Tuesday, January 18, 2011

Asymmetry in game design

I was reading this article over at Rock, Paper, Shotgun about Blight of the Immortals when one of the developers responses struck me as interesting. 

RPS: Hmm. The starting positions for both your games, particular the PvP in Blight, seems uneven. Position, resources – that can all give you a better or worse start. Is that deliberate?

Kyburz: I really love Starcraft but one thing I don’t like about it is that everybody starts on an even playing field. The sides are carefully balanced and each player starts with the same amount of resources and access points.

Most people would say this is absolutely critical, but I would argue that is actually makes that game more difficult and less enjoyable for new players, limits the number of interesting strategies for experienced players, and reduces the amount of player interaction.
As a long time MMOG player, I've had my fair share of arguments about balance.  In the decade I've argued about balance I've landed firmly in the middle.  I want balance, but only if it is asymmetrical.  Like the developer being interviewed, I find the Starcraft approach where both sides start on equal footing uninteresting.

This reminds me a lot about the discussion regarding racial abilities prior to World of Warcraft's launch.  Originally, races (and even classes) were going to have very unique traits.  Taurens were going to have plains running for sprinting over open plains.  Paladins were going to do more damage to undead, including players.  However, Blizzard pulled the plug on this idea and neutered the racial abilities into fairly meaningless afterthoughts; some more worthless than others (anyone that played a Troll or Dwarf at launch know exactly what I mean).

Its one of those "I wonder what it would be like..." moments that I look back on.  How different would WoW have been had the races and some classes kept their unique asymmetrical features?  How critical is this for the Blizzard design mantra: "easy to play, hard to master"?

Back to the interview, the asymmetrical starting resources definitely has me interested in Blight of the Immortals.  I couldn't get into this developer's first game, Neptune's Pride, as it was terribly unfriendly to new players (not challenging, but more just basic explanation of how you even played the game).  If I manage to kick my Minecraft habit (doubtful), I may get around to playing a few games.

Saturday, January 01, 2011

#Minecraft: The Monster Trap

From my previous post I got some feedback asking about my monster trap.  Don't want to go into much detail, but here are some pretty pictures.  Ask any questions you have.

Left: Trap on ground and spawn box above.  Right: Loot house.

View from the loot house, spawn box in the background.

Under the loot house is a pressure plate that is wired to the redstone torch on the roof.  When loot activates the pressure plate, it lights up the torch on the roof and I know to go collect.  The cactus is to kill any chickens or pigs that get past the trap (which happens a lot).

This is the trap.  It was poorly planned so the water is not efficient.  Simple really, water flows to lava, lava kills monsters.

Another view of the water flows.  Monsters spawn in the dark spawn box above and there are rivers inside the box that suck the monsters to a hole that drops them down into the trap.

Friday, December 31, 2010

New Minecraft Project: Mountain Base

I have been getting busy in Minecraft on our new beta server.  I found an awesome cliff side to hollow out and then I replaced the cliff face with a giant wall of glass.  Here are some pictures I took during the process:

Getting started.

Notice the fenced in area, creeper protection.

The glass wall is in.

Another shot of the glass wall.

A third shot of the glass wall from my neighbors home.

Work area for digging out the inside.

Ladder leads up to the top so I could add a wooden ceiling.

I asked for help digging everything out and this is what I got.

And digging is complete!

View from the outside after digging was completed.  Monster trap to the right.

A sunset as seen from inside the base.

Next on the agenda:

1. Pick a good name for this base.  Any suggestions?
2. Make super secret entrance and remove old boring entrance.
3. Set out to "cool ass rock formation" and build our server's minecart track switching station.  We are building a more manual, switch-based station this go around to avoid the maintenance automated systems require.
4. Fill up all this empty space with a cool multi-level platform (think scaffolding that will be there permanently).
5. Destroy monster trap outisde base and build a new one on top of mountain.  Funnel new trap loot into base.
6. ????
7. Profit!

In The Year 2011, Heartless' Predictions

Read up on my 2010 predictions here.  Keep reading for 2011!

1. World of Warcraft will maintain its dominance.

2. Free 2 Play will continue its march forward and many will consider 2011 the year that F2P becomes the dominant business model not only for MMOGs, but for any online game (MOBA, FPS, etc.)

3. Star Wars: The Old Republic will NOT launch this year.

4. The "next generation" Xbox will be announced by Microsoft. Nintendo and Sony will stay with their current generation.

5. This blog will be completely different and may actually feature commentary and experiences from games I'm actually playing.