Game Design analysis

The Dark Zone Versus The Prisoner’s Dilemma

Today we’re going to spend some time talking about The Division, more specifically the Dark Zone. I recorded some of the game play in the Dark Zone this week. About an hour and a half in total, if you’d like to view it, it’s available here:

Don’t have an hour and a half? No problem! My post is built so you don’t have to watch the video if you don’t have the time. If you'd like to watch me go rogue, just jump to the fifteen minute mark.

Backstory: In case you haven’t heard of The Division, it is a cover-based shooter with RPG elements. Imagine if you will, the mechanics of Gears of War but with a leveling system, which has an effect on how much damage the player will do. The Dark Zone is the PvP (player vs. player) area of The Division.

In the Dark Zone, the player is tasked with collecting loot by killing enemies, and then making their way over to an extraction zone to drop off their loot. This is because they have to “decontaminate” the loot before they can use it. When they have loot, a little yellow pouch appears on their backpack to notify other players they have some loot. Upon reaching the extraction zone, they can call in a helicopter that can take loot from four players at a time. The helicopter takes about ninety seconds to reach the players. During this time, the players will have to defend against waves of enemies who spawn in and attack them. Once the helicopter has arrived, the players will need to make their way to the helicopter and drop off their loot by holding a button for a few seconds to secure it.

So, that’s the dark zone in a nutshell.

Wait you said there was going to be PvP?

Ah! Yes! Of course! At any given time, other players can find you, kill you, and steal all of your hard earned loot. In concept, this sounds like it could be a really cool idea. Let me elaborate on how the PvP works:

  • If a player attacks another non-rogue player (does X damage), they go rogue for twenty seconds.

  • If a player kills another non-rogue player, they go rogue for eighty-nine seconds

  • When a player has gone rogue, their position is alerted to all other players within a certain distance.

  • If a rogue player continues to harm other players their timer will increase.

  • Rogue players cannot leave the Dark Zone until their timer has run out.

  • When a rogue player is killed, their gear can be taken by anyone.

  • Players who kill a rogue player DO NOT go rogue!

I think the developers were attempting to create a version of the prisoner’s dilemma by creating this system.

For anyone who does not know it, here’s a brief Wikipedia excerpt about the prisoner’s dilemma:

Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of communicating with the other. The prosecutors lack sufficient evidence to convict the pair on the principle charge. They hope to get both sentenced to a year in prison on a lesser charge. Simultaneously, the prosecutors offer each prisoner a bargain. Each prisoner is given the opportunity either to betray the other by testifying that the other committed the crime, or to cooperate with the other by remaining silent. The offer is:

  • If A and B each betray the other, each of them will serve two years in prison.

  • If A betrays B but B remains silent, A will be set free and B will serve three years in prison, and vice versa.

  • If A and B both remain silent, both of them will serve only one year in prison on the lesser charge.

For a further explanation, please enjoy This Place's video:

If we take this into account when looking at The Division, we can see that much like both of the prisoners staying quiet, if players leave each other alone or even work together they will get something. Probably not the best thing for either of them but something nonetheless.

If one player betrays the other and steals their loot, they have come out on top with more loot! And the other player comes out with nothing.

Sadly, it is impossible for both players to betray one another because one will go rogue. The killed player won’t be able to do anything to the player that betrayed them, unless they can find them again after they respawn but before the rogue timer of the other player runs out.

Went rogue… Didn’t end well.

This brings me to the issue with the mechanic. The punishment for going rogue is fairly severe, with every other player hunting the rogue without fear, while the reward is completely random. When the criminal decides to betray his buddy, he is banking on the other player not betraying them first. The developers attempted to create a similar feeing by having the other players be the great equalizers. So if you betray someone, you’re going to have quite a few other people coming after you.

While this does still give a light feeling of the dilemma, it’s like having the mafia waiting outside for the two guys, and if they only see one they know to kill him. And kill him they will.

