Thursday, January 19, 2012

The Real Triple Town available on iOS and Android


The holidays were crazy. Instead of opening presents, we were putting the finishing touches on the mobile version of Triple Town. Some late nights all around. Big kudos to Cliff Owen for doing an immense amount of the heavy lifting.

Triple Town for iPhone and iPad
http://itunes.apple.com/us/app/triple-town/id490532168?ls=1&mt=8

Triple Town for Android
https://market.android.com/details?id=com.spryfox.tripletown



If you love Triple Town, please download it (it is free) and rate it. We are in a bit of a David and Goliath situation here since a very large and nasty company copied Triple Town on mobile right at the end of December. We're a small team and we work hard, but moving to the phone took a few precious months. I don't quite know how to express the feeling of bleeding our lives out trying to finish the game...all while watching a soulless shark lavishly spend VC cash to ride up the chart. Using my own design. That was like a punch in the gut. Betrayal, violation and powerlessness all wrapped up into one unpleasant emotion. This has easily been one of the most emotionally difficult releases I've ever done.

To add insult to injury, the night we got ready to upload the Android version we made an awkward discovery: There was already a game called Triple Town being sold by a certain Mr. WangYang.  In fact, it was Triple Town.  The art was ripped from the web version.  The logo was the same.  Check out that screenshot...captured for posterity.  I want to send big thank you to Google.  Even though their offices had closed for the night, they took down the fake immediately.  That was deeply appreciated.

Ripped off: An example of a counterfeit game.

The best and most positive thing anyone who loves innovative indie games can do is spread the word about the original. Share the link. Download Triple Town. Write a review. Tell your friends. Heck, I tell strangers in coffee shops.

No one ever complains since a good indie game is an authentic joy. The next time I see someone after introducing them to Triple Town, all they ever want to talk about is Triple Town. It becomes an essential part of their life. It doesn't matter that it was done by a few guys working out of home offices. All that matters is that it is a good, original game that players love. I figure the Fast Follower bastards may have money and evil on their side, but maybe a passionate community and some word of mouth about a decent game can carve a small space for the little guys.

Big thanks for all the continued requests asking us to make Triple Town for mobile. It kept me going.

take care,
Danc.

PS: Also a lot of folks told me they just wanted to 'buy the damned thing'. So even though the game is still free if you want, you can now pay once and get unlimited turns.

PPS: First game in Unity! Very nice!

Wednesday, November 16, 2011

Plagiarism as a moral choice


Plagiarism is defined in dictionaries as the "wrongful appropriation," "close imitation," or "purloining and publication" of another author's "language, thoughts, ideas, or expressions," and the representation of them as one's own original work, but the notion remains problematic with nebulous boundaries.

The modern concept of plagiarism as immoral and originality as an ideal emerged in Europe only in the 18th century, particularly with the Romantic movement, while in the previous centuries authors and artists were encouraged to "copy the masters as closely as possible" and avoid "unnecessary invention.

The 18th century new morals have been institutionalized and enforced prominently in the sectors of academia and journalism, where plagiarism is now considered academic dishonesty and a breach of journalistic ethics, subject to sanctions like expulsion and other severe career damage...

Plagiarism is not a crime per se but is disapproved more on the grounds of moral offence...
-Wikipedia's entry on Plagiarism

Thought: Most professional game developers are also professional plagiarists

Here's a quiz for all the game developers who are reading:
  • Do you follow the rule of thumb "90% familiar, 10% fresh"?
  • When you look at the game you are working on is there a direct comparable?
  • Do your designers say "For that feature let's model how X did it" and consistently refer to the same pre-existing game?
  • Is your primary reference a game considered original or innovative in the last 3-5 years?
  • Is your primary philosophy of design "I could totally make a better version of game X"
  • Do you copy mechanics and assume that adding different content such as levels or graphics makes your game unique?
If you follow these patterns, you are likely a plagiarist. To rewrite the industry's golden rule in the language of other arts, "90% is plagiarized and 10% is remixed to give the illusion that the player is engaged in an original work."

This lazy and morally offensive practice has become a social norm within our incestuous industry. We don't even consider that there might be alternative method of developing games. We are the equivalent of the western world before the suffrage movement. Or the South before the civil rights movement. We look at our current derivative behavior, acknowledge that it is harmful and then proceed to dogmatically justify its continued pursuit based off economic, legal, historical and short-term selfish reasons. Yet the fact that 'everyone does it' fails to provide a strong moral foundation for an act that diminishes our industry and damages the minority that strive to create original works.

