sticky from the start stieg hedlund, turpitude llc austin game developers’ conference, 2008

46
Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Upload: valentine-todd

Post on 17-Jan-2016

214 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Sticky from the Start

Stieg Hedlund, Turpitude LLC

Austin Game Developers’ Conference,

2008

Page 2: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

5 Keys to Stickiness:

Set Ups and Pay Offs

Consistency and Dependability

Feedback and Rewards

Reasons to Stay/ Return

Personal Stakes

Building a Sticky Game Mechanic

Page 3: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Sticky from the Player Perspective

• A challenge to be conquered can be fun, but not

necessarily sticky

• Stickiness focuses on the journey, not the

destination

Sticky systems keep players engaged.

Page 4: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Diablo II – What Made it Sticky?

Page 5: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

A Short History of RPGs

1970 1975 1980 1985 1990 1995 2000

1974: D&D – 1st commercial tabletop RPG

1975: Dungeon – 1st Computer RPG

1980: Akalabeth – 1st successful CRPG

1991: Neverwinter Nights, 1st Graphical MUD

1996: Diablo released

Tabletops Early Electronics

Middle Electronics

From 1991 to 1996…

Is the RPG dead?

1985-1990: Bard’s Tale, D&D 2nd edition, Dungeon Master the First Action RPG, Might & Magic, Final Fantasy, Phantasy Star, and others

RPGs stagnate

Page 6: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

• Stripped down CRPG residue:– No die rolling for character creation– No upfront character customization– No EDO storyline (elves/dwarves/orcs!)– No dialogue trees or moral choices

Diablo

Real-Time Combat +Deep, Rich Gameplay= The New Action RPG

Page 7: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Diablo’s Shortcomings

• Separate single- and multiplayer

• Peer-to-peer

• Classes didn’t differ enough and lacked clear

progression paths

Page 8: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

A Quick Aside on Vision vs. Feedback….

• A loud minority wanted the cruft back!

• Diablo II explored new ground instead of

regressing

REMEMBER WHERE WE ARE IN THE TIMELINE:

1970 1975 1980 1985 1990 1995 2000

RPGs stagnate

Page 9: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Differentiating Diablo II

Game “ X ”

Loot based

Character Evolution

Game “ Y ”

Game “ Z ”

Page 10: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Set Ups and Pay Offs

• Sticky games need aspirational hooks

for players

• Foreshadowing in gameplay—

What am I playing for?

Back to Stickiness Key #1

Page 11: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

The Importance of Class Progression

• RPGs are about character progression– This concern trumps all others

• Classes need specific and differentiated

gameplay– also customization, deepening the differentiations

A new game mechanic was needed!

Page 12: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Inspiration Strikes

Page 13: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Diablo II's Big Innovation

• Introducing the Skill Tree

• Skill Trees are sticky:– Predictable yet

personalized advancement– Tangible improvements at

every level– Scarcity of points gives

consequences to choices

No mysteries here: The entire skill tree is visible from the start

Page 14: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

What About the Other Stickiness Keys?

Page 15: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Stickiness Key #2

Consistency and Dependability

• Let players play on their own terms

• Predictability and anticipation of rewards

keeps players playing

Page 16: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Power to the Player!

• A single “Skill Point” is given at each level up

• Skill points and Trees allow players to customize

builds

• Reaching advanced skills requires planning

and commitment, but also has significant

payoffs along the way

Page 17: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Stickiness Key #3

Feedback and Rewards

• Digital rewards with tangible effects– Analog boosts can supplement

• Overlapping reward systems

Page 18: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

The Ding! Factor

• Diablo II features digital rewards for leveling up:– You can use equipment you couldn’t before– Your avatar’s health and mana increase– You receive new attribute points– You receive new skill points

• Allocating those skill points gives a tangible increase

in power

Page 19: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Digital vs. Analog Rewards

Time

Reward

Analog Reward SystemDigital Reward System

Hybrid Reward System

Page 20: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

The Ding! Factor

• You immediately receive health and mana

increases, and go to full:– You are likely to be in combat, so you get a mid-battle

bonus– You don’t stop and walk back to town to train skills

Page 21: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Stickiness Key #4

Reasons to Stay/ Return

• Next level

• Better equipment

• “Just one more turn!”, etc., etc.

Page 22: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Leveling

• Leveling gives players predictable and

meaningful rewards—keeps them playing

• Beginning players quickly gain new skills, getting

them invested

• Long term goals make even grinding a

meaningful experience

Page 23: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

“Bad dream, honey?”

Page 24: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Stickiness Key #5

Personal Stakes

• Your avatar

• Your skills

• Your points/ money/ items

• Your ability to share with others….

