Building a Bushido Board (Part 1: Cross-Media Level Design)

Lately I’m working on a table for a new miniatures game I’m trying, called Bushido. It’s an interesting accompaniment to Infinity– whereas Infinity is futuristic black ops and a huge emphasis on ranged combat, Bushido is more mythic Japan and has a very strong emphasis on melee combat. Notably, it’s also played on a board a quarter of the size of an Infinity table, making things much more close-quarters.

Building a Bushido Board (Part 1: Cross-Media Level Design)

More on Bushido later (probably). What I’m really thinking about is level design. I come from a video game design background, a world of de_dust, Blood Gulch, Facing Worlds, Summoner’s Rift, Lost Temple, Warsong Gulch, and a variety of other famous maps. These maps are carefully designed, usually iterated on thousands of times, and are meant to stand up to repeated play. Summoner’s Rift is largely the same map as it was when League of Legends first launched– certain things have been tweaked over the years but the overall layout is almost entirely unchanged. You can play in that space five, ten, a hundred times and have different experiences. Team composition, strategy, adaptation, all of these change the experience on the map.

So, a Bushido board. Bushido is a miniatures game, and even the most terrain-heavy miniatures games tend to be built to be modular, and change every single game. I’ve been playing miniatures games for over a decade now and I can say with a reasonable amount of confidence that I’ve never played on the same table twice. This is considered normal. From the perspective of the video game level designer, this is kind of madness. Modularity is considered the most important thing for a set of minis game terrain– people tend to talk about “sets of terrain”, not actual boards themselves, because you just take all the pieces and assemble them on the fly into a board that you then play on once or twice and disassemble.

Building a Bushido Board (Part 1: Cross-Media Level Design)

I’ve unconsciously slipped into the same thought processes when I’ve helped out with minis terrain or built my own. You can see the usual sort of result in the above picture– it’s a textured map with distinct “objects” placed on it. Individual elements are internally themed and look good on their own, but the whole table is kind of just a space where terrain elements are placed, rather than something designed. It’s a system that’s very vulnerable to bad design– tables that are unbalanced and don’t really get improved because they don’t get any iteration. Instead you get a kind of tribal knowledge of “what makes a good table” that isn’t really universally agreed upon. Some games lean into this, suggesting that tables are laid out by the players beforehand, alternately placing terrain elements until there are “enough” on the table.

As I build my own Bushido table, I’m dissatisfied with both the non-specificity of table design in minis games but also the overall look. Minis tables are rarely beautiful, even if they contain beautiful pieces. The house in the center of the above picture looks fantastic, but it’s just plopped into the middle of the table. Now, look at Hanamura, from Overwatch:

Building a Bushido Board (Part 1: Cross-Media Level Design)

Just viewing it from above looks pretty nice, no? It looks like a believable space, but it’s still nuanced and playable. When you’re on the ground, you can see stuff like this:

Building a Bushido Board (Part 1: Cross-Media Level Design)

It’s a GORGEOUS shot, and that’s entirely playable space. Everything there is serving a purpose and contributing to that portion of the level while also being aesthetically satisfying. It’s what you lose out on when you do procedural spaces. Diablo recognizes this, peppering its procedurally generated levels with “set pieces”, key areas that are laid out a specific way to accomplish a goal, but it’s still possible to see the seams; it lacks the aesthetic appeal of something totally crafted.

It makes me wonder: why can’t the same thing be done with a minis game? Shouldn’t it be possible to develop a board that’s less like randomly generated dungeons and more like Hanamura? (Note: I’m not saying that Hanamura is necessarily a pinnacle of perfect level design, but it is a fun map and it looks fantastic, and I’m not bored of playing on it repeatedly.)

Here’s what I’m starting with:

Building a Bushido Board (Part 1: Cross-Media Level Design)

Excuse the vertical cell phone shot, it’s bad and I feel bad. I’m considering how to design this space to be a map that’s fun to play on multiple times, and that while I may very slightly tweak it, will look mostly the same for months or years. This mostly-static design lets me make all of the terrain elements look intentional, not plopped down, really make the whole think look like an intentional space.

I need a more complete understanding of the game to accomplish this, but I don’t think it’s impossible. The fidelity of a minis game is lower than a video game, which makes the overall project easier. What I need is a good understanding of the various scenarios and how they interact with the game board. With luck, a single board will accommodate all of them, but we’ll see. I may be able to iterate on this in this space.

Here’s the layout I’m currently envisioning, with black boxes for structures (darker portions are the size of corner deployment zones):

Building a Bushido Board (Part 1: Cross-Media Level Design)

It’s a start. We’ll see where I end up.