Where plagiarism differs from evolving key innovations of the past

It is a common practice to include individual mechanics inspired by previous games. This is a natural part of the creative process. Plagiarists, however borrows systems en mass. They takes not just the movement mechanic from Zelda, but the flow of the dungeons, the majority of the power ups, and the millisecond by millisecond feel of the game.

Game designs are very close to a mechanical invention.  The rules, interface and feedback systems all create a reproducible set of player dynamics.  Think of a game as an invented 'fun engine' that when placed in front of a player yields delight and mastery.

Developers go through a few stages of invention when building games.

  1. Copying a design. Most programmers make a simple copy of an existing functional game as part of their learning process.  You copy everything including interface, levels, scoring and more. You don't understand why the game works so you replicate it in the hopes of blindly capturing the magic. You may change out the art, but otherwise it is the same game. 
  2. Modifying an existing design. Usually this involves just playing with existing parameters or content.  You might add a a triple shotgun and new levels to your Doom-clone.  You still don't understand the game, but you can play with safe variables like narrative, level design or theme that are unlikely to ruin the value of the core mechanic. Warcraft is a classic example of a modification of the original Dune 2 RTS design. 
  3. Adding to a design. Taking the core fun engine and add something to it. Think of this as adding a turbo charger on an existing car.  Sonic took Mario and made the main character much faster.  In the best games this results in a cascade effect throughout the entire design that requires you to rethink content, pacing, scoring and more. 
  4. Synthesizing a new design. Take multiple disparate parts and put together a new game that has unique dynamics. A game like PuzzleJuice is a great example of a synthesized design that takes elements from Tetris and Boggle.  To many players, it feels like a brand new games built out of familiar pieces. 
  5. Inventing a design. Using a variety of sources of inspiration, create a new fun engine that is unique and new to the world. 

The early stages of copying are an essential process that all students of game design should undertake.  As a learning activity, there isn't a lot of money in creating master studies, but it is a respectable pursuit along the path to self improvement.  As long as students cite their inspiration and refrain from competing directly with the original creator there is little conflict.

The later stages of invention are risky, difficult work.  There's an immense amount of experimentation and failure.  Even the simplest game inventions (such as Tetris or Lemmings) were the result of years of diligent labor by master designers.  There aren't a lot of these people, yet they bring immense amounts of joy to the world.  They deserve to profit from their inventions and in general players are excited to spend their money on new, delightful games.

The plagiarist is someone who wants to shortcut the process of invention. They decide that it is cheaper to copy as much a possible so that the dynamics of a previous game are preserved. Then cosmetic tweaks are applied and the copy is sold as a new thing by an original creator. Changing out the graphics or giving the game a new plot are the most common tweaks because they are easily decoupled without damaging the delicate dynamics of play.  When you look at the games released on the market, you can easily see that there is a spectrum of theft.  The most blatant plagiarists are those that steal the most and innovate new mechanics and dynamics the least.

The economic and human cost of plagiarism

By cheaply creating games without needing to pay the cost of research and invention, plagiarists are able to quickly release games into markets that the original innovator has not fully addressed. Clones therefore capture value that would have otherwise eventually accrued to the original innovator. For example, clones of Minecraft that reach XBLA earlier tap unmet demand and reduce the audience for Minecraft when it eventually releases there.

On first blush, consumer advocates might imagine that this is a fine situation. They get a product they like faster and as the population of plagiarists merrily plagiarize one another, you end up with an explosion of quality choices.

Consider how this effects the original source of the innovation. While the overall market may be larger, the original innovator is left naked with no protection that lets them recoup the cost of the initial invention. There are few legal protections for game inventors. There is only the stark reality that many smaller independent developers, the life blood of innovation in our current markets, are blindsided by a blast of competition that they lack the development resources, distribution agreements or business expertise to successfully compete against. The plagiarists capture the majority of the market, establish well known evergreen brands and the original innovators are at best a footnote.

As a result of this tragically common feedback loop, those inclined to innovate are discouraged from innovating in the first place. Why innovate when it costs you money and doesn't yield the competitive advantage you might hope due to the nearly instantaneous influx of copy-cat competitors? It may look like a better business option to simply join the plagiarists and avoid the whole expensive innovation thing in the first place. It is no surprise that the game industry tends to have a large number of evolutionary works, but fewer genre-busting founder works.

The plagiarist's 'make a buck at any cost' attitude directly results in a creatively stagnant industry long term.  You don't need to look far to see concrete examples of these dynamics in action. Note how quickly the cartoonishly mercenary plagiarism-focused culture of social games turned a bright spot of burgeoning innovation into an endless red ocean of clone after clone within a mere handful of years. Such a wasteland fails to grow the market and ultimately leads to less consumer choice.

