of the dangers of players looking to optimize a game is that a single dominant strategy will emerge that drowns out all others. In the MMO world, the shorthand term for this predicament is the “tank-mage” – a reference to Ultima Online, in which certain hybrid class builds could both wear heavy armor and cast powerful damage spells.

Thus, the character served as both the damage absorber (the “tank”) and the damage dealer (the “mage”), displacing most other possible character builds. Almost every MMO has experienced some version of the tank-mage as players try to find the optimal build for all situations.

The Civ series has its own version of the tank-mage – the strategy of spamming settlers for “infinite city sleaze” (or ICS), a bane of the franchise from the beginning. The essential problem is that 50 size-2 cities are more powerful than 5 size-20 cities as a number of bonuses are given out on a per-city basis. For example, every city gets to work its home tile for free, which means that a size-2 city works 3 tiles with only 2 citizens (1.5 tiles per citizen) while a size-20 city works 21 tiles (only 1.05 tiles per citizen).

The problem is that while ICS makes beating the highest difficulty levels trivially easy, handling 100 cities is a management nightmare. Players who pursued this strategy – or even less extreme versions of it – were always aware that they were breaking the game but often simply couldn’t stop themselves.

Armed with knowledge from the earlier versions of the game, we were able to counter ICS ahead of time with Civ 4 by adding a per-city maintenance cost that scaled with the total number of cities. Thus, building too many cities too early crippled a player’s economy, killing ICS at long last.

The reason to kill tank-mages and ICS is that a single, dominant strategy actually takes away choice from a game because all other options are provably sub-optimal. The sweet spot for game design is when a specific decision is right in some circumstances but not in others, with a wide grey area between the two extremes. Games lose their dynamic quality once a strategy emerges that dominates under all conditions.

Undervaluing Time

When presenting players with a choice, games typically pair a specific reward with a certain level of risk. When gamers discover that one play style offers a trickle of reward for little or no risk, they will inevitably gravitate towards that degenerate strategy.

In other words, players will trade time for safety, but they risk undervaluing their own time to the point that they are undermining their own enjoyment of the game. A classic example is the skill system from Morrowind, which rewards players for repeating any activity. Running into a wall for hours increases the Athletics skill while jumping over and over again increases the Acrobatics skill. Many players couldn’t stop themselves from spending hours doing mindless activities for these cheap rewards.

Another example of players undervaluing their own time comes from growth, production, and research overflow in the Civ series. Every turn, cities produce food, hammers, and beakers, filling up various boxes. Once these boxes are full, new citizens, buildings, units, and technologies are created.

For example, if a civilization produces 20 beakers per turn, and Writing costs 100 beakers, the technology will be discovered after 5 turns. However, if the same civilization produces 21 beakers per turn, the box for Writing will contain 105 beakers at the end of 5 turns. In that situation, after Writing is discovered, the extra 5 beakers are thrown away so that the box will be empty when the player starts researching Alphabet on the next turn. Players quickly realized that when they came close to finishing a tech, they could adjust their tax rate so that no beakers would be wasted (because those beakers are all potential gold at a different rate).

A similar dynamic exists with food and hammers for city growth and production. Thus, the game’s rules encourage players to visit every city every turn to rearrange their citizens to ensure no food or hammers will be lost. This micro-management is actually a somewhat interesting sub-game, but clearly not how the designers want the players to be spending their time as it completely bogs down the game. (We solved this in Civ 4 by simply applying the overflow food/hammers/beakers to the next citizen/unit/building/technology.)

Players who adopt this strategy often refer to the game as being heavy on “micro-management” because they can no longer resist playing the game without squeezing every last drop out of their cities. The problem is even worse in multiplayer as gamers who don’t micro-manage their cities will always fall behind in the race for more growth and production.

The designers don’t want people to play this way; nonetheless, the rules inadvertently encourage it. Again, designers often don’t understand their own games as well as the players do. The problem with a gamer undervaluing his own time is that, while the easy rewards may feel good at first, eventually the amount of time required will slowly seep away the fun per minute, until the game begins to feel like a grind.

Good Exploits?

However, designers can go too far by trying to remove all exploits from a game. Often, the right choice depends upon the game’s context. Does the exploit drown out all other play styles, or is it a fun, alternative way to play? Does the degenerate strategy create an endless grind, or is it a quick shortcut for players who need a little help?

The famous, endless free lives trick from Super Mario Bros. – in which the player bounced a turtle shell repeatedly against a block staircase for long strings of 1UP’s – was actually not a bug but a feature the team included on purpose. In exchange for mastering a small dexterity challenge, players can quickly mine all the free lives they need to progress in the game. Discovering and abusing a hole in a game’s design can be a fun experience – giving the player a unique sense of mastery – as long as the exploit doesn’t ruin the game for the player (or the player’s opponents).

