Rewarding Play – Game Design Consulting

For a limited time — i.e. “until I take a permanent position somewhere” — I’m offering my experience and expertise, perspective and prescriptions, vision and values, to the public through Rewarding Play, my new design consulting company*.

Yes, I’m serious. Here’s my business card.

businesscard_rplay_front

This offer could be retracted at any moment, so if you have always wanted to hear me drone on about design aesthetics or endure my opinionated critique of your game idea (but have never run into me at a bar during GDC) don’t miss this opportunity! For a list of services and rates, email services@rewardingplay.com.

 

* An “internet” company… actually, just this website

Confirmed on Twitter

So… apparently I’m leaving Sucker Punch and someone noticed.

Breaking news on Twitter is very hip and modern, but leaves lots of room for (mis)-interpretation. It takes me dozens of slides to explain even simple design concepts; you can’t expect me to cover such a complicated topic in 140 characters. Dots were connected. Inferences were drawn. Conclusions were jumped to.

I’ve tried to set the record straighter. Not the details, of course, but at least the broad strokes.

I appreciate all the well-wishes on the news that I am leaving Sucker Punch, but please don’t take the timing as cause for concern about Second Son – it’s a great game that I am proud to have on my resume and I can’t wait for everyone to play it – or Sucker Punch – a studio on the rise with a bright future – or Sony – a great organization with some of the savviest, most pro-gamer executives in the business. And while I am honored to be mentioned in the same articles as legendary designers like Amy Hennig and Stig Asmussen, please don’t look too hard for some sinister pattern.

The truth is that any creative, vibrant industry is necessarily volatile; the only sure bet is that the next few years will not look the same as the last. Change is part of the job, but along with the upheaval and uncertainty, there’s opportunity and new challenges. It’s an exciting time to be a free agent and I’m going to go see what’s out there. Simple as that…

Of course it’s never really that simple, but that’s all you’ll get out of me.

GDC Week

I’ve been spending all my free time lately working on my GDC talk. So, if you’re at the conference, come see me play career roulette on Friday afternoon. And if you aren’t in SF this week, I should resume posting when I get back with lots of new material from the talk.

Elephants, on the other hand, NEVER forget

Design by Numbers: Cooldowns

Maximum Cooldown Time: 6-12 seconds

Purple hippos. Green puppies. Red monkeys. Short term memory is an interesting thing. Yellow birds. Blue horses. It can only hold around seven items (give or take a few, depending on your level of concentration.) Which means for some of you “Orange lizards” is going to drive the first animal right out of your working memory. This is why most game controllers have around seven buttons — White spiders, Pink fish — and most successful action games don’t even use that many. Player’s simply can’t hold all those options in their heads at the same time.

Elephants, on the other hand, NEVER forget

Orange elephants.

But the most important aspect of short term memory isn’t how many options player’s can remember, but how long it takes for them to fade. Or how short. Neurological research indicates that we start to forget details as few as 6 seconds after being introduced to them. After 300 seconds we are only half as likely to remember a concept, and after 10 long minutes… forget about it. (Sorry.) So that means, depending on your reading speed, you’ve almost certainly forgot the first animal by now.

This has a direct application in determining the length of cooldowns for abilities in action games. (In this context, a “cooldown” is the amount of time that must elapse after an ability is used before it can be used again.) The player stores the fact that an ability was used in their short term memory, and if the cooldown doesn’t expire before they forget about it, they may never use it again! It sounds preposterous, but how many times have you seen someone go through a tutorial on how to use an ability, use it successfully once or twice and appear to understand how it works, and then get utterly baffled when required to use it again just a few minutes later? How many times has that happened to you when playing an unfamiliar game? I know it has happened to me more times than I can remember. (Sorry again.)

So, if a cooldown prevents a player from using an ability for more than 6 seconds, there is a risk that they will stop using it entirely. An onscreen indicator that a cooldown has expired helps, but habituation and change blindness limit how effective an indicator can be, especially when it changes very rarely. Repetition helps, because it transfers knowledge of the ability into more permanent memory, but even this is tricky because with a long cooldown what the player will be committing to memory is the fact that the ability is unavailable, making them even less likely to use it. The options, then, are to use very short cooldowns — between 6 and 12 seconds — or rely on a very noticeable reminder when ability is available again.

