Making Nuclear War More Interesting In SupCom 2

 

The notable thing about Supreme Commander was that it let you march a thousand robots around a 640,000 sq km battlefield – more like a county, actually. Supreme Commander 2 doesn’t let you do that, so the initial reaction is ‘Oh.’ But it’s still leagues ahead of every comparable strategy game in scale, control, and stompiness of robots.

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The upside of all the scalebacks is primarily speed. It doesn’t really matter whether you pay for the stuff you build gradually (SupCom) or upfront (SupCom2). SupCom2 cuts out the interminable upgrading process to spectacularly accelerate how quickly you can build something vast, gleaming and capable of a war crime. It’s a less remarkable game, but a much more playable one. And even though its matches unfold eight times faster, I’ve already sunk more hours into it than the first.

A few things stop it from completely replacing the first game, most prominently the scale. A few things stop it from being the perfect evolution of the real-time strategy; a few signs of timidity in the Research options. And a few things stop me from really wanting to play it online with strangers – it appeals more than any other RTS in that way, but I still have to customise it a little to be happy with the playing field. So I wrote a few posts about how to fix all these things.

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Basics

Some of the basic stuff probably isn’t controversial: it needs more eight player maps, two or three ten player ones, more sea maps, and more sea in the sea maps. AI that doesn’t build more transports than it can fill, and a ‘Very Hard’ AI that builds Experimentals with near-perfect efficiency. And a visible build queue, so that things don’t have to be paid for until they start construction, you can see what’s going to drain your resources, tasks can be reordered, and repeat-building factories can start churning out units again when nothing else is sapping your resources.

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Upgrades

The Research tree of upgrades you can unlock is a wonderful improvement over the usual nonsense, but they’ve needlessly lost that concept of truly elite units. Experimentals are a different kind of “Fuck you” to the classic “Fuck you, one of my tanks can kill ten of yours.”

Upgrades should be more specific, more significant and more visible. The five incremental ‘Training’ upgrades should be cut to two very expensive ones that each double the units’ effectiveness, and make them physically bigger. It has to be immediately obvious “Shit, that’s an upgraded tank” or “Holy shit, that’s a maxed-out tank”. It should also be different for each race: UEF’s should upgrade health more than damage, Cybran damage more than health, Illuminate damage, health and range.

And scrap all generic ‘damage’, ‘health’ or ‘rate of fire’ upgrades – that’s what Training’s for. They should be replaced by unit-specific upgrades that change their form, size and function more dramatically. So instead of “+30% damage to all turrets” you’d have “Anti-air turrets upgraded to surface-to-air missile launchers, increasing their range and damage and letting them lock on to fast aircraft.”

Every upgrade needs to make a visual difference that’s obvious from any zoom level where you can see the model. Training increases size, a new weapon type changes the shape of the unit and adds an effect, regen causes them to spark colourfully when healing, etc.

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Nuclear War

This has been a huge problem for me in both games. Because it’s nuclear war, but it’s boring. Either side can build a nuclear missile, but either side can also build an anti-nuclear missile for half the price. The only reason not to is that half the price of a nuke is still significant. So an actual nuclear war is just a contest of who can be bothered to click their button the most, and since the defender has an economic advantage, it’s almost always him. The only time nukes actually get used is when your opponent is too new, stupid or artificial to know to build anti-nukes. Top marks for matching reality, zero marks for fun.

The only good moments we’ve had with them have been when, in co-op, a stupid AI has built their only nuke defense on the fringe of their base. One player readies a nuke, the others send in a combined strike team to take out the defense silo, and the moment they’re successful, you launch. Awesome. But in normal play, a strike force capable of taking down a massively tough nuke defense silo in the middle of the enemy base is also a strike force capable of taking down the base itself. Here’s my proposal:

Nuke Defense

All factions should be able to build a basic Nuke Defense silo without having to research or unlock it. It has unlimited anti-nukes, but it can only fire one at a time, and they don’t neutralise the nuke: they detonate it. So to avoid just blowing yourself up in a slightly different way, you have to build it well outside your base, and defend it with stuff you can afford to lose or move. The silo itself is nuke-proof – it’s basically a bunker – so you don’t have to rebuild it each time.

The idea is to turn nuclear war into a fight, rather than who can be bothered to click more times. It’s easy to defend against nukes, but only if you can defend a forward position in regular combat. Accordingly, it’s harder to nuke someone if all you do is sit back and nuke, but it’s easier to take out nuke defense if you build a good strike force and use it well.

It also gets you thinking about which directions nukes can come from, and which directions you could launch yours from.

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Experimental Nukes

Not strictly necessary, but it’d also be nice if each race had a unique second way of delivering a nuke. Each would bypass nuke defense, but be counterable by conventional units: again, more of a fight than a discrete “I clicked more times” system.

