Intuition

I’m awful at memorizing things. Anything requiring rote memorization was always the worst for me. My mind wants fundamentals that I can work out a solution to on the fly, not a preset pattern that I need to simply know.

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So, I’m working on teaching myself Japanese. I have two syllabaries (Hiragana and Katakana), each larger than the English alphabet, and a few thousand Kanji to memorize. There’s nothing more fundamental to work with here; these are the fundamentals that I’m going to build the rest of my understanding of the language on. On top of that, the entire structure of the language is different from what I’m used to, so these fundamentals are really important.

At the same time, I’m learning how to parse sentences using Rosetta Stone. If you’re not familiar with how the software works, it uses spoken and written dialogue paired with images to slowly build understanding by forcing you to intuitively understand the differences between one dialogue/image pair and another. Rather than explaining directly how to, say, express a plural noun, it simply shows you two pictures and reads off two sentences, and the differences between the sentences are how you form understanding. It’s described as a very natural learning environment, “how babies learn”, and I’m inclined to agree. It works very well at a very basic level, and it does so without using English as a go-between language.

The first three images give me enough context to figure out the appropriate sentence for the fourth.

The first three images give me enough context to figure out the appropriate sentence for the fourth.

For me, it’s the ideal way of learning a new language. By forcing myself to separate from English, I have to go from concept to Japanese word, rather than mentally translating. Rather than using English as a go-between, I’m using my own intuition, and it’s surprisingly effective. I can’t really explain grammar rules yet, certainly not in English, but I can make sense of some sentences and I’m working on building my vocabulary to the point where I can communicate reasonably.

The whole experience parallels FFXIV for me in a number of ways. I’ve never been good with rotation-based classes, where I memorize what moves I use in what order and work on executing that string precisely and effectively. I play a Summoner, and I couldn’t tell you beyond broad guidelines what I’m doing at any given moment. I push out a ton of damage, but I intuitively understand what I need to do and when things need to happen– there’s no counting in my head or working out a set ability order, it’s all done by feel. On the other hand, I’ve memorized a lot of the fundamentals– my cast times, my ability ranges, my cooldowns, and these form the building blocks for my intuition to kick in. Thinking back, it’s also how I approached math in school. Formulae made more sense to me when I could derive them in ways that made sense to me, but I was never good with the ones that I had to “just memorize”. It makes me want to track back the things that I’ve struggled with learning in the past.

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Kind of a scattered post today, but I’ve been interested in how much more effective my attempts at learning Japanese have been in a week or so than my (many, many) attempts at learning Spanish. My mom would roll her eyes if she read this.



Source: Digital Initiative
Intuition

Begrudging Enjoyment

Even More Clarifications!

Starting to get really amped because two days in we have like two pages worth of signups on the forum thread.  Since I guess I am the grandmaster of ceremonies, I am getting random questions and have been doing my best to assuage fears.  When those questions seem general enough that someone else might have them… I have taken to dumping them in the intro to a morning blog post to help clarify for anyone else reading that might be interested.  One of the interesting questions that I had yesterday was if folks could mix things up a bit.  Since I am opening the door to vlogging, it was wondered if you could do a mix of the two.  The short answer is absolutely!  The long answer is just make sure you post your video embedded in a blog post, and advertise it on the Blaugust Nook with what day it was for, just to make my life less hell when it comes to tracking and tabulating this madness.

Next question is what happens if a given blogger is obligated to be posting every so often on another site?  Do they have to also post something new for that day on their personal blog?  The easy answer here is yes…  but with an asterisk.  If you are posting a bigger entry somewhere else, it is absolutely cool to post a stub on your own blog linking to the bigger post.  Just do a quick synopsis of the post and let folks click through if they want to read more about it.  This way you technically have your daily post, but also are linking to the article that you spent the bulk of your daily writing time working on.  This is maybe a strange case, but I know that several of our bloggers do the occasional long form article for another source.  The important thing is that we need it tracked through the Blaugust Nook so I can give you appropriate credit.

