Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for January, 2010

Demon’s Souls is the most Solo-Friendly MMORPG

Posted by Ben Zeigler on January 20, 2010

Before I get into anything else, I wanted to mention that Demon’s Souls isn’t nearly as hard as everyone makes it out to be. Sure, you’re basically forced to die as part of the tutorial, but that’s the point. Death is an essential part of the gameplay in Demon’s Souls (DS from now on). It is occasionally an optimal gameplay strategy to find a cliff and jump off it, just so you don’t have to deal with the horrors of actually being alive. I can’t tell if the game is making an artistic statement there or they just didn’t quite think through the World Tendency system. When you die you lose all of your unspent XP (which you can recover with a corpse run), but it is extremely difficult to “lose” anything you’ve actually cashed in. All you lose out on is stuff that wasn’t real in the first place, so it’s way less disheartening than a death in Everquest.

Playing DS is exactly like Soloing an MMORPG. It’s got a compelling open-ended character development system and interesting crafting. You’re mostly living in your own instance of the world, but you can see the literal ghosts of your compatriots around you, simultaneously comforting you and reinforcing the essential loneliness of the universe. You can’t restore from a save if you screw up. Sometimes somebody comes by and ganks you just because. The narrative is a series of cool events and bosses, but is purposefully disjoint and confusing.

So, what’s so great about it? The first key is that the content itself is very precisely crafted. The game is a series of specifically designed dungeons, which are jam packed with content and atmosphere. You quickly learn that if there could possibly be an enemy hiding behind that door, there is. Most of the levels are fairly long, but are structured with a series of unlockable shortcuts that let you divide a level into conquerable subgoals. 90% of the items in the game are important and useful, and you are constantly rewarded with interesting and functionally distinct equipment. Really there’s two axis of development: your character’s stats and your knowledge. You’ll need both to succeed, but you can get help.

The design lineage of DS can be traced back to older difficult games like Tower of Druaga or Nethack. The game is difficult for a very specific reason: it wants you to turn to other people for help. But, the combination of specifically crafted content and modern technology integrates this directly in to the game. As you play the game, you will find notes left by other real players. These notes will mostly be extremely helpful, although sometimes they’re horrible lies. A voting system keeps the notes relevant, and a structured language keeps people on topic. The ghosts of current players and saved deaths of older players fit into this the same way. 99% of people would never be able to make it through the game without help, but the designers KNEW this and embraced it.

Very few people are capable of progressing through the later levels of a game like World of Warcraft at launch without turning to friends or the internet. Most players need some hand holding, and it can either come from the game designer or other players. It turns out if it comes from other players it really builds a sense of community and longevity in to a game, and this is where Demon’s Souls really succeeds. Even though I can’t directly talk to anyone in the crazy phantom realm that DS calls home, I feel close to them. We’re all going through the same trials, and as a group we can learn enough to overcome it all. Unlike real life, I know in the end we’ll succeed and feel deeply satisfied in the process. Everyone who enjoys MMORPGs will find much to love in Demon’s Souls.

Posted in Game Design | Tagged: , , , | 1 Comment »

Indie Puzzle Platformers: Never Too Many!

Posted by Ben Zeigler on January 14, 2010

My last few days have been pretty stressful (YOU try supporting an Open Beta that gets > 20k concurrent users), so I thought I’d jump back into this whole blogging thing by talking about a couple really fun indie games I played over the last week. Much like 75% of all indie games, they’re both 2d Puzzle/Platform hybrids. I blame Braid. They’re both cool and have nice free demos, so you have no excuse to try them out:

Saira

Saira is by the creator of Knytt and Knytt Stories (Nifflas), and is heavily focused on exploration and atmosphere. The premise revolves around being left alone in the universe after a failed teleporter accident and your quest to rebuild the device to find the one other living being who is left. You recover parts for the teleporter (such as the always-exciting Tape) by exploring different planets. Each planet is very distinct visually and features some amazing ambient music and soundscapes. The visual style of the backgrounds is very striking and consists largely of  moving image collages and lots of effective parallax scrolling. The game also takes an exploration-based approach to narrative as well, because you are given the opportunity to craft your own ending in a somewhat interesting way. The story left a lasting impression on me.

The actual gameplay is about half pure platforming and half information puzzles. That platformy bits are heavy on wall jumping and momentum, and I started to really enjoy it by the end. Your camera can be used to take pictures of the environment, which you will often have to mix together to find clues or codes to enter into various disembodied computer terminals. Some of the puzzles can get pretty tricky, although I was stuck for a few minutes because I mistook the letterboxing around the image on my non-widescreen monitor as a wall. Whoops. Oh, and while your ship is traveling between planets you can play non-linear pinball. Right now you can pick up one copy for $12, and a SECOND copy for only $1.50 more, to encourage you to share it with a friend. Get it now!

vvvvvv

I first heard about vvvvvv a few months ago when the IGF entries first got posted. The weird name (and great URL) got made me check it out, but the gameplay video is what got me pumped. The full version came out a few days ago and actually has been getting a bit of press. It’s by Terry Cavanagh, who’s also done a few other cool indie games of note. Anyway, the basic premise of this one is that there’s a spaceship or something and you rescue people. Whatever. Anyway, it’s a more explicitly retro platformer, with a C64 or DOS graphic style and a cool chiptune soundtrack. It’s also deviously difficult.

The gameplay consists of left, right, and one button. Sounds boring, but that button actually flips gravity. This expands the gameplay of the typical jumping puzzle to it’s absolute max. If you need a point of reference it’s kind of like Metal Storm for the NES. Which was sweet. I have to admit I haven’t purchased the full version yet, largely because I barely made it through the demo without exceeding my frustration threshold. It’s $15 of minimalist fun, and I think I’ll pick it up later this week.

Right now I’m listening to the Radio Kanar interstellar station available inside Saira, and now I’m going to go permanently add the soundtrack to my library. I don’t know why the game includes a large selection of hybrid jazz/classical/electronica but I love it.

Posted in Game Design | Tagged: , , , , , , | 1 Comment »

 
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