Posts Tagged ‘game design’

Game Industry Lessons Learned

Thursday, April 26th, 2012

I’ve been invited tonight (4/26/2012) to speak at the YetiZen Game Design Workshop. My topic is essentially the insights I’ve had in my career as a professional video game developer.

I plan to go into specifics about game design, project management, investors, studios, mobile game business. As usual I will try to keep the subject matter fun and full of multimedia goodness.

I’ve put the slides up on the download page as well GameIndustryLessonsLearned.pdf 3.5MB

Analytics & Metrics in Game Design

Friday, March 2nd, 2012

Some of my buddies in the video game industry have been asking me about what has changed about my job with the new Free-to-Play (F2P) social and mobile games. My focus for the last 4 years has been games for smartphones, the last three of which has been all about making games free and charging players for items or In-App-Purchase (IAP) and new levels or adventures in the game or Down-loadable Content (DLC). Unlike old games where you designed and then built and released it, these new games ship and then iterate constantly for the life of the product. Part of that process has been learning the ropes of Analytics and Metrics and how to fine-tune your game designs based on how players are actually using your game.

During development we add calls from the game client code (the software on your smartphone) to the game servers (where the persistent data, leaderboards, shop data, etc. are kept) that track how players are playing the game. This is called “instrumenting” your game. This tracking data is used by the project managers and game designers to make effective decisions about what is working or not working and what can be done to make the game better. This tracking is called collecting metrics. Then you analyze the metrics of many players for statistical properties using analytics to optimize your design and iterate for greater enjoyment. When players are engaged and having fun, the value of making an IAP or buying DLC makes sense. Going from a free player to a paying players is called conversion – and ultimately leads to the financial success of the game.

Like the casino industry, games have begun to call the converted players “whales” (big spenders) and when analyzing the spending habits new categories have emerged like “minnows” (small spenders) and “dolphins” (medium spenders). There is another important lesson from casinos that many game designers fail to recognize: “whales” come to a casino when there is a lot of other people having fun in a social setting - when there is a party going on the value is there. Games with lots of free players have a party going on, and the “whales” will come.

Like websites that use hit tracking to tune UX/UI design, we can track which game screens are visited and which interactions the players select. If players take too long in the tutorial they may leave before they enjoy the actual gameplay, we can shorten or redesign the tutorial reducing friction that the players experience getting into the game. If menus are confusing we can prioritize the buttons based on frequency of use to optimize the menu design. This process means tracking and analyzing many players gameplay behavior.

While building our Item Shops we can price items and track which ones are used most and which might be priced too high. Over time we can tune these values so the functional power and IAP price reflect the kinds of economic behavior we want the game to have. Not too easy to play, and not so challenging that players never experience the content we design.

I like to keep in-game money earned while playing the game (Grind Currency or G$) separate from the in-game money people spend to buy IAP and DLC (Premium Currency or P$). P$ can be purchased with real money (dollars, etc.) using the app-store interface all F2P apps use. I try not to use real money directly for IAP or DLC as it can lead to confusion when you adjust prices or have promotional sales. It is also motivational for players to earn a bit of P$ for achievements and to denote progress – “earn 10 gold for leveling up”. Giving them a real $1.50 probably isn’t legal. Grinding for in-game money is a big part of many games, I typically say that the amount earned from grinding is roughly equivalent to 1/10 the amount earned from using IAP or DLC – this gives real value to spending P$.

These same buddies who ask me about F2P also wonder if isn’t “evil” or dishonest. Like any power, F2P can be used for less than honest reasons. There are some companies that learned the F2P formula and then tried making games that would prey on the psychological addiction to games and racked up large profits only to find that players get tired of being mistreated. Players are becoming much more sophisticated and recognize being scammed into paying for energy or undoing time locks without actual value.

One agrument against F2P is that that “core gamers” prefer paying for the game up front and then just enjoy the 10 to 30 hours of gameplay they paid for. There is a terrific game industry blog that posted “Why Core Gamers Hate Social Games: Because Their Selfish Exploitation Of Casual Gamers Is Coming To An End” - basically it suggests that casual gamers have been buying, but not finishing games for decades… and those casual gamers have been subsidizing the core gamers buy purchasing games they don’t actually finish or gain the real value for, but the new F2P games allow the casual gamers to enjoy the game as they like while the core gamers actually spend the money needed to finance the game. The result is that core gamers gain a large pool of players to engage with (see above about “whales” coming to the party) and the casual players become engaged enough that eventually they become paying players themselves.