You missed a spot.

Indicators have their own problems

For an action game, where onscreen indicators are not desirable, long cooldowns lead to mechanics that are often ignored and quickly forgotten. Maroon walrus.

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Year One: Uncharted Pornography

Last year I wrote about balancing multiplayer weapons, why I’ll never make a free-to-play game, the best way to exploit platform achievements, and 70+ other topics, but the ones that stirred up the most traffic were giving a 7.5 to Uncharted and “pornography games“. Well, that and when neogaf found out I had left Bungie. You can read all about the hits and misses in my yearly blog report.

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Find what you were looking for?

As you can see, I started the year out strong, largely due to my unexpected retirement, but faded when I got my new gig at Sucker Punch. Turns out starting a new job is a lot of work! But I’ve hit the six month mark (so I can start slacking off) and I’m thinking about updating the site more frequently — hopefully once a week. I’ll be making shorter posts on more narrow topics, which will probably make them more useful to the handful of game designers that read the blog, anyway. You can expect the first new content in the next few days, provided I can resist the pull of more Dark Souls.

Smile for the camera, Toothy!

Who could resist that pretty face?

Nice hat

As Time Goes By

Seems you can find me everywhere but here, this week!

I was the “special guest” on this month’s 343 Industries’ Sparkcast and had a great time reminiscing about the original Halo with David Ellis and Frank O’conner. Halo: Anniversary looks great, but I must admit it’s a little disconcerting, like someone found a bunch of my baby pictures and photoshopped themselves into the backgrounds. “Who is that standing behind you and Mom in all these pictures?” “That’s Uncle Avery, don’t you remember him?” “Not really…”

They were kind enough to invite me to the Halo Fest, which was stellar. A great night meeting with fans, as well as a surprising number of old friends and colleagues. I also got to play Installation 04, the new firefight map. This was a special treat for me since it is based off of the second level of Halo 1, which happened to be the very first encounter space I ever designed for Halo. It took me back and I have to admit, I had a moment there, thinking about those good old times.

Nice hat

343 knows how to party!

I was also practically the fifth seat on Weekend Confirmed. Garnett and the gang read through my post about Diablo III’s real money auction house and had a lively discussion. All in all I think they treated the topic with alacrity, and only called me “crazy” three or four times. They didn’t really get my argument for why I believe the main reason Diablo III is happening is to test a new business model for future Blizzard MMOs, but I ran into Garnett later at PAX and we had fun hashing it out.

And finally, I decided that brevity is the sole of twit-ter and changed from @tipofthesphere to @32nds.  Get it, “thirty seconds”? Like “30 seconds of fun“? Whatever, it’s 9 letters shorter, so now I can add #followme to all of my tweets. (Which reminds me, follow me on twitter!)

Game Developer Magazine

Game Developer

Hey!  I’m in the August issue of Game Developer Magazine!

Game Developer Magazine

I didn't make the cover.

There I was, noodling around in my little corner of the internet — creatively avoiding updating the blog — when I got an email from the editors at Game Developer asking if I’d like to write a guest column for them. Boy, would I! So I combined a couple previous blog posts (Achievements Considered and Achievements Considered II) into a single piece. And after some excellent editing by the GD staff, I am now a paid writer! Check it out!

I'm well red...

They gave me a stack.

If you aren’t a subscriber, you easily could be, and then you could read it! They even have an online version.

Looks normal to me

Sackball

As a fan of international competitions and a patriot, it was tough to see the American team lose in the World Cup Finals.  But as a professional game designer, it was even worse to see them lose during a penalty shoot-out.  If I suggested such a duct-tape solution to a fundamental design flaw I’d be laughed out of the room!

My renewed frustration with the World Cup rules reminded me of a piece I wrote several years ago.  It was intended to appear in ESPN Magazine, but it was never published, so I forgot about it until this afternoon.  It was a pretty silly exercise, but I thought it might be fun to post it, unedited.  The question posed in the article was “What if video game designers invented a sport from scratch?”

