Facebook Indie Games
Facebook Indie Games

Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.

TwitterFacebookPage

Search

March 31st, 4:26am 5 comments

Top Secret! Writing Plots for an Adventure Game

Media_httpwwwldsfiles_eddii

Today, I'm going to share with you a secret of plot writing that I have never heard anybody else share. Why has nobody ever said it before? Possibly because it's obvious. It kind of is with hindsight. Or perhaps because the secret is so incredibly valuable that they don't want to give it away.


Fortunately for you I'm a very lazy person. I doubt I'll ever write an adventure game plot. Which means this secret is of little value to me, and I'm going to share it with you. Lucky, lucky people.

The Problem -- why writing adventure game stories is hard...

In a classic adventure story
, you have a protagonist who leaves their day to day life, quickly masters a range of skills, passes through one trial after another, overcomes massive odds, wins the heart of a beautiful woman with sheer charisma, and eventually vanquishes the foe through force of will and inherent brilliance.

In an adventure game the protagonist is an idiot. He spends the whole time wondering around cluelessly asking the same questions over and over again, mindlessly trying to combine objects or pick up pieces of scenery. The protagonist is constantly failing. Worse, the player never overcomes any odds. In the best LucasArts adventures you cannot fail. There is no jeopardy at all.

Media_httpwwwkotakuco_ezhny

If you were to write down what the hero does in an adventure game then it would not make for exciting reading:

John Magnet approached the barman and started a conversation. He suddenly realized he'd already asked every question he could think of, and walked away. He tried to steal another drinker's beer, but the drinker told him he couldn't have it. He tried again. The beer drinker threatened him a bit, but stopped short of any actual violence.

Then John Magnet went back to his house to see if anything there had changed. It hadn't. It was still the same. He looked to see if he'd missed any possibly useful objects lying around. He opened his underwear drawer again. Still empty. Magnet left his house, returned to the bar, and approached the barman.

Even Dan Brown writes better prose than this.

And yet the best adventure games have great stories. How can you do this?

One way to do it is to take the truly heroic moments out of the player's hands. The "plot bits" are told in cut scenes. In the cut scenes the protagonist undergoes a complete change in character from clueless idiot to master of the universe. It gives the game a story but it feels bogus.

Another solution is to make the game so open ended that the player can make their own story as they go along. But great stories have a plot that is carefully thought through and follows certain patterns. Unless you build lots of great plots into your game, you won't end up with a story -- just a bunch of stuff happening to the player. That's what most RPGs or open world games feel like.

The final solution -- the one that actually works -- was created about 100 years ago by Arthur Conan Doyle. His great innovation was to write stories where nothing much happened to the protagonist. Sherlock Holmes stories don't rely on interesting things happening to the Sherlock and Watson -- Sherlock is just a way of gradually revealing a story that happened to other people. Nobody had thought of this before.

Media_httpwwwrealboll_laffv


Sherlock Holmes stories have two plots.
There's the story of what happens to Holmes and Watson -- meeting at 221B Baker Street, somebody arriving in a pickle and explaining their problem, Holmes and Watson going somewhere on the train. But the more interesting story is the one that has already happened before Holmes gets involved, the one that he gradually pieces together and reveals to the reader. A man tried to murder his wife, and covered it up by disguising himself as a rag and bone man. But he accidentally killed a prostitute instead. Or whatever.

The best adventure games also have two plots.
The protagonist plot is boring and stupid, but by interacting with the game world the protagonist gradually discovers the villain plot. The villain plot is controlled and linear. The villain plot has some real jeopardy in it -- if the villain succeeds, everything the protagonist cares about is lost. The villain plot is most of all exciting. By solving puzzles, the protagonist picks up clues about what the villain is doing, and why. This is one of the main motivations the player has to keep going -- because they want to find out what the villain is up to.

The villain is a few steps ahead of the protagonist throughout the game, until the final act when they meet and there's a showdown.


