The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • Software Engineering and Video games!

  • Somehow, we still tolerate each other. Eventually this will be the only forum left.
Somehow, we still tolerate each other. Eventually this will be the only forum left.
 #141446  by Lox
 Tue Oct 27, 2009 10:24 am
For my software engineering class, I have to write a paper on some topic based on software engineering. I got the teacher to approve my "Uses of SE in Video Game design" which is awesome. :)

I know there are a few of you that probably read articles and publications that relate to that topic. If anyone knows of any sources or come across any in the next couple weeks that relate to it, even just a little bit, can you PM me or post them here?

Thanks!

 #141449  by Kupek
 Tue Oct 27, 2009 3:36 pm
Look through Gamasutra: http://www.gamasutra.com It reports on the business and development side of the games industry.

 #141450  by Lox
 Tue Oct 27, 2009 4:47 pm
Cool. Thanks!

 #141471  by Zeus
 Wed Oct 28, 2009 1:36 pm
Kupek wrote:Look through Gamasutra: http://www.gamasutra.com It reports on the business and development side of the games industry.
Neat site.

There's a neat article on gamerscore telling the story of whether people finish games or not. Definitely a source of info to determine peoples' true feelings about the games

http://www.gamasutra.com/php-bin/news_i ... tory=25818

One major thing missing from this article, though: the design of the gamerscore. My bud finished Halo 3 on Easy as he just wanted to go through it and he has under 100 achievement points because of that. In order for any of these results to mean something, there has to be a large discussion on how achievements are designed as well. Considering these things are becoming an important factor in purchasing decisions, there needs to be more and more care put into their design as well.

 #141473  by Don
 Wed Oct 28, 2009 2:09 pm
I really can't agree with the article about how to make games a learning experience. You shouldn't have to learn how to play a FPS or whatever. It's not like these genres hasn't been around for many, many years. If you're not good at a FPS, you either lack the ability to be good at FPS, or you're not interested in FPS to ever learn to be good at it, and you should not expect a game to suddenly change that.

Games that I don't finish tend to simply be poorly designed. Putting some carrot on a stick isn't going to change the fact that it's still poorly designed.

 #141474  by Kupek
 Wed Oct 28, 2009 2:32 pm
Gamasutra is the best resource I know of for information on the industry itself, from the perspective of those in the industry, as opposed to the enthusiast-press side you get from 1up, Gamespot and such.

Lox, take a look at their post-mortem features. In them, developers talk about what went wrong and what went right in the development of a game. It might be your best bet at primary-source material.

 #141475  by Lox
 Wed Oct 28, 2009 4:06 pm
Yeah, that will be an excellent source of material. I think this might be the first paper I've ever actually been interested in writing. haha

Thanks again for the site. It's good enough to read just for fun.

 #141490  by Zeus
 Thu Oct 29, 2009 1:43 am
Don wrote:I really can't agree with the article about how to make games a learning experience. You shouldn't have to learn how to play a FPS or whatever. It's not like these genres hasn't been around for many, many years. If you're not good at a FPS, you either lack the ability to be good at FPS, or you're not interested in FPS to ever learn to be good at it, and you should not expect a game to suddenly change that.

Games that I don't finish tend to simply be poorly designed. Putting some carrot on a stick isn't going to change the fact that it's still poorly designed.
That mentality would do nothing but stunt innovation and evolution. I don't want to play Wolfenstein/Doom/Quake/Halo for the rest of my life, I want to play Gears or L4D sometimes, too.

 #141491  by Don
 Thu Oct 29, 2009 3:38 am
Zeus wrote:
Don wrote:I really can't agree with the article about how to make games a learning experience. You shouldn't have to learn how to play a FPS or whatever. It's not like these genres hasn't been around for many, many years. If you're not good at a FPS, you either lack the ability to be good at FPS, or you're not interested in FPS to ever learn to be good at it, and you should not expect a game to suddenly change that.

Games that I don't finish tend to simply be poorly designed. Putting some carrot on a stick isn't going to change the fact that it's still poorly designed.
That mentality would do nothing but stunt innovation and evolution. I don't want to play Wolfenstein/Doom/Quake/Halo for the rest of my life, I want to play Gears or L4D sometimes, too.
It doesn't matter how you innovate, a FPS game is still going to be largely dependent on your accuracy and agility. A platformer still will involve being able to jump through certain stuff and perform certain actions. A fighting game is always going to largely depend on your ability to do combos. Innovation isn't going to solve a problem like if you can't make this shot or jump through that pit.

