Playing to Win and Tyrannosauruses (Ugly Truths in Gaming)

David Sirlin has an oft-mentioned book called Playing to Win, available in its entirety for free online. It’s a fascinating read from the perspective of a highly competitive gamer. His disclaimer at the beginning is entirely apt—most people who don’t already have a handle on playing competitively probably won’t believe that he’s right, or will get angry at his writing. Some of it seems calculated to enrage; he doesn’t really pull any punches, and throws a few that may not be strictly necessary.

I was initially enraged upon reading it. Sirlin starts by calling any player who doesn’t play to win a “scrub”, a choice of term that seems hyper-elitist and calculated to alienate, and I’m still not convinced that it isn’t. The fact that he’s largely not wrong in the rest of the book only furthered my anger, because I was left without a lot to rail against.

In retrospect, some time later, Playing to Win put me in mind of one of my college professors, who taught game design and was absolutely crucial in me getting into the games industry. His first lecture was brutal, especially for a roomful of aspiring game developers who were still wide-eyed and optimistic. It went something like this:

“Alright, let’s get started. Who here has a game idea that they want to share, or better yet, make?”

<Pretty much everyone emphatically raises a hand.>

“Good. Forget that idea; it’s worthless. Come up with a new one. You have until the end of the class period.”

A Punch in the Face

It’s almost like a physical blow to deal with that sort of thing. I was reeling after his comment and I could tell that a lot of other people were as well, with different reactions. A lot of people got defensive, others looked like they might cry, other people were clearly gearing up to drop the course. It didn’t help that the crux of the first lecture was about implementation over theory, with quotes like “Ideas are a dime a dozen; they don’t mean anything unless you can build them,” and other things that make a budding designer’s stomach tighten with emotion.

It wasn’t until a few weeks later that I started to get perspective. We were introduced to the “tyrannosaurus in our minds”, described as a construct that attacks any new ideas that enter the mind, and destroys ones that are too weak to survive. It became part of a larger lesson about being your own harshest critic and not getting too attached to an idea. At the time, I’d spent several years on a lengthy game design doc, a sprawling magnum opus that I’d put almost three hundred pages of text into. I had been convinced that I was going to one day make it into a full-fledged game. The professor’s tyrannosaurus analogy had an interesting embedded lesson:

“I often have people describe their game ideas to me, and I can separate the good designers from the bad almost immediately, just by how well-fed their tyrannosaurus is. A bad designer’s tyrannosaurus will be lazy, or too weak to feed, and ideas that would never see the light of day end up in their mind, wasting their time. A lot of really bad ideas get made because someone’s tyrannosaurus wasn’t trained well enough to cull it before hundreds or thousands of hours had been spent on development, and by the time someone realized the idea really was simply terrible, too much money had been spent to abandon the project.”

“The first thing any responsible producer or publisher is going to do is try to poke holes in an idea. It has to be done, because when millions of dollars are on the line you need to nip bad ideas in the bud quickly. Good designers will have thought of this already, and have answers ready.”

Picking up the Pieces

A lot of people will rail against things like the above, saying things like “this is why games are all clones of one another nowadays” and “that kind of mentality means that there’s no innovation!”

It’s not true. The very best games are a product of this kind of mentality. It’s easy to lose sight of it, but there are shining examples all over the place. Team Fortress 2 is a game that really looked deeply at other games and culled even the best of those. Team-based shooters used to release with tons of guns and as many maps as they could build. Team Fortress 2 had a bare handful of weapons by comparison and released with only two maps, but those two maps had been extensively play-tested and polished until they shone.

Pokémon has an incredibly straightforward system, one that’s gone pretty much unchanged through fifteen years of releases, and is still incredibly popular. Worth noting is that nearly every mechanical addition they’ve made to the game has felt tacked-on and extraneous, from odd baking games to playing dress-up.

Building a Better Designer

The very first thing I was tasked with doing when I started working in the games industry was building a small section of map. I was excited and inspired and, even though I’d been given a week to do it, I turned it around in a day and a half. My lead looked at it and told me it was too complicated and that I should rebuild it from scratch. Around the third or fourth iteration it finally passed muster, and I’d taken the whole week doing it. It would have been devastating, except I quickly realized that I wasn’t culling ideas as well as I should. The end result was a tight, fun experience, something that the original, heavily-overdesigned version was not.

The whole thing has stuck with me, and I’m always on the lookout for how games implement their ideas, and which ideas shouldn’t have passed by the tyrannosaurus somewhere along the way.

I still have the two-hundred-and-eighty page game design concept I’d been working on, and I was too attached to it for a long time to turn the dinosaur on it. I finally did, and mentally shredded 99% of it.

