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Wednesday, February 04, 2009
 
Frayed Knights Critique, Part IV
I have been involved in the development of about a dozen commercially released games. Three were relatively big hits, and spawned sequels that also went on to become big hits. Twisted Metal, in particular, became not just a series but an entire franchise. There were many magazine pages and forum threads devoted to some of these games.

Still, I don't think I have ever seen any of my games critiqued as thoroughly in one place as Diego Doumecq has critiqued my little Frayed Knights pilot. I think the dude has played the game more than anybody else in the world who isn't me. I do not agree with everything he says, but I can't dismiss any of his points.

He has finally concluded his four-article critique that began in October of last year. He's been gentle, acknowledging that yes, the pilot was an experimental playtest release and not supposed to be a full, polished experience. But it was released in order to solicit feedback - a task which I can only call a stellar success - and Diego went way beyond the questionnaire I asked of players. Thanks, dude!

Anyway, part IV is up - bigger than any of the previous parts. Here are links to every part of the series.

Frayed Knights
Critique, Part I
Frayed Knights Critique, Part II
Frayed Knights Critique, Part III
Frayed Knights Critique, Part IV

I'm not really going to do an in-depth response here. He's devoted quite a bit of time and wordcount to each point, and most of them have gone into my churning bucket of redesign already. I'll probably be devoting full-fledged posts to some of them. But I can't resist some quick-and-dirty responses, because I am a weak-willed individual. So here goes.

World scale - part of the problem stems from having people be actual "human size" rather than "Kork-Sized" (the name of the Orc model that comes with Torque). Based on the recommended scale by GarageGames, Kork is somewhere between 7' and 8' tall. People tend to model around his proportions. But there's another factor: Play City of Heroes sometime and have your character sit on a bench or something. Compare sizes. Now, part of this is also because players like to make their characters as big as possible, and the world has to accomodate the largest-sized PCs. But you get this (to a degree) in every game - things appear too small on the screen in 3D when modeled exactly to scale. So they always get a little exaggerated.

That doesn't mean I don't need to wrestle scale issues more in Frayed Knights. That's still a given, and something I hope the learning experience with the Temple of Pokmor Xang has taught us to be more dilligent about. But some of it won't ever go away.

As far as random encounters and randomness in general: I've talked about the "wandering monster" issue in games before. I'm not satisfied with how encounters in Frayed Knights - and the entire combat system - are handled, either. It strayed too far on the "bad" side. It was one of those things that looked just fine on the page and in my head, but so far hasn't translated to the screen very well. Unlike Diego, I am a fan of a certain level of randomness in RPGs. I think the "skill" in playing RPGs comes down to managing the risk of the random. But there's a certain threshold in any game where it just becomes irritating, and not fun. And I think Frayed Knights combats and encounters strayed too far down that path.

But I also changed how the whole "wandering monster" / "random encounter" thing worked about seven months ago. So I've almost forgotten how the old system (which is still in the pilot) played. I'm not totally happy with the new system either, but it works much better and is a lot less random.

Drama Stars - You know, for all the focus this system received before the release, the system sure did end up landing with something of a "thunk" noise. They are hardly ever used - even by myself. This is an argument that they either need to be dropped altogether, or expanded upon and enhanced to be more integrated into the game experience, and given a broader mandate than simply being an encouragement to avoid optional reloading. Me being the kind of overeager optimist and nutcase that I am, you can probably guess in which direction I'm shooting now.

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Comments:
Something you might try with your random encounters is have a random monster party area, when the monster party is defeated give them a death date and a random time before they can respawn.

As much as I liked ChronoTrigger, I always felt that the monster in a dungeon area was too much. At the same time, I always felt that the extinction rate in Baldur's Gate killed the thrill of revisiting old areas. Something in between these two would be great!
 
I guess you could say that I despise randomization of total outcomes because it was lifted directly from D&D.
A few hitpoints more or less are acceptable, but saying that I missed complately or a spell somehow backfired is adding uncertainty, but more than that, it teaches me that fighting is to avoided. Couple this with random encounters and you have a recipy for disaster if it isn't handled carefully.
That's my opinion at least =)
 
I'd love to see the drama stars idea work -- it just sounds cool. However, I remember in the pilot it wasn't possible to increase them past bronze. What's worse, I don't even remember if it did anything useful at that level...

Are we going to see an updated release of the pilot episode at some point?
 
A reduction in randomness is definitely in the works. I'm playing with some ideas, but nothing is definite yet. The entire AI system is scheduled for a complete overhaul.

Calli - Well, yes and no. Eventually we WILL have the pilot out with all the changes (and more!), but it'll be the actual demo version of the game. Between then and now --- I don't know. It depends on how much I need to solicit feedback from people again.
 
There are two issues I see with the Drama Stars: I also don't like being encouraged to play a game for a long time. The DS version of FFIV solves this quite well by having a special save mode: You save and quit, and it saves your game exactly like it was, and you can load from that save once and only once, the next time you play the game.

The other issue, which I chalked up to the shortness of the game and deadlines, is that the things you could do with Drama Stars were... kinda dull and underpowered. They needed to be able to do useful things, and stay in-character for the game. Things like, "I'm bored with this battle. Just kill these guys." or, "I hate exploring dungeons, just find the MacGuffin already," or "Just pretend I spent an hour grinding and level me, OK?"
 
The higher-level powers aren't quite as extreme as that, but they are pretty dramatic - the ability to resurrect the whole party at full health is one of the top-level powers.

But I will be looking over them a bit more carefully for possible improvement.

I may use the save & quit option being different, but that is gonna confuse players even more. :( So I'm a little worried about that.

While much has been said of the Drama Stars as a deterrent to playing the game via constant restores - including by me - they are supposed to go quite a bit deeper than that. Really, the drama stars are supposed to reward RISK-TAKING, not just longevity at the controls. Sticking it out when things go a little against you is just one of those risks. So I'm going to be emphasizing the broader scope going forward. Not that it will reward risk-taking just for risk-taking's sake (like fighting a dragon with nothing but daggers). But the true focus is about providing the player an incentive to roll with less-than-optimal results.

More on that in a later post.
 
The Drama Stars are only good for that to the extend that the player can survive and keep playing if they roll with the punches. Total Party Kill should be one of the easier things to undo with a Drama Star, not one of the things you have to save up for. It ought to be like a little kid interrupting a bedtime story: "But they didn't really die, right?" If the story's boring, the kid would rather just go to sleep. If it's exciting (lots of risks) then the kid is interested and wants to make sure the heroes come out OK (but still wants to skip the boring parts).

How about instead of "save & quit" you make the option "To Be Continued..." and "Continue" or "When we last saw our heroes...". Just a little different terminology, to keep things separate.
 
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