Viridian Games

The professional blog of Anthony Salter, game programmer.

Archive for the 'Game Design' Category

About Elemental

Just got this comment in a previous post and thought I’d respond here rather than there.

So.

WHAT were you guys thinking, to go around saying it was ready to ship?

Because, y’know, it wasn’t. As just about every review and forum thread is acknowledging, some more heatedly than others. (PC Gamer: “You should not buy it.” Uh, wow. I’ve NEVER seen them be that blunt before.)

Does Stardock have an actual QA department? Is it organizationally independent of development? Are there good lines of communication between QA and the rest of the company? Do they write test plans? Do they run them? How can they test this game and not encounter the problems that were present?

Or is the only testing done by developers in their spare time?

How does something like this happen?

-Rollory

First off, welcome to the site! I don’t think I’ve seen you around here before. I’ve got some free games you can try, and if you’re here for the Name That Game! feature, I’ll be posting a new entry later today.

Second, allow me to answer your questions and respond to your statements in the order they were presented.

So.

Nice to meet you too!

WHAT were you guys thinking, to go around saying it was ready to ship?

Brad’s now infamous statement (which you can read here) was made in anger and exhaustion. Brad explains the situation (and apologizes) here.

Because, y’know, it wasn’t. As just about every review and forum thread is acknowledging, some more heatedly than others. (PC Gamer: “You should not buy it.” Uh, wow. I’ve NEVER seen them be that blunt before.)

PCGamer’s most recent article about elemental states “I’m glad Stardock are patching Elemental so quickly after its disastrous early launch, and I’m relieved to finally have the game in a playable state.”

Does Stardock have an actual QA department?

Yes.

Is it organizationally independent of development?

Yes.

Are there good lines of communication between QA and the rest of the company?

Yes. We use Skype chat channels to stay in constant touch and they use Jing to quickly post screenshots and movies of problems so that we developers can see what they are seeing.

Do they write test plans? Do they run them?

Yes and yes.

How can they test this game and not encounter the problems that were present?

And now you have raised my ire. As a former tester I can tell you that testers find bugs; they do not fix them. If bugs exist in a final product they are not the fault of the testers; they are the fault of the developers. Of course they saw the issues. They are not idiots, and I resent your suggestion that they are.

Or is the only testing done by developers in their spare time?

No. Although most of us developers do play the Impulse version in our spare time and keep track of any problems we find.

How does something like this happen?

At last, you have asked a truly salient question (although I’m sure you intended it to be rhetorical.)

“This” happened because it was the lesser evil. Stardock simply does not have the clout to release a retail game during Christmas. Our choices were to launch on August 24th or push the game back to February of next year. Pushing back would have had disastrous consequences for Stardock because of the partnerships we had made and the forfeiture of our retail space.

I’m sure you’re thinking, “Well, releasing an incomplete, buggy game is also going to have disastrous consequences!” And thus you’ve hit the crux. We were in a bind, and chose the lesser evil – to release on time and then work like the dickens to get the game to the state we and the players want (instead of, you know, sleeping like most people who have just shipped a game do). Yes, a lot of people have already had a negative initial reaction to the game. There’s nothing we can do about that. But Stardock has a reputation for continually improving their games over the months and years after its release, and we’re continuing that tradition by improving Elemental as quickly as we can and turning it into the game it deserves to be.

-Rollory

Again, welcome to the site, and I’m sure we’ll have lots of spirited debates in the future!

3 comments

Planitia Update 41: Meet the Gods

My original plan for Planitia was for it to have a campaign, maybe seven to ten chapters long, detailing how you come to the world as a god and how you defeat the (one) other, evil god to become the one true god. If any of you remember, one of my first trailers for Planitia followed this deadly serious path with rather dreadful results.

In the end, it doesn’t fit. Both Populous and Populous II had great senses of humor and a serious plotline sounds dull to work on. And indeed, having any kind of plot at all may be beyond my grasp at this point. So I’m going with something a little different.

Since there are four player colors, I’m creating four “god characters”, one for each. A campaign would still be nice, but if I can’t get that to work, just having these four personalities and having them interact with each other and the player (responding to what another does, etc), might make for a sufficiently interesting single-player experience.

