Epic.

James Casey on the economy of WAR

Today, Warhammer Online's Associate Producer James Casey featured one of the two "In Development" letters published by Mythic and GOA. I think it's worth mentioning, because I'd like to talk about some of the points he makes:




One of the things we've been discussing with the Core Testers lately is the economy of WAR. We received some excellent feedback and we're formulating plans based on that discussion, however we want to open up the dialogue to all players for broader input.


As we continue to look at Warhammer Online (where it's been and where it's going), we're examining the game from a macro and micro (big picture, little picture) level. One of the more macro areas we have discussed is the overall game economy. To put it bluntly, it's not where we or the players would like it to be. The designs and decisions made during development left us in a hard position, where, in order to jumpstart the economy, we need to make some changes. Before we go into that, let us look at the status of the economy now.


The basic principle of a viable sustainable economy is supply and demand. If these are balanced, economies can sustain themselves. Tipping too far to either extreme can cause an economy to falter. In WAR, one can see examples where we made a misstep based on this principle; too much supply for the demand (plenty of gold, nothing to spend it on), and not enough supply for demand (not enough items are tradable). In a way, these two dynamics feed one another.


Let's look at an example:

Public Quests provide loot bags which allow the owner to choose an item that is specifically tailored to their class and bind on pickup (BOP). This does two things; limits the potential demand for the product because it is class specific and makes it so it can't be offered in trade because it is BOP. This feeds the problem that there are not enough items being available. Compounding the issue, if the item is not useful to the person that earned it, they will sell it, gather gold, and due to the lack of items in demand, they have little to spend their gold on. It's a vicious cycle.


So how do we look at ways to change our current economy to balance both supply and demand? To accomplish this we need to look at solutions that will tweak the way items are rewarded. Not just how useful they are to the individual, but also as potential trade goods in the economy. We have a good idea on how to do this, but we want to throw the issue out there and get some feedback proactively, before we settle on a design.



What we'd like are some thoughts on how to change our world drops, PQ loot, and the like to make them more viable and valuable to the economy which will hopefully balance supply and demand. Examples would be: making items BOE versus BOP, making items useful to multiple classes, etc. 

 

Making some changes will allow us to redefine the balance of supply and demand and give us greater flexibility in introducing items going forward, which will benefit characters of all ranks.




I'd like to explain this a bit for those who didn't play Warhammer Online. When it comes to economy, the game came out with one idea on mind, keeping it simple and controlling the inflation at any cost (especially after some bad experiences the company had with DAoC), The result was that after the first months, economy was conspicuous by its absence. The crafting professions were supposed to be "supporting" and not too deeply involved in game mechanics (as apparently the only other option was to clone World of Warcraft). This meant you couldn't craft armors, weapons, clothes or basically anything useful for quite a while, until they got re-vamped, adding some extra flavor to talisman making (allowing players to customize their gear a bit with some saucy extra bonuses better than those they could get with random talisman drops) and alchemy (potion making, really reduced to a couple of overpowered potions).


Still, it's basically something done usually inside the guild. Why? Because being more simple doesn't make it less boring, the game really forces you to have "friends" at higher levels (so, usually, if you are somebody who would care for those extra stats and buffs, you'll have a 99% chance of being in a guild) and the often diluted realm pride, mixed with the auction house being only in the major cities (which means during the first 30 levels you won't be going there unless you specifically need/want to), means you really won't do stuff just to sell it. Also, as there's nothing you can buy, and money is "cheap", trying to exploit the system gets you nothing.


Because, yes, they also tried to fight with gold farming, making it unnecessary because gold was "abundant". Or better, because you really didn't need to buy anything expensive, and even if you spent a fortune in that ultracool weapon, it would mean almost nothing when it came to power increase. Not to mention the best gear was bind on pickup, so, in the end, you needed to get it yourself.


