Sticky from the Start - PowerPoint PPT Presentation

1 / 46
About This Presentation
Title:

Sticky from the Start

Description:

Scarcity of points gives consequences to choices ... You begin playing MGS2: Sons of Liberty as Snake but play the majority of the ... – PowerPoint PPT presentation

Number of Views:41
Avg rating:3.0/5.0
Slides: 47
Provided by: MasonT
Category:
Tags: liberty | of | sons | start | sticky

less

Transcript and Presenter's Notes

Title: Sticky from the Start


1
Sticky from the Start
  • Stieg Hedlund, Turpitude LLC
  • Austin Game Developers Conference, 2008

2
Building a Sticky Game Mechanic
  • 5 Keys to Stickiness
  • Set Ups and Pay Offs
  • Consistency and Dependability
  • Feedback and Rewards
  • Reasons to Stay/ Return
  • Personal Stakes

3
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.
4
Diablo II What Made it Sticky?
5
A Short History of RPGs
1985-1990 Bards Tale, DD 2nd edition, Dungeon
Master the First Action RPG, Might Magic, Final
Fantasy, Phantasy Star, and others
1991 Neverwinter Nights, 1st Graphical MUD
1996 Diablo released
RPGs stagnate
1974 DD 1st commercial tabletop RPG
1980 Akalabeth 1st successful CRPG
1975 Dungeon 1st Computer RPG
1970 1975 1980 1985 1990
1995 2000
Tabletops
Early Electronics
Middle Electronics
From 1991 to 1996 Is the RPG dead?
6
Diablo
  • 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

Real-Time Combat Deep, Rich Gameplay The New
Action RPG
7
Diablos Shortcomings
  • Separate single- and multiplayer
  • Peer-to-peer
  • Classes didnt differ enough and lacked clear
    progression paths

8
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

9
Differentiating Diablo II
Character Evolution
Game Y
Loot based
Game X
Game Z
10
Back to Stickiness Key 1
  • Set Ups and Pay Offs
  • Sticky games need aspirational hooks for players
  • Foreshadowing in gameplayWhat am I playing for?

11
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!

12
Inspiration Strikes
13
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
14
What About the Other Stickiness Keys?
15
Stickiness Key 2
  • Consistency and Dependability
  • Let players play on their own terms
  • Predictability and anticipation of rewards keeps
    players playing

16
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

17
Stickiness Key 3
  • Feedback and Rewards
  • Digital rewards with tangible effects
  • Analog boosts can supplement
  • Overlapping reward systems

18
The Ding! Factor
  • Diablo II features digital rewards for leveling
    up
  • You can use equipment you couldnt before
  • Your avatars health and mana increase
  • You receive new attribute points
  • You receive new skill points
  • Allocating those skill points gives a tangible
    increase in power

19
Digital vs. Analog Rewards
Analog Reward System
Reward
Digital Reward System
Hybrid Reward System
Time
20
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 dont stop and walk back to town to train
    skills

21
Stickiness Key 4
  • Reasons to Stay/ Return
  • Next level
  • Better equipment
  • Just one more turn!, etc., etc.

22
Leveling
  • Leveling gives players predictable and meaningful
    rewardskeeps them playing
  • Beginning players quickly gain new skills,
    getting them invested
  • Long term goals make even grinding a meaningful
    experience

23
Bad dream, honey?
24
Stickiness Key 5
  • Personal Stakes
  • Your avatar
  • Your skills
  • Your points/ money/ items
  • Your ability to share with others.

25
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

26
Other Consequences
27
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
28
Building Skill Trees
29
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

30
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

31
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

32
Skill Trees in Other Games
33
World of Warcraft
  • Separation of skills/ talents that define the
    class from specializations
  • Web-based avatar build minigame

34
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?

35
The Stickiness Keys Again
Set Ups and Pay Offs Consistency and
Dependability Feedback and Rewards Reasons to
Stay/ Return Personal Stakes
36
Key 1 Positive Application
  • World of Warcrafts 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

37
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

38
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

39
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

40
Key 3 Positive Application
  • Super Smash Brothers Brawl has numerous systems
    of rewards and collectables. Great for the
    audience.
  • Dont like stickers? How about trophies.
  • Dont like trophies? How about music.

41
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

42
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

43
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?

44
Key 5 Positive Application
  • Wii Fit Charts your actual weight gain/ lossyou
    cant get much more "personally invested
  • Tracking your actual performanceties you to the
    game very well, aslong as you dont get
    frustrated

45
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 didnt have any player
    investment.
  • Players were committed to Snake after MGS1
  • The change-up was not what players expected or
    wanted

!
46
Thank You
Any Questions?
Visit us online atTurpitudeDesign.com
Write a Comment
User Comments (0)
About PowerShow.com