Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Sunday, August 11, 2013

Equipped Skills: The Growing Trend in RPG Game Development

What do Magic: The Gathering and Diablo 3 have in common? A year ago I predicted about RPG game development moving away from traditional level-up systems. Now it looks like the plot grows thicker.. Here I discuss the growing trend of "equipped skills".

I told you people. I told you! Now it's happening.

Developers marketing people are touting their game's innovative class system! Players are up in arms about removing the traditional trinity (i.e. tank/DPS/support)! Classless systems! Ogre wizards wearing plate and shooting bows!

"Woah there, sperglord", you say. "What are you yammering about?"

I'll tell you what. I'll be straight to the point: Developers are shifting away from the traditional skill system and putting in a flexible one that I call, for a lack of better term, "equipped skills".

Let me explain further. When I say traditional system, it's when players are given skill points upon leveling-up to let them purchase which new skills he wants for his character.

(When I say skills, this is a pretty broad term, but if you play RPGs, you'll know what I mean. Some systems call them perks (i.e. Fallout) , feats (i.e. D&D), abilities, et al. They're basically some sort of intangible item that unlocks some attack you can now use, or modifies the rules of the game for your character.)

Like I said before, the problem with such a system is that purchasing skills are a life-altering event for the character, that usually can't be reverted. So players need proper deliberation before choosing what skills to purchase.

And how would players know beforehand which skills are worth purchasing? Generally, they can't. They need to devote time, doing trial-and-error, experimenting with every character build they think is worth pursuing.

(Either that, or they have to do some researching and asking around. Not necessarily a fun process, if you just really want to play the damn game already.)

When they figure out what they want, only then, finally, they can proceed to play the game in earnest.

And they need lots of time. Generally, it's not very easy to quickly start again with a blank slate for your character, ready for another round of experimentation.

And some people say, the labor you do with experimenting is part of the fun. For some people, they see it as a problem.

This is why respec became a hot issue one time. Devs wanted to introduce respec to help lessen the time needed to do experimentations.

But that was only the band-aid solution to an old system. What developers next considered, is creating a new system that addresses the (what they consider to be a) problem from the start.

Basically, they want a way to streamline that experimentation process. To make it easier for players to rapidly create character builds.

And this new trend of a more flexible skill system, which I refer to as "equipped skills" is what people came up with, that resounded a lot in the developer community (whether intentionally or not). How come? So many new games are doing it now.

But let me explain first how this other system works.

Here are the quick points:
  1. Out of a wide selection of available skills, you can "equip" only a few at a time (e.g. say, 8 skill slots). Those equipped are the only ones that are in effect, and usable in combat.
  2. The game then, is centered around choosing a combination of skills that complement each other well, given the restrictions.
  3. This is akin to playing a tradeable card game: out of all the available cards of that game, you choose the ones you want for your deck.
This is in contrast with games that have more traditional skill systems, like Dragon Age.

In games like that, skills that you purchase are always available and usable. Equipping skills in a hotbar, in those games, is only for convenience, not a requirement.

The holy grail that devs want here is how Magic: The Gathering does it. That game has so much possibilities and permutations that players occasionally find combo cards, even when such cards were not originally meant to complement each other.

As with any fairly workable idea, the idea itself won't necessarily spell doom or success for the game, but how the devs do their specific implementation of it.

And, indeed, each game made has their own implementation of the idea.

Now here come the examples:



Call of Duty BLOPS 2: Pick-10 System

The Create A Class system has been drastically improved from the original Call of Duty Series. This time, each Perk, Weapon, Weapon Attachment, piece of Equipment, and more will cost one point in the new Pick 10 System. In this way, every player will create a class in their own way, as long as their points don't add up over ten when going into a match. ... This allows players to switch up their play style and make each and every game unique.

So the choices you need to make become about how to tailor your preferences within these ten slots. You may decide not to equip a grenade at all, in favour of an additional attachment for your primary weapon. Or, alternatively, you might not even want a primary weapon. The choice is yours.


The Secret World: skill system

One of The Secret World's most unique selling points has been its lack of a traditional class system. Unlike most RPGs, which assign players to damage, tank, and healer roles, FunCom’s MMO has opened up its bank of skills to allow complete player customization.
Each character in The Secret World is given access to 14 ability slots – seven active and seven passive – that shape your role and determine your strengths. This is called your “deck,” and you can build it any way you like. Of course, with over 500 abilities to choose from, making those decisions can get a little overwhelming. That’s where the deck template system comes in.
Each deck template employs 14 abilities or "cards" to create a unique type of character, granting the player exclusive power and a deck-specific outfit.