Another issue with this is, it’s a response. In the dilemma, the prisoners are separated and neither can make the decision with any influence from the others. In the Dark Zone, players can talk to one another, which already allows them to try and lie or work together. This is a pretty cool concept, but it turns the dilemma on its head. So now our prisoners are instead being questioned together, and they can talk to one another in private without the police watching, and are then given a chance later to give their final answer, while separated, to the police. In this case, players talk about not killing one another, then one can change their mind without saying anything, and kill the other player.

So the player now has the mafia chasing them, not to mention the guy who he betrayed who got out of prison early on good behavior, as the player they killed can respawn nearby. I’d bet that nine times out of ten, players who go rogue with the intention of stealing other player’s gear don’t make it out alive.

Side note: There are groups of trolls who like to kill other players but eventually even they get overrun.

Not only do they not make it out alive, but they lose Dark Zone experience, Dark Zone funds and their own loot.

As you can see I lost my loot, 823 credits, a Dark Zone Key and 667 XP.

This brings me to the biggest issue with the Dark Zone Dilemma. There is no incentive to go rogue. Yes, you can kill a player and steal their loot. But even if you do, you have no idea what they have on them until they drop it, and more than often than not, the player is not going to have anything of value. Let me remind you this is a loot based RPG that means A LOT of weak items drop and only a few good ones do. So there is a high chance that when you do kill another player, they are going to drop something worthless.

Because of this, the prisoner dilemma is absolutely trashed. If I’m a prisoner and the police give me the option to betray my buddy, but they say “Eh, instead of locking you up for three years, we’re only going to lock you up for one to three years, but most likely still three,” I might betray him. A chance is nice! Not amazing but nice. But let’s think about if they are asking me to betray a mob boss. So the boss will go to jail and I could get out a few years earlier, but I’ll spend the rest of my life running from the mob that is constantly trying to kill me. Let’s be honest, they are probably going to be waiting for me the day I get released. Why the hell would I betray them? This is the biggest problem with The Division’s Dark Zone.

While I believe the Dark Zone was created with these really cool ideas in mind, the lack of rewards versus high risk is not worth it. This has created a very polite Dark Zone where no one bothers one another. And aside from trolls who decide to go rogue and really have no actual desire to extract, or purposely move into another player’s line of fire to get shot and make that player rogue, no one goes rogue.

So, how do we fix this? We need to make it worth it to a player to go rogue. I think a system where the bag, which notifies other players you have gear, changes color based on the rarity of the loot inside will make players feel as if going rogue is worth it. If someone has a very rare item, like a purple rarity gun, change the bag purple. I feel like this will further increase tension on both sides and make players more likely to go rogue when another player has something really rare. While this could make for something like the end of The Departed, it would also make for some really intense firefights.

Side note: for those who haven’t seen The Departed, SPOILERS! This is the ending! There is some blood. You’ve been warned!

The second change I’d like to see would be to the punishment of the players who have gone rogue. Losing money, annoying but fine. Having a waypoint above their head that let’s other players easily hunt them down, fine. Losing experience and levels is not. If they must keep it, then let the player lose experience up until they would level down, and not lose any more experience or levels past that point. But I’d like to see them get rid of that punishment altogether. By the way, that same punishment happens to players who haven’t gone rogue. Get killed, lose experience. I’ve dropped entire levels from being killed a few times in a row. It’s insanely frustrating and makes you want to die even less, which further pushes me from wanting to go rogue because my chance of death increases exponentially. Remember, while rogue, everything is hunting you.

I hope this enlightened you to how the prisoner’s dilemma, one of the most interesting game theory concepts, can go so wrong in a game. I hope you enjoyed this post and I’d love to hear what changes you think would make the players more likely to go rogue without breaking the game. I’ll be back next week with an update on the Gardens of Eden, the game I’m working on in my free time.

I’ll see you guys next week,

 

Scott

 If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.

End Game Content: Trials of Osiris

It has been quite some time since I last wrote about Destiny. Today I wanted to discuss some of its end game content. Specifically, why Trials of Osiris is brilliant and what unexpected effects it has had on the community.