No crafting, no trading... yeah, this seems like the economy was broken. But is it broken at its core? It looked so obvious when the game came out, and it's almost hilarious the way it's now presented. As if somehow it was surprising for somebody. "Hey, look, we enforced a economy based on players not wanting to purchase stuff, and now it sucks". Offer and demand? I'd even mention interaction or usefulness. Also, I've only understood one "solution" by reading the letter, making some of the Bind-on-Pickup items Bind-on-Equip, or maybe not binded at all. It's a bit poor, considering this still doesn't make 99% of the items more desirable, and only the highest sets would get some actual market love. And I mean -the highest- sets, as getting high level armors got easier and easier over time.


Maybe the economy on this MMO can still be saved. Maybe it does need a complete re-vamp. Only time will tell if it'll be able to improve or not. However, it does already state something about what happens when you completely forget about it when developing your massive multiplayer online roleplaying game. I really hope, by the feelings I still have for this game, that these solutions shut my mouth up. And who knows, maybe at some point in the future somebody writes a developer diary saying something like "hey, segregating players by their levels makes them segregated, lololol!".


Or maybe, as Ozzy sang when he became a weird old man, "I'm just a dreamer".

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DOSBoxing - Tips and tricks

If you are into retro-gaming you probably have some idea of what DOSBox is. If you're still not aware, it's the Disk Operating System (DOS) emulator. The project started several years ago, and it's aimed mostly towards video-games. It's quite mature and stable, and companies like GOG.com or Steam are using it, in most cases, to allow the execution of old games in modern computers. Have you ever tried to play a game pre-2000 in Windows 7, or even Windows XP? It usually won't run, as most of these games were written for DOS. Even when Windows 98 was already standardized, there was no reason to create a game that run on it natively. Even games that needed windows to run, still worked pretty much under DOS (it makes sense, as Windows itself was just, somehow, another layer over MS-DOS).

Anyway, for this article, I'm taking for granted that you, fellow reader, know what DOSBox is, and just need to get somehow a better emulation for your old game. I must say I'm not an expert on DosBox, and most of my DOS knowledge has diluted during the past years. I wouldn't even know how to use the expanded memory anymore. Or, at least, I wouldn't recall the command.

Also, I'd like to point out that all these tips worked for me, but that doesn't mean they should work for your computer, and of course it doesn't mean it will work for every game. However, in my experience, most of these """""hacks""""" do work. Although if they break your computer, I take no responsibility.

Almost all the changes are done through DOSBox's configuration file. If you installed DOSBox yourself (I pity you) you'll find the configuration file under C:\Users\YOUR_USERNAME\AppData\Local\DOSBox in Windows Vista / Windows 7, and under %USERPROFILE%\Local Settings\Application Data\DOSBox\ in Windows XP. If I'm not mistaken, it will be in your home folder in Linux. The file is called dosbox-x.yz.conf, (x.yz being the version number of the software). Please, note that this file used to be called just dosbox.conf, and that's the name it'll have when downloading a game from GOG.com or Steam. By the way, in these particular cases, the configuration file will be somewhere on the game folder. Just search for *.conf, inside the root folder and something like dosbox*****.conf will appear. The name may vary depending on the game. Any text editor will be enough to modify the file.

Now, let's get started...

dosbox.png

1) CPU Settings
There are two things we should be probably changing here, especially if we're trying to run a game we bought through a digital retailer, as they are usually leaving the default options which, well, are shit.

core=simple (default "auto")

The "auto" setting changes the way the core is emulated during runtime. It may mess up the game at some points. As an example, the first Gabriel Knight is impossible to get through with dynamic emulation. Still, dynamic emulation might give your game a great performance improvement. If that's the case, it's better to set it directly on the configuration file than letting DOSBox guess it by itself. Just mess around with the option and see what works better for you.

cycles=15000 (default "max")

In my experience, specific numbers work better. You might have to throttle them a bit until you find your "perfect" setting, although most games will run OK with a number between 15000 and 20000. Any processor nowadays can handle these values.