Character growth in The Secret World has been pitched as 'Horizontal, not Vertical'. ... After a point, character growth stops being about becoming more powerful, and instead becomes about having more choices. And the best part is that that point is wherever you want it to be. If you're not having fun with a given weapon anymore, you can change it. Anytime you want. You might need to duck back to some easier content for a little while, but that isn't a big deal anyway.


Diablo 3: Skill system

Characters can use up to six skills at once, and may cycle between them with only minimal cooldowns. 
Characters can have up to 3 passive skills active...

Diablo 3 had skill trees during most of the game's development, but the entire skill interface was reworked numerous times during development, and ultimately the skill trees were removed and replaced with a sort of skill menu.
Jay Wilson: ...We've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.
Additionally, see David Sirlin's article which also describes the system.


Guild Wars 2: Skill System

Like a collectible card game, we provide the player with a wide variety of choices and allow them to pick and choose skills to create a build that best suits their particular play style.



Now you might think this is all new, but look at this:

Final Fantasy Tactics: Job System

In FFT, each character equips certain skills, categorized as Command Abilities (actions that the character can perform: e.g. attack, steal, perform magic), Reaction Abilities (performed automatically when you are attacked), Support Abilities (passive bonus), and Movement Abilities (skills that modify movement e.g. jump higher, move farther, etc.).

...as the player changes between the jobs, skills will be able to be transported over to the next... This addition of mixing skills (along with the jobs themselves) and the statistics gained from them, further developed the Job System...

Jason: so those can all be mixed and matched
Jason: once a character learns an ability, he can equip it at any time
Jason: so once Kirklton has jp boost, he can put that in no matter what class he is

You could say FFT does it differently, but the basic idea is the same. Perhaps you could say FFT was ahead of its time, eh?

So the idea isn't really new, but that it's becoming a trend, I think is new.



EverQuest Next

We know little from what was recently presented by the developers, but I can easily see this is another take on the "equipped skills" idea.

Character abilities come in four types: movement, offensive, defensive and utility. Multi-classing comes into play with the character abilities--they’re the ones you can switch out to change up your build for the specific class. You might, for instance, make a warrior who can also do magical damage and has great defense against casters.

Unlocking a new class unlocks new skills to choose from within those 4 character skill slots. This is where your skill customization comes into play. A warrior might unlock a shadow knight class and then be able to choose shadow knight class abilities to replace his warrior class abilities.
The perfect example used on the class panel was building a Warrior into a Caster Killer. He swapped leap for a type of teleport. He swapped out his offensive move for a Mana Burn. His Defensive skill was swapped to a Spell Reflect and his utility spell swapped for something equally powerful vs. casters.




And so on.. I'm sure you can cite a few more examples.

Note how they describe it. Mixing and matching. Swapping out. Using slots. Easy customization. Even the developers go so far as to describe it as a collectible card system, a deck.

I don't find it surprising. That's really what's at the core of an "equipped skills" system.

As you can tell, each game has their own take on the idea. Some games add more layers of complexity (e.g. skills that are dependent on weapon equipped, Diablo 3's rune system, etc.) to make things more interesting.



Custom classes


They also like to describe it as something that easily suits the player's play style. Basically, you can think of respec being a built-in feature in this type of system. And being able to easily accommodate different play styles quickly, is one of its strong points.

This can undermine the whole point of having classes.

On one end we have BLOPS 2, which uses it for their Create-A-Class system. Or Secret World, where there are, indeed, no classes to speak of.

Instead the player creates his own custom class. The idea is the player cherry-picks which skills he wants to use from the ones provided by each skill group. Classes, when looked at this regard, are simply categories to group related skills together (e.g. fighter skills, thief skills, sorcerer skills, etc.). Think of them as the colors in Magic The Gathering.

The player then, can choose to specialize in one group only (e.g. choose only fighter skills for his build), be a jack of all trades but master of none, or sit somewhere between the two extremes (e.g. do the equivalent of a dual-class).

On the other hand, some implementations decide to keep things tight and still have classes (i.e. Diablo 3).

So an "equipped skills" system doesn't necessarily need to turn the game into a classless system, (as some people call it) but you can also design it that way.



