Week 9
— GAD171 —
— GAD171 —
In class this week we'll be discussing reward systems and victory mechanics. So here's a really good video by Game Maker's Toolkit about roguelikes and their reward systems!
The term "roguelike" was originally used to describe games that closely mimicked the design of the 1980 dungeon crawler Rogue, but has been commandeered in recent times to describe indie titles that share two characteristics:
Randomly-generated levels per play; and
A "permadeath" mechanic, meaning that all (or in some cases, almost all) progress is lost whenever you die.
Games that have no persistent upgrades are known as "roguelikes", and games that do have persistent upgrades are known as "roguelites".
Some examples of roguelikes are Spelunky (Mossmouth, 2008) and Enter the Gungeon (Dodge Roll, 2016).
Roguelike games almost exclusely reward player skill. The difficulty of roguelike games stay the same across multiple attempts, and the way to win is to improve your own skill to break through the difficulty barrier, aside from rolls of random chance.
The advantage of this is that high-skill players may be able to easily beat the game, but the disadvantage is that low-skill players may never be able to finish the game.
Roguelikes typically don't offer a way to reduce the difficulty and require you to play through them in one go.
Some examples of roguelites are Rogue Legacy (Cellar Door Games, 2013) and Dead Cells (Motion Twin, 2017).
Roguelite games give almost every run a meaning. Deaths don't completely reset your progress, which gives you the ability to, say, use the money you collected leading up to that death to upgrade your abilities and have a better chance at succeeding.
Unlike roguelike games where the game has a constant difficulty, roguelite games have a difficulty that goes down with every attempt. The advantage of this is that this allows all players, regardless of skill, to have a chance to finish the game eventually. The disadvantage of this is in regards to the difficulty curve—the game is most challenging at the start, but gets easier and easier over time instead of keeping in sync with player skill progression.
Roguelite games rely more on in-game stats such as your character's level, abilities, etc. than the player's skill.
Some roguelike games have found ways to deal with the lack of sense of progression, like unlockables that are fun but have no meaningful impact on your chances of finishing the game.
Enter the Gungeon has a special currency only obtained from defeating bosses, which allows you to buy more weapons in an already bursting selection of weapons from a special shop in the game. This doesn't affect the balance of the game because using these weapons give you as much of a chance to beat the game as the starting weapons; it only adds variety for future attempts at the game.
Nuclear Throne (Vlambeer, 2015) allows you to unlock new characters to give you more options when starting another attempt. These characters are just as powerful as the starting characters due to their own unique advantages and disadvantages that balance them out, but add more ways to play the game (variety).
Downwell (Moppin, 2015) gives you a variety of colour options as rewards for collecting a certain number of gems across multiple runs. These rewards are entirely cosmetic, but serve as an incentive to keep playing.
Hades (Supergiant Games, 2018) incorporates lore and character backstories. Every time you respawn, you unlock more about each character. You can also find items in the game world and give them to characters in the hub to unlock more story content. Unlocking more story content serves as an incentive to keep playing.
Some roguelikes games do have ways to give the player a helping hand without impacting the balance of the game permanently.
Spelunky (Mossmouth, 2008) allows you to complete chores for the Tunnel Man, and in return, you will be able to create a new door in the hub world and start your adventure in a new world, allowing you to skip previous rooms. This does make the game a bit easier, especially for newer players, but it does become clear that you will need to play the game from the beginning to finish it properly.
Into the Breach (Subset Games, 2018) allows you to keep one levelled-up soldier after death to use in a future attempt, but because these characters don't remain forever, the game's difficulty isn't being changed persistently.
Roguelite games have an ambiguity over whether your successes or failures are due to the player's skill or the game's difficulty level. Designers of these games are often careful to introduce elements that require a certain level of skill and stop you from continuously grinding through the game until you eventually win.
Rogue Legacy (Cellar Door Games, 2013) has a doorkeeper named Charon that stands at the front door of the castle and stops you from entering until you give up all of your unspent money. The idea is you can't save up small amounts of money over multiple runs and then spend it all at once on an expensive upgrade; you instead have to earn a lot of money in a single run, which proves your ability to stay alive long enough to get a big enough saving of money.
Dead Cells (Motion Twin, 2017) doesn't let you keep your money when you die, but will allow you to keep upgrades, thus prompting you to spend your money at upgrade stations before you die, or else the money will be gone forever. The idea is you need to be good enough to get through to the end of the area and bank your money, or else it will be gone for good.
Brawlhalla (2014) by Blue Mammoth Games and Ubisoft.
I have been playing matches of Brawlhalla against my cousin over the internet, and I enjoy playing those matches. The game feels similar to Super Smash Bros. Ultimate, and some mechanics of Brawlhalla are also in Super Smash Bros. Ultimate, such as pick-ups and health systems. The controls also feel similar to Super Smash Bros. Ultimate, but some buttons perform a different action than Super Smash Bros. Ultimate which can sometimes be a bit confusing considering I've become accustomed to Super Smash Bros. Ultimate's control scheme (for example, the jump button in Smash will make your character attack in Brawlhalla), and this has lead to some moments where I have tried to recover after falling off the edge of the platform in Brawlhalla, and attacking instead of jumping.
I have been playing this game on PC.
(Ubisoft, n.d.) [1]
(Twitch, n.d.) [2]
Clash of Clans (2012) by Supercell.
This game is a bit of a classic for me. I've been playing this game on iOS since early 2013, and despite that, I'm still only in the silver leagues and don't remember the last time I ever entered the gold leagues. My favourite thing about this game is the base-building because I like making a base I'm proud of that will net me lots of resources and defend itself against opponents, as well as sharing my base with others and getting feedback on what I could do better. The battle mechanic isn't something I focus on a lot considering that going up in the leagues isn't my main priority currently, and I already have a good way to get resources passively, but I do occasionally engage in battles against other bases and try to see how well I do.
