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I make games for a living and can answer your questions.
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Anonymous asked:

My friend is making an arcade racer and I've been playtesting his builds for him. He didn't go into it thinking it'd be easy but there's a ton of things he didn't at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?

Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting. There's always a significant amount of UI groundwork that needs to be done in order to make a game playable at all, just because of how much information needs to be conveyed to the player.

Whenever I build support into a game for different characters, cars, tracks, loadouts, etc. then each of those options needs its own way to choose that option from a list of available choices. That display must show a lot of information to the player so she can make an informed decision (e.g. this car has fast acceleration, that one has high top speed, this other one corners well, etc.), which all requires an intuitive screen layout, information presented, and so on and so forth.

Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player. This means games with a lot of options for players to choose tend to require a lot of UI work, which is something many hobbyists don't think about when starting.

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Anonymous asked:

I press the exit button to close a menu. The menu closes as expected but, the action in the game world connected to the same button occurs (jump, crouch, attack, et cetera). This has occurred in a few big-budget games I've played recently. Do you think this is an intentional choice or programming oversight?

It's absolutely a programming oversight. The vast majority of the time, the player wants to do one single action at a time - navigate the UI, perform some kind of action, move somewhere, etc. When we allow for multiple actions to occur simultaneously, the player can end up in situations they did not expect nor desire due to the simultaneous actions.

Remember, when it comes to dealing with edge cases we developers live in a land of worst-case scenarios. The worst case scenario in this case is that the player can accidentally break the game state while in such a situation. The player could get into a fight that they did not intend, fall off a ledge, consume a critical or valuable item, or any of a thousand other problems. We have to consider how damaging to the player experience the issue might be. Obviously, a broken game state is a lot worse experience than an errant extra jump input as the player returns to gameplay. This is usually why we completely disable normal inputs during UI menu navigation - so that the player will remain in the exact same position for the duration of the menu navigation, even if the rest of the game world continues to update (e.g. in a multiplayer game) and behave normally.

Readers may recall my post on [ladders] and notice some parallels between the state transitions here. That is:

  • Ladder : UI Menu
  • Regular Gameplay : Regular Gameplay
  • Get Onto the Ladder : Transition from Gameplay to Menu
  • Climb up/down the Ladder : Navigate the Menu
  • Get Off of the Ladder : Transition from Menu to Gameplay

It is during these transition stages that a lot of bugs can occur if we do not properly clean up the state we're leaving and set up the new state we are entering. If you see misbehaving inputs like the ones you asked about, it is usually because of these state transition cleanup issues.

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Hi Dev! Whats up with those loading screens where it’s a still screen for a while, then the loading bar appears and starts loading from the beginning. What has the game been doing before the bar appeared? Has it been working on anything or was it idle for some reason?

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It's always doing something. Consoles and PCs have finite memory available to hold data and assets. When the game transitions from one level to another, if there isn’t enough free memory to load the next level’s data and assets, it has to unload (some of) the current level’s data and assets in order to make room for the new stuff. 

The loading process is a lot like refurnishing an already fully-furnished room. When you start the load process, your room is currently already set from the previous level - there's a couch, desk, rug, dresser, chairs, television, tv stand, decorations, wall hangings, and so on. You can't necessarily just bring in all of the new furniture for the room willy-nilly, you need to make sure there's enough space in the room to place the new furniture before you bring it in. In order to clear out that space, you would first need to remove at least some of the old furniture. Once enough space has been cleared, you can start bringing in the new furniture and arranging it in the room. The loading screen is like the curtain coming down to hide the rest of the old furniture being removed and the new furniture being brought in and rearranged.

What is likely happening during the specific pause before the loading bar appears is that the system is clearing out enough memory to load the UI system and assets needed for the loading screen, and then loading those UI system and assets. If the UI system and assets were already loaded in memory, it wouldn't be necessary to load them since they would already be available... but they might not be necessary to keep around at all times.

It's worth noting that there's also hard certification requirement across all console platforms that a game cannot show a frozen screen (i.e. no movement at all) for longer than a few seconds. This is a guard against a crashed/frozen/locked game, something must be animating and updating on screen.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

In Early Access, Hades had the player hold down a button for a short time to open its codex. In the v1 release, the codex can be opened with just a press. What are the reasons for games to require holding down a button to complete a single action like this, and why might a team change that decision?

