Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Tuesday, December 29, 2020

My personal best (and not so best) games of 2020(ish)

Might as well do a listicle... My best (or other than best) games of the year, by category...

AAA single player: "Cyberpunk 2077"... I really don't have any gamebreaking bugs or performance problems making it unplayable, and it's otherwise the best single player game I have played, at least since New Vegas, maybe even better than that.

Close runner up: "Final Fantasy 7 Remake"... Its honestly much better than the original, both game play and story and (it follows the same basic storyline but has 100 times the depth and detail...  and given the original is one of the greatest games of its genre, that's saying something. And its jaw droppingly gorgeous at certain moments.

And for additional... Flavor, as it were... "Game I wanted to love, and it was good enough that I still really liked it, but it has too many issues to actually make a "best of" list": that goes to "Control". Yeah it's not a 2020 release, but the "ultimate edition" went on super sale in 2020... and while its worth buying on sale, and worth playing... it was just a little more work, a little more polish on both crunch and fluff... away from actually being a great game. 

Indie single player: "Hades", no doubt. Love the aesthetics, love the game play, love the humor, absolutely brilliant game. No other indy game even came close this year... Though there were definitely a bunch of great indies this year ("Kentucky Route Zero" FINALLY finished releasing its last episodes this year, and it's a very interesting experience... not much like any other game you would think of off hand, but certainly worth experiencing... and I've heard very good things about "Cloudpunk" for example). 

AAA multi-player: Also easy, "Call of Duty Black Ops: Cold War". Without question the best  Call of Duty... or for that matter CODlike game... Oh... at least a decade or so. Though it is absolutely KILLER on your system resources. Getting playable framers on a 1070 in 1080p was difficult, never mind anything better. That said, its a VERY good looking game when you turn the settings up. 

Indie(ish) multi-player: For the... third year in a row now I think? It's "Warframe". They've completely overhauled the game over the last three years, even to the point of writing a new engine and new textures and shades, and of course major new content, for free, 4 times a year, with minor new content every 40 to 60 days.

Best mobile game: Well... that's kinda complicated and difficult at the moment... Hmm... Do you count Hades, which is on mobile platforms too (just the Switch for now, but likely it will be ports to iDevices soon, an android eventually), but is better on PC or heavier weight console? Do you count three of the best PC or Console games from decades ago...KOTOR and KOTOR-2, and "Castlevania Symphony of the Night"... which also released native mobile versions recently? 

...Maybe... "Sky" Children of the Light"? Its gorgeous, it's fun, its got a unique aesthetic and viewpoint... Well worth getting. I haven't played "AnimA" yet but I've heard its really great. Same for "Battle Chasers: Night War".... Both are installed and waiting to play. 

Worst mobile game AND worst game  that I actually paid money for: "Elder Scrolls Blades"... its a switch and mobile game... and its been in Beta and early access for like 3 years, and yet there's very little content, and whats there is shallow and repetitive. Also MICROTRANSACTIONS!!!!!... I bought enough of the in game resources to try to make the game more enjoyable... But there's just not enough content or game play no matter what. 

Biggest AAA (ish) disappointment: "Star Wars Squadrons"... It was... Just OK. Good even... But it had iffy controls, and just... not enough game. Both too short, and too shallow, with only OK game play. That said, you can often pick it up for $20 on sale, and it's worth the $20... Just not the original $40 release price. 

Biggest indie(ish) disappointment: that Vampire the masquerade Bloodlines 2 was delayed repeatedly... and now may not even come out in 2021 even. We'll see.

Wednesday, October 30, 2013

Metagaming, Fandom, and Gaming Theory: Acquisition, Engagement, and Retention


Boston Sports 
Since Y2K the Patriots have won 3 Super Bowls, the Red Sox have won 2 World Series, the Celtics won the NBA Championship, and the Bruins won the Stanley Cup. In addition since 2000 Boston College won 4 NCAA Hockey Championships and Boston University added another. 
...snip... 
The above doesn't even count this year's Red Sox team which is currently leading the World Series 3 games to 2 with the Series returning to Fenway Park. 
...snip... 
...since Y2K every major sports team in Boston except the Red Sox has also lost in the finals of their sport. If the Red Sox end up losing you won't hear me complain. The team has already delivered way more than any fan had a right to expect his season. 
Besides - given all that has happened in recent Boston sports who would have any sympathy for us? When it comes to sports opulence - we has it.
The title of the post reflects the three primary success vectors of a game, and thus the primary missions of a game designer: player acquisition, engagement, and retention.