A little bit of back-story:

Destiny has taken a lot of flack recently because of the few ways to gain the highest-level gear. The best way is the Raid Challenge modes, where players do a particularly difficult boss encounter a certain way to be rewarded with extra max level loot. But this doesn’t always last for players. The difficulty with having the end game content being against computers is that people can out smart them. There are endless strategy guides and how-tos, which walk the players through the entire raid. This makes it considerably easier to finish when they know exactly what is going to happen and when it is going to happen.

Then there is Trials of Osiris. Trials came about in the House of Wolves Expansion pack (the second expansion pack) in early 2015. With it came one of the most difficult challenges in Destiny; getting to the Lighthouse.

Let’s dive into Trials:

The way Trials works is the player must win nine games of Elimination against other players before losing three. If they do so, they will be rewarded with some pretty cool gear. But if the player makes it through the nine matches without losing any games, they have gone “Flawless” and get to travel to the Lighthouse. The Lighthouse is a kind of social area where only the best Destiny players have access.

Side note: Elimination works via pitting two teams of three players against one another. Each player only has one life. Upon dying though, they can be revived by their teammates after a cool down timer. Every time a player dies, the cool down timer is extended. The team wins a round when all three members of the opposing team are dead simultaneously for three seconds. Teams need to win five rounds to successfully win the match. Once a team has reached three victories, the next round heavy ammo will spawn on the map in two locations, causing both teams to do a mad dash for the heavy that round.

 

So why is Trials of Osiris so special?

While computers act a certain way every single time, other players don’t. Trials pitting players against one another serves as an interesting experience because it is always different. There is no definitive “ This is how you do this and you will win”, because for any strategy your team might think up, the opposing team might think of a way to counter. Additionally, because this goes on for at least five rounds total, (the game can last a max of nine rounds if each team wins four) teams must change their strategy. Unlike the computer enemies in raids, humans learn and adapt.

Trials are only available Friday-Monday, and each week is a different map. Players who are really good at one map won’t necessarily always have the advantage every week. It’s impossible to get really good at Trials without knowing all the maps. But even if the player doesn’t know the map, they have time throughout the weekend to learn it.

What about the end game content?

Well, we know that games get boring when players run out of goals to achieve. Whether that goal is to complete all the levels, or get that one piece of exotic gear, they need a carrot on a stick or they typically get bored. The Lighthouse is that carrot. And there is no easy way to get there. By pitting players against one another in a weekly competition, Bungie has taken a lot of the work out of having to create new content. Did I mention you are paired up against players who typically have the same amount of wins as you? So the game automatically scales in difficulty just based on player’s survival. They have successfully created gatekeepers to this legendary area out of the community.

The other goal they have achieved with Trials is teamwork in PvP. All of the end game content in Destiny requires that players go in with teams. And players won’t be able to win without communicating. Due to the nature of elimination and the high stakes gameplay, the best teams are constantly communicating by calling out enemy locations to one another. This communication in turn brings people closer together, thus giving players more people to play with and ultimately Destiny retaining players.

And now, for the ugly.

When Trials originally came out teams would be paired up randomly against other teams as long as there was a good network connection. While this was nice because we didn’t have to worry so much about lag, players who are playing their first round could be paired against a vetted team, which has gone 7 and 0. This resulted, as you can imagine, in many unbalanced fights.

In the most recent months, Bungie has been attempting to pair players in as fair matches as often as possible. This is why the matches now are based on how many victories teams have rather than connection. This resulted in a lot of bad connections and lag, especially in later fights as there were less teams to be paired up against.

While they had the best intentions with pairing players based on wins against one another, it doesn’t help much when your team has been paired up against another team which has already gone flawless and has the ridiculously powerful Lighthouse weapons. So there is still an imbalance there. I feel as if non-flawless players shouldn’t be getting paired up in the first couple rounds against players who have already gone flawless.

