Life bars, hit points, vitality, health or (if your Zelda fan) hearts...regardless of what you call them video games almost always use abstract numbers or HUD indicators to quantify how much physical punishment can be absorbed before suffering from a critical existence failure. It's a simple system that has roots in 30+ year old tabletop games like Dungeons and Dragons. I think the reason it has endured so long has to do with its simplicity. I can relate to that, but I also think the time has come for this particular game mechanic to receive a healthy dose of innovation.
Before I start offering suggestions though, I want to take a moment to review some attempts that have been made in the past to move beyond plain old HP counters. Call of Cthulhu: Dark Corners of the Earth had a surprisingly intricate method of keeping track of injuries; everything from claw marks by Deep Ones to twisted ankles from falls. All these injuries can and often do handicap the player, which is fitting for a horror game. However, there is one notable drawback to the way it was implemented. Whenever a player suffers cuts, bruises or sprains they must essentially pause the game, by going to the menu screen, and use the appropriate treatment from their medicine kit. After a short animation all debilitating injuries are instantly repaired.
Another game that tried to employ a similar concept was Metal Gear Solid 3: Snake Eater. Much like the above mentioned horror game protagonist, Solid Snake can (and does) get bullets embedded into his flesh, along with other aliments like burns, leeches and broken bones. Again it sounds neat on paper, but in practice Snake's max health reducing problems are more of a mild annoyance than a critical aspect of the game. Granted, in what is essentially a tribute to 1980s action flicks, this design choice might be for the best. I can't help wondering what a more detailed system might look like though...
Let me take a moment to emphasis the word "looks" from the previous sentence, because if you want to get technical Dwarf Fortress has an incredibly complex damage system which takes all kinds of factors into account, tracking location and the type of injury in disturbing detail. It's an unique take and has a few terrifying consequences like undead and golems being practically invincible (because they lack vitals). Needless to say it's a game where the construction of a molten lava sluice gate is one of the few effect ways to defend a fortress from attack by an irate herd of zombie mammoths.
Flip to the other side of the coin (metaphorically speaking) and you have Bushido Blade, a one-on-one fighting game in which the duelists wield edged weapons rather than relying on unarmed combat techniques typically seen in the genre. Appropriately, one hit kills are a common outcome of matches and even grazing hits will leave limbs immobilized. A more recent variant of this type of fighting game can also be seen with the Deadliest Warrior series of Xbox360 games.
So, there have been a few attempts to change things up over the years, but so far nothing has really stuck. Not a big deal except recent games attempting to capture a strong feeling of verisimilitude suffer from hit point based abstractions. Further compounding this problem is the overused rebounding health meter. Lara Croft's latest outing was one such example, prompting a suggestion in this quicklook that maybe a bullet avoidance luck meter would be more appropriate than a bog standard regeneration health bar. While another abstraction in its own right at least under the suggested mechanic the new more realistic(ally proportioned) Lara wouldn't be shrugging of gunshot wounds like insect bites.
Personally, my hope is that someone will decided to capitalize on the processing power of the next generation of console hardware to simulate physical trauma in innovative ways. While the idea of seeing your character suffer from shock, pain and blood loss might make you feel a bit queasy it could also bring a new (and much needed) dynamic to games trying to capture a realistic vibe. Of course having fun is important too, so some may find the concept of death spirals inherent frustrating. However, setting specific details such as magical healing in a fantasy setting or consciousness uploading into clone bodies in a sci-fi setting (The 6th Day in video game form?) could be used to balance between gameplay needs and story trappings. At the very least though, I hope players will wince when they see their poor onscreen character take a hit knowing that the consequences of injury are something that can't be resolved with a few seconds of rest.
Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
Friday, April 26, 2013
Saturday, April 20, 2013
A Different Breed of 4X
eXplore, eXpand, eXploit and eXterminate have long been the core tenets of this particular style of game. Sadly, the is also a lot of unneeded baggage weighting the 4X genre down. Features such as a vast unexplored galaxy, numerous alien species and exotic magical technology have become so ubiquitous that slight variations on the above mentioned don't bring anything new to the table. So, in the interests of reviving this beloved, but mostly forgotten subcategory of strategy games, here's an idea I'd like to share.
For starters, lets take things back a bit. Have you ever heard of a novelist by the name of H.G. Wells? He wrote a number of fantastic science fiction stories toward the end of the 19th century. One in particular, set in the early years of the 20th century, entitled The War of the Worlds, is generally considered the first great tale of alien invasion.
The invaders are from Mars! Using an interstellar cannon to fire huge cylinders across the depths of space, the martians are able to ferry themselves and tri-pedal bullet proof fighting-machines, armed with heat-rays (high powered infrared beams) and black smoke canisters (nerve gas?). Unsurprisingly, humanity takes a serious thrashing , but comes out victorious in the end because of simple bacteria native to Earth's ecosystem. The martians had no such microbes on Mars and as such failed to take adequate precautions against ordinary diseases.
