Wednesday, November 30, 2011

Seriously? Voice acting ups a game by millions?

Kind of in the 'Things they'll believe' basket.

Reading on another blog I hear a repetition of the idea that voice acting, even 40 novels worth of voice acting, upped the cost of SWTOR to 300 million dollars?

Now, I'm not saying it'd be free. But even one million dollars for some studio sound work?

I think this goes along with how many mmorpg gamers seem to believe it costs vast sums to run a mmorpg and that any tiny change is moon landing in difficulty to perform.

But I dunno, does voice acting cost that much? I recently heard of a guy who hired the narrator from a game to record some voice work for his wedding. It's not crazy expensive - and I don't think SWTOR is using actual actors for its voice work?

I think there's a culture out there that hears '40 novels of voice acting' and thinks this must be like building the pyramids or running a moon landing?

Sunday, November 27, 2011

Character Non Death and are you really a hero for killing?

That's the thing that bugs me about the many games where you just cannot die, you just respawn or reload. So you kill, but actually your utterly safe from being killed. Oh sure, maybe your character doesn't know that he can't die. But what's going on, eh? Aren't we supposedly playing out the ancient moral imperative that if someone threatens your life, killing them in defence is okayz?

A: The games mechanics basically determine the fiction and those mechanics say you can't die. So that's part of the fiction. And so your playing out a character who cannot die, and so you can't at all be playing out the part of someone defending their life.

or

B: What, your not playing out that ancient moral imperative? So what the you playing out? Nihilism ala carte? If your going to say it's just a game, why pick one with depictions of killing in it over tetris, for example? Maybe fiction doesn't matter to you somehow - if so, okay, it's just a game but you mustn't be able to enjoy novels, which is sad for you. Or if you do, no, I don't think you have managed to turn your sense of fiction off like a light switch when it comes to games. You aught to consider that you are enjoying the fiction, and exactly what kind of fiction it is your enjoying. I bet some would think fiction full of consensual sex would be seen as RL morally wrong, yet this type of fiction, where the guy cannot die yet regularly kills others, as something just fine.

Here I'm basically against just thoughtlessly enjoying, for extended periods, killing while immune to death. If you want to consciously think about those elements when playing, yeah, I get that. But just relaxing into it and turning off your brain - like an Aesop's fable about the ant and the grasshopper that imparts a lesson, so to does the fiction of these games impart a lesson. Over and over, for as many hours that you play, that when your immune to death, killing is just fine.

Some will say it doesn't work that way, that somehow you have infinite free will to ignore that. I would be really interested in a scientific test where a game promotes something a bit more mundane, like eating a red icing cake type of cake over one with white icing. Don't tell the participants about it and run them through a week of gaming. Then send them into a room with actual cakes, see which ones get eaten the most.

Sunday, November 13, 2011

Driftwurld: Wurld Shaping

I'm plotting out the open world part of Driftwurld. It's one of those things where alot of technical fiddling imposes itself on actually putting in gameplay. Just being able to move around AND have some sort of movement point allowance for the day - fiddley. Indeed since I have the code for moving around, I think I'll skip the movement points allowance even, to begin with. Just get it online, perhaps with some nodes where if a player passes over it, they find an artifact (eg, gain cash).

Sunday, October 30, 2011

Accumulation Games: The Self Inflicted Harm Model

I dunno, I think most readers would agree that if you keep eating a meal you like, for example, you'll get sick to death of it. Or if you keep wearing the same T-shirt, you'll get sick to death of it (thus the advice go on holiday with a T-shirt you don't mind throwing away latter).

So, what of the traditional online accumulation style game?

Well, lets say you even like killing the monsters. What happens when you kill them over and over and over again? Do you still actually like doing it?

I would actually pose that the regular gamer actually inflicts self harm on what they like, in order to kill 200 Dohikies so they can get a purple Wakamole. I mean, what's a more integral part of yourself - your skin or what you enjoy? I'd say the latter, yet we call someone cutting their skin with a box cutter self harm, don't we. What about when it's something even more personal?

Worse, this self harm -becomes- the game. It IS game play, to them. They will say that if people didn't need to do raid X to get purple item Y, then the vast majority of people wouldn't keep doing that raid. As if that's a bad thing. People playing things that they find fun has ceased to be the point, anymore. Only the expunging of enjoyable play remains. A flagellant.


"But we love accumulation!"

I think there are ways around it, design wise.

Here's an example - lets say the activity is killing a Dohiky. Okay, the structure is that if you kill one once, sure, it racks up one kill, but each day after, you automatically rack up another kill.

If you actually play and kill Dohikies, then very slowly the amount of automatic kills you get each day goes up to two. Then three, etc to some sort of cap.

This way, you can STOP before you get sick of it, and yet know that you haven't wasted your time playing so far. Because if you wait long enough, the automatic kills will add up to the total.

Wednesday, October 26, 2011

Table Top Game Design: Does your game generate situation at all?

I was looking over at 1KM1KT, at the small diceless game "Quick Play"

And I wanted to say something, but it felt like it'd be singling this game out when what I want to say applies to a ton of RPG's, old and new. Particularly in the traditional design. So I thought I'd post here and give a back link to the game instead, which kinda helps out the author.

Anyway, here's what I want to say:

This is me, and my comment goes against the grain of traditional RPG design. But basically rulesets remind me of if you described all the moves of chess, but you never told how to initially set up the board. Situation is the pivotal element, really, but there's no method for generating one. Feel free to say the big names like D&D do the same thing, because I'll agree, they don't help with setting either. But I don't think that's a great situation (though it drives their module sales - perhaps you could write modules for quick play?)

Oh, and another game there was Disparity,  which had a cool theme of massive seperation between the wealthy and the poor and you basically play the few who can possibly make some sort of difference, yet the only means to do so are essentially transgressive of law.