UEF build a Nuclear Bomber that must get close to its target intact to drop its payload. Anti-air can take it out quickly, and the nuke won’t detonate, so advance forces need to take out most AA defenses.

Cybran have a Walking Nuke experimental: a huge, tough block on legs with no weaponry, but which explodes with nuclear force on death. You’ll want to escort it in to give it enough protection to survive, then abandon it so your own units aren’t caught in the blast.

The Illuminate can unlock an upgrade for the Space Temple that lets them fire a nuke into it to hit the teleport destination. But the marker has to be in place for thirty seconds, and the enemy can destroy it in that time if they have the firepower. It’s a test of their base’s defenses, so if you strike while their army’s on their way to you, you’ve got a better chance of delivery.

SupremeCommander2 2010-02-02 13-53-04-07

Let Slip The Fogs Of War

This has always been a personal crusade of mine – I hate fog of war. It doesn’t meaningfully represent any real element of war, since regular line of sight would cover the whole battlefield on almost any map, and in any game set in modern times or later, dozens of other intel methods would give a clear picture of the scenario. But more importantly, it hurts the game in so many ways. Its crimes:

  • Making the whole game look dingy and claustrophobic
  • Wasting years of work on beautiful unit models by replacing them with grey squares
  • Mandating endless, arduous scouting with air units – all the less welcome in a game where Air is supposed to be one of many options rather than a mandatory tool
  • Robbing you of the satisfation of seeing artillery smash an enemy base. It doesn’t even compensate you with the luxury of an icon vanishing if you don’t have realtime radar coverage.

The argument in favour, as I understand it, is to let you surprise the enemy by building something he doesn’t know is coming. If that works, it reduces the game to scissor/paper/stone – complete luck. If you can see what’s being built, you have time to adapt your strategy to include a counter, and so does the enemy. To me, that’s where strategy gets interesting.

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I think the tricky element can be achieved in a more explicit and localised way: each faction should have their own method of deception.

UEF can unlock a decoy engineer: everything he builds is a cheap fake that looks real to the enemy. It fits their defensive nature by making them look bigger than they are, and leads to feints like building masses of real point defense, then letting the enemy catch you building a fake one to tempt him into a doomed rush.

Cybrans have a very high-tier Land upgrade to turn the Adaptor mobile shield opaque to the enemy, so they can cluster these to conceal land units. Stealth is broken when it takes just a few hits, though, and doesn’t regenerate when the shield does.

Illuminate can Research an upgrade that makes all their experimentals appear to the enemy as regular units of a similar type, only revealing their true form and power when attacked. They already have a deceptive edge in that their Experimental factory is the same for all types of Experimental, so you can’t tell what they’re planning to build.

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I also had some ideas for how a high-level campaign map could work for the single-player, and a redesign of the Illuminate to make them feel less toothless. But those are probably separate posts.

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Jason L: Sounds good to me - allow scouting, but remove the UI load on buttons, tech trees and build queues. Could be very nice.
 

Open World Games: Cramming All The Good Stuff Into One

 

The last post was figuring out what we all like in open world games; this one’s about how to make that stuff work together. Can you include it all in one game, and still avoid theme-park silliness and repetitive grinding? No, probably not, but the ideas that crop up when you try are interesting.

I had to pick a specific open world to talk about to prevent this from becoming hopelessly vague, so these are all ideas for how a game like Just Cause 2 could work. I chose that not because of any qualms with it, but because the first one was a classic example of a wonderful open world, gorgeous and fun to move around in, without much going on in it. The sequel’s even more inviting and even more fun to traverse, so it’s a great chassis to plug some cool ideas into.

boat - final mission

This got long, so first I’ll summarise:

Give the player the option to set up camp in his favourite place, upgrade it with the features he wants, and liberate other areas he likes through a simple but high-level strategy game played out on the world map.

Split the main story into separate series of missions with a common theme – Sabotage, Assassination and Heroics. They have the appeal of categorised side-missions because you get to choose what kind of challenge you feel like taking on, but they’re unique and story-driven so they don’t wear thin.

Litter the world with obvious opportunities: a network of drug dealers with hugely varying prices that invite you to embark on your own travel missions, convoys carrying precious cargo that invite you to attack them, and rare assassination targets whose deaths will help you on the strategy map.

Thoughtfully place sets of collectibles that tell the story of long-dead agents like you as you collect them, encouraging you to explore, making the world feel like it has a history, and improving your character with the upgrades and unique weapons they left behind.

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Safehouses: Setting Up Camp

The first thing you do, after base-jumping into the island, meeting your handler and a short introductory mission, is choose where to set up camp. You pinpoint the precise location in-game – a secluded bay, a mountain top, a waterfall, the roof of a skyscraper – and a package is airdropped that unfolds itself into a tent. You can fast-travel there, lose your alert level, make a permanent save, or rest until a set time.