Looks normal to me

Sackball

The Rules of Sackball

When we gathered the designers to talk about creating a new sport for ESPN, I must admit we were a little mystified about how to begin.  We’re known for creating Halo, a FPS shooter for the Xbox 360, which has an extensive multiplayer component used for competitive gaming, but how to translate that experience into creating a real sport?  We decided to tackle it like we would any game design challenge, by setting some ground rules to guide our brainstorming.

The first guideline we set was about the scope of this new sport.  It would have been fun to invent elaborate equipment like holographic balls, virtual reality arenas, and antigravity skateboards, but we wanted to create a game that could be played today, not in some dystopian future-sport.  In fact, we decided to stay away from expensive technology and equipment altogether.  One of the beauties of soccer is that it can be played anywhere by anyone, all you need is a field and a ball, and that is one of the reasons it is so successful.  We wanted to create a game that could be played around the world, as well, so we stayed away from expensive existing equipment like pads or indoor ice rinks or horses.

In the end, the one piece of equipment we decided to create was the epinonymous Sackball™.  Every sport has its own signature ball that defines the game and makes it unique.  Ever tried to play baseball with a hockey puck? Or bowl with a Frisbee?  Hilarious, but hardly practical.  (Although, giving Tiger a softball might be an appropriate handicap.)  Our specially-designed ball is the Sackball™.  It’s a canvas sack, about the size of a deflated beach ball, with a few double-handfuls of buckwheat, sand, or some other grainy material, sewn inside.  It’s heavy enough to make it an effort to throw, but because it’s a sack you can use a slinging motion to get some distance.  The canvas provides a good grip for carrying and catching, but its weight makes it difficult to carry at a run for long.  Also, because it is loosely packed, it doesn’t bounce but remains exactly where it lands.

In addition to being inexpensive, we wanted to make our sport accessible by allowing it to be played anywhere.  Not just in a specifically defined field, because that would not be available to some people in our increasingly urban world.  No, we wanted a game that could be literally played in any environment, in a field, in an alley, in the middle of a forest, even exotic locations like on an ancient Mayan temple or a spacestation (after all, we _are_ videogame designers!)  We wanted to come up with a set of rules that could adapt to any arena, which we would allow players to define using spray paint to create boundaries and scoring areas.  In current professional sports, small variations in stadiums create major home field advantage (think the Green Monster or Seattle’s famously loud Quest Field.)  Imagine if each team could construct totally unique fields!

Welcome to the Arena

Sing Sing Stadium

The final restriction that we set for ourselves was that our new sport had to be completely non-violent.  Not just that we weren’t making some late-night B movie blood sport, but that our game would have no intentional contact.  Boxing, Rugby and American Football are great sports, but the high risk of injury and punishing play mean they are not appropriate for most people, and we wanted our sport to work on the playground as well as the professional level.  We also wanted people of all body types and physical conditions to be able to play, and allowing contact between players might prevent that.  We imagined little league teams with elementary school kids all the way up to outrageously strong and fast professional athletes playing this game, with lots of room to improve beyond what current sports allow.  Adding the possibility of direct physical conflict seemed to undermine this goal.

In fact, we decided to go even further by eliminating as much contact between players as possible.  Basketball is a non-contact sport, but the importance of position and blocking the other team’s ability to advance to the basket leads to all kinds of contact.  The big problem with that in a well-designed game is that contact requires referees.  What is the difference between a charge a foul?  Between blocking and holding?  Our ideal sport would not require judgment calls like this, so we determined to eliminate as much unintentional or ambiguous contact as possible by keeping the teams separated somehow.

So, here is our new sport, Sackball™.  It is played by two teams of five players.  We chose five players because we wanted every player to be a significant part of the game.  Even in Halo we prefer small team sizes because it allows each individual to be featured and have a major impact on the outcome, instead of getting lost on a large team.  However, we intend Sackball™ to be very physically demanding, even incredible athletes will probably not be able to play for an entire game, so the actual team size would be much larger than five.  The team size is also flexible, to allow pick-up games with other kids in the neighborhood.  (Ever tried to play baseball with only four friends?  It just doesn’t work.)