Plagiarist pride

There is of course skill in plagiarizing well, just as there is skill in forging a famous painting. To be a professional plagiarist is laborious work. I acknowledge this. We've developed a whole subculture of designers that specialize in the subtle arts of copying the work of others. A 'good designer' is one that excels at 'researching comparable games'. They steal with great care from only the best. They also excel at 'polish' which has been warped to mean the skill at reverse engineering a comparable game so that the copy feels identical down to the smallest detail.

The current industry put such skills on a pedestal. We hire for them and we pay top dollar for reliable execution. Yet at best, these are the skills of a journeyman, mechanically copying the master works of past giants.

If you stick to doing only this, there's a pretty clear career path. You end up as a wage slave. Typically such laborers are hired by businesses that couldn't give a damn about pushing the craft of game design forward. Instead, the goal is another product for another slot on either the retail shelf or the downloadable dashboard. Grind it out, worker bee. If you can copy a past hit by the flickering candle of midnight crunch, your family gets its ball of rice for the day. This is the entirety of your creative worth. If you go to sleep each night thinking "I'm a hack, but at least I pay the bills", you deserve pity. And you need to contemplate the quiet whisper that maybe you don't need to spend your entire career diligently copying others.  Remember when you were a sparklingly original creative person?  Remember when you wanted to change the world? Remember that time before you compromised?

Plagiarism is a moral choice

We live in an economic world.  Yes, you need to eat. We also live in a legal world.  There is a rather low minimum bar for our behavior. But as creators and artists, we can each choose where we put our creative energy. What we create has a moral and emotional component that is perhaps more important for both our mental health than any paycheck. To be a plagiarist and to stay a plagiarist is to waste your very limited time on this planet. What amazing things could you be making if you didn't spend so much time slavishly copying others?

What's the alternative? Why not start up a small prototyping project? Knock a genre down to its most basic element. Give yourself constraints so you intentionally do not replicate games of the past. Rebuild your game from that simple foundation, borrowing elements from the entire breadth of game history. Finish a game that has a half dozen influences from widely disparate games that in the end create a player experience that is uniquely yours. This is how you stop being a plagiarist and start becoming a master game designer.  There is still time to create something amazing and new.

take care,
Danc.

Useful links

Monday, October 31, 2011

Panda Poet: My most social design


Way back in 2010, Spry Fox put out a single player word game for the Kindle called Panda Poet.  I had always had some vague ideas for a multiplayer variation so when an opportunity came up to create an original HTML 5 game, I pitched play-by-mail Panda Poet.  As David says over on his blog, this is our third release this month so things have been a wee bit hectic.  Reminder to self: do not launch multiple new games while attempting to vacation in Japan.

As with all my projects, we spent the first few months heavily iterating on prototype designs.  I went back to the root of the original concept and ended up deviating substantially from the single player mechanics.  The game still involves growing pandas by spelling words.  But now the game is based around a capture mechanism that lets you take pandas from the other player.  The territory aspects of the game give play a rather unique feel and the end result reminds me of "Scrabble meets Go."  The timer countdowns that were such a large part of the single player game are gone.  Playing against another player who constantly creates words out of any letters you didn't use ends up being more than enough pressure to give the game forward momentum.  The arrow of play is strong in this one.

Go give Panda Poet a try over at game.pandapoet.com.  Or install it on the Chrome Web Store. Invite a friend to play.  It is more fun.

Putting the social into a game


Most multiplayer games played over the computer aren't very social.  In console games, you get a lot of teabagging and swearing with very little space or time set aside for meaningful social dialog. In games on social networks, you find people poking one another using cynically automated systems. There's a pushy one-to-many broadcast aspect of the experience that does little to encourage deeper social bonds.

My wife is a longtime player of Words with Friends and seeing her chatting with complete strangers for months on end reignited my interest in play-by-mail games.  You can think of these games as a bit like a conversation.  You make a statement by playing a turn and then pass the conversation onto the next person so they can respond.  Side by side with the game is a chat window, but the important realization is that both the chat and the moves you make in the game are forms of communication.

