Glitch: A Beautiful Something

My name is Cheese­fish, and against all logic it is one of the more mun­dane names I have come across.  I am wear­ing a sari and I have a fox on my head.  My hobby: squeez­ing chick­ens.  My mis­sion: to become the finest chef the world of Glitch has ever seen.

Glitch is a browser-based, entirely combat-free, mas­sively mul­ti­player online game. And for the last few days, it has been some­thing of an obses­sion. It is Maple Story, if Maple Story cut the com­bat (and the Korean-ness) and focussed solely on explo­ration and craft­ing mechan­ics. And it’s the explo­ration that makes it. As a 2D scrolling flash game, there are none of World of War­craft or Guild Wars’ sweep­ing vis­tas here, but it makes up for it in vari­ety. One moment you may be explor­ing a lush and utterly nor­mal for­est, but one stop on the ever-present inter­con­ti­nen­tal sub­way drops you off in a land of pas­tel where the hills have eyes.

Stranger places still await the intre­pid explorer. Keita Taka­hashi, cre­ator of Kata­mari Damacy, has had his hands on this game and it cer­tainly shows. (The other more recog­nis­able mem­bers of the team are, bizarrely, the founders of Flickr.) There have clearly been some… unique minds behind the design of this game, which become most appar­ent when acquir­ing raw mate­ri­als from the environment.

Need meat? You get it by nib­bling on pigs, but only after pet­ting them. Milk? From but­ter­flies of course, but they must be mas­saged first. Grain can be obtained by squeez­ing chick­ens, but eggs? Oh, right. Egg plants.

From the odd inter­ac­tions with fauna to the bizarre con­trap­tions you can use, the ever-humorous quest descrip­tions and the pet rock that does your learn­ing for you, there’s a strange sense of humour at work here and it works very well indeed.

Glitch is also an exam­ple of one of my most hated things — an Energy-based game that has no end. But here, it doesn’t feel mali­cious like the game-killing ‘games’ of Zynga and Play­fish. Energy is plen­ti­ful and refills com­pletely every few hours, and even with my character’s mediocre cook­ing skills, she can eas­ily whip up enough odd food and drinks to keep her energy and mood full. Skills are learned over min­utes, hours or days of real time, but again unlike Far­mVille and its kin, they’re not just a mech­a­nism to drag you back to the game. There doesn’t feel like an urgency to get them learned, and besides, you can man­age them from the web­site or the iOS app with­out hav­ing to touch the game itself.

So what the heck is Glitch? It doesn’t seem much like a game, as there’s no way to win and no rea­son to com­pete against any­one. It’s a world to explore, to cre­ate and add to, and appar­ently, to hold farm­ers’ mar­kets in.

It resem­bles noth­ing quite so much as a twenty-first cen­tury upgrade of the MUSH, the shared envi­ron­ments from the early ‘90s. If it allows any­thing like a MUSH’s abil­ity for play­ers to cre­ate and expand the world, it will be a won­der. But cre­at­ing with text is easy; doing so with graph­ics much more com­plex, and I can’t imag­ine the com­pany behind Glitch giv­ing up cre­ative con­trol so readily.

But even with­out that, even with­out an idea of what it is and what it’s going to be, it’s cer­tainly a beau­ti­ful some­thing.

Cheating in the Age of Micropayments

So, the other day I cheated at a videogame for what is prob­a­bly the first time in years. Not for unfair advan­tage over other play­ers, but merely because it was one of those games with no end, and before con­sign­ing it to the dust­bin of his­tory, I wanted to see what the best weapons were like.

It was a pretty sim­ple hack — an in-game replace­ment of the con­tents of a cer­tain mem­ory address, the same thing I had no shame what­so­ever in apply­ing via a Game Genie nearly two decades ago. And, just as hoped, I eked out a few more hours of fun from the game with my new-found power to lay waste to civilisation.

The Kraken weapon

The best weapons in this game can only be pur­chased with the game’s “pre­mium” cur­rency, which I sim­ply awarded myself 9999 of with barely a sec­ond thought. But in this world of in-app pur­chases and micro­pay­ments, the com­pany who makes the game want me to have paid for that amount of in-game cash. Out of inter­est, I cal­cu­lated how much money I would have paid to acquire it through legit­i­mate channels.