This is an interesting redefinition of what “core” and “casual” actually means – and may for the first time reconcile what is really going on. The “core” players are the ones who pay for the game and “casual” players are the ones who provide the party or social atmosphere. I was always reluctant to believe the old definition by time played (core plays more than casual)  – my wife, who enjoys puzzles and card games, will play those for dozens of hours each week, but she would not consider herself a “gamer”, and as busy as I am, I generally only get limited time to play as many games as I like… and the ones I do get to play tend to be for 5 or 10 minutes at a time, but I definately define my lifestyle as “gamer” by choice. So I like the idea of “core” or “casual” describing a game player’s spending behavior, not the kinds of games they play.

When a game has real value - truly entertains the players, provides a means of social interaction with their friends, and provides a genuine community for player’s to engage in – then players are happy to pay for the IAP and DLC. Many of the games I’ve worked on have had incredible conversion rates, large viral growth, and enjoyed significant financial success. This wasn’t by abusing players, but by giving them what they want – real value to have some fun.

When choosing what metrics you are going to track and how to analyze the data remember that there is already a vast amount of work out there already. You don’t need to reinvent the wheel, especially if you can partner with one of the tracking services that helps game companies instrument their games and have wonderful web dashboards to investigate those large data sets. Let them provide that service, while your team works on the game.

Hopefully this is useful to many of you, and if it generates more questions than it answers I am happy to answer them in the comments.

 

 

How I edited Dragoons20 & How to Make the Booklet

Saturday, February 27th, 2010

I expect that at least a few of you are interested in how I made the PDF versions of Dragoons20 RPG and maybe even how to make the booklet.

I started with the original Microlite20 RPG rules. I cut the text as best I could from various sources. If you try to redo this you will notice that most of the PDFs are encoded – probably in come form of UNICODE (UT8 or UT16). Occasionally I could find a text or doc version if I looked hard enough and at least a few people who have extended Microlite20 have published their PDFs in easy to clip form. I’ve tried to make it easy for those that follow my footsteps.

Once I had the basic rules in a good easy to edit MS Word document, I started the process of rewritting the rules and adding new sections. Some of it went pretty quick. Sections like laying out the character sheet and many of the tables I saved for later – in my Desk Top Publishing tool of choice Serif PagePlus. I started playtesting even this early version and felt like I was really getting somewhere very quickly.

Once I was happy with the sections and basic text I started importing the DOC file into PagePlus. First I create my master doc, a side folded 8.5″ x 11″ booklet. Then I create my master pages: one blank, one with just a border and one with a border and page numbers. Then I import the acutal DOC file in as a new text frame. It spills and jumbles its way on to a HUGE number of pages and looks like junk. It does preserve the idea of layout text so I have one header style and a normal style. Easy enough, I change those styles into something that looks like the fonts will fit into my tiny, but useful, half-pages. I always prefer to have one topic per page (unless sections are very small and grouped together). So next I insert a page break for all the big sections at the header. Now I have topics mostly on pages by themselves and a bit of room for tables and graphics. Tables are pretty easy for me to build – I either fake them in text layout or actually build them in MS Excel and then import the cells as a new table with cut and paste.

The graphics are from 30+ years of keeping a sketchbook and I pulled characters that fit my wacky sense of what Bantumwart is like. I love to draw, but never have been that good at REAL people – just monsters, beasts and fairy creatures. My fantasy world is filled with achronistic paradoxes and I have never taken my fantasy too seriously. When I read fantasy authors I prefer Douglas Adams, Terry Pratchett, Patricia Wrede, Robert Asprin and great comic authors like that. My fantasy art tastes go in the wild directions and include Brian Froud, Frank Frazetta, Sergio Aragones, Mike Ploog, Tony DiTerlizzi, John Bauer, and others who mix fantasy and cartoons.

Then it is time to edit, edit and edit some more. I make my family and friends read everything so that they can fix my crazy grammar and funky way of punctuation. I count on grammar and spell checkers, because I was not a English major.

