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	<title>Doolwind&#039;s Game Coding Blog &#187; Modern Warfare 2</title>
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	<description>Pragmatic Thoughts On Game Development</description>
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		<title>Narrative Death vs Game Mechanic Death</title>
		<link>http://www.doolwind.com/blog/narrative-death-vs-game-mechanic-death/</link>
		<comments>http://www.doolwind.com/blog/narrative-death-vs-game-mechanic-death/#comments</comments>
		<pubDate>Mon, 10 May 2010 22:24:14 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=492</guid>
		<description><![CDATA[[Spoiler Warning: Small spoilers about two modern games are contained in this post, without specific details].  Two of the most popular games of 2010 have involved narrative death of the player character.  That is, the death of the player during the story elements of the game, specifically a cut-scene.  Both Mass Effect 2 and Modern [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://www.doolwind.com/images/blog/braid_death.jpg"><img class="alignright" title="Braid Death" src="http://www.doolwind.com/images/blog/braid_death.jpg" alt="" width="248" height="140" /></a></em><em>[Spoiler Warning: Small spoilers about two modern games are contained in this post, without specific details].  <span style="font-style: normal;">Two of the most popular games of 2010 have involved narrative death of the player character.  That is, the death of the player during the story elements of the game, specifically a cut-scene.  Both Mass Effect 2 and Modern Warfare 2 took their narratives to a deeper level with these plot devices, however they were both watered down by one key problem which I’m discussing today.</span></em></p>
<p><span id="more-492"></span></p>
<p><strong>Death And The Video Games</strong></p>
<p>Game mechanic death has a long history within video games.  What started out as the simplest way to get players to pop another quarter into the arcade machine has grown to be the cornerstone of most games.  Players were expected to die three times per coin.  The standard risk-reward system in our video games involves player death.  Do something wrong, you die, do something right, you don’t die, and possibly get a shiny new item.  The same developers that made arcade games that relied on these coin popping death sequences moved to making games on home consoles and PC’s.  Over time we’ve become slightly less reliant on death as a punishment with games like Braid dropping the death penalty entirely (and using it as the foundation for the entire game).</p>
<p>There is a difference between the deaths of old and the new style of narrative death we’re seeing.  The player controls the former while the game designer controls the latter.  In the case of Mass Effect 2 the player does have indirect control over the outcome, but once that cut scene starts no excessive tapping of the buttons can change the outcome.</p>
<p><strong>The Problem</strong></p>
<p>When these two styles of death (game mechanic and narrative) meet is when the problem arises.  Watching a cut-scene where the player dies is a great plot device and I’d love to see it in more games in the future.  However it’s watered down when you die 25 times leading up to the cut-scene with the narrative death.  If this common gameplay mechanic can be separated from the narrative death we will see even more powerful narratives in our games.</p>
<p><strong>The Solution</strong></p>
<p>There are a couple of solutions to this problem I’d like to discuss.  The first seems the most logical while the second is a lot riskier, but has the greatest opportunity to make a game that stands out.</p>
<p><span style="text-decoration: underline;">No Death</span></p>
<p>Rather than death being the punishment for failure, have the player incapacitated or have a teammate come to your rescue just as your about to die.  Some modern shooters have the opportunity for a teammate to heal you without breaking the suspension of disbelief.  As squad based games become more feasible (with increased CPU power and AI) this seems like a logical choice.</p>
<p>Another possibility is to give the player rewind ability as in Braid and Sands of Time.  This is a more foundational mechanic though and would completely change the design of the game.</p>
<p><span style="text-decoration: underline;">Permadeath</span></p>
<p>Most designers will shake their head in disgust at this idea.  It will likely lead to frustration and stop anyone but the most hardcore players from playing.  But bear with me as I take a small walk down insanity lane.</p>
<p>A small group of <a href="http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html">gamers</a> are applying self-imposed permadeath while they play their games.  This is a great idea and adds a lot of weight to the narrative of the game.  Players feel more connected to the world and to their character.  In fact, the gameplay mechanic of death becomes a narrative device.  How would combining this style of permadeath with a fully narrative (read cut-scene) death?  It would make for some interesting gaming and I could certainly see myself screaming even louder at the screen than I already do.</p>
<p>If a game were built around the knowledge that permadeath exists it would completely change the design process.  Designers would be extremely careful not to put any unfair situations where the player may die.  It would also require the removal of any trial and error from the games, a legitimate design mechanic when used sparingly in our current style of games.</p>
<p><strong>Conclusion</strong></p>
