A trip through the fantasy worlds I enjoy
Published on September 17, 2012 By DerekPaxton In Elemental Dev Journals

 

Stardock's Art Director, Paul Boyer, will be working as a Game Designer on one of our projects.  Paul has been around forever and has a ton of experience.  At Stardock we believe that "everyone is on the design team" so just because Paul was the Art director before didn't mean that he didn't contribute to the design of every game he has worked on.  He has been a great asset to me and is second only to Brad in people I ask for feedback on FE design ideas.

 

Evaluating ideas

But it has left me thinking a lot about the role of a designer, and particularly how I can help Paul make that leap from "here is a cool idea we should think about adding" to how that idea affects the rest of the game.  What is the effect the scope (as an Art Director Paul is already very familiar with this process)?  Is it fun?  And how does it affect the rest of the game?

That last question is the hardest one.  In strategy games every piece affects every other piece.  There are the direct results, we raise spell damage and monsters seem to be too weak.  We make monsters tougher and spells seem underpowered.  But the indirect is more difficult.  If we have monsters lairs give good loot and xp, why bother researching the techs to unlock quests which offer similar rewards?*  By itself having lairs give xp and treasure is fun, but a game designer has to see the whole picture.

So I tend to review all ideas with the following criteria in mind:

1. Does it match the games focus?  The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things.  Features and ideas that follow this progression are ideal to building a complete theme and feeling for the game.  Much like how lighting, music, set design, etc, all work together in a movie to reach a common goal all of the game mechanics should have a common feel that cause the games theme to resonate with the player.  (this is why cities having enchantment slots and city types worked so well for Fallen Enchantress)

2. Does it solve a problem?  The tendency of designers, including myself, is to create too much.  So once I'm beyond the base core of the game mechanics I have to force myself to ask if new ideas and mechanics solve any existing problems.  If not, why add it?

3. Does it solve multiple problems?  It's usually easy to solve a specific problem.  But as I mentioned above, in strategy games every piece affects every other piece.  If all an idea does is fix one problem, then it's probably not worth the effort and I usually hold out waiting for a solution that fixes multiple issues at once.

4. Does it have drool factor? (ie: if I tell a player about it will they be excited to try it).  I'm less eager to spend development time on things that players won't be excited to try (or as a business guy would say, "doesn't sell copies").  Sometimes we need to spend time on the unexciting parts of the game design, cleaning up screens, polishing graphics, improving performance, fixing bugs, or adding fundamental tools which support gameplay but aren't sexy (I don't think anyone checed out FE and thought "A game with a tax slider?!?  I love tax sliders!  I'm buying this!").

5. How difficult is it to implement?  Now the producer part takes over.  Even given all the above the implementation cost could be too high.  I love the random maps in Fallen Enchantress, but I don't know if it was worth the considerable implementation time it took to create them.  The game is definitely better for them, but we could have created 100 hand crafted maps in a fraction of the time and had all that extra time for other features.

6. How will we provide feedback?  A lot of gameplay is feedback.  How will the players interact with this mechanic?  Will they enjoy it?  A lot of mechanics die because there isn't a good way to show the player they are doing it right or wrong.

Let's go through an example.  A few weeks ago Brad suggested having cities that weren't connected to your capital suffer a penalty.  In his mind he wanted a reason to connect your empire with outposts.  He enjoyed doing it, as many player do, but there wasn't any mechanical reason to reward the behavior.  So the idea was evaluated.

1. Does it match the game focus?  Yes.  It allows the player to build his empire much as he builds his units, armies and cities.  This is empire level customization.

2. Does it solve a problem?  Yes.  It rewards players for building contiguous empires.  Perhaps more importantly it give a player a reason to chop his enemies empire apart by taking key cities (or a reason to be angry when an enemy does it to him).

