Tuesday, December 20, 2011

Area Control: A Gameplay concept

Area control is a type of gameplay that has been explored by mmo's but hasn't been particularly expanded upon in my opinion in honor of Nukes DPS


General Description
Area control Gameplay is a lot like a football game where both teams have a quarter back or runner and in the mean time there are a bunch blockers

The quarter back or runner deals most of the damage or has something that will effect the opponents greatly
While the blockers Try to keep all other opponents away from area x or take down person x or why

To do this effectively gameplay needs to focus on location more
Right now theres a few concepts that work out well
1) Knockback/Pullin-knockback forces a unit to be in a different location. If used properly, it can group up for heavy splash or seperate opponents allowing allys to deal with them without intereference




2) Auras-makes opponents not want to enter into an area or make allys in an area all get a buff
-This is probably my favorite type of area control because it forces players to think twice about moving in or gives allys a cusion area for safety.













3) Positioning
-Gang Bangs-When you and your team mates all focus fire on one opponent. This makes the opponent die pretty quickly allowing you to win a small. This also works in splash form if opponents are too close to each other



-Protective Positioning-your quarter back being a spellcaster with an extreme amount of casting time, your team must setup a perimeter to make sure no one is going to be able to get in

This isn't something that has been very clearly setup





Nonetheless, I'm a believe that auras (player and totem auras) have the potential to have a much bigger impact on gameplay
This is one of the reasons i'm so excited about Guildwars 2. I believe they are going in the right direction with it :)

Monday, December 19, 2011

Leveling and Classes: Permanent, Temporary, my idea

There are two main Types of Leveling Systems I want to discuss with examples
1) Permanent - World of warcraft, Pokemon, Skyrim, Paper Mario
basically Permanent Leveling is based off the concept that all the experience that you gained stays with you for so long as you play that specific character

2) Instance Based Temporary - Time Stalkers, Dota, Warcraft 3
In these games, they are short, and leveling only lasts as long as you play that specific Dungeon or Match. Over the Course of that Dungeon or Match though the character increases level

Now Theres a big difference in how these two work
Permenent's purpose is generally to have people to level up so they gain access to the awesome stuff later in the game. Work hard and you get awesome shtuff, simple, straightforward, Also time consuming
This idea makes a player not able to have nearly as much early in the game as compared to later in the game

However, Things like this do something good. They make it so players are forced to learn little by little
-Instead of having All of everything right away. A player gets Tackle in the begining of pokemon and learns the value of speed, hp, critical hits and leveling up. Later they get elemental moves and learn super effective moves..... etc












Each of these games do a similar thing. Simple beggining, Much more complicated late game


Instant Based Temporary takes advantage of the fact each game needs a player to start at 1 per dungeon or match
I really like this concept because it allows leveling to be a gameplay concept rather than just a learning curve

In Time Stalkers, at times you may want to Avoid monsters and maintain a low level or keep allies at a low level if you are confident you can abuse the leveling system by defeating multiple monsters or fighting with a higher level difference.
This makes leveling and weapons and abilities interesting in a way you will carry more items than you actually use or use a yogurt ring to store the experience so you can get all the experience in one big burst





Each hero has different abilities ad skills, and they level up outside the dungeons as well as inside
As they learn new skills they have more abilities inside the dungeon to activate depending on their level


In games like dota and warcraft 3, Leveling is more of a game ender than it is a learning curve
In the beggining of Dota, players can't deal with towers unless they are willing to risk 10 to 1 odds of dying, and to attack any tower would be practicically suicide. As a result, it allows the beggining to have a sense of safety and wait. Nothing big is going to happen in the beginning, just a little here and a little there.

But once people start hitting level 10 and above?
towers start coming down, people start taking bigger chances. Games begin to end and people start seeing significant difference in leveling making direct contact have predictable results




Game Starts at 08:25

Each hero is different so you know what skills u are getting ahead of time
3 skills 1 ultmimate, they need to create more and more heroes over time to make sure there is enough variety to satisfy people

So yeah, these are the examples I've been familiar with



now for my Concept
Adrenaline Level and Learning Skills

In my opinion, Level should be based off "adrenaline". Based upon how much action is going around you that you must interact with (abilities casted, players in the area, etc) you will gain experience and eventually gain levels

This will enable more interesting pvp overall since players will have a little bit of breathing room in the early stages of matches. And overall they are meant accellerate to an end

Likewise players can start at a certian Level like level 30 or 50 making it less likely for players to increase in level over the course of the match while having it feel more like common PVP matches

In PvE the gain will be from level requirements. This is a gain since anybody can get up to that specific level in a relatively short amount or long amount of time.