Those three pages that are left, though? There’s a solid core for a game there, one that I might make eventually.

Next: What Players Want (Ugly Truths in Gaming, Part 2)

Nothing to see here… literally

I really don’t have a great post for today, but rather go without a post I am cobbling something together.  Last few days I haven’t really followed much of the goings on in either the blogosphere or gaming press.  Basically all of this is due to the fact that I have continued to get sicker.  Finally get into a doctor and sequence of events goes a little something like this. 

My allergies were mean, and took over my zone thanks to the cottonwood invasion.  Then they managed to accidentally open a sinus infection rift.  Over time according to the doctor this started a zone wide pneumonia invasion.  Rather than letting it overtake my zone, she summoned a guild known as Levaquin to help fight it back.  So end result is…  I am still feeling horrible but hopefully on the mend.

Rift Commercials

As I sit at home, not really feeling like playing, not really feeling like doing much I have been watching a lot of the Syfy channel.  As a result I have seen a good number of the new rift commercials.  Honestly it is a damned clever idea.

Commercial #1

Commercial #2

Time to End Quests?

Wolfshead Online posted an interesting piece entitled “Why It’s Time to Get Rid of Quests in MMORPGs”.  While I don’t 100% agree with the premise that quests need to be removed, since I have played a game before that might as well have not had quests… Everquest.  However it is a well thought out and rather lengthy case for their removal.

I think in the grand scheme of things, I am longing for a game that is a little more sandbox and a little less golden path.  I like having quests, for when I want to quest… but ultimately I think there needs to be a type of gameplay supported that favors free exploration.  I think a game that had a questing system similar to that of Oblivion would be the perfect blend.

In that game you are never beaten over the head with the need to run quests, but they are there and extremely compelling if you choose to seek them out.  I think there has to be a way to bridge the gap between Everquest, where the quests themselves were near impossible to find and confusing to complete, and the world we live in now where no game dare launch without a shimmering path of breadcrumbs for the players to follow.

Rethinking Recruit-a-friend

Earlier in this week I posted about the new Rift Ascend a Friend program.  While I still think this program is by far the best I have seen implemented by a game company, the more I thought about it the more frustrated I got.  It feels like all of these recruitment programs are fundamentally flawed.

Why Recruitment Programs Suck

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The fundamental flaw in all of these programs is simple.  When a game starts to drop in population after its initial release boost, the first tool in the bag of mmo publishers to to break out a recruitment program.  Where better to draw in new people than from their loyal player base.  If you have friends playing a game, you are more likely to adapt to it yourself.  I find no flaw with this logic at all.

Where the breakdown happens is the fact that most “alpha geeks” have already drawn deeply from their friends at the release of the game.  I know personally I have been responsible for the sale of at least a dozen copies of rift.  At this point, everyone that would make a solid player is either in game, has tried the game and left, or is a wow-loyalist and bordering on ignoring me for my constant pro-rift banter.  While recruiting three more people doesn’t seem like much, for someone like me who had already drawn deeply onto the friend pile, it definitely is.

In theory, by creating a recruit a friend program, you are slapping your most loyal players in the face.  Those are the folks who have already brought everyone they could into a new game.  For example, I sold probably 30 copies of WoW over the years, but it took me 5 years to finally earn one of the recruit a friend mounts.  In this scenario however, the mount is the least important part.

It is extremely frustrating that all of these friends who I have brought into the game, can never be linked to my account like any new people I recruit will be.  Since some of my closest friends are already playing, I wish there was a way to somehow retroactively tag them as folks I brought in.  How handy would it be to be able to join your friends in doing whatever they are doing by teleporting to them?

How to Fix Them

The thing publishers need to understand is that from the day the game launches, their most loyal players are going to be actively recruiting.  So even if there are no rewards for it from the beginning, you need to give your players a way of flagging which players they have recruited into the game.  This is not something that can really be rolled out a couple of months after the game launches, this is something that needs to be in place prior to release.

Bioware seems to be getting this, at least in a small way.  With The Old Republic they have given us the ability to form guilds, recruit players, and create the social structure for the game well before launch.  However I think all publishers really need to look at this as the new norm.  The key difference between an MMO gamer and your standard console or pc gamer is that they crave the social interaction that these games gives them.  As a result it is impossible to divorce the community from the gameplay.

More than likely I will eventually get my pony.  However as a beta rift player, that managed to bring a good share of his friends into this game, it is frustrating that I will need to go into hardcore recruiter mode to earn it.  While this is not a massive deal, but recruitment programs have been a constant of MMOs for years.  Knowing this, I think it is something that publishers have to think of from day one.  Capturing this user loyalty from the start, only serves to give your player base the message that they really do matter after all.