I continue to see this theme come back in games where you're expected to just learn to get good at the basics for some special game. I think that's stupid. Someone who has no interest in fighting games should not have to master how to do combos to at least see what a fighting game has to offer. You don't have to be good at the said game, but you should at least be able to complete it. Street Fighter 2 comes to mind since even a novice can get to the real ending (I think you only need it on 5 stars out of 8) with some minimal effort. Now if you want to get the difficulty 8 stars without continuing that's up to you but you're not playing like an inferior version of the game just because you can't get there.

But if you look at the game completion rate references there, clearly a lot of people cannot beat a game at all and just stopped bothering, which means they're getting an inferior version of the product, namely an incomplete one. It doesn't matter whether you're making a Mega Man game or a RPG. All games should be trivial to beat, but difficult to master. If your game is good enough, people will actually want to master it, but even if it isn't so good, at least they will see what the game has to offer instead of just stop playing.

 #141502  by Zeus
 Thu Oct 29, 2009 9:48 am
Don wrote:
Zeus wrote:
Don wrote:I really can't agree with the article about how to make games a learning experience. You shouldn't have to learn how to play a FPS or whatever. It's not like these genres hasn't been around for many, many years. If you're not good at a FPS, you either lack the ability to be good at FPS, or you're not interested in FPS to ever learn to be good at it, and you should not expect a game to suddenly change that.

Games that I don't finish tend to simply be poorly designed. Putting some carrot on a stick isn't going to change the fact that it's still poorly designed.
That mentality would do nothing but stunt innovation and evolution. I don't want to play Wolfenstein/Doom/Quake/Halo for the rest of my life, I want to play Gears or L4D sometimes, too.
It doesn't matter how you innovate, a FPS game is still going to be largely dependent on your accuracy and agility. A platformer still will involve being able to jump through certain stuff and perform certain actions. A fighting game is always going to largely depend on your ability to do combos. Innovation isn't going to solve a problem like if you can't make this shot or jump through that pit.

I continue to see this theme come back in games where you're expected to just learn to get good at the basics for some special game. I think that's stupid. Someone who has no interest in fighting games should not have to master how to do combos to at least see what a fighting game has to offer. You don't have to be good at the said game, but you should at least be able to complete it. Street Fighter 2 comes to mind since even a novice can get to the real ending (I think you only need it on 5 stars out of 8) with some minimal effort. Now if you want to get the difficulty 8 stars without continuing that's up to you but you're not playing like an inferior version of the game just because you can't get there.

But if you look at the game completion rate references there, clearly a lot of people cannot beat a game at all and just stopped bothering, which means they're getting an inferior version of the product, namely an incomplete one. It doesn't matter whether you're making a Mega Man game or a RPG. All games should be trivial to beat, but difficult to master. If your game is good enough, people will actually want to master it, but even if it isn't so good, at least they will see what the game has to offer instead of just stop playing.
Correction: in its current state, an FPS game is largely dependent on accuracy and agility. At one point, first-person perspective RPGs (ie. Wizardry, Might and Magic) had absolutely nothing to do with either but that's not the case anymore (see Oblivion). As well, in some games, this dependency is lessened somewhat (like Gears of War; sure, it's a third-person perspective, but it's essentially an FPS). Still there but not as prevalent as in more traditional FPSs. And we're seeing a trend towards more exploration as opposed to straight fighting so we'll see that dependency get smaller and smaller.

Innovation isn't going to solve a problem like that? Like I said to Sine in another post, that's a pretty defeatist attitude. If everyone thought like that, we'd still be playing Pong instead of Metal Gear Solid. Hell, we wouldn't be playing Pong or even had a computer invented. Innovation eventually solves all problems whether we can see it now or not.

And I like it when we're learning new game mechanics to play a game. I like the same-old, comfortable mechanics done well as much as the next guy (I am a Mega Man fan after all) but it's awesome to do something different if it's done well. We all had to learn how to navigate in a 3D space when playing Mario 64 (for all that is good and holy in this world, don't rant about that game; you absolutely cannot disagree that it was ground-breaking in that sense and that's all I'm saying) or how to lock on and use a single, context-sensitive button in Zelda or even how to play an FPS with Wolfenstein or, more recently, how to play the hide-and-seek gameplay in Gears or real, proper, actually-help-each-other co-op in L4D.

Yes, some games do use that "learning" thing to a ridiculous, hardcore-gamers-only degree (usually fighting games) but I'm OK with that too. There's often very, very little chance of real innovation there and you're automatically limiting your audience to only a small portion of the population, but there's room for stuff like that as well. Not my cup of tea but that don't mean it shouldn't exist.

The vast, VAST majority of games you can beat quite easily. Without exaggeration, I could probably beat Halo 3 using my feet to control it. Have you played it on Easy? It's a fucking joke. Hell, it was easy when 4 of us did it on Legendary online (that was pretty fun, guys :-). To me, one of the big problems right now is games are TOO easy (ironically, Nintendo made some of the most difficult games in the last generation) even on the hardest difficulty. They want to make sure that the non-gamer with ADHD can beat the game without too much hassle. When you're talking about a big-budget title, they have to appeal to the lowest common denominator in hopes of expanding the audience as much as possible to, hopefully, turn a profit. Bioshock's detested frequency of Vitality Chambers (checkpoints/save spots) is proof of that.

Even with the developers making as easy as possible on you, many people still find it difficult or stop playing for whatever reason. Its finding out why those reasons exist that's important for the industry to understand. It's not necessarily "poor design" like you suggested earlier.

 #141503  by Kupek
 Thu Oct 29, 2009 10:03 am
Don wrote:You don't have to be good at the said game, but you should at least be able to complete it.

...

All games should be trivial to beat, but difficult to master.
I don't understand your perspective. In a game with the concept of levels, you can usually grind your way past problems. But pure action games involve skill. It is always possible to fail at any skill-based endeavor.

 #141510  by Don
 Thu Oct 29, 2009 1:11 pm
I'm going to assume most games aren't going to come up with something you've never seen before that requires you to throw everything you knew about the genre. I picked up Soul Calibur 4 and Street Fighter 4 and sure there are new stuff in there but it's not like it's really that different from a fighting game at its core. I've never seen innovation on a level where it's a completely new genre. When the RTS genre is new you can say sure don't make it easy because people have never played something like this before. Same with MMORPGs. But that's only when it was new.

So far as beating skill-based challenge, I'd like quote one of the fan manga I picked up: "In any game there is a unique power that only the one called the 'hero' has that evil can never overcome: continue." You can beat a quarter cruncher in the arcade because you always continue at where you left off, so unless the game involves some completely binary stuff you'll eventually win. And what's the motivation to get better? So you can use less money and still beat the same game. You can throw $20 on a game like House of the Dead to beat it, and that doesn't make it less impressive when you see someone who can beat it on $1.

Even a Mega Man game has energy capsules. Of course that's a very tedious form of 'continue' since you can only use them once out of your 3+ lives, so you got to gauge when you're close enough to use the tanks. But even there any Mega Man game that allows you to continue at the stage you die is generally beatable with enough effort, while a Mega Man game that does not allow you to continue at the stage died tends to remain unbeatable below a certain skill threshold.

The fact that anybody can beat a game should not take away the accomplishment of truly mastering a game. If that is indeed the case, then the game must not be very good in the first place since it means the game derives its value from exclusion.

 #141757  by Kupek
 Sun Nov 08, 2009 10:30 pm
Going back to the original point of this thread, Lox, this article might help. Better Scripts, Better Games: http://queue.acm.org/detail.cfm?id=1483106

 #141765  by Lox
 Mon Nov 09, 2009 7:37 am
Nice. Thanks, Kupek. I've found a good amount of info on that site. It'll fill out the paper nicely.

 #142028  by Kupek
 Sun Nov 22, 2009 5:32 pm
Ran into this today: http://cowboyprogramming.com/2007/01/05 ... -heirachy/

It talks about an alternative to the inheritance-heavy OO design. He doesn't give a concrete example of what he means, though. I understand what he's getting at, but it would take some time for me to figure out what that would mean in code. It might be the same approach as mix-ins.

Related writeups on game entities:
http://www.gamearchitect.net/Articles/GameObjects1.html
http://t-machine.org/index.php/2007/09/ ... nt-part-1/
http://www.gamasutra.com/features/20050 ... e_01.shtml

 #142029  by Imakeholesinu
 Sun Nov 22, 2009 5:39 pm
Do any of those sources state anything about going to 64-bit?

 #142033  by Lox
 Sun Nov 22, 2009 6:27 pm
I'll have to take a look once I'm done with the paper. I am actually ignoring it right now to post this. :) Gamasutra gave me a ton of good sources including a postmorten of Crackdown and a postmortem of Infamous that were very helpful.

Thanks again for the help.

 #142036  by Lox
 Sun Nov 22, 2009 7:41 pm
Yeah...I had found that one also. Very cool site. :) Thanks.