2) Video Settings
The video options of DOSBox are scattered through various different sections. There are a couple of important options under [sdl].

output=overlay (default "surface")

This setting is a bit tricky. You'll get the best image quality (as in the proper, crisp image) with surface. The overlay option should give you some extra performance, at the loss of almost no image quality, although it won't be that significant without the dynamic core parameter. Other options such as opengl or ddraw (Windows only) -could- give you some extra performance, but they depend a lot on your graphics card and its drivers. Apparently, NVIDIA cards work a bit better with opengl than the ATI counterparts. Still, again, any graphic card with less than two years should be able to handle these modes without any problem. It's also said that you'll get the worse image quality. Not in my experience. Also, keep in mind that some modes will work better in full screen, and some will benefit from windowed mode.

fulldouble=true (default "false")

This option should only be changed on some 3D games, where our FPS go far beyond infinity and flickering/tearing occurs. Most of the 2D games won't benefit from this option, so it may be better to leave it in "false".

Let's move to [render]:

aspect=true (default "false")

While most games won't benefit from this option, you might need it for some of them, especially if using non 4:3 screens (think of 3D games). It barely hits the performance of the emulation.

frameskip=0 (default "0")

If you can avoid using frameskip, do it. A value up to 2 is acceptable, but anything beyond that will be very noticeable, and probably reduce the quality of the experience more than it will improve it.

scaler=normal2x (default "normal2x")

This setting changes the way the games are scaled. Normal2x gives the best retro result, just using nearest neighbor scaling, thus showing bigger pixels at higher resolutions. If you want to get a "better" quality, as in using gradients and more rounded edges, I suggest hq2x or hq3x (remember we're multiplying pixels, so hq3x means you'll need a 1920x1440 resolution screen for a game originally displayed at 640x480).

Finally, let's check the [dosbox] options.

machine=svga_s3 (default "svga_s3")

Any other option should be only used for specific games, such as cga versions.

memsize=16 (default "16" or "8")

This option changes the amount of emulated video memory. Usually 16 is enough for any game, but you might want to check 24 or 32 for later games.


3) Other emulation options (sound, joystick, IPX...)
I've heard many times that it's a good idea to disable everything you're not using. I've never noticed more than (hardly) a 2% improvement in the best case scenario, disabling the joystick, non-used sound cards and network options. What do have an impact, however, are the rates on the soundcards, and the sbtype. Usually 44100 will sound better than 22050 in any game post-1995 (or any game that does have 44KHz sounds), and anything below this will probably sound like an old walkie-talkie. However, the lower the number, the better the performance.

Different Soundblaster emulation options will also bring different results. For example, you'll need sbpro2 to get stereo sound on some games.


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4) More tweaks
When trying to play Theme Hospital some time ago, I stumbled upon DOS32A. This small "Advanced DOS Extender" is meant to replace DOS4GW.EXE, a file you will find in most DOS games. To use it, just create a backup of DOS4GW.EXE on your game folder and copy dos32a.exe to the same folder, renaming it to DOS4GW.EXE afterwards. Easy! 

What does this program do? Basically just replacing the horrible default extender by a proper set of functions. 

Taken from the official page of the project:

DOS/32 Advanced DOS Extender is a drop-in replacement for the popular DOS/4GW DOS Extender and compatibles. During 1990'es many software applications and games were developed using Watcom C/C++ and Fortran compilers which allowed DOS applications to run in 32-bit flat protected mode environment, e.g. be "DOS Extended." This functionality was provided by the DOS/4GW DOS Extender from Tenberry Software, a middleware product which at the time was bundled with Watcom tools. While being royalty-free, DOS/4GW was big, slow and lacked many important features, all in favour of its commercial (and rather expensive) siblings. To remedy the situation a number of independent projects set out to create a replacement of DOS/4GW that could match and exceed it in terms of features, performance and price. DOS/32A is the result of such a project.

There are probably many more tweaks, but until now I didn't really need more. Also, notice that some particular games may be a bit picky, needing special settings for themselves.

Do you know more tricks? Just post them!
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Another animation attempt - WIP

I've been messing with Construct these past days, and decided to finally give it a chance and try to do some basic stuff; some kind of basic platforming + hack&slashing game. Maybe even just a short level, no more than 5 to 10 minutes to get through. Anyway, as I'm still thinking on how to deal with it, I'll show you what it'll get for sure:

z_d.png (Original size)

z_d_blog.png (Zoomed x2)


Yes, it's our mandatory barbarian chick, holding two battle axes. Why's that? Well, I was thinking on giving her a sword, or even a two-handed something, but I thought that it would mean either reworking all the animations for left direction movement (time-consuming), or making the character left-handed each time she looks back, which didn't sound that good even if it's the way it's normally done.

