Orthogonal Unit Differentiation Harvey Smith witchboyionstorm com Intro
Orthogonal Unit Differentiation Harvey Smith witchboy@ionstorm. com
Intro – Ion Storm (Austin) n n An EIDOS Studio Deus Ex (PC/PS 2) Deus Ex 2, Thief 3 Action-RPG Focus
Intro – Harvey Smith n Unit Differentiation Is Universally Relevant ¡ ¡ ¡ ¡ Deus Ex 1 & 2 (Action-RPG) Fireteam (Team Sports) Technosaur (RTS) Cybermage (Shooter) Ultima VIII CD (RPG) System Shock (Action-RPG) Super Wing Commander 3 DO (Flight Sim)
Overview – O. U. D. n n (O)rthogonal (U)nit (D)ifferentiation A Talk About Game ‘Pieces’ ¡ n Units, Enemies, Monsters, AI’s …And How Their Differences Facilitate/Create Gameplay
Overview – O. U. D. n Beginner To Intermediate ¡ ¡ Recognizable Examples Minutes To Learn, Years To Master
Overview – O. U. D. n Abstract In Application ¡ ¡ Relevant To All Genres, Crossgenre Employs Generally Applicable, Useful Design Terms
Primary Terms -- Differentiation n Orthogonal Unit Differentiation ¡ Game Design Principle n Granting Heterogeneous Qualities ¡ ¡ n Primary Functionality n Rogue Sneak Attack vs. Wizard Spellcasting Secondary Traits (Durability, Speed, Damage) n Rogue 6 HP’s Vs Wizard 4 HP’s In the Name of Strategic Interests ¡ Facilitates Meaningful Decisions
Primary Terms -- Unit n n Orthogonal Unit ¡ Game Piece Categorization n Enemy, Character Class, Vehicle, AI, Troop Example – Fire Elemental Differentiation
Primary Terms -- Orthogonal n Orthogonal ¡ ¡ Related To Functional Axes Math Term – “Right Angled” n Orthogonal Axes Have Nothing In Common ¡ n n No Amount Of X Will Move Y (And Vice Versa) Design Vernacular n n Example Properties – Armor vs. View Cone “By Degrees” “Hidden Math” Unit Differentiation
High Concept – O. U. D. n Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space n O. U. D. – A Useful Design Concept ¡ ¡ High Contrast Roles For Each Game Unit Facilitates Meaningful Decision Making Allows Designers/Players to More Fully Take Advantage of the Game’s Environment End Result – Interesting Units (Not Just Minor Variants)
Tangential Design Concepts n Intentionality ¡ ¡ Goal – Playing According To Plan, Not Randomly Player Should Understand The Game n n Feedback ¡ ¡ n Info About Game State Usually In Response To Player Actions Emergent Gameplay (2 nd Order Consequences) ¡ n Empowered to Make Meaningful Decisions Game Behaviors Arising From Rules Interactions Agency ¡ The Player’s ‘Obvious’ Impact On The Game
Orthogonal Axes n n X And Y Are Purely Orthogonal No Amount Of X Provides Any Movement Along Y (And Vice Versa)
Orthogonal Axes n Math Metaphor – Spanning the Possibility Space
Archers Vs. River Transport
Lesser Vs. Greater Archers n Roughly Homogenous ¡ n Slight Numerical Differences ¡ n Damage Values, Hp’s Mostly Overlap ¡ n Basic Function -Arrows Two Lesser Equals One Greater Not Orthogonally Differentiated
Archers Vs. River Transport n Mostly Heterogeneous ¡ Different Primary Functions n n Little Overlap ¡ n Arrows Vs. River Crossing, Troop Transport No Amount Of One Equal To Other Orthogonally Differentiated
Archers Vs. River Transport n Game Budget – Two Units ¡ n Archer/Archer ¡ n Which Provides the Greatest Range of Possibility? Very Narrow Archer/Transport ¡ Very Wide
Litmus Test – Orthogonal n n n Unit X and Unit Y – Different Primary Roles Tactical Deficiency of Unit X Can Be Compensated For By Unit Y Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X
