Sunday, 10 February 2008

2006_08_01_archive



Game-Hopping Characters!

I had a very interesting conversation with Craig last night. We talked

about many things, one of which he posted about. I want to discuss

something that I brought up during our conversation, related to his

idea, but probably a little more pragmatic.

I love how old games like Quest for Glory let you import your

character from sequel to sequel. It makes the whole series feel like

one long game, as opposed to you starting over every sequel.

Wouldn't it be neat if you could import characters between lots of

different games? Maybe there could be some kind of universal but

flexible specification for characters. Hell, I'll lay out a first pass

method right here.

Let's do something really easy. Say you're an indie developer. You

have released two games. One's a typical fantasy dungeon crawler,

called OrcKiller. The other is a game where tanks shoot at each other

in the future, called GeneriTank.

For the sake of argument, let's say that a character for OrcKiller

looks like this:

Name: Joe

Class: Fighter

Total HP: 100

Strength: 8

Agility: 4

Brains: 5

And let's say that a tank in GeneriTank looks like this:

Model: RX-510

Speed: 40 mph

Armor: 5mm

Weapons: Laser Cannon, Machine Gun

You can import characters and tanks back and forth between these two

games. Let's take Joe the Fighter and import him into the tank game.

You get:

Model: Joe-1209

Speed: 30 mph

Armor: 7mm

Weapons: Machine Gun, Portable Nuke

How did I come up with those figures? Well, agility maps to speed. In

OrcKiller, the maximum agility score is 10, and it's a linear number

of character points to advance in (you spend 1 CP to get 1 point of

agility). Well, in GeneriTank, the top speed of a tank is 100 mph. But

a 4/10 in agility maps to 30/100 mph because in GeneriTank, you spend

an exponentially increasing amount of money to upgrade tank points. I

would spend a lot of time to make a simple formula that says 1 CP =

$10,000, and all of a sudden I can convert hero agility to tank speed

really easily. Same thing with HP --> armor.

What about weapons? How did I derive those? Well, I didn't. I just

subtracted the cost of the parts that I created on import from the

total starting cash at the tank shop, and I let the player spend the

remaining money on weapons. Similarly, I completely ignored the

brains, strength, and class from the OrcKiller character.

The Benefits

The main advantage, in my mind, is that if I get bored of leveling my

fighter in OrcKiller, I can import him into GeneriTank. Then when I

get bored of blowing up tanks, I take my upgraded tank and import him

back into the original game. Now the fighter has upgraded a subset of

his stats, and I feel like I've made progress in the first game!

Furthermore, the sense of continuity you get between disparate games

would feel enormously good. You could become extremely attached to

what is essentially a single character that you've played in 10

different games.

The Drawbacks

Obviously there's huge balance issues here. I wouldn't recommend this

for games with online play, as the opportunity to exploit is ripe.

However, I think for single player games balance doesn't matter so

much, especially since in this case it's unbalanced in the player's

favor, rather than unfairly hard.

Furthermore, conversion between various game systems will not always

be simple. In fact, it'll probably always be a really tricky math

problem. It will almost never be as easy as 1 CP = $10,000. You'll

probably need a set of linear equations to handle all the

transformation--not hard math in and of itself, but setting the

coefficients intelligently could be a nightmare.

But Also...

The balance issue might not be so terrible. You could design many

different games that look at different stats. Your players would say

things like, "Oh, man. If you want to really increase your character's

jump height in Game A, you should import her into Game B as a hacker

character and put lots of points into network manipulation!"

While this might not be the most balanced system in the world, I


No comments: