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At Probably Entertainment, we don't only make games. 

We write random bullshit and create awesome bullshit.  We'll post it all here for your enjoyment, so let us know what you like--we'll make more of it if you tell us to! 

 

Monday
Sep162013

Mary Dolly Kyrie the Punished, excerpt

Perhaps some of you diligent readers will recall that I wrote a play a while back, called Mary Dolly Kyrie the Punished.  I posted a cover letter that I sent with the play to try to get it produced.  

Well, it's getting performed next weekend!  Not because of the cover letter--those people didn't want it.  But UW-Parkside sure does, possibly because they commissioned it.  I'm all sorts of excited to see it, so come out to Studio A of the Rita Tallent Picken Regional Center for Arts and Humanities at UWP on Friday & Saturday at 7:30, or Sunday at 2:00.  You may just see me there!  

(don't bet on Friday night.  Smart money's on Saturday.  We'll see about Sunday)

Also, here's an excerpt to whet your appetite:  

 

BETH:  I don’t want anyone getting the wrong idea. Because I’m a rebel, not a lesson-learner. The only lesson I wanna learn ya is that being free and in a car is the best thing ever, and bein’ rule-abidin’ and stuck up is for squares.

 

MARY DOLLY KYRIE:  (Pause.)  You’ve made your point.

 

BETH:  Well. Good. That’s why I yelled it.

 

MARY DOLLY KYRIE:  It worked.

 

BETH:  I’m glad. (Looks out past Mary Dolly Kyrie. Shudders and looks away.) That grass is greener shit is shit if I have any say in it and I do. Can’t look at What’s Out There and not think that maybe we have the greenest grass they ever was. I mean, look at What’s Out There. I know they say’s you see What’s Out There different than the rest of us, and maybe that makes our grass a little less green or something. But I don’t see nothing that doesn’t make me want to get in a car and just start driving.

 

MARY DOLLY KYRIE:  You’ve made your point, Beth.

 

BETH:  I can talk about something else if that’s what you think is best.

 

MARY DOLLY KYRIE:  I do.

 

BETH:  I just—been out here with you how many nights now. Run out of things to talk about. So I just. I just. One more reason to have Ricky come on out here with you. I’ve spent enough time with you holdin’ the fence.

 

MARY DOLLY KYRIE:  Agreed.

 

BETH:  Soooooooooooo… oh, I been wonderin’ about whether or not this is true. Who is it named you, Mary Dolly Kyrie?

 

MARY DOLLY KYRIE:  What’s Out There did.

 

BETH:  (Hesitantly.)  And what about your title?

 

MARY DOLLY KYRIE:  What’s Out There likes hearing you say the title.

 

BETH:  Shit it do? Don’t fuck with me about a thing like that.

 

MARY DOLLY KYRIE:  Never gets tired of it.

 

BETH:  Shit. Well, um… should I rephrase the whole question, then?

 

MARY DOLLY KYRIE:  Yes.

 

BETH:  All right. Mary Dolly Kyrie, where did… wait, I can’t start the question with your name and then say it again at the end, can I?

 

MARY DOLLY KYRIE:  You shouldn’t.

 

BETH:  That’s what I thought. All right then. So, who is it named you Mary Dolly Kyrie the Punished?

 

MARY DOLLY KYRIE:  What’s Out There did.

 

BETH:  Well, shiiiiiit. I s’pose no one in their right mind would name a girl Mary Dolly Kyrie the Punished, least not anyone in their right mind that I know. (BETH looks out past MARY DOLLY KYRIE.) Still. That’s a little damn creepy from my way of thinking. (Yells.) Not to offend, or anything! (Whispers.) What’s Out There right now, Mary Dolly? Mary Dolly?

 

Wednesday
Sep112013

I drew a thing!

I haven't had much to say for a while, but I drew something!

http://paxelk.squarespace.com/storage/girafe.png

I'm not posting it here, because it requires an entire page of its own. I'll probably be doing more of these.

