Monday, 10 January 2011

The Quest for Quests: Part Nine (Interlude)

You may want to start this series with part one, two, three, four, five, six, seven or eight.

I'm going to take another brief pause in this somewhat interrupted article series to point out a dark tower on the horizon, wreathed in storm clouds, through which wretched things take wing. That is our ultimate destination: the tower of the end game. Before it, we must pass through two great lands: the first, a pile of haphazardly placed blocks of rock and earth, through which water and lava and sand spill, fall and lap; the second, the rolling hills and forests and villages filled with warring medieval kingdoms. You know these places as Dwarf Fortress (or perhaps Minecraft), and Mount & Blade, and both have 'solved' many of the problems of quests that I have highlighted so far.

(The perceptive of you may notice the glint of recent flash of steel, from a hardy duo trapped somewhere in the wilderness before you).

Within a few minutes of playing Mount & Blade, I could feel the tingle in my fingertips of a game that does everything right that I've been writing towards with this series. Trading system instead of fetch quests. Check. Constantly changing world governed by an underlying set of rules that changes the environment while you play. Check. A faction system instead of quest givers. Check. Metagame (conquer the kingdom) which sits above the primary game (Pirates! plus first person sword fighting). Emergent complexity, whatever that means. Check.

So should I lay down my quill and let this quest rest?

Luckily not, because as one apt Rock Paper Shotgun so evocatively writes:

Regardless you do need some fixed content, otherwise everything ends up like the repetitive and dull wandering of Mount and Blade’s mid game.
That is because Minecraft, and Dwarf Fortress and Mount & Blade are all missing that one essential landmark of any great game: that dark tower of the endgame which you can see in the distance. I use the tower as a metaphor, but one of the greatest games, Half-Life 2, makes it literal, a beacon that you can see from almost anywhere inside and out City 17. Your endgame must cut through the moment like a dark stained blade, poisoning every decision the player makes with the final flaw 'what are the consequences'?

For many games, the path to the endgame is easy: Angband has stairs which lead only up to retreat, or down to advance, Mario is always moving to the right. The fight before the finish must be the crescendo. Games with fixed quest content end almost fitfully, because you have consumed all that they can deliver. Dwarf Fortress at least has that dull blade of finality 'Your dwarves have dug too deep.' that mercifully finishes off a fortress that groans with the fat of success, as opposed to the glorious bright eyed failures fallen before it.

The end game ironically is for the most part a given. The pieces you have moved into place, the choices and sacrifices that have built up to it usually come down to a single decision point or few and the best designed puzzle games leave resolution of success or failure to the last possible moment with all sides (in a multiplayer game) in contention as long as possible. Where the end game shines is not in the stalemate avoiding final dance, but in how its shadow is cast on mid game.

The mid game is where you are forced to implement your plans of how to win. In game where you are not faced by the infinite lego set of Minecraft, not everything is possible. There are time constraints, resource constraints, skill constraints, mutually exclusive decisions which force you to take a but not b, a battery of tests which wear down what resources you have available, wastage where your toil amounts to nothing, a slippery slope towards inevitability, set backs outside of your control, gateways through which you can pass one way only, entropy, a rising tide that pulls you in one direction, checkpoints which require minimum standards of you, irreversible decisions, stalemates, fatigue, failure states which trap you into restarting, or worse: mulligans, treadmills, grinds, false economies, exploits which encourage bad behaviour, fool's gold, mudflation, Garfield cards, bad designer prisons and gear reversals.

(To avoid linking to TV tropes and losing you, I'm forced to invent my own private lingo to lose you instead. A Garfield card is something that has the same cost as a clearly more useful item - therefore essentially useless. Reference is Magic: the Gathering's designer Richard Garfield who uses this technique. While I have disparaged it previously, I suspect, like many hill climbing algorithms, sometimes you need to move through low value points represented by Garfield cards to get to higher peaks. A bad designer prison is a part of the game where the rules are suddenly and artificially limited. Think of bosses who are immune to abilities you have used previously, for no good reason. A gear reversal is that point in the game where you are stripped of all equipment.)