Litmus Test – Orthogonal n Archers vs. Riverboats ¡ Archers Fire Arrows, Riverboats Transport n ¡ Archers Cannot Transport, Riverboats Can n ¡ (Unit X and Unit Y – Different Primary Roles) (Tactical Deficiency of Unit X Can Be Compensated For By Unit Y) Any Number of Archers Don’t Equate To Even One Riverboat (Vice Versa) n (Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X)
Litmus Test – Not Orthogonal n Lesser Archers vs. Greater Archers ¡ Both Archers (Primarily) Attack n ¡ Both Archers Share Deficiencies n ¡ (! Unit X and Unit Y – Different Primary Roles) (! Tactical Deficiency of Unit X Can Be Compensated For By Unit Y) Two Lesser Archers Are Equal To One Greater Archers n (! Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X)
High Concept – O. U. D. n Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space n O. U. D. – A Useful Design Concept ¡ ¡ High Contrast Roles For Each Game Unit Facilitates Meaningful Decision Making Allows Designers/Players to More Fully Take Advantage of the Game’s Environment End Result – Interesting Units (Not Just Minor Variants)
Example – Adventure n Orthogonally Differentiated ¡ ¡ n Black Bat Dragon(s) Only Differentiated By Degree ¡ ¡ ¡ Green Dragon Red Dragon Gold Dragon
Orthogonal Axes – Adventure n Bat vs. Dragon ¡ ¡ Mostly No Overlap Entirely Different Roles
Orthogonal Axes – Adventure n Dragon ¡ ¡ ¡ Attacks Player Vulnerable To Sword Guards Objects
Orthogonal Axes – Adventure n Black Bat ¡ ¡ ¡ Does Not Attack Player Invulnerable To Sword Steals and Redistributes Objects
“By Degrees” – Adventure n Dragons ¡ ¡ ¡ Mostly Overlapping Similar Roles Minor Differences
“By Degrees” – Adventure n Dragons ¡ Attack Player n n ¡ ¡ Sword Vulnerability Guard Objects n ¡ Movement Speed Chomp Speed Different Objects Minor Variations n Yorkle – Fears Gold Key, etc
Benefits Of O. U. D. n Spans the Design Space ¡ ¡ n Communicates Role Of Unit ¡ n n Differentiated Player Experience Developmental Efficiency Makes Differences Obvious Allows Tactically Meaningful Decisions Exploits Primary Dynamic Game Element (Units)
Benefits – Coverage n Greater Possibility Space – Spans the Design Space ¡ Provides Greater Range of Options n ¡ ¡ Emergent Gameplay Different Units Require Different Tactics Memorable Player Experience
Benefits – Efficiency n Functionally Different Units ¡ ¡ ¡ Fewer Units Equate to Interesting Gameplay Provide Combinatorial Range Change Value Based On Context n n Engage the Player Tactically Cosmetically Different Units ¡ Get Old Fast – You Need More Units
Benefits – Clarity n O. U. D. Communicates Role Of Unit ¡ Mapping Context To Function Is Useful n n ¡ Player Gets It -- Fireman Unit Puts Out Fires Player Baffled – Green Dragon vs. Red Provides Clues (Or Inspiration) n About Potential Tactics with Unit ¡ ¡ Tactics Specific to Area or Situation n Riverboat Useful At River Less Differentiated Units Are Harder to Parse n n Paladin vs. Holy Knight – Subtle Difference Paladin vs. Necromancer – Much Clearer
Benefits – Tactics n Tactically Meaningful Decisions ¡ ¡ Interesting Trade-offs Unit Synergy n In Combination Or In Opposition ¡ ¡ ¡ Archers Transported By Riverboat Archers Attacking Riverboat From Shore Empowers the Player n n Play with Intentionality Win or Lose, Player Experiences Agency ¡ ¡ ¡ Player 1 Uses River Strategically, Transporting Archers Player 2 Fails to Employ Riverboats Player 1 Wins – Both Players Understand