Panda Poet follows a similar model.  It has an inbox, just like an email program and you can have multiple conversations going at once.  Here are some observations:
  • Every interaction is opt-in:  Everytime you choose to make a move, you are signaling that you want to continue the relationship.   There's little penalty for dropping out. 
  • Relationships grow over time:  Many random matches put strangers together.  Initially, people play silently for long stretches of time.  However, very slowly you get the occasional safe comment.  Eventually this blossoms into more detailed conversations.  Trust comes from a long series of safe and reliable interactions.  Each time you submit a turn, you are building trust and respect. 
  • Griefing is difficult: If someone is rude, you just resign from the game and stop playing with them.  Or you don't play the next turn. It is possible to spam someone, but number of people effected is so minimal and the feedback in response to your Killer cleverness so sparse that it is rarely worth it.  The typical incentives driving griefing fizzle without an audience or social status.
  • You can build on existing relationships: When was the last time you did any activity with your brother or close friend from college that now lives a thousand miles away? We live in social world fractured by Schumpeter's creative destruction.  You dwell in distant lands as determined by the latest job opening.  As a result, the deeply meaningful local relationships that dominated life of eras past suffer. Social isolation is a very real consequence of the capitalist eradication of that most charming of labor rigidities, a generational home.  Games like Panda Poet give you a private shared space to reconnect.  Take five minutes out of your day and create a new experience with the ones you once held near. 
I see immense potential in this style of game and I'll be using similar multiplayer structures in future games.  When you design a game with real social play, ask "What is the intrinsic rhythm of back and forth conversation between participants?"  If this key pattern has no space to exist, then perhaps you aren't creating a social game after all.

take care,
Danc.

Links

Other Notes

Successes
  • Easy initial learning curve:  People get that you are supposed to spell words.  There doesn't seem to be much confusion over the basic UI.  
  • The game is reasonably well balanced. I've seen multiple games between two skilled players that are decided based off the final few words.  You almost never find yourself halfway through the game in a position where it is impossible to make a comeback. 
  • Pacing:  I'm adore the short play sessions (a single turn takes 10-30 seconds).  However, since players can have multiple games going, you get a random distribution of games popping up throughout the day much like email or an IM conversation with a friend.  This combined with a daily email archive  prompting people to check back into the site and catch up on waiting games should yield a reasonably high rate of retention. 
Our big challenges going forward:
  • Complex capture mechanics: The capture mechanics are a dash too complex for casual players to understand the strategic elements of the game immediately.   In particular, it takes multiple games for players to understand how to lock in pandas mid game. 
  • Poor monetization opportunities:  Right now there's just an initial Premium version that removes ads and gives access to a more expansive and strategic board layout.  My suspicion is that we are going to need to do a lot more work to craft a compelling offer. 



Wednesday, October 12, 2011

Steambirds: Survival Mobile



Today, we are launching Steambirds Survival for iOS. The layout has been rejiggered to work nicely on the iPhone. And there's a wonderfully expansive HD version for the iPad that it easily my favorite way to play Steambirds. The Android version will follow shortly.  All of them are free, so give it a go and let me know what you think.

Though this new mobile version of Steambirds Survival shares the same name as web-based game, by partnering with Halfbrick (of Fruit Ninja fame) we've transformed it into a much bigger (and my opinion, better) game.
  • Improved progression system with new missions:  There are 64 missions, 8 of which are infinite survival modes.  If you liked Steambirds and want to play it forever, this is your game.  (Sometimes you need something a bit meatier than a tiny handful of puzzle levels.)
  • Free-to-play:  This is our first free-to-play game on mobile.  Like most of our games, we take the 'free' part pretty seriously.  I want people to buy because they love the game and can't get enough.  I'm very curious what lessons we'll learn. 
  • Multiple player planes: We added a really fun recruitment system that lets you hire multiple player controlled planes.   Running through a level with three Chickadees feels amazing.  Previously lackluster planes like the Cockroach turn into fascinating exercises in multi-plane tactics. 
  • New Reinforcement powerup: You can call in NPC allies to fight along side.   This leads to rather epic mix ups with dozens of planes pinwheeling about in a deadly dance. 

Does your game have a clear "Arrow of Play"?

After launching the web version of Steambirds Survival, I was unhappy with the mission structure.  Originally there was an open list of planes that you could unlock in any order.  It seemed like a good idea at the time since 'openness' and 'choice' are good, right?  But we saw that a lot of players would cherry pick a few planes and then after they found one that they liked, they'd just play that plane to grind the in-game currency, copper. As a result, the progression lacked a clear feeling of momentum that encouraged you to trying out a wide variety of different play styles.

With the new mission structure, you unlock cities one at a time and each city reveals more cities to play.  Within each city, there are 8 sub-missions that give the player to demonstrate increasing levels of mastery to pass. Now, there's a very clear direction to the unlocking and this should give players short term and long term goals to work towards.


In physics, Arthur Eddington coined the phrase 'arrow of time' to describe how time appears to flow in a single direction.  As you dabble in general relativity, you realize that time is wonderfully compressible and can be manipulated in a variety of clever ways, especially near the speed of light.  Yet even with all this variation, it consistently advances forward.

When I look at a design, I always ask "What is the arrow of play?"  This is a directional property of the mechanical systems that always moves the player forward. And like time, there's often a surprisingly amount of variation that occurs along the way.  Some players advance slowly, others take strange side paths, but all advance.

