Showing posts with label Project so far. Show all posts
Showing posts with label Project so far. Show all posts

Friday, January 27, 2012

How to build a game on crafting.

Realistically, there are only two ways to do crafting. The rest is mostly extra details and customization, but two options are mutually exclusive and greatly change how things work. They are also very easy to understand, but very hard to properly put in. Decay, or no decay.

If you go with a non-decay route, then your crafting system won't really have a major impact on the game. Typically, I-lvl type progression games take this route so the 'crafting' system that the game really uses is drops. However, if you do a sandbox route, 'drops' really don't make sense. Why would a vulture have a two-handed sword?

I plan to go with Decay, and it's not just to carry through with 'realism'. With decay, you can create enough of a player market that it becomes the economy itself. With players at all ends of the creation process, You create an entire class of players that can succeed in what they want to do in a non-combat related way. You do, however, need to put some kind of barrier in the process to allow some kind of 'progress'. In EVE, this barrier is blueprint research. That process involves researching a blueprint and allowing the possibility of discovery of a new level of tech (i.e. level of the item, or a stronger version). That, however, doesn't fit a post apocalyptic society, at least in that form.

Well, blueprints will sort of be part of the equation. Let's take a sword for example. It will have a Blade, Hilt, and Pommel. Each would have a size allowance. As in, a minimum and a maximum. You could chose anything in those ranged. Then, you would choose curved, straight, wave, or notched for the blade. Server side, each of these would do specific things to the weapon, from major (making a weapon take two hands) to minor (increased damage on angled plate).

However, the root of the system is actually much more important than this. Here, we have my jewel of a system created from bits and pieces of many games all into one amalgamation of awesome...at least awesome in my opinion.

Everything in the world will have 'unit's. A tree would have X 'units' of wood. When you choose to harvest an item, you choose a unit size of X by Y by Z. Then, each unit will have properties viewable and not-viewable. These properties will be given a value by some form of in-game scanner. Of course, have to keep it realistic, but making it technology related keeps some of the sci-fi theme. So, let's say you pull a 2 x 2 x 10 unit of tree. If you scanned, you'd get:

  • Hardness: 5, Flexibility: 7, Flammable: 10, Aging: 3, Bouyancy: 8
Now, when you go to make a sword, it requires an item at least 2 x 1 x 8 for the blade type you chose. Items must at least have a hardness of 3, a flexability less than 10, and an aging less than 8. Since this wood you took is within range, you can use it. The item will keep the other factors as well. So yes, you could make a wooden sword, but it might not be your best choice. So, why go with this system? Well, everything feasible in the game will have stats like this. this allows Minecraft level gathering with EVE level crafting. Just fit your items in the limits and you can make it. Of course, gathering becomes a bit interesting. Metal, cloth, rock, meat, most anything becomes a barter good. This will lead into my post Monday on Currency.

However, what if all the rock in your area is of junk hardness, and you want to build your fort out of very hard materials? Well, here is where the Caravans come in. Caravans at their end-points become markets where you can buy and sell materials...kind of. When you arrive at a carravan end-point, you have a buy and sell option. For Buy, you can either search for specific stats, items between a range of stats, or place a buy-order for an item with specific stats. Then, that caravan will spread the word to other caravans, and if there is a sell order with that item then will give you a time frame when it arrives.

When you put in the buy order, it takes your money at that time to keep things from getting out of hand. Note, the item you will get will be the first item it comes across, so you'd need to be specific since it will be chosen by whichever caravan they run into first. Selling is also just as simple, with you giving your items in a sell-order to the caravan and they take it with them selling it to the first order that comes up that is above your minimum allowed, or you can scan buy orders they have and sell yours instantly. You could also add in the option that if the cost of an item, or the offer by the buyer was too low or high, you would be allowed to approve it instead of just passing over a possible good market transaction. Also, the caravan would likely take a cut, but it would be a small amount.

These caravans, however, become an entirely different PvE element when they are traveling between towns, and that will be on the list Monday as well.