How to write an adventure game plot

Let's get down to business. What do you need to write an adventure game plot? Here are the essentials:

  1. An evil villain with tremendous powers. An evil genius scientist who experiments on animal brains.
  2. Some nasty goal that the villain is trying to achieve. He wants to control the world.
  3. Some method for the villain to achieve that goal. He's going to switch the brains of humans with the brains of dogs -- stupid, loyal, trainable.
  4. Some reason for the protagonist to get involved. The villain has stolen John Magnet's beloved Shih-Tzu for his cruel experiments.


At first, all the protagonist / player knows is that his dog's been stolen and he wants it back. As the game progresses, he starts to find out more and more about why. The stakes get higher and higher. Eventually, after loads of aimless wondering about, the player figures out the whole plan and he manages to get into the villain's secret underground laboratory.

And then... the tables turn, the villain captures the protagonist and is about to experiment on him! The protagonist and the shih-tzu's brains are switched! The final act has the player controlling the body of the shih-tzu, trying to get the brains switched back around so that the plan can be stopped once and for all.

It's this final act in an adventure game where even the best ones seem a little forced. You have the evil genius standing by their mind control machine cackling for as long as it takes for the player to win. It could be days. However, it does give the story a satisfying ending so that's a price worth paying.

Now go away and make up a story. But first retweet this and post a comment.

Filed under game design story
Posted by David Barnes
March 30th, 8:41am 2 comments

A Crash Course in Game Design

Media_httpwwwnumberle_eibnj

I spent Saturday afternoon in Birmingham Central Library trying to find a single solitary book on game design. There was nothing. So I came home and tried the Internet, which rewarded me richly. Here's all you need for a crash course in game design:

By the way, I'm not talking particularly about computer games here. I'm talking about broad questions of what makes a game, how can some games be better than others, and so on...

The Click-Me Challenge
This is a great place to start thinking about what makes a game... play Andrew Wooldridge's non game. Ask yourself what would be required to turn this into a compelling game, perhaps even try modifying it yourself.

You could apply the Click-Me Challenge concept to a board game (the goal is to reach the end of the board -- every turn you can move one space forward) or a card game (your goal is to get rid of all your cards -- every turn you can discard one card).

Contemplating such an obviously flawed game will get you on the road to thinking about how to fix those flaws -- which is what game design is all about.

http://andrewwooldridge.com/blog/2009/11/12/the-click-me-challenge/

Game Design Friday in the Escapist
Scroll down about a third of the way until you get to non-digital games. These are some simple board or card games that you can play with equipment you already have. They're described, along with design notes, in articles by social game designer Scott Jon Siegel.

It's fascinating and inspiring to see how simple games can take their inspiration from the real world.

http://numberless.net/blog/games/

The Basics of Game Design

From a defunct blog on Casual Game Design, this one page summary on the basics leaves a lot out -- but will make you think a little. Follow up some of the links too.

http://www.casualgamedesign.com/?p=21

I Have No Words and I Must Design
This is apparently the first really formal discussion of game design ever seriously attempted. It encompasses computer games, sports, board games, card games. It tries to define what they are, and what qualities a game MUST have if its going to be interesting.

Working a basic game idea through this article will help you see the flaws in it, and possibly address them.

http://www.costik.com/nowords.html

Game Design Concepts

A full, comprehensive game design course presented as a blog -- complete with assignments and required reading. Even if all you do is read it, you'll learn a lot. Start at level 1 and keep going until the end.

http://gamedesignconcepts.wordpress.com/2009/06/29/level-1-overview-what-is-a-game/

Designing Yomi

This is a great case study to end with. It talks through what stops scissors, paper, stone being a challenging 1 on 1 game -- and then discusses how to fix it. It does get a little complicated for me, but the basic idea of taking a lame game and turning it into something good by making a few tweaks is a fascinating way to learn.

http://www.sirlin.net/articles/designing-yomi.html

Filed under game design
Posted by David Barnes
March 29th, 5:18am 3 comments

4 Kinds of Social Game Player: Achiever, Explorer, Socializer, Killer

4_kinds_players

An article from the mid 90s identifies 4 different kids of players in MUDs, the pre-cursor to more recent social games.