Most of the crazy little mechanics for adding humor come from over 30 years of homebrew rules and reading tons of other fine RPGs. I’m pretty proud of the results and my players seem to really like the ideas – even if they get frustrated when they visit Hell. Games run very quickly. Several combats and tons of role-playing all in about 3 hours a night. Try that with some of the more complicated RPGs out there – no offense to D&D 4E, GURPs, HERO System… but if you play with all of the rules in those systems you will probably bog down a bit while running the adventures.

To make the actual PDFs I export the non-booklet rules and character sheet from “Publish as PDF” in PagePlus. I use Print and send it to Adobe PDF to generate the booklet. Since PagePlus already knows it is a booklet because I told it so before I started it actually handles all the fancy page reordering and as long as it is done double-sided everything works out great. I notice one review mentioned that the booklet might be a PocketMOD. I love PocketMODs, but they only hold 8 pages. This one is 28 pages and becomes 7 double-sided printed pieces of paper. Pretty cool really. It also explains the one blank page ;-) – it is so that I have the back and front covers on the same page.

When I print the booklet, I print page 1 and 2 on two sides of on one piece of card stock. Then I print pages 3 through 14 on 6 double-sided regular printer paper pages. My wife is a needleworks master and knows a bit about saddle stitching. So she pokes 5 holes in the folded pages – 1 in the center, 2 are 0.5″ from the edges and the other 2 are bisecting those. Then she laces the pages together with good strong thread and ties the knot off in the center pages of the book.

I also considered buying a “long” stapler for this task. If you would like to try this yourself take a look at some of these fine sites:

http://howaboutorange.blogspot.com/2007/10/make-mini-saddle-stitched-booklet.html

http://www.ehow.com/how_5176140_saddle-stitch-booklet.html

Because I use a folded booklet template in PagePlus, making the booklet into an A4 booklet only took about 40 minutes. But I’m afriad it would take me quite a long time to tell it that I want each page on a single A4 sheet – I may even need to start from an empty project and re-layout the entire book using cut and paste. For now I’ll just post the A4 booklet and character sheets – maybe I will figure out a clever way to solve this problem ;-) Until then enjoy the game and let me know what you think about it or pass along your own editing and bind tricks. [EDIT - OK, so a few minutes later I realized that I didn't have to re-layout the PagePlus file - I just needed to trick Acrobat into printing over the old PDF with the paper size set to A4 - it worked and I've uploaded a A4 verison for everyone to enjoy.]

Dragoons20 RPG designer notes

Thursday, February 11th, 2010

Dragoons

Several months ago I found a terrific Open Game License table-top RPG – Microlite20. An extremely abbreviated version of the Open Game License fantasy System Reference Document (OGL SRD). There are several versions, including some complete modifications to new settings and specific homebrew style rules. These are very inspiring to folks like me, who enjoy making new games as part of our hobby.

One thing lead to another and with DunDraCon quickly approaching I decided I might want to play a Microlite20 game at the con. As always, this means I have to break and change the rules to match my play style while GMing games. Microlite20 has no feats, I like feats, it also uses the standard magic systems and spell lists. I decided I would make a scalable powers list with ‘spell points’. I would also introduce a new skill or two to help slide it closer to RPGs that players are playing in video games these days. I added few funny mechanics like “Hell” and the fumble table along with a whole new experience points system meant to focus players on role-playing. Not killing things.

The rules came together quickly. I playtested it with friends from work. I refocused and re-jiggered the power rules and expanded the ‘Dungeoneer’ section for game masters. The rules started firming up and I found that players were enjoying the game. It feels like D&D, but without all the tactical rules and much more funny during play.

I released Dragoons20 today for free – I hope you all enjoy it. Please feedback with suggestions or concerns - my plans are to grow the game a bit more and then release a deluxe verison soon.

Game Design Maxims

Thursday, February 11th, 2010

I read this very interesting post today, Maxims of Game Design on via a link from Gamasutra. I found it refreshing to read something that explains why they did the research, and gets right to the point of explaining what they mean. I hope you enjoy the article.

Social Games?

Saturday, August 15th, 2009

I find it particularly odd that many web games these days call themselves social games. Equally frustrating is the idea of virtual world games that really don’t have a game component at all – they are merely a way to customize your avatar, decorate your homestead, and chat with your friends in the same ways that folks already communicate via email, IM and text messages.