-Jacob

Monday
Sep022013

Choosy gamers choose... everything?  Nothing?

Let’s talk about customization in games. 

I don’t only mean visual customization—choosing your avatar’s clothes, gender, weight—and I don’t only mean choosing which skills you use in gameplay.  I’m talking about side quests, I’m talking about dialogue choices and multiple endings, skill trees and paint schemes, I’m talking asymmetry that stretches all the way to one-of-a-kind experiences. 

It seems like we’re going there, doesn’t it?  Skyrim delivers an entire lifetime of goals, victories, and dragons.  Players spend more time choosing their avatar than it takes to complete other games.  A wee bit hyperbolic, but my point stands—when you can choose where your nose goes, we’ve started delivering a staggering amount of customization to our gameplay. 

How did we get here?  More importantly, is all of this customization the same?  My gut tells me it is, but my brain tells me it isn’t.  My thyroid’s got something to say about it, too, and my knees just won’t stand for all these leg hairs I’m about to split. 

What happened? 

Getting back to the matter at hand, what is driving all of this choice?  Why is having a say in what your avatar wears as she does an optional quest enabled by the badass decisions she’s made something which gamers crave? 

It’s about choice, right?  Games are a series of interesting choices.  Perhaps gamers want ever-increasing levels of customization because they came to games out of a desire to make choices.  They can’t make choices about the pace of a movie or how a book ends.  Maybe the only way to appease gamers is to give them more choices. 

Choices, broadly, are what I think about when I’m designing gameplay.  How many elements can we mix together to create power dynamics that are volatile and satisfying?  How do we trim back and streamline those elements to make many different styles of play all viable and fulfilling?  It’s also not surprising that I play games with a high degree of mechanical customization—every day, people are coming up with new openings to a game of Starcraft, all of them based on defeating the countless other openings that are winning games.  League of Legends is similar—each of the 110+ champions has four skills, which can be leveled up in hundreds of orders, and 6 item slots that can be filled with items made by combining other items, which are made by combining still other items. 

Cripes. 

Yeah, cripes.  I said it. 

I love that stuff.  When all of those systems are balanced perfectly… oh man.  I dedicate hours and days to them. 

But I’m talking about all of the customization games provide, so let’s bounce back to art.  Costumes, skins, hats.  All of the aesthetic choices you can make in a game—how are these different from mechanical customization? 

They fulfill entirely different purposes, obviously.  Customizing skills and army compositions are about what happens in a game.  They change the narrative of the conflict, they create unexpected interactions, they create the fun of the game. 

I’m not saying aesthetic choices aren’t fun, or aren’t great.  Admittedly, I’m not someone who spends a ton of time on these choices, but I get it—people want to look cool.  They want to be unique, and a digital representation of the self accomplishes that just as much as fashion does.  Looking at what clothes I wear, it may be obvious why I don’t do much in the way of aesthetic customization in games, but the cool stuff doesn’t always come in fat sizes, so get off me, man. 

What happened? 

Getting back to the sweater at hand, aesthetic choices are about self-expression.  Saying that you max out Caustic Spittle first and then switch between Bio-Arcane Barrage and Void Ooze because it says so much about who you really are is a stretch.  Plus, it’s all wrong—Bio-Arcane Barrage is where it’s at, homes. 

Mechanical customization says how you like to play a game, sure—but it says more about how you prefer winning to losing.  Changing your avatar’s look isn’t about how you play the game—it’s about wishing your spikey turtle-man creature looked like a ninja turtle-man.  Because that Rammus skin is awesome (thanks, Jacob!).  It’s about self-expression, which is pretty cool.  It fills a hole that game mechanics can’t.  I dig it, even if I haven’t made any microtransactions on my own. 

Microtransactions are an enormous matter on their own, but I’m going to pull them in here as further evidence that customization is increasingly important to gamers.  Players want badly enough to look different that they’re willing to pay for their appearance.  They want to stand out from the crowd, and they’ll pay to do it. 