I haven’t named them yet, and indeed I might not name them. But here’s what I’m thinking right now:

GREEN: Green is a hippie. Green is laid-back and tranquil. Green adores his followers and wants nothing more than a peaceful life for them. He will never initiate combat, he will only retaliate if provoked. On the other hand, he tends to stock up on mana and soldiers for that (inevitable) day when someone will try to do harm to his people. Prefers (duh) green powers, since they are mostly defensive. His speech colors are green-on-gold.

RED: Red’s just this normal guy, you know? His speech colors are red-on-black, so the other gods tend to view him as evil, but he’s not (no, really, he’s not). While not as laid-back as Green, he’s also not a warmonger. It’s just that…well, fire is pretty. I mean come on, isn’t fire pretty? Sure it is! Who here can say that fire isn’t pretty? And is it his fault that the things that seem to burn best are the other god’s villagers? Still, not a warmonger, so he only attacks unprovoked occasionally. Needless to say, prefers red fire-based powers.

BLUE: Blue lies. It’s what he does. Blue is all about gaining the upper hand through the use of dirty tricks; his favorite being to lie to the other gods to get them into a “let’s you and him fight” situation. Blue’s the worst kind of liar – he mixes his lies with enough truth to be credible, and sometimes he will actually tell the truth – but it’s always in an effort to manipulate. This is usually enough to convince most of the other gods, even though they know he’s not trustworthy. He uses all kinds of magic fairly equally in an effort to confuse the other gods about who did what. His speech colors are blue-on-white. He attacks unprovoked often, but only when he thinks he’s in an advantageous position.

YELLOW: Yellow is the crusader. Yellow doesn’t really understand the concept of “other gods”, and the concept of “other followers” infuriates him. He is single-minded in his goal and very shallow in his character. If you’re on a map with him, expect no hold to be barred and no quarter given. And the worst part is, the guy just won’t shut up. Will always attack, no matter what the situation. Prefers yellow and red powers, and is the only god that will routinely cast Armageddon (making the other gods despise him even more). His speech colors are yellow-on-purple.

So what do you think? I know yellow is kind of dull; I’m hoping some other character aspect will present itself as I go along.

6 comments

More on Hero Core

I’m going to talk about Hero Core a little more. Because I wanna.

There’s a lot to like about Hero Core. It may be the most perfect one-man band game I’ve ever played (although technically it’s two men because the music was done by Brother Android). It’s a perfect study in overcoming the limits of your own abilities to produce greatness.

Can’t do great art? Design your game so that you don’t have to. Hero Core runs in 320×240 and is in black and white (not monochrome, mind you – black and white are the only two colors used). Almost everything that moves is a particle of some kind, and they are almost all made of simple geometric shapes. The actual levels are made up of square tiles – no attempt to soften or round them was made. The main character doesn’t even have any frames of animation! While the word “retro” is horribly overworked, this game literally looks like it was made in the mid- to late-Eighties for the ZX Spectrum. Practically anyone can do art at this level, and it’s effective. Contrast this with Daniel’s previous game Iji, where the art is by far the weakest part of the game because Daniel isn’t that great at drawing and animating humanoid figures.

The game’s design strikes a perfect balance between challenge and accessibility. Death has practically no sting – all that happens is get warped back to your last save point. And these save points are everywhere, fully refill your health when you use them and allow you to teleport between them. That last bit is the really brilliant part – Daniel Remar has made a Metroidvania that doesn’t have any tedious backtracking in it.

The end result is that Daniel can make the individual rooms (or a sequence of rooms) difficult without making the game frustrating, since all you have to do is make it to the next save point – or teleport elsewhere if you really think you’re not ready yet. And while it’s not quite NES hard, it gets very challenging towards the end and veers into bullet hell territory on the higher difficulties. But practically anyone can finish the game because you don’t need an impossible level of skill; you just need a moderate level of skill and some perseverance. I’ve said it before and I’ll say it again – allow the player to trade time for skill.

So, to sum up, great design, effective art, excellent music and it didn’t take him four years this time. Bravo, Daniel. Bravo.

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Elemental: War of Magic : The Boardgame : More Colons

I don’t want to turn this site into “All Stardock! All The Time!” but this was too cool not to pass on.

Brad (I’m on a first-name basis with Brad Wardell! Tee-hee!) has designed a boardgame version of Elemental: War of Magic, which five lucky beta testers are going to get to play. The entire game will be public on the forums. Here’s the starting post.