Tools for creating the arrow of play

In Steambirds Survival, there are a variety of systems that result in a distinct arrow of play.
  • Inevitable decay: Plane health almost always goes downward.  There are very rare health boosts, but they are at best a temporary reprieve. 
  • Escalation: Enemies slowly increase over time.  Waves get larger.  Difficult enemies spawn with increased frequency.  Even the best players find themselves at a point where they can't fight back the chaos any longer and errors creep in. 
  • Short term goals: Short term, you are trying to live long enough to complete mission goals that are just on the edge of your capabilities. 
  • Repeated patterns: Each mission goal unlocks new mission goals.  Once you learn the pattern you can repeat it again and again building momentum like train wheels accelerating down the track. 
  • Resource flow: Each goal you complete earns you copper, which you spend to either facilitate the completion of goals or to unlock new cities. There is a clear resource flow from sources of currency to sinks of currency. 
  • Limited choices:  Unlocking new cities in turn lets you unlock more cities, eventually getting to the point where you have explored all the content in the game.  At once point in my career I thought linearity was a curse. And it is when taken to extremes.  But it is also a tool.   If you end up overwhelming most players with too many choices, the perceived quality of the choices provides goes down.  In Steambirds Survival, there are always at least 4 choices.  You can unlock up two cities.  Or you can attempt missions in at least two cities.  The hope is that it is clear what to do next. 
  • Linear affordances:  The map of cities is a simple list that scrolls in along one dimension.  Should I have made a map that scrolls in two dimensions?  I could have, but I'm not sure it would have improved the quality of the choices that the player made.  Instead, by restricting the dimensionality of the UI, the player can focus on picking a city instead of wandering around a map, trying to remember which corner the next locked item is located at.   (I learned this lesson from map scrolling in Lemmings.  One of my favorite tools for simplify interfaces)
Games are about change.  The system moves from one state to another at the poking and prodding of the players. Each tick of the clock or press of a button creates momentum that leads the player on a joyful rush through challenge after mastery challenge. You start slowly.  The player builds speed and eventually they steam forward in a continuous state of flow.  The arrow of play leads inevitably to a sense of pacing.  Yet critically it approaches these not from a traditional narrative perspective, but as a property of the game systems.  The beats of the game rhythm are those clicks and taps turning tight loops over and over.  Steambirds is a turn-based strategy game, a genre typically seen as a slow and plodding.  Yet in the middle of a dog fight, it can feel like an action game.

A system that lacks a clear arrow of play results in players being mired in odd dead ends.  It isn't enough to make a game that has feedback loops, widgets to master and all the various atomic elements of a game.  It also needs a strong sense of momentum that like time or entropy hurtles the play forward.

take care,
Danc.

Monday, October 3, 2011

Triple Town Beta (Now with Bears)



Exciting times.  You can now play our puzzle game Triple Town in your web browser.  We are releasing it as a beta and the game should evolve quite substantially over time. Huge kudos to Cristian Soulos for making this project blossom after a long winter. You can play it here.

Triple Town is a special game. It has the highest user rating of any of the games I've designed (94%). It is also the only one of my designs that I go back to again and again. Why is this?


On the surface, it is a simple match-3 variant, but after a few games you'll start noticing the strategic depth.  The pacing is...uncommon.  There's a relaxed mellow rhythm to the game where you casually make dozens of micro decisions.  Yet these decisions add up to games that can last upwards of a week for advanced players. After a while you realize you are playing the Civilization of Match-3 games and that you care deeply about what you are building.  That burst of strong emotion always surprises me.

The big addition for this release? Bears.

Bears, bears everywhere

Triple Town helped solidify how I construct the world and setting in my games.  My inclination is to look for ways of supporting the emotions inherent in the game dynamics.  If you've ever played the Kindle version, the design is a rather abstract puzzle game with highly symbolic tokens and mechanical rules. It has only the briefest of settings. Yet as I played the game and watched other play, I realized that it evoked an intense spectrum of emotions.  Here were some of the ones that I noticed:
  • Pride:  When you create a great city, you want to share it.  People take screenshots.  They brag. Pride in what they've built is the primary emotion that drives players of Triple Town. 
  • Curiosity:  You want to know what the next item looks like. Some people are driven to get a castle for the first time. 
  • Hate: You learn to hate the teleporting Ninjas.  They never attack you, but they end up blocking your plans.
  • Sadness: You have slight sadness the first time you kill a bear.  Then you learn to steel yourself against the emotion. 
  • Irritation:  When fate gives you the wrong piece at the wrong time. 
  • Competition:  When you notice that your friends are doing better than you. 
  • Despair: When you feel the board closing in and realize that you can't possible catch up to your friends. 
  • Relief:  When the board is filling up and then you perform a miraculous move that empties a swath of the board and helps you start afresh. 
Games are great at eliciting primary emotions.  They don't need the Hero's Journey, they don't need story, they don't need hyper realistic visuals with immersive first person cameras.  You can create an emotional, deeply meaningful experience simply by using the fundamentals of system design.