However, these new looks frequently violate the aesthetic consistency of the game.  Want your sword-wielding badass chick to look like a bunny?  Done.  Want your other-worldly monster that spits goo to look like a Chinese dragon, even though this world doesn’t have China?  Done. 

And then there’s Steam Workshop.  I haven’t even looked at it, but it’s making a lot of money for Valve and the independent artists and designers creating content.  Like… literal millions of dollars.  It’s a boon for Valve (essentially free money) and independent artists (they can make a living without risking time and money on a project without an established audience).  It’s not going to go away.  However, it’s impossible to have any sort of aesthetic consistency in this system—you can’t wrangle dozens of indie artists to create artwork that matches your style and tone.  Someone at Valve talked about how Team Fortress 2 used to have a 60’s retro look.  The designers chose that look for a few reasons, I’m sure (one of which is allowing them to design things like heal guns and rocket jumps), but it’s been muddied.  That dilutes the impact of the style and makes some of the games’ elements make a little less sense.  In fairness, Valve muddied it themselves with hats and some of the weapons that became available after launch, but that retro look is now only consistent in the environment design. 

I don’t know how to solve that issue—curating all of the new items for style may be prohibitively expensive (outside of being a deterrent to artists trying to express themselves), and artists won’t match their work to your game’s look if you only ask them to.  At least a few will miss the subtleties, and even more will ignore them.  They have a financial incentive to create art that stands out, plus they’re artists.  They love standing out anyway.  Aesthetic consistency is impossible in this framework, and it’s already suffering when a company’s own artists are making the artwork (remember the badass bunny warrior?). 

Internal consistency is important to me.  It’s one of the most interesting things about the alternate worlds we explore through media—how do all of the pieces fit together?  How can someplace so different, with such different rules, have the same problems, the same tragedies, the same human emotions running under it all?  How remarkably different would the world be if only a couple of things changed? 

The look of a place undeniably impacts the possibilities of that culture—we have a hard time believing a nature-loving society that puts importance on community would design buildings that look like banks in a cave.  Bars?  Excessive stonework?  Not without vines growing up them, not without moss and tiny waterfalls. 

It just doesn’t feel right. 

Which sort of leads me to the growing customization of narrative in games.  For years now, we’ve been able to go on side quests to explore the wider aspects of the worlds we play in.  This adds depth to the societies in the game.  It gives us more game to play.  It extends our understanding of the whole. 

But narratively, it doesn’t make much sense.  If we have a quest, and it’s urgent (a feature of virtually all plots), then how does it make sense that we’re going to go looking for a bigger gun blade, an extra shape-shifting soldier or ninja-thief for our team, a rare Esper? 

What happened? 

Japan. 

Getting back to the materia at hand, games are offering much more than mere side quests for narrative customization.  We’ve got branching story paths, multiple endings, morality systems that change who our protagonist is.  How is internal consistency possible when our hero can be a villain?  How can the story mean the same thing when the ground situation can change so much from playthrough to playthrough? 

It can’t.  It’s not even supposed to—that’s what all of the choice is there for, isn’t it?  But what does this do to the overall impact of a game on the culture?  On our collective experience of the game?  We’re no longer playing the same games as each other.  We’re running around in worlds that don’t quite make sense, choosing to lead the lives we want, regardless of whether that gives us a polished and unified experience. 

Which raises the big A question—are games even interested in being art?  Artistic expression is all about refining a collection of ideas and circumstances into the purest, cleanest, most distilled essence possible.  Adding hats, DLC quests, extra characters—all of these are great for players who want more content.  But are all of these choices depriving us of something more meaningful?  Given the glorified status of games like BioShock Infinite and The Last of Us, I tend to think we’re looking for something more.  But maybe that’s just the art school in me talking.  

 

Monday
Aug052013

Pick up the pace, Starcraft 2!  

In my last Smatterings, I talked about some of the plot issues of Starcraft II, focusing on how the lack of consequences made the game feel flat—why are we building these armies and crushing these foes if it doesn’t mean anything?  Why make choices if our flawed characters can’t make any mistakes?—and this time, I’m going to explore the in-game cinematics. 

