Wednesday, February 12, 2014

    Design 514: Slippery Slopes

    Design 514

    Has it really been around 3 months since my last post? I guess I've just been busy, but man does time fly.

    Anyway, not that long ago, a Game Designer position opened up at CCP Shanghai. I initially thought about applying since game design had been a dream of mine since I was 6 years old. In the end though, I've decided I'd rather stick to working on building a number of Dust 514 leagues. Building a league from the ground up allows me to be independent, so that things like game company staff being laid off won't impact me. It also comes with a large amount of design work, so I've found a happy place to be in (even if it means being broke for the near future).

    Something I do want to continue with however, was a series of blog posts looking at Dust 514's design. Hell, I might look into the design of other games and even explanations of the design behind the leagues I'll be setting up over the next 6 months.

    So About Slippery Slopes

    If a game has slippery slope, it means that falling behind causes you to fall even further behind.
    -David Sirlin
    The concept of slippery slopes in games dates back millennia. Perhaps the oldest example most would be familiar with is capturing pieces in Chess. As you capture more of your opponent's pieces, the stronger your force becomes relative to your opponent. This works well, as it makes the struggle to take pieces without losing any yourself a key factor to winning games. It's also nicely balanced as it's hard to pull off against equally skilled opponents, with the reward scaling alongside the difference in the skill.

    Dust 514 has a number of these itself. Some are intended mechanics (such as Warbarge Strikes) and some are more emergent (vehicle dominance in ambush). There are also parts of the game that don't feature slippery slopes, where similar parts of other games would. We'll start with the intended mechanics.

    Warbarge Strikes

    For those who might be unfamiliar with the Warbarge Strike mechanic, here's a brief intro. A Warbarge Strike is an ability that allows players to call multiple projectiles down onto a targeted area. These projectiles detonate on the first object they collide with and deal area of effect damage that scales with distance from the point of impact (vehicles can be killed by direct hits, infantry might survive indirect hits). They are earned every time a squad reaches an accumulative 2500 war points between it's members. War points are earned through performing various activities in matches, such as killing enemies, taking objectives and repairing allies.

    I've gone in depth about some of the faults with Warbarge Strikes in videos before. There are a number of ways to game the system in which they are earned, most of which have not been patched out and are widely used. The most common of these is to jump into a vehicle just as you call a strike in and increase the WP/kill via the vehicle kill assist mechanic. At it's worst, this allows squads to generate around 300 points per kill from what would normally be 50 or 60. It's actually possible to generate 1 or more additional strikes using this method.

    Outside of the way people call the strike in, the way people get to this point lends itself to gaming the system too. Vehicles have a number of tricks like the one mentioned above that can be used to speed up the war point generating process in a bizarre manner. Having more people in a vehicle increases the WP/kill, even if those people don't do anything. If they help with assisting a kill, they actually get more war points than the person who gets the killing blow. Infantry who put rep tools on vehicles will receive guardian points from said vehicle, even if the vehicle is shield tanked, has full hp and the enemy have no anti-vehicle weaponry.

    Equipment spam before firing into the air while standing on top of a nanohive and hurting/killing oneself to give friendlies repair/revive points are some other examples of gameplay that doesn't make much sense, yet contributes towards earning these strikes.

    Finally, the war point mechanic that strikes are linked to, also directly impacts how many skill points are earned through playing a match. Every time CCP has added new war point rewards for actions players take (to benefit different roles), they have also increased the frequency that Warbarge Strikes can be acquired. The more rewards that are added for being useful on the battlefield, the more common Warbarge Strikes will become.

    It should be noted that the Warbarge Strike itself is a fine mechanic. It allows teams to break strong enemy positions, deflect large offensive efforts and keeps vehicle users on their toes. The similar EVE-side Orbital Strikes work without the issues of Warbarge Strikes, despite each one being a slightly different spin on the original Warbarge Strike. They both add a layer of strategy to the game and have potential to create interesting situations.

    It all comes down to the method in which they are earned. Orbital Strikes are earned by EVE players holding a point in space above the planet for a set amount of time. This means Dust players can play without having to change their gameplay style in order to rack up points. Landing a successful Orbital Strike doesn't speed up the process towards another.