Sidenote: I feel as if it is important for me to mention these weapons do not make the players invincible. It’s just that no one else has access to them until they have gone flawless and that they are incredibly powerful. (I’m looking at you Doctrine of Passing (Adept)). Players can get a version of them at 7 wins but, from what I understand, the flawless versions don’t just look different, they also pack a meatier punch.

Unfortunately, Trials of Osiris going flawless creates a bit of an Elitist mentality inside the community when discussing Destiny PvP. This mentality really hurts new players because players who have gone flawless will very rarely play with/ talk to players who have not gone flawless. Just take a look at Destiny’s LFG (Looking for Group) on the Bungie website.

“DOING FLAWLESS RUN

MUST BE 315 LIGHT

MUST HAVE YEAR 2 FLAWLESS EMBLEM

MUST HAVE A K/D OF 1.3 OR HIGHER

MESSAGE ###### FOR INVITE”

or

something like this: 

image.jpg

​or this:

image.jpg

as a result there is this guy:

image.jpg

 I'm pretty sure this is against Bungie's terms and conditions. 

This makes the barrier of entry an absolute nightmare for players who are getting into Trials.

Sidenote: Due to Trials having such a high learning curve it is very difficult for players to get started. They can do the trials bounties (6 a week) which give them a % chance to recieve Trials gear but any Destiny player will agree, the random drops are useless more often than not. When playing at that level new players wont stand a chance until they have a team which can work incredibly well together and the gear to back them up. 

While this is an issue with the players playing the game (and not with the game itself), the players acting this way is a direct result of the difficulty of the game. Unfortunately, this community will turn off a considerable amount of players who will never get to experience this content because of it.

Sidenote: The raid was no better when it first came out. But over time players have become more confident in their abilities and the LFG posts aren’t as bad. Whereas Trials has never let up, from what I’ve seen it just gets worse. Even though I don't blame them for not wanting the best of the best on their team (everyone does). There is very little in place to truely prepare players or to get advanced players to help out newer players. This is problimatic because in the rest of the high level content it seems like the most popular way to get through a tough section is to have a higher level guardian help out and teach newer players. 

Trials of Osiris is brilliant. Pitting players against one another for some of the best loot in the game really has made it much more difficult and rewarding when the player finally reaches the Lighthouse. This tension of the matches and how rewarding it feels to actually win is truly intoxicating. But the poor match making and the elitist community it is creating is making it difficult for a lot of players to experience this content. I hope this week I got you thinking about alternate ways to create end game content by simply changing the rules and using the community to your advantage. Also, I hope you thought at least a little bit about how difficult team events will effect the community. Thanks for sticking around.

I’ll see you next week,

 

Scott

If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.

The Illusion of Danger

First a little backstory on the game:

Rolling Sky is a goal runner. The player must navigate through a course while moving at a constant speed. They move their finger across the bottom of the screen to have the ball adjust its location along the x-axis. If the player makes it to the end of the track, they win.

I was playing Rolling Sky this week and I noticed something in the second level.

In the second level, you encounter these hammers which are swinging in a circle. They swing off the platforms and then back around to take up some space on a platform. If the player touches these hammers, they instantly die. The first one the player encounters swings inward when they pass it thus narrowing the path the player can travel on.

Then the next three pairs of hammers swing outward when the player passes them. I found this to be peculiar because the other three then can’t actually have an effect on the player as they are swinging over nothing and the player would have already died if they had traveled over to that space.

To clarify, this wasn’t the first time a player encountered these hammers. Upon reviewing the previous level, they were taught about them by the very first one encountered swinging outward then the next one swinging inward. So the player has time to learn how they function and prepare themselves for it.

We know that typically in games when players are introduced to a new threat, they often have a chance to observe it and try to figure out how to tackle the threat.  This can be in the form of scoping out a Dark Souls boss and dodging their attacks to learn their tells, or as simple as seeing some enemies attack something else in the distance. From that moment on, the players figure out how to take care of the problem. By solving the problem, they are able to refine their methods and become more skilled at fighting this type of enemy or completing this type of task.

But in our case, the hammers are harmless. The ones that swing out have no effect on the difficulty of the game.