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Brad Wardell

It’s been a while since I’ve done an in-depth story on a developer I admire. So let’s fix that!

Brad Wardell, as you probably know if you read this blog, is the president, founder and CEO of Stardock, a software development company that specializes in two different types of software: operating system customization software and games.

Brad’s entry into software development was almost accidental. His first serious business foray was into hardware – in 1990 he started building computers and selling them pretty much out of his house (a la Michael Dell). He called his company “Stardock Systems”. In 1992 OS/2 was released and Brad felt that he could gain a competitive advantage by preloading OS/2 onto the computers he sold. In doing so he became quite familiar with OS/2.

In 1993 he realized there could be a market for an OS/2 game. He had never programmed before, so he bought two books: Teach Yourself C in 21 Days and OS/2 Presentation Manager Programming, and using the information in just these two books, he wrote Galactic Civilizations.

As you can see, GalCiv was a bit primitive graphically. At the time, Brad only knew how to create windows and icons, so everything you see in GalCiv consists of one of these two features. But it was a critical success (and not just because it was practically the only OS/2 game at the time). It was well-designed and had some excellent AI. Now, I recall being at Origin at the time and watching GalCiv top lots of “Game of the Year” lists for 1994…a lot of us at the time couldn’t understand how Origin games had lost out to an OS/2 game that…well, looked like that.

But as good a game as it was, Brad made almost no money on it. He was ripped off by his publisher and couldn’t afford a lawyer to fight back. He learned a very valuable lesson the hard way – a lesson that almost sank Stardock.

But what the publishers couldn’t take away from him was the name Stardock on the box. While the success of GalCiv didn’t profit Brad, it did raise the profile of his company. Brad was able to profit by writing an expansion to his own game called Shipyards, which sold well enough to keep him going for a bit. IBM came to Brad hat in hand asking if Brad could create a special version of GalCiv for the IBM OS/2 game pack. Brad did, which he titled Star Emperor.

Brad had always been intrigued by the idea of customizing the OS/2 operating system, and in 1994 became convinced that an OS customization tool for OS/2 could be profitable. This lead to him teaming up with fellow OS/2 enthusiast Kurt Westerfield to release OS/2 Essentials, the software that would eventually become Object Desktop.

And Brad was also able to get the rights to the “Galactic Civilizations” name back and republish the game (with improvements) as Galactic Civilizations 2 for OS/2.

And at this point, he figured the game was over and he’d won. By twenty-four he was a millionaire and Stardock was not only selling tons of copies of OS/2 Essentials and GalCiv 2 but publishing other people’s OS/2 software as well.

And then he made his second mistake – he allowed his zealotry for OS/2 to nearly wreck his business.

IBM quietly dropped support for OS/2 in 1995, and Microsoft released Windows NT 4.0 (the one with the much more usable “Windows 95″-style interface) in 1996. Windows NT 4.0 quickly captured OS/2′s core market. There were lots of people (including some of my friends at Origin (Hi, J. Allen!)) who believed that even if IBM’s support of OS/2 was a bit spotty, the superiority of the platform plus user advocacy and support could make the platform a success.

Needless to say, it didn’t work. Soon Brad began to realize that something was wrong, but Stardock continued to release OS/2 software until 1998. This could easily have been the end of Stardock, but two things saved his company.

The first was an employee, Mike Duffy. Mike was the lead developer on Entrepreneur and decided he would write a low-level, cross-platform library that worked on both OS/2 and Windows. This enabled Stardock to finally start making the transition from OS/2 to Windows.

The second was customer loyalty. Stardock at this point had a whole bunch of customers who didn’t just buy their software – they were fans of the company. They wanted to see the company do well. So they actually bought subscriptions to Stardock’s online ObjectDesktop.Net service before it was actually ready. Because of this, while 1998 was the worst year in Stardock’s history they managed to pull through, and by 1999 they had begun to release Windows products.

By 2000 things were looking up again. Brad’s focus on desktop customization software was paying off, with WindowBlinds, ObjectDesktop and DesktopX all selling well. Stardock avoided the dot-com crash of 2001 by actually being profitable and having a business plan, and by 2002 Brad decided that the company was ready to get back into games again. The first had to be a version of the original Galactic Civilizations for Windows.