I realize that a lot of VC investors have sunk TONS of money into these companies and hope to see a great return on their investment. But do these otherwise bright investors think that having a users list is the same thing as retaining users, and finding ways to monetize their interest in playing a game.

I realize that I just used a VERY loaded word when I mention – monetize – as many game designers prefer to pretend to ignore that aspect of our industry. Some may even use the term ‘art’ when referring to game design. I prefer to think of game design as a pursuit. Always looking for new and innovative ways of providing fun. As an entrepreneur I also see game design as a product to be considered when you brand and market intellectual properties. Ultimately, I see game design as achieving value for the players.

So how do we fix this ‘social gaming’ and ‘virtual worlds’ problem. I’m not sure it has to be fixed, per say. It will resolve itself over time, the same as any new idea. Darwinism will win and the weak designs will fall by the wayside and the strong designs will prosper and evolve.

But, before I cop out and claim there is nothing for us to do but wait… we could do some genetic engineering – speed the process of evolution a bit by actually designing the games that will win in these new habitats. As players I can also suggest that you express your intolerance for crappy games that don’t deliver on the idea of social experiences.

So exactly what am I proposing? Well I don’t want to give away all my best secrets just yet, but I will share something about what I mean…

A lot of social companies have games that focus on signing friends up to help a player’s score or power base. Very little is done to allow those friends to play together – but I can read about their individual progress on their achievement or news feeds.

I would like to offer this, hopefully simple, solution – allow the performance of your friends to affect you own performance and to have goals that you will share together. For instance players could be trying to attain a similar goal of mining for resources (in whatever metaphor works for your world). As friends they should be able to pool equipment and work on the same mine – once it has struck pay dirt they will share in the reward. This, very little, idea of cooperation will pay off big time for the players involved.

There are literally dozens of pet games on social networks – why do they almost all lack in the actual game department. If the idea is simply to be a collectible Tamagotchi then all that you have is a fad that will lose players faster than you can figure out ways of monetizing them. I will liken this to the phenomenon of Pokémon verses Nintendogs. Millions of players loved Nintendogs and eagerly bought and played with their virtual pets. But how many of those players are still walking, feeding, and buying toys for those pets? Now consider a goal driven RPG like Pokémon, which has recently announced the newest set of a product that still has millions of loyal players. Many of whom have been playing since they were small kids and now have kids of their own. No other product can claim the staying power and dedication of Pokémon though all of its iterations. There may be a lot of reasons for this – but at least one of them is that the experience of playing Pokémon has a genuine goal – with a rewarding outcome.

So, I will encourage all of you game designers to think hard about what you are offering your players as both a goal to attain and reward to keep them coming back. I will also encourage the game players out there to not get trapped into the games that stopped short of providing those goals and rewards.

Video Game Design

Thursday, February 12th, 2009


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Having designed games since 1977, I have a few things to say about the subject. I prefer the academic approach to design even if I live my life more like a wacky cartoon character. These ideas have stood the test of time and several projects. I have confidence that I am right but I’m not so foolish as to suppose that there aren’t other ways or even a few tidbits I may have missed.This is an introduction to what I feel are the most essential “rules” by which good designers should measure their creations. With these “rules” it may seem like you have enough to insider information to go off in a dark closet and create a million selling game. I doubt seriously that it would ever be made. First and foremost, a design is a living document prepared with the development team in mind. Without the synergy and buy-in of the team any design is incomplete.

What is a Game?
Definition: Two or more people interacting using a set of agreed rules. This can mean a lot of things in different contexts but fundamentally that is why games can be almost anything.

If during the development of a game you see the elements of the game becoming more like the props and characters revealed in a story or movie with little motivation other than moving the story along you have made an interactive story but not a game.

In games each prop is part of a larger economy that changes the balance in a system. The characters are the other players or their agents (simulated or not), or they are “signposts” intended to assist or reveal secrets. The two or more sides of players are negotiating the “board” trying to gain advantage so they can beat their opponents.

Many “adventures” boil down to a story cut into chunks revealed by solving puzzles. It is important to realize this when you sit down to design. Place yourself firmly in the “Adventure” or “Game” camp before you develop further. I also have never seen a multi-player “Adventure” and probably never will. The very mechanics of an “Adventure” makes it solitary.