That is of course unless the Designers intended to use them as a tactic to make the player freak out or distract them. This could be their goal; by psyching the player out, they have surely ensured their doom. 

We see something similar to this throughout these levels as well with the falling platforms.

The vast majority of these have no purpose, aside from making a cool ping noise to go with the music, since the player is moving at a constant rate and unable to stay on them for long enough for them to fall anyways. But interestingly enough, we see larger platforms later on that can actually let the player fall.

Here we can see the player touching the platform and the larger platform falling away, creating obstacles in the future which the player may not have accounted for.

The falling platforms fall into the realm of standard game design by showing the player how to deal with something before introducing them to actual danger. The hammers changing back and forth give us an interesting conundrum. Could going slightly against the standard rules of game design be used to throw off players? I believe so. Because there are so many excellent games out there that teach players how to think and solve problems in games, this could be an interesting idea to make a game feel fresh, although it can be difficult to implement. While the developers of Rolling Sky used this expertly, the rules of design are standard because they work.

Side note: I’d like to take a second to talk about the controls. Because the object the player is controlling is a ball, this could have gone a thousand different awful ways. (Tilt controls GAH!!!) But because the ball is tethered to the location of the player’s finger, it makes for an excellent experience navigating around tight corners.

Thank you for joining me in this exploration of the illusion of danger. I hope this week I got you thinking about ways you can break the rules in your games to make your games feel fresher.

I’ll see you guys next week,

Scott

If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.

Neko Atsume: My Collection of Kitties

This week, we’ll take a look into a very interesting App: Neko Atsume. We’ll talk about how it works, where is the fun, and whether or not it is a game.

How does it work?

In Neko Atsume, you decorate a room and attempt to attract cats. You can do this by setting out different “Goodies” (boxes, balls, bags, etc.) to attract them. Each cat has a favorite toy, and when you set up their favorite toy, they might stop by to play with it. But toys aren’t enough for the cats. You need to feed them as well if you want them to stop by. Once you’ve set some food and items out, cats will begin to stop by and visit. After they leave, they will leave the player with a gift , either silver fish or premium gold fish. These are used to buy more items to put out for the cats.

Here we can see the placement options for goodies as well as food.

Food mechanic:
Players need to stop by a couple times a day and set out more food if they want to continually attract cats. The cats can visit while the player is not in the app. If they do, they will still leave a gift for the player, but the player will have missed seeing them.

Side note: This is a nice little addition because if the player doesn’t get the reward of getting to see them, they will still get something.

Every time a cat visits, it will eat a little bit of the food. Upon all the food being eaten, no more cats will visit until the bowl is full. Because there is a free food bowl called “Thrifty Bits”, running out of money never becomes a problem.

Side note: So the food is like a timer. After so many minutes, a player will need to return to the app and refill the bowl if they wish to progress and receive more rewards. Because the food has no visible timer for the player to track, the player will need to check back more often to see more cats.

For anyone still confused on how this game’s systems work, this flow chart might help.

Chart made in Lucidchart

So, where’s the fun?
In Neko Atsume, there are multiple kinds of rewards. I like to call these direct and indirect rewards. Direct rewards are something that is given to the player that’s blatantly a reward. In Neko Atsume’s case, this would be the gold and silver fish the player receives from visiting cats.

Indirect rewards are more like cinemas, things that are rewarded to the players that are solely for their enjoyment. They don’t necessarily have an effect on a game’s progress, with the exception of story. In Neko Atsume’s case, this would be like getting to see the cats do absolutely adorable things.


Like hide in a box!

Or play with a ball!

Or even get their little fluffy butt stuck in a tube!

These moments where the player gets to see the cats be adorable is the reason players continue to come back. The direct rewards are more of a means to an end. They are in place to support the adorable cat reward. These rewards, combined with the hidden food timer, makes sure the player has a nice steady stream of cats to enjoy, all the while not letting them see all of them too soon and instead forcing the player to come back.