Night of Alex

ffxiv_dx11 2015-07-22 21-41-38-05 Pretty much since its inception I have been helping out with the Wednesday night static in our free company.  Initially I had intended it to simply be something that I filled in on, but as I dropped my World of Warcraft raiding… I found that I had time to commit to it more seriously.  So presently with the Monday night crew we are working through Final Coil of Bahamut, and on Wednesday nights we have been working on Normal mode Alexander.  Last night we had every intention of getting through all four wings, but we struggled a bit with turn two due to some changes in how we were dealing with the adds.  As soon as we went back to the way we had previously defeated it, things clicked back into place and we pushed through it fairly easily.  That took us to turn three, a fight that I had not actually seen yet.  Thanks to the expert tutelage of Wulf or as “Wul” as his friends call him…  I was caught up to speed and after the second attempt it started to feel pretty natural.

From here it was just learning this particular dance and getting our dps up high enough to burn through it before we hit the hard enrage.  Right now that seems to be a problem in general with what we are trying to do.  We struggled with the dps check on Bismarck, and struggled again on turn three.  As a  Warrior I am personally swapping to Deliverance stance every single time I am not in the main tank role so I can push a little more dps and also trying to keep up Storm’s Eye as often as possible… largely when I don’t actually need the damage reduction effect of Storm’s Path.  If we can somehow solve the problems we are having on the DPS end however I think we are ready to rock higher content.  The dance part seems to come pretty naturally, however there were still several points last night where folks stood in damage that could have been avoided.  Part of this is learning, but part of this is trying desperately to avoid tunnel vision.

Begrudging Enjoyment

Skyforge 2015-07-22 22-22-05-86 I’ve gone through a strange evolution with SkyForge of having some vague interest, but finding the game play largely unsatisfying for my first few play sessions.  Now that I have unlocked the core abilities of the Paladin, I am actually finding it rather enjoyable.  I think this game suffers from what so many games suffer from…  rationing of abilities.  I know Final Fantasy XIV has this problem where most classes don’t really feel like they should until you are around level 40.  SkyForge for the most part has this problem until you have unlocked your base abilities.  Had I taken the time to really spend much time in the virtual matrix thing that lets you test every class, I would have realized that the rabbit hole was so much deeper than I was giving it credit for.  Another interesting side note… if you finish the training on a given class you unlock the ability to permanently use its class costume.

Skyforge 2015-07-22 23-22-31-75 I booted up SkyForge after the raid last night, with every intention of just poking my head in and then logging right out.  Instead I wound up unlocking three costumes and completing a really cool dungeon like mission on an island full of undead Virds.  With all of my abilities unlocked the fights started feel more purposeful in design, and less about simply repeating the same attack over and over.  There was a boss that required me to intersect one type of beam while avoiding taking the other… and actually dragging the boss into the path of it so that it would take the damage.  This felt fresh and enjoyable, so maybe I simply had not seen the “real” game yet.  This is ultimately the frustration of designs that doll out abilities one at a time, is that you can’t really see what the final result is going to be like until you have invested a serious amount of effort into the game.  Granted this game DID give me an avenue to see how a Paladin or Knight would play…  but I simply did not spend much time doing it.  Tonight I plan on trying to unlock a few more of these class costumes, so I can get a feel for how some of the other options play.  Right now this is shaping up to be an MMO with MOBA character design… and I think I dig this.



Source: Tales of the Aggronaut
Begrudging Enjoyment

Seeing is Believing

One of the weirder / more frustrating parts of being a game designer is being in the position of seeing things that other people don’t. You have to be thinking ahead of the people who might play your game, and your ideas have to reflect the ‘final’ game, not necessarily bits and pieces of them. It’s weird because it means you have to think about what people might want to play well ahead of them actually knowing they want to play it, and ‘people’ in this case includes yourself. It’s frustrating because that foresight represents vision, and it’s hard to get people to see your vision clearly.

It’s often the case that you’ll hear that an idea “will never work” simply because there isn’t a example of it in the wild. In this case, seeing is believing, and until you prove the concept by actually putting it in front of someone to play, they won’t believe you if you tell them how it works.

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As an example: take any single mechanic in a vacuum and it can be made fun. Even the most reviled, most hated game mechanics can be fun when applied correctly and implemented properly. You hate hotbar combat? I guess you don’t like KOTOR or Dragon Age. Refuse to play ‘mindless’ shooters? Mass Effect, Portal, and Thief say hi. Can’t stand real-time strategy? Played the Sims or any tower defense game recently? There aren’t bad mechanics, there are just bad implementations. You can combine mechanics in a way that simply don’t work, but a single function isn’t ‘bad’ on its own.

