Sticky from the Start Stieg Hedlund Turpitude LLC

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Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Sticky from the Start Stieg Hedlund, Turpitude LLC Austin Game Developers’ Conference, 2008

Building a Sticky Game Mechanic 5 Keys to Stickiness: Set Ups and Pay Offs

Building a Sticky Game Mechanic 5 Keys to Stickiness: Set Ups and Pay Offs Consistency and Dependability Feedback and Rewards Reasons to Stay/ Return Personal Stakes

Sticky from the Player Perspective • A challenge to be conquered can be fun,

Sticky from the Player Perspective • A challenge to be conquered can be fun, but not necessarily sticky • Stickiness focuses on the journey, not the destination Sticky systems keep players engaged.

Diablo II – What Made it Sticky?

Diablo II – What Made it Sticky?

A Short History of RPGs 1985 -1990: Bard’s Tale, D&D 2 nd edition, Dungeon

A Short History of RPGs 1985 -1990: Bard’s Tale, D&D 2 nd edition, Dungeon Master the First Action RPG, Might & Magic, Final Fantasy, Phantasy Star, and others 1991: Neverwinter Nights, 1 st Graphical MUD 1996: Diablo released RP Gs s ta 1 st 1974: D&D – commercial tabletop RPG gn at e 1980: Akalabeth – 1 st successful CRPG 1975: Dungeon – 1 st Computer RPG 1970 1975 Tabletops 1980 Early Electronics 1985 1990 Middle Electronics 1995 2000 From 1991 to 1996… Is the RPG dead?

Diablo • Stripped down CRPG residue: – – No No die rolling for character

Diablo • Stripped down CRPG residue: – – No No die rolling for character creation upfront character customization EDO storyline (elves/dwarves/orcs!) dialogue trees or moral choices Real-Time Combat + Deep, Rich Gameplay = The New Action RPG

Diablo’s Shortcomings • Separate single- and multiplayer • Peer-to-peer • Classes didn’t differ enough

Diablo’s Shortcomings • Separate single- and multiplayer • Peer-to-peer • Classes didn’t differ enough and lacked clear progression paths

A Quick Aside on Vision vs. Feedback…. • A loud minority wanted the cruft

A Quick Aside on Vision vs. Feedback…. • A loud minority wanted the cruft back! • Diablo II explored new ground instead of regressing REMEMBER WHERE WE ARE IN THE TIMELINE: RP Gs s ta 1970 1975 1980 1985 1990 gn at e 1995 2000

Differentiating Diablo II Character Evolution Loot based Game “Y” Game “X” Game “Z”

Differentiating Diablo II Character Evolution Loot based Game “Y” Game “X” Game “Z”

Back to Stickiness Key #1 Set Ups and Pay Offs • Sticky games need

Back to Stickiness Key #1 Set Ups and Pay Offs • Sticky games need aspirational hooks for players • Foreshadowing in gameplay— What am I playing for?

The Importance of Class Progression • RPGs are about character progression – This concern

The Importance of Class Progression • RPGs are about character progression – This concern trumps all others • Classes need specific and differentiated gameplay – also customization, deepening the differentiations A new game mechanic was needed!

Inspiration Strikes

Inspiration Strikes

Diablo II's Big Innovation • Introducing the Skill Tree • Skill Trees are sticky:

Diablo II's Big Innovation • Introducing the Skill Tree • Skill Trees are sticky: – Predictable yet personalized advancement – Tangible improvements at every level – Scarcity of points gives consequences to choices No mysteries here: The entire skill tree is visible from the start

WHAT ABOUT THE OTHER STICKINESS KEYS?

WHAT ABOUT THE OTHER STICKINESS KEYS?

