A Design Quandary

So, I've been brainstorming for Champions of Vargacet off and on for a couple months now and have a lot of good stuff planned out. But there's still one thing that bothers me.

For the uninitiated, Champions is a turn-based strategy battle game. You assemble a party of 4 characters using various combinations of classes, skills, and equipment, then issue challenges and go to town on each other. Given the fantasy theme you might expect that you get "XPs" for winning fights and get more and more powerful, except you don't, because really putting that sort of thing into a competitive strategy game is all sorts of retarded. What's the point of introducing strategic choices if battles are going to be largely decided by who's been playing longer and has more powerful, higher-level characters?

Still, the game was never wholly without a small element of stat-building. See, there's one thing that bothers me about simply giving players unfettered freedom to choose from anything, anytime, and change it all on a whim. Some strategies/combos tend to "beat" other strategies, natch. If you can rearrange your party whenever you like, it becomes tempting to custom-tailor your party to meet each encounter; you know (or at least can guess) what a familiar opponent is going to throw at you, so you can select all the appropriate countermeasures. They know what countermeasures they're likely to face, so they select counter-countermeasures, and so on. Eventually everything devolves into a big Rock-Paper-Scissors game: guess what your opponent is going to bring out, and bring out the appropriate specialized beat squad.

This may be all well and good for some people, but it's not really what I consider ideal. The whole idea behind the party building system is to be an exercise in inventory management (where the "inventory" extends to class and skill choices)--you have a limited number of skills and items your party can carry, and you have to try to pack enough into those limited slots to take on a wide variety of possible challenges. It's like The Oregon Trail, except you don't randomly die of dysentery (which is to say, it's not anything like The Oregon Trail).

My original solution to this problem was a gold-based shop system; you got so much gold for winning a fight (and about half as much for playing a fight through and losing), and you had to pay for each piece of equipment you bought. If you wanted to change from, say, an all-wizard party to an all-knight party (woo!) you would have to shell out for four full sets of wizard gear. This put a practical limit on your ability to make changes on the fly, since radical changes in your party roster would cost 5-6 fights' worth of winnings to reequip; it was more optimal to settle on a fairly steady configuration with all the "best" equipment and possibly make minor tweaks from battle to battle than to try to rearrange your entire party to match each opponent, since drastic changes would blow through your savings and leave you stuck with underequipped characters.

The system worked after a fashion, but unfortunately it proved to be annoyingly restrictive if you were just experimenting with different setups--a huge problem for new teams, which was a big part of why I didn't want to just have a leveling-up system in the first place. Also, although I had hoped it would be a sop to the inevitable "Why can't I just level up my guys so I can win more often without having to figure out how to play better?" crowd (I may be editorializing slightly here), I think mostly it just whet their appetites. (Looking back, it is somewhat embarassing how frequently I've made this exact mistake.)

So... the quandary. I want to implement some sort of system that would encourage players to try to stick with a broad-based team concept and refine it bit by bit rather than building teams for one specific battle at a time. At the same time I don't want to penalize new players or limit experimentation.

Any ideas on how this might be accomplished?

Posted by Leftley on Friday, March 23, 2007 10:03PM - 20 comments / Members say: yea +1, nay -0
(Edited on Friday, March 23, 2007 10:17PM)

Two-Button Challenge Results (not at all late!)

Disclaimer: Due to the relatively small number of entries some leniency in the rules has been extended, simply because disqualifying every entry that fell short of the rules on a technicality would mean there wouldn't be enough participants to actually have a contest.

Runner-Up: Angry Animals by SSJ Crono and Darkdemonrad

Our runner-up entry is a simple arcade-style minigame. In a plotline straight from a Fox special, bald-headed joggers are beset by an endless stream of flying fish and vicious hammerhead donkeys and must attempt to duck and jump their way through the hordes.

It's not a bad little game, but it's somewhat lacking in polish. Timing and hit detection seem a little bit "off", which can throw you when you're starting out, but once you get the game's rhythm you can pretty much play it all day. The animals do eventually speed up but not soon enough to really make the game interesting.
Presentation: 3/5 Creativity: 2/5 Depth: 1/5 Overall Fun: 2/5


Third Place (BYOND Membership): Fallout by ATP Development

Third place goes to ATP Development, which came up with not one but THREE different entries. The best of the bunch is Fallout, a simple "dodge the obstacles" game at breakneck speed. A handful of powerups help spice the game up a bit, and let's face it: watching those poor suckers plummeting head-first at terminal velocity is just plain fun.
Presentation: 3/5 Creativity: 3/5 Depth: 2/5 Overall Fun: 3/5

What about those other ATP entries? Well, next we have Killcarts, a novel little shooter game. Players' carts ride around on rails with a cannon mounted on one side; the carts can fire off to the side or change their speed to dodge enemies' shots. It seems like a great idea and I was pretty excited when I started up, but unfortunately the game is disappointing in its implementation.