3. Does it solve multiple problems? Yes. One of my lingering problems was that unrest was too low.  You build a few buildings and it doesn't matter anymore at even moderate tax rates.  I didn't want to simply raise the base unrest rate and force the player to build more improvements, I wanted the player to have more ways to deal with it.  So in came this mechanic to increase the amount of unrest and a new ways to deal with it (building the outposts to connect the empire).

4. Does it have drool factor? No.

5. Is it easy to implement?  Yes, it was nothing to implement.

6. Does it provide good feedback? No.  You see it in tooltips, but it’s a micro-mechanic.  It isn't important enough to take up main UI, so it lurks in the details for players that love those details, and ignored by players that don't care.  That isn't ideal.

Overall it’s a good mechanic so we added it.  Few (if any) mechanics answer yes to all the above questions (especially that "is it is to implement" question).  But 4 out of 6 is pretty good.

 

Types of Game Designers

I tend to think that there are two types of game designers.  System designers and content designers.  System designers love making systems, calculating the way all the widgets and gears fir together and turn.  I haven't asked him, but I think Jon Shafer is a system designer.  System designers love board games (especially if they get to change the rules to them) and are more impressed with Monopoly's option to remain in jail or pay your way out, then they are the "You have won $10 in a beauty contest" community chest card.

The other type of game designer is a content designer.  Content designers are interested in building narrative into game mechanics.  This comes across as a focus on detailed design, each aspect beyond the game function of the asset is considered.  Where a system designer would look at a champion and make sure it fit the mechanical criteria (we need a champion with water aptitude because that’s unrepresented, we want someone who would make a good defender so let's make him Krax and give him a shield), a content designer is interested in more.  His backstory may include a story about being beaten and left for dead by an Ogre.  His shield is battered, nearly destroyed.  He once had a powerful sword but the ogre took it from him.  Then as a rare monster lair sometimes there would be that ogre with that sword.

I'm a content designer, I suspect Paul will be one too.  His art background is all about creating narrative and those small details (Paul is the guy who fights hardest to fill our cities with pedestrians so you can zoom in and see them working).  I believe that the "You have won $10 in a beauty contest" is a more inspired mechanic that if you can stay in jail or not.  It creates fun each time it is drawn.

Of course the world needs both types, and both types do the others job.  I do plenty of system design, Jon does a lot of content creation.  But we usually start in our strong areas.  When Jon and I talk about game design he is usually excited about large scale mechanics and the potential of ideas.  I almost immedialty go to the details of it, "That's a great idea, with it we could have a unit that does A, a spell that does B, etc".  It doesn't really matter what side you start at, you just have to get to the other side.  You have to link the overall mechanics to the detailed implementation.

 

3 tips for Content Designers

So I think my best advice for Paul is probably to watch out for the same sort of stuff I have to watch out for.  I offer the following for content designers like us:

Games that are fun to design, aren't fun to play.  The first production system planned for FE was going to use population and citizen types.  There were workers, craftsmen and farmers, different things could affect how many of each you got in this intricate spinning top type of system that I loved for the flavor of it.  The only tiny disadvantage to it was that it didn't work at all.  It required perfect balance to function and any little wobble in the mechanics and the whole thing can tumbling down.  I'm embarrassed by how long I thought it was acceptable to have production times be estimates because the amount of production a city produced changed turn after turn.

But it looked so good on paper.  Brad played with it and played with it and must have passed me a dozen different design ideas that we went back and forth on trying to find a way to make it work before he suggested linking the rates to the city levels instead of directly to population.  The saddest part is we had all the tech to do that already (and implementing the citizen system was a pain, sorry Sarah).  In the end we ended up with a system I love, but I always have to remind myself that games that are fun to design, aren't fun to play.

