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Discover the 5 keys to creating engaging and addictive game mechanics that keep players coming back for more. Learn about setting up aspirational hooks, class progression, skill trees, rewards, and personal stakes to enhance player engagement and retention. Dive into the evolution of RPGs and the innovative features that make games like Diablo II so sticky.
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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 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, but not necessarily sticky • Stickiness focuses on the journey, not the destination Sticky systems keep players engaged.
A Short History of RPGs 1985-1990: Bard’s Tale, D&D 2nd edition, Dungeon Master the First Action RPG, Might & Magic, Final Fantasy, Phantasy Star, and others 1991: Neverwinter Nights, 1st Graphical MUD 1996: Diablo released RPGs stagnate 1974: D&D – 1st commercial tabletop RPG 1980: Akalabeth – 1st successful CRPG 1975: Dungeon – 1st Computer RPG 1970 1975 1980 1985 1990 1995 2000 Tabletops Early Electronics Middle Electronics From 1991 to 1996… Is the RPG dead?
Diablo • Stripped down CRPG residue: • No die rolling for character creation • No upfront character customization • No EDO storyline (elves/dwarves/orcs!) • No 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 and lacked clear progression paths
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: RPGs stagnate 1970 1975 1980 1985 1990 1995 2000
Differentiating Diablo II Character Evolution Game “ Y ” Loot based Game “ X ” Game “ Z ”
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 trumps all others • Classes need specific and differentiated gameplay • also customization, deepening the differentiations A new game mechanic was needed!
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
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 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 boosts can supplement • Overlapping reward systems
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 Reward Digital Reward System Hybrid Reward System Time
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 • “Just one more turn!”, etc., etc.
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
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: • 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
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”
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 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/ 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
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 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 Rewards Reasons to Stay/ Return Personal Stakes
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 setfor high level play • Appetites whetted for progression to higher levels
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 onbecoming “Jedi”
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 group-mandatory, 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 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! 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 gamewithout dying • Clear the game 5 timesin one day
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 forthe rare must haves
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 get much more "personally invested” • Tracking your actual performanceties you to the game very well, aslong as you don’t get frustrated
Key 5: Negative Application • You begin playing MGS2: 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 MGS1 • The change-up was not what players expected or wanted !
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