It’s a user experience design thing. If you have the player hold a button down rather than press it, it’s usually because you want them to be sure of what it is they want to do. A game like Hades can require some fairly precise execution and timing. I suspect the original intent was to avoid accidentally popping open the codex by pressing the wrong button while in a tense battle and wrecking the player’s sense of flow. They probably rolled it back after realizing it wasn’t that big a problem (and/or possibly getting player requests for it). If I were on the dev team, I would probably also have added an “in combat” check to make sure that there wasn’t anything dangerous nearby before allowing the codex to open.

The FANTa Project is being rebooted. [What is the FANTa project?]

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I have hearing issues so I always play with subtitles (when they're even available!) and I notice a LOT of games don't do a very good job of subtitling the flavor dialogue (for the lack of a better term?) that goes on around and in the background of scenes and environments. It's rarely vital to the story but I genuinely enjoy that sort of thing in games when I can actually hear it. I'm just curious what goes into the decision of what is captioned and what isn't?

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Humans have a finite amount of attention that they can spend on things at any given time. When it comes to incoming stimulus, we tend to break that down into [information channels] via the senses - information via what you see, hear, smell, feel, etc. The most common information channels devs use for video games are visual (sight) and aural (sound), but we will also occasionally use tactile (touch) to impart information - controller rumble and such - to convey information. Developers have to decide how the information that gets conveyed is prioritized, because we can’t always take in all of that data at once without getting overwhelmed.

When it comes to figuring out what players need to hear, background chatter/ambient conversations are generally ranked much lower on the priority scale. Usually gameplay concerns like enemies attacking, players activating their abilities, narrative details, etc. are usually much more important for a player to hear than ambient sounds like birds chirping, grass rustling, or NPCs chatting about irrelevant events in the background. Visuals follow a similar priority system - some things are more important for players to see than others, so they usually take more visual priority.

The problem comes from when you try to merge information from two separate channels together into one. We normally have some amount of information arriving visually at a time which is generally under the “visual information cap” so that it feels comfortable. If we cram too much information into one channel (e.g. we decide to cram all of the sound information in visually as well), we run the very real risk of overwhelming the player with too much sensory data. When that happens, information starts falling out - players miss stuff that they should be aware of because there’s just too much to handle at once.

This is generally why stuff like subtitles for ambient conversations usually isn’t included. There are just too many visual elements already on the screen that take priority over displaying subtitles for background chatter, like a story-relevant character suddenly deciding to say something plot-relevant to the player. It really sucks that such design constraints sacrifice the experience for players who don’t have all of those information channels available for some reason or other. Someday I really hope we can figure out a better way to convey and prioritize all that information.

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

A rhetoric I see occasionally regarding games with a user-generated content focus in an established franchise, is that the devs have somehow run out of ideas or gotten lazy. Jokes about Mario Maker meaning Nintendo doesn't know what to do with 2D Mario next, Sonic Forces' OC maker meaning SEGA have given up trying to make good use of the franchise's bloated cast. "Let's just get the player to do it". I assume these ideas are completely baseless, but do you have any useful insider thoughts on it?

I’ve been thinking a lot about user generated content in the past year, and there’s really nothing nefarious or lazy about it. If anything, it’s more of a new set of challenges for a different kind of team than what you may have expected in the past.

Here’s the thing - AAA professionals like me usually build most of the game’s content for a large target audience. In order for us to make the most efficient use of our development resources, content designers have to build content that is aimed at the broadest spectrum of players. This generally means that we don’t have the sort of bandwidth to experiment with more creative themes or level ideas. We can’t include a kaizo-style stage in the critical path. We can’t include more than one or two kaizo stages at all, because we have to spend the majority of our time building for the major audience. But do you know who isn’t beholden to those kinds of business and production constraints? Do you know who doesn’t have to make content for everybody and can instead focus on the small niche that really enjoys that sort of stuff?

The answer to these questions is players like you. Players aren’t beholden to revenue targets, production schedules, or bug triage. Players have a lot more freedom to experiment with things than we do with the final product.