<p>With either of these options the there are two main takeaway points.  Firstly the risk-reward system still needs to be in place.  Without a negative experience the player is not challenged and the experience will be watered down.  Secondly, perhaps we need to move on from tying the risk directly to death.  Once we move away from this, it empowers designers to make death a much more special part of their games rather than the foundation on which the player must climb to victory.</p>
<p>What are your thoughts on game mechanic death vs narrative death?  Did you feel narrative death in Mass Effect 2 or Modern Warfare 2 was watered down by the game mechanic death?  Do you have any other solutions I haven’t listed?</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Would Steam Points Work?</title>
		<link>http://www.doolwind.com/blog/would-steam-points-work/</link>
		<comments>http://www.doolwind.com/blog/would-steam-points-work/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 02:05:12 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[osmos]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[steam points]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=254</guid>
		<description><![CDATA[Steam&#8217;s having great success at the moment, with 40% market share making it the #1 platform for online game distribution.  They&#8217;ve expanded from in-house games to publishing titles of all shapes and sizes (from Modern Warfare 2 to Osmos).  I&#8217;ve always thought they were missing something, Steam Points.  Steam Points would be to Steam as Microsoft [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.doolwind.com/images/blog/steampoints.jpg"><img class="alignright" title="Steam Points" src="http://www.doolwind.com/images/blog/steampoints.jpg" alt="" width="251" height="82" /></a>Steam&#8217;s having great success at the moment, with 40% market share making it the #1 platform for online game distribution.  They&#8217;ve expanded from in-house games to publishing titles of all shapes and sizes (from <a href="http://modernwarfare2.infinityward.com/games.php">Modern Warfare 2</a> to <a href="http://www.hemispheregames.com/osmos/">Osmos</a>).  I&#8217;ve always thought they were missing something, Steam Points.  Steam Points would be to Steam as Microsoft Points are to Xbox.  This entry discusses why this would be a valuable addition for Valve, developers, gamers and even retailers.</p>
<p><span id="more-254"></span></p>
<p><strong>Features</strong></p>
<p>Steam Points could be used to buy games, Downloadable Content and even in-game assets (through micro-transactions).  They open up the option of gift cards rather than buying a specific game for someone.  This would be perfect leading up to Christmas as non-game savvy friends and family could buy gift cards rather than guessing and thinking &#8220;Diaper Dash&#8221; is something you&#8217;d enjoy.</p>
<p>All payment would still go through PayPal keeping the security burden on them.  Keeping payment with PayPal also stops Valve from watering down their focus by becoming a merchant facility.  It will simply give gamers more options with how they buy their games.</p>
<p><strong>Advantages for Valve</strong></p>
<ul>
<li>Create new revenue sources &#8211; gift cards and      micro-transactions</li>
<li>Encourage micro-transactions within games,      increasing revenue</li>
<li>Bringing more developers and gamers to their      platform</li>
<li>Another differentiator to their competitors      (not that they really need one)</li>
</ul>
<p><strong>Advantages for Developers</strong></p>
<ul>
<li>A new revenue source</li>
<li>Revenue during the life-time of the game rather      than only at the point of sale</li>
<li>Reduce barriers for customers as the initial      cost of the game can be lower</li>
<li>Micro-transactions allow more styles of games      to be developed</li>
</ul>
<p><strong>Advantages for Gamers</strong></p>
<ul>
<li>Using a trust company for purchasing      points.  Valve isn&#8217;t going bust any      time soon</li>
<li>Initial cost of games will be lower, increasing the      number of games a player can afford</li>
<li>More options for how players want to play (pay      for convenience)</li>
<li>Can purchase points at a retailer removing the      need for a credit card</li>
<li>Unifies the currency leading to less confusion for the international market</li>
</ul>
<p><strong>Advantages for Retailers</strong></p>
<ul>
<li>Gives them a simple avenue into online      distribution</li>
<li>Can sell cards in their shops and make a cut of      online sales</li>
<li>Game retailers may resist however it&#8217;s similar      to &#8220;iTunes credit&#8221; which most music shops now sell</li>
</ul>
<p><strong> Conclusion</strong></p>
<p>Whether you love or hate Steam, it&#8217;s here to stay.  I see a lot of great opportunity for Valve in the future and Steam Points are a great way to begin their move forward.  Some people I&#8217;ve discussed this with are against the idea as they already see Valve as having a monopoly over online distribution.  What do you think?  Would you be happy to start spending Steam Points to buy your games and make micro-transaction?  Should other platforms like Impulse use this system to differentiate themselves?</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>IWNET: Facts, Verdict and Solution</title>
		<link>http://www.doolwind.com/blog/iwnet-facts-verdict-and-solution/</link>
		<comments>http://www.doolwind.com/blog/iwnet-facts-verdict-and-solution/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 21:36:45 +0000</pubDate>
		<dc:creator>Doolwind</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Petition]]></category>
		<category><![CDATA[Podcast]]></category>

		<guid isPermaLink="false">http://www.doolwind.com/blog/?p=233</guid>