Brink: Why You Should Care

Today was a busy day for things I care about.  Along with the major release of the 1.2 patch and all related trappings in Rift, another game came out that I have been waiting for a very long time.   Brink is a game I have been watching the progress of for months.  I realize that traditionally this is blog has been about MMOs and related titles.

Why I have been waiting

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Once upon a time there was this amazing game, given away for free to the public.  It featured a unique way of playing an FPS.  Instead of being concerned about racking up kills, the gameplay was solely based upon whether or not your team completed an objective.  Wolfenstein: Enemy Territory was class based, like Team Fortress, but instead of just changing what your weapon load out was, these classes actually mattered.

As you played through a map it progressed a storyline.  Engineers were actually needed to build bridges, gun emplacements, and vehicles.  Basically the role you played in the game actually mattered to the objective at hand, and how good a shot you were really didn’t matter at all if your team was not working together.  Basically I like to think of it as a thinking mans shooter, needing the same kind of fast paced thinking that many MMO fights do.

A Studio Called Splash Damage

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This game studio continued onwards, and I followed their progress.  They worked with id Software on the multiplayer in Doom 3.  Problem is, this form of multiplayer did not really allow them to shine as a company.  Some time after the release of Quake 4, it was announced that Splash Damage would be working on a spiritual successor to Wolf ET, Quake Wars: Enemy Territory.

The game was extremely fun, but I feel it got caught up in the Battlefield 2 era of games.  Departing from their core gameplay, they added in multiple vehicle elements.  While well done, it didn’t feel nearly as elegant as Wolf ET was.  Long gone were the stalemates where each side controlled equal footing.  It was replaced by a much more run and gun style of gameplay.

Along Comes Brink

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Now we have the release of Brink, and with it Splash Damage feels like it is returning to its roots.  Gone are the gimmickry of Quake Wars, and replaced by it is solid character driven combat.  Borrowing from Borderlands, Brink has a character development system.  As you complete objectives and score kills, your character collects experience points.  These can be spent powering your character up, earning abilities like faster reloads and more hit points.

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As you complete various objectives and unlock achievements you start getting various interesting costume bits.  So as you can see from the above two images, after a few times playing the game your character starts looking just as unique as you want it to.  There are two kinds of unlocks, one is account wide, and the other character specific.  So by playing one character, you ultimately will unlock a few items here and there for your other characters.

But What About The Gameplay

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As you can see in the above image, the game is gorgeous, and luckily for us it plays equally well.  I am playing it at 1980×1080 high settings and get no lag whatsoever.  I am hearing some reports that the console versions are currently a bit laggy, but since playing a shooter with a controller feels like an abomination, this doesn’t really effect me.  However I am sure considering this is release day, it will shake out over time.

Basically in this game you take the side of the Resistance, or the ARK as you are given the decision, do you save the ark, or escape it.  Each faction consists of classes, for mirror balance.  The Soldier is your traditional run and gun player, with the added effect that they can plant explosives and resupply ammo.  The Medic is your archetypal healer role, with the ability to revive players and npcs, and buff the health of nearby players.  The Engineer is your fixit operator, being able to plant mines, repair machinery, and diffuse bombs.  Last we have the Operative, that is your traditional infiltrator class, having the ability to assume the look of any fallen player as well as perform hacking objectives.

As you enter the map, each team has a number of objectives.  You select the objective by either pressing tab or hitting the middle mouse button.  You get extra experience for completing whatever your selected objective is.  Each objective requires a specific class, and the players can change their current role from any of the command posts. 

Most of the objectives require the player to interact with an object for a few minutes, this means your team mates need to get your back.  If you are on the “attacking” team, each time you complete a primary objective your side gains additional time on the clock.  The maps are finished when either the attackers complete all of their objectives, or when the defenders manage to run the clock out.  So the average map lasts between 10 and 25 minutes as far as a time commitment goes.

Wrapping Up

What we have in Brink is a return to a thinking mans FPS.  You can customize your character to play how you want, and this includes the weapon choices.  Gone are the annoyances of being killed by planes you can’t even see, and with it comes a very close quarters and personal skill based shooter.  If you were a fan of Wolfenstein: Enemy Territory or Quake Wars: Enemy Territory you will love this game from the start.

If you however cut your teeth on Call of Duty, this might be a little slow paced for you.  You might find being constrained by objectives and having to rely fully on your team members for success frustrating.  However for those of us who prefer team based games like MMOs, this is a shooter for us.  This is the perfect game to get in with a bunch of friends on voice chat and talk through situations.  Some of my most enjoyable times were playing Wolf ET with my clan, and here is hoping that Brink will revive those moments.

A Good Review Video