Blizzard’s cinematics team is well-regarded—visually, they’re stunning, and they don’t slouch on the narrative delivery, either.  Let’s start with a sample of their work: there will be SPOILERS all over this article, so don’t continue if you hate SPOILERS.  Be aware that the first SPOILERS come in the following video, which SPOILS a game from 1998, so deal with it. 

http://www.youtube.com/watch?v=3V1PwpoDqzM

Impressive, right?  But I want you to pay special attention to the delivery of dialogue.  Frequently, we’re watching one character speak, and then a second character begins speaking before the camera cuts to them.  Here are links to some examples: 

http://www.youtube.com/watch?v=3V1PwpoDqzM&t=0m34s (watch until 0:43 or so)

http://www.youtube.com/watch?v=3V1PwpoDqzM&t=1m24s (watch until 1:40)

Notice how much the cinematic moves because of this?  We bounce from beat to beat.  It relies on shot/countershot (or shot reverse shot, if you prefer), a film technique in which the camera shows one character speaking, then flips to catch the response of the other character.  Humans pick up so much information from facial expressions that this technique does a lot of the heavy lifting in film—we note the subtleties in dialogue because the characters’ faces make it easy to do so.  The dialogue is still important, of course—there’s no lull in the action because we’re carried from exciting moment to exciting moment by the dialogue.  We hear a character’s voice (which makes us imagine the character), and then the camera pops over to show us their reaction.  It’s a great way to engage the viewer—we’re think about the character before we see them, the camera doesn’t bounce around too suddenly as to be distracting, but we catch them during important moments without slowing the pace of the exchange.  Nice. 

Compare that to this exchange between the dark templar, Zeratul, and his SPOILER high templar comrade, Tassadar:

http://www.youtube.com/watch?v=n4MN6ljeURI&t=8m44s

Ugh.  Fucking… I can’t.  It’s so slow.  Painfully slow.  We watch Zeratul talk, wait for the screen to fade out, wait for Tassadar to fade in, then watch Tassadar talk, fade out, fade in, and skip the cinematic because goddamn.  Just goddamn. 

What can we do to solve this problem?  We’re dealing with a picture-in-picture issue—we want to watch the larger image with important action taking place (or allegedly important—watching overlords float through space might not be vital) while still getting the benefit of showing which character is talking.  And there may be technical limitations, too; loading each character’s animation takes time, so let’s take that into account. 

Well… add a second screen.  You have all that screen space.  Just… add another screen.  Then we don’t have to wait for anything to fade, we just start to watch the second character speak.  And the animation has already loaded, so we don’t need to wait for it.  That would pick up the pace dramatically, and keep us from having issues like this one:

http://www.youtube.com/watch?v=RrXUxVNHHVw&t=5m30s (watch until 5:40)

Cutting off a character is impossible with only one screen.  So… add a second screen. 

ADD A SECOND SCREEN!

Sorry.  It would solve so many of the pacing problems that I’m surprised no one at Blizzard pointed it out.  You could even put the second screen on the opposite side if the character was in a different place! 

The poor pacing caused by this single-screen approach deflates a lot of the drama and comedy in the game.  However, I wonder whether we’re really benefiting from the screens—after all, they’re looped animations.  We aren’t seeing characters react to each other anyway, so their only purpose is to inform the players of who is speaking.  Creating specific reaction animations (angered, surprised, satisfied) might be too much work for all of the characters, but they would help our protagonists out a lot. 

I might update this post after some more thinking (or just write a follow-up), but I’m also trying to work through why the delivery in the first level of the Heart of the Swarm campaign feels as flat as it does (here’s the link: http://www.youtube.com/watch?v=XZjJaM5WeDQ&t=3m24s).  When I close my eyes and simply listen, the delivery clips along and sounds well-acted; when I watch, however, it drags on and on.  What gives?  Am I bored by the character animations?  Is the camera angle jarring?  RTS games are generally top-down, so maybe I feel out of control when the camera moves to show us characters from a more horizontal angle.  Or perhaps I’m imaging more of the action with my eyes closed (as in our shot/countershot example from earlier), which excites my brain more than seeing it poorly represented from such a distance?  As much detail as Blizzard put into all of these locations, maybe the overworld camera is simply so far from the action that I still feel disengaged.  Input would be great—if I figure anything else out, I’ll let you know.  