“I think one of the post important things is some sort of home base or some place you can feel safe. Somewhere you can go and upgrade your character, change your weapons or talk to familiar NPCs.”
Incredible Bulk 92

For every twenty or so locations you find – towns, islands, bases, villas, mountains, etc – you’re given the option of calling in another base of operations somewhere else.

When you get your first Revolutionary (explained next), you have to pick somewhere within a certain radius of a camp to place a comm antenna and laptop. You have to use this to issue orders on the strategic map.

You can also add other bits of equipment to any of your bases by stealing them from military bases and government facilities. These are marked with a special logo, and you can just tether one to a vehicle and drive off to rip it out. If you make it out of the area with the item intact and in tow, the agency airlifts it out and you can choose where to put it near one of your camps.

Camp bits:

Tent – pass time, save game (earned by exploring)
Laptop – strategise (unlocked by campaign)
Weapons locker – restock (stealable)
Camo net – store vehicle (stealable)
Anti-air - defense against pursuers (stealable)
Workbench – for upgrading kit (stealable)

The idea is to encourage the player to have a favourite place, and give him a way of making it significant. There aren’t many practical considerations: it doesn’t have to be near anything or easy to get to, since you can fast travel to it. So it gets you looking at the world aesthetically, something a world like Just Cause’s definitely warrants.

“One thing I latch onto in a lot of open games is the ability to choose and create a “hometown” area. Honestly, did anyone playing Morrowind not murder some faceless citizen to take over their house and fill it with knickknacks?”
DoctorDisaster

The extra features give an ongoing way to improve and customise your camps as you start to engage with more of the world, keeping them relevant, personal and distinct as you progress through the game.

“I think there needs to be something distinctive about them. The Megaton shack in Fallout 3 for example never really felt like mine, it was just a place to dump stuff.”
Dante

liberation

Changing The World: Liberations

After about five missions, you’ve stuck it to the man enough to inspire some of the locals to rebel – including a Revolutionary leader. On the map, you can send this guy to any region and he’ll Liberate it: he and his band of rebels battle any present military forces and will keep them out indefinitely, making the area a bustling and vibrant safe zone.

A few missions later, the country’s President sends an Officer to lock down the region next to his residence, putting it under Martial Law. Constant military presence, very low tolerance for misbehavior, shops, services and base camp fast-travel disabled. Each time you send out a Revolutionary, he’ll lock down more of the island in response.

If you’ve Liberated a region next to one under Martial Law, you can use your next Revolutionary to attack it. Your guy and his rebels invade, and the resident Officer emerges with his own troops. Chances of success are even, but you can join in the fight to make the odds much better. If you win and your Revolutionary survives, the region is Liberated. If both the Revolutionary and the Officer die, the region reverts to normal.

Each time you make a move on the strategic map – and the government makes one in response – you both get one new leader for every two neighbouring regions you control. So you want to keep your territories joined, and break up the enemy’s. You can pile more Revolutionaries into an already Liberated region and send them all to attack a neighbouring government territory at once, to ensure victory without having to show up in person.

“I want my endeavours to matter in my circle of influence, but only the grandest of my achievements to take effect in the greater world.”
Jazmeister

The idea is to let you fight for areas you like with visible effect, to give regions strategic significance, to create a world that changes in response to your actions, and to give you something to think about while messing around. It gives a visual sense of what you’ve achieved, what you’re up against, and how each mission is getting you closer to your objective. And by linking in with Convoy and Target Opportunities, it gives those context and significance beyond fun things to do.

The actual rules of the game, particularly the reinforcement mechanic, work magnificently in the super-simple Flash game Dice Wars.

missions assassination

Campaign: Missions

Your mission is to overthrow the President of this island state, which you go about in three different ways. These mission threads are separate, so you can alternate between them or just burn through one type that suits you.

Sabotage: A series of missions offered by your handler to cripple the local military by destroying their hardware and facilities, either strategically or with brute force. Missions typically have you taking on a large but not limitless force and culminate in the destruction of one vital asset. Eg. Fighting your way through fighter jets and boats to scuttle a battleship at sea.

Assassination: A series of missions given through dead drops by an Agency operative you never meet, to eliminate well-protected key personnel in the local military. Missions usually pit you against a vastly superior force but with a suggested way to avoid them. Eg. Hopping on top of a civilian passenger jet to fly over an island base with heavy anti-air, to drop in on a target there from above.

Heroics: A series of missions given by coded messages broadcast on the local radio, by an operative pretending to be a rebel to convince the locals there’s already an insurgency for them to join. Missions are about using carefully setting up then pulling off spectacular victories, and always have some optional bonus objective that’ll make your actions all the more inspiring to the populace. Eg. Stealing a government Death Squad’s ammo reserves the night before an attack, with the option to sneak in convincing blanks so they don’t realise until they open fire.