£840.

In-App Purchase Screen

Now, although there’s no way I’ve obtained £840 worth of value from my cheat­ing, it raises an odd eth­i­cal dilemma that’s rel­a­tively new to gam­ing. Have I just cheated to gain myself another cou­ple of hours’ enjoy­ment? Or have I just cheated some­one out of the bet­ter part of a thou­sand pounds?

I’d be happy to pay a rea­son­able amount — £10, say — for the amount of enjoy­ment I’ve had from the game. But the “freemium” busi­ness model of many mod­ern, social games makes that sur­pris­ingly dif­fi­cult. Instead, I must get 99% of my fun for free, then pay extor­tion­ate amounts of real money for the last 1%. But, hav­ing cheated, I have no option at all to pay what I think is fair apart from sim­ply buy­ing my £10 worth of the game’s cur­rency, even though it would barely reg­is­ter against the huge value I have unfairly awarded myself.

On Game Design: Time to Quit

Not long after my post about the game DJ Rivals, I fin­ished the main part of the game and hit a metaphor­i­cal wall. There was no more story; I’d bought every item in the store and mas­tered the game’s hard­est moves. The game tries to offer replay value via pro­gres­sively harder mis­sions based on those ear­lier in the game, and via bat­tles against human play­ers of com­pa­ra­ble level. The lat­ter offers noth­ing to play for apart from in-game money, which I already had in abun­dance, while the for­mer offers only the elu­sive car­rot of 100% com­ple­tion, which dan­gled too far dis­tant for me to want it much.

So I stopped play­ing — which is prob­a­bly fair enough. I’d played it, enjoyed it, fin­ished it and stopped. But it got me think­ing about the num­ber of games I’ve played that don’t end.

FarmVilleZynga’s Far­mville is per­haps the most well-known exam­ple I could give. At the begin­ning, the game is about design­ing a nice farm, plant­ing the most effi­cient crops, com­ing back to har­vest them and plant­ing some more. This is fun. Then it’s just some­thing you do. Then it’s annoy­ing. Then you start con­tem­plat­ing spend­ing real money on in-game items to auto­mate the process. At this point it’s clear that plant­ing and har­vest­ing crops is not the game — the game is hav­ing a big­ger and bet­ter farm than your friends. And the only way to achieve this, assum­ing you weren’t lucky enough to start first, is to be more devoted to the game or spend more real money than your friends do. (It shouldn’t sur­prise you that these are both things that make money for Zynga.)

A case of esca­la­tion of com­mit­ment (or com­mit­ment bias) can kick in, whereby the player has invested enough effort in the game that even though they are no longer enjoy­ing it, they can’t bear to quit. And this only gets worse over time, because unlike most non-social games, Far­mville and its kin don’t have an ‘end’. There’s no story to fin­ish, and because the mak­ers of the game can eas­ily add more, higher-level items to acquire or quests to ful­fill, there is no 100% com­ple­tion to aim for. You quit, or you play forever.

I am no bet­ter than the rest as regards being sucked into these games. Tac­tics in Bat­tle Sta­tions only extend as far as click­ing a but­ton and upgrad­ing your air­ship within one of a few effec­tive builds, yet my char­ac­ter made it to level 85 before I quit, real­is­ing that the rate at which new shiny equip­ment was added to the game out­stripped the rate at which I could acquire it. Starfleet Com­man­der is a good strat­egy game in its own right, but after hav­ing reached the end of the tech tree, I found noth­ing worth­while to aim for. The same flaw has turned me off Back­yard Mon­sters at level 36, too.

Backyard MonstersMore­over, all of these games suf­fer from a time delay mechanic that increas­ingly is enough to put me off a game (Dun­geon Over­lord, for exam­ple) all by itself. Now, part of the aim of all these games (from the cre­ators’ per­spec­tive) is to get users return­ing reg­u­larly to play — and view ads. To achieve this, every game I have men­tioned — and count­less thou­sands of oth­ers — have in-game activ­i­ties that take time of the order of hours or days. This, I think, is my main prob­lem with them.

In the vast major­ity of tra­di­tional com­puter and con­sole games, there is a con­cept of a gam­ing “ses­sion”. The player sits down to play the game, plays con­tin­u­ously, and stops when he or she is done. But the major­ity of the new breed of social games aren’t like that.