We still like to buy stuff though


If you go through some of them, you'll notice in some games, the skills are unlocked automatically for you at some point (leveling-up in Diablo 3). But some games still require you to purchase the skill before it's available for equipping.

I guess devs can't help but still add that. The idea of earning for your skills, slowly growing your collection, like some sort of hobby collector, is a good motivator for players, understandably.

We should note though, that there's no more need to disallow the player from collecting every skill in the whole game, since we already have the restriction of being able to equip/use only a few at a time. I.e. Go ahead, unlock everything! You can equip only 8 at a time anyway.

So it's common that these systems allow players to eventually unlock/purchase every skill. That's in contrast to a traditional level-up system, where you're usually not allowed to unlock every skill.

Another take on it can be that you also purchase upgrades on each skill, so it's not like we need to remove the idea of purchasing altogether.



Easing up new players to the system


So, it's understandable that developers would be worried that some players may find this system too complicated. How would they know which skills to pick for their "deck"?

Each game has something up their sleeve for this.

BLOPS 2, with it being a multiplayer affair, addressed this by providing pre-made classes. They are essentially preset builds whose selection of skills are chosen for you. This is so that you can start playing immediately and get a feel for each skill's usefulness and how they work well with each other. Think of them as preset decks in Magic: The Gathering.

The Secret World does something similar with their decks, although I do believe you still need to unlock those skills dictated by the deck templates. Essentially, they are more of a guide, than a preset.

Diablo 3 had to do it with a lot of hand-holding, in what combinations the player could do (e.g. Wizard can have only one signature spell). As they explained, this was done to prevent players from mistakenly making poor character builds that would frustrate them.

Understandably, the hardcore players who love to experiment found this limiting. The not so hardcore audience did not have any problems with it. So it was wise to allow the player to turn those restrictions on or off (i.e. Elective Mode). The only problem it seemed, was that it was not apparent that you could turn it off in the first place.

Most others, you had to purchase/unlock skills first before they can be equipped, as mentioned above. Pragmatically speaking, this is done so that you won't be overwhelmed with too many options at the start; you're forced to have only a few skills at the beginning and slowly unlock new ones.

This gives you time to slowly learn and get comfortable with each new unlocked skill, before you move on to the next. At the end, once you've tested all of them, you could then decide to stick with the ones you're happy with.

EQ Next, from what I can understand, took some cues from Final Fantasy Tactics Advance: it seems which weapon you equip determines your first four skills (weapon skills), and the last four (character skills) are gained by purchasing/unlocking.

This means presumably you don't have to worry about what combination of weapon skills to get; you can't mix and match weapon skills since they come as a preset in the weapon. But you'll still have some wiggle room for experimentation with the character skills, and which weapon to get in the first place.

Each developer has a different variation to address this issue. Certainly there's room for creativity here.



Banned cards


But wait!, you say. Isn't Magic: The Gathering infamous for having cards so powerful, they had to ban them?

What causes banned cards anyway? What happens is developers initially had no idea that the cards they made, when used with certain others, were too powerful (in that the cards bordered on cheating).

That is indeed a danger with a mix-and-match system. You obviously want many cards in your game. But you can't possibly anticipate every card combination that might break the game. At least, probably not enough for your game's deadline.

(Here's a good article showing one point of view of what makes a card too powerful.)

But look at it this way. For all its faults, Magic still manages to have a player base in this day and age. Whatever Wizards of the Coast is doing, they're doing well enough.

It's certainly not a perfect system, but it can still work and arguably be successful for a product.


Ultimately, just because you choose to employ an "equipped skills" system for your game, that doesn't automatically make it better over a traditional skill system.

You'd have to tweak and fine-tune it, as you should, regardless of what style of system you use.






Resistance to change is expected of course. Understandably, a lot of players are averse to the general idea of equipped skills (instant respecs take the fun away!, there's no excitement in leveling-up anymore! etc.), but its not like the idea of a traditional skill system is perfect either.

On the other hand, it's not necessarily bad to be wary of it.

In the end, (good) devs love to experiment, creating new systems all the time, that's what makes them developers.

My guess: It'll take a few iterations of games employing this system to finally come up with a "best practice" document on designing such a thing.


Side note: I'm using the same idea for my game. Hopefully it'll work out!


So, how do you think this trend will pan out?

