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Confessions of an Impatient Cheater
I have a confession. I never beat The Legend of Zelda: A Link to the Past without infinite magic. I used infinite lives to finish Hyperzone, Thunder Spirits, or any of the other SNES scrolling shooters that I loved. My first full play-through of Final Fantasy 6 was made a little easier by starting the game with four of the most powerful weapons and accessories. Game Genie made it all possible. Did I miss out on some of the fun by cheating my way through challenges?
Read More...Introducing Moki Combat 2.0
[Originally posted July 9, 2009 at http://gambit.mit.edu ]
Moki and Rooki are back! Moki Combat 2.0 features a brand new design built around a unique physics engine. It's been a fascinating experience to take the original demo and gradually transform it to the current state. Moki Combat 1.0 was based around arena combat, but as we implemented the new physics we transitioned towards slower almost puzzle-like jousting, switched from arenas to linear levels, and eventually de-emphasized the combat itself. Hopefully I can shed some light on our process and the challenges we encountered along the way.
More Than Just Ragdoll
The core feature of Moki Combat 2.0 is the physics engine developed by Computer Science graduate student Yeuhi Abe. You may be familiar with "Ragdoll Physics" which is frequently used to simulate falling or unconscious bodies. Instead of being stiffly posed, the limbs of the body move freely. Yeuhi's engine experiments with active control of the character through physical means. This allows a body to support itself and move naturally when force is applied. In other words, rather than having an animation ready for when Moki gets hit by a spear, Moki will procedurally bend and try to right himself in the saddle.
Though it often results in impressively lifelike motions, this model is challenging for several reasons. First, control over the character has to be seriously rethought. Physically simulated characters are restricted to physically plausible motion. As a result, the character will not always respond immediately to user inputs. It's not just a matter of triggering the "Swing Spear Animation." You might notice some of the actions in the game feel a bit sluggish as result. We saw this physical lag as part of the challenge for the player, but some players will likely find it to be frustrating that the character doesn't respond as they might expect.
In order to implement the new physics engine, the physics from the summer had to be pulled completely. Despite parts of the framework remaining, the programmers chose to scrap everything related to physics and basically start from the ground up. For the first few weeks of work on Moki Combat 2.0, there was little more than boxes and balls bouncing around. Yet the framework that resulted was much better than the original. Not being afraid to start over and develop a stronger foundation brought our more complex goals within reach.
The Design Evolution
It was around this time that I joined the team as a designer to better incorporate the new physics into the gameplay. The early prototypes combined the arena combat of Moki 1.0 with object manipulation puzzles. While play-testers enjoyed the look of the game, the actions were too imprecise for most of the object manipulation puzzles. The most consistently praised element was running through a block wall and watching the cubes fall down on top of Moki, pushing him around. I proposed a new jousting mechanic that would show off the natural movement of characters in the engine while adding more precise interactions.
The zooming, slow-motion joust took many iterations to get right and persisted through all the designs that followed. Yet the challenges surrounding the joust changed a great deal. Given our lack of satisfaction with how the arena combat meshed with the physics, the next idea was to make the game a series of one on one jousting matches. The player would maneuver Moki into position and charge at the enemy. My original designs for the jousting developed into an almost puzzle-like challenge with the player having to observe how the enemy reacted to each blow in order to determine their weak spots. But as we began trying to implement this mechanic, certain challenges arose.
Size Matters Not. Usually.
During the Fall semester, our development team consisted of two programmers (Mark Sullivan III and Igor Kopylov), myself on design, Yeuhi as the product owner, and of course QA testers Jose Soto and Ruben Perez. When implementing new features, we quickly ran into the limitations of having such a small team. In particular, not having an artist meant that we had to make do with existing assets, only tweaking the models' poses slightly. The puzzle-like jousting idea became an impossibility just given the shape and size of Moki and Chawi (the NPC enemy). As we came up with new ideas, we had to find ways to reuse assets in new ways. To create a circular track, a single hut was placed in the center of the arena level and enlarged to fill most of the space.
We lost a coder after Winter Break, but picked up a level designer and 3D artist in Randy O'Connor. Finally we could add new models and levels! His addition to the team came just in time for another major design overhaul. To better emphasize the excitement of jousting and to keep the player always moving, we decided to trade arena combat for gauntlet runs. Dashing through a narrow mountain pass, trying to hit as many targets as possible was an instantly exciting new mode. As soon as we had a minimal demo of this idea, we had our own tournament to see who could score the most points in 2 minutes. We knew we were on to something.
Yet the limitations of our team size still created a hurdle. Not having the resources to develop our own level editor, Randy and Igor hijacked Maya. Rather than hardcoding all the collision geometry and objects, they created some tools to utilize specially named 3D objects in Maya that would export into the relevant information. A smooth pipeline was created for level design allowing complex levels to become feasible. A difficulty that arose was having to use primitive objects such as cubes, cylinders, and spheres to create free form terrain. Panda3D has limits on stacking material effects so we had to make certain decisions about having shadows, normal maps, or other effects. Despite the limitations, Randy made some great looking levels. A general theme of the development process was finding ways to overcome (or at least work around) our limitations.
As a demonstration of Yeuhi's physics engine, and as a quick, fun, lighthearted experience, we feel that Moki Combat 2.0 certainly succeeded. Throughout the last semester we tossed around various ideas for further small games utilizing these physics controls. Some early prototypes are already underway. Don't expect Moki Combat 2.0 to be the last you've seen of this engine.