They begin with a rush of activ­ity, much like other games. You put the first few build­ings down in your base, plant the first few crops, start and fin­ish research­ing tech­nolo­gies within a few min­utes. At some point, you choose to stop. But the game hangs its car­rots just out of reach. “Sure,” it says, “you can stop. But your build­ing is only half an hour from being fin­ished. And once it’s fin­ished, you’ll be able to do this and this, and build this, which only takes a few hours…”

In the early stages, it grabs you back when you might pre­fer not to be play­ing. Later on, by con­trast, it switches around to per­haps the more annoy­ing mode. More advanced things tend to take longer to build, research, grow, or what­ever — pos­si­bly many days. So you’ll sit down for your gam­ing ses­sion, you’ll do your five min­utes of for­mu­laic click­ing, har­vest­ing your crops, plant­ing new ones, then… then you stop. You can’t do any more; you have to wait two days before you can play again. In two days, you spend five more min­utes click­ing the same things, then stop again.

Dungeon OverlordOnce upon a time, I enjoyed these Face­book games, and I thought I still did. But yes­ter­day, I logged in to do my five min­utes of click­ing, and realised all of a sud­den that it was exactly the same five min­utes of click­ing I had done the day before and the day before that. I was grind­ing towards a non-existent goal, per­form­ing mind­less tasks in search of a sense of com­ple­tion that I knew would never come.

I thought, “why am I doing this?”, and it dawned on me that I didn’t have an answer to that.

I love play­ing games, and pre­sum­ably always will. But I think I, and pos­si­bly oth­ers, need to get bet­ter at judg­ing the enjoy­a­bil­ity of games in this casual, social age. Cer­tain kinds of game and cer­tain games com­pa­nies are now remark­ably good at exploit­ing sunk cost and com­mit­ment bias, and in order to only play games that we enjoy, we should eval­u­ate the game bet­ter, and decide ear­lier when it may be time to quit.

On Game Design: DJ Rivals

There’s a for­mula com­mon to many of today’s pop­u­lar “casual” games. If you’ve played a bunch of Face­book games recently, you’ll prob­a­bly recog­nise it. It goes a bit like this:

You have a pool called some­thing like “Sta­mina” or “Action Points”, which refills slowly in real-time. Once you’re out of Sta­mina, you have to wait for it to refill over min­utes or hours. Sta­mina allows you to com­plete var­i­ous actions, quests etc., each of which con­sume vary­ing amounts of Sta­mina, and reward you with some com­bi­na­tion of money and expe­ri­ence points. Money buys you equip­ment that lets you do bet­ter quests. XP gains you lev­els, which also let you do bet­ter quests. This process con­tin­ues until…

…noth­ing.

I’ve played a few of these — the for­mula is very good at get­ting you hooked, get­ting you invested in the game. It feels like you’re los­ing a lot of work when you dis­cover that it’s just a level tread­mill with no real game, and decide to quit. Which is why, nat­u­rally, you can pay real money for in-game advance­ment. By pay­ing the devel­oper, you can avoid the tedious quest­ing and lev­el­ling — except that what you’re cir­cum­vent­ing is the game itself, so at best what you’re doing is pay­ing real money to fool your friends into think­ing that you sink more time into a game than you really do.

I swore off these games a year or so back, as every sin­gle exam­ple I’d tried was as I’ve described, a game devoid of game­play. I may have ranted about this at length.

It would be remiss of me, then, to fail to point out that I am play­ing such a game again, in the form of DJ Rivals (Apple App Store, Android Mar­ket). Its dif­fer­ence to oth­ers I’ve tried is that it includes ele­ments from other, more game-like things, which add to the expe­ri­ence immensely.

What’s weird is that those other things are Beat­ma­nia and Foursquare.

Rhythm game elements in DJ RivalsAt worst, these “Stamina-based” games are a sim­ple button-click to per­form a quest; here there is a basic attempt at turn-based com­bat, where each attack requires you to play a 10 sec­ond clip of rhythm game. Bet­ter moves use more com­plex rhythms, and the hard­est moves are on a level that Tap Tap Revenge would con­sider medium, and IIDX would con­sider easy. Not espe­cially chal­leng­ing then, but fun — orders of mag­ni­tude more fun than sim­ply click­ing a button.