Thursday, January 19, 2012

Content Post: Player and Org Housing

So, you’re on a post-apocalyptic world, barren of life, and living in a colony that is barely scraping by on available resources. It’s quickly evident that one bad drought or catastrophe would be the end of your life as you know it. So, in a story like this…who’s the bad guy? Do you need one?

Here is the defining difference in MMO’s today. Most, if not all, feel they must have a major villain. Even EVE tried this at one point with Sleepers. However, EVE had completely missed the boat. They already had a massive villain in game. Sovereignty I feel is definitely the way to go when you think of PVP. But what do you do with PVP? How can you take the sovereignty system and turn it into a PvE system?

Well, let’s focus on the facts. Sovereignty works by ‘owning’ an area. You do this via several steps, such as deploying X amount of things. There is a far easier way to see this though, without months of work and research. There is an RTS out there that used the sovereignty idea, and it’s called Rise of Nations. As you built towns, your area of ‘national sovereignty’ extended. As you researched more levels of the ‘Civic’ technology, your reach expanded more. Forts and strongholds expanded this. The goal in expanding your area of control was to reduce the enemies. For anyone scratching their heads trying to figure out how this could work in a PvE pure setting, you’re forgetting the other half of the RTS market.
You can play vs. Computer AI.

So, by making each ‘colony’ its own sovereignty, each building made will expand its region. Yes, I said building. A vastly under-estimated idea in MMO’s is player property. There should be enough restrictions in place however to make sure it doesn’t look like an old UO shard, but relaxed enough to not feel like it’s not worth it. Such as one residential building per account, and one fort per org/guild/whatever, I feel that’s a close proximity to fill things. Now, with the stipulation you can only build on Sovereign Ground, and the fear of loss will keep people from building too far from a fort. Yes, that’s right, there will be environmental variable that will make it useful to build near a fort, rather than off on your own in the middle of nowhere.

For those Asocial, you will be able to build away from a fort, but you do so with the knowledge that there will indeed be many issues with this you will need to deal with. Just because the planet is barren does not mean it’s devoid of life. On the contrary, it’s teeming with life just below the surface. Sometimes, this underworld life comes to the over world, and depending on what it is it could be quite hard for a solo household to fend this off. The only plus side is solo-households would be low-value targets for anything major.

If you notice, though, content right there was made. Not only content, ‘hardcore’ content. Living near a Fort gives you access to higher ‘level’ attacks because a fort is a much higher value target. The more houses around a fort, the stronger the fort, the higher value the target is. This creates very strong enemies to deal with, depending on the amount of concurrent people at the fort. Now, the fort itself can be ‘toppled’, but not destroyed. Toppling a fort would simply remove it from sovereignty, shrinking buildable area around the fort until it’s repaired by the owning party.

See what just happened there? Bam, crafting system that has real world impact. Building creation, repair, and upgrade will be a large part of the system. Also, by taking an EVE ship-fit approach to buildings, you can make it so all building upgrades are viable on all levels, making the market for them always moving. Guards also become a commodity. Initially, Guards will be ‘created’ by these households. The more grouped households, the greater the guards created. However, these guards go to the main colony, not the fort. In turn, these guards ‘mature’ and become novice guards. If left, they continue to get better, though costing more in the long run. A cap would be put in though to make sure a single guard would not become so powerful that it would be too costly to ever buy.

So, just by adding a small feature like player and org housing, you’ve added Over world-raid content (raid is meant in the MMO style of raid, many players against strong mobs), opportunity to add in specialty items from said content, crafting needs for building, and a self-fulfilling protection ability based on pop size in areas and making sure that the guard amount only becomes an issue if orgs don’t buy it, and it makes sure that it’s based on players on to tailor fights to be challenging, yet not overwhelming or destroying things when people are offline. Oh, and of course, this won’t be the only content, this would be a small piece, but a very important piece.

Story So Far:
In a post-apocalyptic universe, the barren world your colony is on is slowly building up, desperately trying to expand its resources by providing incentive to build outside the colony walls. Markets are slowly springing up, along with well-fortified buildings to protect from the denizens below at night. You have the choice to forge ahead on your own, carving out a small wilderness living or staying near one of these large forts for safety and the chance at personal wealth in fending off the hordes of under beings.