Without an endgame, most of these are meaningless. To take one example: Chess defines a stalemate as a series of repeated moves and clearly enforces them. A series of repeated moves in Minecraft could be you admiring the same view each morning. You can 'do-over' a building by cutting down another mountain one valley along, but in chess, your mulligans are misconduct.

To be clear: I'm valuing what you might consider a certain kind of game, a certain kind of way of playing games, and a certain kind of player (more than 800,000 of them at last count) will never take issue with Minecraft's unlimited sandbox world. But games without endgames are much more limiting in terms of the types of play they support, and much more limiting in the types of players they satisfy, for all that they promise no limits.

To see why, consider a variant of Minecraft, which has an endgame: to build the highest tower of any player anywhere in the world, and new building block type governed by more sophisticated physics system which requires the player master it to build high above the clouds. Moreover, the ingredients required to build this tower are collected and limited by interaction with a linear narrative, but where you can get enough resources for sandbox play 'readily' if not right at the start (A certain part of the narrative may consist of tutorials to highlight techniques and physics interactions you may not have considered). We'll call this variant World of Goo.

World of Goo lets you participate in sandbox play as much as you desire, as well as more narrative driven play that Minecraft lacks, and which some people express a preference for which never could be fulfilled by Minecraft. In addition, a third type of player plays competitively, min-maxing their way through the narrative and resource acquisition phases to acquire as much of this tower building resource as possible. Another type of competitive player comes up with unique tower building techniques which require less pieces, or excels in specialist league maps, which try to build the towers with the most unique properties using a fixed number of resources.

There is one key decision that this hypothetical World of Goo makes that loses some potential players who are well-served by Minecraft: it limits the total amount of goo available. But the players it loses are only noncompetitive tower builders, who want to build towers over a certain height 'easily'. You could address this by making an unlimited tower building resource available that is distinct for goo, for which players can buy, or grind over time: call this resource hats. I'm not sure if the tower of hats model is the right approach, but it clearly is a popular direction to take.

All other builder types are well catered for by the sandbox that thought experiment World of Goo makes available, because only goo for towers is limited. And competitive tower builders are under served by Minecraft. In particular, Minecraft doesn't cater at all for (for want of a better term) Chinese mother tower builders - to paraphrase the linked article, tower builders whose limits can only be reached by rising to the rigors of strict competitive environments.

My argument is that Chinese mother tower builders are the reason your games need goo and endgame, not just bl0cks and sandboxes. The designers of many games could not possible anticipate the depth to which some games could be played whether they be Chess or Starcraft, and an endless sandbox cannot alone offer compelling enough a reason for a competitive community to emerge to explore these depths. There is one caveat: if the game has a big enough an audience, all things are possible. Team Fortress 2 has surf maps, Star Craft has maps with unlimited resources and Defence of the Ancients, Civilisation IV a menagerie of mods. But all of these examples have a strong end game component, and clearly defined goals, even if they have mutated beyond the intent of the original designers.

(Magnasanti being the artistic vision of one man shredding a game with concrete depth charges).

Forumutterings

There's been some recent argument against and for forums as a medium of exchange between developers and their communities.

I decided against forums (in a tied poll) specifically for Unangband, on the basis there is already a well developed Angband forum community and I didn't want to splinter that base. I'd similarly not have the time committment for moderating an Ascii Dreams forum, but feel free to comment, or head over to Temple of the Roguelike for general roguelike development forum-ness.

I do have some thoughts on the issue, based solely on my recent experience trying to shepherd some changes through the TF2 beta process, but I'll leave these for another time. Instead, I'll offer up the best response I've seen to some of the needless rage and anger on community forums, from Chris King, the lead designer of Victoria 2:

You know I had to go and look at the Civfanatics forum to see how they were taking this new and my God there are some bitter people there. My favourite was as long as Jon stays away from Paradox I’ll be happy. With that in mind I would like to make the following public offer.

Jon, if you are reading this and if you do have some free time, would like to be our special guest programmer on the Hearts of Iron 3 patch?

Source.