Watch out for stairwell design.  This is the primary reason I'm distrustful of any idea that only fixes one problem.  In my experience every change leads to another issue.  If you then fix that issue, you get another one, and on and on until you are left making changes that you never would have considered at the start of the process (note: I'm talking about design changes here, not bug fixes).  Always remember what the purpose of a system is, because designs tend to grow and once they are in areas they shouldn't be it becomes hard to recognize them.  Cities are the resource inputs for your system.  They provide the money, research and production for you to do the things you want.  Having maintenance on improvements was contrary to the purpose of cities in the first place and we killed it as soon as we were able.  Addressing the problem by adding improvements that reduce maintenance costs was stairwell design.

The game should be fun without any flavor at all.  This is what those system designer types say all the time.  But they are right (as much as I hate to admit it).  Content designers have to force ourselves out of the mindset of the narrative.

"It would be so cool to start a game and have a massive black dragon perched in a hill within sight of your starting location.  You spend the whole game in fear of him, slowly building up until you can finally gather an army, rush up the hill and defeat the dragon that has been looming over you this whole time."

No.  It sounds kind of cool played out in a very specific way.  In truth it doesn't work out that well.  What about pacing?  At what rate would a system designer feed out challenges to a player as he opens up and explores the world?  What is the impact to a player exploring a world if the first thing he sees is a really cool dragon, then a troll, and a spider, and a wolf.  Take out the story, view it as gears and numbers, you will make a better game.

 

I hope this is interesting to those of you who enjoy thinking about game design or the job of a game designer.  let me know what you think or if you have any specific questions about the process.

 

* Origonally the only way to get good champion equipment and experience was through quests, so players that didn't research the techs to unlock them would never have good champions.  But getting equipment and leveling your champions through other things was fun, so we changed the design and removed the tech requirement from quests (which were also fun, but didn't offer any rewards unique or consistent enough to be worth spending valuable research time).

 


Comments (Page 3)
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on Sep 18, 2012

Great blog Jon, subscribed.

 

Re. Frogboy: Accommodating the hearing impaired is one reason I've generally thought of audio cues just as support for visual ones.  However spending only a moment conceptualizing a UI developed from both angles (with visual cues supporting audio ones), does lead one to some interesting ideas! *insert snickering on hover

on Sep 18, 2012

It seems to me that artwork is the most constraining part of video games today. Obviously if everything is just stick figures you could create a massively complex/intricate game but you would have trouble getting anyone to play it.

 

So it should be interesting to have an art director as a game designer... maybe he can be a better judge of what features are a better value for development time.

 

I personally think that game design doesn't have to be solid necessarily. You mentioned that flavor should take a back seat to mechanics, that a game should be fun without any theme or story. While this makes sense in a barebones vision of game design you can't overlook the fact that many games are enjoyable simply because they are visually appealing. For example, Stronghold is a pretty bad RTS compared to Age of Empires, Starcraft, or Command and Conquer. However, it is very enjoyable because you get to watch little workers carrying bricks to the construction site and you can put archers on the walls during a siege. 

 

When you have a great interaction between art, systems, and individual design mechanics, it creates a magical sense of immersion that for many players trumps the appeal of a well balanced, well designed game that comes off as bland, boring, perhaps spread-sheetish. Basically I don't think you should spend too much time "designing in a vacuum" and really think about creating interactions instead of individual mechanics. I don't know how easy this is to do but I think it makes for better systems and gives you a better focal point.

 

 

 

on Sep 18, 2012

mindlar


Quoting Frogboy,
reply 21

The biggest UI bugaboo I have with FE right now is how hard it is to get rid of city enchantments and unit enchantments. 


 
There is a way to get rid of city enchantments?  I just assumed they were intended to be permanent because I couldn't find any way to get rid of them.

Mindlar, Re: Dispelling city and unit enchantments; it really isn't all that hard ... On the regular map display, there is control bar across the top, with Icons for such things as: Faction Prestige, Treasury (gildar), Research Per Turn, Crystal, Metal, Horses, etc.  One of these Icons (usually the last) is for Mana.  If you mouse-click on it, you get a drop-down table of existing city and unit (sovereign, champion, & trained unit) enchantments.  Besides having a basic description of current existing enchantments, this table includes a column entitled: "Dispell" , which allows you to dispell the individual enchantments, via mouse-click, if you wish.  Of course, you can NOT recoup your original Mana investments in the spells, but you can dis-continue your seasonal maintenance Mana costs (typically 1 Mana, per turn, per spell).   Hope you find this helpful!