Tuesday
Jul302013

Super Fun Awesome Format - Why I Chose Some Rules To Keep Things From Breaking And Ended Up Breaking Other Things Anyway

The last article I wrote, I explained the foundations of Super Fun Awesome Format, an alternate game mode for Magic: the Gathering. It uses the same rules as the base game, with the following stipulations:

-Players start the game with 40 life and 10 cards. (As opposed to 20 life and 7 cards, this makes games last longer, and give players more options at any point during the game.)

-Players may play any card in their hand face-down as a land with every basic land type. (Instead of hoping to draw specific cards which let you produce mana (which is what lets you do anything at all,) you always have the option to get more mana for yourself. This introduces choices in what you want to give up to get more mana, and ensures a more-or-less smooth increase in what players can do over the course of the game.)

-Once per turn, if a player has no cards in hand, that player may cast one of their lands as the spell it actually is. (Running out of cards no longer means you have no more options – you actually have quite a few! Planning ahead and playing cards you might need later on as lands to come out ahead! It’s not without risk, however – you lose that land, so you have less mana available to you; do stuff now at the cost of doing more stuff later.)

-All players draw from the same deck, which is supplied beforehand. (I build the deck, so I have control over what is and is not possible. If players built and used their own decks, the previous rules could be abused endlessly because they mess with the core of the game. My goal is to build a deck which, instead of abusing the prior rules, takes advantage of them to create interesting, novel situations, and makes the game something truly different than Magic.)

It’s that last rule that has given me a lot of trouble, but it’s the only thing keeping the format from being a broken, unbalanced mess. Magic is balanced around the idea that there are five different ‘colors’ of mana (White, Blue, Black, Red, and Green,) and any land is usually only ever going to produce one, maybe two of those. If I want to play something that costs Red mana, but I only have Blue mana available, I can’t cast it. This keeps decks from playing all the best cards available – the best cards are all in different colors, so it’s not feasible to build a deck that’s chock full of only the best things because you can’t reliably cast them when you need to.

My job as a designer Is to keep things from being unbalanced, to keep things fair. A player’s job is to find things that are unbalanced, abuse them as much as possible, and make things unfair. Letting players build their own decks will invariably lead to them being tweaked to be ruthless and bloodthirsty, and it would not achieve what I’m aiming for, so I’m not letting that happen.

My job is to assemble as interesting a set of cards for use in SFAF as possible, and in doing so I’ve tried out a lot of cards which… just don’t work. That’s sort of a lie – they’ve worked too well, making everything outside of abusing them irrelevant or non-optimal. It doesn’t lead to good gameplay, and over the years I’ve identified problem cards, and why they’re too good. Let’s take a look, shall we?

 

Submerge – Submerge puts a creature card on top of its owner’s deck. This is insanely neat – insanely, I tell you! – because the same deck belongs to each player. If you Submerge a creature, you can draw it because it goes on top of your (everyone’s, really) deck. Then it becomes yours, because you drew it, and now you can play it. Messing around with cards in the library is an awesome design space with repercussions unique to SFAF, because changing what people can draw affects everybody. I can Submerge your creature, trying to draw it for myself, but before I can draw it, you could cast a spell which lets you draw cards, foiling me – there are a ton of neat interactions available here.

So why is Submerge a problem? Well, thing is, Submerge has a rule on it that says if you control an Island (a basic land type) and your opponent controls a Forest (another basic land type), you can cast Submerge for free. Since every land you play in SFAF is, by default, every basic land type, Submerge is always free. At first I thought it was awesome, because it made use of the ‘every basic land type’ rule, but frankly the card is just way too good to be free. There are others that do the same thing, but have to be paid for, which is just fairer.