But development of GalCiv for Windows slowed when the launch of Windows XP approached. Because Windows XP had more customization features “out of the box”, Brad was concerned that people would feel they didn’t need Stardock’s customization software any longer. In fact, the exact opposite happened – Windows users who had never been exposed to desktop customization before saw it in Windows XP, experimented with it, and then turned to Stardock when they ran up against the limitations of what the built-in customization could do. Needless to say, this was a great relief for Stardock.

In 2003, Windows finally got a version of Galactic Civilizations. This edition included everything from the OS/2 versions of Galactic Civilizations, its expansions and its sequel (thus, GalCiv for Windows is equivalent to GalCiv 2 for OS/2). Plus it now looked like this!

At the same time, Stardock had been beefing up their digital content delivery system. Galactic Civilizations for Windows was available at retail and online on the same day. Retail boxes included a code that could be entered into Stardock Central, which registered the user’s copy and allowed them to download the latest version.

Stardock Central quickly expanded to allow digital delivery of any product Stardock published – and Stardock had gotten back into the business of publishing other software.

And in 2006, Stardock released Galactic Civilizations 2, and Brad briefly became the focus of the DRM debate when he stated that GalCiv 2 had no DRM and never would. This caused some criticism from DRM providers (indeed, a Starforce employee actually posted a link on their forums telling people where they could pirate GalCiv 2) but Brad’s decision does not seem to have affected GalCiv 2‘s sales, which have been excellent.

And in 2008 Stardock updated the perfectly functional but kind of hoary old Stardock Central with a flashy new version called Impulse. Impulse is quite comparable to Valve’s Steam in that it’s a system designed to allow people to buy and digitally download software from a host of different companies, but is different in that Impulse doesn’t require an internet connection simply to play games, but only when purchasing a new game or using other online features.

Brad long ago returned to millionaire status and has stayed there since. His strategy of cultivating a loyal fanbase and shipping excellent software while staying out of debt has allowed Stardock to grow into a major online presence and allowed him to overcome his missteps.

Brad has developed a rather…unique online persona. During his stint on the Poweruser.tv podcast, he effectively acted as the “comic” to host Kristin Hatcher’s “straight man”, saying and doing outrageous things simply to get her reaction.

Brad has also been at the core of several flamewars about OS customization, routinely insisting that the customer is not always right – especially when catering to certain customers would hurt his business. At one point he exclaimed in a forum post, “I’m too old and too rich for this shit.”

His political views seem to lean toward the individualist, and he has a particular hatred of taxes, seeing them as good money given to the government who will then give it to people who haven’t earned it and probably won’t deserve it.

Overall, I think Brad is a great guy who had to overcome incredible disadvantages to succeed. If I had the chance to work for Stardock I’d probably jump at it. Despite having to move to Michigan.

4 comments

Inaria iPhone Update 4: Musings on Inarian Architecture

Okay! One of the reasons I haven’t been posting regular updates about Inaria iPhone is because it’s been changing SO FAST. But this was just too good to pass up.

This update is being guest-written by my friend/graphics programmer/tester, Ryan Clark. I’d tried to solve two problems at once by putting the towns directly on the overworld instead of having separate maps for them. I thought I was Clever Dan…until Ryan got a hold of the new maps. Take it away, Ryan!

Yeah, but...look, I was trying...wait, let me finish...OKAY, OKAY!  I'll fix it!

3 comments

Embracing the Bottom

I recently read two very different and excellent articles on independent game development.

The first was from Owen Goss of Streaming Color Studios, in which he detailed the sales figures (so far) of his iPhone game Dapple.  He expressed frustration with the fact that although Dapple cost $32,000 to make, it has only made $535.19 in its first available month.

The second was from Jeff Vogel of Spiderweb Software in which he detailed the sales figures (so far) of his PC/Mac game Geneforge 4.  Geneforge 4 cost $120,000 to make and after six months has only made back $111,412.

Neither of those sound very good, but Jeff is actually pretty happy with how Geneforge 4 is selling (although he admits that these sales are unexceptional).  Within another month or two at most, Geneforge 4 will have made back its costs and everything it makes from then on will be sweet, sweet, gravy.

So what’s the difference?  I think the difference is that (despite his protests to the contrary) Owen was hoping to strike it rich in the iPhone gold rush.  As soon as his app fell off the front page of the Apple Store his sales dropped to near zero, and getting articles about his game on Kotaku and Slashdot generated exactly 21 new sales.