The arena can be any size, and is created by drawing a single, continuous boundary that encloses a roughly convex field of play.  It can be flat, like a football field, or contain obstacles like trees, boulders, parked cars, giant spinning saw blades, whatever is handy.  In the arena are five goal zones, spread out so they are roughly equidistant from each other and the arena boundary.  These goals or “bubbles” are painted circles about 15 feet in diameter.

One team is designated the “offense” and given the Sackball™.  We considered giving the defenders the ball, as in baseball, but that leads to a very conservative game, and what we wanted was explosive action.  The offensive team starts the game anywhere along the arena boundary.  Their goal is simple, they must get the sack into any of the goal bubbles.  They are allowed to carry the sack however they want, throw or kick the sack to other players, or take a shot on a goal bubble.  Once the sack touches the ground inside a goal bubble, either by throwing it so it lands at least partially inside the goal or when the ball carrier gets one foot into the bubble, that goal is considered “captured” and the team is awarded one point.  The offenders can then pick up the sack again and attempt to capture another goal.  When all five goal bubbles have been captured by the same team, that team is awarded three additional points and the round is over.

Circle

Gooooooooaaaaaaallllll!!!!

The defenders also have a very simple goal, to prevent the other team from scoring and gain possession of the sack.  Three of the defenders are designated as sack pursuers, or “sackers”.  They are not allowed to enter the goal bubbles, but they can go anywhere else on the field.  If at any time a sacker touches the sackball, lays a hand on the offensive sack carrier or forces the offensive team to let the sack touch the ground, the sack changes possession and the defensive team is given a chance to score. Otherwise they are not allowed to touch the other team (remember, this is a strict no-contact sport.)  The other two defenders are called goal keepers.  They are the only defenders allowed to stand inside the goal bubbles and attempt to intercept shots or tag a ball carrier trying to score.  They are not allowed to tag the ball or ball carriers outside the goals, however.

Though goal bubbles start out neutral, soon they will be captured by one team or the other, leading to a tug-of-war scenario where each team tries to re-capture the other team’s bubbles.  When the sack changes possession, the new offensive team is allowed to freely carry the sack back to any bubble they control, giving them some free space to organize a play.  Since defenders are not allowed into goal bubbles, it will be crucial for offensive teams to use them as a staging area.  The final goal in any round will be the most difficult, since there will be two defending goal keepers in the goal.  But since winning a round is worth more points, it will be important to the offensive to be able to do so.

After each round there is a short break to allow teams to make substitutions (and for commercials, we want this sport to be popular with television program directors, too!)  Play will continue with a new round until the teams have played for 90 minutes, after which the current round will continue until it finishes, but no new rounds will start.  In the case of a tie after the completion of the final round, whichever team successfully captured all five goals to end the round will win the game.  (That way the game cannot end in a tie.)

While we have not yet played a game of Sackball™ (our sack-sewing skills are sorely lacking) we believe it would be a very dynamic game, with a lot of high-energy movement, quick passing and scoring, and extremely demanding athletic play.  But it would also have room for deep strategy, which order to attack the goal bubbles, how best to use the safe zones of captured goals, and how to overcome and take advantage of any obstacles or cover included in the customized arenas.  Also, it gives the opportunity for exciting fast breaks as a good team may be able to score very quickly in succession before the defending team has a chance to reset after a goal.

The designers really enjoyed the challenge of creating a new sport that was not just fair, but also physically demanding, capable of being played at many levels of athleticism, and around the world in all conditions.  Thanks for the opportunity!

On a ‘Stiq

One of the reasons I have not been updating as regularly recently is because I was answering pages upon pages of questions from Joystiq‘s Ludwig Kietzmann for an extended interview about game design.  You can find the first part here.  He probably has enough material for a book, or at least a large pamphlet, so expect more!

It was inevitable; I have no marketable skills

Idle Hands

It has been exactly six months and one day since I abruptly and inexplicably retired from game design after thirteen years at Bungie Studios (creators of Halo, Halo 2, Halo 3, Halo: ODST and Halo: Reach.)  And now, after precisely six months of spending time with my family, traveling the globe and watching daytime television… it’s time for me to get back to making games!

