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Mimi Momo 3 years ago
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@ -4,16 +4,16 @@ january 14, 2022<br>
#game-design #philosophy<br> #game-design #philosophy<br>
<br> <br>
<h2>goalless games </h2><br> <h2>goalless games </h2><br>
Some developers are happy to make loose, meandering sandbox games without no true win or fail state. The concept of goalless games is controversial among semantic people, but I feel that the genre with Garry's Mod and all the dressup games and physics simulators is enviably successful if not totally legitimate. It's not like the overwhelmingly popular Minecraft and old RuneScape don't share one foot in this genre, either, with their relative lack of direction and gameplay dominated by self-driven goals. I don't even feel like a central story or overarching player goals would improve these games (especially after watching Minecraft tack on some tedious hunger mechanic and an awkward final boss). <br> Some developers are happy to make loose, meandering sandbox games without no true win or fail state. The concept of goalless games is controversial among semantic people, but I feel that the genre with Garry's Mod and all the dressup games and physics simulators is enviably successful if not totally legitimate. It's not like the overwhelmingly popular Minecraft and old RuneScape don't share one foot in this genre, either, with their relative lack of direction and gameplay dominated by self-driven goals. I don't even feel like a central story or main objectives would improve these games (especially after watching Minecraft tack on some tedious hunger mechanic and an awkward final boss). <br>
<br> <br>
<h2>my need for structure </h2><br> <h2>my need for structure </h2><br>
I'm just not a goalless game designer. <br> I'm just not a goalless game designer myself. <br>
<br> <br>
A game designer can't force a player to share the game's goals, so there's no need to purposefully design a game to be goalless. For me, I feel like neglecting to set a game's goal reflects a lack of a game development goal. A goal is helpful to not only the player but also the developer. A vision of progression (game state, world, character, and story) will imbue each piece of the game with more purpose and help them fit together more seamlessly as a whole. It's a safeguard against filling a game with pointless, incongruent clutter at whim. Obviously not every developer needs a goal-oriented approach, but I do. <br> It sounds nice to provide an open world where the player can set out after his own goals without the dev placing horse blinders on his head. In reality, though, a game designer can't force a player to share the game's goals in the first place, so there's no need to purposefully design a game to be goalless. For me, I feel like neglecting to set a game's goal reflects a lack of a game development goal. A goal is helpful to not only the player but also to the developer. A central vision of the game's progression will imbue each piece of the game with more purpose and help them fit together more seamlessly as a whole. It's a safeguard against filling a game with pointless, incongruent clutter at whim. Obviously not every developer needs a goal-oriented approach, but I work better with one. <br>
<br> <br>
No matter what philosophy the game designer has, though, a player will do what he wants to do, even if it has nothing to do with the goal of the game. Roleplayers are prominent members of MMO communities, and they might never max out a character or finish the main storyline. They throw out all the game designers' work and focus on finding a vista somewhere and acting out their own scene instead. There are plenty of screensaver simulators and 3D chat servers out there for them, but they turn up in "real" goal-driven games, too. There are touches of this aberrant behavior in everyone who doodles with bullet holes, names their player character something funny to harvest out-of-context dialog screenshots, or hoards a useless item. <br> No matter what philosophy the game designer has, though, a player will do what he wants to do, even if it has nothing to do with the goal of the game. For example, roleplayers are prominent members of MMO communities, and they might never max out a character or finish the main storyline. They throw out all the game designers' work and focus on finding the perfect backdrop and acting out their own scene instead. There are plenty of screensaver simulators and 3D chat servers out there for them, but they turn up in "real" goal-driven games, too. There are touches of this aberrant behavior in everyone who doodles with bullet holes, names their character something funny to harvest out-of-context dialog screenshots, or hoards a useless item. <br>
<br> <br>
So in a way, game designers really don't need to design a goalless game. They can trust players to forge their own fun from even the most rigid hallway simulator. In my opinion, deliberately not designing goals runs greater risk of making players being too lost, bored, or overwhelmed to find their own fun or not even finding incentive to try the game in the first place. A better approach would be to build towards a purpose while taking a tip from goalless games by filling the world with interesting tools and interactibles that are fun for fun's sake. At the end of the day, though, obviously do what works for you! <br> So in a way, game designers really don't need to design a goalless game. They can trust players to forge their own fun from even the most rigid hallway simulator. In my opinion, deliberately not designing goals runs the greater risk of making players too lost, bored, or overwhelmed to find their own fun or not even finding incentive to try the game in the first place. A better approach is in the middle, building towards a purpose while taking a tip from goalless games by filling the world with choices, interesting tools, and interactibles that are fun for fun's sake. At the end of the day, though, obviously do what works for your players! <br>