If possible, designers should provide the ability to turn an exploit on or off, giving the players control over their worst instincts. For example, most games with save/load functionality can be abused by players to improve their odds; an RPG in which smashing a box produces random loot can be reloaded as many times as necessary until the best possible weapon or armor appears.

With Civ 3, we introduced a feature that preserved the game’s random seed in the save game file, guaranteeing that individual combats would play out the same way regardless of how many times the player reloaded the game. No longer were players tempted to reload every bad combat result, which could slow the game to a crawl.

However, the community response was not what we anticipated. Although some players appreciated that they were no longer tempted to reload combats, many others were frustrated that one of their old tricks disappeared. Indeed, some angry fans actually felt that the game was cheating on them by always reproducing the same combat result!

We solved this problem by turning this feature into an option on game start. Players who want the chance to reload a particularly unlucky roll can use the old exploit, but the game, by default, discourages this work-intensive strategy. Ultimately, the designer can’t go wrong putting the player in control of his or her own experience.

Dragon Age Legends: Guilds Explained

My current game, Dragon Age Legends, was released last month. I wrote the following post as designer notes on the upcoming guild system.

One of the design goals of Dragon Age Legends is to have meaningful social mechanics. Many social game are social only in the sense that they use the player’s social graph to help spread the game virally through her network – by encouraging the player to invite her friends as neighbors to grow her farm, for example, or trading items with one another through the gifting system to finish a building. While these mechanics help grow a social game’s visibility, they don’t necessarily make the actual experience of playing the game more fun.

Our core social feature in Legends is borrowing friends’ characters to fight alongside one’s own character in combat. As one’s friends level up their own characters, they make the game more fun by providing new skills and stronger characters to use. Unlike most RPGs, players of Legends will be able to try out the entire skill tree depending on how their friends upgrade their characters. Borrowing a friend’s character also provides that friend with a small gold bonus, which creates some interesting dynamics – encouraging players to have the most appealing characters (to earn more gold) while also giving veterans a charitable reason to bring along low-level friends they want to help.

However, a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills.

Finally, a surplus of friends allows the player to bypass the rest time restriction. Borrowed characters enter a rest state after combat finishes for a certain period of time (often for a few hours, depending on the level and damage sustained). This rest period exists so that players will not be able to reuse a single friend’s character over and over again (and, thus, feel no incentive to invite other friends into the game). However, if a player has a huge list of fake friends playing the game, perhaps numbering in the hundreds, this mechanic becomes irrelevant as there will always be a ready supply of fully rested characters.

These three advantages can greatly distort the balance of the game. In particular, if a player has a huge list of high-level friends, which is not difficult if one looks in the right places, the combat becomes trivially easy. High-level characters can wade through most monsters easily, which prevent us from finding an ideal difficulty level. We could boost the strength of all monsters across the board to compensate for endless high-level friends, but that change would ruin the game for the average player who only uses her real friends. Besides, we want the player to experience the power of a high-level friend mowing down waves upon waves of darkspawn from time to time, just not in every battle.

To fix this issue, we are creating a new system – Guilds. A Guild is a select group of 16 friends who are playing Legends. The player can only borrow characters for combat from this group of 16. The composition of a Guild can be changed at any time (as long as the character being removed is not currently resting), so a player is not restricted to whichever friends are first added to the Guild. Also, a new castle room – the Great Hall – will allow players to expand their Guilds.

Guild membership is one-way; I might have my friend Ethan in my Guild, but Ethan does not need to have me in his Guild. However, if we are both in each other’s Guilds, we receive a bonus of a shorter rest time when using each other’s characters. This feature creates some interesting social pressure, forcing players to choose between using their friends with the best characters and using their actual best friends.

From a design perspective, the greatest benefit of Guilds is tuning as we can now balance the game for a single target – a player who has 16 friends, with a mixture of low- and high-level characters. Because rest time is proportional to a character’s level, players might not want to fill their Guild with only high-level character who would often be unavailable.

Ultimately, the player should be making interesting decisions during all parts of the game, including when deciding which friends to use for combat. Perhaps a certain battle looks fairly easy, so a player might want to use a couple low-level friends or maybe to even try it solo. Perhaps a looming boss battle makes the player hesitant to waste his highest-level friend on a normal encounter. With infinite high-level friends, these dynamics disappear, to the detriment of the gameplay.