PvP bat­tles are imple­mented as poorly as in any of these games — they’re iden­ti­cal to PvE bat­tles. But DJ Rivals also intro­duces a location-based ele­ment to play, where play­ers com­pete to become “House DJ” (Mayor, in Foursquare terms) of real-life loca­tions that are detected by the game’s use of your phone’s GPS. Although fight­ing over real-world bars and restau­rants is fun, a high location-to-player ratio — and the abil­ity to set your loca­tion man­u­ally — mean that it’s easy to become House DJ of places far from any other play­ers and thus reap the rewards with­out any risk.

Real-world locations in DJ RivalsI should point out a cou­ple of neg­a­tives, too. Lev­el­ling up unlocks more pow­er­ful attacks and equip­ment, but the power curve is not smooth and grad­ual. It suf­fers from the same issue as did Ter­ranigma’s last boss — at a cer­tain level it is all but impos­si­ble, but one level-up makes it triv­ially easy. At level 10 in DJ rivals I could do around 600 dam­age a turn to my ene­mies’ 800, and I had to return to a pre­vi­ous “Chap­ter” to find some lower-level ene­mies to beat. Once I hit level 11, I could imme­di­ately buy a move that did around 2000 dam­age, killing every­thing — includ­ing the next sub-boss — in a sin­gle hit.

Also annoy­ing is that it doesn’t tell you that you can only set your character’s name after fin­ish­ing Chap­ter 1 — I had to delve into the forums to fig­ure that out.

But on the whole, DJ Rivals is a good and enjoy­able game. The “freemium” model that all sim­i­lar games thrive on is present, but so far I have felt no need to pay real money to speed up my pro­gres­sion, as that pro­gres­sion is itself fun.

I’ve no idea who orig­i­nally thought that Beat­ma­nia and Foursquare was a good com­bi­na­tion, but I’m thank­ful to them for demon­strat­ing that “Stamina-based” games can actu­ally be games and not just money-seeking level treadmills.

Sea Battle: Design

Sea Battle: Design

Sea Bat­tle is a casual 2D real-time strat­egy game with a pixel­lated ‘retro’ feel, based on the multi-component vehi­cles of RTS games such as War­zone 2100. It was writ­ten as an exper­i­ment in build­ing games using the Pro­cess­ing language.

Sea Bat­tle was pro­to­typed and launched in 2010.

Design Process:

  1. Game Idea Spam Time
  2. Now with more Processing
  3. That’s What Guns are For
  4. Here Comes the Sci­ence Bit
  5. Of Ships and Submarines

Results

Game Idea Spam Time!

One of the games I remem­ber lik­ing from what I was shocked to dis­cover was 11 years ago was War­zone 2100. It’s actu­ally one of the rare exam­ples of an Aban­don­ware game that’s been taken and updated on by a loyal com­mu­nity — over a decade since it was first released, they’re work­ing on ver­sion 3.0. (You can down­load it from here, com­pletely free.)

The rea­son I’m men­tion­ing it today is for its vehi­cle con­struc­tion mechanic. Rather than sim­ply build­ing a Light Tank or a Heavy Tank and so on, each vehi­cle came in a num­ber of bits — body, tracks, tur­ret, and so on. You researched each item indi­vid­u­ally, then you could build vehi­cles with what­ever bits you’d researched.

For some rea­son this idea has been weigh­ing heav­ily on my brain over the last few days, so I’ve sketched out some ideas for a game that I’m half tempted to write.

It would be sort of like a naval ver­sion of War­zone, only 2D with a lim­ited play­ing field, and prob­a­bly rather sim­plis­tic graph­ics (espe­cially if I’m build­ing it on my own, since I can’t draw for tof­fee). There aren’t any build­ings apart from a sin­gle base for each player which builds your ships, and you lose if your base is destroyed. In order to defend it, you build ships from blue­prints you have researched.

Each ship is com­posed of four bits:

  • Hull — affects how much armour (health) the ship has.  More armour, roughly speak­ing, makes a ship heav­ier and also take longer to build.
  • Engine — engines pro­vide thrust, which along with the hull’s weight, affects its speed.
  • Radar — affects the range of the ship’s weapons.
  • Weapon — deals dam­age to other ships.  Weapons have a power (dam­age per shot) and a fire rate.