<br> <br>
Last updated January 12, 2022 Last updated January 12, 2022
<br> <br>

@ -0,0 +1,28 @@
<!--200806,201224-->
<h1>designing blessfrey's first demo </h1>
january 20, 2022<br>
#demo <br>
<br>
<h2>my goals </h2><br>
The systems and game mechanics in Blessfrey are mostly present and functional, so I feel like it's a good time to practice releasing, hosting, and supporting a game. The first release will just be a tech demo. I want it to showcase the features in the game, have structure and goals, and have some of the same gameplay feel of future releases. Hopefully it's fun, but we'll see when it's all bolted together. <br>
<br>
The core of the game is curating from a wide variety of skills and combining them into a viable skillbar. I'm going to try to get away with skimping on content to put more focus on the release process, but skill variety deserves the most attention. I'll shoot for 30 skills for now, or in other words, 3-4 skillbar's worth without repeats. <br>
<br>
<h2>finding structure </h2><br>
I could release a <a href="https://www.blessfrey.me/diary/entries/220114">goalless demo</a>, but I fear people wouldn't explore long enough to discover any depth. If I could rip a level from the finished game, structure and goals would already be built in, but this demo will be more or less original content. I'll have to build structure as I go along. <br>
<br>
This demo should showcase more gameplay than story and world, so it should probably have more in common structurally with a tutorial room. I'll just fallback on the tutorial bingo approach again and hope it never loses its luster. Bingo is a great excuse to list gameplay prompts for the player while giving them some choice on how to proceed. It's also a game in itself, so I don't need to take my game design much further: every full consecutive set of activities is a little win with a prize and a full board bingo is a big win with a big prize. I'm not going to worry about a fail state, so the demo can be more like a playground than a challenge. <br>
<br>
The demo shouldn't just resemble a tutorial - it should <em>be</em> a tutorial. It is the first time unguided players will be able to play, so there needs to be lots of in-game guidance. I'll test a stealth tutorial and see how it compares to a more conventional tutorial. Ideally, the tutorial should be easy enough for veterans to breeze through without noticing it's even there, but nudges and tips are given to those who need it. It'd be even cooler if the tutorial doesn't break immersion, coming from level design, believable dialog, or from passers-by setting an example. Maybe it's a terrible idea and there's a reason why all games start out feeling like post No Child Left Behind era public school, but I want to try it out. Since I have the <a href="https://www.blessfrey.me/diary/entries/210402">event system</a>, it's just a matter of listening for lack of movement, unnecessary key spamming, stalling in quest progress, or any other apparent failures and sending someone over to help out. <br>
<br>
<h2>world and story </h2><br>
I won't be taking an exerpt of the story or using fully realized locations, but the demos should at least conceivably fit within the full game. This time, I'm just going to use two of the major supporting characters, Chloe and Night, (both healers) and enough of the school to service a demo. The courtyard is a relatively safe area with some easier enemies to the far side of the map, guarding collectible items. If you die, the checkpoint is in this field, managed by Chloe. The nurse's office is an item shop, run by Night. The storage room is a maze full of monsters and treasure. The areas, monsters, and dialog will be more involved than anything I've ever tested before, and it'll include a stress test skill. Let's see how the engine handles it! <br>
<br>
<h2>ugly </h2><br>
Of course, it's going to be pretty rough overall. It's the first alpha build released to the public, so there are a few bugs I know are still in there, some capable of crashing the game. Also, there are no frills when it comes to the audiovisual side - barely any animations, all audio is from the public domain, effects are carelessly placed, and so on. Like Yandere Dev says, "all assets are placeholder." :) <br>
<br>
Anyway, back to working on the demo! <br>
<br>
<br>
Last updated January 20, 2022
<br>

@ -1,28 +1,26 @@
<!--210610,200429--> <!--210610,200429-->
<h1>designing blessfrey's first demo </h1> <h1>???? </h1>
april 7, 2022<br> april 7, 2022<br>
#demo <br> #demo <br>
<br> <br>
<br> <br>
<h2>my goals </h2><br> <h2>my goals </h2><br>