Owen’s claim in his follow-up post that he desires to build a software company slowly over time doesn’t really match up with the type of game he made.  While Dapple is a clever little game (especially the two-player mode) it looks very generic – because it is.  It’s a color-matching game.  There are tons of color-matching games available for every conceivable platform.  The gaming industry is awash in them.  You simply cannot stand out in that genre, especially if you’re an indie.

Jeff has chosen a different route.  He makes turn-based, single-player RPGs.  This is a market that the big game companies aren’t serving sufficiently.  The lack of cutting-edge graphics has never hurt his sales – indeed, it makes his games very older-hardware/laptop friendly.  He has found an underserved market and intends to keep serving it until it goes away…which, since Jeff’s been in business for fifteen years now, it doesn’t look like it’s ever going to do.

Jeff also understood that when he chose to take this path, he would have to be in it for the long haul.  It’s taken six months for Geneforge 4 to make its costs back, but now every time it sells (and it will sell, for years) it’s gravy for Jeff.  And since he now has fifteen games out there, each one selling away, his overall income is high enough that he can make a living.  In his inimitably cynical style, he calls this “bottom feeding”.

Now, Jeff got lucky, true.  He found a market that he loved but wasn’t being served.  He finished his first game and started selling it just as the internet was getting started.  His development cycle (make a game in eight months, then spend two porting it to the PC) allows him to make a ton of games – at least one new one every year.  And the games outsell their costs, leading to profit.

But it can still be done nowadays – indeed, it can probably be done easier, because when Jeff started he was having to advertise his games on bulletin boards and over AOL.  There are plenty of underserved markets out there.  You can still stand out, make your mark, and make your money.

You just can’t do it with a color-matching game, which is what Owen found out.  I truly do wish him better luck next time.

6 comments

Unintentional Gameplay

I recently noticed that my four-year-old daughter was doing something a little strange when she was playing The Maw.

In case you’re not familiar with the game, it features a user-controlled character named Frank and a non-user-controlled character named…The Maw!!!

Uh…sorry. Anyway, Frank can call Maw to him and Maw will come if he’s close enough to hear. I noticed that my daughter was calling Maw and then immediately running behind a tree, then running around and around the tree to see how long she could keep Maw from touching Frank. And giggling madly the whole time.

She’d found a new game inside the game. The developers of Maw never intended for people to play keep-away inside their game but it grows naturally out of the gameplay elements they did put in.

Which reminded me of a couple of stories. My friend Ryan Clark told me that he was working on an early version of the Zarria engine (which later powered Hit & Myth) and he was testing the 2D physics of the game. The test map consisted of a house, a whole bunch of NPC frogs and the player’s character. There was no combat, but if your character bumped into one of the frogs it would be thrown back away from you.

He showed it to his brother, who immediately found a game that Ryan hadn’t programmed – trying to wrangle all the frogs into the house by bumping into them. Of course, the more frogs you got together the more they’d bump each other around. The only way to keep the frogs inside the house was to stand in the doorway, but you had to leave the doorway to go get another frog, which means that three would probably escape.

And Ryan even found an unintentional game in an early version of Inaria. I made a map with one of every creature on it to test their AI. Most of the AIs were designed to hunt you down as soon as you came near. Ryan instantly started triggering every single unit and then seeing how long he could stay alive. Since there were structures on the map he eventually found a way to trap or block them all and stay alive.

And then of course, there’s these guys who found a new game to play in Super Mario 64:

In case you don’t understand Japanese, these guys are activating a one-up mushroom and then running away from it and seeing how long they can prevent it from touching them. This is hard because it not only moves pretty fast, it can fly through the terrain of the level. It’s pretty funny to hear them freak out whenever it suddenly appears through a wall next to them.

And let’s not forget this excellent article by Shamus Young, wherein he programs Starcraft to play itself so he can find out which enemy AI is the strongest.

So what’s my point? Um…I dunno. It’s long been known that humans can make a game out of anything, and you don’t even need a good framework to do it. Maybe I just wanted to brag on my daughter :)

3 comments

Dungeons of the World and the Craft of War Dragons

So. Dungeons & Dragons Fourth Edition has certainly raised some ire, hasn’t it?

New roleplaying game, roleplaying not included…

World of Warcraft Refit…

D&D for Dummies

This is NOT D&D!