“It might seem as though I’m missing the point, but I think meaningful, well-scripted and rewarding campaign missions are an extremely important part of an open world.”
Devlosirrus

The idea is to give the player a clear choice of what kind of challenge he wants to take on, but without resorting to boilerplate template missions or fairground challenges. These are still story-driven campaigns of unique missions, you just get to pick what type you’re in the mood for – and even avoid some of your least favourites entirely.

“I think often open world games mess up because they turn it into a themepark instead of a world.”
Phill Cameron

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Campaign: Plot

Each mission series ties its jobs together into an overarching story about the atrocities the regime has committed, the corruption of its officials, and the few local heroes trying to undermine or expose it. You know your Agency wants to overthrow him partly to get their own preferred candidate in power, but since that entails overthrowing a true despot, you’re happy to oblige.

Near the end of each series, though, your work gets harder to rationalise. Destruction missions start to include facilities with hundreds of people inside, Assassinations shift from military to political targets, and the new leader your Heroics missions are promoting starts to show a darker side. The last mission in each firmly crosses the line, and you can both voice your concerns and refuse to do them without necessarily giving up the cause.

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Campaign: Winning

You’re after the President, and he’ll only leave the bunker beneath his mansion when he’s lost control of the island – when there are no regions left under Martial Law. That’s extremely hard to achieve: halfway through your missions the government starts locking down regions much faster than you can earn Revolutionaries. But completing any of the three mission threads gives you a major advantage.

Finishing the Sabotage missions deprives all Martial Law regions of hardware, meaning they can no longer invade your territories.

Completing all Assassinations means the government runs out of Officers, so the ones already on the map are all they’ll ever get.

And doing all the Heroics missions inspires the populace so much that you gain double the number of Revolutionaries each time you move.

With a good strategy and skillful fighting on the ground, it’s possible to win the game without completing any of the mission threads – though you’ll have to come close in at least two of them to earn enough Revolutionaries.

Finishing the game this way means you’ve avoided compromising yourself with any of the dubious final missions, so it unlocks a special Epilogue mission in which you can expose the new leader for the asshole he is, and instate one the local heroes you’ve encountered in the course of the missions – against your Agency’s orders.

final mission

Campaign: The Final Mission

Once you have freed the island of government control, the President uses every asset he has left to make a mad dash for the airport on the other side of the island. Three convoys of tanks and APCs, a squadron of attack helicopters and a fleet of gunboats all leave the palace area, and there’s no way of knowing which he’s in.

You have half an hour to do at least one of three options. You can destroy all convoys before they reach the airport, to make sure he’s dead. You can try to take back the runways: the government has their last aircraft carrier stationed off the coast there, shooting down rebel air support, scrambling fighter jets and sending in boats of troops. Or you can fight for the terminal building itself, taking control of the government’s anti-air and gun emplacements, and laying mines on the approaching roads to ensure the convoys will be destroyed on arrival.

The first is a very tough fight against vehicles, the second requires evasion and tactics, and the third mostly involves fighting a lot of infantry. None actually take half an hour, and failing doesn’t mean you have to restart, you just get a slightly different ending. But of course the player isn’t told that going in.

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Opportunities: Drug Dealing

Dealers lurk in backalleys of major cities, huts in remote villages, villas in the middle of nowhere, boats in the middle of the ocean. Their prices for each of four or five narcotics vary by region: nearby dealers have similar values, distant ones massively different.

You can see how much dealers you’ve met are offering for what you have at a glance, on the map. But their prices fluctuate over time, so you have to move soon to get there while the price is high. They also change in response to your deals: sell a lot of cocaine and the price crashes in that area.

The legal status of your cargo and questionable ethics of trading it make a good excuse for why you can’t fast-travel while carrying any drugs: if you try, you’re offered the option of instantly dumping your stash with the nearest dealer for whatever their current price is. If you’re feeling ethical, you can buy up drugs just to destroy them at your camp. And if you’re feeling zealous, you can just kill the dealers: they’ll stay dead.

The idea is that this inspires the player to come up with his own travel missions, generated as a result of a changing system that will make different routes profitable at different times. Since the market evens out when he makes a big run, it’s not going to be lucrative to ‘grind’ trading for more than a few good deals every half hour or so, giving a natural motive to vary his activities. Embarking on a mission that was your own idea, for a reward that you’ve calculated, is much more satisfying than doing what you’re told.

“I would much rather be led into the open world by the promise of new experiences and challenges when I leave the campaign, rather than forced into it by necessity.”
Devlosirrus

convoys

Opportunities: Convoys

You’ll sometimes see processions of vehicles of various types crossing the country – they’re always guarding something important, and you can always steal it.

Military motorcade: truck carrying weapons. Take out its escorts without destroying it and you can grab a rare weapon from it: a high-tech assault rifle, sniper rifle, missile or grenade launcher, or a powerful demolitions charge.