BTW:  You know the  Mouse-Master's  Rule of Thumb ??

                                                         Mouse-click on everything ... at least once!       

on Sep 18, 2012

Woah, This came out the day i decided i would go to college for software programming (in hopes of programming games). Not to mention I've been talking to a guy named Paul Speed, who's making the game Mythruna, alot recently.

 

What a coincidental world we live in huh?

on Sep 18, 2012

Nice post. I enjoy the insights. As a current student in programming, it was very interesting.

on Sep 19, 2012

I guess I am a content designer, but there are of course many types of us. I want intertwine the story of quests and the strategy of the game. I want to give the player choices that have a risk-benefit factor. I don't just want there to be a dragon nearby, I want the player to have to feed him virgins every year to appease his anger. Then you can go on a quest to find a powerful dragon slaying sword to defeat him early on or simply wait until much later in the game. They key is to keep the dragon merely a fear in the mind of the player, hidden within a cave. Don't let them see how powerful he is and in fact make his power somewhat random so that the player will never know if he is powerful enough to break the sacrifices and attack the dragon.

 

Yep, definitely a content designer.

on Sep 19, 2012

Very interesting reading.  Thanks for posting it!

on Sep 19, 2012

Derek can you explain why you guys did not seperate the Tech trees? What I mean is that there are some techs who's pereq's are from a different tree.

Peronally I wish you guys would have either keeped them seperate (Ala. Endless Space) or just have one tech tree (ALA. many 4x games CIV for example.

 

 

on Sep 19, 2012

Frogboy


The biggest UI bugaboo I have with FE right now is how hard it is to get rid of city enchantments and unit enchantments. 

 

Suggestion would be to allow clicking on the enchantment to dispel it, maybe a right-click.  Definitely have a confirmation first though.

 

 

on Sep 19, 2012

Bellack
Derek can you explain why you guys did not seperate the Tech trees? What I mean is that there are some techs who's pereq's are from a different tree.

Personally I wish you guys would have either keeped them seperate (Ala. Endless Space) or just have one tech tree (ALA. many 4x games CIV for example. 

Having cross tree dependencies means that we effectively have 1 tree.  That we display it on 3 screens is just a UI/flavor choice.  It helps guide players into thinking about the 3 different types of research they can be doing, and we have some fun with it on knowledge trading (which is separated by type of research).  It ties to the 3 city types, etc.

Conceptually I like the idea of 3 separate tech trees.  But that leaves you unable to provide the late game cross tree benefits that combines resources can do.  I can put unit upgrades in one tree and group sizes in another.  That works out well since they are multipliers and advancing in both trees makes your trained units better without linkign the trees with prereqs.  Thats the correct way to do it.

But then you have things like enchanted weapons.  You dont want the magic tree to own them (without prereqs) because then you ignore military and tech up the magic path to get the best weapons in the game.  You dont want the awesome enchanted weapons to just be in the military tree because it fits so well thematically with the magic tree and its everything the magic tree is supposed to own (ie: crystals, enchanters, magic items for your units, etc).

So you have 3 choices.