Likewise, different dungeons, if done in succession, will be like a type of gauntlet. Where there would be a couple of caves or this or that people would do one after the other because one will leave you at a level where anothers will start

Leveling up doesn't gain you skills, however, it enables you to learn skills from Masters and such

I'd be most excited about customization

Sunday, December 18, 2011

Payment Plans: RPG Skyrim vs Minecraft

The Question

Two games with similar RPG aspects. One of them is based off randomly generated content, the other seems like it was a painters stroke design. So which one is better overall in cost effectiveness?


The Powerhouse

I've been watching a lot of Skyrim recently and I must say it is an excellent game


Some of the things I like about it is that your character is quite customizable into what you want them to be
Magician; Destruction, summoner, Healer. Warrior. Archer.
But each of these are built on the fly, in game
You don't choose a class, you increase your skills and overtime as you wish to evolve your character, you will become one type or another. Pretty awesome and natural feeling

And then you can basically upgrade everything if you want to put the time into it


Theres some cute little glitches also that make doing this or that easier which I find humorous. Theres a Magic leveling glitch with a high enough pickpocketing. A pickpocketing glitch that allows you to level it up easily. A spell called equilibrium that allows you to exchange life for mana and a heal that allows you to exchange mana for life. When done at the same time allows you to consistantly level up your restoration


Pretty awesome

But after watching it I noticed something, everything is beautiful, and looks scripted. There are so many quests and each one looks like they can be treated as a walkthrough. The Terrain is gorgeous, each tree planted by a designer, each rock pointed by someone with an artistic Concept

So many different items, different weights, different things

It truelly looks like a game which highered hundreds of people and costed millions to create

As a result I really wonder the cost effeciency vs the money they made


Nonetheless, it feels like a true to life bread and butter game
-beautiful exciting and with enough non rpg aspects that makes a player able to do a speed run

The Underdog




Minecraft looks like it was built off a budget that included a shoestring and a peice of gum
But nonetheless it was a booming success

More importantly is the enjoyment you can get out with it
Similar to Skyrim, you can enchant, you can build, you can go into combat, you can make potions

however, a huge difference is for right now there are no quests, there are no merchants, the land isn't 100% gorgeous

Nonetheless, this game is very fun for a reason

Every Adventure is new, every house you build is limited by your imagination (and the shapes/colors you use), but nonetheless the game is very fun and has a lot of potential
Most things are randomly generated each adventure would be completely

Another interesting thing is that modding is very prevelent and in fact supported by the company that made minecraft. Making the game even more exciting due to the fact not only is content coming from the figuratively and literally 2 programmers that are making the game but also from teams of free programmers designing for the sole purpose of the community


Remember, Random generation



Conclusion

I mean, the cost effectiveness is definitely in Minecrafts favor
Minimal pay for maximum Buyers in comparison to Pretty hefty pay on top of reasonable amount of advertising for maximum Buyers


I also believe that Minecraft may be seen as a legendary game compared to Skyrim

However, I truelly question which is better overall. A game Like Skyrim could potentially Bankrupt the owning company. And Minecraft can be treated as a temporary Fad

Nonetheless, its obvious that Randomly Generated content is the way to go in long run. Less pay for Designing, less pay for this, for that.
ITS VERY IMPORTANT TO BUDGET A GAME PROPERLY

Now, I'm not saying Skyrim is a poorly budgeted project, But I sincerely question it
Everything Looks very Selected, handcrafted. Not much automation, and thats something that worries me and I believe Bethesda should question how many programmers, designers and etc they decide to hire to make a game that will have essentially the same amount of buyers as a


So lets take a look at a new game thats coming out, Guildwars 2....

Whats the budget on this game?
How indepth are they making it?

Now from what I understand they are making both randomly generated quests/instances as well as a main storyline for each race and this and that


This is all fine dandy right?

Maybe not
if they plan to make an indepth storyline for each archetype, it can either be dynamic Combining 2 or more storylines of 16 making it somewhat individual or by actually create 100+ individual storylines for each archetype

How many dungeons do they plan on making for random instances?
-Are each Terrain Design individual or randomly generated
-Are boses/Storys individually created or random?
will they constantly need to expand? Will they constantly need to update content?