		<description><![CDATA[Infinity Ward (IW), creator of the Call of Duty/Modern Warfare series are about to release Modern Warfare 2 (MW2).  By now, you would have heard about their completely new multiplayer setup and the 160K+ petition for dedicated servers.  In a podcast on bashandslash.com they interviewed Rob Bowling the community manager at Infinity Ward.  I&#8217;ve gone through [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.doolwind.com/images/blog/modernwarfare2.jpg"><img class="alignright" title="Modern Warfare 2" src="http://www.doolwind.com/images/blog/modernwarfare2.jpg" alt="" width="197" height="111" /></a></strong><a href="http://www.infinityward.com">Infinity Ward</a> (IW), creator of the Call of Duty/Modern Warfare series are about to release <a href="http://modernwarfare2.infinityward.com">Modern Warfare 2</a> (MW2).  By now, you would have heard about their completely new multiplayer setup and the 160K+ <a href="http://www.petitiononline.com/dedis4mw/petition.html">petition</a> for dedicated servers.  In a <a href="http://www.ustream.tv/recorded/2369799">podcast</a> on bashandslash.com they interviewed Rob Bowling the community manager at Infinity Ward.  I&#8217;ve gone through their chat with a fine toothcomb and picked out the facts.  If you don&#8217;t have time to listen to the chat (over 2 hours) then the following notes should give you the facts as they currently stand.  I&#8217;ll then give my opinion on this decision along with a solution.</p>
<p><span id="more-233"></span></p>
<p><strong>Facts</strong></p>
<ul>
<li>IWNET &#8211; matchmaking for PC      users just like consoles and L4D</li>
<li>Helps you play against      people your own rank</li>
<li>Will replace in-game      browser &#8211; no other option</li>
<li>No dedicated server or      server list</li>
<li>Rely entirely on IWNet for      matchmaking and finding games</li>
<li>Still has private match &#8211;      customize game and invite people to server</li>
<li>Can&#8217;t put it up on      dedicated servers you rent</li>
<li>IWNET currently focussed      on matchmaking only &#8211; big plans for its future</li>
<li>Games running off users PC      &#8211; along with consumer grade internet</li>
<li>Everything will go through      IWNET</li>
<li>Matchmaking NOT through      steam</li>
<li>IWNET runs in conjunction      with steam</li>
<li>No more PunkBuster, using      VAC for anti-cheating</li>
<li>IW want to improve Multiplayer game      on PC and make it easier for everyone</li>
<li>Clan matches will use      private games</li>
<li>Complete control over who      can come in, including kicking and banning</li>
<li>Changes how IW is able to      update and support the PC version</li>
<li>Allows more control and      structure</li>
<li>Good from development      perspective</li>
<li>Can change all features of      game without having to find server or run a server</li>
<li>Helps reduce piracy, but      this was not a driving force for creating IWNET</li>
<li>All made in-house, working      on it for a while</li>
<li>Will listen to feedback      and make changes in the future</li>
</ul>
<p><strong>Verdict</strong></p>
<p>This is great for casual gamers and not so great for hardcore gamers.  The biggest sticking point for most people is the lack of a dedicated server.  There are two major issues from this:</p>
<ol>
<li><strong>Less Customization.</strong> Clan      matches, and many players, love their customizations.  Without dedicated servers, the extent to      which gamers and server admins can mod/tweak the game is greatly reduced.</li>
<li><strong>Lower Performance.</strong> Dedicated      servers have a lot of CPU power, and more importantly, high throughput and      low latency internet connections.  Consumer      grade internet connections (particularly here in Australia) can&#8217;t compete      with the connections of most dedicated servers.  This will result in a lower user      experience and limits on player counts.</li>
</ol>
<p>The biggest boon for casual gamers is the ease in finding a game and playing against players your their  rank.  This is great for &#8220;first-timers&#8221;.  It&#8217;s easier for them to join a game and they should be playing against other low ranked gamers.</p>
<p>This is the core reason I think IW have invested so much time and money into IWNET.  Multiplayer games are by their very nature viral.  If a gamer purchases MW2 and sits through the singleplayer game, there&#8217;s a chance they will tell their friends what they are playing.  However if that same gamer is converted to a mulitplayer gamer, they will actively encourage their friends to buy the game and join them.  The more gamers IW can convert to multiplayer, the larger their sales.</p>
<p><strong>Solution</strong></p>
<p>The podcast was fairly light on technical details, however I saw a solution that would keep the 160K+ petition signers happy, without ruining the player experience for first-timers.  Rob mentioned a number of times that clan matches, and &#8220;custom matches&#8221; can be set up through private games.  The simple solution is to allow these private matches to point themselves at a dedicated server.  This would likely take some further engineering time, however it would be a fairly small investment compared to the mammoth task of implementing IWNET.  This would allow full customization on the server side and would be an &#8220;opt-in&#8221; situation.  This keeps the user experience clean, while allowing full customization for hardcore players.</p>
<p><strong>Conclusion</strong></p>
<p>This is the second large petition in the games industry this year.  Have you signed either the IWNET or L4D2 petition?  What are your thoughts on IWNET and where do you see PC multiplayer gaming moving in the future?</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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