Showing posts with label niche rant. Show all posts
Showing posts with label niche rant. Show all posts

Sunday, March 11, 2012

Enemy design : No one wants to design the newest kobold

And you would feel bad but he's carrying a poisoned blow gun and poisoned darts.

Work has been interesting the past week so little progress has been gotten. Hopefully today I'll change that though it's not the focus of this little post. Today I'll rant a bit about enemy design and more specifically enemy variation. Why this has kobolds in the tittle that will get to in a bit. For now I've been playing a bit of other roguelikes and just thinking about enemy design in general and noticing two types of trends.

One the linear variety where you have Some roles are always filled out on each new level with the exception of bosses. Older games used this a lot with color or sprite swaps like the enemy that runs at you, the enemy that fires a ball of energy and the jumping enemy. Maybe they get more health and damage between levels and maybe a gimmick enemy to change the pace and earlier enemies just to have more variety but more often than not different levels have different enemies which is a good thing.

The other is more of a growing amount of enemies. In the beginning you see a few then as you go along a few more types are added, than latter even more types are added, till the end of the game you have a lot of unique enemies and possibly bosses that just show up in the last area or even just rooms of the game. This isn't a bad thing either, it's a save the best for last approach that only fails if the player doesn't get here which seemingly is a common occurrence.

Now for what I bring up. Roguelikes are somewhat unique that it's rare for people to finish the game, or even to get to mid game. Playing a roguelike people want a somewhat new experience and to see what the game generates as a level and what items they pick up along with what they encounter along the way. With both the previous design patterns the player isn't really seeing much variety. Under the linear enemy addition they see a percentage of the game and may see all the enemy movements but they wouldn't even know that. The constantly growing about of new enemies added shows roguelike players even less of the game. Some players can get frustrated only seeing the first three enemy types and dieing to the first or second goblin or kobold they see as they haven't figured out how the game works yet which can be very frustrating to a player.

Now I can think of a few reasons why this sort of design happens. Linear is basic requirement meeting for a level that came from a time where the technology was limited and wanted to avoid repetition in the players minds even if the mechanics were minimally modified. There was even an article on 1UP I saw a long time ago that reminded just how little variation there was in early games. I hate to say this isn't a bad thing again but it isn't at times. Some predictably allows for game mastery. I digress though, the tradition holds over for seemingly no reason other than it is legitimately hard to to not follow a formula that guarantees the levels will be filled out with enemies that the player will at the very least think are brand new for a few minutes if they actually think about how they work, a more frantic game may increase the period it takes to realize what it is.

The growing type is a bit of a different problem that actually may come from someone with too much thought into it. When creating a game the first few levels are more or less introductions and you want to build from there. So a natural trap to fall into is to keep piling on all the great ideas you have for enemies as the game goes on, leaving all the good bizarre stuff at the end under the assumption the players can take anything or at least put up with it. The other reason being that people would rather make interesting things than just another kobold. Interesting often goes to favoritism which often equates to "this thing will kill you!" design wise. MMOs commonly suffer this  for another reason. This is because they want to keep older players who reach level cap around. Low level zones are rarely upgraded with new interesting content while increasingly complex or gimmicky areas are added to end game. Design wise MMOs are striving for something different but I figured I should note it.

Now a seaway to kobolds. Kobolds have a long standing in D&D as the low level creature new adventures cut their teeth on and generally their traps are more to be feared than an actual room full of kobolds. Now as I said before people don't want to design kobolds, as people don't want to put much work into things they'll be stomped repeatedly. This is also true of D&D where you have entire books devoted to levels most people will rarely reach in normally gameplay unless they started there.

Playing a few roguelikes recently I've been beat over the head a few times with it. Seeing giant rats and various low level kobolds and dieing to them annoys me a bit. Playing crawl, which is the only general roguelike I've gotten far on , I know late game has a lot of enemies. While the start has bats, giant roaches, the first real threat of goblins, and everyone favorite dog to kick kobolds. This is fine except you'll have to go through these same enemies quite  a few times with no real variety (beyond a killer kobold who's picked up a wand of death/blowgun with poison needles) . A thing I have come to appreciate is enemies picking up gear and using it as it's a natural way to add variety when you can see it happening.

So a solution to this? No real solution truth be told. This is a hard problem to tackle if we don't want to overwhelm a player with things to understand in the first few minutes. Desktop dungeon which I have talked about in the past had an interesting approach. It had a relatively easy and simple enemy pool at the start and every class you beat the game with unlocked new types of enemies to be added to the pool. This keeps it interesting every time you play while not overwhelming you. It is somewhat artificial though which leaves me a bit annoyed about it but in practice it's good. For me it would just be more honest to have a larger pool at the start and let only a few of each type be used in the first few floors. Just something to keep it a bit interesting enemy wise would be worth it. For legend I haven't even started working on enemies so I should keep this in mind as I develop things.

Wednesday, August 3, 2011

Minor concerns

Did a bit of event generation for my upcoming horror game. Like the NPCs I explained before I've been using tarot cards for these. A much simpler design as this is just littering the sandbox with shiny things for my players to look at so today I think I'll talk a bit about tarot cards.

Tarot decks have 2 sets of card "types" that don't even seem related. Arcane major which goes from zero to 21 where people are more familiar with including the infamous Death card. The Arcane Major is major happenings in ones life, when one shows up it should be payed attention too, though seemingly all tarot readings in movies has Major Arcane after Major arcane which is sometimes appropriate but is silly with how often it happens.

The other type is the Minor Arcane. This is the daily life events which are probably better for cold reading and normal things if not as interesting as the major arcane. There are 4 suits of 14 cards numbered from ace to king. If this sounds like a regular playing card deck it's because the modern ones were based on tarot cards without the major arcane and combining the knight and page into the jack while changing the suits. The four suits follow a general theme and I'll go over them. Pentacles or more likely known a coins is largely based around money issues and goods. Swords is the second suit, it commonly has cards easily interpreted as reasons for things, easily negative reasons. Cups the third suit is commonly based on emotions. The last of the Minor Arcane is Wands, it is typically people and their status or actions. While this is the general theme each card is different and some change meanings based on other minor arcane in the reading.

Another theme in Tarot is the reversed card which strengthens,minimizes, inverts the meaning of the card on hand. It's generally easier for the Major Arcane than the Minor with how they go. For instance Eight of Cups has a meaning of "The card speaks for itself on the surface, but other readings are entirely antihetical - giving joy, mildness, timidity, honor, and modesty" from the Radint Rider-waite booklet I have. A booklet that I have caused to be very worn out due to how much I look through it even though I've only had these things for a few months now and looks like I won't be working on only memory any time soon.

It's been fun playing with them especially after playing with some of the persona series. For my games it has taken a lot of sitting around doing nothing but worry if an idea I have is good for the game. For better or worse using them as seeds gets me to work faster and pump out ideas for this game. Currently have a list of 40 events to scatter throughout the game generated by this, and a cast of roughly 30 NPCs to play multiple personality disorder with. I am actually aiming to increase these numbers a bit more too.