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	<title>Doolwind&#039;s Game Coding Blog &#187; Company of Heories</title>
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	<description>Pragmatic Thoughts On Game Development</description>
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		<title>Company of Heroes Online Shutdown: Facts, Verdict and Solution</title>
		<link>http://www.doolwind.com/blog/company-of-heroes-online-shutdown-facts-verdict-and-solution/</link>
		<comments>http://www.doolwind.com/blog/company-of-heroes-online-shutdown-facts-verdict-and-solution/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 07:04:57 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Company of Heories]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Relic]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=534</guid>
		<description><![CDATA[Many people know I think Company of Heroes is the greatest RTS of all time. Today I found out that Company of Heroes Online (CoHO), the free to play spin-off from the CoH series is shutting down.  This made me irrationally sad, considering it&#8217;s &#8220;just a computer game&#8221;. I&#8217;ve been playing CoHO for at least [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.doolwind.com/images/companyofheroesonline.jpg"><img class="alignright" title="Company of Heroes Online" src="http://www.doolwind.com/images/companyofheroesonline.jpg" alt="" width="280" height="107" /></a>Many people know I think Company of Heroes is the <a href="http://www.doolwind.com/blog/why-company-of-heroes-is-the-best-rts-of-all-time/">greatest RTS of all time</a>. Today I found out that Company of Heroes Online (CoHO), the free to play spin-off from the CoH series is shutting down.  This made me irrationally sad, considering it&#8217;s &#8220;just a computer game&#8221;. I&#8217;ve been playing CoHO for at least an hour per day for the past few months and loving it. The main differences between CoH and CoHO are in the MMO style commander that you level up over time to receive new abilities you can use in battle. There is a lot of misinformation around on the internet and after my <a href="http://www.doolwind.com/blog/iwnet-facts-verdict-and-solution/">last successful</a> &#8220;Facts, Verdict, Solution&#8221;, I thought I&#8217;d do one for Company of Heroes Online:</p>
<p><span id="more-534"></span></p>
<p><strong><span style="text-decoration: underline;">Facts</span></strong></p>
<ul>
<li>On the 31st March 2011, CoHO will shut down the beta servers &#8211; <a href="http://www.companyofheroes.com/announcements/company-of-heroes-online-beta-closing-03-31">source</a></li>
<li>After 31st March CoHO will no longer exist, there will be no release after beta.  Relic is no longer working on the product &#8211; <a href="http://www.companyofheroes.com/forums/general-discussion-21/topics/Petition-to-Keep-COHO-ALIVE-please-sign?page=12#post-148670">source</a></li>
<li>Commander data will be lost &#8211; <a href="http://www.companyofheroes.com/forums/general-discussion-21/topics/What-next-Details?page=2#post-148748">source</a></li>
<li>Company of Heroes has generally had equal or more players online &#8211; <a href="http://www.companyofheroes.com/forums/general-discussion-21/topics/A-short-summation-on-the-outbursts-of-some-COHO-users?page=1#post-148759">source</a></li>
<li>It has nothing to do with the death of Brian Wood &#8211; <a href="http://www.companyofheroes.com/forums/community-news-feed/topics/company-of-heroes-online-beta-closing-03-31?page=49#post-148772">source</a></li>
<li>Development will continue on CoH and Relic are still continuing the franchise, without CoHO &#8211; <a href="http://www.companyofheroes.com/forums/community-news-feed/topics/company-of-heroes-online-beta-closing-03-31?page=51#post-148829">source</a></li>
<li>If you registered before February 1 2011 you can get CoH Gold for $4.99 &#8211; <a href="http://www.companyofheroes.com/announcements/company-of-heroes-online-beta-closing-03-31">source</a></li>
<li>The Chinese and Korean versions of CoHO will also be closing &#8211; <a href="http://www.companyofheroes.com/forums/community-news-feed/topics/company-of-heroes-online-beta-closing-03-31?page=25#post-148075">source</a></li>
</ul>
<p><span style="text-decoration: underline;"><strong>Verdict</strong></span></p>
<p>This has come as a surprise to myself and a lot of other people. However, I had just been thinking the other day though that the incentive for me to invest money isn&#8217;t really high enough. I would have happily paid $15/month of in-game items however there was no need as I was able to buy everything I wanted entirely with in-game currency.  The more I played, the more in-game currency I earned. This seems the wrong way around to me as it&#8217;s the people that play a <strong>lot</strong> of CoHO that would be willing to fork out the cash.</p>
<p>It seems that having both CoH and CoHO side-by-side was a watering down of their market. It makes sense that if one has to go then the free to play is the best option. It was obviously not generating enough revenue for them.</p>