Of course, like most great sci-fi The War of the Worlds is the product of then current real world events - namely the decline of colonialism. Partly because of the rather obvious parallels H.G. Wells never penned a sequel. However, I can't help but wonder what direction the story would go if it were to continue.
There is some indication at the end of the novel that humanity, while battered, is able to make a comeback. Additionally, the secrets of the atom are unlocked by dismantling the "heavy elements engines" used in martin war machines. Not wanting to be the target of another invasion force, the people of Earth mobilize to catch up to their more technologically advanced foe. Meanwhile the martians, no longer concerned with concealment, begin assembling a second expeditionary force. The board is set for a game solar conquest!
Obviously, this conflict need not be limited solely to the planets Earth and Mars. The Moon, Phobos or Demos would make good strategic stepping stones for either side. Taking things one step further into retro-future territory, what if there were life beneath the clouds of Venus? Perhaps other factions, whether they be enemy or ally, inhabit a Jovian moon or even a mysterious Planet X analogue such as Pluto, Eris or Makemake. Borrowing concepts from the colonialism that inspired The War of the Worlds, direct conflicts might be mulled in lieu of fighting over resource rich, but poorly fortified locations. It is implied in the final pages of the aforementioned novel that the martians attempt to establish a presence on Venus.
Limiting the action to just our solar system might sound to confining at first, but don't forget that there are eight planets in orbit around the Sun along with dozens of sizable moons (and many thousands of smaller noteworthy objects). In addition, there are visits from comets, rogue asteroids, solar flares and other outer space phenomenon which could be thrown into the mix.
I've kept things pretty general thus far, but lets to go into more detail about what an alternate near to mid future space based conflict might be like. Of course, it's impossible to know the exact direction future technologies will lead humanity. However, it is possible to make an educated guess. In reality that often is unacceptable, but for the purposes of creating a video game, it's more effort than most designers put in on the conceptual level.
For starters, there are three basic types of weapons that have high degree of feasibility in space:
At first designers might be tempted to devise a rock-paper-scissors mechanic to balance out these three weapon systems, but the reality is a lot of mixing and matching can occur. Also the effectiveness of any combination of the above would be extremely dependent on the situation, tactics employed and countermeasures available.
The specifics of propulsion is also an important point worth analyzing in more detail. Chemical rockets are what nearly all real life spacecraft use to maneuver. However, in a wartime situation the Orion Drive would be a far superior alternative...especially when it comes to combat. In game terms this creates an interesting dynamic. Do you go the quicker, cheaper route of ground based deployment and damage your planetary infrastructure via radioactive pollution? Or do you spare your populous and take the slower, more expensive route and build in orbit with prefabricated components being launched by conventional systems?
Another factor worth consideration is the mantra, "there is no stealth in space." That is to say any civilization with a decent collection of ground based telescopes could easily spot the movements of practically any spacecraft...at least within the confines of a single solar system. However, an important point many people fail to realize is that saying "there is no stealth in space," is roughly analogous to saying, "there is no stealth in Stratego." In other words, you always know where your enemy is and in what numbers, but not the disposition or exact strength.
"Science fiction writers have no sense of scale," is sadly all too applicable to 4X games. You might think that Mars and Earth are right next door to one another, but keep in mind that planets move at different speeds around the sun. This gives rise to the concept of "launch windows," time frames in which the logistical feasibility of a departure plays an important role. Also worth noting is the fact that a deep space encounter between rival forces would most likely be the futuristic equivalent of a single pass in jousting (since the time in which both sides are within effective weapons range is exceedingly brief). So, baring extenuating circumstances, decisive engagements would be more likely than not occur in orbit around a moon or planet.
Naturally, this might encourage "turtling," the concept of digging in by means of static defenses. While this idea has merit there is on big obstacle to fortifications in space - the environment is three dimensional Because an attack can be concentrated from up to six different cardinal directions (or any portion of the three axis) the result is situations in which it becomes very easy to overwhelm ground based defenses provided the attacker is a credible threat to begin with. Obviously an orbital defense network would work better because it could shift to meet the attack vectors in strength. However, there is a big problem with this method too.
"Amateurs study tactics, while professionals study logistics," applies quite well here in that if you know much about the realities of spaceflight you'd quickly realize that getting a spacecraft into orbit the can maneuver autonomously is 80% of the work. Hence, you're already a pretty big chunk of the way to deploying something capable of interplanetary travel. Therefore, from an economic standpoint, "the best defense is a good offense!" That should probably be mentioned somewhere in the tutorial...assuming this proposed game ever gets made.