D&D 4th Ed. is a travesty. It’s a terrible game with terrible mechanics.

Et cetera, et cetera, et cetera.

D&D 4′s detractors tend to hammer on three points:

1. The new edition is inspired by MMORPGs, most specifically World of Warcraft.

2. The new edition doesn’t actually promote roleplaying (with some going so far as to say that it doesn’t even allow it).

3. The new edition isn’t Dungeons & Dragons.

How valid are these points?

While I haven’t had a chance to play D&D 4 yet (Hi, Tom!) I’ve read the Player’s Handbook and The Keep on the Shadowfell quite thoroughly. I’ve also listened to the complete D&D podcast where Scott Kurtz and Gabe and Tycho play D&D 4 for the first time. Gabe had never played a paper-and-pencil RPG before but is an experienced World of Warcraft player, and he was continually finding parallels between the two.

Gabe: I should have gone with “[Jim] Felmagic”.
Tycho: No, you’d get a call from Blizzard. “‘Fel‘ is our word for dark magic!”

Gabe: This reads very much like a [Final Fantasy] Tactics game.
Tycho: Doesn’t it?

Gabe: What did you give me?
Scott: I gave you a +2 against this target – so my attack gives an ally +2.
Tycho: He buffed you.
Gabe: Okay.

Gabe: I cast Arcane Missiles. I mean Magic Missile.
Tycho: Same thing.

(after several encounters in which his character is the only effectual one)
Gabe: I’m going to one-man this instance.

As an exercise, let’s compare a famous spell as it matured through the editions. Let’s use the classic first-level magic-user spell Burning Hands.

Here’s the description of Burning Hands from the first edition of the Player’s Handbook:

Burning Hands (Alteration)
Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special
Components: Verbal, Somatic
Casting Time: 1 segment
Saving Throw: None

When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3′ length in a horizontal arc of about 120″ in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.

Here’s the description of the same spell from 3.5 edition:

Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Sorry, but I don’t have a second-edition player’s handbook. But notice that the spell isn’t that different. The range has been increased from the first edition version and it does more damage (1d4 per caster level instead of one point per caster level) and the target now gets a saving throw. But the spell isn’t that fundamentally different.

Here’s the description from the fourth edition player’s handbook:

Burning Hands
Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.

That’s a nice impenetrable description, isn’t it? It’s pretty much just a bunch of keywords. So let’s go over them.

Encounter means that the power can only be used once per a combat encounter. Arcane is the power type of the spell, so it can only be used by characters with access to arcane power. Fire is the type of damage it does and Implement means that if you have a wand, staff or orb that improves your rolls you can use it on this spell (for instance, Gabe could use his +2 Wand of Accuracy in conjunction with this spell). Standard Action means that you must have a standard action available to use it (every player gets a standard action, a minor action and a move action in a single turn). Close means that the area affected must be right next to the character. Blast 5 means that the area affected is a square five tiles on a side. The wizard then makes an Intelligence attack on all characters (friend or foe, PC or NPC) in the square, which is compared against the target character’s Reflex. Any affected character takes 2d6 + the wizard’s intelligence modifier in fire damage.

Notice how incredibly defined that description is. Notice also that it refers to tiles on a grid. D&D 4 completely integrates miniatures into the base game – it’s no longer possible to play without miniatures.

So the detractors’ first point is confirmed in my mind. The goals of the designers of D&D 4 were to make the game both easier and faster to play and they achieved that goal by studying how computer role-playing games had done just that. (I’ve no doubt that this will make Bioware‘s job easier when they make Neverwinter Nights 3.)

But does conceding point one prove points two and three? Is it such a bad thing that D&D 4 has stolen mechanics from computer RPGs? After all, computer RPGs have been stealing from D&D for thirty-five years – and I don’t mean “taking it as inspiration”. I mean directly ripping it the eff off. Practically every designer of classic RPGs says that they started by trying to program the Dungeons & Dragons experience into a computer and the entire industry progressed from there. What’s wrong with D&D finally taking some of those improvements back for itself?

I think the explicit definition of each power is what prompts comments like the “no roleplaying required” one I quoted above. Such definitions take away options from both the player and the GM.

But again, is that such a bad thing? Notice that the “sets flammable stuff on fire” part of the description for Burning Hands is gone. Why? Well, what GM hasn’t had a conversation like this?