Thursday, January 5, 2012

How many is enough?


MMO size is something that I believe is always left out of things. First off, you’ve got two very basic options at the start, single-‘server’ or multiple ‘servers’. I use ‘servers’ in quotes because in this day and age, you aren’t talking about real hardware, you’re talking about how the players are parceled out. Anyone who has given EVE a serious go has learned the upsides and downsides of single-server. However, EVE was not the first single-server MMO I had played. My first one was Anarchy Online, and technical hurdles aside (Let’s just say they had a bad launch), they had much the same separation of players as EVE has done. I wouldn’t be surprised if the EVE devs learned the strategy from AO.


AO was separated into rather decent size quadrants separated by zone lines, and each area had essentially a designated mission hub where people joined up at. Of course, there were cities with large amounts of people, however, chat was separated by level, meaning you could turn off level 1-20 chat if you were 30, or 20-50 chat if you were 70. Trade channels were designed this way as well, making sure that players were given ways to stay as separate as they’d like. I think this is key to actually fostering an environment, especially in a single-server. Single-server also is a better design for the new players, as they get readily accessible experience and economies.


So, single-server or Multi-server? Well, think about it honestly. If you indeed do single-server, the game world has to be large enough to pull it off. Single-server also removes any need for server transfer, mitigating costs down the road for the player base somewhat.


For a single-server to be in my design, the single-server becomes one single planet. Oddly, this is convenient and makes it even easier to control the environment. So, how to add in the separation brought about by servers in a single-server design? Well, you have to make communities, and sometimes the best solution really is the obvious one. Make a community. I’ll separate the barren surface into many communities. Say, ten total. Then, it’s time to give each community a look and feel. Here is where a lot of ‘race’ designs fall flat. In a game like World of Warcraft, Races are there to give a choice, but you do not choice a race based on ‘where’. The same can be said of EVE somewhat, Race is just starting space, which ultimately isn’t really useful in the grand scheme of things. I’d prefer race/society to be a choice that will actually funnel like-people together. So, that’s is what I’ll do here, with each community, or ‘Crew’.


Each ‘crew’ will be the remnants of the crew of each mining-colony ship that contained more than just miners looking for the fuel to repair interstellar travel, it would also contain the families, scientists, farmers, essentially everything to be sustainable in case things go south.


So far:
You are a colonist, your colony can not leave the planet, cannot call for help, and there is no space travel due to a universal (literally) fuel outage. Your technology is running out of its own fuel, and soon your society itself will be required to become self-sustaining. Your colony has been operating for 60 years without incident on a barren world we’ll call ZG-1287. It was never given a formal name to keep hope of leaving shortly alive. There are 10 colonies, each has developed its own sort of personality, ranging from gregarious to xenophobic and paranoid. The planet to date is a barren waste-land of sorts, with water only being found underground. There is a large distance between each colony making travel long and hazardous between them, making trade caravans their own communities as well.


Next, we’ll answer the original question with the new direction, How Many People?


Thursday, December 29, 2011

That's Crazy Talk


Probably my favorite line from Dilbert. It’s usually right before that statement that is so alien and out there that it can only make sense in bizarro world. So, why start with that?


You start at the end of the game:
Yep, there’s the crazy talk. Most games, you start before a great war, at the time of a great catastrophe, a new era. Here? Nope, all that already passed. Your living standard day to day life AFTER everything went to hell. So, what was with my talk of letting people play through the calamity?


Training. Above and beyond normal training. Because it’s in the past, and a different time, I’ll let them have access to most everything in the game. Imagine the newbie missions in EVE letting you use a fully outfitted Drake or racial similar ship? Maybe if the newbie zone in WoW let you play an 85 through a simulation raid? That’s what I’ll do. You start off as one of the colonists in the landing of the ship, you pick your name, and you do your best to survive…


Only to flash forward and it’s an old man telling the story to his grandson or old woman telling the story to his granddaughter. Then, you’d choose whether to keep the first name to honor them, or change it. This gives you a real tangible connection to the story. Let’s be honest, In a situation like this, training someone with some tutorial based around ‘solving’ small day to day tasks with in-game functions is, well, overdone. EVE does an acceptable set of tutorial missions, as well as Skryim/Oblivion. They attempt to teach you the skills you will use in the way you use them.