While this entry is quite long, it isn't a design document, so I'll stop at this point. Granted there are a number of things that I haven't touched on yet. "The devil is in the details," I know, but to exorcise *wink-wink* everything here is beyond the scope of this humble little blog. So, I will leave matter of this 4X concept here for now. Hopefully, you have found reading this as interesting as it was for me to write it.
For starters, lets take things back a bit. Have you ever heard of a novelist by the name of H.G. Wells? He wrote a number of fantastic science fiction stories toward the end of the 19th century. One in particular, set in the early years of the 20th century, entitled The War of the Worlds, is generally considered the first great tale of alien invasion.
The invaders are from Mars! Using an interstellar cannon to fire huge cylinders across the depths of space, the martians are able to ferry themselves and tri-pedal bullet proof fighting-machines, armed with heat-rays (high powered infrared beams) and black smoke canisters (nerve gas?). Unsurprisingly, humanity takes a serious thrashing , but comes out victorious in the end because of simple bacteria native to Earth's ecosystem. The martians had no such microbes on Mars and as such failed to take adequate precautions against ordinary diseases.
*end of spoilers*
Of course, like most great sci-fi The War of the Worlds is the product of then current real world events - namely the decline of colonialism. Partly because of the rather obvious parallels H.G. Wells never penned a sequel. However, I can't help but wonder what direction the story would go if it were to continue.
There is some indication at the end of the novel that humanity, while battered, is able to make a comeback. Additionally, the secrets of the atom are unlocked by dismantling the "heavy elements engines" used in martin war machines. Not wanting to be the target of another invasion force, the people of Earth mobilize to catch up to their more technologically advanced foe. Meanwhile the martians, no longer concerned with concealment, begin assembling a second expeditionary force. The board is set for a game solar conquest!
Obviously, this conflict need not be limited solely to the planets Earth and Mars. The Moon, Phobos or Demos would make good strategic stepping stones for either side. Taking things one step further into retro-future territory, what if there were life beneath the clouds of Venus? Perhaps other factions, whether they be enemy or ally, inhabit a Jovian moon or even a mysterious Planet X analogue such as Pluto, Eris or Makemake. Borrowing concepts from the colonialism that inspired The War of the Worlds, direct conflicts might be mulled in lieu of fighting over resource rich, but poorly fortified locations. It is implied in the final pages of the aforementioned novel that the martians attempt to establish a presence on Venus.
Limiting the action to just our solar system might sound to confining at first, but don't forget that there are eight planets in orbit around the Sun along with dozens of sizable moons (and many thousands of smaller noteworthy objects). In addition, there are visits from comets, rogue asteroids, solar flares and other outer space phenomenon which could be thrown into the mix.
I've kept things pretty general thus far, but lets to go into more detail about what an alternate near to mid future space based conflict might be like. Of course, it's impossible to know the exact direction future technologies will lead humanity. However, it is possible to make an educated guess. In reality that often is unacceptable, but for the purposes of creating a video game, it's more effort than most designers put in on the conceptual level.
For starters, there are three basic types of weapons that have high degree of feasibility in space:
- Narrowly focused radiation, such as light, UV or IR (let's just call them "beams" for now)
- High velocity inert projectiles which use their mass to inflict damage ("kinetics" is a good shorthand term)
- Remote operated drones or guided objects which have some kind of built in propulsion and directed explosive device (basically "missiles" in space)
At first designers might be tempted to devise a rock-paper-scissors mechanic to balance out these three weapon systems, but the reality is a lot of mixing and matching can occur. Also the effectiveness of any combination of the above would be extremely dependent on the situation, tactics employed and countermeasures available.
The specifics of propulsion is also an important point worth analyzing in more detail. Chemical rockets are what nearly all real life spacecraft use to maneuver. However, in a wartime situation the Orion Drive would be a far superior alternative...especially when it comes to combat. In game terms this creates an interesting dynamic. Do you go the quicker, cheaper route of ground based deployment and damage your planetary infrastructure via radioactive pollution? Or do you spare your populous and take the slower, more expensive route and build in orbit with prefabricated components being launched by conventional systems?
Another factor worth consideration is the mantra, "there is no stealth in space." That is to say any civilization with a decent collection of ground based telescopes could easily spot the movements of practically any spacecraft...at least within the confines of a single solar system. However, an important point many people fail to realize is that saying "there is no stealth in space," is roughly analogous to saying, "there is no stealth in Stratego." In other words, you always know where your enemy is and in what numbers, but not the disposition or exact strength.