The above having been said: I talked the other day about how much I hate levels, and how I’d want to see a game that does away with them as a hard-locking progression mechanic. A few people I know had the automatic twitch– that “but how will I know I’m more awesome?” response. I want to break that response down a bit, because it’s important to see the parts that go into it. You’ve got a bar, that slowly fills, that tells you how close you are to an arbitrary milestone. You perform activities that fill that bar. The bar usually lights up or noticeably moves when you fill it, and if you get a big chunk of the bar at once (say, by completing a quest), you get a little audio cue. Guild Wars 2 has a TON of ways to fill that bar up, and they let you know by making blatantly obvious sparkles travel from the middle of your screen into that bar to fill it up a little bit, regardless of what you do. FFXIV shows you an arbitrarily large number, starting in the hundreds and going up to the tens of thousands, and plays a familiar bit of music when you complete a quest, or FATE, or levequest and get a chunk of exp. Dungeons show you a fanfare at the end, corresponding to the time at which you get your big chunk of experience. When that bar fills up, you get another cool particle effect, a bit of music, and a new, empty bar. Have you ever looked closely at your exp bar in FFXIV right as you level? It goes from nearly full to empty in a single frame, with absolutely no fanfare at all as the rest of the screen lights up. It’s doing that to take your attention away from it, so you don’t notice that your full bar is now empty until you’ve enjoyed your music and effects.

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Turn off all of the music, all of the flashy sparkle effects, and the other HEY LOOK OVER HERE messaging that’s tied to experience gain and levelling, and I guarantee you won’t notice when you level up. Don’t believe me? Talk to someone who played EQ in the early beta/alpha. The loud gong sound, that sound that was so memorable that it’s become the well-known “ding” through game after game despite not actually sounding like that, didn’t exist. It was added a bit later, because players weren’t noticing when they levelled up, and didn’t feel like they were progressing, even when in some cases they had made it through several levels in one sitting and only realized what was up when the mobs they’d been fighting seemed a lot easier, somehow, and were barely worth any experience.

When designing games, that messaging goes wherever you need it to, to guide people to play the game the way you want them to play it. It’s way more effective than telling them how they should play, just make the sparkly things and cool music and sounds play when they do what you want. It’s why Guild Wars 2 gives you sparkles flying across your screen every time you explore, or why Wildstar gives you voiceovers letting you know when a challenge is starting. Those challenges are meant to slow you down, to get you to spend more time in areas that you otherwise might overlook or blast through while you’re levelling. Quests are placed to push you through challenge locations, and when you enter one and start it, it’s suitably distracting such that you spend some time being a little bit inefficient. The cues are hyper-effective, but they’re placed with a purpose and with intent.

challenge-quest

I’ve described, a few times, the shape of a game that doesn’t use levels. As you progress through the game, you’d get more options, and more options means you’re more powerful, but you’d be hard pressed (or simply not allowed) to use all of those options at the same time. You have a breadth of skills but can only bring a limited number to bear at a given time. I’ll break down a little bit what I’m talking about:

  • Abilities, stat points, and passives are all tied to skill trees. These progress as you use them, unlocking more stuff as they progress.
    • This takes the place of “traditional” levelling; these skill trees would unlock new abilities and make you more powerful.
    • These skill trees would be much flatter than traditional levels– a person with a complete skill tree might have a lot more ability options than someone without any skill in that tree, but isn’t going to be more than marginally more powerful.
  • Skill trees must be “slotted” in order to use, and characters have a limited number of slots to equip skill trees.
  • Slots can be increased through completing skill trees, allowing you to slot more skill trees and have more abilities at your disposal.
    • If we really want to, we can tie this to a meta-tracking system that might as well be “character level”, but it wouldn’t have any bearing on raw power, it would just be representative of how many skill trees and how many unlocks a given character has. It’s a useful measure, but for practical purposes a level 50 character could run around with a level 5 character with the same skill tree equipped and be roughly equivalent in power.
    • A more progressed, more powerful character can do more things, but isn’t going to simply be better than another character that might have the same skill trees slotted.

There’s a little fanfare every time you progress the tree you’re currently working on, just like levelling up, but even if you’ve been playing for a week and have a handle on a particular important skill tree, there’s nothing stopping you from hopping in with your friend who’s been playing for a year, provided you’ve got access to the skills that complement theirs.