Moreover, we want players to be interacting as much as possible with their real friends, as these are the most important social bonds tying the player to the game. Guilds encourage this behavior via the reciprocal membership bonus to rest times as well as the simple ability to build a subset of friends most relevant to the player. Guilds are a small but important step towards creating meaningful and balanced social mechanics within Dragon Age Legends.

Podcast Campaign March 2011: No Mercy!

So, last month, I did a bunch of podcasts on Dragon Age Legends and the state of social and strategy games, in general. If you’ve got a spare six hours, I hope they are worth a listen:

Three Moves Ahead on Strategy Games

Gamers with Jobs on Dragon Age Legends

Jumping the Shark on Dragon Age Legends

The Digital Life on Dragon Age Legends

Dragon Age Legends: Economy Explained

My current game, Dragon Age Legends, was released this week. I wrote the following post as designer notes on the economy system.

Many successful Facebook games are persistent management games. In FarmVille, the player plants and grows a prosperous farm. In Millionaire City, the player designs and constructs a bustling city. These games give players a certain number of resources to spend on development and then reward their smart moves with more money to invest, creating a positive feedback loop. The money players earn enables them to buy more things that will earn them even more money for more things and so on.

While this mechanic forms the solid underpinning of most management games, it creates two problems for long-term, persistent play. First, as the gameplay is stretched over months (instead of a few hours in the case of non-persistent games like SimCity), the amount of interaction required for each visit is quite small – place a building here, drop a road down there, etc. Therefore, most social games add UI busywork to fill up the player’s time – plowing, seeding, and harvesting every plot for farming games or clicking on each energy, food, and wood icon that appears in FrontierVille. In actual time spent, these often mindless activities comprise the bulk of each play session.

Second, these games often lack a sense of purpose outside of simply growing the player’s ability to continue growing. If the only reason to earn more money is to invest in items that will earn more money, the game eventually loses players not interested in pursuing purely aesthetic goals. At some point, maintaining a city begins to feel more like clearing the weeds or doing the laundry than playing a game.

The turn-based combat of Legends solves both problems at once. The tactical battles occupy the majority of the player’s time within the game, and they are clearly not mindless click-fests, challenging the player and rewarding smart moves. Furthermore, the battles give the persistent castle an actual purpose; expanding the castle is not an end in and of itself. Instead, the output of the castle is consumables the player can use in combat: health potions, mana salves, shard bombs, and so on.

Indeed, the way consumable are handled in Legends is meant to improve on their use in traditional RPGs as well. Traditionally with these type of games, hoarding is quite common as the player is uncertain what is around the corner – what if she uses too many potions and will not be able to tackle the later game as the difficulty increases? Turn-based RPGs suffer even more as the player is usually choosing between a repeatable skill and a consumable item, which means that the power of the latter has to greatly outweigh that of the former to be worth the permanent loss of the item.

Legends solves this problem with a few simple changes. First, consumable use does not end a character’s turn; instead, it is an optional step. The character can either shoot an arrow or drink a potion and shoot an arrow. Thus, by passing up the use of a consumable, the player is forfeiting an opportunity and needs only to weigh the effect of the item versus its permanent loss.

Second, the game’s core stats, health and mana, do not regenerate as they do in most RPGs. Health does replenish but only outside of combat and only in real time – one point of damage per hour. As for mana, characters receive only one or two free points at the start of combat, enough to use a couple skills per battle. Thus, if players want to restore their health and mana, they need to rely heavily on their consumable items – health and mana potions, injury kits, and mana salves. As long as battles are balanced correctly, consumables become the fuel that players use to power though DAL’s combat.

However, Legends also differs from traditional RPGs because the player is actually in control of the supply of consumables, via the castle. The core of a player’s castle are the workshops – the apothecary (for crafting potions), the infirmary (for salves), and the alchemy lab (for bombs) – which can create consumables over certain timed increments. For example, the player can place a worker in the apothecary to create 2 health potions in 30 minutes of real time. Giving players this control frees them from the anxiety of depleting their limited supply of items. With Legends, players can always invest time and gold into their castle to start rebuilding their supply.

Indeed, the two halves of the game – the castle and the combat – create a self-sustaining economic loop. Gold earned from fighting battles and completing quests can be invested into expanding the castle and upgrading its rooms. Accordingly, maintaining the castle and tasking workers to create items provides the potions, salves, and bombs the player needs to defeat the increasingly difficult monsters encountered over the course of the game.

Thus, the two parts of the game fit together and buttress each other. A well-supplied character will lose less battles, earning more gold that can be invested in the castle. A well-maintained castle will create more consumables for the the player to use in combat, increasing the odds of success. The combat and the castle provide context for each other, motivating the player to keep fighting and to keep building.