Page 25: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Choices with Consequences

• The scarcity of skill points results in choices with

consequences:– Scarce points force the player to choose a focus– Subclasses and Sub-Subclasses and Hybrids are

emergent:• Players were exploring and inventing

– Proving them out– Fine-tuning and– Sharing with the community

Page 26: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Other Consequences

Page 27: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Sub-Subclasses

• The skill tree system was surprisingly successful especially in the number of viable builds:– The Amazon Class* for example provides (at least):

Bowazons: Mageazon Vamp Dexazon Speedazon Sniper Mutli-Strafer Multizon Burizon Rebel

Javazons: Lightning Fury Staticzon Poison Viper

Spearazons: Spearazon Jabazon Impalazon Fendazon Tankazon

Hybrids: Lightning Fury Mother of

Elements Elemental

Maiden Themes:

Demon Hunter Undead Hunter Goldfinder Angelzon Stormcaster

* diabloii.net Diablo II Strategy Compendium, Amazon Subclasses, author: “Kristy”

Page 28: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Building Skill Trees

Page 29: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Skill Tree Checklist

• Create and Subclasses (and Sub-Subclasses)

– Distinct builds: Do skills warrant their own branch?

– Expectation: Do skills make sense to the class?

– Viable builds: Will the skills be useful to players?

– Aspirational: Could I see myself looking forward to this skill?

– Non-Redundant: Will this skill become obsolete later?

– Synergistic: Will this branch work with other branches in interesting ways?

– Orthogonal skill factors

Page 30: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Skill Tree Pitfalls

• Cookie-cutter builds

• Emergence leads to unforeseen imbalances

• Generally uniformity of character identities

cross games

• Elder game systems like Raiding dictate specific

builds

Page 31: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Avoiding the Pitfalls

• Play the hell out of your game– Hire designers/ exploiters– Scaling problems

• Simulations allow quick deployment of character builds and testing outside of the game

• Look beyond games for inspiration– Games become self referential

• Use the keys, throw away unnecessary forms

Page 32: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Skill Trees in Other Games

Page 33: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

World of Warcraft

• Separation of skills/ talents that define the class

from specializations

• Web-based avatar build minigame

Page 34: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Hellgate: London

• All on a single screen is difficult for a player to

understand

• The classes are understood

more by analogy to

other games;

Blademaster = Paladin?

Page 35: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

The Stickiness Keys Again

Set Ups and Pay Offs

Consistency and

Dependability

Feedback and Rewards

Reasons to Stay/ Return

Personal Stakes

Page 36: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 1: Positive Application

• World of Warcraft’s Draenei starting

experience gives players a taste of mounts

and powerful enchantments within the first

10 levels

– Expectations quickly setfor high level play

– Appetites whetted for progression to higher levels

Page 37: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 1: Negative Application

• Star Wars Galaxies made becoming a Jedi so

difficult that many players lost interest

before getting a taste of what brought them

to the game to begin with

– The game went against player expectations onbecoming “Jedi”

Page 38: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 2: Positive Application

• In Grand Theft Auto IV, players can drop any

objectives and go on a criminal joyride at

will, knowing that they can always come

back to the mission later.

– The GTA series quickly establishe that players are free to pretty much do whatever

Page 39: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 2: Negative Application

• In Final Fantasy XI, abruptly becomes

group-mandatory, alienating players who

might have enjoyed early levels solo.

– The formula changes suddenly, which can drive players away

Page 40: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 3: Positive Application

• Super Smash Brothers Brawl has numerous

systems of rewards and collectables. Great

for the audience.

– Don’t like stickers? How about trophies.

– Don’t like trophies? How about music.

Page 41: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 3: Negative Application

• Achievements on the new Mega Man 9

are…

HARDCOREZ! Great for hardcore audience,

but if they wanted to appeal to a more

mainstream group…

– Beat the game in less than 60 minutes

– Clear the gamewithout dying

– Clear the game 5 timesin one day

Page 42: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 4: Positive Application

• Rare Pokémon that only come out during

certain conditions, such as specific days or

hours.

– Players on the quest to “catch ‘em all” will continually look forthe rare must haves

Page 43: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 4: Negative Application

• Total destruction of your village and loss of

all your resources in Travian which forces

the player to start over.

– A simple design flaw, plus the chance that you start near an advanced player = the potential for maximum frustration

– Why return after that?

Page 44: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 5: Positive Application

• Wii Fit Charts your actual weight gain/ loss

—you can’t get much more "personally

invested”

– Tracking your actual performanceties you to the game very well, aslong as you don’t get frustrated

Page 45: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Key 5: Negative Application

• You begin playing MGS2: Sons of Liberty as

Snake but play the majority of the game as

a new character that didn’t have any

player investment.

– Players were committed to Snake after MGS1

– The change-up was not what players expected or wanted

!

Page 46: Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Thank You

Any Questions?

Visit us online at:

TurpitudeDesign.com