tag:blogger.com,1999:blog-3352155589322140093.comments2015-08-13T13:23:23.270-04:00That's a Terrible Ideamotstandethttp://www.blogger.com/profile/06296441082624422375noreply@blogger.comBlogger1402125tag:blogger.com,1999:blog-3352155589322140093.post-11524774104651663962015-08-13T13:23:23.270-04:002015-08-13T13:23:23.270-04:00How is the tendency towards reciprocity a fallacy?...How is the tendency towards reciprocity a fallacy? You can argue that it is an error of values but it doesn't seem like an error of reasoning.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-15207807384069572832014-07-13T15:59:21.628-04:002014-07-13T15:59:21.628-04:00I think it's wrong to say save scumming is a r...I think it's wrong to say save scumming is a reaction to poor game design. I have a friend that save scummed in dark souls using a trainer that could save his position and warp him.<br /><br />I don't think save scumming is a reaction to poor game design, I think save scumming is something that developers enable their players to do by including save states in the first place.<br /><br />A common thing with people playing games on emulators is to abuse save states to get past difficult sections. I don't think this is indicating that old games have bad game design, it's just that when you have the option there, there's little reason not to use it unless you make that a rule for yourself (which I did recently replaying half life and playing the dishonored DLC, though I weakened on the latter).<br /><br />But really the only game where I've felt save states are really necessary is Thief. I dislike save scumming in thief, but I really really hate having to pick up all the valuables again every time I restart the level. The valuables exist to force the player to explore the level, and thereby stealth past enemies, but when you already know where they are, there are so many of them that reloading an old save makes it a complete pain to pick them all back up again. Same thing happens in dishonored, which was inspired by thief. In games like this it feels like having to reconfigure all your settings every 5 minutes, so you end up save scumming just so you don't have to do the non-thinking repetitive action, but it ends up compromising the central challenges of the game. And with games like this, I don't think there's any reasonable solution but considered restraint on the part of the players.Chris Wagarnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-75098790390040230452014-01-17T11:33:37.160-05:002014-01-17T11:33:37.160-05:00The success of Minecraft severely damaged its deve...The success of Minecraft severely damaged its development. When minecraft went viral and became a cash-cow, Notch decided to make Mojang into an honest-to-goodness software company. <a href="http://www.gainfreestuff.com/free-minecraft-gift-code" rel="nofollow">Free Minecraft Gift Code</a>Abdul barihttps://www.blogger.com/profile/02394126800848561337noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-79607713664937941552013-11-10T10:28:13.211-05:002013-11-10T10:28:13.211-05:00>Whoa-- Seeding the RNG as a counter to save-sc...>Whoa-- Seeding the RNG as a counter to save-scumming? Do you have documentation for this claim? Did designers for XCOM and Civilizations actually come out and say this, or is this your assumption?<br /><br />"Preserving random seeds" has been a discussion topic in the Civ community since before Civ III. Civ IV Warlords has a specific reference to the fact that the random seed is preserved--<a href="http://www.ign.com/wikis/sid-meiers-civilization-iv-warlords/Pre-Game" rel="nofollow">it allows you to turn the feature off in pre-game options</a>.<br /><br />>As a developer, seeding the RNG is a way to SIGNIFICANTLY simplify saving, replays, and replication. I can go into detail if you'd like.<br /><br />I know how it works. I'm a developer. I have seen the seed preservation referenced by players and people at Firaxis (don't have the interview saved anywhere, unfortunately) as a way to prevent save-scumming, and it does prevent a certain kind of save scumming.<br /><br />>Also, seeding the RNG doesn't actually stop save-scumming. The player just has to use that number elsewhere to get the next number and test that. They just need to continue throwing "numbers away" until they get something they like.<br /><br />The point is that it's a measure to make save-scumming harder. It eliminates a kind of save-scumming. You can still load an earlier save and play from there, making different decisions to avoid the mistakes you made last game.evizaerhttps://www.blogger.com/profile/09836136474835816824noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-28302563066349255662013-11-10T00:27:41.116-05:002013-11-10T00:27:41.116-05:00Whoa-- Seeding the RNG as a counter to save-scummi...Whoa-- Seeding the RNG as a counter to save-scumming? Do you have documentation for this claim? Did designers for XCOM and Civilizations actually come out and say this, or is this your assumption?<br /><br /><br />As a developer, seeding the RNG is a way to SIGNIFICANTLY simplify saving, replays, and replication. I can go into detail if you'd like.