Benefits – Exploiting Units n Primary Dynamic Game Element ¡ ¡ ¡ Environments Are Mostly Static Units Move and Change Units Often “Create Gameplay” n ¡ Player’s Primary Tools (Pawns) Empowers Designers to Fully Employ Tools n n Game Supports River Transports Designers Can Use Rivers Strategically
Synthesis n n Orthogonally Differentiated Units Clearly Defined Roles Clear Feedback About Function Consistent Behavior Rules
Populous Units n Populous: The Beginning ¡ Warriors n n ¡ Melee Combat Immune to Conversion If Engaged Priests n n No Combat Can Convert Enemy Warriors
Emergent Gameplay n Initial Wave of Warriors – Enemy Warriors Stop Near Priests ¡ ¡ n Successive Waves of Warriors – Engage Newly Converted Warriors ¡ n Fighting Warriors Can’t Be Converted Player Rings Base with Priests ¡ ¡ n Listen to Conversion Chant Now Converted – Standing Guard Near Priests First Wave of Warriors Converts Successive Waves Are Not Converted Second Order Consequence – Player Must Actively Defend
Differentiation By Degrees n Or, When To Deviate From O. U. D. ¡ When It Makes Sense n Context/Player Expectations ¡ ¡ ¡ To Avoid Over-complication n Sniper, Medic, Engineer, Multipurpose Commando Licensed Characters One Healer Cures Poison, Disease, Damage and Sells Magic Potions Not Meaningful Differentiation Video Games Usually Feature Hybrids ¡ Almost No One Does Purely O. U. D.
Meaningful Differentiation n n (Healer Example) O. U. D. Not A Formula For Fun You Must Differentiate Meaningfully Units Are Infinitely Divisible ¡ ¡ Differentiation Should Swing the Tactical Situation Significantly Should Allow For Tactical Outcome/Change n Victory n Defeat
Hybrid Example – DX Bots
Hybrid Example – DX Bots n Medbot ¡ Common Functions n n ¡ Orthogonally Differentiated Primary Role n ¡ Responds To Alarm Can Be Destroyed Can Be Piloted Bot Vulnerabilities Heals Differentiated Minor Functionality n Hover Movement
Hybrid Example – DX Bots n Repairbot ¡ Common Functions n n ¡ Orthogonally Differentiated Primary Role n ¡ Responds To Alarm Can Be Destroyed Can Be Piloted Bot Vulnerabilities Recharges/Repairs Differentiated Minor Functionality n Treaded Movement
Interesting Related Ideas n O. U. D. Applied To Emotional Behavior ¡ n Iconic Personas Respond Differently Systems That Allow/Encourage Players to Design Orthogonal Units ¡ ¡ Instead of Min/Maxing RPG’s, Strategy Games, Starship Games
Summation – High Concept n Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space n O. U. D. – A Useful Design Concept ¡ ¡ High Contrast Roles For Each Game Unit Facilitates Meaningful Decision Making Allows Designers/Players to More Fully Take Advantage of the Game’s Environment End Result – Interesting Units (Not Just Minor Variants)
Summation – Last Thoughts n O. U. D. – Representing Units By Game Mechanics ¡ n n Not Just By Fiction Or Art Unit Differentiation Allows Designer and Player to More Fully Explore Your Game’s Design Space Orthogonal Differentiation Can Be Applied to Many Game Design Elements ¡ Weapons, Powerups, Traps, etc
Additional Design Terms n If You Downloaded This… ¡ Look Into The “Notes” Section of the Tangential Design Concepts Slide
Goodbye And Good Luck n Special Thanks ¡ Doug Church, Rob Fermier, Tim Stellmach, Art Min ¡ Ion Storm Austin
Orthogonal Unit Differentiation Harvey Smith witchboy@ionstorm. com n n
WWW – Slide Location n http: //www. planetdeusex. com/witchboy/ Harvey Smith witchboy@ionstorm. com n n
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