However, as part of the tutorial, I’d like to throw in a feature that I don’t ever see. Keybind-on-the-fly should be part of any tutorial. If you are learning to do X by hitting the b key, but instead you want to use the h key, then you have to interrupt the tutorial and figure out how to change keybinds, usually something tutorials don’t even cover, much less explain how. By adding in something like when it says ‘Press the WASD keys to move Forward, left, back, or right respectively, or hit the F4 key to change the default movement keys’ I feel could give some quality of life to some people. Also, at the end, a quick sheet to say what was changed and if you’d like to move them around. After, it would give you the keys on how to get to the game control configs for later.


So, there you are, you are just an average joe/jane. Two hundred years after any real action. The environment is essentially set here with this, and you can go any way with it, from all out war to straight-up survival. Which way to go?


Well, wait right there, a very important key is missing. Size. That's the next topic.

Thursday, December 22, 2011

Environment Driven Story


This is perhaps one of the most basic concepts that has been born out of the MMO industry that, for some odd reason, they keep trying to run away from. It, I believe, is solely responsible for EVE’s rise as an MMO, despite its spreadsheets in space description. For these systems, the ‘end-game’ is not a boss, it is a place. Moving to that place is the ‘goal’. By making this a place, you remove the ‘Well, I killed the last boss, guess I beat the game’ mentality that is rampant in World of Warcraft, and any other game with a boss-focused-raid-end-game. But the question is, how do you implement this?


Well, the simplest approach here is best. The side effect is also very nice, being able to forgo balance as a whole. If you are finely tuning a single encounter, yes, balance is needed to make all classes feel useful. However, if you expect players to act as a community, you can skip balance because skill itself becomes your balance.


The Story So Far:
You are a colonist, your colony can not leave the planet, cannot call for help, and there is no space travel due to a universal (literally) fuel outage. Your technology is running out of its own fuel, and soon your society itself will be required to become self-sustaining.


From there, you can easily craft a variety of devious environments to continue the story. However, here we run into the first technical hurdle. How large a gaming world? Well, we are hoping for planetary based, so we’re looking at land-mass. Above ground and below ground should be considered. Now, a way to add some suspense factor is to go underground. Underground is always an under-used bit of the sci-fi genre, one need only think of Pitch Black to see how effective underground can be used.


So, now that I’m at the first technical aspect, we have to start thinking player amount. That will be tomorrows tidbit, since it will take a bit of math and some hard thinking to get right.


Sometimes, I need to end posts a bit early when there is way too much going on inside this brain. I'm trying to go over environment layout and I'm already designing individual zones in my head. At times like that, slowing down is best.

Wednesday, December 21, 2011

Logic or Lore?

So far, we have the focus. We are going after the Science Fiction Genre focusing on things happening to the world and population, not to the single user.


So, Logic, or Lore? Which is the basis for the game is a very…hard…question. I feel one always ultimately wins out. Most, if not all games, EVE included, always fall back on Lore. This is what gives us the MMO’s of this generation, belief that the story itself pulls in members, and not mechanics or features. Wait you say, feature bloat and constant balancing our everywhere, how can that be? Well, it’s like that now because of this flaw. When you focus on your story and then features, the story will drive the features. Let’s take WoW for example, and then EVE.

Vanilla WoW:

In Vanilla, they brought across the warcraft feel that, instead of being the ‘hero’, you were the grunt/shaman/bear/peon of WC3. Yes, you are important to the whole, but replaceable. Essentially, you felt like on day one as an orc warrior that the barracks just popped you out and you’re itching to get your axe dirty. While a lot of quests did focus on you helping out the locals, there was very little ‘you saved the world/day, or did something that NO ONE else could have done!’ and a lot more ‘Thanks, you helped us out, now when the real troops get here it will be even better!’. Instances were more about exploration and fighting a relentless onslaught then helping save the world. Slowly, they shifted more and more towards being the hero instead of the supporting cast.