(You can read a bit more on the theory of how games are unique suited to creating emotional experiences in my previous essay on Shadow Emotions and Primary Emotions.  I include a small section at the end of this essay on the OCC emotion model that fits nicely with my process. Thanks, Aki!)

Tuning emotions

When I revisited the Triple Town design, the emotions were already clearly evident.  However, I wanted to explore how I could more directly shape those emotions to fit my vision of the game.

Emotions are complex to say the least so we need some sort of entry into the topic.  There's a general consensus that you can divide emotions into rough categories.  For example 'negative feelings toward others.'  Then within those rough categories, you see variations that we recognize as distinct emotions.  For example, hate and irritation are actually highly related and are typically related to a sense of loss or constraint caused by others.  As a designer, how do I push the conditions that elicit a general class of emotion so that I can dial in the emotional variant that I desire?

There are a variety of theories.  In Triple Town, I was influenced by the two factor theory of emotion and the somatic marker theory. Like many aspects of human cognition, multiple inputs are necessary to create the final refined experience. The 'taste' of wine is synthesized out of the actual chemical taste and the perceived quality of the wine.  A five dollar wine labeled as a 100 dollar wine can be perceived to taste better than that same wine in it's original bottle.  Similarly, we posit that our brain synthesizes most common primary emotions out of the following:
  • An ambiguous physical response (your adrenaline jumping and your heart rate elevating)
  • The system-derived context of the situation you are in. 
  • Recalled cognitive labels of related past experiences.  
Looking at Triple Town, both the physical response and the system-derived context are very much present.  I can experimentally validate that I'm getting strong emotions from the players even using a highly abstract game board.   However the cognitive labels are underdeveloped.  So this analysis led me to try a particular tactic:
  • If you can evoke a general class of emotions with game mechanics, then you can apply evocative stimuli to label and therefore tune that response to elicit a specific emotion. 

Monsters or children?

Consider a very basic example of labeling in Triple Town.  The raw materials I was working with was an observation that players felt immense sense of relief when they killed annoying NPCs.  I experimented with applying various labels to see how we could tune the response.
  • Pass 1: During one early prototype, the NPCs were accidentally displayed as small children.  Naturally, players felt bad when trapped them and they turned into grave stones.  Accidental deaths led to guilt and sadness while deliberate deaths evoked a dissonant feeling of cruelty. 
  • Pass 2: So next we switched them to evil looking monsters.  This was a dramatic change.  Now players felt righteous glee when they trapped and killed the monsters. 
  • Pass 3: Finally, during this latest build, I settle on bears that have slightly evil looking eyes.  Most players feel fine killing the bears, but for some there is a slight edge of ambiguity that makes them uncomfortable. 
  • Future passes: Now that I've explored the emotional space a little, I've set up the bears so that with one simple tweak of the eyes, I can make the bears incredibly cute and bring back many of the feelings of guilt and sadness. 
Evil bear & Good bear cognitive label.  One small part of an overall emotional experience

In essence, I was balancing and tuning the player's emotional response.  Much like Sid Meier using a binary search ("double it or or cut it by half") to narrow in on the correct setting in his game, I was trying out various extremes to narrow in on the appropriate emotion.

Using evocative imagery is a common enough practice, but in practice the labeling of NPCs is functionally quite different than merely putting up a picture or cut scene of a dead child.  The bear is not an image for the sake of being an image.  Instead you create a distinct label that is only meaningful due to how it builds upon an emotional foundation derived from play.  Without the mechanics, you just have a picture of a bear.  With the mechanics setting the context and providing the raw emotional reactions, you craft a carefully refined emotional moment.

Avoiding dissonance

With the children images in the first pass, I saw an example of dissonance.  It is easy to add a poorly fitted label that confuses the emotions the mechanics are eliciting.


The heart of Triple Town are the strong feelings of pride and accomplishment. These comes directly from the rather amazing investment in extended tactical play that the player exerts when creating their 6x6 city.  A well crafted city can represent hours of carefully considered labor.

In the Kindle version of the game, I used the sort of end game tropes that you find in Tetris or Bejeweled.  You play the game, you get a score and then move onto the next game.  Most designers rely on proven fallbacks to get the job done since it is difficult to always be reinventing the wheel.

