The world was doomed, onslaught by demons coming from the deepest levels of Hell. The Heavens fell, and all seemed lost. But heroes, renegades and wanderers came out of their recluse, and finally restored peace on the world.
However, this was not the end. Lured by greed, and the promise of ever stronger powers, some of them continued to roam the world, slowly turning their glorious quest into a scavenger hunt, falling into madness.
All things come to an end. The most valiant join the Heavens, while the vile go to Hell. But for the Fallen, who succumbed to their greed, a last chance is offered. Will they be able to vanquish their thirst of power, or will they fall even more?
One of the things that contributed to The Five Orbs' failure was the lack of a theme. The game was purely a mechanic, and while interesting, it lacked background to guide the characters' appearance, their skills, or even the justification of why they wanted to fight at all.
I am very much on the mechanics side. I'm deeply convinced that this is what ultimately makes a good game. But while I don't think it is mandatory for a good game to have a strong theme, it clearly helps federate the design decisions. Apart from purely abstract games, all successful titles have a recognizable theme. Angry Birds would be different if it weren't about birds wanted to get revenge on green pigs.
So I went to look for a theme that would fit my hack'n'slash.
Something that always nagged me in games like Diablo was how long you spent simply farming for stuff. Doing the same routes (sometime even the same enemy - I'm looking at you, Diablo 2's Mephisto) again and again in the hope to find a better piece of equipment, that will in turn makes your farming easier. It's an endless cycle, just for the sake of getting the better gear.
At some point, there is a distinction between what you want to do, and what you like to do. This has been exacerbated in Zynga's games, which forced you to come every so often check on your account, lest you lost your crops or your small fish. In hack'n'slash, the push is slightly different (there are no mechanics integrated specifically to make you need to come back regularly), but the drive for having a better gear is sometimes enough to spend hundreds of hours seemingly doing nothing.
And here I had my theme. Dead heroes from the Diablo series that have been overcome by greed are given a chance to repent. Will you stop the game once you cleared the story ("saving" the soul of your character), or will you fall back into this pursuit for equipment?
This "Dungeon of Greed" is a test - will you pass?
Of course, this has to translate into some meaningful mechanics to be relevant. I used happiness points as an example in an earlier article. They could be used to describe how "addicted" your character is. The more you play to find loot, the less happy your character. And of course, some items and skills will be reserved for "happy" warriors.
But if you play less, you don't grow as powerful (both in terms of gold and loot), which is why many players will probably choose to forsake the redemption of their soul to go item hunting;
I am still at the beginning of the design, and trying to put together a very basic version of the game to iterate on. All these things related to the "greed" will come into play into quite some time, and will probably still evolve a lot.
Until then, I'll keep you posted!
Tuesday, March 12, 2013
Tuesday, March 5, 2013
Achievements in Ruzzle
Ruzzle is a mobile game that has had a ridiculous success since the beginning of the year. If you haven't played it, give it a try, it's really fun.
Alongside the "core" of the game (finding as many words as possible in two minutes, using the special letters to score more points), there is an Achievements system that grants you badges for performing various "feats".
Following an earlier post on the topic, and my more recent gripes with the system, I wanted to have a look at what these achievements actually accomplish in the game.
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- The ones that improve the game
- The ones that harm the game
- The ones that you will fatally stumble upon
- The fun ones
Improving the game
However, there is only one achievement in the whole list that fits into this category: the Globetrotter.
To get this achievement, you need to win a game in three different languages. It pushes you to play the game in a way you wouldn't have thought of (a language you may not be comfortable in) AND which opens a whole new horizon: getting more fluent in other languages, change your reflexes, and simply discover a new language.
Harming the game
These are:
- The Fantastic Four, which rewards you for using only four-letter words in a game. While the concept could be fun, it actually forces you to play with a handicap, that is in no way beneficial to the global game experience. An alternative would have been to offer a variant to the game, where both players can only validate four-letter words.
- The Noob, which rewards you for seeing the tutorial a second time. Seriously, who actually wants to do this?
- On Fire, which you can get by winning 25 consecutive times. This is for me the worst of all, since it incites you play against weaker opponents until you have your winning streak. Fun is derived from challenge, so purposefully playing to win against weaker opponents actually makes the game less fun than it would otherwise be.
The obvious
These are the achievements you are bound to get if you play the game long enough, or if you're skilled enough, and are mostly without interest (except giving you something for continuing to play the game, which is not a good thing because it lowers intrinsic motivation). They are:
- Speedster (find words quickly)
- Da bomb (score a lot of points)
- Bookworm (find long words)
- Sky's the limit (find many words)
- Top notch (find a word that is worth a lot)
- Juggernaut (harass a weaker opponent, or simply keep playing with friends of your level - you'll beat one of them enough times at some point)
- Hooked (play many games)
- Checkmate (win many games)
- The Dictionary (find many different words)
- Sweet sixteen (use all tiles of the grid)
- The challenge and Friendly (challenge your friends)
Some of them are a bit more tricky, because they seem fun in a way, but takes something you should be proud of, or amazed at doing, and turns it into an achievement, which, again, is bad.
- Tie. When playing around an evenly-matched player, there is around one chance in 1000 or 2000 to get a tie. So when it's happens, it's actually amazing! But getting an achievement for this simply turns something exceptional into yet another checkbox to tick.
- Close call is awarded when you win by a short margin, turning the "pheew, that was close" into an "achievement unlocked" thing.
The fun ones
And finally, some are simply fun. They make you smile, or show little hidden things you had not noticed in the game. I like these ones a lot :)
- Going the distance. It turns a "play a lot" achievement into "I swiped words for 5 kilometers already"! How amazing is this?
- Not now. How pissed are you when someone calls you during one of your best games? This achievements actually turns a frustrating thing into a reward. Nice!
So, if you ever design achievements into your game, please concentrate on the fun ones, and the ones that broaden the horizons of your players.
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