To start with, the joining mechanism is a bit clunky; rather than having a declared "ready" mechanism or a start button, once you join you're stuck waiting for a 30-second timer to run down before the game starts. The gameplay is uninspiring as well; chances are that upon starting your carts will simply collide head-first and stick together unmoving. Due to questionable hit detection you can still ocassionally get a bullet to hit the cart you're tangled with (in spite of the fact that your cannon supposedly shoots sideways), until one of you eventually destroys the other and the game is over. Whoopee.
Presentation: 3/5 Creativity: 4/5 Depth: 1/5 Overall Fun: 1/5

Lastly, we have Nok Hockey. This one plays a bit better than Killcarts but still doesn't quite live up to its full potential.

The game plays as more of a competitive miniature golf game than the table hockey game it's implied to be, which is fine by me since I like miniature golf type games. Players take turns "putting" the puck around the table, trying to get it into the opponent's goal. Shots are made with a "stop the meter" system, which is well suited to the contest's input restraints but unfortunately not very well suited to BYOND's framerate constraints. The game's physics leave a lot to be desired as well; the puck's movement is rather jerky and hit detection is very mediocre.
Presentation: 3/5 Creativity: 3/5 Depth: 2/5 Overall Fun: 2/5


Note that although the official third place prize is only a BYOND Membership, I am hereby awarding ATP an extra $5 prize since they managed to produce three entries which met the contest rules in every particular, whereas everyone elses' entries required a bit of rule-bending to squeak in.

Second Place (BYOND Membership + $5): Vault by DarkCampainger

Another obstacle-course game not unlike Fallout, but more involved. The little veggie-headed guys running around with their capes billowing out reminded me vaguely of Mighty Bomb Jack, although the resemblance is largely superficial (Vault is much faster-paced and not nearly as nonsensical).

The music here is a great touch and the graphics have a nice style to them. Controls are a bit touchy, but high responsiveness is better than low here. The pacing isn't quite as fast as Fallout but the obstacles are considerably more complex.

Overall Vault is a fast, fun game, although it still has some room for improvement. Visually the playing courses work pretty well but it can be unclear at times which direction you're running when, and where switches in direction occur. Some more variety in obstacles would have been interesting too.
Presentation: 4/5 Creativity: 2/5 Depth: 3/5 Overall Fun: 3/5


First Place (BYOND Membership + $10): The Fungus Among Us by Gughunter

From the maker of SpaceTug comes The Fungus Among Us, yet another horror movie turned multiplayer suspense game. Honestly I don't know what Gughunter is doing slumming with those DDT bums; the man has a God-given gift for doing quirky horror movie homages. Squandering such talent on anything else is frankly criminal.

But I digress. When I loaded TFAU I was horrified to realize that the startup functions did not technically go through the A and B inputs and thus would not actually qualify. Then I realized that I would have to basically throw out most of Rule the Second anyhow in order to get enough qualifying entries, so I decided I could cut TFAU some slack too.

Once that hurdle has been cleared, the game does just fine. The controls do take a bit of getting used to but are a pretty clever way of meeting the contest constraints. The squishy little thumbnail at left really can't do the game justice; not only does it actually look a lot better (click for the full-sized view to see for yourself), but ultimately the feeling of suspense which makes the game so fun doesn't have a lot to do with the view.
Presentation: 4/5 Creativity: 5/5 Depth: 4/5 Overall Fun: 4/5


And that's a wrap! Those who won prizes, please drop me a line at t_leftley@hotmail.com for what key you want the gift membership to go to and what address I should PayPal the cash prizes to.

Posted by Leftley on Friday, March 23, 2007 07:56PM - 10 comments / Members say: yea +0, nay -0

 

 

 

Project Status

Astrobiz: Current project, working (slowly) on interface issues

Bombard: Rewrite on indefinite hiatus.

Champions of Vargacet: Remake on the shelf, likely next project.

Laser Wars: Rewrite on indefinite hiatus.

Lode Wars: bleh

Nyctophobia: Remake mostly done, still needs sound

Treasure Quest: Due for some tweaking. Expansion project on indefinite hiatus.