<br /><br />Also, seeding the RNG doesn't actually stop save-scumming. The player just has to use that number elsewhere to get the next number and test that. They just need to continue throwing "numbers away" until they get something they like.Marcohttps://www.blogger.com/profile/18114125885464270608noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-38579540324924537292013-08-07T19:03:49.247-04:002013-08-07T19:03:49.247-04:00I know I'm really late to the party but... Wha...I know I'm really late to the party but... What about helicopters? they fly at a reasonable speed usually. Have the ability to hover. The only thing I could see wrong with them is that in some games (CnC Generals) They re-arm missiles in the air and have infinite cannon ammo. But other than that... I like air power, but I would like to see it changed slightly, To make units more useful. Such as air superiority units, you never seem to need them...Kodasa Sinclairnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-87598053071550358532013-04-07T00:10:01.771-04:002013-04-07T00:10:01.771-04:001. We shouldn't need to self-police.
2. We ne...1. We shouldn't need to self-police.<br /><br />2. We need laissez-faire pvp.<br /><br />3. I've never had problems with guilds themselves, just the restrictions placed upon them.<br /><br />4. Ideally MMOs would be item-based with no time-played-to-increase-ability. You kill someone, take their items. Bank 'em, use 'em--kill more people, take more items; die, lose items. Buy items, sell items. What you do with them is based on your skill as a player.<br /><br />5. MMOs should be the future of gaming. Interactivity in a globalising world. It is a shame that most people would rather pour away money into a glorified slot machine, but this is a complicated problem; not a problem with MMOs.<br /><br />6. Yes.<br /><br />MMOs reflect cosmopolitan culture in the gaming world. It's a real shame that cosmopolitan culture is so ugly and stupid.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-33014826513858719582013-02-26T13:01:56.998-05:002013-02-26T13:01:56.998-05:00Playing Chaos Edition now and with patches the gam...Playing Chaos Edition now and with patches the game is amazing!Not sure why is this guy whining but its implanted perfectly well and little glitches from before are all fixed.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-33758457426607483392012-10-17T18:03:46.136-04:002012-10-17T18:03:46.136-04:00I regret some of my behavior in that thread (and s...I regret some of my behavior in that thread (and subsequently apologized for it), and I hope you don't think much less of me for the way I behaved.<br /><br />I didn't mention Iron Man Mode specifically because it was optional. I anticipate that most players don't turn Iron Man Mode on. The seed-saving part is not optional, and the fan reaction to it indicated that people didn't understand why it was done, so I wrote this article about the topic to fully explore it.evizaerhttps://www.blogger.com/profile/09836136474835816824noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-86291907775487742402012-10-17T17:09:59.769-04:002012-10-17T17:09:59.769-04:00Wow, I just spent far longer than I care to admit ...Wow, I just spent far longer than I care to admit skimming through that thread. I'm not even going to touch that issue.<br /><br />One more thought on the topic of save-scumming. You mention XCOM, but you didn't bring up the other anti-save-scumm feature of "Ironman Mode". One save file that autoupdates, no undoes or takebacks ever. I believe lead designer Jake Solomon claimed this is the "real" way to play the game. I think it was a smart move not to make this a default or (god forbid) the only option, but it's great that it's there. It's a great example of a developer having respect for their core audience while still trying to appeal to as many people as possible (they're a business, after all).<br /><br />I'll admit I save-scummed the hell out of the original X-Com, but for my 3 playthroughs of the new XCOM I've (mostly) limited myself to save files at the very start of each encounter, and I think I'm ready for the Ironman Classic challenge. I'll likely fail, but it should be fun.Unknownhttps://www.blogger.com/profile/04519920463529454278noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-9773928244662418512012-10-17T14:12:12.670-04:002012-10-17T14:12:12.670-04:00After trying to have discourse Burgun several time...After trying to have discourse Burgun <a href="http://www.reddit.com/r/ludology/comments/10r5f5/instant_ambiguity_sauces_how_not_to_make_an/" rel="nofollow">several times</a> and reading lots of his work (including <a href="http://www.amazon.com/review/R2KC15FWCPMCKK/ref=cm_cr_pr_viewpnt#R2KC15FWCPMCKK" rel="nofollow">his book</a>), I stumbled upon <a href="http://www.fantasystrike.com/forums/index.php?threads/my-book-on-game-design-is-now-available-for-pre-order.6559/" rel="nofollow">this thread</a> and ended up getting extraordinarily frustrated with his inability to write clearly and make sane/coherent arguments, notwithstanding his elitism and condescension. This all was more than enough to convince me that he's probably best ignored.<br /><br />evizaerhttps://www.blogger.com/profile/09836136474835816824noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-33860847776158834652012-10-17T13:50:38.782-04:002012-10-17T13:50:38.782-04:00@evizaer: I think a lot of the problems with save-...@evizaer: I think a lot of the problems with save-scumming in games comes down to designers, consciously or not, designing their game around the fact that players can save/load any time.