Are there multiple enemies in the world?
Are there antagonists that never die, are there singular people that make effects that can die?
How integrated are these missions, how interesting, will they ever end/slow down?

These are important questions since there comes a point in time when you want peace, there comes a point in time a player may want war

I worry about GuildWars 2 Budget, but I'm excited for the game they plan on making


Conclusion Continued (My Ideas)

Games like League of Legends, FPS, Fighters and Minecraft seem to becoming more and more common and possibly more and more the future of games

Small fun games instead of Epic incredible games

However, Games like Skyrim and Guildwars hopefully set their standard, set as legendary games that others will follow and play and hope for

My ideas Are as Follows
-I'm only going to include the Terrain generation and Quest Line Generation Anything more will start making this alot longer than I want

Overworld
-The Overworld I want as random as everything, however I think it as more doctor sues'sy rather than super realistic or Blocky
-Its important to have everything its own individual design however having that element of randomness will reduce costs Significantly



Dungeons
-Dungeons should probably be quite similar to that of a game in time stalkers, However Each Dungeon is Created randomly for a reason
--A Spacecraft Lands
--A Worm Dugs A tunnel and its inhabited by a group
--The World Opens Up to Reveal some wrong Doings it Has Witnessed

In this way, There will be numorous number of dungeons that can be established in different ways


Storyline
Different Forces at work seek to make their power the overall decider
-The Good
-The Ugly
-The Money Oriented
-The Bad
-Etc
The main Storyline is a time based storyline that will be about the Terrain
-The overall terrain can stay the status Quote, it can change to be a land of Death and chaos or it can change to be a spectral land. Based on your decisions or lack of decisions one way or another will happen quicker or later


Sidequests
Sidequests are allowed by reputation or by race or by proffessions/Skills etc

each Town has an Economy
-They made trade X,Y, Z depending on zurrounding towns
Each person has an X amount of chance of needing a quest done depending on economy and Word of Mouth about legendary Items

Reputation
People can hear about what you have done by word of mouth or by psychic knowledge or this or that
Depending on your reputation, you will recieve different sidequests, different enemies, different allys and the main storyline may be effected.

Different People will share crimes/good deeds in different ways



Very general, however can get very specific if I had the time to do so

Friday, December 16, 2011

Rawr: Cross Platform Screen Sharing Software (A Linux Love Rant)


So.... Heres the deal

I'm going to do some website work for a nonprofit organization
And I'm using linux because I like to be an elite computer user

Unfortunately, over the course of using linux, I have learned many times over that being an elite computer user does NOT coincide with having a highly functional computer


Here are a few issues with Ubuntu (and a lot of love for the idea)
1) I have to use the terminal to install many software
-And as was the case with MBDtools, sometimes I have to install many different packages only to find out it still doesn't work
2) Wine is supposed to be a "Compatability Layer" but my experiences have led me to understand its just a Emulator when it comes to fullscreen applications amoung other things
-I am forced to emulate desktop when playing a fullscreen game
-I cannot alt tab out of a fullscreen game
-It captures my mouse so I can't use it outside the game when I put it on a "seperate Desktop"
-It bugs out on certian parts
3) All the software that I would like to use requires windows. And wine apparently doesn't cut it at times
4) My computer doesn't like ubuntu so much. I have two, one with a broken screen and then my primary which is a MSI CR-500. I've had multiple issues like;
-being able to have mouse controls (turning off the touchpad while typing is very important to me since I tend to be a blind frivelous typer and my palm hits the touchpad often.)
-controlling my screen requires me to use Nvidea software which isn't nearly as neat and clean as the ubuntu interface
-Installing my webcam wasn't as simple as I would have liked
-I had to use nomodeset in order to avoid some UI conflicts with my computer which caused me to not even being able to install it at first :(

Basically Long and short of it
I don't plan on leaving ubuntu even if it has been a tough road.
But due to the need of windows and wine inconsistencies I may have to use other peoples computers, dual boot or run a virtual box

And having anything windows related except executables does not make me feel good what so ever


but the annoying thing that makes me want to blog about this is......
Screen Sharing Software

For most people, they don't really have to care too much about it.
But for me, it is a necessity to talking to clients

As such I am forced in a situation where either I want something done or I'm too pompuse to use windows. And I assure you, my pride is definitly getting in the way