The systems and game mechanics in Blessfrey are mostly present and functional, so I feel like it's a good time to practice releasing, hosting, and supporting a game. The first release will just be a tech demo. I want it to showcase all the features in the game, have a narrative structure and goals, and have some of the same gameplay feel of future releases. Hopefully it's fun, but we'll see when it's all bolted together. <br> The systems and game mechanics in Blessfrey are mostly present and functional, so I feel like it's a good time to practice releasing, hosting, and supporting a game. The first release will just be a tech demo. I want it to showcase the features in the game, have structure and goals, and have some of the same gameplay feel of future releases. Hopefully it's fun, but we'll see when it's all bolted together. <br>
<br> <br>
The core of the game is curating from a wide variety of skills and combining them into a viable skillbar. I'm going to try to get away with skimping on content to put more focus on the release process, but skill variety deserves the most attention. I'll shoot for 30 skills for now, or in other words, 3-4 skillbar's worth without repeats. <br> The core of the game is curating from a wide variety of skills and combining them into a viable skillbar. I'm going to try to get away with skimping on content to put more focus on the release process, but skill variety deserves the most attention. I'll shoot for 30 skills for now, or in other words, 3-4 skillbar's worth without repeats. <br>
<br> <br>
<h2>finding structure </h2><br> <h2>finding structure </h2><br>
I could release a goalless demo, but I fear people wouldn't explore long enough to discover any depth. The demo will be more or less original instead of a ripped level from the finished game, so I can't steal a goal from the main game either. <br> I could release a goalless demo, but I fear people wouldn't explore long enough to discover any depth. If I could rip a level from the finished game, structure and goals would already be built in, but this demo will be more or less original content. I'll have to build structure as I go along. <br>
<br> <br>
This demo should showcase more gameplay than story and world, so it should probably have more in common structurally with a tutorial room anyway. I'll just fallback on the demo bingo approach again and hope it never loses its luster. Bingo is a great excuse to list gameplay prompts for the player while giving them some choice on how to proceed. It's also a game in itself, so I don't need to take my game design much further: every full consecutive set of activities is a little win with a prize and a full board bingo is a big win with a big prize. <br> This demo should showcase more gameplay than story and world, so it should probably have more in common structurally with a tutorial room. I'll just fallback on the tutorial bingo approach again and hope it never loses its luster. Bingo is a great excuse to list gameplay prompts for the player while giving them some choice on how to proceed. It's also a game in itself, so I don't need to take my game design much further: every full consecutive set of activities is a little win with a prize and a full board bingo is a big win with a big prize. I'm not going to worry about a fail state, so the demo can be more like a playground than a challenge. <br>
<br> <br>
The demo literally is a tutorial, though, since it is the first time unguided players will be able to play. I'll try to incorporate a stealth tutorial and see how it compares to a more conventional tutorial. Ideally, the bulk of the tutorial should be easy enough for veterans to breeze through it without being told what to do, but nudges and tips are given to those who need it. It'd be even cooler if the tutorial doesn't break immersion, coming from characters as believable dialog or from passers-by setting an example. Some popups and 4th wall breakers are probably inevitable, but that's my goal. Since I have the <a href="https://www.blessfrey.me/diary/entries/210402">event system</a>, it's just a matter of listening for lack of movement, unnecessary key spamming, stalling in quest progress, or any other apparent failures. <br> The demo shouldn't just resemble a tutorial - it should <em>be</em> a tutorial. It is the first time unguided players will be able to play, so there needs to be lots of in-game guidance. I'll test a stealth tutorial and see how it compares to a more conventional tutorial. Ideally, the tutorial should be easy enough for veterans to breeze through without noticing it's even there, but nudges and tips are given to those who need it. It'd be even cooler if the tutorial doesn't break immersion, coming from level design, believable dialog, or from passers-by setting an example. Maybe it's a terrible idea and there's a reason why all games start out feeling like post No Child Left Behind era public school, but I want to try it out. Since I have the <a href="https://www.blessfrey.me/diary/entries/210402">event system</a>, it's just a matter of listening for lack of movement, unnecessary key spamming, stalling in quest progress, or any other apparent failures and sending someone over to help out. <br>
<br> <br>
<h2>world and story </h2><br> <h2>world and story </h2><br>