Enjoy the game!
Have Adventure Games Forgotten the A in MDA?
[Originally posted May 4, 2009 at http://gambit.mit.edu ]
I like adventure games. I'm referring specifically to the traditional point-and-click graphical adventures. The first one I played was Torin's Passage way back in elementary school. It was the funniest game I had ever played and had the most sophisticated plot (but keep in mind that the next closest was probably Teenage Mutant Ninja Turtles: Turtles in Time). Torin's Passage was developed by Sierra and written by Al Lowe of Leisure Suit Larry fame. As a simpler and more accessible variant of the typical adventure games, it was perfect for a kid new to adventure games. There were no verbs to select, generally straightforward puzzles, and even an in-game hint system. What really drew me in were the elaborately animated characters, full voice-overs, and hilarious dialogue. The world of Torin's Passage was a twisted fairy tale that was light-hearted with an underlying dark edge. I fondly remember the mountain-top guru with a yiddish accent, the slapstick shapeshifting of Torin's pet Boogle, and the emotional revelations during the final encounter. The intriguing characters and plot-twists made me begin to realize that actual stories could be told through games.
But what do I remember of the puzzles and various interactions? There was the hill where I had to hunt way too long for just the right blade of grass to click. There was a frustrating sound puzzle whose solution seemed arbitrary. There was a puzzle where I had to give a bag of rosin to a man with a violin without any prompting, and I didn't know what rosin was. To remind myself of any other puzzles, I had to look at an online walkthrough. In typical adventure game fashion, most situations boil down to clicking on the right objects and using the right inventory items. And in typical adventure game fashion, the actual playing of the game is a whole lot less memorable then the non-interactive writing and art. I never think "Oh man, it was so cool when I clicked on the shovel and then on the wall and a secret passage opened! I'm so good at this!"
Don't get me wrong, there are plenty of memorable in puzzles in other games. The Secret of Monkey Island's insult battle springs to mind. Then again, that was a break from the standard mechanics. Hearing people talk about the lack of new adventure games, they frequently say they miss the complex stories, the humor, the interesting situations. Who misses the actual interactions? Are the point-and-click mechanics merely the most convenient method to tell the story? I'm sure many readers would take issue with my assumptions (or even better, are yelling indignantly at their monitors), but bear with me: We're getting to the good stuff.
The MDA framework for analyzing games has been gaining recognition and is featured in the annual GDC Game Design Workshop. MDA gives us a lens to see the relationship between players and game mechanics. Mechanics are rules and low-level processes that govern the game. Dynamics are the behaviors that emerge due to the mechanics. Aesthetics are the emotional responses the player experiences as a result of the dynamics. It's important to note that "aesthetics" in the context of MDA are solely based on mechanics and interactions, as opposed to art, music, writing, etc. Here we find one of the shortcomings of MDA. It must be understood that MDA only accounts for one facet of "fun." That being said, the fun that arises from mechanics and dynamics is certainly vital. This interactivity distinguishes games from all other media.
Let us consider how the MDA framework may shed some light on adventure games. Typical point-and-click adventure games have one of two sets of primary mechanics: either the player must select a verb before clicking on an object, or the game assumes a verb depending on context. The challenge is similar in both cases, involving discovering what to click and in what order. The resulting dynamics involve logical reasoning, recalling an earlier clue, or frequently trial and error. Think about the aesthetics that follow. The player is proud of themselves for coming up with the right solution. There is a sense of discovery as they find new objects or learn new information. While we can come up with more types of "fun" for this, notice how the non-mechanical elements of the game still are central to these aesthetics. Discovery is much more exciting when the object is visually interesting or important to the narrative. Puzzles (using the primary point-and-click mechanic) rely on the narrative and context. Abstracting an adventure game by removing art and story could still be an interesting puzzle, but much less appealing. In fact, would you be able to tell the difference between adventure games?
Adventure games seem to have been astonishingly stagnant in terms of mechanics. The interface for selecting verbs has changed, but adventure games released in the last few years function the same as they did 15 years ago. From a purely mechanical standpoint there is more difference between Super Mario Brothers 3 (1988) and Super Mario World (1990), or Legend of Zelda: Ocarina of Time (1998) and Majora's Mask (2000), than there is between The Secret of Monkey Island (1990) and the Sam & Max Save the World (2006). Adventure games are almost less of a genre than a single game with different stories and puzzles. But it's the emphasis on story and puzzles that frequently set point-and-click adventures apart.
There has been plenty of evolution in adventure game mechanics, it just has occurred in other genres. Survival horror games frequently have puzzles requiring item acquisition and usage, but that mechanic is usually paired with real-time combat. Action-adventure games like the Zelda series have adapted similar elements. Role-playing games feature fully animated sequences with spoken dialogue. Each of these genres use elements of adventure games in conjunction with other sets of mechanics that form the primary interactions. I'm currently playing through The Longest Journey, and while I'm very invested in the story and am amazed by the visuals, the game mechanics just feel old. Point-and-click adventure games haven't faded away by accident, though the proud few continue to be some of the most humorous games available. They still have a place in the game industry, but it's like listening to vinyl records. Records have their own charm and many people would argue that their sound has more personality than CDs. Once in awhile I get a kick out of listening to my parents' old Beatles album, but I have 6500 songs on my computer that I can play instantaneously. There is still a market for albums to be released on vinyl, but it is a niche market that shows little signs of changing.