A dozen battles into the awesomely violent pixel gladiator
game Domina, I received a humourous message to the effect my avatar (the
lanista) had died of thirst, thus ending the game.
My response: "Wtf?!"
The aim of the game is to run your own ludus, to become the
best ludus in the land and have champion gladiators. In short: the core gasmelay is to a manage gladiators. Giving your lanista a drink is something one
would assume would be abstracted; given you can't walk around with her or
anything and she's just an icon on the screen.
Keeping track of finances and, say, overall food supplies for your ludus
makes sense; micromanaging every glass of water does not.
Before you race to comment:
I later found that water was a resource to be managed (it linked to gladiator
training)... ...but the point was stuck
in my head...
While googling my water dilemma, I then noticed the biggest
gripe from players is how the research skill "Mind Control" - which allows
you to directly steer a gladiator - make the game too easy to win. Again, by allowing you to control a
gladiator, the game is stepping outside its core gameplay - managing a ludus. It's be like if a
football management game allowed you to control a single player allowing you to
wtfbbqpwn Real Madrid with Luton Town's reserve striker who works at
Woolworths.
These musing have applications for game design:
What is the focus of
the game? What can be abstracted? What can be micromanaged and what should NOT
be micromanaged?
A lot of games fall into the trap; the general can control
each individual sniper or aim each cannon.
A tank commander should be able to designate individual targets; but should
a division commander be able to do the same?
Domina is hilarious pixel violence as you control your own ludus (gladiator school). I found myself shouting "tis but a flesh wound!" as a pixellated trident-and-net dude hopped around clutching an amputated leg...
Why people are
failing to make the next Mordheim
I've often discussed how the skirmish campaign genre lacks a
torchbearer since Mordheim/Necromunda. Funnily enough, there are many skirmish games
with much better tactics and mechanics already.
I actually think the real reason most have failed as the core of these games IS a ridiculously deep
and complex campaign system. Most games since then have focussed on improving
gameplay while tacking on a "simple" and "elegant" campaign/advancement
systems. But I think they've missed the
point. Mordheim was pretty basic (and
imbalanced at times) in terms of gameplay, but the nostalgia lingers. Why? Tellingly, the most successful imitator
(Frostgrave) has rather meh, bland
gameplay but has a deep magic system and plenty of meat on its campaign
mechanics. Along with an appeal to
nostalgia (a searching a ruined city for artifacts...) I think Frostgrave has successfully indentified
what makes a skirmish campaign successful - the
campaign/advancement/skills/base building part. I always liked LOTR:SBG, and it's Battle Companies campaign system elegant and
simple... ..and you'd think I'd love it... ...but it's too simple; as it does not hold the depth of play of its GW
predecessors.
Busywork - aka
meaningless grind or activity
Besides the focus of the game, Domina reminded me of "busywork" - contrived or added
work/grind in a game for the sake of it.
A good example is found
in open world survival games - ARK - an awesome (but terribly optimized game)
where you can build bases, ride dinosaurs, and fight other people while riding said
dinos. A key "feature" is how
you need to constantly eat or die; you need to scarf down berries every 5
minutes, or your HP steadily and quickly drains until you die. It's busywork. Grind for the sake of grind. It doesn't even make it feel realistic. It's LESS realistic. A few hours without a
meal shouldn't kill you. There can be a penalty - reduce stamina, or XP
gain, or -1 to all stats or something...
but you shouldn't be constantly hunting berries. That's not realistic
survival - it's busywork.
Does a game track
something that can be abstracted or ignored? Are there dice rolls or extra
actions that are "tacked on" to a game? Has each element of the game been looked at;
and asked the question "Does this add enough to the game to be worth the
extra time/complexity/recording?"
I fail to see much difference between Diablo and clicker games... What is a clicker game?
Perhaps a little off topic (although this is mostly a
rambling train-of-consciousness post anyways). Talking about core game design
and what the main point of your game; I've always wondered:
What is the point of ARPGs? (PC games like Diablo)
I enjoyed the hell out of Diablo 2, and more recently, Grim Dawn.
ReplyDeleteI also enjoy Viscera Cleanup Detail.
I used to think they were two separate things, but, you know... Well, at least one's got a lot more player skill and detail involved in the cleaning. (hint: it's this one: http://store.steampowered.com/app/246900/Viscera_Cleanup_Detail/ )
Normal PvE in Diablo 2 was merely a matter of perseverance: put in time and you'll get levels. Hardcore mode added risk, though, and PvP was a different beast entirely.
ReplyDeleteAnd I'm glad someone brought up Viscera Cleanup Detail. Now I don't have to.
Google brought me here on a search for Mordheim/Necromunda campaign ideas - Your insight on the core of the experience was like a thunder bolt out of the blue! It was the campaign system and not the game play that was the real core, the meaty context of your gang, your guys, your campaign.
ReplyDeleteAnother insight perhaps...does my nostalgic mind wander back to mordhiem because it has a logical gameplay climax (one gang becomes unbeatable and the players call it quits) but no inbuilt story or ''campaign'' ending to wrap it up. You never rule the city/ defeat the shadow lord/ unlock the riddle of the warpstone/ etc, etc.
Thanks so much for your thoughts, you've stirred mine.
I think a lot of people try to "fix" the gameplay (there are many better skirmish games, gameplay-wise) while forgetting WHY we played it - for the meaty campaign.
DeleteI think the "quit the campaign one someone gets an unbeatable gang" is an issue, but that can actually be addressed somewhat; by having a planned length of the campaign in mind and balancing around it; also by not excessively punishing the losers so they fall behind.
I think having a logical endpoint for a campaign might be a good thing and allow you to plan progression so no gangs get out of control.
I've got some thoughts on it here:
http://deltavector.blogspot.com.au/2015/07/campaign-balancing-2020-of-hindsight.html
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ReplyDelete