Nonetheless, the software that is made usually runs on windows and mac. Which from what I understand doesn't require activeX or many windows necessities making a port to linux not too far away

Another part is the Java Software like Glance.
Now, java by nature is completely crossplatform compatable. The reaosn for this is because they metaphorically run their own OS within your computer that allows you to run the software.
However, once people start using certian packages and the such, thats when things get ugly
And puts a great platform to shame as "just another programming Language"


I love Java, I love Ubuntu
I would like this to be less of a hassle though T__T

heart of the swarm Compiants: The Viper




So, these are both great abilities, I'm a bit worried about the Viper
1) Since its range - 1, essentially Marines have very little chance of actually hitting their targets unless they are micro'd out. meaning Chokes are essentially impossible at a certian point in time unless appropiate air protection is setup. Does this include tanks also? what about air units
2) The Pull in ability doesn't seem thematically appropiate
3) The overseer was completely adaptable, wherever an overlord was, an overseer could be

So what is the point of the viper?
-It being such an essential unit to mid to late tier gameplay counters, it would be only natural for it to also have the observing ability right? I agree and disagree
-It being such such a high priority unit, it will without a doubt be focused fired as quickly as possible

So... Players need to create a bunch of them... yeah! just like the infestor! right?
No, if players create a bunch of them, they will most likely be very expensive
1) Able to pull in high priority units; Colluses, Tanks, Thors, Banshees, Archons, medivacs, etc
2) Able to equilize masses; Marine/Marauder, Stalkers/Immortals/Setntries, Roaches/Hydras (most likely works on flying units as well). All of these army types will have no benefits under the cloud, and due to the speed of zerglings this becomes a very useful ability
3) Choose a detector; of course, choosing a burrowed Roach is probably the best choice

and then on top of that they are extremely vulnerable
1) Flying-They will just sit on top of the army... sit right on top as if to say "HEY!!! FOCUS ME DOWN!!!"
2) No cloak-infestors could move underground, Vipers have no liberty to do that
3) They don't look like a high HP nor a High armor unit meaning they are kinda just a paper airplane with powerful spells


They will get sniped by ghosts giving ghosts another free unit to counter, due to the exstensive range and quickness of snipe
They get killed off by vikings, giving vikings another unit to counter due to the extensive range of the viking and lack of range of the viper
They will get blinked under by stalkers, Basically Reliving the sadness of the broodlord
They will get killed off by voidrays since they hqave no true combative spells

The ocular parasite is a saving grace though, except its a shame its a one time cast and likewise it will probably make the unit with the buff obvious


One of the issues with zerg in my opinion is that counter is specific
-Anti Air needs Corruptors
-Anti mass needs infestors
-Anti seige needs Tunneling Roaches, infestors or Mutas

What does terran need?
-Marines
What does protoss need?
-Stalkers and Sentries

Zerg has nothing as strong and massable as the other two races in terms of tier 1
I think Its a poor decision to give zerg another unit to focus fire
Another vulnerability
Another specialty

Especially When their bread and Butter is in shambles

Zergs meant to be a macro race, not a micro race



The Solution?

I believe that The new spell caster should be something more massable, something more fearing, somehting more useful

Tier 2
Massive unit
Slow Speed
Can't attack buildings
Frog type Caster


Its Basic attack will be a kodobeast devour ability
-in this way, it can only attack 1 unit at a time, and if it dies the unit is freed
-Likewise, it can throw up the unit

 (autocastable) Abduct will pull in Any Unit, and so long as it is not Massive (upgrade allows massive units to be eaten) it will automatically be eaten
-If it has a unit inside, it will need to throw up the unit first
-distance defines mana cost

It will Have the mobility of a reaper/Collosus, but due to its slow speed and lack
Unable to move while burrowed

probably cloud and ocular parasite would be a necessity, because these are both proper spellcasting

However, the important part is that this unit does not act as just another vulnerability. it can be useful in many areas and less micro intensive

Thursday, December 15, 2011

Games I'm especially Excited About for 2012

With the possibility the world is ending, if the following things come out and I have the money to play them, I will be greatly excited


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Guild wars still has a few of the conventional things about rpgs I am probably not going to like
1) Level Grinding - :C I don't want to waste time on annoying stuff to get to the things I'm excited about
2) Items Necessity - :C I don't want to have to get the right items t be competitive