Let's see how the four kinds might work in social games:

  • Achievers. Want to maximize their points and climb the leader board. Driven by succeeding at the game.
  • Explorers. Want to understand how the game works and figure out the optimum strategies, and the consequences of each decision -- but then probably aren't that interested in carrying them out.
  • Socializers. Most interested in getting to know people through the game... they'll support other players, and comment on one another's farms.
  • Killers. Love the possibilities for malice and getting "one over" on other players, especially preying on achievers because they care most about losing. These are people who'll love to steal crops just for the sheer fun of it.


One of the points the article makes is that you need some balance of the four kinds of player, because each kind of player provides "fodder" and interesting challenges for the other 3.

Read the full article.

Filed under game design
Posted by David Barnes
March 26th, 7:59am 0 comments

Rationing Interactions in Social Games -- Leave Players Hungry for More

One of the cleverest and easiest ways to make a game more addictive is to ration interactions.

Scarcity increases value. If you make interactions a scarce resource then players will value them more.

Mousehunt rations interactions by letting you only Sound the Hunter's Horn once every 15 minutes. If you don't sound it in any given 15 minute period, the opportunity is gone and you'll never get it back. Game play becomes a scarce and valuable resource.

This doesn't make sense, does it? If you want to get people playing your game a lot then surely you should encourage them to play all the time. Wrong!

Rationing interactions leaves the player hungry for more, and likely to come back later for the next go.

You can imagine a quiz game that only lets you answer one question every 15 minutes. So to maximize your score you need to return every 15 minutes exactly and answer a question correctly. Any other behaviour is sub-optimal. This will be much more addictive than letting people answer one question after another until they've had their fill and got bored.

Filed under game design
Posted by David Barnes
March 24th, 5:22am 2 comments

How Indie Facebook Game Devs Can Succeed by AIMING LOW

Media_httpwwwgamasutr_kcisu

The big takeaway for me from Gamasutra's "In the Shadow of Farmville" article is that succeeding with an independent social game is all about aiming low. Here are 8 key ways to aim low as an Indie Facebook Game developer, all taken from the article:
  1. Low development time. The MouseHunt beta was launched to 40 friends around 2 weeks after the concept was developed.
  2. Low investment. If you take on external investment, you need to succeed big and fast. But unless the external investment means you can grow your game as fast as Zynga, you'll fail. It's better to have no external investment than not enough. GameLayers raised $2 million. It wasn't enough for them to win the war against Zynga, but it was enough to mean they had to die trying.
  3. Low break even point. This is a result of low investment and fast development time -- you don't need much income to break even. Build your game so that you can still make enough money to grow with only a few thousand daily active users.
  4. Low complexity. MouseHunt was a wild success. MythMonger takes a similar mechanic and makes it more complicated. It doesn't work anything like as well. And I bet it has higher dev time, higher investment, and a higher break even point too. D'oh!
  5. Low expected audience. MouseHunt didn't even try for mass appeal. They came up with a game concept that they thought most people would consider stupid. Fortunately, the big game studios agreed with them -- it was a stupid idea. Even more fortunately, quite a lot of people enjoy playing their stupid game. GameLayers suffered because their concept proved really popular -- and competitors were able to invest more and implement the concept better.
  6. Low expectations. There are many, many opportunities for social gaming "lifestyle businesses". But only a few opportunities to grow into a serious game studio. Build a great lifestyle business! Big businesses are lifestyle businesses too -- it's just that the lifestyle you get is more stressful.
  7. Low player commitment. Build games that require little action on the part of the player, but that reward casual interactions every so often.
  8. Low churn. The most important metric for a small social game dev is retention. If you can keep the players you've got then you can eventually grow your player base and revenues through tweaks. Focus early on on keeping the few players you have -- make the game "sticky" without relying on having loads of friends playing.

If you liked this post, please say "thank you" by retweeting, linking, or adding an interesting comment. Cheers!
Filed under game design money
Posted by David Barnes
March 23rd, 9:49am 3 comments

Forget Action! Successful Social Games are Based on Decision Making and Luck.