<p><strong><span style="text-decoration: underline;">Solution</span></strong></p>
<p>The best solution I can see to the problem is for Company of Heroes 2 to be released. While I have inside information that another of their great titles is getting an expansion, I&#8217;ve been unable to source info on CoH2. This seems like the logical next step for them to take. We&#8217;ve seen it with their Dawn of War franchise with great success. My only hope is they don&#8217;t go too far down the path of simplifying the game as the did with DoWII with <a href="http://www.doolwind.com/blog/is-your-game-underwhelming/">bad consequences</a>.</p>
<p>I&#8217;d also like to see an expansion of CoH set in the modern era. I think this could work really well with the tactical style and upgrade system. I can just imagine driving my ASLAV&#8217;s around and upgrading them with slat armor (anti-RPG protection). It would work well for the current &#8220;war on terror&#8221; with the terrorists having a completely different feel to them and using guerrilla tactics. This would give Relic a 3rd series in using the same core engine and open them up to a lot of new customers. There have been countless numbers of WWII RTS games in the past, however the number of modern day realistic RTS games is a lot lower.</p>
<p><span style="text-decoration: underline;">Conclusion</span></p>
<p>What are your thoughts on Company of Heroes Online closing? Did you play it and are you disappointed as I am?</p>
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		<title>Is Your Game Underwhelming?</title>
		<link>http://www.doolwind.com/blog/is-your-game-underwhelming/</link>
		<comments>http://www.doolwind.com/blog/is-your-game-underwhelming/#comments</comments>
		<pubDate>Thu, 14 May 2009 21:19:55 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Company of Heories]]></category>
		<category><![CDATA[Dawn of War II]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=99</guid>
		<description><![CDATA[Have you ever played an underwhelming game?  It might be a lack of choice, depth, emergence or fun.  Today I&#8217;m going to discuss why many games lack that key ingredient to succeed, giving specific examples of how Dawn of War II (DOWII) and Battlefield Heroes (BH) both miss the mark.  I&#8217;ll finish up by giving [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.doolwind.com/images/blog/DoW2.jpg"><img class="alignright" style="float: right;" src="http://www.doolwind.com/images/blog/DoW2sm.jpg" alt="" width="191" height="118" /></a>Have you ever played an underwhelming game?  It might be a lack of choice, depth, emergence or fun.  Today I&#8217;m going to discuss why many games lack that key ingredient to succeed, giving specific examples of how <em><a href="http://www.dawnofwar2.com">Dawn of War II</a> </em>(DOWII) and <a href="http://www.battlefield-heroes.com/"><em>Battlefield Heroes</em></a> (BH) both miss the mark.  I&#8217;ll finish up by giving you an exercise to find out whether your game is underwhelming.</p>
<p><span id="more-99"></span></p>
<p><strong>Limited choices</strong></p>
<p>Sid Meier once said &#8220;A game is a series of interesting choices&#8221;.  This is the root cause of underwhelming games.  It&#8217;s as simple as that.  Games lacking enough interesting choices are doomed to fail.  I&#8217;ll dive straight into a couple of concrete examples then we can move out to a more abstract look at the situation and general ways to keep your game moving in the right direction.</p>
<p><strong>Case Study 1: Dawn of War II</strong></p>
<p><a href="http://www.dawnofwargame.com"><em>Dawn of War</em></a> (one) is a great game.  It spawned the <a href="http://www.doolwind.com/blog/?p=77"><em>Company of Heroes</em></a> series and solidified Relic&#8217;s position as one of the best RTS developers in the world.  It was elegant, with plenty of choice and plenty of emergent behaviour.  <em>Company of Heroes</em> took that to the next level adding more depth in many areas, while simplifying other parts of the game to make a cleaner experience.  DOWII tried to take the simplification too far with the following core problems:</p>
<ul type="disc">
<li>Linear tech <span style="text-decoration: line-through;">tree</span> cake</li>
<li>Not enough unit types</li>
</ul>
<p>Side Note: Notice I didn&#8217;t mention base building as a core problem.  Having no base building is a sure way to piss off a small, fanatical, part of the RTS market; however it isn&#8217;t enough to ruin your game.  It can be replaced with a tech tree that serves almost an identical purpose.  The problem arises when this abstraction is then hacked back so there is no choice in the progression through the tree.</p>
<p>Just to mock us, Relic gives us a huge printout of the tech tree.  But it&#8217;s not even a fraking tree; it&#8217;s just got tiers, like a cake!  The issue with this cake is that it&#8217;s the same every single game.  There&#8217;s no point even having this cake if the player isn&#8217;t given the choice.  The FPS world has a name for it, rail shooter.  I guess the best way to sum it up is &#8220;Rail-Time Strategy&#8221;.</p>