It was inevitable; I have no marketable skills

I missed the excitement

At some point I’ll talk about my new gig, but first I want to thank all of you readers for your engagement and encouragement over the last half-year.  Writing about game design for publication has been something I have always wanted to try, and I’ve enjoyed it immensely.  I do intend to keep posting — I have explicit permission from my new employer to do so — but it will probably not be with the same frequency and regularity.  Especially not at first, since I have a lot to learn and I’m already quite busy.  Again, thanks so much for reading — it’s great to be a professional game designer again!

-Jaime

PS  I’ll probably be using @tipofthesphere more frequently and I’ll be sure to mention new posts in the feed.

New Layout, New Focus

Eventually, I’ll have to supplement this self-indulgent experiment with a real job.  (Turns out retirement isn’t actually that exciting.)  And when I do, I’d like to be able to continue writing about game design, which means I need to make this site a little more manageable.  To that end, I made some changes to the format:

  • Added a twitter feed, so there will be something interesting to read between substantive updates and I’ll have a more immediate way to interact with readers.
  • Extended the table of contents to include the breadth of topics I would like to explore, and no more.  It’s featured prominently on the new sideboard.
  • Transformed my reading list links into a bibliography and updated it with what I am currently reading.
  • Chose a theme that is more suited to slowly building up a large amount of content.  The old theme looked nice (especially on mobile devices) but it was easy to miss updates and harder to follow the thread through multiple posts.

Anyway, I hope you enjoy the new layout.  Hopefully it will help me stay focused when I once again join the ranks of the gainfully employed.  (Speaking of my job search, if you know of any interesting design positions (especially in the Seattle area) check my resume and drop me a note!)

GDC 2011

[Update]  I’m back in Seattle and (mostly) recovered.  Thanks to everyone that came to either of my User Research or Game Design talks.  Special thanks to all the readers that introduced themselves; it seems like I am reaching my intended audience of “veteran game designers”.  A narrow demographic, to be sure.  Unfortunately, I spent too much time networking and not enough time attending interesting sessions, but I may cheat and do a wrap-up based on the GDC Vault at some point.

—-

No posts this week.  Between a vacation and delivering two talks I just don’t have time to write anything worthwhile.  If you are going to be in San Francisco, you can catch me here:

  • March 1st at the Game User Research Summit on “Useful Research: Recommendations Designers will Actually Act On”
  • March 3rd at the Game Developer Conference proper on “Design in Detail:  Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty across the Halo Franchise”

If you are in the audience and read the blog, please come up afterword and say hello.  I’d love to find out who is reading this thing and get your feedback face-to-face.  I’ll also be posting summaries and responses to the lectures and panels I attend when I get back.

GDC 2011 – Design in Detail: The Sequel

Warning: IdeasI’m going to be in San Francisco for GDC where I’ll be giving a talk called Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the Halo Franchise.  It is a follow-up to last year’s talk,which EDGE called “one of the most fascinating sessions of GDC“.  The slides for that talk are publicaly available, but I thought I would lead up to this year’s talk by putting up a director’s cut of the original.  (It will also give everyone something to read while I am on vacation.)

User Research Advocacy

Warning: IdeasThroughout my career I have been a strong proponent of User Research and have taken advantage of every opportunity to investigate the desires, expectations and reactions of actual gamers.  Designing from a single perspective leads to a one-dimensional game, which is why honest answers to authentic questions is so valuable.  I don’t see that writing a blog is any different, and since I have been getting a lot of traffic lately (Hi GAFers!) I thought I would do some reader research.

Inter-Activities?

Warning: IdeasI’m excited about the following post, not because it is especially insightful, but because it features this blog’s first interactive example! Games are so dependent on interactivy, it’s virtually impossible to explain certain key concepts without some kind of playable demonstration. Sometimes I need to make my point about game design with a game! To that end, I’m teaching myself Actionscript so I can make my own little illustrative experiences. I probably won’t have time to create too many of these, but this one was a lot of fun to make, and I hope you like it. (I’m still trying to come up with a good portmanteau…  Game-onstrations?  Exam-plays?)

I also registered a new domain, so now you can find this blog at www.thetipofthesphere.com.  (Some PR firm is squatting on the article-less version.)  Old links will still work, but this url is more memory friendly.