Unfortunately, this 'obvious' design choice conflicted rather painfully with the slow and steady building of pride. There comes a point at which the player presses a button and in the act of creating a new game, erases all their hard earned progress.  It is surprisingly how many times I've let the game sit on the last screen, not willing to leave it behind.  The label of 'its just a game session that you finish and move on from' didn't fit the emotional response that the other systems were creating.
  • 1st pass: The first attempt at fixing this involved added coins so there is some persistent resource you take with you after each city.  That helps a little, but not enough.   Coins are merely a resource and players weren't sad because they were losing some simple generic token.
  • 2nd pass: The second attempt involved the ability to flip back and look at your city a last few times before you move on.  This was quite effective since it lets the player say goodbye.  The emotional dissonance was channeled into an activity that let players come to terms with it at their own pace. This still isn't good enough.
Luckily Triple Town is a service, not a game that gets launched and forgotten.  As I design future features, I'm explicitly creating them to amplify the feeling of pride. Fresh in my mind is the lesson that even something as simple as how to end the game involves labeling the context. What if instead of ending the game, you are finishing cities?

Deriving the world's metaphor from gameplay

These individual emotional moments form a unique emotional fingerprint for Triple Town.  Due to dissonance, you can't simple apply any theme to this set of dynamic emotions and still end up with an emotionally coherent game.  Instead, you want a theme that fits the mechanics like a glove where the emotional beats elicited by the system dynamics have a clear connection with the labels you'd applied.

With Triple Town, as with most of my designs, the theme and metaphor for the world came from watching people play.  I would observe and note the emotions and then ask questions about the fundamental nature of the experience that was evolving.  Is this a game about exploration?  Creation?  Building?  If it is a game about building, what is a related theme that matches the current unique fingerprint?  Are you building real estate?  A tomb?  What are those NPCs doing if that is the case?

Overly on the nose

After playing many hundreds of hours of Triple Town, I settled upon a metaphor that fit all the nuances of the mechanics.  Triple Town is a game about colonization.  Consider the following common dynamics and how labels derived from the metaphor tie them together in a coherent setting.
  • You've been ordered by the empire from across the sea to build a new city on virgin territory. 
  • In the process, natives (depicted as less than human) keep showing up on 'your' land.  They never attack you, but they keep preventing you from expanding. 
  • So you push them off to the side.  More experienced players create small reservations and pack the natives in as tightly as possible. 
  • Due to overcrowding the natives die off en mass.
  • You use their bones to build churches and cathedrals.
  • When particularly difficult natives appear that seek to escape your reservations, you bring out your overwhelming the military might and remove the pest so you can continue with your manifest destiny. 
The match between the theme of colonization and emotions of the mechanics was so strong, I tuned it back slightly so it wasn't quite so on the nose.  Instead of selecting a recognizable group that suffered under colonization, I made the NPCs into morally ambiguous bears.   It would have been very easy to present players with a choices that were obviously black and white where players fall back on pre-learned schema.  However, I'm more interested in the edge cases in which a player does something they feel is appropriate and then as time goes on they begin to understand the larger consequences of their actions. At this point in the development of the world, player should naively explore the system and due to the dynamics of game, then form a strong justification of their role as colonists.

What started as an abstract game is slowly but surely turning into a rich world. What is beyond the city walls? Long term, the themes of colonization, imperialism and the impact on native cultures will unfold over a series of planned game expansions.  With slight variations in labeling, I should be able to tune in a variety of powerful emotions related to the theme of colonization.

Differences from traditional theme generation

I find this bottom ups, mechanics-centric method of theme generation quite different from a traditional process of storytelling.  In a narrative heavy game, I think about characters, plot, or message first and foremost and then attempting to fit supporting gameplay into the mix. Often you pitch the world and characters to a publisher and then are expected to come up with gameplay that fits. Consider the implications of these two popular styles of narrative-first development:
  • Unique mini-games and puzzles used to support narrative:  One extreme example of this is your typical adventure game where instead of a core mechanic, you have a series of plot appropriate puzzles.  The emotional aspects of the puzzle (frustration, delight) are only marginally related to the emotional beats of the plot.  Also, in order to avoid dissonance with the wide variety of emotional beats that the story requires, the style of the puzzles is switched up on a regular basis.  It is hard enough balancing one game, but asking the team to balance dozens of tinier games results in shallow systems throughout.   I think of this as chopping up gameplay to fit the story. 
  • Generic gameplay that supports the narrative: A Japanese RPG like Final Fantasy repeatedly uses turn-based tactical combat to illustrate story beats.  The time-tested tactical combat system usually produce a handful of primary emotions such as loss, victory, relief, feeling powerful and feeling powerless.  No matter what story is being told, the same system is called upon to provide emotional support.  Such a pattern avoids dissonance the majority of the time, but then when the plot veers into non-combat area, the dissonance comes back full force.  I think of this as telling more story than the gameplay can naturally support. 
Some of the most painful design rat-holes I've have ever dug myself into followed these patterns.  In one project, I created a world based off finding relics from a post-Singularity civilization (circa 100AD) deep in the Mediterranean.  In another, I was overly attached to a set of small bobble-headed creatures. For both, I was afraid to change the world. Instead, I desperately iterated upon new game mechanics, hoping to find one that fit my world better.  And I rarely found one.  As far as I can tell, creating a compelling new game mechanic is hard and success is unpredictable.  Yet creating a functional game world's is surprisingly cheap.  Any idiot can copy a working game, toss some pirates on top and call it good.