    If I were to redesign Warbarge Strikes, I would change the mechanic that earns them to something that creates conflict between teams. Maybe something along the lines of holding a null cannon for 5 straight minutes grants a Warbarge Strike or a separate objective that only provides strikes. This forces a decision between an aggressive strategy to prevent the enemy team from receiving a strike, or a defensive strategy to increase the chances of receiving your own. If all seems lost and you're simply waiting for the match to end, it might be worth trying to rush past the enemy team to prevent your own team being obliterated before it's over.

    So what if a team held 5 points for an entire match in Skirmish? Not only would they be certain to win the match, but nobody wants to sit in their redline getting picked to death by Warbarge Strikes.

    Changing Skirmish

    Even if the strikes stayed the same, redline camping remains an issue in Skirmish. In the case of one team being completely dominant for the entire match, the result is normally a 10 minute wait until the losing team's MCC dies. During this 10 minutes, some teams will try to fight back, but the standard play at this point is to sit back and snipe each other for the remainder of the match.

    It's worth noting that Skirmish isn't a game mode original to Dust and other games with similar modes have already solved this problem. In the "Arathi Basin" battleground in World of Warcraft, holding all 5 points on the map speeds up the rate at which the game ends significantly. This allows the losing side to move on from a hopeless situation quickly, rather than dragging an already painful experience out. It's entirely possible that a team can come back from this, but given the difficulty of taking all 5 points on the map, is unlikely.

    This is one of the best examples of a well implemented slippery slope in gaming. Allowing a swift ending to matches with completely uneven teams, with minimal impact in more balanced cases. Dust's Skirmish mode could benefit from such a mechanic, with the explanation of some kind of 'super cannon' activating upon all points on the map being held.

    This might create an issue where quickly winning Skirmish matches would result in fewer war points than Ambush, but could be fixed by giving players (outside of their redline) points whenever the enemy MCC reaches certain %'s of it's health.

    Vehicles in Ambush

    It's harder for me to discuss this specific topic while staying unbiased. When Dust launched into open beta over a year ago, the number one complaint I saw on twitter from people was losing to tanks in Ambush matches. Vehicles have always given an advantage to the teams that use them and the smaller map size of Ambush, combined with the lack of neutral installations that can be turned against them (with the Ambush OMS variant that does this being chance based).

    Given the power of vehicles and the size of the maps, it makes it extremely difficult to put yourself in a position where you have time to call in your own. An assault dropship can get from one side of the map to the other in order to kill players while they call in their own vehicles and a railgun tank can destroy them while they're still in the air.

    Running anti-vehicle setups requires you to sacrifice more team members to counter the vehicles than the enemy team as well, so while the counter exists, you're left with a disadvantage in the infantry vs infantry fight.

    In the end, what you're left with is a rush to obtain the vehicle advantage with the loser being at a disadvantage for the remainder of the match. Since Ambush is almost always decided on kills, so the losing side simply have to die repeatedly before moving onto the next match. It is possible to win despite the disadvantage, but it's still one of the more frustrating slippery slopes in Dust.

    Monday, November 25, 2013

    Music Mondays 4: Saberwing Makes Music

    There was quite a lot of good music this week, so here's my top 4 finds.

    Songs of the Week



    OK, so it's a bit out there as far as music I normally put up goes. It is however a masterpiece of hilarious proportions. Based on a trend of people remixing this moment from Jontron, this is easily the best of it's...sub-genre? Anyway, the level of detail that went into this makes it worthy of notice.



    An old Exit Mindbomb (Amazing BrandO) track that was recently remastered. Might be a bit heavy for some, but it's worth a listen if you like Grunge.



    One thing that has been grinding my gears over the past year has been the amount of video game covers with poor mixing. Thankfully, DSC has been working to improve on that and it really shows in this Pokémon RBY medley. I hope this trend continues as it results in good music becoming great music.



    I must have listened to this at least 10 times yesterday. It's only 1 month until Christmas, so the Christmas music is about to dominate everything until next year. If all of it is half as good as this, then I'll be a happy man.

    Artist of the Week

    Shahin Kanafchain (AKA CCP Saberwing)

    It was a pleasant surprise to find out Shahin has a Masters in Music Composition. He has a small host of music on his Soundcloud and will apparently be continuing to produce more once he's fully set up in Shanghai.

    There isn't enough music to recommend anything in particular, but you'll probably want to start with his Production Music Showreel.