This brings me to the first core pillar of a “maker” project - the challenges for a “maker” project are different, so we need to field a different kind of team. Instead of staffing up with a lot of content and level designers to build a lot of levels, a "maker” project needs a lot more system designers, UI/UX designers, and engineers who can build the systems for the players to create the levels and content. This is a really big challenge in and of itself! Most level design tools are super duper complicated because they have to be - the designers who use those level design tools need a lot of fine tuned control in order to create extremely nuanced environments, placement of objects and AI, and so on. But players don’t have that kind of training or time to learn, and the kind of tools we have to use usually require weeks of training before people are proficient with them. This means that our main goals here are to condense all of these details into a user experience that does most of what the players will want and keep it easy and simple to pick up. User experience and user interface work is the most important thing for any user generated content element, because it’s the main factor in the percentage of players who will engage with the creation elements.

The second enormous challenge for “maker” projects is distribution. Making content isn’t very fun if nobody can find or play your work. Only a small percentage of the total player base will ever seriously engage with the creation tools; most will only ever play the game… and that’s only if they can find new things to play with. That means that the second pillar of any “maker” project is some kind of online back end system for players to upload their creations, for us to vet them for things like playability and presence of penis, and then put them up for distribution among other players who might want to play them. Players need a way to find levels or content to play. Maybe that’s through a robust search feature, keyword tagging for levels (e.g. “kaizo”, “automatic”, “traditional”, “water”, “weird”, “boot”, etc.), favorite creators (with a subscription or RSS style list for their latest uploads), player ratings for creators and content, featured content, and so on. These are not trivial issues by any means - they’re quite substantial technical challenges! We need a substantial back end to store and distribute the game data and we need a significant investment in the UI/UX of the system so that players can find the content they want out of all of the stuff that’s available. It’s an entirely different set of design and technical challenges from building an ordinary platformer.

The primary goal of the “maker” project is to create a self-contained ecosystem of players and creators that can build interesting types of content that is a little too weird or different for us to include in a mainline release. We usually also get to add additional content to the pool over time for post-launch support (as well as our own professionally-designed levels to showcase ways to use that new content). Overall the paradigm lets us get a better return on development resources in terms of player engagement by empowering the players to make the sort of content that we can’t realistically spend our resources on. It really isn’t that we ran out of ideas, it’s that we wanted to try tackling a different set of challenges and have a different team makeup to do it.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

Re: VR, what are the main things you see that need to be solved to allow mass adoption?

There’s two major problems in my eyes that must be solved before mass adoption is possible. Firstly, we need to figure out how to control movement in virtual reality without making users violently motion sick. This should be obvious - nobody wants to horf as a general rule. It just isn’t pleasant. Once players can actively move about in VR, it opens up so many new content possibilities.

Secondly, we need to figure out a more convenient way of engaging with it - probably via wearable tech. Right now, VR has that immersive quality but it’s got physically problematic issues. You need a lot of clear space to move around. You can’t engage with a lot of VR from a sitting or resting position. You’re tied to the console or PC by some big heavy cables, which can be a tripping hazard. You can’t see while you’re inside, which means you could hurt somebody else or yourself.

But imagine something more like a pair of augmented glasses that can function more like an overlay on existing reality that you could control. Something wireless that isn’t heavy, something that connects wirelessly over wifi. Imagine being able to go into VR mode while you’re sitting on your couch or on the bus, and control it without needing a handheld separate controller. It might be a bluetooth device that pairs with your mobile phone, so you could personalize it for your own use. Add in some proximity technology to snap out of VR when you’re moving too close to something (or something approaches) and you have the beginnings.

Right now VR’s biggest problems are the same problem it’s always had. It’s hard to move around while inside, and it’s just clunky and difficult to interact with. It’s hard to engage with your friends in VR because of physical barriers. Lowering the barrier to entry will pave the way to mass adoption.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

Has any developer ever regretted fostering/encouraging a modding community for multiplayer games? Like, having to deal with allowed/not allowed mods for competitive purposes

I can’t think of a studio or publisher that actually regretted providing mod tools, but there are studios that were bitten by their own mod tools and modding community. World of Warcraft in particular had a lot of problems over the years with supporting UI mods, across many aspects of the game.