Stickiness Key #2 Consistency and Dependability • Let players play on their own terms

Stickiness Key #2 Consistency and Dependability • Let players play on their own terms • Predictability and anticipation of rewards keeps players playing

Power to the Player! • A single “Skill Point” is given at each level

Power to the Player! • A single “Skill Point” is given at each level up • Skill points and Trees allow players to customize builds • Reaching advanced skills requires planning and commitment, but also has significant payoffs along the way

Stickiness Key #3 Feedback and Rewards • Digital rewards with tangible effects – Analog

Stickiness Key #3 Feedback and Rewards • Digital rewards with tangible effects – Analog boosts can supplement • Overlapping reward systems

The Ding! Factor • Diablo II features digital rewards for leveling up: – –

The Ding! Factor • Diablo II features digital rewards for leveling up: – – You can use equipment you couldn’t before Your avatar’s health and mana increase You receive new attribute points You receive new skill points • Allocating those skill points gives a tangible increase in power

Digital vs. Analog Rewards Analog Reward System Digital Reward System Hybrid Reward System Time

Digital vs. Analog Rewards Analog Reward System Digital Reward System Hybrid Reward System Time Reward

The Ding! Factor • You immediately receive health and mana increases, and go to

The Ding! Factor • You immediately receive health and mana increases, and go to full: – You are likely to be in combat, so you get a mid-battle bonus – You don’t stop and walk back to town to train skills

Stickiness Key #4 Reasons to Stay/ Return • Next level • Better equipment •

Stickiness Key #4 Reasons to Stay/ Return • Next level • Better equipment • “Just one more turn!”, etc.

Leveling • Leveling gives players predictable and meaningful rewards—keeps them playing • Beginning players

Leveling • Leveling gives players predictable and meaningful rewards—keeps them playing • Beginning players quickly gain new skills, getting them invested • Long term goals make even grinding a meaningful experience

“Bad dream, honey? ”

“Bad dream, honey? ”

Stickiness Key #5 Personal Stakes • Your avatar • Your skills • Your points/

Stickiness Key #5 Personal Stakes • Your avatar • Your skills • Your points/ money/ items • Your ability to share with others….

Choices with Consequences • The scarcity of skill points results in choices with consequences:

Choices with Consequences • The scarcity of skill points results in choices with consequences: – Scarce points force the player to choose a focus – Subclasses and Sub-Subclasses and Hybrids are emergent: • Players were exploring and inventing – Proving them out – Fine-tuning and – Sharing with the community

OTHER CONSEQUENCES

OTHER CONSEQUENCES

Sub-Subclasses • The skill tree system was surprisingly successful especially in the number of

Sub-Subclasses • The skill tree system was surprisingly successful especially in the number of viable builds: – The Amazon Class* for example provides (at least): Bowazons: Mageazon Vamp Dexazon Speedazon Sniper Mutli-Strafer Multizon Burizon Rebel Javazons: Lightning Fury Staticzon Poison Viper Spearazons: Spearazon Jabazon Impalazon Fendazon Tankazon Hybrids: Lightning Fury Mother of Elements Elemental Maiden Themes: Demon Hunter Undead Hunter Goldfinder Angelzon Stormcaster * diabloii. net Diablo II Strategy Compendium, Amazon Subclasses, author: “Kristy”

BUILDING SKILL TREES

BUILDING SKILL TREES

Skill Tree Checklist • Create and Subclasses (and Sub-Subclasses) – Distinct builds: Do skills

Skill Tree Checklist • Create and Subclasses (and Sub-Subclasses) – Distinct builds: Do skills warrant their own branch? – Expectation: Do skills make sense to the class? – Viable builds: Will the skills be useful to players? – Aspirational: Could I see myself looking forward to this skill? – Non-Redundant: Will this skill become obsolete later? – Synergistic: Will this branch work with other branches in interesting ways? – Orthogonal skill factors

Skill Tree Pitfalls • Cookie-cutter builds • Emergence leads to unforeseen imbalances • Generally

Skill Tree Pitfalls • Cookie-cutter builds • Emergence leads to unforeseen imbalances • Generally uniformity of character identities cross games • Elder game systems like Raiding dictate specific builds