Now I follow a different philosophy that better reflects these costs. Gameplay comes first and the worldbuilding are flow from the dynamics of play. If, as you iterate upon gameplay you make a rule change that breaks the emotional connection with a particular world, you should feel very comfortable tossing that world aside and starting fresh.  Create a world that supports the game, not the other way around.

Conclusion

The amount of theming and world building in Triple Town is still quite light.  Those of players used to the extravagant productions that burden a game with an overworked story may not even recognize the labels I've choosen as having an impact on your experience.  Yet they do and most players will feel the emotional beats of the game quite clearly.

Nothing I've outlined here is new. The important insight for me has been creating the labels and world for a game as a bottoms up process. You start with the mechanics and then find the labels that fit the emotional beats. From this game play foundation, you build the world.

Enough rambling!  Go play Triple Town.  It is still a beta so let me know what you think.

take care,
Danc.

References

Cheat sheet: Steps for tuning primary emotions

Here's the process for tuning emotions
  1. Create a playful system.
  2. Observe the emotional reactions of the player within that system.
  3. Adjust the system's emotion eliciting conditions to increase or decrease particular raw emotional reactions.
  4. Once you have a rich set of desired emotional responses, brainstorm natural labels that refine the emotions.
  5. Test the labels and see how they elicit specific emotional variations. 
  6. Bundle the labels into a metaphor for your game that communicates and amplifies its unique emotional fingerprint. 

Note: OCC Model of emotions

Aki Järvinen's thesis "Games without Frontiers" (pdf) pointed me towards a fascinating model of emotion by Ortony, Clore and Collins (OCC). It posits that emotional outcomes are tied to systemic variables.  For example the strength of a player's dissapointment would be tied to the variable 'likelihood'
  • Low likelihood: If the player predicts a particular result, but they know from past experience that it is highly unlikely, they typically won't be overly dissapointed.  
  • High likelihood: Yet the likelihood is high and the outcome doesn't occur, dissapointment will also generally be more pronounced. 
By adjusting variables such as likilihood, degree of effort or value of results, the designer crafts a set of 'eliciting conditions'.  I love this phrase since it gives us game friendly terminology for discussing emotion without reverting to the fuzzy non-functional handwaving of the humanities.  By setting your system variables appropriately, you can create eliciting conditions that spark specific categories of emotion.

There is far more work to be done applying these ideas to game development, but as it stands the conceptual framework is already really quite powerful.  I've referenced here several useful OCC Charts that Aki assembled that list conditions, variables, main emotional categories and emotional variants. (I do recommend you read the full thesis.  It gives a bit more context and it also one of the more clearly written works and easily consumable works to come out in recent years.)

Emotions resulting from personal well being.  pg. 211
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Emotions resulting from events involving the fortune of others. pg. 211
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Emotions resulting from future prospects. pg. 212
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Note: Surrealism in video games

Often the best video games have disjointed, narratively surreal worlds. Mario, Pacman, Katamari, Bejeweled and even a game like Portal take place in distinctly surreal locations that obey the logic of association, but are freed from the logic of the real world.  Even more interesting is that despite immense amounts of effort making our labeling systems externally consistent (They aren't 'save points', they are regen tanks), the vast majority of players happily engage in surrealist worlds with nary a complaint.  If anything, the unnecessary justification introduces more unnecessary dissonance into the game by asking the player to pay attention to details that don't functionally matter.

I see this surrealist aesthetic as the practical outcome of deriving the world from the emotional beats of the gameplay.   The constantly tuning and tweaking of  various labels needed to bring out the best parts of your game fragments the traditional narrative process.  Why is there a walking turtle?  Because it fits the mechanics like a glove. That is all the justification that is required and layering on more burdens both the experience and the development process.  In the end, light surrealist labels are a positive thing since they gives you substantial wiggle room to avoid dissonance. And due to the solid fit with existing emotional dynamics, they often yields stronger game-centric experiences.