Thursday, 6 January 2011

Mysterious quality

Anyone care to speculate on the mysterious indie roguelike mentioned at number #7 for the year?

And who J.L. is?

Monday, 3 January 2011

Full Results for the Ascii Dreams Roguelike of the Year 2010

All I can say is wow!

For the fourth year running, there have been more roguelikes being written, played and voted for. Thanks to all 981 of you who voted this year - almost twice as many as last year. It's getting to the point where there are too many roguelikes for anyone to be able to sample them all, let alone give them the play time needed to explore their depths. I hope this list gives you the opportunity to play at least one roguelike you wouldn't have otherwise considered.

...transmission...
1 (0%)
100LEVEL
0 (0%)
100 Rogues
15 (1%)
aemoebaRL
0 (0%)
A Most Peculiar Adventure
3 (0%)
Angband
44 (4%)
A Quest Too Far
4 (0%)
AarrrRL!
1 (0%)
Adventurer
1 (0%)
Albion
3 (0%)
AliensRL
12 (1%)
Anonymous Roguelike
0 (0%)
Arcan Myth RL
0 (0%)
Arima: Desdemona's Fall
0 (0%)
Ascii Dash
0 (0%)
Ash of Time
0 (0%)
atrogue
0 (0%)
Bane of the Living
0 (0%)
Battlement
0 (0%)
BiddenRL
0 (0%)
BOSS
0 (0%)
Brogue
32 (3%)
Cardinal Quest
3 (0%)
CastlevaniaRL
11 (1%)
Cataclysm
14 (1%)
Caverns of Xaskazien
1 (0%)
chaosRL
2 (0%)
Chompy!
0 (0%)
Chronophase
2 (0%)
City of the Condemned
0 (0%)
Cracks and Crevices
1 (0%)
crashRun
0 (0%)
Cryptband
0 (0%)
CyberpunkRL
2 (0%)
DaJAngband
4 (0%)
Dance of Death
14 (1%)
Dawn of the Dead Roguelike III
1 (0%)
Demonhunt
3 (0%)
Destiny Rogues
0 (0%)
Dimension Dungeon
0 (0%)
Domination Empires
0 (0%)
DoomRL
95 (9%)
Dungeon Crawl Stone Soup
294 (29%)
Dungeonmans
3 (0%)
Dungeon Monkey Unlimited
2 (0%)
Dungeons of Craci
0 (0%)
Dungeon Sweeper
1 (0%)
Dwarf Fortress
171 (17%)
Dweller
7 (0%)
Earl Spork
1 (0%)
Exalt
0 (0%)
Expedition
8 (0%)
Exploring The Bleak
1 (0%)
FAAngband
4 (0%)
Fall From Heaven
2 (0%)
Featurecreeper
2 (0%)
Floating Eye: The Game
0 (0%)
Frozen Depths
17 (1%)
GartenRL
0 (0%)
GearHead-2
16 (1%)
Goblin Camp
34 (3%)
GhostbustersAscii
2 (0%)
Glacier
0 (0%)
Gumband