    Oneironauts (The Dream Travellers) from Shahin Kanafchian on Vimeo.

    Saturday, November 23, 2013

    Dust 572: The Best Way To Play

    So earlier this morning, I read a post in response to someone talking about Dust's frame rate problems. The original post claimed to have frame rates as low as 1-3 per second. This is a serious problem as first person shooters running at anything below 30 frames per second don't function very well. Hell, most PC gamers can't stand anything below 60 and pros generally favour 120 FPS.

    The response was an interesting claim to solve the problem however. By forcing Dust 514 to run in 572p, the game could achieve a much higher and more stable frame rate. I had some time before the servers went down today, so decided to try it out.

    The first thing I noticed was an immediate sense of nostalgia. If you've ever wondered what closed beta looked like, 572p is a fairly good indicator. The performance is a bit higher now though, as the game has seen some general performance increases since then.

    The second thing I noticed was the menu animations were much smoother. Granted the game looks like ass and could be mistaken for a PlayStation 2 title, but there's hints that the game is running better. Menus are more responsive and animations are smoother.

    This was all good and well, but how did it perform in a live match environment? I loaded into a faction warfare match and it was like nothing I've experienced in Dust before. The frame rate was higher than I'd seen before and the responsiveness felt incredible. I'm normally a terrible shot with a scrambler pistol, but here I was racking up head-shot kills. For the first time in a long time, I was enjoying playing Dust for the sake of playing Dust. Christopher Franklin's "Kinaesthetics" video comes to mind when trying to describe this.



    Now this match was obviously not under the stress that PC battles can put on a system. People were using equipment, but not spamming it everywhere. I would be interested in hearing how it performs in a more stressful environment compared to 720p though. If it didn't make my eyes hurt so much, I'd probably never play Dust in 720p again, but I can see this being less bothersome to people who want the extra edge.

    There's a potential nightmarish outcome to all this. If CCP don't improve the 720p experience, it's possible a group of players could exploit the frame rate drop from equipment spam while avoiding it themselves. The endgame to all this would be a world where players are forced to play in 572p and spam equipment to compete. Here's hoping it won't come to that.

    Monday, November 18, 2013

    Music Mondays 3: Pig With The Face Of A Boy

    Haven't found as much this week, but here's a few choice picks.

    Songs of the Week

    Climate Change Denier (contains full frontal nudity)

    A few years ago, Pig With The Face Of A Boy released a Tetris themed song about the rise and fall of the Soviet Union. At current it has over 3.6 million views and for good reason. Their latest release "Climate Change Denier" was a pleasant surprise to find in my Youtube feed and is an enjoyable listen, albeit not as memorable as the Complete History Of The Soviet Union.



    I'd been getting a bit sick of the Slam Jam mashups over the past couple months. The best examples of good mashups are things like Gangnam Style or Panic Station. This is the first mashup since Slamjam Station that I've truly enjoyed and just fits the two songs so well together. There's also a free .mp3 download available.



    Someone asked for some hip hop, so here's Duane and BrandO rapping about Duck Hunt.

    Artist of the Week

    Pascal Michael Stiefel aka Plasma 3 Music

    Not unlike Atpunk from last week, I found P3M through a remix involving a (now former) member of Game Grumps. he has a large number of game music remixes over several websites.

    Duck Tales Orchestra fan rendition
    Newgrounds
    Soundcloud

    Wednesday, November 13, 2013

    Music Mondays 2: Slightly Late Edition

    So you can thank the Dust 514 grindathon event this week for this not being done until now. Hopefully I'll avoid this situation in the future, but better late than never. It's worth adding that despite this being 2 days late, I'm only including music I found before this Monday.

    Tracks of the Week

    **SEIZURE WARNING**


    I found out about Atpunk a couple months ago when he released his "Welcome Back!" Jontron Remix (which also deserves a seizure warning). His latest track is very reminiscent of Anamanaguchi and is an overall solid original piece from someone who is most well known for remixes.


    It's a little weird that these guys aren't more popular. Critical Hit is a band formed from a number of well known musicians, including the violinist Taylor Davis and composer Jason Hayes (World of Warcraft). Their début album is a compilation of video game covers, ranging from Modern Warfare to Angry Birds. I've never played a Call of Duty game, but the cover is a good listen despite that. Also, here's a bonus .gif of Joel Taylor.