Overwatch Part 1: Why Casual Is Better

Overwatch is Kind Of A Big Deal right now. Blizzard is breaking into a new IP and new genre with its super-stylized team shooter, and it’s a rather good game. It’s not a game for everyone, but I think it’s a game worth trying, because it does a bunch of things *just* differently enough to be compelling.

Overwatch Part 1: Why Casual Is Better

Let me cut to the chase: Overwatch is Team Fortress 2 as done by Blizzard. Same bright colour palette, same stylized art, same overall sense of winking fun while also being a tight, well-tuned shooter. The main thing it adds to Team Fortress 2 is movement, which is significant. Lots of shooters have been playing with the idea of movement as a significant verb, and Overwatch is no exception– different characters move differently and this is extremely significant. I’ve talked before about how important new verbs are to games, and while certainly a newer game, Overwatch is more fun out the gate than TF2 was, and a huge part of that is that it adds that verb. Indeed, a lot of the gunplay in Overwatch is LESS satisfying than TF2, but it matters a lot less because there are other things going on.

For a while, I’ve lamented that MMO game design has been co-opted by virtually every other genre out there while apparently learning nothing from the advances elsewhere in the industry. It’s not super surprising to me, then, that a game made by the company that basically defined MMOs for the last decade draws heavily on MMO design ethos. Overwatch feels more like a team PvP match in WoW than it does a more ‘traditional’ shooter. Working together is always important, but in Overwatch this is accomplished through abilities that work together in intuitive ways. Overwatch breaks its characters down into MMO-style roles, and even if the abilities and armaments of a given character aren’t immediately apparent, by seeing what role they’re labeled as, you can get a sense of how to play them. It’s very MOBA-esque, although significantly more intuitive than most MOBAs.

What really sets Overwatch apart, though, is the same thing that sets Heroes of the Storm apart: accessibility. Team shooters are hugely inaccessible games for the most part: an exercise in new player frustration as they die and lose repeatedly without a good sense of why or how to improve. This kind of frustrating experience is really bad for a game’s health, however much a certain player mentality really likes to say “oh, you gotta get your lumps in at first”. Trying to sell someone on something “fun” but telling them they’re going to have to suffer before they get to “the good part” is a fairly outdated mentality at this point, and Overwatch does everything it can to eliminate it.

Overwatch pops up helpful player tips constantly. It will give you tips on how to fight the character who just killed you, it will suggest team compositions, and it draws lines through the map at the start of the game so you know where you’re going. Map knowledge is important for playing the game well, but playing competently doesn’t require that you memorize every map before jumping in. Adding to this, the way maps connect together is intuitive– there aren’t a lot of obscure passageways to hunt down in order to reach hidden snipers.

Adding to this, the characters are simple but deep. There’s no ironsights aiming, virtually no weapon switching, very few complex weapon interactions, no difficult comparisons between similar weapons– what you see is what you get, and this helps the game a LOT. The nuance in each character comes naturally as you play them, not in complex pre-planning. Making a character shine often requires good teamwork, and it’s apparent how to make that happen. One character has a gigantic forward-facing shield that blocks incoming fire. It’s great for protecting an advance, since your allies can shoot through it but your enemies can’t. It leaves you open at the sides and back, though, so your team needs to cover your flanks. This is REALLY OBVIOUS the second you see this character in action, and doesn’t require some deep knowledge of the ability to function.

The sense of accessibility permeates through every level of the game’s design. The game is chock-full of positive feedback, and eliminates a LOT of standard first-person shooter tropes, especially in the UI, in order to promote teamwork and prevent the kind of statistical comparisons that create toxicity between players. There’s no kill feed, except in spectator mode, and if you pull up the scoreboard, it will show you your statistics and the current top statistics in the game, but not EVERYONE’s statistics. There’s no distinction between kills and assists. The game operates at the team level, and when it displays the top players, it shows off almost entirely random-seeming stats. If you’re losing, or failing with a given character, you can swap out during a match, in your base, rather than being stuck until the end of the match. All of this promotes as much of a positive upward spiral as possible, and keeps the game fun and intuitive.