While they are important to any game, player acquisition is the most important success vector for "one shot" games (also called "standalone" games). These are games where you pay for the game up front, and then don't pay again, so it doesn't matter how long, or how often you play.

Of course, in these games, engagement is still important; because having a "good game" with an engaged user population means that you get good reviews and word of mouth, for a longer period of time; increasing your player acquisition (and thus sales).

With very good engagement, you may be able to create a franchise; thus increasing your success with other installments in the franchise (sequels, expansions etc...). However, in creating a franchise, you effectively change your standalone game into a persistent game.

Persistent games, are a somewhat different story. These are games where the player is expected to play many times, for an extended period, or both; and whose success depends on having a large player population These would include casino gaming (particular slot machines), free to play games (which earn money by either advertising or small in game premium purchases), "many replay" casual games (candy crush anyone?), and persistent world games like MMORPGs.

Both acquisition and retention are particularly critical to these games; and retention is achieved through engagement.

The way game designers accomplish these missions are with spectacle, and reward psychology (positive and negative reinforcement through anticipation, reward and penalty; with a very strong bias towards reward, leavened by the occasional penalty), particularly competitive reward psychology.

Something spectacular engages you for the duration of the spectacle. You are a passive participant. It attracts you, and fascinates you; but only for that moment. Retention requires maintaining engagement over time... becoming an active participant, either directly or as a metaparticipant.

So... what does that have to do with sports? Or with spectator sports fans in particular?

Simple... Sports fans are players in a metagame.

Spectator sport fandom, although passively received (the fan isn't an active participant in the games they are watching); isn't a passive, receptive, entertainment experience (like a movie or television).

However, much as television shows retain viewers by emotional engagement in the story (thus making them metaparticipants in the narrative); spectator sports retain fans by persistent emotional engagement with the sport, and particularly with their team (making them metaplayers in the game).

Sports fandom, is a kind of play by proxy; much as horse racing, and other betting games (roulette for example) where the players interaction with the game is not part of the gameplay. This makes it a metagame.

And metagames have the same success vectors as any other game.

One of the things that makes Boston sports fandom so... passionate and crazy I guess is the best way to put it... is that a Boston fan is being fed with a near perfect reward psychology cycle.

Boston teams win often enough (and often quite excitingly) to attract attention and generate spectacle. This  acquires new fans (or brings back those whose engagement has weakened); and it presses the "happy button" in existing fans, engaging their reward pleasure mechanism.

Importantly though, Boston teams don't win so often that fans get victory fatigue, and need reward escalation to maintain engagement.

When they're NOT winning, Boston teams are rarely just mediocre... they tend to alternate between "oh God so close..." and "total abject failure" (at least psychologically if not objectively). It may seem counterintuitive, but this is actually far more engaging than consistent high performance or even consistent victory.

In terms of gaming theory, this 3 point cycle (victory, near victory, failure) helps create spectacle to attract and acquire participants; and helps create, reinforce, and increase engagement.

Very importantly, it also helps maintain engagement (and thus retention) by reducing victory fatigue, anticipation fatigue, and expectation escalation.

So... getting into that second and third part...

Retention is achieved through continued engagement. When engagement is weakened or broken, you lose participants (gamers, fans).

Engagement is created, reinforced, and increased; with spectacle, novelty, fascination, and competitive reward psychology as described above.

Engagement is weakened or broken and you lose participants (gamers, fans) through frustration, demoralization, boredom, and fatigue.

So, the challenge is to maintain or increase engagement over time.

In general, you deal with boredom and fatigue, through novelty. Change things up, so that a participants experience, expectations, and emotional engagement with the game are maintained, and thus they are retained.

I mentioned victory fatigue above, but didn't define it, I should probably define the three elements of "game fatigue" now.

Victory fatigue is what happens when a player receives too many rewards, or wins too much too easily. This tends to cause boredom, and frustration; because the rewards no longer feel like rewards. This weakens or breaks engagement.