1 (0%)
HamQuest
0 (0%)
Harmless7DRL
0 (0%)
Hellband
3 (0%)
Holohoax
0 (0%)
Huma4DRL
0 (0%)
Hydra Slayer
14 (1%)
HyperSilence
1 (0%)
IfRL
0 (0%)
Interhack
3 (0%)
Infiniverse Lone Explorer
0 (0%)
Iso-Angband
1 (0%)
Jellies in a Jam
0 (0%)
KleinRL
2 (0%)
Kharne
1 (0%)
Labyrinths and Legends
2 (0%)
LambdaRogue
2 (0%)
Lanceran Reload
1 (0%)
Laser Spigot
0 (0%)
Last of candle
0 (0%)
Lost Labyrinth
10 (1%)
Madness
4 (0%)
Mage Guild
10 (1%)
Magecrawl
1 (0%)
Math: The Roguelike
1 (0%)
Mazeband
0 (0%)
Menace of the Mines
0 (0%)
MetroidRL
1 (0%)
Middlecrest
0 (0%)
Mines of Elderlore
0 (0%)
Monastery
0 (0%)
Muert: Racial Prison Riot Rape Mayhem
1 (0%)
Neon
0 (0%)
NLarn
8 (0%)
NPPAngband
5 (0%)
Pack-man
0 (0%)
Plains of Sedia
1 (0%)
Podziemia
0 (0%)
POWDER
31 (3%)
Portralis
4 (0%)
PrincessRL
15 (1%)
Privateer: Ascii Sector
21 (2%)
Prospector
28 (2%)
Puzzlerogue
0 (0%)
PWMAngband
3 (0%)
QuestFor7
0 (0%)
Quest for the Unicorn
0 (0%)
Ravenous
1 (0%)
Rayel
2 (0%)
Robobot
0 (0%)
Rogue Assasin
0 (0%)
RogueBand Hero
1 (0%)
Roguelike GCS
0 (0%)
Rogue Project 2
0 (0%)
Roguestar
0 (0%)
RogueUnlike
0 (0%)
Rogue Survivor
69 (7%)
RULER
0 (0%)
RunRight
0 (0%)
Sanctuary
0 (0%)
Sangband
8 (0%)
SewerJacks
6 (0%)
Sharplike
0 (0%)
ShopDoom
1 (0%)
SilverQuest OPL
12 (1%)
Smart Kobold
13 (1%)
Smash Arena
0 (0%)
So you think you can dance ... ON MY GRAVE?
0 (0%)
Spell and Spear
0 (0%)
Squirm
1 (0%)
Tartarus
0 (0%)
Teemu
1 (0%)
Teratogen
2 (0%)
Terraforma
0 (0%)
Tetris RL 2
0 (0%)
The cave
1 (0%)
The Hack of Life
0 (0%)
The Legend of Kalamakkara
1 (0%)
The rogue's quest
0 (0%)
The Slimy Lichmummy
0 (0%)
The Spy Who Rogued Me
0 (0%)
The Test of Inn
0 (0%)
Toby the Trapper
5 (0%)
ToME 4.0.0
384 (39%)
Traction Edge
1 (0%)
Transcendence
20 (2%)
TreeBurner
7 (0%)
Triangle Wizard
14 (1%)
Troll Slayer
4 (0%)
Umbra
8 (0%)
Unangband
17 (1%)
Underhall
0 (0%)
UnNetHack
34 (3%)
UnReal World
15 (1%)
UNSTOPPABLE
5 (0%)
Vapourtek Theatre
0 (0%)
Wayfarer
3 (0%)
WebRaid
0 (0%)
Wizard's Quest
8 (0%)
World of Roguecraft
0 (0%)
WWRL
1 (0%)
XIOTANK
0 (0%)
ZapM
19 (1%)
Zombie Swarm
2 (0%)