<br /><br />I've worked (as a QA tester) on a AAA action/adventure series that only allowed saving in between missions. There was a lot of back-and-forth between designers and qa about mid-mission checkpoints - how many should there be and where - in order to properly balance challenge and respect the player's time/effort. Had the game allowed saving at any time, none of that discussion would have taken place, and the games would probably be overall much harder and cheaper (combat not as well balanced). Placing constraints on design usually produces better design.<br /><br />@Azuriel: I'm with you on that. When I used to play the Fire Emblem series I played it emulated so that I could use save states, as I couldn't bear to lose any units (death = permanent loss for the rest of the game). Eventually I realized I was wasting my time and gave up on the series entirely.<br /><br />I like the idea of removing to-hit % entirely and just going with a damage range. IIRC, Yggdra Union had a system like that, where it was all about smart unit positioning to maximize damage output and minimize incoming damage. Each battle almost became a puzzle, except you had your own unique set of units and cards that designers couldn't specifically plan for so there was a lot of good desicions needed on the part of the player.<br /><br />@evizaer: I'm intrigued by your strong reaction to Keith Burgun. I discovered him relatively recently, and agree with a lot of what he says. I'd be curious to hear a more detailed breakdown of how and why you disagree with him, if you could bring yourself to do that.<br /><br />It's interesting that you mention Settlers of Catan, because that's totally a game I'd save-scum if I were playing a digital version (and if I could bring myself to even play it). My attempts at Catan are chock full of "numbers that are supposedly high percentage never get rolled, or if they do the robber is standing on the resource I would have gotten". In my experience, the only people who claim to enjoy it and want to play it (or similar dice-heavy games like Risk or Monopoly) are those who haven't yet been exposed to newer and better board games that emphasize strategy and skill over output randomness (aka pure luck).Unknownhttps://www.blogger.com/profile/04519920463529454278noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-43216656388424635292012-10-16T08:52:47.219-04:002012-10-16T08:52:47.219-04:00Randomness is not always a cheap way out. You'...Randomness is not always a cheap way out. You're speaking particularly of "input randomness," anyway. Some games are not designed to be played competitively, and, as such, aim to be somewhat forgiving to newer players. They use randomness as a way of leveling the playing field and allowing players of more diverse skill levels to participate meaningfully. Burgun's theory is very narrow in what it allows and encourages, and I don't support his work for that reason. He would blast such a game as Settlers of Catan just because it doesn't have a high degree of competitive integrity; he'd totally ignore what makes it such a popular game that so many players enjoy. <br /><br />The particular article you linked has numerous serious problems and takes cheap shots at designers of other games--I don't think it's a valuable and positive contribution to game design discussion. I prefer if you wouldn't link to such articles on my site in the future.<br /><br />Thanks for your comment.<br /><br />evizaerhttps://www.blogger.com/profile/09836136474835816824noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-43641234143976984472012-10-16T04:39:17.857-04:002012-10-16T04:39:17.857-04:00@Azuriel: One could use the toHit-percentages diff...@Azuriel: One could use the toHit-percentages differently. Instead of 80% chance of doing 200 damage, just do 80% OF 200 damage (e.g. 160). Arguably, this removes tension. On the other hand, a game should not rely on randomness for tension to begin with. Chess has a lot of tension, and zero randomness. It's not required, it's just the cheap way out. Keith Burgun has written a great article on the topic: http://keithburgun.net/instant-ambiguity-sauces/<br /><br />If we're talking about (very) current games, I want to mention Dishonored. It's a bit like Deus Ex, except with the caveat that "kill or disable" is one of the major "choices" in the game. Killing gives a worse score, but it's easier. I've played it on a somewhat fast PC with an SSD. Load times are less than a second. It's neigh impossible to suppress the urge to quickload every time you make a small mistake, go back in time and fix it. But one of the issues is that failing is very painful (you'd have to replay a 10-hour game just to seee the other ending) and not interesting, or even worse, you *must* load the game when you get killed (which happens quite easily).Kdanskyhttps://www.blogger.com/profile/01000331673102773312noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-28675319837518550532012-10-14T00:53:49.729-04:002012-10-14T00:53:49.729-04:00The only times where I feel "save-scumming&qu...The only times where I feel "save-scumming" is worthwhile as a player is when the outcome variance is so ridiculously high. I remember reloading certain saves of Final Fantasy Tactics or Tactics Ogre over and over because an attack with a 10% chance to hit managed to land and completely changed the battlefield single-handedly. I suppose it could be argued that I wanted to avoid excessive time-loss, but on some level, I felt offended, like the computer was "cheating" by going through with an otherwise irrational act (attacking with a 90% miss chance) and somehow succeeding.