Friday, February 10, 2012

Attributes

Here is what I have been thinking about this whole time:

  • Arm Strength: Powerful arm movements. Affects melee damage, and climbing
  • Arm Dexterity: Quick, flexible arm movements. Like in martial arts. Contributes to actions like parry, flurry strikes, and acrobatic movements.
  • Arm Endurance: Maximum stamina for melee attacks.
  • Leg Strength: Powerful leg movements. Affects melee damage for kicks, faster travel time (i.e. speed)
  • Leg Dexterity: Quick, flexible leg movements. Contributes to actions like evading, dashing, tumbling, acrobatic melee, and proper footing in melee attacks
  • Leg Endurance: Maximum stamina for movement.
  • Hand Dexterity: Fine motor skills. Contributes to actions like skullduggery, playing of musical instruments, or using firearms.
A high leg strength but low leg endurance means the person can do a short burst of fast sprinting, but he will tire away quickly.

A runner with leg endurance means he may not move fast, but in the last 200 meters of a marathon, he's still going at the same pace, while the others are too exhausted. Essentially he's a distance runner.

Separating arm strength and leg strength was because I figured there are brute-like enemies who have overbuilt upper body muscles, but slender legs. Top-heavy, as they say.

Separating arm dexterity and leg dexterity is maybe too much though. Though I understand there could be martial art styles that concentrate on kicks only. I think I won't go that far though, so I'll combine them.
  • Arm Strength
  • Arm Endurance
  • Leg Strength
  • Leg Endurance
  • Dexterity: Quick, flexible movements of limbs. Like in martial arts. Contributes to actions like parry, flurry strikes, acrobatic movements, dashing, evading, and proper footing.
  • Hand Dexterity
Having separate endurances for arms and legs meant that I'd separate stamina for arms and legs. Meaning the legs can get tired but the arms don't yet.

I figured they could be combined as well, as when someone is exhausted, he wouldn't be able to use both arms and legs anyway, so it doesn't make sense to have separate stamina for arms and legs.

The stamina they use are shared, in a way, though consumption wouldn't have been proportional for both depending on the action done (movement would consume more leg stamina and only little arm stamina, attacks consume arm stamina and a fair amount of leg stamina, because proper footing when attacking can also be tiring).

It then made little sense to separate endurances for arms and legs. So combining them:
  • Arm Strength: Melee damage for punches and swings.
  • Leg Strength: Speed. Melee damage for kicks.
  • Endurance: Maximum stamina to expend when doing actions, like moving, attacking, etc.
  • Dexterity: Quick, flexible movements. Like in martial arts. Contributes to actions like parry, flurry strikes, acrobatic movements, dashing, evading, and proper footing.
  • Hand Dexterity: Fine motor skills.
I'd then rename Dexterity to Agility, then Hand Dexterity to simply Dexterity:
  • Arm Strength: Ability to exert powerful force using the arms. Melee damage for punches and swings.
  • Leg Strength: Ability to exert powerful force using the legs. Speed. Melee damage for kicks.
  • Endurance: Ability to sustain force for an extended period of time. Maximum stamina to expend when doing actions, like moving, attacking, etc.
  • Agility: Quick, flexible movements of limbs. Contributes to actions like parry, flurry strikes, rolling, tumbling, evading, and proper footing. Also contributes to melee damage. Reduces charge-up time for melee attacks.
  • Dexterity: Fine motor skills. Nimbleness of fingers.
I could change Arm Strength to simply Strength and Leg Strength to Speed, but I have characters that are slim, lithe, but have high kick damage, essentially high Leg Strength. It would not make sense that their attributes reflect a high strength score when they are slim and lithe.

Monday, February 6, 2012

Bosses That Roam The Level


This is a good idea. The podcast mentions this great hate for the classic boss level wherein the boss is waiting at the end of the level within a closed-space arena. While I really have no intense hate for it, I also like his suggestion: bosses that roam the level.

A lot of games already do this:
  • God of War: where sometimes the boss is the level
  • Enslaved: where this mechanical gigantic dog chases you, though the events are largely scripted: defeating the boss is done in multiple parts, normal gameplay is interspersed with encounters of the boss, where it finishes with either you or the boss retreating, until you encounter it again, and in the final part the boss is meant to die
  • Dead Space and Resident Evil: where an invincible boss chases you around the level and the only way to kill it is to lure and trap it in a special way
  • Clock Tower: where a serial killer hides in various places in the mansion. unfortunately, the game has you needing to investigating those various places as part of the game

Its true that sometimes the arena-type boss level gets shoehorned forcefully into the narrative (why is the boss patiently waiting for you at the end of the level?). And sometimes when you see those health stations just before a big door, its a relief for the player, but it doesn't make sense in the narrative.