In pvp, they had problems with their macro/scripting system allowing players to instantly destroy Shaman totems or only use casting interrupts only when opponents were actively casting. In pve, the scripting system allowed for status-cleansing effects that were auto-targeted instead of players having to pick and choose themselves. The Deadly Boss Mods era basically provided additional UI to track all sorts of elements of raid fights, forcing the encounter designers to have to build content assuming all players had those mods. Blizzard’s engineers had to rein in some of the API functionality in order to disable the core of some of these mods.

Obviously, WoW still continues to support UI mods and scripting to this day, so they obviously still support the modding community. However, it certainly hasn’t been without its growing pains along the way.

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Why doesn't Bioware show the full dialog options before you select them? Its been a criticism for a while now, but they have seemingly stuck to it. Seeing as Fallout 4 decided to adopt a similar system, they have to have a good reason, right?

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The issue primarily stems from using a voiced protagonist. Because the player character speaks, it causes several implementation issues that can be either logistical or cognitive. These issues vary in scope, some being bigger than others. Localization and screen space, for example, are problematic. The biggest issue is probably the subvocalization element to it, however. That just doesn’t play well with a lot of players.

Here’s an example of a line from Fallout 4. If you choose “Sarcastic” as a response in one case, you get the line “I’m here to pick up an order. Two large pepperoni and a calzone. Name is ‘Fuck you’.” As you can see, it takes up a lot more screen space if you replace the ‘Sarcastic’ keyword. If you replace all of the shorthand options on screen with the full line, you’re going to overwhelm the player with too many words. Furthermore, you can also lose the clarity in purpose - the words “Tell me more” could be used in a sarcastic or affirmative way, just because of tone. This still doesn’t take into account issues with localization, like translating to other languages. Making the same line fit in the same screen space in other languages like German or Spanish can prove difficult. 

However, the biggest problem is cognitive. There’s a documented term in cognitive science called “subvocalization” - when humans read, they actually say the words to themselves in order to understand what they are reading. Researchers have actually observed tiny motions in the human larynx while subjects read silently. Thus, when we present the entire line to the player, the vast majority of them will literally say it to themselves first, and then the character on screen will immediately say the same line aloud, repeating it twice. This gets annoying very, very quickly. Have you ever had a situation where a child imitates somebody else by repeating every word said? It’s a lot like that, except it applies to the protagonist (who has the most lines out of every character in the game), so it happens constantly. It absolutely kills any humor and timing that’s dependent on delivery. We’ve tested it out. It was not well received.

I will admit that games have had problems with paraphrasing not matching the actual intent of the line. It’s a bug, and those happen. It is a major problem for some of the fans, and I know Bioware has recognized it. However, the paraphrasing deals a lot better with localization and the subvocalization problem. There might be a better way overall to represent dialogue options in game that we haven’t thought of yet, but showing the entire line is not it. Really.

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Game Design Fundamentals: Granting sight beyond sight

Whenever you are designing a game’s fundamentals, you need to consider the needs of the player during the play. You need to understand what the moment-to-moment gameplay is, and what information the player needs in order to make informed decisions about that gameplay. As an example, let’s take a look at this screenshot:

Have you noticed just how little screen space Mario is taking up in this screenshot? Here, let me photoshop this a little bit, just to make it stand out more:

This is because Super Mario Bros. is primarily a platform game. As such, the player is primarily concerned with the environment and the player’s position within that environment. When the player interacts with the game, she wants to know what locations on screen are safe, and which ones are not, and the screen space takes this into account. Imagine that we changed the viewport size to this:

Here Mario takes up a much larger percentage of the screen space. We can see a lot more of Mario’s expression and his movement animations. With such a large presence on screen, we can see expressions for things like pain, joy, anger, frustration, and so on. However, this view also deprives the player of what she wants to see most in order to play - the environmental hazards of the game. If we had to play Super Mario Bros with this sort of view, it’d be very frustrating since we couldn’t see where we’d want to land when we jump, even though we’d get a much better view of Mario. This doesn’t mean that this sort of viewport can’t work for a game though. It just means it isn’t suited for a platformer.