Player: Okay, I cast Burning Hands on the enemy wizard.
DM: Okay, he takes three points of damage.
Player: And he’s on fire now, right?
DM: What? No.
Player: What?! He’s wearing cloth armor, right? He can’t wear anything else!
DM: Yeah, he’s wearing cloth armor.
Player: Well then I set him on fire! The spell description explicitly states that…

Et cetera. Another trick I’ve seen players use is to try to use Burning Hands to ignite any lanterns or flasks of oil an enemy character was carrying. The previous rule editions don’t say anything about this, which means it’s up to the GM. The only problem is, what does the GM do? Let the spell become horribly overpowered or piss off a player? This way no one gets pissed – but if the GM wants to allow the player to use the spell in a non-standard way, he still can. I can imagine a situation where a player needs to burn a rope and says he wants to use Burning Hands to do it, and the GM allows the player to do it if he can beat a target number on his attack roll and also gives up his use of Burning Hands in his next encounter. That’s the kind of flexibility that comes from both the players and the GM having the necessary imagination – and in the end, that’s the real component of roleplaying. With enough imagination and goodwill around the table, you could roleplay just with Toon’s fifty-percent rule (though I doubt my own roleplaying skills are good enough for that).

So while point one is valid, I think point two is very weak.

Which brings us to point three. Is this game Dungeons & Dragons? You’ll be casting Magic Missile on kobolds and using Great Cleave on umber hulks…is that enough? Wizards knows that the game is vulnerable on this front, which is why the first adventure they’ve released for it pays direct homage to the classic D&D adventure The Keep on the Borderlands. They also released a fourth edition version of the Forgotten Realms very quickly and are working to get Eberron upgraded, though that won’t be out until 2009.

But of course point three is all perception. Some people will say yes and some no. My opinion is that Dungeons & Dragons Fourth Edition is definitely Dungeons & Dragons. My only wish is that they hadn’t dropped the name “Advanced Dungeons & Dragons” with the third edition…I think it would be much clearer (and inspire less ire) if 3.5 were still Advanced Dungeons & Dragons and this new edition were the new “basic” Dungeons & Dragons. As for the haters…well, I’m reminded of one day back in the early nineties when I was in an arcade watching this guy play the Dungeons & Dragons arcade game. He cast Magic Missile but died before it hit its target. He sniffed, “I thought Magic Missile never missed and instantly hit.” At which point I knew I was in the presence of snotty geek greatness.

But I’ll leave the last word to Scott Kurtz:

Scott: I guess the guys I play with at home are idiots. I am having such a good time.

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EVE Revisited

Good grief, I’m just completely torn over this. If you’ll recall, my first couple of hours with EVE Online practically induced narcolepsy, but I’ve got so many smart friends who love it.

And then I ran across a blog called The 0.0 Experiment.

If you’re not familiar with EVE a bit of explanation is in order. Each system in the EVE universe has a security rating from 1.0 to 0.0. Security rating 1.0 means “This sector is patrolled by NPC guard ships who swoop down on anyone who so much as target locks anyone else.” Security rating 0.0 means “You are on your own, buddy. In fact, someone is probably coming over right now to pod you, after which he will keep your frozen corpse as a trophy.” Players typically venture into the lower-rated areas only after gaining high amounts of skill and powerful ships to protect them.

So a relatively new player creates a new character named Innominate Nightmare and decides that he is just going to take his dinky little shuttle and jump out to 0.0 space as quickly as he can…and stay there forever. He forbids himself from ever traveling through a system with a security rating higher than .4. Since he’s consciously decided to throw himself into the deep end (in a very “make a mess, clean it up” fashion), he can be surprisingly laid-back about how often he dies. And since he’s actually a pretty quick-witted and funny fellow, he finds himself making friends everywhere. And since he blogs about the whole thing he finds himself becoming a minor celebrity in the EVE world.

That blog really shows off the depth of the EVE universe – and that depth is attained by creating a monstrously complex system and handing it to the players and saying “Here you go!” which is exactly what EVE’s creators have done. (For the most part. When the creators have interfered with the game the results have always been a disaster, and they have pretty much learned their lesson.)

And boy howdy does that appeal to me. There is nothing like that sort of depth in any other MMO I’ve encountered – certainly not in World of Warcraft.

I may give EVE another try real soon. If I do, I’ll blog the results.

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