We decided to hit up some of the Indie summit lectures and the Flash developement ones, and the non-summit sessions began on this day also so these notes contain some technical and business talks. Even though Dave Mark's presentation was technical and related to AI, it was also a very good design lecture--one of the best we've been at thus far.
Premium Flash Games by Daniel Cook
- traditional money in Flash comes from Advergames, working for hire for portals, or collecting ad revenue with Average Revenue Per User (ARPU) of $0.00035
- you could ask for money from the players instead: acquire customers; create value; charge money
- your game is valuable
- there are various payment systems available: Mochi coins, Kongregate; gamersafe
- Purchase Loop: Play Game -> Get Currency -> Buy Stuff -> Play Game
- areas to charge money:
- - Time poor: accelerators; selling currency; utility items
- - Money poor: advertising; dual currency
- - Status: aesthetic items; high visibility
- - More of the same: time gate; content gate; subscriptions
- how to generate value in game?
- most Flash games are low value
- make a hobby, not fast food
- use in-house metrics, not the portal ratings
- need at least 4/5 on the Fun Scale
- need to keep customers in order to retain revenue stream
- - build a brand
- - create a website
- you can actually release the same game multiple times, just change the first 10 mins or plot, or minor tweaks
- game is actually a service
- Facebook, portals, mobile devices are views on the game
- since it's a service you can't think "done!" and move on
Storytelling interview with Erik Wolpaw and Marc Laidlaw (Valve)
- game stories are very much integrated at Valve
- - e.g. the train mechanic was required by level design but was used again in the intro to Half-Life
- a lot of magic happens in level design; you can give all dialog to level designers but that is just to get them excited and imagine what is possible in the world (lore-wise)
- do anything to facilitate staying in the game
- - cutscenes are a no-no
- - no interrupts at all
- - what info is so important that you need to tell me right now?! (they made a joke about interrupting someone having sex to read them a short story)
- the broken panel hint/foreshadowing in Portal was seemingly accidental; it portrayed this "corrupt world" or fascade, but it was mainly to hint at the 2nd half of the game
- on the Bioshock audio tapes: if optional story elements are important enough, then why aren't they in the main part of the game?
- a lot of emotion comes form animators or coders
- storytelling is a team effort
Flash Multiplayer case study with Corey Bridges
- Flash is usually pre-loaded; this leads to large download times
- slow animations, and slower with more stuff on the screen
- Flash handles input slowly, esp. the mouse
- can be a memory hog
- usability challenges: controls, UI, authentication/login
- market challenge: do casual players even want synchronous multiplayer games?
MMO AI by Dave Mark
- goal: make PvE feel like PvP
- how do traditional NPCs make decisions?
- - "aggro" -> really the player is telling the AI when to attack
- - tank, healer, dps paradigm surfaces
- - removes enemy dynamicity and automony
- - to the players, fights become: "read the script... play your part"
- all the agents have the same model, same reaction
- we want a variety of reactions, similar to real life
- we don't need to know why, but differences do exist
- we don't want it to be completely random though
- use a simple formula which constructs weighted randoms to select a reaction
- for groups of NPCs: take a head count (allies vs enemies); judge the perceived strength of the opposition; HP; proximity to home/leader (morale); any other metric
- calculate individually the action of an NPC (fight, retreat, charge, flank, etc.)
- repeat periodically
- the result would be that the players seen one NPC run away; a few mins later they watch another one flee; then 2 more; and then the whole group breaks
- how to do target selection? (to break the tank, healer, dps paradigm)
- use a "Tactical Manager" entity which gives orders to NPCs
- TM might even have goals: "protect x" or "attack y"
- it can be reactive (reposition NPCs if some die), or proactive (charge the PCs)
- you can even have Strategy Manager to give orders to Tactical Managers
- influences maps: store relevant data in underlying grid; periodically update
- you can track PC locations and spawn ambush parties on roads or spawn rarer NPCs in low populated areas -> "strategic disposition"
- influence maps can be used by dynamic quest givers
- - game can keep track of mob locations and key locations or landmarks
- - "groups of orcs are east of X, north of Y" etc.
- you can have a much more "dynamic world" were certain NPC factions will more towards towns, away from towns, towards prey, or away from predators
Browser MMOGs with Nils-Holger Henning, Scott Kinzie and Samuel Loretan
- need to hook players in the first 30s
- need small Flash downloads, fast load times
- can't really go full screen
- more transactions come in through SMS (these games are primarily in Europe)
- more revenue comes in through credit card
- different games for different people
2 comments:
What, was Corey Bridges' talk just about how much Flash can suck? You have to be smart about your game. You can't easily do a WoW clone in Flash and then wonder why it loads slow. :P
It was actually a case study on the Battle games his company created as demos for its Flash framework. What mechanics are in place, how they got over those boundaries I listed, what ratings they got, etc..
At the Browser MMO panel, those reps said that you can't have a Flash download larger than around 7 MB. Vector art helps.
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