In an interactive game you can deal with victory fatigue (and to a lesser extent anticipation fatigue) by varying gameplay (introducing new and different ways of earning rewards) increasing challenge (NOT just increasing difficulty, though that is one way of doing so), increasing penalty for failure (though you can't do that too much or you break engagement through frustration and demoralization), varying rewards (making the rewards new, interesting, and different), or by increasing intensity or spectacle (making the rewards bigger or more desirable). These mechanisms keep the players anticipation and pre-reward engagement high, and their reward pleasure mechanisms responding strongly to the rewards.

In most spectator sports however, you don't have those mechanisms available to you (or they are severely limited). The difficulty and rewards do escalate somewhat over the course of a season, but are basically fixed year to year (win a game, win a conference, win a division, win a playoff game, win a championship game). So, frequent and consistent victories, particularly championships, result in expectation escalation.

The three major expectations to this issue of fixed challenge and fixed rewards by the way, are motor racing, premiership style football (soccer), and NCAA football and basketball. Not surprisingly, the first two are the two most popular spectator sports in the world; and the third creates a degree of unreasoning passion far greater than any other sports in America.

Anticipation fatigue is a more interesting issue. When you get that "so close" feeling too much, it actually tends to discourage and disappoint you, which increases frustration and breaks engagement i.e. "they get our hopes up every time then disappoint us every time... what's the point".

Expectation escalation, is what happens when performance or rewards consistently exceed expectations (or consistently exceed the mean performance of a peer group).This causes people to "reset" their emotional expectation of what poor, acceptable, and excellent are, such that their median level of performance, even if it is objectively far better than average, is simply "expected".

So, a team that wins 80% of the time, year after year, will eventually be expected to do so. If that team starts to win consistently less than 80%, even if they are still better than most teams and win 60% of the time; the emotional reaction of their fans will be the same as if they had objectively poor performance, rather than simply "less good".

Lesser success can feel like failure, when you're used to greater success.

Cycling between "not quite great", and "really bad" (even if "really bad" is actually mediocre statistically, the victories and near victories redefine emotional expectations such that mediocre FEELS like abject failure), actually creates and reinforces engagement, and passion; far more, and far more intensely, than consistently high performance.

This by the way, is the exact same reinforcement cycle that creates and reinforces addiction. Reward (the high), anticipation (the process up to the high), and penalty (the come down and the jones).

So... for Boston fans, it's like vegas slot machine designers were controlling things for optimum fan acquisition, engagement, and retention.

It's an almost perfect metagame... arising without design... which is kinda neat.

Tuesday, May 24, 2011

Monday, March 07, 2011

What I'll be doing for the next week or so


It's already downloaded, the game unlocks at midnight.

As if my insomnia weren't bad enough...

Thursday, October 14, 2010

Medal of Honor... the short SHORT version

So, after about 8 hours of gameplay, INCLUDING mission restarts etc (and there were plenty of those)... I finished the single player campaign mode of the new Medal of Honor game a couple hours ago and have started playing through "Tier 1 mode"; which is single player, against the clock, with accuracy bonuses and trophies, against the rest of the world. I haven't tried the true multiplayer mode yet.

It's a pretty decent game, but as usual there are some common irritations. Concealment/cover mechanics are crap. Damage modeling is poor (gee theres a shock). Aim modeling is poor (again, all games do this).

That said, overall, I like the gameplay, and the graphics are great.

Also, this has to be the first combat sim I've seen that showed AFSOC (PJ, CCT) personnel deployed as integral team members with other special operations ground forces. Unfortunately, your only playable characters (at least in single player)are a SEAL and a Ranger, but hey, it's a start.

My biggest problem though, is that the single player campaign is stupidly short. For $60 I expect a lot more single player content.

I don't really see tier 1 mode as much of an enhancement to the concept; unless they offer a bunch of DLC later (which I think is likely).

There is a limited selection of weapons, but the ones they do give you are generally useful; and they are VERY well modeled cosmetically.

Unfortunately, they are not well modeled for recoil or other shooting characteristics (they get optics laughably bad for example, though still better than most other games), or for damage.

For example, there are five weapons in the game that fire 7.62x51 (the M-14 EBR, M110, the G3, and the M60-E3). All have similar barrel lengths, and will fire the same NATO spec ammo (though the M-14 is probably firing the 168gr smk load). Ammo is not interchangeable (some justification for that in that you aren't going to unload G3 mags and reload the single rounds into M14 mags in the middle of a firefight), and does WILDLY different damage, even in single shot mode, at the same range, to the same target etc... etc...