<br /><br />Now that I think about it, I wonder if fewer players would feel the urge to save-scumm if designers removed the sort of binary "chance to hit" mechanic. You could still have RNG in terms of damage ranges and the like, and I doubt many people who keep reloading to make sure their attack dealt 150 damage instead of 135. Unless, of course, that 15 damage difference was the margin between an enemy dying or getting another full round of attacks off.Azurielhttp://inanage.comnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-30532313890030827942012-10-02T06:17:04.440-04:002012-10-02T06:17:04.440-04:00Hi! First time reader, and new fan of your blog. Y...Hi! First time reader, and new fan of your blog. Your posts are fun to read and insightful. Keep it up!<br /><br /><i>Experimentation is fun, and we have to be stopped from doing it by force--either by force of the displeasure of your parents, or by physical restraint--or complete (enough) understanding.</i><br /><br />Or, by having reached a point where it isn't clear what the next experiment should be to gather more information. I guess that's outside the scope of the rules, so that doesn't apply. Never mind, I just wanted to contribute something more in this comment than just a compliment on your blog. Looking forward to your next post!thecodewitchhttps://www.blogger.com/profile/15040379428599864026noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-23990158889974574192012-09-19T03:19:25.321-04:002012-09-19T03:19:25.321-04:00*one small point* Overspecialization itself is not...*one small point* Overspecialization itself is not really possible. Bad things that happen are like when the skills become imbalanced or the enemies become imbalanced. For example, in Diablo III inferno, the game suffers from severe imbalance because Blizzard tried to kill players in one-hit so they needed better gear to advance(since all skills and levels were available). This bottlenecks a lot of the 'survival' skills into the viable builds mainly tanking and high dps ones and while they claimed there were millions of skill setups, only really a handful can be of much use as you progress without each feeling a whole lot different. Imo when every character is playing a semi-tank dps regardless of class, that's pretty poor design.<br />You can say that the exact same thing happens in DII where everyone uses the same build, but that's got not a lot to do with the amount of heavy investments in the skills themselves. The difference between Diablo II and Diablo III in this respect is that in III, usually everyone more or less ends up as a sustained dps to continue fighting in inferno while in contrast Diablo II has a more diverse number of builds like summoner, tank, auradin, dps that also have a more unique feel within parties because a certain mixture of spells were stronger than others, some even game-breaking.<br />When people say that there is no real diversity in Diablo II, only look online and follow a guide. It's these very people that are afraid to create their own builds, to experiment. It's these very people that create the 'cookie cutter' builds because they rely on others to find the best build for them. And with Diablo III, though the instant respecs seems to encourage more playing around with the skills to find the ones you like, ultimately you end up using the few tanking/dps ones because of the game's balance. If it were set up differently, for example, less high damage, high hp enemies, the builds you see would be very different to what it is now and there would still be as deep specialization as in DII but just in a different way.<br />So I think there's a common complaint that permanent specialization choices are too punishing because you can never know what's gonna be the best specs down the road. Instant respec from D III can sort of 'cure' the problem of these road-blocks that you inevitably hit, but all that's really happening is that you reroll your character in 2 seconds as opposed to 10 hours. To me if you have to keep rerolling every half hour, then that's an indication that the game is poorly balanced, even if you can progress through the game by doing so. So at that point rather than slim down the options of the skill trees, it would be a better idea to focus on keeping skills in check so that there are enough times where they can still pull you through the level but also are less powerful at other times. Yea permanent specs can be pretty punishing , but all the trouble and hassle you go through to create that supreme build seems to make it worthwhile. For me Diablo III feels more like a console action game with shooting type 'loadouts' rather than a pc arpg with 'skills' and 'spells' which is why it fails.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-44682325177393205962012-09-06T14:29:31.180-04:002012-09-06T14:29:31.180-04:00That's why open world PvP makes a good alterna...That's why open world PvP makes a good alternative server choice. This ensures the game can reach the "carebear" crew as well as the hardcore PvPer.