Police motorcade:
well-guarded prisoner van. Free the prisoner safely for a free Revolutionary.

Boatorcade:
(I don’t know the proper term, okay?) Well-guarded boats are carrying drugs. Nab them, and you’re free to sell them to any dealer.

Private Jet:
if you spy one of these with the government flag on it, it’ll be a corrupt official fleeing the country with his cash. If you can board the plane in flight, you can choose to rob him instead of hijacking it. While you do so, though, the pilot panics and flies erratically, so you have to be ready to abort and take the controls if you’re in danger.

targets

Opportunities: Targets

When a region’s under Martial Law, the Officer who locked it down is usually safe inside a building until it’s invaded by a Revolutionary. But rarely, they’ll leave and patrol the area with a team of elite soldiers. They’re tough and well protected, but if you can take one out before he gets back inside, Martial Law is ended.

The idea is to provide a rare chance to make a real difference with a relatively quick and fun type of challenge. Once a large number of regions have fallen under Martial Law, you could even patrol them with a sniper rifle, hunting Officers but staying within the law until you spy one.

collectibles

Collectibles

I hate that term, because it encapsulates how tacky and incongruous these little scavenger hunts often feel in open worlds. But there’s definitely a large contingent of gamers who love them, and I think I’d be one of them if anyone ever did them well.

They need to fit with the fiction to feel appropriate (like Assassin’s Creed 2′s feathers), they need to improve your character to be truly worth hunting for (like Crackdown’s Agility Orbs), they need to include scraps of story to make the world feel rich (like Fallout 3′s characters), they need to include unique items to feel special (like Fallout 3′s items), and they need to be common enough that you feel there could be one just over the next ridge, nook, clearing or summit (like Fallout 3′s quests).

Here’s my idea:

dead agent

Collectibles: Dead Agents

Some foreign, some from your own agency, all rotting away in the most secluded and obscure parts of the islands. They’d be tough to find, except that you’ll occasionally see a coloured light flash. You’ll find it’s a Beacon, the device agents like you use to call in air support or mark targets, and this agent’s other kit will be scattered in the area. The various bits you might find are:

Beacon: its occasionally blinking light tips you off that there’s other stuff nearby
Tracker: usually close to the beacon, this small screen reveals all his other kit on your map.
Pistol: if he’s Agency, he’ll have a gun with some upgrades you can take – whether or not you’ve unlocked them.
Main weapon: These are often unique and powerful, and some even have one or two slots that can take the same upgrades your pistol can.
PDA: states his objective and any notes he took.
Phone: some agents record their conversations; you can play back his last.
Memory card: most agents keep some sensitive images with them: photos of a target, compromising pictures, facility blueprints, scans of incriminating documents.
Cash: some agents need to carry large quantities of it for their work. Others are just corrupt.
Drugs: ditto.
Corpse: dangling from a tree, crushed under a rock, half-buried in the desert, frozen in the foetal position in the snow, impaled on a branch, twisted at the bottom of a cliff – it usually gives you some idea how he died. If he’s Agency, his suit might have some upgrades you can use.

Types of agent:

Native: beacon light is green, they’ll have a main weapon but no Agency pistol or equipment. They’ll always have a PDA with some info on what they were up to, but usually no phone or memory card with full details.
Agency: red beacon, they’ll have an Agency pistol and there’ll always be at least some decent info on what their assignment was.
Foreign: beacon light is yellow, these are rare, unknown agents with little comprehensible info on them but exotic and powerful custom weapons.
Special: blue beacon, these could be any of the above three agent types, but they always have some major info on their PDA, Phone or Memory Card relating to the assassination of the last president.

The idea is that finding this stuff is a little adventure that tells a story, in the order you discover it. Most will be fairly simple stories: guy was chasing some drug dealers, drove his speedboat off a waterfall and buried it into the side of a mountain.

“It’s all about the collectibles: they offer material advantages, and they’re so much fun to get – they take you places you might not otherwise have gone and the trip is worth far more than the skill points.”
Luke

But some, the ones with phones, tell the stories of people who shaped the history of the place. Finding all of these pieces together a subplot about your Agency putting the current president in power in the first place, by ruthless means.

Finding this enables a special Epilogue mission after the main game is complete, to undermine the new regime before it gets started and put a local hero in power.

“Batman’s Riddler puzzles are a superb example. Often they’re interesting, and they all provoke a response from the Riddler, with its own little ending if you get all of them.”
Dante

parachute

Character Progression

I mentioned both upgrades and finding special weapons above. The two don’t often work well together: if you can keep upgrading your favourite weapon, loot becomes irrelevant, and if you ever find loot better than your most upgraded thing, upgrades feel like a waste of time.