Ships can shoot at other ships (sub­marines are a pos­si­bil­ity too) and if they get close enough, the enemy base.  They can be moved around the play­ing field, and will auto­mat­i­cally fire on any enemy ship within range.

Here’s the rest of my thought processes (and doo­dles) in Awful Hand­writ­ing form:

My big ques­tion is, if I were to make this — and have the patience to fin­ish mak­ing it, which is a rare thing indeed — for what plat­form should I be mak­ing it?

  • For the Desk­top is the eas­i­est option.  I could code it com­fort­ably with tools I’m used to.  But it’d be yet another crappy down­load­able game that no-one would keep around.
  • For Phones would give it a more inter­est­ing mar­ket, though the UI would need some work on any­thing less than an iPad or Galaxy Tab.  Also, CBA devel­op­ing for Apple stuff.
  • For the Web is prob­a­bly the best way to get peo­ple play­ing.  But it’s prob­a­bly not doable in HTML5+JavaScript, I can’t afford Adobe Flash, and I can’t write a Java applet because it’s not 1995.

Does any­one out there in inter­net­land have any thoughts on which for­mat they’d like to see a game like this in?  (And while you’re there, do please wade in with any other sug­ges­tions, rants, rea­sons why the whole idea is flawed, etc…)!

Politics, meet Videogames. Everybody Loses.

On Sun­day, Britain’s Defence Sec­re­tary Liam Fox called for the upcom­ing Medal of Honor game to be banned by retail­ers (BBC). Appar­ently he finds it “hard to believe any cit­i­zen of our coun­try would wish to buy such a thor­oughly un-British game”, which shows quite a remark­able lack of under­stand­ing of the peo­ple he is sup­posed to rep­re­sent. And since when has there been an expec­ta­tion that Amer­i­can games should be “British” anyway?

Appar­ently it is “shock­ing that some­one would think it accept­able to recre­ate the acts of the Tal­iban against British sol­diers”. Well, in real life, maybe. But this is a game, and an 18-rated one at that, so it is played by adults that are fully capa­ble of dis­tin­guish­ing between fic­tion and reality.

And yes, you can play as the Tal­iban. It’s called mul­ti­player. Would Mr Fox pre­fer that the mul­ti­player was Amer­i­cans shoot­ing Amer­i­cans? Because that’s just as morally dubi­ous, and also kind of dumb. No, one team plays the good guys, one team plays the bad guys. That’s the way these things work. I don’t recall politi­cians los­ing their shit about Coun­ter­strike because zomg half the play­ers are being ter­ror­ists! How many games have there been where you can play as a Nazi sol­dier in multiplayer?

I won­der if the Defence Sec­re­tary ever got the chance to play Cops and Rob­bers as a kid, because, you know it’s no dif­fer­ent. One team plays the good guys, one team plays the bad guys, that’s how it works. Cops and Rob­bers doesn’t glo­rify vio­lent crime, just as Medal of Honor doesn’t glo­rify the Afghan insurgency.

So Mr Fox, it would be appre­ci­ated if you could please go back to get­ting our real sol­diers some MRAPs and some more heli­copters and guns that work, and leave the rest of us to enjoy our videogames. Thank you!

Game Recommendations Please!

A job for bored lazywebbers:

What with Saudi Ara­bia recently hav­ing declared soft­ware piracy to be a crim­i­nal offence pun­ished by impris­on­ment, there are cer­tain kinds of DS car­tridges that I would be unwill­ing to take into the coun­try! I will how­ever be tak­ing my DS, my 2nd gen iPod Touch, and my HTC Magic (run­ning Android).

Are there any games for those plat­forms that offer a shed­load of play time per £ — ide­ally RPGs, strat­egy games, or the com­bi­na­tion thereof?

I have already played to death: TWEWY, Fire Emblem, Advance Wars and Heroes of Mana on the DS, Plants vs Zom­bies and Angry Birds on the iTouch, and every damn tower defence game on Android.

And no, I still don’t have enough spare cash to buy a PSP!

All sug­ges­tions appre­ci­ated! :D

tl;dr: Inter­net, please rec­om­mend time-sink games.