The same goes for the two guns that shoot 7.62x54r. The Dragunov is a one shot instant kill, the PKM isn't. Same round, same range, same barrel length...

Apparently, according to this game, 5.56 nato has the same damage characteristics as an undercharged BB gun, unless you use it for head shots when it becomes a death laser. At least ALL the 5.56 weapons damage modeling sucks equally, and they are all relatively accurate.

The MOST irritating damage mechanic to me is that I can hit someone multiple times center chest with a 5.56 or even a 7.62, they'll fall, and then a few seconds later they will get back up and keep fighting. Sometimes I can do this three or four times before they finally decide to die... But amazingly, they don't do this when I take them down with a 9mm pistol (admittedly it takes 4-6 shots to do so).

In this game, the only sure kills (except with the .50 which kills if you hit their toenail), are center head. Eventually, you figure out to only go for headshots, or use snapshot burst fire with the reticle.

Ammo is irritatingly rare for pickup weapons. The whole point of a pickup weapon is that you have unlimited resupply based on your kills. You can walk over to a dozen guys you just killed, and none of them have any ammo (though you can see their G3s with mags RIGHT THERE).

Also, as is almost always the case, there is no weapon malfunction mechanic.

All that said, these are flaws common to most games in the genre. You have to balance gameplay, game mechanics, and fun, with realism.

Overall, not yet having tried multiplayer, I'd say its a good, fun game; but too expensive.

If multi-player proves to be spectacular, great. However, given my past experiences with the majority of people who play multiplayer combat simulations (i.e. Douchebags and 14 year olds)... I'm not exactly optimistic.

If they offer a lot of good DLC, that might also make up for it.

That said, for $60 I got a solid 8 hours of entertainment in the single player campaign, and I'll probably get another 40 out of Tier 1 mode just as stress relief... Better bang for buck than a couple of movies.

Wednesday, October 13, 2010

Quick memo to designers of "realistic" combat games and scenarios

CONCEALMENT IS NOT COVER

For those of you not familiar with the terms, let me explain...

This is concealment::


So is this






and this:


When I am CONCEALED behind "concealment" you cannot see me; but if you shoot through my concealment where I happen to be, you WILL hit me, whether you can see me or not.

If I take COVER behind concealment, I will STILL be shot. 

The interior walls and furnishings of most houses are CONCEALMENT not COVER. "The Forest" is concealment, not cover". Curtains, camouflage netting, any other thing which is soft and flexible and obscures view is CONCEALMENT, NOT COVER.

CONCEALMENT DOES NOT STOP BULLETS.

 These are both soft cover:







Those are a police cruiser, and a stick built homes exterior walls respectively.

They will both conceal my position from the enemy, AND stop or substantially slow down to hopefully non-lethal velocities; low powered handgun rounds, some small caliber rifles, and some low mass secondary projectiles (shell fragments, debris from bombs etc...).

They will not stop rounds from high powered handguns or rifles, most assault rifles, light or medium machine guns, or high velocity high mass shell fragments or secondary projectiles.

Multiple hits to the same location from even light projectiles will get through.

These are all medium cover:






Medium cover will both conceal my position from the enemy, AND stop their incoming fire from hitting me, up to light machine guns, assault rifles, medium sniper rifles, most mortar and grenade fragments, and light to medium shell fragments. 

However, enough concentrated fire from even light machine guns or small caliber rifles, will eventually punch through. Heavy machine guns, antimateriel rifles, RPGs, and cannon will punch through fairly easily, possibly in one or two shots.

That, is why thin stone, brick, or concrete walls are only MEDIUM and not HARD cover. Single layer sandbag walls and double layer straw bale walls are somewhere between light and medium. Double layer sandbag walls, or sandbag over straw bale, are somewhere between medium and heavy.

THIS is hard cover:



Yes, those are respectively a 2+ foot thick stone wall, and an M1 Abrams tank. Both are good "hard cover". Enough water, sand, stone, or steel, makes for good hard cover; but "enough" varies greatly.

Hard cover stops all projectiles fireable by man portable and small crew served weapons. Basically everything smaller than a 25mm cannon, or medium artillery, and you should be good.

Even then however, repeated hits to the same point can chip through.

So, in your "realistic" game, the good guy with the .50 cal sniper rifle? Yeah, he can shoot through the canvas wall of the tent and kill the bad guy. And the good guy hiding behind the turned over kitchen table? Yeah he's toast.

End of lecture...