My idea is to unlock and then buy upgrades for your Agency-issued equipment, including your infinite-ammo pistol, but larger weapons are things you find or buy. You unlock one equipment upgrade after every mission, then pay to have it installed if you actually want it. Or you can find upgrades, sometimes ones you wouldn’t have earned for hours, on dead agents.

To save fussy ferrying, every larger weapon you find is automatically added to the weapons locker at your base, and you can take a freshly loaded one from there any time. You can carry two and your pistol.

You’ll unlock more upgrades for your kit than it can take at one time, but you can switch them around freely.

Specifically:

Each bit of equipment has a number of slots, and higher-level upgrades take up more of them: you can have level 2 Calibre and Accuracy upgrades in your pistol, for example, but if you want the level 3 of one, you’ll only have room for the level 1 of the other.

(+) Full List

The idea is that you customise your core kit to suit your style, but you can be free and easy with what main weapons you pick up and try. Eventually you’ll settle on one or even two you always want, and you can then reconfigure your pistol and equipment to complement it. With the above loadout, you’d probably want something with a decent rate of fire and mag size for mid-range fighting.

Earning a steady stream of upgrades – without enough slots to fit them all – is a system that works brilliantly in Dawn of War 2′s Last Stand mode. You’re always excited about what you’re going to get next, and you try it out eagrely, but the unlocks don’t have to keep getting better to sustain this. It’s just nice to get more options, play with them, then settle on the combination you like.

“[Morrowind's] campaign rewarded me with the power to probe deeper into the world – dungeons and items that had been inaccessible to my less powerful character were in reach. This felt incredibly satisfying.”
Devlosirrus

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Thalamos: i want a dimension based game, where you can traverse dimensions as is necessary to achieve a target. enemies and game environments would traverse with you, but of course changing to meet that dimension. for instance if in 2d you encounter a table you wont be able to crawl under it because the leg is blocking you. go to 3d, the 2d scene pans out and you can crawl under.

4d if i remember correctly is time, and if a game mechanic could be worked out for this, it could show a number of possible future action paths which are relevant to the "present" or whenever you traversed to 4d. or you could subtly influence things from 4d, mild telekinesis, telepathy, at higher levels pyrokinesis and the ability to spontaneously create organised patterns of matter.. using these you could encourage certain action paths, create new action paths, or just torture the crap out of all the ncp's :D.

each dimension would give you various powers and attacks would be few, but would work differently in different dimensions

1d, there would be a line on your screen and thats it.

this would be an awesome game if you were a hyper-dimensional entity, who could unlock powers allowing access reality more concretely (this being the objective, ultimately to manifest yourself within that reality (negatively of positively or powerfully etc). imagine being able to incite a riot in a crowd by projecting image( eg their president) with connotations (negative or positive to varying degrees) directly into their brains. then you use pyrokinesis to set a few cars on fire, the riot police start to overreact with you projecting emotion (anger, fear, duteous). next you use your newly unlocked ability to manipulate matter to start a fight between two coworkers in the office, its escalates and ends up with the 68 floor office building demolishing like 10 blocks of city.

more ideas plz!
 

Open World Games: What Works And Why

 

It felt like last year open world games took over, and stopped being high-budget exceptions to the norm. It’s now pretty commonplace for a game’s linear story to be just the main attraction in a fairground of challenges, collectibles and distractions. ‘Go anywhere, do anything’ games have been around since the eighties, but it’s only in recent years developers have figured out the hooks, tricks and bribes to get a wider audience playing them.

Most of them kinda suck though, don’t they? Not the games themselves, necessarily, but their approaches to filling these sprawling open spaces with stuff to entertain you. They know how to make a traditional game, and they know how to make an open world, but their attempts to fit the two together amount to mashing a square peg into a round hole until it splinters.

I’m interested in whether there’s a way to take the most successful of these systems and make them work with the world, and each other. To fit with the fiction rather than jar with it, and to draw attention to the world rather than distract from it.

So ignoring how much we like them as games for a moment, what do some of the better open worlds fill their lands with, and how well does it work?

assassins map

Assassin’s Creed 2:

  • Series of story missions that lead you through each new city
  • Scattered mini-missions that conform to one of a few templates (contracts, courier, etc)
  • Informal missions like chasing any thieves you see
  • Isolated unique puzzle/platform levels
  • Collectibles, some of which assemble to shed light on the plot

The broad variety means there’s always something you feel like doing, and most of it is integrated into the fiction – albeit by clumsily grafting two different fictions together. The informal missions feel like fun because no-one tells you to do them, and failing is no big deal. The puzzle/platform levels are usually welcome because you know what you’re getting into when you take one on.

WOW MAP

World of Warcraft:

  • Miscellaneous quests
  • Large scale co-op dungeons
  • Resource nodes
  • PvP arenas

It’s nice that there’s stuff to do wherever you go, but the lack of a main quest and presence of other players doing the same ones makes it hard to feel like what you’re doing matters.