I don't want any of the demos to exist within a vacuum. I won't be repeating the story or using fully realized locations, but the demos should at least conceivably fit within the full game. Besides the player character, two major supporting characters will be there, Chloe and Night. The entire demo will also take place in three areas at the school: the courtyard, the nurse's office, and the storage room. This isn't the real school, just enough of it to service a fun demo. The courtyard is a relatively safe area with some easier enemies to the far side of the map, guarding collectible items. If you die, the checkpoint is in this field, managed by Chloe. The nurse's office is an item shop, run by Night. The storage room is a maze full of monsters and treasure. It's not the best game in the world, but I think that's enough to test out the gameplay. <br> I won't be taking an exerpt of the story or using fully realized locations, but the demos should at least conceivably fit within the full game. This time, I'm just going to use two of the major supporting characters, Chloe and Night, (both healers) and enough of the school to service a demo. The courtyard is a relatively safe area with some easier enemies to the far side of the map, guarding collectible items. If you die, the checkpoint is in this field, managed by Chloe. The nurse's office is an item shop, run by Night. The storage room is a maze full of monsters and treasure. The areas, monsters, and dialog will be more involved than anything I've ever tested before, and it'll include a stress test skill. Let's see how the engine handles it! <br>
<br> <br>
I'm also using the demo to test sophisticated dialog. If everything works well, I can have the dialog responses affect things in the game and have characters remember details. <br> <h2>ugly </h2><br>
<br> Of course, it's going to be pretty rough overall. It's the first alpha build released to the public, so there are a few bugs I know are still in there, some capable of crashing the game. Also, there are no frills when it comes to the audiovisual side - barely any animations, all audio is from the public domain, effects are carelessly placed, and so on. Like Yandere Dev says, "all assets are placeholder." :) <br>
<h2>areas left ugly </h2><br>
It's the first alpha build released to the public, so it's not going to be a polished AAA experience. There are a few bugs I know are still in there, some capable of crashing the game. I'm including pushing certain features to a bigger degree than I've ever tested for, so hopefully that'll turn out fine. I've never stresstested but plan to once this is released. Also, a lot of basic visual and audio stuff is not up to snuff - barely any animations, and all audio is from the public domain. If it's too ugly, it'll be cute in hindsight as an early version. :) <br>
<br> <br>
Anyway, back to working on the demo! <br> Anyway, back to working on the demo! <br>
<br> <br>

@ -0,0 +1,19 @@
<!--220310,220224-->
<h1>goalless games </h1>
january 14, 2022<br>
#game-design #philosophy<br>
<br>
<h2>goalless games </h2><br>
Some developers are happy to make loose, meandering sandbox games without no true win or fail state. The concept of goalless games is controversial among semantic people, but I feel that the genre with Garry's Mod and all the dressup games and physics simulators is enviably successful if not totally legitimate. It's not like the overwhelmingly popular Minecraft and old RuneScape don't share one foot in this genre, either, with their relative lack of direction and gameplay dominated by self-driven goals. I don't even feel like a central story or main objectives would improve these games (especially after watching Minecraft tack on some tedious hunger mechanic and an awkward final boss). <br>
<br>
<h2>my need for structure </h2><br>
I'm just not a goalless game designer myself. <br>
<br>
It sounds nice to provide an open world where the player can set out after his own goals without the dev placing horse blinders on his head. In reality, though, a game designer can't force a player to share the game's goals in the first place, so there's no need to purposefully design a game to be goalless. For me, I feel like neglecting to set a game's goal reflects a lack of a game development goal. A goal is helpful to not only the player but also to the developer. A central vision of the game's progression will imbue each piece of the game with more purpose and help them fit together more seamlessly as a whole. It's a safeguard against filling a game with pointless, incongruent clutter at whim. Obviously not every developer needs a goal-oriented approach, but I work better with one. <br>
<br>
No matter what philosophy the game designer has, though, a player will do what he wants to do, even if it has nothing to do with the goal of the game. For example, roleplayers are prominent members of MMO communities, and they might never max out a character or finish the main storyline. They throw out all the game designers' work and focus on finding the perfect backdrop and acting out their own scene instead. There are plenty of screensaver simulators and 3D chat servers out there for them, but they turn up in "real" goal-driven games, too. There are touches of this aberrant behavior in everyone who doodles with bullet holes, names their character something funny to harvest out-of-context dialog screenshots, or hoards a useless item. <br>
<br>
So in a way, game designers really don't need to design a goalless game. They can trust players to forge their own fun from even the most rigid hallway simulator. In my opinion, deliberately not designing goals runs the greater risk of making players too lost, bored, or overwhelmed to find their own fun or not even finding incentive to try the game in the first place. A better approach is in the middle, building towards a purpose while taking a tip from goalless games by filling the world with choices, interesting tools, and interactibles that are fun for fun's sake. At the end of the day, though, obviously do what works for your players! <br>
<br>
Last updated January 12, 2022
<br>
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