Simulations are reproductions of some real-life activity, usually sports or vehicles driving/piloting. Occasionally there is a game under the simulation, sometimes there is just practicing the activity which you can’t normally do unless it is on a computer. The main problem I have with simulations is that I much prefer to live out my fantasies in my games, and they don’t usually include playing sports or piloting a combat fighter. If given the choice to play Formula 1 or Mario Kart, it is Mario Kart every time.

I’ve had conversations with video game designers before that were stumped when it came to game concepts. Some friendly advice, play games, all kinds of games, real sports and board games, paper games, classic games and cutting edge console games. While I’m at it, I think you should go shopping, buy comic books and toys. Become inspired to create FUN. Think young. Play again.

What is Conflict?
At several points in my career I’ve been asked to design a good puzzle. To me a puzzle is a problem that needs to be solved. Once solved access is revealed to previously unattainable locations or items. The solution can also set off an event that will change the game state. A narrow minded individual may invent a clever lock and key puzzle, but why can’t the problem also be combat with an enemy, navigating a particularly difficult obstacle course, or seducing a character with some reward.

In games we are talking about interactivity. The possibilities are endless. Conflict arises because we are put in situations were we need something and there must be a way to obtain it. The situation may be too difficult to overcome with your current resources, which drives you to obtain the power needed to defeat it.

The game industry’s genre system means that players who like one kind of problem solving over another can readily buy games that fit the mixture of “conflicts” they like to solve best. Kids may buy more “jumpers”, “fighters” and “shooters”, while adults may buy more “puzzles”, “sports” and “adventures”. Everybody gets what he or she wants.

Places to Go, People to See, Things to Do
For almost all of the years I’ve been designing games I have also been a computer programmer. I like distilling systems into their component parts, determining the relationship between those components and simulating behaviors. The old saying “Places to go, people to see, things to do” struck me one day during a design session and has remained my object-oriented approach to game design since. One of the best side effects of this approach is that it is also easy to program when you get to that stage of development.

“Places” are the worlds, levels, locations, terrain and maps of your game. Players (simulated or not) can navigate the map using movement, or “Go” to “Places”. “People” are the avatars of the players and their encounters. The graphics and sound represent all the sensory input that the player experiences, or “Sees”. “Things” are the props, items, power-ups, etc. that the players can accumulate and use to gain advantage during the game. “Do” is the kinds of interactions the players have that can change the game state and ultimately lead to a win or lose situation. During design I like to make lists that fit these categories adding to them while building the game.

The “Things” should have simple enough economies that they are easy to learn to use. Those economies allow the designer the opportunity to dial the difficulty or drive the action during a specific section of the game play. Alfred Hitchcock called the “Thing” a “McGuffin”, a prop that drives the story. An economy is the cost to the player it takes to use those items. Some items may use forms of energy; others may be limited use or require a recharge time. The item can be difficult to find requiring more exploration than is needed to finish the game without it. The item can of coarse be the key needed to reveal more of the game.

The player’s interactions (“Do”) are usually fairly limited at the outset of the game but become more complex and interesting as the game progresses. The player makes decisions based on what they “See” and tells the game, through a controller, what to “Do”. This is called “Player I/O”. The status of the game is rendered for the player to “See” using the game map and the user interface instruments. My eight-year-old, at the time, son once told me that anything that happens in game occurs because of something the player did or a timer. All I can say is “That’s my Boy.”

Technically any game that has the player interaction aspect of the design well defined can easily move between single player and multiple players. It also makes the artificial intelligence for the automated agents much easier to develop because a simple expert system may evaluate the game state make a decision and “Do” some action. Another key component of this is the “Reaction”. Any object in the world that can have an “Action” can cause other objects to have a “Reaction”. Typically “Reactions” are processed to change a state in the various objects, colliding with a wall causes a “Bump” reaction, getting hurt causes a “Damaged” reaction.

Character Development
One of the single most important decisions I make when buying a game (besides the clever box art the marketing types want me to see) is what will I be doing as the player. If the character I become isn’t interesting I will continue my search.

The role of developing a good intellectual property is not just to get a toy line and Saturday morning cartoon. It gives the player a hook. They become the hero and live vicariously through the main character while playing the game. The more interesting you make the character the more players will be attracted to your game. Simple characters may hook the players, but to hold their attention and sell sequels a player must see a relationship develop with the character. During the course of the game the player must feel compassion and empathy toward the situations the character gets into, because the player is in those same situations.