Avoiding the Pitfalls • Play the hell out of your game – Hire designers/

Avoiding the Pitfalls • Play the hell out of your game – Hire designers/ exploiters – Scaling problems • Simulations allow quick deployment of character builds and testing outside of the game • Look beyond games for inspiration – Games become self referential • Use the keys, throw away unnecessary forms

SKILL TREES IN OTHER GAMES

SKILL TREES IN OTHER GAMES

World of Warcraft • Separation of skills/ talents that define the class from specializations

World of Warcraft • Separation of skills/ talents that define the class from specializations • Web-based avatar build minigame

Hellgate: London • All on a single screen is difficult for a player to

Hellgate: London • All on a single screen is difficult for a player to understand • The classes are understood more by analogy to other games; Blademaster = Paladin?

The Stickiness Keys Again Set Ups and Pay Offs Consistency and Dependability Feedback and

The Stickiness Keys Again Set Ups and Pay Offs Consistency and Dependability Feedback and Rewards Reasons to Stay/ Return Personal Stakes

Key 1: Positive Application • World of Warcraft’s Draenei starting experience gives players a

Key 1: Positive Application • World of Warcraft’s Draenei starting experience gives players a taste of mounts and powerful enchantments within the first 10 levels – Expectations quickly set for high level play – Appetites whetted for progression to higher levels

Key 1: Negative Application • Star Wars Galaxies made becoming a Jedi so difficult

Key 1: Negative Application • Star Wars Galaxies made becoming a Jedi so difficult that many players lost interest before getting a taste of what brought them to the game to begin with – The game went against player expectations on becoming “Jedi”

Key 2: Positive Application • In Grand Theft Auto IV, players can drop any

Key 2: Positive Application • In Grand Theft Auto IV, players can drop any objectives and go on a criminal joyride at will, knowing that they can always come back to the mission later. – The GTA series quickly establishe that players are free to pretty much do whatever

Key 2: Negative Application • In Final Fantasy XI, abruptly becomes groupmandatory, alienating players

Key 2: Negative Application • In Final Fantasy XI, abruptly becomes groupmandatory, alienating players who might have enjoyed early levels solo. – The formula changes suddenly, which can drive players away

Key 3: Positive Application • Super Smash Brothers Brawl has numerous systems of rewards

Key 3: Positive Application • Super Smash Brothers Brawl has numerous systems of rewards and collectables. Great for the audience. – Don’t like stickers? How about trophies. – Don’t like trophies? How about music.

Key 3: Negative Application • Achievements on the new Mega Man 9 are… HARDCOREZ!

Key 3: Negative Application • Achievements on the new Mega Man 9 are… HARDCOREZ! Great for hardcore audience, but if they wanted to appeal to a more mainstream group… – Beat the game in less than 60 minutes – Clear the game without dying – Clear the game 5 times in one day

Key 4: Positive Application • Rare Pokémon that only come out during certain conditions,

Key 4: Positive Application • Rare Pokémon that only come out during certain conditions, such as specific days or hours. – Players on the quest to “catch ‘em all” will continually look for the rare must haves

Key 4: Negative Application • Total destruction of your village and loss of all

Key 4: Negative Application • Total destruction of your village and loss of all your resources in Travian which forces the player to start over. – A simple design flaw, plus the chance that you start near an advanced player = the potential for maximum frustration – Why return after that?

Key 5: Positive Application • Wii Fit Charts your actual weight gain/ loss—you can’t

Key 5: Positive Application • Wii Fit Charts your actual weight gain/ loss—you can’t get much more "personally invested” – Tracking your actual performance ties you to the game very well, as long as you don’t get frustrated

Key 5: Negative Application • You begin playing MGS 2: Sons of Liberty as

Key 5: Negative Application • You begin playing MGS 2: Sons of Liberty as Snake but play the majority of the game as a new character that didn’t have any player investment. – Players were committed to Snake after MGS 1 – The change-up was not what players expected or wanted !

Thank You Any Questions? Visit us online at: Turpitude. Design. com

Thank You Any Questions? Visit us online at: Turpitude. Design. com