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	<title>LegacyWorlds Beta 6 &#187; gameplay</title>
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		<title>Design objectives (2/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-18/design-objectives-22/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-18/design-objectives-22/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 12:21:49 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[gameplay]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-18/design-objectives-22/</guid>
		<description><![CDATA[As the second part of our series around design objectives, I&#8217;ll present here the limits we have to put on our imagination to design a game which we can actually write and why this limits exist. First of all, why do we have to put limits? Some ideas we&#8217;ve come up with or some suggestions [...]]]></description>
			<content:encoded><![CDATA[<p>As the second part of our series around design objectives, I&#8217;ll present here the limits we have to put on our imagination to design a game which we can actually write and why this limits exist.</p>
<p>First of all, why do we have to put limits? Some ideas we&#8217;ve come up with or some suggestions made by the players community either in the game forums or here in the blog&#8217;s comments look very cool and fun. However, accepting these ideas means they&#8217;ll have to be integrated into the game&#8217;s logic. Internally it means objects will have to be represented in the game database, that is as some row in a spreadsheet-like format with column headers representing object properties and each object having its specific values in each cell of its particular row. It means these values will have to be used to compute a particular effect which means a particular formula will have to be defined for each effect or set of effects. Some of these effects might appear transparent to the player: population grows without him having to interact with anything. However some imply management by the player. The burden we accept to place on the player has to be carefully weighted if we want to cope with our &#8220;not too time consuming game&#8221; objective.</p>
<p><span id="more-24"></span> In this context, a set of general rules can be devised and have to be followed.</p>
<p>The first rule regards genericity. What is meant by genericity? It means that we can&#8217;t plan on adding complex rules / a brand new set of technologies / plenty of calculations unless it either has a wide use or is absolutely necessary. Therefore every proposal has to be thought of in two directions:</p>
<ul>
<li>what is the scale of the idea compared to the whole game? Is it a big feature or a small side one?</li>
<li> can it be declined in several versions easily? For instance a law corresponds to two states where different bonuses and penalties are applied to existing game parameters. Dozens of laws can be imagined which all work on the same principle.</li>
</ul>
<p>In this context, big features which can be easily declined in several versions are preferable compared to small side features which are associated with unique code.</p>
<p>The second rule deals with simplicity. Of course the idea is to stick to reality as much as possible. However very realistic proposals tend to become very complex. It is therefore necessary to evaluate the level of complexity and assess:</p>
<ul>
<li> does the feature really bring something interesting to the game?</li>
<li> as a player, would you agree on spending time to manage this feature as this level of details?</li>
<li> can&#8217;t the feature be emulated by a more generic one without losing any gameplay experience?</li>
</ul>
<p>A typical example around this topic would be ship cargo management. Of course it would be more realistic to have a fixed quantity of supplies on a ship and when the stock is down to 0 it can&#8217;t fire anymore or the crew revolts because they are hungry and the ship has to get new supplies. But it&#8217;s getting too complex and boring from a player&#8217;s point of view to have to manage ship supplies. Simply considering an upkeep cost and imagining non displayed little ships bringing supplies to the actual in-game ships should suffice.</p>
<p>The last rule relates to completeness.</p>
<p>When stated as a rough description of a general principle, new ideas are very difficult to evaluate by other members of the team. They often build up their own vision of the proposal which might differ from the intended idea and as such might approve or reject something which might end up being unmanageable or on the contrary quite interesting.</p>
<p>As such any first proposal should be as complete as possible. This completeness implies:</p>
<ul>
<li> describing the principles underlying the idea as much as possible,</li>
<li> attaching characteristics to implied objects,</li>
<li> defining rules which would allow the idea to be put into a working game feature.</li>
</ul>
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		<title>Design objectives (1/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-14/design-objectives-12/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-14/design-objectives-12/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 09:25:53 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[gameplay]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-14/design-objectives-12/</guid>
		<description><![CDATA[From the experience gathered while running previous Betas we can extract a few very important goals which we intend to keep in mind while designing Beta 5. At the same time we have to cope with a set of limits that we have to put on our imagination to design a game which we can [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">From the experience gathered while running previous Betas we can extract a few very important goals which we intend to keep in mind while designing Beta 5. At the same time we have to cope with a set of limits that we have to put on our imagination to design a game which we can actually write. It is the first aspect which is introduced here, as background knowledge around the underlying design context. The second one will be presented in a later post.</p>
<p align="justify"> What we had in mind when working along the LegacyWorlds line after Chris released his uni project was to keep on developing a very simple game where a player could manage his empire in a very short time.  However what we achieved is flawed.</p>
<p align="justify"><span id="more-23"></span><br />
First of all, while we have achieved the simplicity goal, the game remains too simple to keep interest high enough in the long run. Once you have settled down and implemented a reasonable set of technologies, it limits to building a few factories and turrets as population grows and to a pissing contest around the &#8220;My fleets is bigger than yours&#8221; and &#8220;I&#8217;m number x in IDR&#8221; issues. Personally I don&#8217;t find this exciting and I need more to a game than just this. Therefore we decided to add a more advanced empire management dimension to the existing warfare one so that people don&#8217;t get bored when no war is going on. However both aspects have to be sufficiently balanced so that being biased towards one of these aspects should work as long as it&#8217;s not too extreme &#8211; however, concentrating solely on warfare or on planet management shouldn&#8217;t work.</p>
<p align="justify">The second issue we have been facing with Beta 5 is a balancing issue between casual and hardcore players. Some design flaws, in particular around battle computations, make it very hard to defend, especially if you&#8217;re a casual player. Hardcore players have so big an advantage that it is driving away casual players. However LegacyWorlds should be a game open to both the casual gamer and the hardcore gamer. Therefore we have chosen to define a set of &#8220;online time objectives&#8221; surrounding game activities, such as:</p>
<ol>
<li> It should be possible to survive by playing about 30 minutes a day.<br />
This doesn&#8217;t mean that someone playing so little would do great. However, it means that such a player should be able to manage his empire, grow to a decent size and survive medium-scale attacks.</li>
<li> At worst, defending against an attack should be a matter of 3 hours a day. This implies heavy scripting capabilities on the defensive side. However, in order to keep balance, being online more than that to defend shouldn&#8217;t make the defense much more efficient.</li>
<li> Leading an attack should take time. The opposite side &#8211; leading an attack &#8211; should require a much higher activity level, at least 6 hours a day, to even start being efficient.</li>
<li> Leading an alliance should be extremely time-consuming. This gives hardcore gamers something to do.</li>
<li>LegacyWorlds should be able to satisfy both the guy who logs on daily during the evening and the guy who checks on it at regular intervals. This means that something should always be happening, but it should rarely be so urgent that it can&#8217;t wait 24h to be handled. It should be possible to &#8220;script&#8221; most actions and reactions, especially defensive moves and planet improvement.</li>
</ol>
<p>A third issue we are facing in Beta 5 is boredom. When no particular action conducted by players, such as war, is happening, players have nothing much to do or to look at. Therefore we chose to introduce non-player empires, random events, etc. so that interesting things occur without depending on players&#8217; choices. In the same trend, LegacyWorlds will be an extremely difficult game to master. However, it should allow for a relatively slow learning curve. As such, features should appear progressively, as the player discovers new technologies, and a lot of work should be put in an adaptive help system.</p>
<p>Do you think these goals are reasonable? What kind of other drawbacks from Beta 5 experience do you think we should take into account?</p>
<p align="justify">&nbsp;</p>
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