FALLOUT 3 MAP

Fallout 3:

  • Series of story quests
  • Character-driven sidequests without obvious rewards
  • Occasional unique locations, people and loot (Oasis, Dogmeat, Alien Blaster)

The density of hand-scripted missions to find is enough that exploring is always appealing, and the unique stuff is rare enough to feel special, but common enough that everyone finds some of it. The main story has its moments, but your motivation for it is disastrously weak.

FAR CRY 2 map

Far Cry 2:

  • Two main story mission threads that sometimes merge
  • Optional extra objectives to those missions with little reward
  • Template mini-missions: convoys, assassinations
  • A set of FedEx missions you have to keep doing to stay alive
  • Trickily placed collectibles with a material reward

The main missions feel annoyingly disconnected from your objective, and the choice between them is illusory. The template missions are excellent because the templates themselves are compelling, but they never feel like more than that. The thoughtful placement of collectibles makes them much more fun to hunt, even if you don’t need the money.

prototype map

Prototype:

  • Series of story missions that change the city from peaceful to wartorn
  • Fairground-style challenges
  • Collectibles and destroyables that grant XP

The story missions are mostly bad, and the challenges are ridiculously divorced from the fiction. The changing city would be cool if you could make any of it yours, but instead the only influence you have is deciding which of two factions that hate you control certain bits.

red faction map


Red Faction Guerilla:

  • Series of story missions that conquer each area, making it safe and unlocking new one
  • Template mini-missions: hostage rescues, defenses
  • Fairground style challenges

The mini-missions do a good job of providing a choice of fun stuff to do without breaking fiction. The fact that the story moves on from each area, though, makes it feel less like a world and more like levels.

just cause map

Just Cause:

  • Series of story missions
  • Scattered identical mini-missions to take over settlements
  • Template mini-missions
  • Collectibles

Since the mini-missions keep you in a small area and are very similar to play, they don’t offer much of a break. Neither do they or the collectibles carry an appealing reward.

It seems like the things that work best, or are most needed, are:

  • Informal missions – opportunities you spot rather than jobs you’re ordered to do
  • Collectibles that improve you, in places it’s fun to visit
  • Categorised missions, so you can choose what kind of job you want to take on next
  • Scraps of story scattered about to make your adventure feel meaningful
  • Unique things you can find, take and use
  • The ability to change or add to some part of the world
  • Variety – at every stage you should have more than two meaningfully different options for fun things to do next

Any additions? Anything you really like in open world games in general, or a specific one? The next post will be figuring out how to cram all the good stuff into one specific open world.

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Open World Games: Cramming All The Good Stuff Into One, by Tom Francis: [...] last post was figuring out what we all like in open world games; this one’s about how to make that [...]
 

What’s Wrong With Team Fortress 2′s Unlocks

 

I cooed a little about the amount of free stuff Valve have added to TF2 since release, but it’s not purely to fix or improve the classes. They’ve been experimenting with ways to leverage this free content to add an element of persistent progress and character customisation to TF2. But their experiments have been weird, and so far the resulting system doesn’t really do its job. If you’re all too familiar with why the current system needs changing, you can just skip to how I suggest changing it. Here’s what’s wrong:

hl2 2009-08-16 12-19-42-28

You can unlock weapons for a class by earning its achievements. That means everyone plays the same class when its new weapons are released, even before they’ve earned any of them. We’re bribed to play that class at the very time when TF2′s primary problem is inevitably going to be too many people playing that class. And we’re often bribed to play it in counter-productive ways to fulfill achievement criteria, some of which are just fun little jokes.

You can ‘find’ weapons and hats randomly. On the plus side, that sometimes gives you a weapon for a class you don’t normally play, encouraging you to try it out. On the down side, well:

  • A lot of what you find is duplicates of what you already have, which means that little gold message comes to be associated more with disappointment and absurdity than excitement or pleasure.
  • People’s fortunes vary wildly without any correlation to skill. Some people play for hours a night, rarely get a weapon, find only dupes, and have never seen a hat in hundreds of hours of play. Others consistently get unlocks every half hour or so, and have copious hats for classes they don’t even play.
  • Consequently, very rare and exclusive class items like hats don’t signify anything when you see a player wearing them. What does the mighty Camera Beard tell you about a Spy? Nothing, he just got lucky.

You can ‘craft’ items by combining lots you have to produce one you might not. Presumably meant to tackle the dupes problem with the random drops, but what we understand of the current system is totally bizarre. If you don’t have the Eyelander, you seem to need six copies of the other two Demoman weapons, plus at least eight melee weapons, to craft one without losing anything you need. In a given time period, you’re about 13.8 billion times more likely to just find an Eyelander than what you need to make one.