 

Mystic Speculation – Mystic Speculation lets you look at the top three cards of your deck, put any number of them on the bottom, and put the rest back on top of the deck in any order- which is awesome, because you get to control what everybody draws! The problem is that instead of discarding it on use, you can pay a pittance of mana and put it back into your hand again. Mystic Speculation lets you inexpensively control what your opponent is going to draw – forever. What the hell was I thinking?

 

Walk the Aeons – Walks the Aeons allows you to take an extra turn. Instead of discarding it on use, you can sacrifice (get rid of) three Islands (Islands are a basic land type, so every land you play is an Island) to put it back into your hand. There’s nothing inherently wrong with that exchange, I think – you’re gaining an extra turn, but you sacrifice three turn’s worth of lands that you’ve played to do so. It’s not great, but it could be used near the end of the game to take many turns in a row in an attempt to kill the other player – there’s nothing wrong with that, either, because if it fails you’re very far behind, and you have to have good enough attacking units and spells to close the deal.

The reason it’s a problem is because of an entirely different card, Izzet Cronarch. Izzet Cronarch, when you cast it, lets you return a spell card to your hand, meaning you can use it again later. Walk the Aeons already has a way of making itself reusable, though, so what gives? Well, the thing is there are a number of cards that let you return Izzet Cronarch to your hand. So you can Walk the Aeons to gain an extra turn, Izzet Cronarch to get Walk the Aeons back, recast Walk the Aeons, play something that will let you replay Izzet Cronarch, which lets you replay Walk the Aeons… that sequence only gains you three extra turns, but there are a lot of ways to keep it going forever.

Izzet Cronarch is a huge force in SFAF. There are a lot of spells where casting it once is good, but twice or more is great – sometimes overwhelmingly so. A spell which lets you take an extra turn is fine – it costs mana to play it, so you’re not doing as much the turn you cast it. But if you cast it every turn, your opponent never gets an opportunity to do anything, and running over them is trivial given infinite time (which you have.) Izzet Cronarch might be the real culprit here – it’s made a number of cards impossible to use in SFAF – but it makes spells that have already been cast relevant again, because they can be recast. As the game goes on longer and more cards get put into the discard, Izzet Cronarch effectively has a wider range of effects, making the game a little less dependent on what you draw. It adds enough good properties to the game that I think it’s worth inclusion, despite its negative properties.

 

Memory Lapse – Memory Lapse counters a spell (negates all its effects), and puts that spell on top of its owner’s deck. Memory Lapse was neat because it had its own workaround. Most of the time in SFAF, you’d want to play top-of-library effects near the end of your opponent’s turn, so that you would draw the card you were trying to steal at the beginning of your turn, no effort required. Memory Lapse wasn’t always good at doing that, though, because Memory Lapsing something during your turn meant the next person to draw as part of their turn would be the opponent, just giving them the chance to use it again. Memory Lapse often required a little extra effort to work the way you wanted it to, which was awesome. Unfortunately, in SFAF, counterspells on the whole are much cheaper than anything else. They also work against everything, and are purely defensive, which drags games out since being aggressive is so much more expensive. Counterspells are valuable to include, because the effect they have on the game is interesting, but making an impervious defense largely out of counterspells is both too easy to do and too hard to fight against. To negate that, any counterspells I include will be more expensive from now on, which means Memory Lapse, which only costs two mana, is getting booted.

 

There are a few common trends here – easily repeatable effects are often too good. Effects which are cheaper than they should be are too good. They’re usually pretty easy to spot, but when I first started designing the format, I was willing to let anything happen. It’s gotten me in some trouble balance-wise, but I’ve discovered a lot through the design process of trying out everything possible, and tossing/tweaking what doesn’t work. I’ll be talking about that more next time – exploring your design space as much as possible, realizing when options are unfairly good, and recognizing the relative costs between different strategies. See you then!