1. Use prereqs, but try to use them as little as possible.  This is what we opted to go with.

or

2. Have the item itself require 2 branches (so the enchanted axe requires weaponsmsith and enchantment, but the techs dont require each other).  This is what the original design called for.  The problem is that its confusing to tell when you unlock certain things.  If I tell you an enchanted axe requires weaponsmithing and enchantment it seems reasonable (so it sounds simple).  But taken as part of a big process it gets confusing.  What tech in the tech tree do we show that item on?  How many times will players unlock one tech or the other and not understand why they didnt get the item?  In the end it was more intuitive to the player to create a new tech that required both techs and place the items there, rather than try to accomplish that same effect at the item level.

or

3. Dont ever grant perks that are tree combinations.  In this case we wouldn't have enchanted battle axes.  Instead we would have the magic tree unlock accessories that added fire damage (or whatever) to your weapon so that your best attack was from getting the best weapon and the best magic accessory to boost it.  This is the cleanest design and would be great for most games but we can model and show all those cool weapons.  I dont want the late game unit with the best possible axe to look like he just has a battle axe.  I want it to be on fire, to engulf the victim in flames when it hits (this was added in beta 5).  So we have enchanted axes.

If you are thinking, why dont you just have the system apply flame effects and stuff to weapons so you can use the base weapons so we can switch them dynamically.  That would be cool.  But we dont have that tech.  It also opens up multiple issues (what if you have something that gives bonus fire and bonus cold, does the weapon play both?)  Does every weapon in the game need to be keyed for the procedural application of these effects?  what are the chances it will look good on them?

And thats just for the weapon example when we are discussing cross tree prereqs.  But thats basically why I decided to use cross tree prereqs (though as sparingly as possible).

 

on Sep 19, 2012

Very intersting post. I think i may want to be a game designer so it is always intersting to read about the process itself.

 

Makes me wonder if i'd be a content designer or system designer.

On one hand, i have a lot of world building ideas. I have tens of pages of notes (just notes, i need to expand them to proper text, in which case i may have hundred or more pages text), locations, plot ideas, spells, weapons, events, history, monsters, all sorts of stuff. I have excellent imagination, though i lack focus, i rarely finish anything i start.

On the other hand, i do like designing systems (for PnP RPGs), think details just how something works, how spells work/magic rules (essentially in-universe system design), and my notes contain a lot of ideas for game mechanics. I also like the idea (but don't do that in practice) of modding and adding to existing works, creating game system for a existing world (i've thought about a Dune mod for FE, i'm thinking how Water of Life should work, just for example).

Feels like i'm sitting in the middle.

 

About tax sliders, won't it lead to same situation as earlier Civs had where you had to check it every turn if it needs adjusting to maximize effiency?

on Sep 19, 2012

The exciting thing about Elemental is that it is really the first step towards user generated content on a new level. I have always been of the opinion that game makers should be making platforms on which the user can create the story and share it with others. We are another step closer to those holodecks in Star Trek. I am sure this is how it all started.

on Sep 19, 2012

I want a lets play from the holodeck seanw d

on Sep 19, 2012

Really great post that highlights the key areas for game a game design success.

I look for decision events that have major effects on game play.

In wargame design for Patton Goes Easy, the focus was on giving the Axis AI a selection of vastly different strategies to achieve victory in Western Europe: Russia First (historical), UK First, Spain + Mediterrean First, and Turkish-Russian Strategy.

In RPG content for purchased software, I like decision events that have major effects on gameplay. This can vastly increase the replayability of the game.

Example: TOEE - In the original game a player can clear a nest of spiders. There were no consequences for not clearing the spiders out. My modification was having the spiders multiply and conquer the village for a drow preistess if they were not cleared out before the players reached level 6. (i.e. players return to village to find it overrun by giant spiders and drow elves). That's a major game changing event. 

Likewise, there was no major reward for stopping a conspiracy to sabotage the castle's construction. Haviing a castle appear on the map; along with new NPCs, gave good players a reward that had a very visible effect on their RPG world. Sabotaging or failing to stop the sabatoge had other effects.

on Sep 24, 2012

Jon Shafer
I've written a number of articles on game designer over at my website, which I suppose you could say are from the perspective of a systems designer. I've also talked about UI in scattered bits up to this point, but stay tuned because my next article will be entirely focused on how to build a good game UI.

In case anyone is still waiting with bated breath for this, I just posted my latest article on game UI.

- Jon

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