For a hat, you’d have to find eighty-one weapons you don’t need just to make a random one. To have more than a 3.4% chance of crafting the one you want, it takes a hundred and twelve. At the end of which, you’ve got something a new player might find in his first hour with the game.

TF2 Classless Update 13

That’s what’s wrong with the current system. I think it needs a few changes to work as an addictive RPG, as a way of customising your characters to your tastes, and as a way of showing off your skill or dedication in the way you dress. The unlocks system ought to make the repetitive violence feel like part of a larger goal, and give you a sense of progress even if you lose. Here’s how I’d do it:

Unlockable Weapons: You’d be able to browse these from the main menu to see what’s available, and select one you want to unlock. Each requires somewhere between 250 and 500 points, and once you select it all the points you score in-game, as any class, count towards that. That’s about 2-4 hours play – the Flare Gun might be 250, the Direct Hit 500. You need to be in a game with at least four non-idle players or bots for your points to count, but beyond that anti-exploit measures are probably futile.

On top of that, every five hours or so you’ll get a random weapon unlock that you don’t already have. If it’s the one you’re working towards, points earned so far transfer to what you pick next.

The idea: Every match gets you closer to something you really want, and the items you choose first make you a different player to those around you. At the same time, you can still get something unexpected for a class you don’t normally play that might encourage you to try them.

Achievements: I think they should stay – I even think the silly ones should stay. In fact, I’d get rid of the sensible ones, and just leave the ridiculous accomplishments – taunt kills, ironic deaths, corpse dancing and tortured puns (Slammy Slayvis Woundya? That’s what you’re going with?). But they no longer earn you weapons, they’re just an acknowledgement for any time you do something remarkable.

The idea: Silliness absolutely has a place in TF2, and trying to get things like taunt kill achievements just makes the game hilarious for you and your enemies. But no-one should be bribed to go for them if they don’t want to.

Feats: This is where the sensible achievements would go. They’re things that genuinely benefit your team, so you’re rewarded each time you do them: some bonus points towards your unlock (but not your in-game score) and a little pop-up: “Medic Feat! Extinguished five team-mates, +2 points”. Things like multi-kills, capturing a point alone, setting light to a cloaked Spy, killing a fully charged Medic, or making the winning capture would always be rewarded.

The idea: By letting people know they’ll be rewarded every time they do this, it both teaches and incentivises intelligent play. Achievements already do this a little, but not reliably: plenty of the actions they suggest are actually pretty dumb.

hl2 2009-12-18 23-55-36-10

Unlockable Hats: These are handled separately, but again you choose which you want to unlock. When you do, only points and feats earned as that specific class count towards it, and the number required is in the thousands – twenty hours’ play for most, more for some special prestige items. You still earn points towards your weapon unlock at the same time.

The idea: A hat says “I play this class, I play it well and I play it a lot”. A Camera Beard says “I am amazing or crazy.”

Crafting: No crafting. I don’t think the system is entirely unsalvagable, and Chris Livingston does a good job of salvaging it in a much shorter post than mine. But ultimately any full crafting system hinges on finding dupes, which I think ruins the “ooh, I found something!” moment by diluting it with disappointment.

[FBP] Dirty Squirrel is looking good!_0002

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DoctorDisaster: They aren't reinforcement for any particular behavior in-game, that's true; the behavior they're trying to encourage is playing the game, period. They don't much care what you do once you're in there, so long as you're inflating their playerbase.

To be honest, that's the thing that bothers me most about the whole drop system: it's unusually cynical for Valve. The achievements at least seemed to be rewarding you for exploring odd nooks and crannies of the game mechanics — the drops are a straight-up slot machine simulator. Every refinement they introduce seems to shore up the "incentive to play" angle rather than addressing players' criticisms of the system.

I was being pretty vague when I said your system smacked of "management" — sorry about that. What I meant is that when I pictured that system implemented in-game, I saw an RPG-style advancement screen involving a mess of progress bars and drop-downs. Nothing any more complicated than, say, the inventory and crafting screens they've already implemented, but does TF2 really need another fiddly menu screen?

Frankly, it already baffles me that developers who gave the spy little paper masks to avoid cluttering up the interface with disguise icons are now shifting a bunch of game time out of the engine entirely and into the menus. I might be letting my personal opinion of what's fun get the better of me, but I think that's a trend we should strive to minimize. (The quick-switch system for guns you're carrying is a great step in this direction, for instance.)

Chris's system would just replace the single oversized image on the drop screen with x smaller ones, requiring no additional game time or new menus. It may seem like a minor thing, but it's enough to make that concept my favorite.
 
 

Futurama hasn’t been this good in years. It’s been very funny this season, and I think most of the movies had some inspired gags, but this week’s was the first time the plot’s been as good as the jokes since the good old days. It did what all the best episodes do: found the humour

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