Media_httpwwwcultofma_kgcwb

Most popular video games are based on action, and test the players physical dexterity at playing the game.


Dexterity is the physical skill or technique required to succeed in a game.

On Canabalt the dexterity is timing your jumps correctly so that you clear the gaps.

On Pong it's about getting your paddle to the right place to knock the ball past your opponent.

On Need For Speed it's about controlling your car so you can overtake other cars without crashing.

Most successful video games reward the player for some kind of dexterity -- racing games, shooting games, platform games all work by challenging the physical responses in a player. In fact, for most people thinking about "computer games" that's the main idea they'll have.

Dexterity is something that video games have in common with sports.

Needing to hone a physical skill is the foundation of most sports. It's not enough for a footballer to decide to shoot, pass, or tackle. You need some physical skill to execute that decision.

Media_httpwwwtreehugg_nmfsg

Computer games have inherited this characteristic from sports.

Board and card games usually require no dexterity.

It's not hard to roll a dice, move a chess piece, or hold a few playing cards. In almost all board and card games, dexterity is irrelevant. All that really matters is participating (you do have to roll the dice or move a piece, or else the game won't progress) and making decisions (choosing the right piece to move, choosing what to do with the cards you have).

Where a board or card game needs to simulate "physical skill" in the real world it'll typically use luck. A dice roll decides which side wins. You can make decisions that will stack the odds in your favor.

Social games are like card and board games, not sports.

The most popular social games require no physical dexterity from the player. They just require the player to show up and make reasonable decisions. The Facebook App leaderboard is full of games that require absolutely no physical dexterity on the part of the player. Action games are not what Facebook is all about.

Media_httplorenhernan_ygaha

I've noticed that many social game developers also develop paper based games. Take a look at Playdom designer Numberless's games for the Escapist (scroll down to the "non digital" section) or the card and board games by Slide designer @lorenhernandez. Don't these feel more like social games? Wouldn't they adapt easily to Facebook?

This is good news for amateur and indie developers.

It's the real time, physical aspects of a game that are hard to program and require specialist development knowledge. Take out the dexterity, and you can write a serviceable game with PHP and static HTML.

And you can design and test the game concept with a dice and a few bits of paper.

If you want to launch a game fast, social is the way to go.

Filed under game design
Posted by David Barnes
March 23rd, 3:39am 3 comments

My Blogging Tragedy, MouseHunt, and a FREE and EASY Social Game Mechanic

The other weekend I wrote a post on this blog. I'd put a fair amount of effort in, but didn't think it was a masterpiece. It immediately got retweeted by a couple of people. It must have been a slow day for gaming blog posts because, seconds later, it got retweeted by @TM_Gaming, which means my post had got to the top of the TweetMeme Gaming category. I could sit back and wait for more and more retweets now. It was unstoppable. Thrilling stuff!

Media_httptotallytop1_hbjsi

It was then that tragedy struck. Twitter went down.

Literally seconds after I got to the top of Tweetmeme Gaming. Defeat was snatched from the very jaws of victory.

I've blogged before about how blogging is a social game. Now, consider what happened here:

  1. I prepared a post, and did what I could to make sure it would succeed, in the time I had. The fact that I already had some readers and followers on Twitter increased my chances of success. So my previous successes mean I can be more successful in the future.
  2. I "clicked to post", and off it went.
  3. The result was a mixture of how well I prepared my post, how successful I'd been at building a following with previous posts, and a large dose of luck -- good at first, rapidly followed by bad, bad, bad.
  4. The more exposure that post gets, the more followers I'll have, and the greater chance of success I have with future posts. I can "level up".

 

Media_http98129188223_tzfez

Yesterday I started playing a game called MouseHunt. Here's how it works:

  1. You prepare a mouse trap -- you choose the base, the weapon, and the bait. You buy all of these with gold, which you earn by catching mice. The more previous success you've had, the better trap you can assemble, the more likely you are to catch a big mouse.
  2. You click to "Sound the Hunter's Horn".
  3. The likelihood of catching a mouse, and the size of the mouse, depends on your choice of trap and bait, and of course on whether you could afford the good stuff. So there's a mix of luck, good decision making, and reward for previous success.
  4. The bigger the mouse you catch, the more money you earn, the better trap you can buy in future rounds. Level up.