Dragon Age Legends: Combat Explained

My current game, Dragon Age Legends, was released this week. I wrote the following post as designer notes on the combat system.

One of the most lauded features of Dragon Age: Origins was its tactical combat system, which encouraged players to plan ahead and make interesting choices during battle. Indeed, although the system ran in real-time, the player could set a number of triggers that paused combat, to give time for deciding which skills to use and against which enemies. This feature allowed some to play Origins as almost a turn-based game that emphasized smart tactics over fast reflexes.

The Dragon Age Journeys Flash game built in parallel with Origins brought elements of the franchise to an actual turn-based game, in which battles played out on a hex-based grid. For the new Dragon Age Legends Facebook game, we built on top of what worked within the Journeys system (which itself was based on Daniel Stradwick’s Monsters’ Den Flash RPG).

For example, we borrowed the interleaved turn queues from Journeys, which means that the heroes and monsters take turns one at a time instead of fighting together as alternating groups, as is common in many group-based RPGs. Giving the player knowledge of which exact characters will move next creates some interesting tactical decisions. A monster who will attack sooner might be a better target than one who is a greater threat overall. Skills which disable or freeze enemies can be used intelligently to keep the most dangerous monsters at bay.

However, we simplified other mechanics from Journeys. Instead of using a hex-based grid, we adopted a simpler layout familiar to fans of Japanese RPG series like Final Fantasy in which the heroes and monsters line up on opposite sides of the screen is static slots. We built a 2 X 3 grid for each side, with front and back columns so that characters in the back column are protected from melee attacks by characters in the front column. This arrangement allows players to plan ahead by attacking a specific monster in the front line that, when dead, would expose a weak but dangerous blood mage in the back.

Another big change involved how we handled health and mana, the two most common stats from RPGs. Instead of using a bar-based system, in which a character might have 45 of 80 health points, we adopted a more chunky icon-based system. A character’s health is represented simply by 4 hearts, which are measured in halves, identical to the health system from the Zelda games. Mana is represented by single icons and as most skills cost just one mana, the number of icons a character has is shorthand for how many skills she can use.

This simplification had a number of advantages. First, the system had much greater clarity than opaque health and mana bars. These bars generally have the same size on the interface for the sake of consistency, which unfortunately obscures their true values. Although one character might have 20 hit points while another has 200, their health bars look the same on the game screen. In fact, most modern RPGs have superimposed text on top of health bars to give the actual values to avoid any confusion. With the iconic hearts, Legends avoids this problem as the graphics do not obscure any game data – what you see is what you get.

However, the most important reason to adopt the icon system is that it gives players a very tangible understanding of the consequences of their actions; the interface tells the exact effect of every possible action. For example, mousing over the “Power Strike” skill button next to a Hurlock shows that the action will take one-and-a-half hearts away from the monster while draining one mana from the player’s character. Mousing over a health potion shows that two hearts will be restored to the character. Mousing over a shock bomb shows that one heart will be taken away from all enemies. This transparency enables the player to plan ahead and make smart moves.

One reason so many RPGs go with a bar-based system is that hits points need to scale up over the course of a game, ranging from 10 hit points for starting monsters to over 1000 for bosses. With icons, Legends can never support hit point values that scale so high because the interface can only show so many hearts. Instead, the underlying character stats – attack, defense, agility, and luck – provide the scaling we need as players progress through the game.

Damage is calculated by creating a simple ratio between the attacker’s attack and the defender’s defense values. As this ratio increases to 2:1, 3:1, and higher, the damage value in hearts goes up. However, if the ratio remains constant, so does the damage. Thus, characters battling with 10 attack and 8 defense do the same amount of damage as characters battling with 50 attack and 40 defense, which means that the relative value of hearts stays the same. Similarly, agility and luck determine the odds of glancing blows and critical hits, by comparing the attacker’s luck with the defender’s agility.

As for mana, most skills cost just one point, with a few costing two and a handful costing more. The skills are all upgradeable up to ten levels (similar to the Japanese RPG Etrian Odyssey), which means that their power increases over the course of the game. However, their costs do not, so that players can expect to use the same number of skills per battle through all phases of the game. The costs can remain fixed because the better skills are simply an extension of the character’s growing power as he levels up.

Thus, the game’s simple and discrete health and mana values are maintainable across the game’s various levels. The players quickly gain an intuitive sense for how the game works (“shard bombs do one-and-a-half hearts of damage”) without having to memorize formulas or manage large, crooked numbers. Being able to think in small increments – a point here, a couple of points there – allows the player to fit a whole battle into her head at once, making combat a fun, tangible experience instead of a chaotic, stressful one.