"Science fiction writers have no sense of scale," is sadly all too applicable to 4X games. You might think that Mars and Earth are right next door to one another, but keep in mind that planets move at different speeds around the sun. This gives rise to the concept of "launch windows," time frames in which the logistical feasibility of a departure plays an important role. Also worth noting is the fact that a deep space encounter between rival forces would most likely be the futuristic equivalent of a single pass in jousting (since the time in which both sides are within effective weapons range is exceedingly brief). So, baring extenuating circumstances, decisive engagements would be more likely than not occur in orbit around a moon or planet.
Naturally, this might encourage "turtling," the concept of digging in by means of static defenses. While this idea has merit there is on big obstacle to fortifications in space - the environment is three dimensional Because an attack can be concentrated from up to six different cardinal directions (or any portion of the three axis) the result is situations in which it becomes very easy to overwhelm ground based defenses provided the attacker is a credible threat to begin with. Obviously an orbital defense network would work better because it could shift to meet the attack vectors in strength. However, there is a big problem with this method too.
"Amateurs study tactics, while professionals study logistics," applies quite well here in that if you know much about the realities of spaceflight you'd quickly realize that getting a spacecraft into orbit the can maneuver autonomously is 80% of the work. Hence, you're already a pretty big chunk of the way to deploying something capable of interplanetary travel. Therefore, from an economic standpoint, "the best defense is a good offense!" That should probably be mentioned somewhere in the tutorial...assuming this proposed game ever gets made.
While this entry is quite long, it isn't a design document, so I'll stop at this point. Granted there are a number of things that I haven't touched on yet. "The devil is in the details," I know, but to exorcise *wink-wink* everything here is beyond the scope of this humble little blog. So, I will leave matter of this 4X concept here for now. Hopefully, you have found reading this as interesting as it was for me to write it.
Sunday, April 14, 2013
Mech Blues: A Retrospective (Part 2)
Continuing from where we left off...
There's definitely a metaphor going on here... |
Front Mission also has a multi-volume manga series |
The two protagonists of the game and their respective Armored Fighting Walkers |
As part of the backstory, AFWs were deployed during the final months of WW2, but had difficulties due to their untested bipedal method of locomotion |
From here on I'm going to only briefly touch on a number of titles which will help serve to rap things up.
Yup, another harem anime... |
40 buttons and if you don't hit the eject your save gets erased |
Feels like you're flying a helo but without all the complexity |
Tuesday, April 9, 2013
Mech Blues: A Retrospective (Part 1)
An iconic image burned into my childhood memory |
The appearance of the "Warhammer" battlemech was nearly a carbon copy of the "Tomahawk" Macross Destriod and and as a result many classic designs eventually became 'unseen' due to copyright issues |
HERCULAN (Humaniform-Emulation Roboticized Combat Unit
with Leg-Articulated Navigation) or HERC for short, is
probably the most forced acronym in video game history
|
"The next day, the dawn was a brilliant, fiery red" |
What you see is what you get |
To be continued in part 2...
Tuesday, April 2, 2013
Sci-fi Needs Gelatin Badly
Now, I know a lot of gamers out there probably hear the words hard sci-fi and automatically translate that into really boring. Sometimes this is true. After all, science keeps us from doing really cool/fun stuff, right? That's why Mass Effect and Star Wars are awesome and the crap I mentioned in the first paragraph sucks, right? Well...lets look at a recently released sci-fi video game, shall we?
Dead Space is an iconic third person horror/action game set in a science fiction backdrop. Plausibility is an important aspect of both horror and action in that the more things stick to reality, the more tension can be produced. So, the more realistic the backdrop the more exciting it will be, abstractly speaking. Sadly, the setting in Dead Space never really tried to emulate reality any more than Star Trek: Voyager did, and it's my opinion that the series suffered for it. Namely, most of the liberties the designers chose to take were completely unnecessarily. Shockpoint FTL travel...why? Aside from being unexplained, it reduces the feeling of isolation. Some kind of conventional concept proven form of propulsion like a fission pulse drive would have been so much more evocative for the setting.
Aegis VII could have just as easily been replaced by an over sized ball of rock floating in the Kuiper belt or the Oort cloud (if you want to get really remote). Titan Station can remain unchanged, and if you need an ice planet for the role of Tau Volantis the real moon, Enceladus (also in orbit around Saturn), would work perfectly fine.
As for the magic MacGuffin markers and their effects, why not give them some plausibility in the form of xeno nano-machine factories? Or better yet prion generators. Another possibility would be that the Markers emit Strangelet particles. Regardless of which sounds best, any of the above would be preferable to the vague defined energy field that does whatever the writers want it to do. In other words, rule of cool doesn't always apply because awesomeness is subjective.
I guess the point I'm really trying to make is we have plenty of unknowns in the world that can be explored in science fiction. Game developers might think they have to throw reality to the wind to make the futuristic game they want to make, but the truth is it's just plain old lazy design. If writers can tell stories working within the constraints of poetic verses, then sci-fi setting creators can show actual science a little more respect.
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