The mechanic is exactly the same.

This mechanic is so simple and so powerful that I'd suggest any Facebook indie game designer takes it as the starting point for their game:

  1. Invest previous earnings, make decisions, prepare.
  2. Click to implement those decisions.
  3. Calculate an outcome based on the quality of decision making and a hunk of luck.
  4. Reward the player for success, and enable them to reinvest for the next round.


You could apply this mechanic to just about any theme, including of course my favorite social game idea... Wedding Planner Tycoon.

Any smart game ideas based on this simple mechanic? Fire away...

Filed under game design
Posted by David Barnes
March 10th, 6:43am 0 comments

6 Ways to Create a Deep Experience with Simple Gameplay

One of the controversial areas at GDC yesterday was whether social games are going to get more complicated so that players experience more depth, or stay simple so that they keep attracting new casual players. Only computer game designers could think that depth and simplicity were mutually exclusive. Traditional board and cardgames take "an instant to learn, a life time to master" -- examples include Reversi, Dominoes, Draughts, Scrabble and of course Chess. The mechanic and rules of play are incredibly simple, but the variety of outcomes gives the game depth.

Here's 6 ways to give your social game depth without sacrificing simplicity.

  1. Put your reader at a high level. If you want to give your players a "deep" experience without needing complex gameplay, put the player in a presidential position. Have their game character be somebody who (like the player in real life) is too busy to spend much time on your game's problem. If your game is about running a school, make the player an education minister not a janitor.
  2. Deal with lofty themes. Have your game touch on themes that make people think interesting thoughts, even if the game itself is shallow. Some wrestling with moral issues will help. Remember how Themepark Tycoon let you add more salt to the fries, in order to sell more drinks -- hardly a lofty theme in itself, but it got players thinking about the nature of capitalism a little at least. Anything that touches on environmental issues, politics, Fairtrade, education and other things that cause controversy or that people really care about will feel deeper.
  3. Distill the game down to key decisions. Somebody running a huge industrial farm doesn't "click to harvest". They tell their staff what to do and leave them to get on with it. Put the player in a position where they are making big decisions, not trying to mimick the minute-by-minute actions of real life. Can you distill your game down to the players choosing one of three options, based on a "proposal" presented to them? "The French are amassing a huge Navy. Parliament thinks you should half healthcare spending to fund our own Navy. Do you accept the proposal, reject it, or send back for amendment?" or "Chelsea FC wants to sell you Ashley Cole for 10m plus one night with Cheryl. Do you accept, reject, or hang on for a better offer?" Even a real time strategy game could be distilled to "move forward", "fall back", and "attack".
  4. Give actions unpredictable, far reaching, and logical consequences. When a player takes a decision in your game, they should know it has consequences -- but not be 100% sure what those consequences will be. That's what gives chess depth -- you know that your opponent will respond in some way, but you don't know how. The move could be what wins the game for you, or you could make a mistake here and lose everything. In Tower Defense games, you'll win the first level pretty much whatever you do -- but decisions you make on the first level will still have consequences many levels later. That gives the game depth even though its simple.
  5. Have multiple interacting score systems. Readers will get a sense of depth when they have to make trade offs between success in various different areas. There's a trade off between driving fast and getting good mileage. There's a trade off sometimes between having a winning sports club or a profit maximising one, but maximise short term profit too much and you'll lose all your matches and eventually your fans. Is it better to run a high yield farm with lots of fertilizer and pesticides? Or have low yield organic farming and charge premium prices? Even if the mechanic of the game is simple, having readers make trade offs between different score systems will make them think deeper about how they play.
  6. Introduce more complex "rules" for experienced players. There are various chess rules that beginners might not know -- em passant, castling for example. Professional Scrabble tends to have more rules than friendly Scrabble games at Christmas. Currently most social games only change statistically as the player progresses -- the new items that unlock are more powerful, but behave in about the same way. Make your game items change the gameplay "rules" a little, so that the game becomes more complex as the player gets more immersed in it -- but is still simple for anybody who starts.