    If you like Trance (or any electronic music), Trancecrafter is the best artist you've probably never heard of. I mentioned in my first blog that I go to websites like Newgrounds to find people early in their careers and that's how I found TC. Sadly he rarely releases full tracks, so I was pleasantly surprised when this popped up in my subscriptions on Saturday. This song is part of a 78 track compilation that is raising money for the charity "Sport Relief". You can buy it from Bandcamp for the low price of a tenner.

    Artist of the Week

    Rob A Ronawsky

    Beyond his music, I don't actually know much about Rob A Ronawsky. His music mostly focuses around guitar covers of anime theme songs. The best example of this is his cover of the Attack on Titan opening song...



    and his Attack on Titan Medley.


    He has a whole slew of different Soundcloud and Youtube pages though. If you're looking for the best way to listen to his music, I'd suggest starting with his main Soundcloud page. If you want his other tracks, your best bet is to search "Rob A Ranowsky" on Youtube as that will display all of his channels.

    He also has a Facebook page.

    Monday, November 4, 2013

    Dust 514 Squad Cups Results and Videos

    Over the weekend, the first Dust 514 6v6 Squad Cups took place with over 50 teams competing across 3 regions. I'll be compiling a list of videos I find from the tournament too. Feel free to contact me if you find any that should be on here.

    Asia

    1st Place - Nyain San
    2nd Place - B.market

    Bracket

    No videos yet

    Europe

    1st Place - Power Rangers
    2nd Place - United Pwnage Service
    3rd Place - What The French

    Bracket

    Ro32 Videos

    United Pwnage Service vs Diamond 7
    What The French vs Les Croustillants
    Forsaken Immortals vs Dust GAC Equipo 1

    Ro16 Videos

    United Pwnage Service vs Norwegian Dust 514
    What The French vs Academy Inferno
    Forsaken Immortals vs Fat Bastards

    Ro8 Videos

    United Pwnage Service vs French The Win
    United Pwnage Service vs French The Win (second PoV)
    Forsaken Immortals vs Power Rangers
    What The French vs Gli Sbabbari

    Ro4 Videos

    United Pwnage Service vs Maphia Clan Unit Unicorn

    North America

    1st Place - 0uter.Heaven
    2nd Place - GAC America
    3rd Place - MH Neighbourhood Watch

    Bracket

    Ro32 Videos

    MH Neighborhood Watch vs Onslaught Inc 2

    Ro16 Videos

    MH Neighborhood Watch vs Random Gunz

    Ro8 Videos

    MH Neighborhood Watch vs Killer Rubber Duckies

    Ro4 Videos

    MH Neighborhood Watch vs 0uter.Heaven

    Music Mondays 1: Spooky Introduction

    Outside of gaming, one of my favourite pastimes is looking around online for music to listen to. I follow upwards of 150 different music channels on Youtube and regularly look around websites such as Newgrounds or Soundcloud for new artists to follow.

    My normal pattern is to browse around for up and coming artists. Then follow them as they continue on their way through their music careers, listening to their progress over time. I do this on a regular basis, so I figured it'd make a good regular blog. Anyway, here's what I've been listening to this week. It was Halloween, so this will mostly themed around that.

    Tracks of the Week



    I should probably mention that I've never played any Silent Hill games, but enjoyed this Medley regardless. Jules is currently in the middle of his third year of weekly video game covers, so he may well be a regular on this blog for the near future. You can find free downloads of his work in the descriptions of his videos.



    There's a number of Castlevania tracks going around this week. OCRemix uploaded 4 in a row including this remix of Vampire Killer by zircon. I wasn't that impressed with the other 3 tracks, but you can find them on their Youtube channel.



    OK, so this one is a bit older, but I'd never heard it until this week when I was watching a playthrough of the game. Bloody Tears is a classic though and this version lives up to the name.

    Artist of the Week

    Psyguy

    I found this guy a while back but didn't pay him much mind outside of a few tracks I'd downloaded from him. He caught my attention today again, when I was looking around for covers of the Sonic Adventure 2 track 'Pumpkin Hill'. While his cover wasn't as good as the original, I decided to give some of his other music a second listen. Here's a few choice picks.

    Bloody Tears
    Guile's Theme
    Escape From The City
    Chocobo Theme
    Sonic Boom
    Digimon Theme