Consider this screenshot instead:

If we do a screen space breakdown, the characters are much larger comparatively speaking:

In this game it is much more important to see what the characters are doing - what ranges their attacks are and what animations they are playing - than it is in Super Mario Bros. However, the environment is also practically cosmetic. The position of the characters relative to each other and the sides of the area is all that matters, and the lengths of the stages are standardized. In terms of gameplay, what the player needs to see is the characters and that means showing them as a much larger portion of the screen. Let’s compare the screen space here to some another classic game, Yie Ar Kung Fu (1985):

This game is visually laid out much more like a platformer than a fighting game, even though it was one of the earliest fighting games to be released (preceding Street Fighter 1 by a full two years). Given how much space there is in the environment, it lowers the emphasis on the characters shown, when it really shouldn’t. 

One of good design’s most important aspects is showing the players what they need to see without them even knowing they need to see it. As a designer, you need to be able to take the needs of the player into account while designing elements of the game. Since there are so many new developers out there playing with engines like Unity and Unreal, it’s important that you consider some of these things from a player perspective. Think about what it is they need to know in order to enjoy the game while playing it. New players probably won’t know they need it going in, but you still need to provide that information to them or they will realize they need it at some level and feel frustration if they don’t get it. 

As a design exercise, think about a game you played most recently and how the screen space is broken down. Why do you think the designers chose the view they did? What about the view helps or hinders the play experience? How would the game play if it had a different view?

The FANTa Project is being rebooted. [What is the FANTa project?]

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Anonymous asked:

imgur website + /w5kzEJp PERIOD jpg. I'd have to say some AAA games do fit this bill.. thoughts?

I think somebody has an axe to grind against microtransactions and is looking for some validation. Here’s the image in question:

So first off, the meme is disingenuous in its message. The meme-maker never actually purchased anything; this is a screenshot of the UI from a Free to Play mobile game called “Asphalt 8″, by Gameloft. It’s currently available at the App store and via Google Play. We’ve already established that in-app purchases are probably going to be there because (as we have firmly established in the past) money has to be made somewhere and the game is free. But let’s break the meme down a bit further.

The purpose of the game is to race cars on tracks to earn currency with which to buy more cars and tracks. One can spend real dollars to purchase more cars and/or tracks. That is really no different than Gran Turismo, Forza, Mario Kart, or really any other racing style game that offers paid DLC. As a racing game, a lot of the UI is going to be dedicated to displaying information about your cars, your tracks, and your statistics. Here is Asphalt 8′s:

The sections in red are, of course, things that lead to in-app purchases or managing in-game currency. This is where they offer you new tracks and featured cars. The sections in green are buttons to immediately race. The meme tried to downplay the one in the lower left, but it’s there. Finally, all of the sections in blue are dedicated to showing you pertinent information, not selling in-app purchases or handling in-game currency. These show things like options, leaderboards, what cars you own and their stats, and so on.

Let’s compare this to the UI for a AAA racing game like Gran Turismo 5:

Using the same breakdown, we’ve got the blue still representing player info, the red representing options to spend game currency, and the green to actually start the game. The overall menu favors the ‘immediately play’ much more, but the overall is not that far removed from Asphalt 8. This isn’t so different from other games that feature a similar emphasis on statistics, play, and the spending of currency:

As I said, the meme itself is disingenuous. It’s conflating any element that isn’t “start game” with “GIVE US YOUR MONEY”, and that’s unfair. If you look at AAA games, they certainly have some elements of it but I don’t think it’s as oppressive as the meme makes it out to be. Heck, even Doom II only had two out of five choices in the main menu to immediately start playing - New Game and Load Game. 60% of that menu doesn’t lead to gameplay!

In all seriousness, if you don’t like microtransactions or in-app purchases you’ll probably want to avoid certain genres of games that have wholly embraced them as a business model. Sports, racing, MMOs, or any game with a heavy “collectible” emphasis will probably feature them, because they want to make it easy for players who want to buy things to be able to do so. But I don’t really think that the meme maker has a point other than “I really don’t like microtransactions”. I understand not liking something and do sympathize, but there are a lot of people out there who are voting with their wallets. In-app purchases and microtransactions are here to stay.

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Anonymous asked:

Does a UI programmer also DESIGN the UI, or simply implement someone else's design?

The extent of design work done by a UI programmer would typically be how the data is parsed, stored, and displayed. The UI programmer usually does not do the layout or the visual design of the UI.

The overall look and feel is usually handled by a senior UI artist or a concept artist under careful direction from the art director on the project. The individual screens/pages/options/etc. are then done by UI artists (under approval of their lead and the art director, naturally). 

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