Side note: I’m pretty sure the developers knew this is where the fun came from and wanted players to be able to revisit the adorable moments that they have already experienced. So they put in a camera feature where players could take pictures of the cats and put them in photo albums. They also gave them names and stats to help sell the attachment players might feel for the cats. So while the player could have a goal to fill up this album, there is no reward for doing so aside from their own satisfaction.

My album is on its way!

So is this a game or what?
Typically, games have a win/lose condition. That’s kind of what makes them special. So I’d have to say no, it isn’t a game. That doesn’t diminish how much fun it is. It’s more like an interactive toy, because even if you fill up all your photo albums, the game doesn’t end, and if you do nothing, the game doesn’t end either.

In the end, Neko Atsume is an excellent app which is great at wasting a few seconds out of the hour. By giving players a variety of rewards, drip-feeding them new cats, and forcing their engagement through the food mechanic, they find themselves returning to this app again and again. I hope I got you thinking about how to make simple apps, which aren’t necessarily games but are still enjoyable.

Next week, we will be returning to our regularly scheduled posts/updates.

I’ll see you guys then,

Scott

If you like my work and want to support my caffeine addiction, please consider donating to my Ko-Fi.

Scott Fine Game Design 2015 Year in Review!

In this past year,  I started this blog to focus on game design and my own projects. Now that the year is coming to an end, I’d like to take look back on a few of my favorite posts.

Specifically, I want to highlight three game analysis/postmortems which I believe are my best articles of the year, plus one honorable mention that I felt should be included. I also want to highlight three posts about my personal projects and processes which I found to be enjoyable. If you have yet to check these out, I highly recommend them because I think they are excellent!

1. NFL RUSH Heroes & Rivals Postmortem

In this post, I sat down with an old friend who also worked on the NFL RUSH apps, and talked about what went wrong and what went right. It highlights some of the work we did and is easily the most popular of my posts this year!

Read it here!

2. In-depth look at - King’s Fall Raid series

I know I am technically cheating by counting these three as one post. In this series, I break down three of the toughest sections of Destiny’s King’s Fall Raid. I explored how the player learns to defeat each section, and eventually how they beat the raid.

Read it here!

3. Two Dots, Too Charming

A mobile game which captured my heart. My goal for this post was to understand why it was so pleasant. What are the core mechanics? How do they use the free to play model? What makes it so charming? What can we learn from this game?

Read it here!

Honorary Mention: Warhammer 40,000: Freeblade - Touching the Grim Dark Future

“Freeblade is a lot of things, and I could gush about so many things it does right, but today I want to stick to the controls. Controls in iOS games typically fall into one of two categories: either they are intuitive and easy to use, or an absolute mess and frustrating.” Excerpt from
Warhammer 40,000: Freeblade - Touching the Grim Dark Future

Read it here!


Personal Projects:
In my personal projects posts, I went for a less formal tone and more of a casual blog style than the analysis posts. I hope you enjoy them!

1. Choose Your Own Adventure


Here i’m going to walk you through a bit of my process. This is in no way how you should necessarily do things; this is just to show how I sometimes do things. I also discuss what I did programming-wise to bring this prototype to life.

Read it here!

2. Blog: Diamond Raven Games & Haunted Hop not quite a post mortem


Here I talk briefly about the process of bringing “Haunted Hop” to life, and eventually to the iOS app store.

Read it here!

3. Prototyping… I love it.


“I like to prototype. It helps me to figure out my thoughts and test the game mechanics to see if they are actually fun. Also I don’t have beautiful colors or great looking assets to cloud my judgment. It allows me to focus solely on the mechanics.” Excerpt from Prototyping… I love it.

Read it here!

Last but not least I’d like to thank you. By reading and giving me feedback on my posts, whether through conversations over coffee or in the comments section, I learn more about what I’m doing right and what I’m doing wrong. I’ve improved because of your feedback. And even if you didn’t get the chance to give me feedback directly, I’d like to thank you as well for using your time to read my ramblings. Thank you and I hope you had an excellent 2015!

I’ll see you guys next week,

Scott