Anyway, hopefully I'll be able to post an update showing some progress!
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Death Raiders - Getting rid of Leadership

As the dungeon system has been completely re-vamped (will talk about it on my next post), we currently found ourselves with an attribute that's more or less useless. Leadership doesn't impact anymore the amount of people that can come with you to a dungeon, as these are currently open to everyone. However, there's still the Pressure system (and we don't plan to remove it). Should we keep the attribute just for this? Well... with one of the great mechanics being developed at this very moment, it will be replaced by something that may prove to be more interesting. What am I talking about, you may be asking? Well, stay tuned and you'll know!

I'd like to add a picture or something to this post, but after reading the small paragraph I can't really think of much. Apparently, Zemanta couldn't either, considering the tags it found that could be appropriate:

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I mean... furniture? What the heck, Zemanta?

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Preview - Sleep is Death

In case you're not still aware of it, Sleep is Death, by Jason Rohrer (Passage), may be the next big thing. This two-player (and only two-player) storytelling game follows a very original formula. While one player plays the main character, the other one is in charge of -the rest- of the game. Everything! You may be thinking of something like the DM client for Neverwinter Nights or Vampire: The Masquerade - Redemption, and I guess you'd be correct to a certain point. The possibilities, however, are a bit wider here. Plus, the more you play (and, especially, the more you play with different people) the more stuff you'll be able to do. Why? Because all the stuff created for one game is carried with you to the next one. A bit like Animal Crossing, when your character appears in someone else's console.

To fully understand the game, however, nothing as good as a slideshow the developer himself prepared, explaining how the magic works. To check it, just click on this link or the image below.

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The game is already available for pre-order for just $9. If you're interested, just check Sleep is Death's official webpage!
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girlthing.jpg

Lively Ivy (Erin Robinson), the developer behind Nanobots, Blackwell: Unbound and Spooks, directed a presentation at Indiecade where she spoke about the myths on independent game development. Thankfully for all of us who weren't there, she has just posted the slides of the presentation on her blog

While it may not be as awesome as the actual presentation, it's still nice to go through them. Some of them will make you smirk. Some of them may make you cry.
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Death Raiders - A wedding gone wrong

Today was the last day of the Second Season of the Death Raiders Alpha. To celebrate it, we run a small event where two of the players engaged in a small ceremony that reached its climax with the couple casting "Link" on each other:

marriage01.png

This power is very special. The effect and energy cost are permanent. In this case, both were using the level 5 version, which means from now on, each power one of the characters casts on the other will get a +6 to intensity (which is insane!) as well as some special secret effects.

As usual, when you're hosting a wedding in a corrupted church, things got a bit messy, and we couldn't even have the traditional feast. Well, kind of, as we almost were served as the main course for the hordes of ghouls commanded by three lichs and a ghoul chieftain.

marriage02.png

While we got a couple of problems (including some technical issues in one of the final combats), everything ended up nicely, and the couple survived ;) The "raid" took almost one hour and a half, but it was worthy. Some nice loot and half a ton of experience (I got 10 points, which meant 5 more levels of Accuracy, no less.

And so it finished this season, with the town citizenry so fond of their heroes they are planning to spend ~30K gold coins on the market tonight.

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General Bauhaus, the city's fascist dictator, has had all the green space in town destroyed! Trees are banned! Flowers outlawed!

The new game developed by Spooky Squid Games starts with that premise. As a member of the resistance, our job in Guerrilla Gardening will consist in provoking the rebellion of the citizenry using the power of plants. Yes, plants.