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-27468693158229312812012-08-28T14:10:22.070-04:002012-08-28T14:10:22.070-04:00The DayZ mod for the ArmA 2 + Operation Arrowhead ...The DayZ mod for the ArmA 2 + Operation Arrowhead expansion is fascinating.<br /><br />Zombies has been added as relatively dangerous ncp's near every building on a giant forested map with towns of various sizes, and then every player risk being shot at by any other player on the map anywhere at any time.<br /><br />Great stuff! Currently known as an alpha and a standalone version of this mod has been announced, and its alpha is probably before the end of the year.<br /><br />The latest dayz patch 1.7.2.5 seem to have messed up how the tents work, but there are ways around that issue.<br /><br />The game features ingame voice comms, that broadcasts in the near proximity of the player, allowing for players to talk to eachother.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-81098590528637351132012-08-27T12:08:03.675-04:002012-08-27T12:08:03.675-04:00While you raise some interesting points, and certa...While you raise some interesting points, and certainly I agree with a few of them, I will have to disagree with the post overall.<br /><br />I am no professional videogame designer, but I do have a concept in the works. It involves vast character specialization, but not in a limiting way. There are no skill points, and the "skill trees" are not set up so that you must choose one and not progress in the others. As for equipment, anything you find in the game can be an upgrade, as the player will create the gear using items to modify the weapons and armor. A player will not only be able to modify what their skills do (beyond skill trees, using said items) but also morph how the armor and weapons look on their character, allowing visual profession similar to wows transmog. <br /><br />Diablo III was not a success in my book. I think that is has the potential, but the loot is crap and has certainly become a grind / farm. The fact that I can swap out skills at any point in time makes them boring. I loved D2, where I could make a fire sorceress. I liked creating a character that was unique from others.Brookie Cookie <3https://www.blogger.com/profile/00210009717462638384noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-61163560446474185612012-07-28T20:35:58.015-04:002012-07-28T20:35:58.015-04:00I am actively playing Eve (if you would like a Bud...I am actively playing Eve (if you would like a Buddy invite, let me know) and dipped my toe in Darkfall. Eve blog: http://horribleballoffire.blogspot.com/<br /><br />Even though FFXI is a level-centric Goal-oriented game / diku-style MMORPG / EQ clone, it has a lot of content that is not focused on leveling and gear. Acquire new spells, jobs, or travel shortcuts. Make money (when was the last time you had to spend a session or more dedicated to earning money in WoW?). Help other people do the quests they need for their gear and classes without getting a direct yourself. That concept is almost laughable in today's MMO.<br /><br />And FFXI's class and combat systems are varied enough that different styles of XP parties fight different things in different locations: http://www.thatsaterribleidea.com/2010/06/coupled-combat-systems.htmlmotstandethttps://www.blogger.com/profile/06296441082624422375noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-44998676110389123112012-07-28T19:51:08.231-04:002012-07-28T19:51:08.231-04:00"because that would be too disruptive and slo..."because that would be too disruptive and slow down the pace of leveling"<br /><br />I'd wager that many great new experiences could be designed if the focus wasn't exclusively on a level or gear treadmill.<br /><br />Have you not played any level-less sandboxes? I find the concept offers a lot more design freedom of what players are supposed to focus on.<br /><br />I actually haven't played any myself, so if you know of one...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-44416864383835602772012-07-28T13:56:49.189-04:002012-07-28T13:56:49.189-04:00I have a very strong hunch that GW2 is very simila...I have a very strong hunch that GW2 is very similar to WoW. I must admit that while it has piqued my interest, I have not spent a great deal of time researching it because I am invested in Eve and not considering another MMO at the moment. <br /><br />It seems to have the Solo+PQ leveling game, and then the "end" game which is some crazy DAoC-inspired Alterac Valley PvP thing, yeah? Combat is very state focused, where you knock mobs down or pop them into the air and such? As long as combat doesn't settle into a simple rotation that dominates all things, then I could see it being fresh and interesting.motstandethttps://www.blogger.com/profile/06296441082624422375noreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-53189556497352338842012-07-28T13:45:24.217-04:002012-07-28T13:45:24.217-04:00I don't know if you've played the beta but...I don't know if you've played the beta but wonder where you'd put GW2 on that continuum. (To me it still falls solidly in the WoW sort of box.)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3352155589322140093.post-39240954426316890332012-07-18T13:32:53.576-04:002012-07-18T13:32:53.576-04:00Correction: The players have to be in a general pu...Correction: The players have to be in a general public area, in order for the event to kick in on a forthcoming transision (movement into other areas).Anonymousnoreply@blogger.com