I’m not saying that every game must be a role-playing game (RPG). But as designers we can learn a lot from looking at the classic RPG mechanics and realize that all games put the player into some type of role.

Storytelling
Another important design decision is placing your game on the sliding scale of storytelling. At the low end is a game of just rules and scores where the player is tested against previous scores or other players. At the high end is a carefully crafted story that follows classic storytelling formulas to achieve 3 or more acts with an ultimate conclusion.

Learning the finer elements of storytelling is great for any game designer. How to construct scenes, build tension, develop characters and deliver dramatic endings is also important to good game design. I think each game designer develops these skills to some extent and uses them to make better games.

Looking carefully at the academic analyses of storytelling shows us some good tools we can use as designers. Morphology of the folktale, 36 dramatic plots, 3 (or 9) act movie structure, and the mono-myth all give practical examples of a distinct formula for developing story. Aristotle’s Poetics can easily be used in game design, and many designers do.

An important distinction I make as to what makes a great game as opposed to a great story is that the players all write the game, each one differently, whereas the author writes a single view of the story. Simply placing the elements of a story into a game will allow the players to experience them in a random fashion, like a dim sum restaurant. Arranging them carefully so that they are revealed in a time-released way, tells a strong and convincing story of the game that player experienced. It will always be subtly different than another player’s story of the same game. The trick here is to give the players the story components and let them build their own story from those pieces. Clever construction of dialog and cut-scenes means you can get more mileage from your story assets.

Mass Destruction, Carnage, Crushing Your Enemy, and Global Domination
This is wholly an observation on my part, and one that tends to cause quite a bit of controversy. I will stand on a soapbox for a moment and tell it the way I see it.

Games that sell well allow players to reap chaos and benefit from it. This may be appealing to the lizard part of your brain or just some juvenile form of energy release. But it works. Watch the top ten lists and keep a short count each week of which games have violence or any kind. Look at the revenue from these products.

As a designer you must decide where you are comfortable drawing the line. I personally believe that taking the classic Warner Brothers cartoon approach to violence is my comfort area. Mayhem occurs but the consequences are unrealistic and can be detrimental.

As a society we have been “programmed” to respond to certain kinds of violence in positive and negative ways. Football is OK, but mugging is not. The damage can be similar but the intentions are different. In games I believe that we can keep our good karma if we blow stuff up, but slamming people has consequences if done for the wrong reasons.

During design you must ask yourself what am I allowing the player to do? Have I given the player freedom to play as they wish within constraints that make sense? Accommodating every kind of player is just not practical within our game budgets. Draw your bell curve of player types and pick the biggest standard deviation. Focus test to be sure. Realize that I make games for profit, not art.

If you make games where the only interaction is “Blowing Stuff Up” you are forcing the player to follow that tactic. Try giving the players both a Captain Picard and a Captain Kirk way to solve their problems. It worked for me in the Star Trek: The Next Generation cartridge I designed for Sega. I once heard from Sega that it was the number one selling RPG of all time for the Genesis in the USA. One reviewer even said it “redefined what a good Star Trek game was”.

The Heartbeat
In any great design there is always a single life-giving heartbeat. That single shard of the design that once distilled is the essence of FUN that makes your game. Once you know what that one thing is everybody gets it. It becomes the vision of the project. The team comes together in a fascinating and synergistic force of creativity that becomes unstoppable; management sees this as the blockbuster of the year; the marketing departments “gets it” and sells the game like “hot cakes” (have you ever actually seen hot cakes sell fast? hum).

With experience most designers understand what it is. It is not easy to teach, but there is a test that can help determine if you’ve found it. Take everything else away: graphics, sound, story, and characters. If it still looks FUN to play you have found your heartbeat. With a good heartbeat the game will work on any platform, two people can develop it or twenty people and still be successful. Players will feel it instinctively and clamor for the sequels. You will be successful. I have seen it work on a design where the budget was cut, the team reduced, and the platform changed. I have also seen it work when there was no other reason to finish the product, the team had the kind of passion necessary to finish even after cancellation due to circumstances beyond their control.

Many designers suggest that this heartbeat can be a single sentence. I have always believed that ideas transcend communication so I don’t worry about how many sentences it takes, but it should be easily communicable.