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EvE uses a system like this extremely effectively. A player who’s been playing for years might be adept at piloting powerful capital ships, but a giant capital ship can’t effectively fight small fighter ships. New players can pick up fighter pilot skills very quickly, and within a very short period of time can join a years-progressed player as a light fighter and play a meaningful role– one that the capital ship pilot simply can’t perform at the same time, despite their years of progression.

We retain the progression and its fanfare, but we reconfigure the actual mechanics of progression to be friendlier to players who have played differing amounts of time, allowing them to play together and retaining all of the satisfying parts of levelling without the segregating parts.

What makes a system like this interesting is the limitation on what you can have slotted. Even a fully progressed player can’t do everything at once, even if they have every skill tree in the game maxed out, so from this you have character builds that emerge. Here is where the beauty of this sort of skill system becomes apparent. Mixing and matching trees becomes an optimization game, but it’s entirely possible to have the environment itself react to how players are attacking it. If it’s determined that raw offense is effective against orcs, orcs will start wearing heavier armor and shields. If goblins are being attacked singly, over time they’ll call for help sooner and over a wider radius. If ogres are attacked by groups, they’ll start using AoE attacks. All of these things are well within the technical means we have at our disposal, and furthermore are really easy to message. It breaks the paradigm of “the best build” because a build that is particularly excellent will slowly have the environment work against it, until other builds emerge on top. Rather than trying for the madness of perfect balance, you create a constantly shifting environment which makes both standard encounters more interesting every time you do them and continually moves the goalposts for what constitutes an “optimal build”.

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We can use that levelling-inspired sparkle and fanfare here as well. Persona games give you some great messaging when you use an attack that an enemy is weak to– there’s a special effect when they’re hit and they’re briefly stunned. If all of the enemies in an encounter are stunned, you get the chance to unleash a really powerful full-group attack. There’s no real reason that sort of thing couldn’t work in an MMO, where your encounters operate like little puzzles and you try to hit enemy weak points with particular types of attacks, then finish everything off with a big super move. FFXIV’s Limit Break is an incredibly fun button to press, and it’s not something we get to hit terribly often. That kind of mechanic could easily get stolen for this sort of thing, unlocking a powerful attack based on weakening enemies.

The problem that comes in here is one of inputs. To have enough different attacks to make for an interesting byplay between enemy weaknesses, you need a LOT of abilities at your disposal, and your standard hotbars stop being sufficient. You need some better way of accessing a wide repertoire of abilities based on your equipped skill trees, and doing so very quickly and efficiently, as well as chaining them together intuitively. I don’t know what that kind of input looks like, short of having a game console plugged directly into your brain. There’s some possibility of a Magicka-like system, where spells are formed from a selection of possible inputs that you string together, and similarly melee attacks could be a series of directional attacks chained together into combos, but that quickly becomes a lot of memorization. There’s enough combat in an MMO that perhaps that’s okay; you’d learn your favored abilities through frequent use, but it’s a relatively complex system to try to implement.

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These are half-baked ideas, formed enough to paint an impression of the kind of game that you could play where levels aren’t the ball and chain they are elsewhere, but hopefully it makes the outline of a picture that makes sense. A lot of times, designing a game means starting with a very rough sketch and establishing the edges and main shapes, then filling in the rest as you go, and sometimes redrawing details as you determine if they will or won’t work.

The goal here is a system where just because I’ve been playing longer than you have doesn’t mean you can’t join me meaningfully, ideally done without a blatantly artificial “level-balancing” system that just inflates your stats but doesn’t actually give you anything more to contribute. Mentoring/sidekicking is a good stopgap solution, but all it does is paint over a problem that doesn’t need to exist in the first place. Everything else is a matter of figuring out where to put the sparkles and fun music.



Source: Digital Initiative
Seeing is Believing

A Small Patch

Blaugust Clarifications

Yesterday I had a handful of questions about Blaugust that I thought I should address this morning, just in case anyone else had it.  Firstly it is absolutely okay to write content ahead of time and stage it to release over the course of the month.  With both Pax Prime and Gamescom happening during the month of August, this is more than likely going to cut into some writers schedules.  I know last year there were several folks doing great… and then they went to Gamescom and dropped off the face of the planet.  Being able to cover schedule irregularities is a necessary coping skill to deal with keeping a schedule.  While I personally prefer not to schedule posts ahead of time, quite literally everyone else does this.  So for the purpose of Blaugust this still absolutely counts towards your thirty one posts.