PVP is what I'm most excited for in this game
-The team work aspect where different skills combining with eachother is very exciting
--what I'm especially worried about is the necessity of nuking in the game

I'm hoping for the game to be centered around each players intimidation potential and space control

Space control is in general what I find most interesting about MMORPG's PvP gameplay
-Using Wards to make players want to avoid certian areas
-Using Buffs to cause opponents to make sure they are avoiding a souped up ally
-focus firing each a weak opponent

This is what I'm hoping for, Especially the wards.
Wards and buffs, focus firing has become so common and redundant that I worry there is no imbetween. Lack of hail marrys, lack of team work, etc



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This is more than just another update for minecraft seemingly endless release schedule, but rather a patch that will actually do more for the game than many of its features

Mods give players oppertunities, and I think I'm not alone when I believe that minecraft is an incredible platform for just about any 3d action platformer type game including
1) MMORPGs-With the right server strength and amount of people, this game already is adept for expanding endlessly making Quest, currency and proper mmo combat system all it truelly needs
-  -NPC System
-  -Quest System
-  -Dungeon System
-  -Currency System
-  -Proper Camera System
2) FPS-This was one of my first thoughts with minecraft, incredible oppertunity to create a properly balanced FPS
-  -Weapons system and balancing
-  -Cover system
-  -Biome development FPS
3) 3d fighter-Definitly a possibily
-  -Proper Camera System
-  -Weapon Development
-  -  -Horizontal, Vertical, quick attack and low attack system
-  -  -Grab system
-  -  -Proper Biome Development


In general Mods allow Minecraft to be so much more than it currently is, I'm excited to see what can come of it

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And finally heart of the swarm

Now, I personally am not truelly excited about this game but by the oppertunity to have a better balance focus

Maybe warcraft 3 spoiled me but the idea that they can add in units as a patch (Fire Lord, Goblin Alchemest) makes me feel they could have done the same for starcraft.

But a huge difference between starcraft and warcraft is that there are no nuetral heroes.
And the inclusion would probably cause imbalance due to different races having different income rates

But, when it comes down to it, I'm excited to see these new zerg units in action
-Swarm Host-The new lurkers is what I'm most excited for. Upgrade melee attack, ground carapce, have a constant stream of heavy duty units that will actually make it to the terran buildings

i'm also significantly interested in the viper
-Though honestly, I don't think zerg needs a new detector unit, but I am interested in the new pull in ability

The new pull in ability is something that I thought could be tied into something more appropiate
What I was considering was this
-Giant Frog unit
-Unamarmored, massive, biological

its purpose would be to pull units in, except instead of letting your own units take them out, they would be devoured (similar to the orc kodobeast in wc3). On death, would leave the unit in a webbed and grounded state.

Hive Tech Would allow it to pull in Massive units

This would be good against a good amount of tech units, though since they are so massive and with minimal armor (and probably health also) they would be taken out pretty simply


When it comes to protoss though, I'm pretty dissappointed in their new direction for them
I've seen protoss as this Beefy Science based race, not much of a race of gimmicks, but rather unit efficiency with the proper micro
-With the reaver, players put a bet on each scarab being worth its weight. 
-With the Colloses, Players were shown, high vulnerability is worth the price for high grounded damage output
-Blink Stalker micro is one of the best things that has happened to protoss
-Zealots still act as the backbone and the templars/archons still have their place
-The Pheonix are incredible units
-Void Ray Charge up time is worth it 

Now, flyers are where Protoss seems to have had problems in the ideas department
1) The carrier is one of those, Risk reward units. 
350 minerals, 250 gas

plus 25 minierals a peice per interceptor
-8 with proper upgrade

Making it a total
550 minerals, 250 gas

Never mind the fact each one of these interceptors may die forcing you to remake each one

But thats the thing, carriers are distractor units and with simple focus firing the whole system is simply done away with. Thus the distraction, without proper micro is easily foiled

I don't like the idea of the new air units, The new harrass, the new Anti Air
both don't sound very risk reward oriented and that troubles me. Not very protoss like, not micro intensive



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So those are my thoughts about the games I'm excited about,

All three of these I'll probably be dissappointed by.
Guildwars-Won't live up to my PVP expectations
Minecraft-Modders won't make anything interesting
Heart of the Swarm-They probably won't balance it properly nor will the units really feel that great. I really don't want to see the ultras have that burrow charge

nonetheless, Three awesome games that are potentially the future of their respective fields