Now, the world is ‘saved’ every instance, every time, every day. You, and specifically you, are saving the world from some calamity each place you go. While it feels ‘cool’ to fight alongside Thrall in the Hour of Twilight, it is markedly different then fighting next to him in Undercity after the Wrathgate. Or with Mograine at the fight for light’s hope. The situation was epic, but your part was still the part of a normal player. Now, most every instance you are helping some major lore character in an intimate setting. This causes something I like to call Lore Burn Out. Your epic faction leaders become less epic when you have to keep saving them, just as saving the world gets boring after the umpteenth time.

EVE, Loreless Lore:

EVE took a different approach. Essentially, they sandboxed lore. Instead of mapping out all this crazy stuff, they started with a small set of backgrounds, racial ties, and specific events in history, and let players kind of ‘write’ the lore. Each encounter, war, battle, or even economic espionage and if it’s big enough, it becomes part of the history. Anyone who’s played EVE more than 30 minutes knows what JITA is. Or even Goons. However, the opposite problem of WoW caused the same problem, feature bloat.

The idea of Incarna was so alien to your average player, it’s no wonder the backlash was huge. The entire ‘lore’ of the game focused around that you were expendable, replaceable, and ultimately your single accomplishments were minute while the stars of lore were the mega-corps and alliances. Then, suddenly, they began to focus on You. Ship insides, looks, captains rooms, they wanted to make us all feel special and unique in a game where you were supposed to be just another capsuleer. Thankfully, EVE on the programming and deployment end is a good bit smaller than WoW, and less storyline driven.


This is where people give WoW a bit less leadway than they should. EVE can make sweeping changes and revert a bad program choice a lot faster than WoW. You could probably add all the lines of all the personal, in game, and website spreadsheets for EVE, add in EVE’s database, and you probably wouldn’t even be close to the size that the Monster that is the WoW server databases. This is why we see games like Rift, F2P games, or EVE make fast changes to player needs, and games like WoW (and most likely SWTOR due to content quality) take much longer to adjust.


Striking a balance:

Since I am going with a sci-fi theme for my project, I’ll want to keep rooted in true sci-fi beliefs. Things have to add up and be realistic in the environment that is given. This means I’ll have to figure out the environment before deciding Lore or Logic, and let that dictate things. First, we need a good starting point. People like to feel important. How about, Man goes to the Stars. So, Space will be a backdrop. Now, some intrigue. The fuel used for space travel was extremely limited, and the people managing the supply either miscalculated or outright lied how much they had. That sets up man going to the stars, building up a network, meeting a few other races, and then finding out that this unique fuel allowing space travel has a deadline.


Now to make them feel really important, you are part of a ship designed to go to planets that are as similar to the environment the mineral was found on, and replenish the resource. However, let’s add some tragedy. Whole families are used, because there is no guarantee that a resupply will be found, and then the realization sinks in that none is found at all, space travel ends. This forces our environment to be planet side. Now here is where we can get some interesting ideas as to what ‘kind’ of game.


So, Lore or Logic?:

Easy. In this situation, we’re going to buck the lore trend and go with logic. Yes, you are stuck on a barely inhabitable planet, no way off, and the power source for the big technology used is, well, going to die out soon. Well, there are bound to be some smart people, so you can get pretty crafty.


Project so far:

Sci-fi backdrop of space travel that is suddenly halted by a fuel shortage, forcing last-ditch efforts to find such fuel by sending out massive mining colonies. None of the colonies succeed, travel stops, and they are now forced into a situation that is close to post-apocalyptic (Can you do a post-apocalyptic theme that encompasses the entirety of sentient life? I think I just did….) situation on every colony. The player would be one of those colonists.


I've always enjoyed using this tactic, I consider it the "silent apocalypse". It's much cleaner than a plague. Plagues always feel too convenient, like divine intervention. Doesn’t fit for me in the series of science fiction. There’s a reason zombie movies begin with things like a falling satellite. So, now to figure out one of the most important parts of an MMO in the next post. The rest of the Hook, otherwise known as the starting experience.