Honourable Mentions for Ascii Dreams Roguelike of the Year 2010

All 3 honourable mentions this year had more votes than would have been required to win the inaugural competition, and two of them are returning winners.

Doom: the Roguelike aka DoomRL was the 2009 winner, and still perennial favourite short form roguelike.

Dwarf Fortress is the 2007 winner, and recent development cycles have seen the roguelike Adventurer mode receive a lot more attention.

Rogue Survivor is a relatively new entry into the field with its first release in May 2010, but has quickly grown in popularity being featured on the Indie Games blog and Rock Paper Shotgun. It is a zombie outbreak survival sandbox game, with all the scavenging, barricade building and alliances with other survivors that entails.

Runner Up of the Ascii Dreams Roguelike of the Year 2010: Dungeon Crawl: Stone Soup

Dungeon Crawl: Stone Soup has won once, and been a runner up once already, and continues to go from strength to strength. Version 0.7.1 was released July 2010 and continues to be developed day to day - undoubtedly the Crawl development team have started thinking about what version 1.0 must entail.

The links to Dungeon Crawl's resources have been updated, and the best place to start is the development blog.

Winner of the Ascii Dreams Roguelike of the Year 2010: T.o.M.E. 4

I had written an obituary for ToME as a part of an article on how uncontrolled ambitions of developing a roguelike can ultimately cause the game to fall apart. Then there is the received wisdom that you should never ever rewrite your game from scratch, because you throw away all the learned knowledge embodied in the old code base. Then there are the design problems inherent in trying to build both a game engine, and an implementation of that engine, from an old code base which ultimately bogged down and halted development of ToME 3.0.

But DarkGod is irrepressible: with the words 'The board is set, the pieces are moving.' he unleashed the 3rd major iteration of a game that started as a variant of Zangband called PernAngband, changed its setting twice (to Middle Earth, and now a whole new fantasy world), but keeping his fans and development team intact and excited about his vision.

ToME: the Tales of Maj'Eyal to give its relatively new full name consists of a fantasy world designed from the ground up, but also a Lua based OpenGL game engine called T-Engine 4 that you can develop your own unique roguelike for. While the engine is in the early days of adoption, based on the number of roguelikes built on the earlier ToME engine versions, there will be plenty of modules coming out soon.

You can download ToME here and visit the forums and read the wiki here.

Wednesday, 22 December 2010

Just had a quick look at the votes so far...

And we have a tie for first place.

Over 500 people voted last year, so make yours count...

Friday, 17 December 2010

Request for votes: Ascii Dreams Roguelike of the Year 2010

166 roguelikes were released this year... this is, again, a new record for the number to qualify for this competition, up from 99 the last year.

How did the roguelikes qualify?

The list was taken from the roguelike releases announced on the Rogue Basin news section between December 16th 2009 and December 16th 2010 and from the list of Actively Developing Roguelikes maintained by Michał Bieliński [Edit: My sincere apologies for the oversight. It used to be Jeff Lait].

What about 'x'?

Make sure you announced your roguelike on Rogue Basin for next year.

What about the 7 day roguelikes?

I decided to exclude any 7 day roguelikes that weren't announced separately. However, most of them were on Jeff Lait's list.

What's the prize?

Pride. And a sexy logo - if you want one. You can see the winning 2007 logo on the Dwarf Fortress links page. Other winners are free to request them, but haven't done so. Logo designs for this year are welcome.

Having a competition is a dumb idea/offensive/stupid when you can't police the results.

Yep. Doesn't stop it being fun. You can vote for multiple different roguelikes. The idea here is that you will be encouraged to go out and download a roguelike that other people consider interesting, not that there is any kind of real competition element involved.

Poll results for "How do you find high level play in Unangband?"; new poll

This poll has been around a little while - thanks to the 21 of you who voted:

Too easy; make it harder
0 (0%)
Just right thanks
0 (0%)
Challenging
3 (14%)
Frustratingly hard
0 (0%)
Grindtastic
1 (4%)
Haven't made it to high levels
12 (57%)
Haven't played Unangband
6 (28%)

Next poll; it's that time of year again.

"Sometimes it pays to stay in bed on Monday, rather than spending the rest of the week debugging Monday's code."

Of the Top 50 Programming quotes of all time, the above is the one that is the most true for me.

Unfortunately, this year appears to have been one long Monday...

Saturday, 11 December 2010

Rant mode on

As a loyal Mac customer, you have to put up with the digital equivalent of Steve Jobs urinating on you on a regular basis.

Case in point: I've just bought my wife an iPhone 4. I have always owned Mac laptops, instead of PC laptops but the last one I purchased, about 3 and a half years ago, is still running fine on Tiger.

The iPhone 4 cannot be used with Tiger. It can however be used with XP, which is the direct competitor's product, which has been around for 9 years, that is 5 years before OS X could run on Intel CPUs.

With my current iPhone 3G, I can't tether the phone in Tiger to use as a modem and I can't run Steam natively (but Wine runs absolutely fine and I was playing Counter Strike and Day of Defeat years before Steam play came out).

Cost to upgrade to the latest OS (were I interested in doing so): a third of the price of a new iPhone 4.

(Don't get me started on Linux. I'm still waiting for the operating system to actually do what an OS should: which is work flawlessly without me having to spend a single second thinking about it).

/rant off