The cute pixel art graphics and animations can't hide this interesting Commandos-like game. We cannot confront the police with our limited arsenal, so stealth and tactics will be our main weapon. Using the words of the developers, "We generally describe the game as Harvest Moon for anarchists, but in actual fact, it's a little closer to like if Jet Grind Radio* and Thief had like a love child, and it was made out of pixels... like little pixel art, instead of being 3D... that's sort of what this game is: It's sneaking in stealth and... am... pissing out authority with plants". (Source)

Promising. Can't wait to put my hands on it!

*Jet Set Radio outside USA.
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Design - The Meaning of Death

I've played some Dragon Age during the past days. Even though I'm not sure if I'd qualify the game as something as amazing as the critics say it is, I've found some really nice stuff throughout the game, and hell, it's being quite fun. And some times frustrating, in a lovely way. Probably many of you have lived the following situation:

The last head falls to the ground. Enemy corpses lay around your badly injuried (but still alive) party members, as they rest for a couple of seconds cathing their breath. They need to ration the provisions, as the final confrontation against the $evilmotherfucker feels closer and closer.

The group continues its journey through the dark dungeon, following a perfect formation. The full-plated warrior walks first, followed by the rogue and the archer. Behind them, the mage. There's a big room at the end of the tunnel they're walking across right now, roughly at 15 metres in front of them. The warrior draws his sword and holds his shield, anxious. The party moves forward and... "click". Silence. Trap.

Fire everywhere.

The warrior tries to get back to verticality, only to see how the party is ambushed from both sides. First one to fall? The mage. The group tightens their positions, trying to overcome their enemies, and the battle rages. The archer is bleeding a lot, and won't be able to hold much longer. Her wounded look reaches the warrior, who suddenly pauses the game and, getting pallid by moments, exclaims:


I haven't saved the game for... 40 minutes!!


Fffuuu.JPG

And suddenly you begin to consider your items in a totally different way. Is that expensive Greater Healing Potion more valuable than your time? Should you just use more resources than you'd usually do? Suddenly death becomes meaningful. It means wasted time and effort. It also means frustration. Developers nowadays know that very well.

It's strange to find a new game that doesn't autosave your progress every few steps, especially when there's a difficult part about to happen. If the game involves combat, you'll have lots of ammo/healthpacks right before the difficult confrontation. You die? Just try again, until you win. Games are now infinitely more approachable by non-gamers than ever. It has, of course, lots of benefits for the game industry. It has also brought stuff like this.

I won't say Arkham Asylum was a worse game because you had checkpoints everywhere, but it certainly failed to bring out my inner rage as Dragon Age did. And that feeling, well, maybe I'm a bit of a masochist, but I found it just awesome.
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Death Raiders - Tons of new content

We got lots of new graphics for Death Raiders this week, apart from the tiles I mentioned in the previous post, and I'd like to mention a couple of them. While many were taken directly from the RL Tiles (altars, fountains, stairs...), and Tome Tik (jewelry...), there are some made from scratch (and consequently, worse, but I'm still kind of proud of the results).

I'll start with the new ghoul army in all its glory:

ghouls.png

The first one is the original, who has been with us for some time already. As always, they're shown zoomed, twice their real size.

These freaks will also accompany us from now on. High level dangerous stuff here:

moremonsters.png

From left to right: The new Lich, the new Greater Lich (or Demi-Lich, in fact), three possible versions of the Noctal / Noctumbra (a high level shadow), and the Keeper of the Summit, a really big skeleton motherfucker.

The city itself also got some love, and all the buildings were re-done, and we added a couple new as well. I think most of them are self explanatory:

 correo.png entrenador.png mercado.png
posada.png rankings.png biblioteca.png arbolforo.png

That random tree is the forum, or at least it's planned to be in a not-so-distant future, hopefully. And, to finish the pic-spam, a small shot on how these buildings look on the actual game:

citycurrent.png

There was even more! Tunics and dresses for the different gods and, as you can see on the previous image, a couple of changes on the city map (something that tries to resemble streets, a new sign on the North Gates...), but I already wasted a lot of your bandwidth with this, and soon enough you should be able to watch everything yourself :P

Any feedback or suggestion, is, of course, welcomed. Unless it has anything to do with the quality of the art ;)

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