Okay you guys - you've won. Through mass voting for a poll question 'Choose a class' you've driven me to concede. I mean, it's threatening to become the most popular poll ever.
My original plan was to explain how the question 'Choose a class' at the start of the game essentially is meaningless to a player, and that by asking it, you're asking them to play a mini-game called 'look at gamefaqs.com and ask around on the forums', which takes place outside of your control as a game-designer. I mean, I've already made it clear I'm no big fan of classes.
To this end, I designed the choose a class poll game, which featured some hidden information about the poll including how to score points. I'll leave that for you to figure out for the rest of the week, if you're still interested. This would have created a set of haves, and have nots, and hopefully some gaming of the poll questions to show that the actual choices you were making were less important than the underlying game rules.
It did get some of you to pick 'tailor' though...
So why did you pick your class choice?
And will you complain if I nerf roboticist?
(A big thanks to everyone who made the effort to play)
Saturday, 19 January 2008
I've been outclassed
Posted by
Andrew Doull
at
12:38
2
comments
Labels: game-design, polls, the choose a class poll game
Friday, 18 January 2008
At least two people have realised I'm not (completely) insane...
Casey has a high score of 98, having chosen paraphysicist.
I am trying to make a point or series of points with 'the choose a class poll game'. One of which is that having the high score is not necessarily how to win the game.
All will be revealed when the poll closes. In the mean time, at least make an effort and try to figure out how to play...
Posted by
Andrew Doull
at
13:34
0
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Labels: the choose a class poll game
Thursday, 17 January 2008
Press ? for help
Your class determines a number of important factors in the game.
The length of your class name determines your in-game magic factor, which can be used immediately to cast spells or retained as an accumulating psychic multiplier.
The number of letters between the first and last vowel in your class name determines your starting gold, but inversely for your personality factorisation. For the purposes of this rule and rule 7, y is counted as a vowel on odd-numbered days.
Soldiers have a special vulnerability to blue imps that can be countered by multi-classing with politicians.
Picking the other class can boost your initial score early in the game, but is not recommended as a long term strategy.
In a three or more larger player group, the scientist class can accumulate both buffs and de-buffs for a diurnal period.
Here's how help works:
Every day I'll check how many people have voted for 'Press ? for help'. If I see that it's more than 10, I'll provide a help file. But you only get a score of 0 voting for this voting option, so it's not an optimal voting choice - unless you want to help other people playing the game.
Posted by
Andrew Doull
at
21:47
3
comments
Labels: the choose a class poll game
DeathClam has the current highscore
DeathClam has a high score of 68, having voted for tailor.
BTW: You can always change your vote, but I'll only accept new high scores for different voting combinations from the same person.
Posted by
Andrew Doull
at
21:43
0
comments
Labels: the choose a class poll game
The Amateur: WYSIWYG Game Design
My latest column for GameSetWatch is up featuring WYSIWYG Game Design. It's not as strong as the other columns I've written for them - but still has some interesting ideas that I wanted to explore. It may have some strange relevance for other activities occurring on this site at the moment.
Posted by
Andrew Doull
at
11:42
0
comments
Labels: game-design, syndication, the amateur, the choose a class poll game
With 54 votes so far
The maximum possible score is 53. No one has successfully registered a score yet, except me.
It's worth pointing out that it's a very stubborn '?' button - it might need a few more people to vote for it press it before it clicks.
Posted by
Andrew Doull
at
11:19
2
comments
Labels: polls, the choose a class poll game
Wednesday, 16 January 2008
With 5 votes so far
With 5 votes so far, the maximum possible score is 42. Don't forget, you have to correctly register your score in order to have a chance to get the high score.
Posted by
Andrew Doull
at
20:20
2
comments
Labels: polls, the choose a class poll game
Choose a class
I'll point out now that you should seriously reflect on the choice you make for the latest poll. This will direct affect your enjoyment of the 'Choose a class' poll game that will be run all week. Once you've voted, you should check back regularly for updates and to assess your final score.
Posted by
Andrew Doull
at
19:52
3
comments
Labels: polls, the choose a class poll game
Results for 'What features must a game have to be a roguelike?'; new poll
Of all the polls I've run, this has probably been the most interesting in terms of results. 136 people voted with the following choices.
80x24 screen | 6 (4%) |
Ascii instead of graphics | 32 (23%) |
Character advancement | 68 (50%) |
Character generation system | 40 (29%) |
Classes or skills | 40 (29%) |
Fantasy setting | 8 (5%) |
Hit points | 30 (22%) |
Keyboard based | 44 (32%) |
Line of sight | 37 (27%) |
Lots of enemies | 45 (33%) |
Lots of items | 47 (34%) |
Overhead view | 53 (38%) |
Permadeath | 77 (56%) |
Randomly generated levels | 102 (75%) |
Shopping | 14 (10%) |
Single @ to control | 41 (30%) |
Single dungeon with multiple floors | 5 (3%) |
Single player | 38 (27%) |
Turn based combat | 77 (56%) |
Unknown items / identify system | 48 (35%) |
Using items in unusual ways | 42 (30%) |
Other | 15 (11%) |
Now I don't think any of the above 'must' exist in a game for it to be a roguelike - I'm a big believer in prototype theory. But there's definitive clusters of essential (randomly generated levels), nearly essential (turn based combat, permadeath), and relatively important features that make interesting reading.
Let's focus on the 'character generation system' for the next two polls. Surprisingly, this is not a critical feature for roguelikes.
First the fun question: 'Choose a class'
Posted by
Andrew Doull
at
19:07
3
comments
Labels: polls, roguelikes, the choose a class poll game