What do you find gives a game depth?

If you liked this article please share with a link or tweet!

Filed under game design list
Posted by David Barnes
March 3rd, 11:56am 0 comments

Clickability and 5 Other Gestures for Your Social Games (kudos to @aquito)

Fellow Posterous blog games4networks posts about the importance of Clickability in social games.

Clickability means the physical pleasure you get from interacting with the game's interface, regardless of what your actions "mean" in the game world:

Clickability = the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session

Some things are just fun to do, physically. Pressing the spacebar in Canabalt is fun. Clicking on things that move is fun. Dragging colourful objects around with the mouse is fun. Drawing or scribbling with the mouse is fun.

Trying to remember keys is not fun. Clicking a slightly too small text button is not fun. 

So, here are a few simple mechanics that are straight out fun to play with. Make sure the player enjoys the physical act of playing your game!

  1. Simple keyboard controls. Controlling a character with left, right, jump is simple and fun for most players. Anything more and you're getting geeky. (Oh OK, I'll let you have "fire" too. Is that enough?)
  2. Drawing things with the mouse. Graffiti was one of the most popular early Facebook apps. Why? Because it was fun to scribble shapes and lines with the mouse, and because it was expressive. It scored on 2 of the 3 social gaming pillars. It fell on the 3rd.
  3. Clicking a moving object that is not too small and not too fast. You want the player to just enjoy meandering around with the cursor and clicking. They shouldn't feel frustrated by it.
  4. Moving objects around with the mouse. Even better if there's some kind of physics at work so that the objects have momentum or bounce of each other something.
  5. Tapping a rhythm with the keyboard, mouse button or touchpad. Build Finger Drumming Hero! (Oh boy I'd love that as an iPhone game.)
  6. Anything you do with your mouse when you're bored or thinking. If you're like me, you find yourself playing around with the mouse when you're at your computer. When I'm reading pages, I find myself selecting and unselecting blocks of text for no reason. Clearly, my brain enjoys doing that stuff. Build that into your game!
A few questions for you, for the comments or tweets:
  1. What gestures have I missed? What gestures do you recommend FBIndie build into their games to make them "clickable"?
  2. Can you think of a game concept that gives Graffiti a "third pillar"? How would it work?
  3. What do you find yourself doing with the mouse and keyboard when you're idle or bored? (Keep it clean)
The best answers win FBIndie dollars!
Filed under game design list
Posted by David Barnes
March 1st, 12:07pm 3 comments

5 Top Tips from Indie Developers and the Facebook of Doom (from @karlbunyan)

View more presentations from iPlatform.

This slideshow by Karl Bunyan, a successful fully independent Facebook games developer, starts with some background on the platform, before sharing his 5 top tips for Facebook indie developers. And I like this guy's style too -- a fellow Jones fan.

The tips are:

  1. Go Niche. Don't try to compete with Farmville -- look for an audience that the big ones won't be interested in.
  2. Retention, not virality. Viral channel effectiveness is reducing. At some point you're going to have a buy traffic -- so once you have a user, hang on to them.
  3. Concentrate on Average Revenue per user. 100,000 users paying 50c per player is better than 1m at 5c. A loyal audience monetizes better than a mass migratory one.
  4. Don't overcomplicate. Release fast, early and often. Don't try to compete with virtual worlds. Maximise your average revenue per developer. Concentrate on fun, not realism. But still maintain depth of play.
  5. Build a portfolio. Not every game will be a success. Prepare to move on quickly. Cross promote. Make a virtue out of changing your mind.

Karl concludes that Facebook isn't the Holy Grail for game developers. But there are opportunities for indies that look for gaps in the market and take advantage of their ability to change.

You can see the full slideshow and a video of the first 10 minutes over on Facebook Developer Garage London.

Visit Karl's blog, Twitter, or see his games.
Filed under game design list
Posted by David Barnes