Conclusion
Go forth and design great games. Do Good, annoy Evil. Make big bucks and buy more of my games. Thanks.

Original content Copyright © 1999-2009 Randy Angle

Humor in Games

Thursday, February 12th, 2009


19990512

Allow Me to Introduce Myself
A man walked into a bar; an ambulance drove him to the hospital where they treated the concussion. (Maybe not the best joke, but it is clean)

A personal philosophy of mine is that reality is overrated. If I’m going to live life by my rules then things are going to be FUN. If I’m not having FUN then I must be doing it wrong. Being an engineer and designer means that I look at life analytically. I use my background to create systems, rules, and explanations for why things work the way they do. One of the most difficult aspects of human personality is humor. Why do we laugh? What is funny? In Star Trek: The Next Generation the character Data spends entire episodes dwelling on humor trying to make sense of it in his android mind. Philosophers and great comedians have commented on this subject for centuries. Game designers like Greg Costikyan, Warren Spector, Steve Meretzky, Al Lowe, Bob Bates, James Wallis, Walt Frietag and others have found innovative and creative ways of including comedy in their paper and video games. This is my attempt to show how you might also include it in yours.

Making Nonsense
A particularly effective way of making nonsense is to use random table generation. Carefully constructing tables of similar types and using the tables to seed your adventure plots, character names, McGuffins, and motives. Picking from a list of colors and foods gives results like “purple banana” which is strange and therefore funny. Constructing an Evil Genius you may pick personality traits like “robot” and “diaper” and create someone very funny that nobody would expect. Coming up with non-sequiturs is much easier if you “choose one from column A and one from column B”. Comic strips like “The Farside” are masters at combining two dissimilar concepts and creating something very funny in the twist.

Take a look at “Madlibs” a wordplay pastime that takes any story and replaces the verbs, nouns, and adjectives with blanks that are filled-in by the players. It is the very absurdity of taking something familiar and wreaking chaos on it that causes laughter.

Sounds Funny to Me
David Letterman, Woody Allen and Mel Brooks all like weird sounding names. Towns in New Jersey, words with ‘K’, ‘W’, or ‘OO’ can all create visions of something funny when you say them. Strange sounding cultural words can be funny too, try Yiddish, German, French, and Japanese. Many-times normal words will sound funny if you use outragous accents. Try Monty Python and Peter Sellers movies for good examples of comedic accents. When you hear a strange word write it down and use it later. Use puns (sparingly) and oxymorons or other forms of wordplay to build small “in-jokes” for players to find. One of my favorite one-word oxymorons is “Producer” since they tend not to.

Comedy Plots
For our use a picaresque is a funny travelogue. It is a series of humorous events that happen while going from point A to point B. If you build your adventures as sets of funny bits that players can reveal while playing, and then whisk them through it with a wacky guide they will experience the humor to the degree that they participate. Remember that there is a big difference to writing humor and playing humor. The players must feel like they have some control of the plot even if they have a lack of control of the situation. When faced with conflict a player should be able to choose from multiple possible solutions.

Try the books of Terry Prachett, Douglas Adams, and Robert Asprin for examples of putting character into funny situations while they try to accomplish a goal. Taking a standard fantasy epic and parodying it is a cheap, but effective, way of making comedy. For great parody check out “Bore of the Rings”.

Get a running gag. Find something early in the game and reuse it in different ways. Don’t go overboard. A properly used running gag can give a theme to your game and help make the game have continuity. I like to tie my running gags with my reoccurring characters.

Rim Shot
Tempo or Beat is one of the most important features to keeping the game moving and funny. If the players seem stuck or bored drop something unexpected into the scene and let the mayhem begin. A comfortable way to gauge encounters in games is to properly balance action and storytelling. Too much storytelling gets boring; too much battling gets monotonous. Open the adventure by dropping the players into a short action sequence, once resolved let them catch up to the story by having an actor or McGuffin give them clues to the situation. Always finish with a climatic action sequence followed by a wrap-up story ending. Another aspect of beat that is very important with multi-player games is keeping everybody involved. If a player has nothing to do there is no way for them to have fun. Purposely find ways to use the players together and focus several times during the game on special character attributes of each player.