I have been playing this game on iOS, more specifically on my iPad.
Mario Kart 7 (2011) by Retro Studios and Nintendo.
I've been playing Mario Kart since I was around 6, so this game series is a series I hold dear in my heart. This week, me and an online friend decided to add each other on 3DS and verse off in a few 1v1 Mario Kart 7 matches.
I really enjoy playing the Mario Kart games for multiple reasons. For starters, getting all gold trophies in the Grand Prix mode is pretty fun to do, and the level design for each map really adds to this. Every levels feels fun to play (even the very unfair Rainbow Road levels) and well made, and the AI opponents feel very natural to play against.
I have been playing this game on my 3DS.
(Glitchwave, 2011) [3]
This week, I shared my learning journal with James Ryan to get his feedback on it. I specifically shared my Week 8 and 9 pages for GAD171 to show him the way I laid out my response to in-class slides and pre-class activities, as well as my brief 2 page for GAD171. James said he was quite impressed with the way I laid out my response to in-class slides sections. The part I fell short at the most was my brief 2 page, which needed some work and updating.
I also reviewed James' page—he showed me his week 9, brief 1 and brief 2 page. His week 9 page did have some information from the in-class slides written from it, but the layout was lacking a bit. His brief 1 page was laid out much better and contained a lot of information about his brief, and it looked like something that would get a pretty good mark. I also think the sorting of his pages could be better because it didn't seem to be very much in order; the reflections pages were sorted, but the project and weekly notes pages weren't.
This week's chosen game for MDA identification is
Stardew Valley (Eric Barone, 2016).
(Snowcone Guy, 2017) [4]
Mechanics
Isometric movement
Moving up, down, left, right or diagonally.
Planting and tending to crops
Tilling soil to plant crops
Planting crops
Watering crops
Harvesting crops
Modifying the landscape
Removing obstacles such as trees, logs, rocks, etc
Placing down objects such as furniture, chests, etc.
Interaction
Interacting with NPCs
Interacting with objects such as chests, doors, etc.
Dynamics
Planting and tending to crops
Selling crops to gain money to spend on more crops, tools, or other items.
Using crops as healing items by eating them after harvesting.
Aesthetics
Planting and tending to crops
The aesthetic of growth
When you sell your crops for money, you can then start a cycle of growth by restarting your crop farming with a bigger crop count and selling that for even more money.
In game development, games are typically tested by the designated Quality Assurance group.
Joshua Gad (2019) says that "Quality Assurance for games is about finding inconsistencies, glitches, or bugs in the software or game experience. QA involves documenting, reproducing, and reviewing these inconsistencies until they are deemed ok to ship."
An Example Test Case
Intended Functionality: The player can jump when pressing the A button.
Prerequisites: None
Test Steps:
Start the game and enter a level
Press the A button
Expected Result: The player will animate jumping into the air.
Actual Result: The player jumps into the air, but continues floating into the sky.
Steps Taken:
Started the game and entered a level
Pressed and held the A button
Comments: None
An Example Test Case (But for a Board Game)
Intended Functionality: Rich players can be dethroned by the poor.
Prerequisites: One player with more funds or properties than another.
Test Steps:
Players take turns as usual once prerequisites are met
Expected Result: Poor players can catch up with the richer ones.
Actual Result: Poor players are rapidly made bankrupt.
Steps Taken:
Players took turns as usual once prerequisites were met
Poor player landed on Boardwalk with a Hotel
Poor player was immediately bankrupt
Comments: This was a deeply unpleasant experience.
My Example Test Case
Intended Functionality: The player can sprint when holding Left Shift.
Prerequisites: The player must already be moving with the movement (W, A, Q, E) keys.
Test Steps:
Start the game and enter a level
Press and hold the W, A, Q or E keys
Press and hold the Left Shift button
Expected Result: The player's speed will increase slightly.
Actual Result: The player's speed increases dramatically and continues to increase for every frame that the Left Shift key is held down.
Steps Taken:
Started the game and entered the test level
Pressed and held the W key
Pressed and held the Left Shift button
Comments: None
Fun fact: my example test case is actually based on real events that took place during week 3 of my GAD170 (Game Scripting) class. You can read about it on my week 3 page for GAD170.
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This website contains full maps from specific titles from different platforms in their original forms and allows you to explore these maps with noclip (the camera is free-flying, not affected by gravity or collisions).
This can be used to analyse the maps of games and not only uncover hidden secrets, but also look at the way these maps are designed and learn from that.
How did it go? Explain what you did, what that tells you/how you felt, and what you'll do next time.
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[1] Ubisoft. (n.d.). Brawlhalla [Image]. https://store.ubi.com/dw/image/v2/ABBS_PRD/on/demandware.static/-/Sites-masterCatalog/default/dwb525baf3/images/large/6077f2aa5cdf9a268c10d3dd.jpg
[2] Twitch. (n.d.). Clash of Clans - Twitch [Image]. https://static-cdn.jtvnw.net/ttv-boxart/73914_IGDB-144x192.jpg
[3] Glitchwave. (2011). Mario Kart 7 [Image]. https://e.snmc.io/lk/lv/x/4668af73b5e7775c6fd328a2cc301e77/9212775
[4] Snowcone Guy (Uploader). (2017, October 29th). [Gameplay] Stardew Valley [Part 1/34] [No Commentary] [1440p] [60fps] [Video]. YouTube. https://www.youtube.com/watch?v=Rf05yKfVpL0