Another question that I had is whether or not it is cool to tell a story in thirty one parts.  This is also absolutely fine, and like I said yesterday this is a challenge about longevity and regularity…  not necessarily what you are writing about.  A prime example of this is during my NaNoWriMo run in 2013… I knew that I could not do it and blog at the same time.  So instead I just posted my nightly words each day as my blog post.  So over the course of the month I essentially broadcast the draft of my story to the world.  In the case of the person who asked me yesterday, they wanted to write the back story of their primary game character over the course of the month.  That seems completely valid, and at the same time something that would be extremely awesome.  The constraints of this contest are about producing thirty one posts during the month, and so long as those posts mean the constraints of the challenge you are doing just fine.

A Small Patch

ffxiv_dx11 2015-07-22 06-32-08-08 I have a good friend Rylacus who is going to be starting Final Fantasy XIV soon.  Over the year plus I have been contiguously playing this game I have talked to him about the patching schedule.  I mentioned that about once a quarter we get a big patch, and usually more than once a month we get little minor patches.  The problem being that he had no real frame of reference as to what I meant by those two things.  Yesterday 3.0.5 was released and this is absolutely what I would call a “small patch” by FFXIV standards.  When I linked him the patch notes he was completely floored by the fact that we call that a minor patch.  A lot of things happened yesterday, not the least of which is the introduction of the Esoterics tier of Tomestones.  I keep thinking at some point they are going to run out of goofy names to call these, but they seem to have a limitless fount of them.  This allows players to purchase item level 200 items, and returns us to the state of the weekly tomestone cap of 450.  The weapons once again are priced just enough to force players to hit that cap three weeks in a row to get them.

Yesterday was also another significant moment for me and my Warrior as I finished upgrading all of my gear to level 180 (other than the Alexander ring that I should be getting tonight… ).  This means I am essentially “done” gearing with Law and can now start diverting that to my Dragoon who is roughly halfway to level 58.  I was reaching this point where running dungeons was not nearly as important for me as it had been in the past, and then bam… a small patch releases and once again I am infused with this desire to hit the dungeons every single day.  This time around Expert Roulette is going to be my key focus, and we have learned in the past that through running a single roulette every day for several days in a row.. you can cap your tomestones without doing anything terribly insane.  What I marvel at however is the timing of their content.  Quite literally just as we started slowing down our dungeon running fervor… they launched yet another tier of gear giving us even more reason to get excited about running dungeons again.  This game is absolutely phenomenal at figuring out the right mix of carrot and stick.

Final Coil

ffxiv_dx11 2015-07-20 20-27-08-11 Another huge thing yesterday is that Savage Alexander opened and now the bleeding edge of Final Fantasy XIV raiders can throw themselves against that content.  As of this morning it seems like only a handful of free companies have defeated the first turn, and only one or two have managed to defeat the second.  So it seems like it will take folks a good deal of time to actually conquer this raid.  For our guild however, we are still very much in the gearing process and have yet to be able to field a reliable “normal” Alexander run on a regular basis.  What our Monday night group has been working on instead is finishing out the Final Coil of Bahamut.  I realize we are quite literally “months behind” as the saying goes, but I am still very much enjoying myself.  We managed to take down Turn 12 on Monday night and made what I feel is significant progress on Turn 13.  Ultimately it will probably take us a few more weeks, which is good… because we still only have one geared tank for the Monday raid.

As a result… I ended up solo tanking turn 13… which is quite possibly the most hectic thing I have done in a long time.  My world became entirely centered around making sure I had five stacks of wrath at the right moment… so I could hit Inner Beast plus another cooldown… in order to survive the tankbuster…  which of note means that it literally does enough damage to decimate my 25,000 hit points.  The worst timing however was on the pull when quite literally I was hitting my fifth ability and gaining my fifth stack of wrath… as the attack was casting that I needed Inner Beast for.  Needless to say that night stressed me the hell out… but hopefully we can down him soon.  I would love if the axe dropped, because it is super amazing looking.  What I really hope however is that we can finish gearing and start work on Bismarck Extreme, Ravana Extreme and Alexander for gear.



Source: Tales of the Aggronaut
A Small Patch