Stick in the Mud
Funny motivations can help otherwise unfunny players to join the act. Give them something silly to do, make it difficult to achieve while at the same time opposing some motivation of another player and you have the recipe for disaster, and that is great for comedy. If a player still won’t get involved send a game character after them. Little brothers, jealous girlfriends, angry authorities, and hungry monsters all work to spice up the life of the terminally serious.

On occasion I’ve picked a running gag and used it mercilessly on the unfunny player. You must be careful with this but it works like a comedy team with a Straight Rube.

Building Character
People are funny. The way we relate makes animal mating behavior look simple. Our bodies are always leaking, oozing, farting, or belching. Everyone has unique looks and most people have at least one funny feature. We get embarrassed from the mistakes we make. We place taboos on certain body parts and certain behaviors and then spend all our time trying to break the taboos.

When putting characters into your game make sure you consider all the human weaknesses and include a healthy dose of those weaknesses when defining personalities. Occasionally give someone a sneeze, body odor, or nervous tick. It may become the most memorable part of that character. Don’t be afraid of forcing the players into situations where they catch colds, get sprayed by skunks, or get unsightly blemishes.

I tend to spend a lot more time on the personalities of characters than their back-stories. If a character makes it trough a first pass I’ll then spend the time to more fully develop them. I love to reuse characters that the players have met. It builds relationships and provides a sense of continuity.

Remember that it is much more funny to role-play a weakness than it is an advantage. Being the best isn’t as funny as thinking you are the best.

In single-player video games I suggest that you have a buddy-AI, a sidekick that follows the player. That way the player has someone to talk to, instead of himself, and there is always somebody you can do something funny to without it being the player.

Another interesting rule I learned from melodrama is don’t use shades of gray in personality. There is evil and good, but nothing in-between. Even if your bad guy has a weakness, his intent should remain solidly evil. Use extremes of personality and borrow heavily from stereotypes so that players can easily grasp the intents and purpose of your characters without much thought. If you wish to have a character switch sides, so to speak. Make it happen as the result of the player’s actions.

Vocabulary
Schtick – Comedic actions, funny things people do
Beat – The timing, delivery is everything
Gag – A one liner that provides the theme for a session, often it repeats throughout
Routine – A collection of funny bits
Situation – A place and/or all the necessary components for comedy, just add players
Joke – A situation and players that when mixed result in something funny happening
Twist – An unexpected event, unusual use of an item, or unusual behavior
Pun – Different meanings for the same word, mostly with ironic or comedic results
Farce – A ridiculous and silly situation where everything is chaos and nonsense
Whopper – Exaggerating the properties of anything to an extreme
Surprise – The obvious and expected are replaced with opposites and uncertainty
Irony – While things seem to happen for all the wrong reasons, somebody is keeping score
Chaos – A state where no system of physical or social laws can give predictable results
McGuffin – A prop that drives the plot of a story, for example the Holy Grail or Maltese Falcon

Character Types
Rube – The butt of a joke or gag
Straight – A too serious person, because of their seriousness funny stuff happens to them
Stooge – A funny person that just can’t stop cutting up, bad luck happens all around them
Fool – An innocent, naive person that just wants to do good but can’t get it right
Goon – A tough person with more muscles and mouth than brains
Femme fatale – A Straight or Fool female who’s looks cause traffic accidents
Hag – A matronly, ugly, or nuisance female
Bitty – A friendly, sometimes overly protective female, eager to please
Grump – A dark, pessimistic personality that doesn’t laugh much
Rascal – A friendly personality that is sometimes lazy or sneaky
Miser – An extremely greedy personality, wealth and power rule their lives
Evil Genius – A soulless, power hungry, megalomaniac that has diabolical plans
Kook – A befuddled, wacky, and absent-minded old person with answers to most everything
Coward – A person who will at any cost avoid danger or threat, they can be liars too
Hero – A selfless and all around good person, everything is about action and the cause
Bootlicker – Similar to the Coward, the Bootlicker manipulates people in power to their own ends
Know-it-all – Contrary to their name they over state their real knowledge, usually causing harm
Dude – This person exudes Cool and bad luck simply slides right off
Bureaucrat – A political or corporate person of some stature that makes life difficult for others

Conclusion
Go forth and design great games. Do Good, annoy Evil. Make big bucks and buy more of my games. Thanks.

Original content Copyright © 1999-2009 Randy Angle