Do you guys know of any other games that do this?

Tuesday, January 31, 2012

Do We Need Annoying Small Enemies?


Continuing on that podcast, they mention this:

"Games should never include small scuttling enemies that walk across the floor or hover above your head and are really hard to hit and are annoying."

First, I have no problem with small enemies. Enemy variation is good, but I believe there is a wrong way to design small enemies. The podcast notes an enemy in Singularity with an enemy that can kill you with one hit. I"m afraid I haven't played that game.

But I do believe enemy attacks should always have a tell-tale sign. The more grievous the attack, the more evident the hint should be. This is regardless with the size issue, because enemy size is not the issue here.

About attacks that kill you in one hit, as long as the player can anticipate it and have a chance to prevent it, then I think its fine. Dark Souls have some characters that can kill you in one hit, but such attacks are slow in charging up.

In contrast, one mission in Valkyria Chronicles end up with a regular enemy anti-tank unit killing my full-health tank hero unit in one hit. No matter how I looked at it, I think that was really pointless.

So I believe there is a right way, and there is a wrong way of doing one-hit kills.

Each enemy has its own "gimmick", a behavior that circumvents the player's usual method of attack, forcing him to rethink his strategies. They really would have an easy but unusual way to kill them, and the failure is the game not hinting or encouraging the player how to find that out.

So I do hope Singularity's small enemy was designed that it has a weakness.

Hints should be implicit and part of the story. For example, the minotaur boss in God of War starts with a short cutscene of soldiers trying to fight the minotaur and failing horribly. That is enough hint for the player to get that this guy is not to be messed around with.

The podcast mentions the small parasitic enemies in Dead Space. I really had no problem with those enemies because I discovered early on that the assault rifle is an effective weapon to dispatch them. The assault rifle shoots low damaging bullets, but the magazine size is high. One shot is enough to kill one parasite (or more if they are clumped together).

So the game becomes a matter of having "the right tool for the right job". It was odd though, that his experience with this enemy was vastly different from mine. Perhaps he never bothered using the assault rifle.

The podcast then mentions about the big fat necromorph that spawns the little enemies, in that it was unfair, doesn't add any value to the game, and that there was no tactic to fighting them.

I would say instead the surprise there is it punishes greedy players who keep on getting loot. And really, once you've found out about the nasty trick, you would obviously make it a point to avoid falling for it again. You need to make sure to shoot its stocky limbs and not its belly. And do not stomp on its corpse.

Again, this is the idea of each enemy having its own variation.

Did they perhaps feel cheated that they found a type of enemy that they couldn't get loot from?

Friday, January 27, 2012

RPG Elements On Non-RPG Games

I recently got a smartphone so I can listen to podcasts on the go. One of the podcasts I listened to mentioned this:
"Developers shouldn't shoehorn RPG elements into games that don't need them."
I think this is terribly narrow-minded. But let's hear more of his argument:
"Enslaved has a level-up system to allow your character to improve, but I believe the player has the risk to forget this as he has to remember to go to a level-up menu that's not focused on during a normal play session." 
"All of Monkey's upgrades complement each other. There's very little reason not to want them all, so why should the player have to choose those upgrades themselves? Why not have them given automatically at a set point, or have his skills improve the more they are used?" 
"In contrast, Zelda, has you exploring and one of the items you will eventually find is parts for a big heart upgrade. Once you collect enough, your max health improves. In this way, 'leveling up' is more convenient as you will inevitably find big heart containers in the course of the game."
(To be fair, Enslaved actually gives a message notification when the player has enough red orbs to be able to purchase an upgrade.)

Ok, saying "RPG elements" is pretty broad, but now we're getting somewhere. I think his main gripe is games that added leveling-up as a cheap way to add depth.

Leveling-up is having your character improve over time. Having him start out weak and through the course of the game, give him gradual improvements to allow him to face the proportionately increasing difficulty and complexity of the game.

Now, at its basic description that I've mentioned, that makes sense. You wouldn't want the player character to start out with high-level abilities, or rather, too many abilities, from the get-go, that would have overwhelmed the player with too many things he need to get hang of immediately (i.e. Bayonetta).

In traditional RPG games, those level-up improvements are largely formulaic. Allocating more points in strength simply adjusts the result of the formula for damage.

Now this becomes a question of "Why should developers be adding formulaic RPG elements to twitch games?".

More after the jump.