Overwatch Part 1: Why Casual Is Better

At the same time, it’s a surprisingly deep game. Very simple characters offer a lot of nuance, especially in a group. One of my favorite characters is D. Va, a mecha pilot tank-type. Her mechanics are really simple: she has rapid-firing shotguns that are strong in close, she’s got a forward conal shield that will block incoming fire, and while her base movement is somewhat slow (slower while shooting), she has a rocket boost that lets her fly around very briefly at pretty high speed. When her mech takes fatal damage, she’s ejected and becomes a much smaller, much faster target with a surprisingly powerful and accurate sidearm– survive long enough in this form and she can resummon a new mech. Her ultimate sets off the self-destruct in her mech, creating an enormous, super-damaging explosion that will kill virtually anyone it hits (including you, if you’re too close). In practice, this creates a really slippery tank class that can absorb a shocking amount of punishment between deaths, and is a really strong flanking tank that can hit an enemy from unexpected angles and (with her ult) is great at cracking dug-in enemies. She’s a lot of fun to play because you can stay in the fight for an incredibly long time, and you’re doing very different things while in the mech vs out of it. Working together with teammates means you can push harder than other tanks, since if you go down you’re still contributing to the team on foot, and then can fairly quickly get back into a new mech at top form. Right as you break through an enemy blockade, you can swap to flanking mode and make sure your team can lock their position. Alternately, you can blow up your mech in a group of enemies as the spearhead to a big push, especially if you have another more standard tank to help out.

My initial question when I started seeing Overwatch stuff was “why would I not just play TF2?”, and over the past few days I’ve gotten a really clear answer. It’s a fun, accessible game that adds movement as a fun new dimension to an otherwise lighthearted, casual experience.

Back After A Break (Or: When The Game Stops Being Fun)

It’s been a while since I posted last, mostly because there hasn’t been a lot I really feel like saying. It turns out it helps me to take a break from posting every so often to clear my head. I hadn’t really considered this previously, because my breaks from this have coincided with fairly major life events, so it’s seemed reasonable to just stop posting for a while. This time, it was more burnout than anything.

Back After A Break (Or: When The Game Stops Being Fun)

While not posting, especially when I’ve had an unbroken string of posts for a while, there’s this weight of obligation, this feeling like I need to post something, need to write something, just to fill up space. It’s the same sense of feeling obligated to log into an MMO every day, just to “check in”. I hadn’t really connected the two before now.

Something I see a lot, and have talked to a lot of people about over the years, is burnout. It’s a huge issue in game development, and it’s a constant cycle in MMO raiding, two spheres where I’ve spent a lot of time. There’s a pervasive sense that you need to keep going, keep doing the Fun Thing, because if it’s not a Fun Thing, why did you spend so much time in it? It’s often compared to the business semi-equivalent, the concept of sunk costs, but I feel like it’s a poor comparison. Just because I’m not having fun with something *now* doesn’t mean it wasn’t fun *before*. We change, situations change, and it’s not (always) the game’s fault.

I haven’t logged into FFXIV in months now. I haven’t stopped liking that game; it’s still one of my favorite games, I just don’t feel like playing it right now. The most fun I have, the most invested I get in that game, is when there’s a nice big backlog of content to go through and get a bunch of story all at once. Getting the story in drips and drabs just gets me to lose the thread, especially when they come months apart. I’m excited about the next big thing they’re putting together, their procedurally-generated dungeon, and I’ll wait to play until that’s out and I have a bunch of stuff to catch up on.

Starting to post here again is kind of the same thing. I feel like I have things to say and comments to make, and I’ve played enough games in the interim to have more food for thought.

Feeling Out Of Things To Say

Lately my pace on this blog has slowed. I don’t know what (if any) regular readers I have who’ve noticed this, but I figured I’d at least mention it. I’ve done five days a week for a little over a year and dropped to four, then three, than now once or twice a week. Part of this is that work and class picked up and it was hard enough to juggle both while still writing weekly, but part of it is also that I feel like I don’t have a lot to say.

Feeling Out Of Things To Say

via twolittlefruits on Etsy

I’ve mentioned this before, but I don’t really like talking unless I feel like there’s something valuable for me to say, something someone else might hear or read and either think about or disagree with me or be inspired by or understand something better or whatever. I’m similar in person– I generally don’t talk unless I have something to say. Most of my posts (though not all!) have been essentially semi-academic-style essays about various topics, just more opinion-leaning than cited, credible sources. It makes me feel like I’m contributing rather than just talking.

Lately, I’ve been busy with class and haven’t been playing a lot of games– or I haven’t had a lot of Big Ideas about the ones I have been playing. I don’t have anything deep or insightful to say about Stardew Valley or Mini Metro, other than both are really great games and I enjoy them a lot.

I guess a big part of it is that I don’t know what people like to read. If you are reading this, what DO you like to read about? What makes you check this space? I’m honestly curious, because I don’t really know.