<p>The second core problem is the lack of unit types.  Once again, there simply isn&#8217;t enough choice.  The major problem here is the lack of emergence.  When there are such a limited number of unit types there&#8217;s no room for deep strategy, let alone emergent gameplay.</p>
<p>Limited choice in tech tree reduces strategic (high level) choice while limited unit choice reduces tactical (low level) choice.  Limiting one or the other is problematic, but limiting both is a sure way to under whelm.</p>
<p><strong>Case Study 2: Battlefield Heroes</strong></p>
<p>The core problem with <em>Battlefield Heroes</em> (BH) is the lack of emergence.  One of biggest drawcards for the Battlefield series has been the sandbox nature of the game.  Playing an FPS where a designer has scripted a hand crafted experience can be great.  Even better is playing a sandbox game where something new and exciting happens most times you play based on the small building blocks set out by the designers.  By limiting the choices too far, BH lacks this emergence without replacing it with a heavily structured gameplay experience.</p>
<p>There are too few class types and their differences feel superficial.  The core idea of classes has been watered down so the choice really doesn&#8217;t matter any more.  The strengths and weaknesses of the classes are also too watered down.  Is this to make the game easier to balance?  When there are so few classes, having an overpowered class can be disastrous, so the safest option is to make them all very similar to each other.</p>
<p><strong>So complexity is the answer?</strong></p>
<p>Obviously, adding a bunch of complexity to these games isn&#8217;t going to solve the problem.  The key is finding the right balance between too much complexity, and not enough choice.  Also, note that complexity and choice are not necessarily opposites.  You can add large amounts of choice without adding overwhelming complexity simply by making smart choices in gameplay and UI.</p>
<p>Automating no-brainer choices is a great way of reducing the burden on the player and leaving them to make only interesting, meaningful choices.</p>
<p>Bejewelled is a great example of a simple game that works really well.  Love it or hate it, it&#8217;s enjoyed by millions of people the world over.  It&#8217;s a great example of a game that&#8217;s extremely simple to understand, but gains in complexity and depth as you continue to play.  The player is simply swapping one gem with another, that&#8217;s it.  Yet layered on top of this is such great depth that players keep playing it for hours.  This is the perfect example of deep gameplay that is abstracted into the most perfectly simple interface.</p>
<p><strong>Is it a cop out?</strong></p>
<p>Is having less choice/depth easier to develop, balance and test?  Is this cut-back going to solve the problem of games costing millions of dollars to develop? No.  There are two ways to reduce the cost of developing games.  Make them simpler, or get smarter with how they are made.  With the right people, and the right processes in place to develop games, we can achieve deep, emergent games without blowing millions of dollars.  Agile development is a great way to reduce the cost of games while still producing extremely high quality.  Focus on making the game fun first and <strong>then</strong> decide how much money needs to be spent to polish the game up before it is released.</p>
<p>By having the core game created as soon as possible play testing and balancing can begin very early in the project.  This reduces the risk of many choices being difficult to balance as you have longer to make it work.</p>
<p>Making a game simpler to reduce cost is like changing the gameplay to make it easier for the programmers to implement something difficult.  This is the wrong way around.  Choice and fun need to drive the development of your game.</p>
<p><strong>Check your game, right now</strong></p>
<p>Here is a simple exercise for you to try on your current game:</p>
<ol type="1">
<li>Find someone that hasn&#8217;t      played your game before, ever.</li>
<li>Sit them down in front of      the game and get them to play</li>
<li>Ask them to say &#8220;<strong>choice</strong>&#8221;      every time they make a choice in the game.</li>
<li>Keep a record of how many      choices they make, either for each different part of the game, or grouped      per minute of gameplay</li>
<li>Help the player if they      get stuck, this isn&#8217;t a focus test</li>
</ol>
<p>Once finished, have a look at your results.  What you want to see is a good distribution of choices throughout the entire time they were playing.  If there are large gaps, why wasn&#8217;t the player making a choice?  How could this be resolved?</p>
<p>Try this exercise yourself on other successful and unsuccessful games and compare with the results of your own game.</p>
<p><strong>Conclusion</strong></p>
<p>Have you played a game recently that&#8217;s been underwhelming or that you&#8217;ve loved?  Add a comment about it and we can continue the discussion.</p>
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