For example, once the first question for a game is entered successfully, we no longer need the information about the release year, genre, platform, and so forth, and it would be irritating to have to enter it every time, which means that it is necessary to a) skip ahead to the question difficulty, and b) provide a means of checking the game database to see if that information is already there when a user is entering the name of the game for the first time in a session.
Here is the design question of the day. Many games have multiple platforms and some games have multiple genres: Combat Mission is both a wargame and a strategy game. So, would you:
- Require the user to enter one platform and one genre manually?
- Require the user to select one platform and one genre from preset pull-down menus?
- Require the user to enter one platform and one genre, but permit manual additions?
- Permit the user to enter as many platforms and genres as he sees fit from preset pull-down menus?
This is not a feature that will concern 99 percent of all GameBrain players. But it requires some design consideration nevertheless. We've already made our decision and the system is already running, but I thought it might prove to be an interesting discussion. For those who are curious to see it in action, or who might like to submit a question or two, I will post a link to the GameBrain Q&A Forge sometime in the next week.
With regards to the 3-Strike Challenge, a few notes on the excellent comments:
- The solution is to remove points altogether and fully design the game around the '3-strike-loss' idea.
- The problem here is that you have two scoring systems that are at odds with one another: points and strikes. The points act as a reward and the strikes act as a punishment, but only strikes are able to end a round and only points are able to determine the winner.
This would be a very bad solution and would simplify the game in an undesirable manner. Nor is there a problem. Contra some commenters' opinions, combining strikes and points is the basis for many very successful games, beginning, for example, with baseball. This may not be obvious since baseball calls its strikes "outs".
Clarification: A baseball game ends when the losing team reaches 27 outs. This should not be confused with a batter being called out after three strikes. If the home team, which bats second, is ahead when the visiting team completes its 9th inning by reaching its 27th out, the game ends at that point. If the home team is behind, the game ends when it reaches its 27th out.
Clarification: A baseball game ends when the losing team reaches 27 outs. This should not be confused with a batter being called out after three strikes. If the home team, which bats second, is ahead when the visiting team completes its 9th inning by reaching its 27th out, the game ends at that point. If the home team is behind, the game ends when it reaches its 27th out.
- Could you split this out into separate modes?
Yes, actually, we intend to permit Pro players to decide if their matches will be time-based or point-based. Pro players will be given considerably more ability to bias the match either towards their own strengths or away from their opponent's strengths. For regular players, we'll allow them to simply name their favorite game, so the first five questions they face will concern either that game or the game selected by their opponent. This has the additional benefit of making what is a pretty difficult game a little more accessible for even the casual gamer.
- The main problem is that the system is a competitive PvE disguised as a PvP. A player doesn't choose questions for an enemy, it's more like a multiplayer tetris with two bins side by side. I don't think it's viable.
First, this is not a problem, second, while the player can't choose a precise question for his opponent in GameBrain, he can choose the game, the genre, the platform, and the decade by playing cards. As for the idea that it's not viable, this simply shows a complete ignorance of the history of the games industry. From Trivial Pursuit to The Most Difficult Quiz in the World, competitive quiz games have been not only successful, but extraordinarily popular.
What a lot of the commenters don't appear to have given sufficient consideration is to the fact that the primary object of GameBrain is not to determine the winner as quickly as possible, but rather, to make the competition fun for both players as long as possible during the process of determining the more knowledgeable and more tactically skilled player. We are only discussing the multiplayer game here, after all; single-player Mastery mode will probably be the most common way the game is played. And since the player can collect and keep cards in multiplayer, cards that he can use in Mastery mode, the stronger player has a material incentive to keep playing as long as possible, not only to maximize his score and obtain a higher rating, but to give himself the chance to collect more cards.
One of the key things to keep in mind when discussing game design issues: successful precedent trumps theory every single time. One of the things I find most frustrating in the development process is when producers or programmers want to dispute the idea that a feature or a concept will work when it has already been proven to be viable by a successful game with which they happen to be unfamiliar. That is why a deep knowledge of game history is so important for any game designer.
One of the key things to keep in mind when discussing game design issues: successful precedent trumps theory every single time. One of the things I find most frustrating in the development process is when producers or programmers want to dispute the idea that a feature or a concept will work when it has already been proven to be viable by a successful game with which they happen to be unfamiliar. That is why a deep knowledge of game history is so important for any game designer.
> This would be a very bad solution and would simplify the game in an undesirable manner. Nor is there a problem. Contra some commenters' opinions, combining strikes and points is the basis for many very successful games, beginning, for example, with baseball. This may not be obvious since baseball calls its strikes "outs".
ReplyDeleteThe game does not end in baseball when a batter has three outs. You call the next batter.
You have implemented the card system in order to give the player an incentive to run a higher score. If the player didn't care about the cards, why would he bother?
You still aren't getting it. The point system in combination with strikes is what must work for game play and incentivization for better trivia players to risk the taking the challenging levels of questions.
ReplyDeleteOuts in baseball do end scoring rounds. Your opportunity to score is ended in a one inning game if you get nine strikes, but also if you get three outs via other methods.
Outs are scores for the defensive team, while strikes (until they become an out) are merely pressures/handicaps against the offensive team.
In Trivia Pursuit, there are three scoring mechanisms. Answering questions keeps your token moving which increases your chances of scoring a segment, which moves you closer to the final challenge.
ReplyDeleteThis game is about games so it needs to be the kind that has a competitive multi-level scoring structure.
Think about when you played Dig-Dug head-to-head. You had three strikes and you beat the other guy by getting more points than he did, even if you didn't play as long (though usually you did).
Certain questions could have a 1up that the other player wouldn't see that you had until you played it after your strikes are up. And maybe the game could have three strikes with a single optional 1up that cost you a lot of points at the end. So, if you struck out, you could keep playing on your next turn by buying a strike. Almost everyone would gamble to get on a hot streak once, even if they are way ahead, because they wouldn't know if the other player had a 1up or not.
Question re: timed format. Is that total time, time per player, or time per question? Or all 3 going to be options, to make use of limited available time, and of competitive formats?
ReplyDeleteOne of the things I find most frustrating in the development process is when producers or programmers want to dispute the idea that a feature or a concept will work when it has already been proven to be viable by a successful game with which they happen to be unfamiliar.
ReplyDelete---
I'm seeing that too. I think having a good knowledge of old school games as you taught in the course is maybe the most valuable knowledge. Many type of games have come and gone, but the mechanics are still fine.
>4. Permit the user to enter as many platforms and genres as he sees fit from preset pull-down menus?
ReplyDeleteThat would be my vote, though limiting the maximum number of platforms and genres a game can be linked to seems wise. Like chose 1-5 each.
Or maybe have a selection for "Multi-platform" in the platform tab, and drop-down for two "primary" genres and two "secondary" genres. "Multi-platform could have a few sub categories such as "PC + Consoles," "PC + Mobile," or "Tabletop + PC," etc. It would depend on how specific your platform categories are.
>4.Permit the user to enter as many platforms and genres as he sees fit from preset pull-down menus?
ReplyDeleteThis is my vote as well, but limiting the genres selected to 3. There aren't any games whose main aspects lands in more than 3 genres, but there's several pedants who'd love to argue that a very minor level-up mechanic in a puzzle/strategy/sports game makes it an RPG as well.
nice information thanks.
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