Entries in Games I worked on (71)

Thursday
May302013

Announcing Chess 2

The digital version of Chess 2 is coming out Q4 2013 as a timed exclusive for the OUYA console (other platforms will follow later). It will be shown at the OUYA installation during E3 in two weeks.

Game Design

Chess 1 was a big hit, no question there, but a few issues have cropped up over the years. First, the original game ends in a draw uncomfortably often. Second, memorization (rather than on-the-spot intuition) ended up being much more important than the original developers intended. Even top players such as Fischer and Capablanca complained about this. Third, because it has no hidden information, the ability to capitalize on reading your opponent is more limited than it could be. And finally, the first version offered only a single army and one matchup.

Chess 2 addresses each of those concerns. (And the rules pdf is here.) A new win condition (in addition to the old one) allows a victory if your king crosses the midline of the board. This practically eliminates draws, and it also cuts down on having to walk through book-solved endgame situations, and eliminates the need to concede far before the game really ends. In Chess 2, there's action right up until the end, and the end is unlikely to be a draw.

A double-blind bidding mechanic when you capture pieces allows for some "yomi" or mind reading of the opponent's intentions. It also greatly disrupts scripted openings allowing for more emphasis on intuition. It's also quite skill-testing in measuring how much each player values each piece. If your opponent has an incorrect opinion about how much a particular piece is really worth in this particular game situation, you can capitalize on that by making him bid incorrectly in an effort to save that piece.

There are six armies to choose from, creating 21 matchups rather than just 1. While each army has its own twist, none are completely alien to chess. Each army modifies only a few (significant) things so that remembering what everything does isn't too hard. The six armies are: 

  1. Classic (back by popular demand)
  2. Nemesis (favors pawns)
  3. Empowered (favors knights, bishops, and rooks)
  4. Reaper (favors queen)
  5. Two Kings (favors kings)
  6. Animals (wild card!)

Digital Version

The digital version of Chess 2 is being developed by Ludeme Games. You can follow them on twitter @LudemeGames and #Chess2 for updates. Ludeme Games would also like to thank their families, dogs, and legal counsel for making all this possible.

The production values of the game are really coming along. Ludeme Games created wonderful looking sculpts for all the interesting new pieces in the game. I'm not quite sure, but I think Chess 2 might end up being the best looking title that comes out near launch on the OUYA. That's one of the advantages of doing a "small scale" game: fewer elements means it's easier to polish the production values. (Easier to focus on the game design too!)

I'll leave you with this shot of the Reaper queen, who can teleport to almost any space on the board:

 

Tuesday
May072013

Asynchronous Games and Codex

Asynchronous play means that your opponent doesn't have to be around at the same time you are. You can take your turn, then later on your opponent will take his turn at his leisure. This is increasingly more important now that mobile games are a bigger and bigger phenomenon. You can take your turn in some game while waiting at a bus stop or whatever even though you wouldn't be able to play an entire (synchronous) game in that same situation. So it's not just a "feature" when a game can be played in this way, it's transformative in that it allows you to play games in different real-life situations than you otherwise could. It also means you can play 10 different sessions of the game against 10 different people, all taking their turns here and there at bus stops or other free moments here and there. Synchronous games can't do that.

Although I play some simple asynchronous word games, when it comes to "real" games I generally scoff at asynchronous stuff. People ask if Puzzle Strike or Yomi could support such a thing and they pretty much can't because they are both so INTERACTIVE. I tend to put as much interactivity into my games as I can: the more the better, and the less the worse. The games that most lend themselves to asynchronous play are the ones with so little interactivity that you can do a whole bunch of stuff on your turn and the opponent can't even react. That said, allowing asynchronous play is still a huge win in convenience and maybe these days people don't want a "better" and more interactive game, maybe they want a game they can actually get around to playing. Often, that means an asynchronous one. (And does asynchronous really have to mean worse anyway? See below.)

Codex

One day I thought, "Can my card game Codex be altered to support asynchronous play?" It's actually ludicrous to consider. The opponent can react about 9,000 times per turn to stuff you can do. It would be like playing MtG asynchronously, where the number of back and forths waiting to see if they other person does anything is so large that you'd give up on it before getting through a single turn, probably. That said, it would be such a big win if it were possible…somehow.

The thing that made me consider this at all is

Click to read more ...

Sunday
Mar032013

"The Playtesters Are Saying To Do X"

I'll give you an anecdote from Codex development, my customizable not-collectable card game. First though, a more general concept. When most playtesters are complaining that something is too weak or too strong...should you change it? You'd sure hope that they are right and that yes you should change it. That is kind of the point of having people playtest a thing in the first place, to find issues with it that you can improve. There is a danger to it though, so there's a judgment call you should be aware of.

I've heard Blizzard speak about this exact issue before, and I like the philosophy they mentioned. On the one hand, yes you want to improve the game over time. On the other hand, you actually don't achieve that by making every change everyone asks for. If you do that, you'll move some things in the wrong direction sometimes, and you'll weaken things that weren't too strong or strengthen things that weren't too weak. Another thing Blizzard has mentioned is that if you change stuff every time any balance claim is made, you end up training your players to not look very hard for counters. You train them to rely on you, the developer, as a crutch and they might not be reaching the higher level of play they should reach before making the claim in the first place. So Blizzard's point is some temperance is required: you do want to make changes, but only when they are warranted.

Often when I hear playtesters wanting a change, I take the opposite side and give the reasons why a change shouldn't be made. That kind of pushback creates a least *some* barrier to too many changes happen. If they were right in the first place, they shouldn't have too much trouble explaining why the points I made weren't good enough, or weren't as important as their points, or whatever and that's fine. If they can make a good case that took some counter-points into account, probably the change would be good. Incidentally, with some people this is a totally straightforward and emotionless discussion, while with others it gets into drama. I have found I could make like ten times the progress by having 10 side discussions with the level-headed testers in the time I could have 1 discussion with the open group that includes...all types of people. So there's another thing to keep in mind. It's good to include more people for more viewpoints and to discover more problems, but it's also good to be efficient with fewer.

Back on point, I'd like to give some examples of playtest situations that were kind of unusual. Like I said, usually if a lot of people think there's a problem with something, there is. But knowing a few of the unusual counter-examples might help you identify if you are experiencing just such a counter-example when balancing whatever game you might be working on. So here's those unusual cases:

Tafari In Kongai

Tafari is a character in the Kongai virtual card game I designed for kongregate.com. He was intentionally a controversial, game-warping character. His ability is unique in all the game in that he prevents other characters from switching out against him. Characters switching in and out is a core mechanic of the game, so it's a huge deal that he disables this. It screams "broken" the first moment you hear about it. Tafari's other moves were designed with this in mind though, so he doesn't have any kind of reliable, explosive damage potential. He is kind of..."ok." Against some characters he has advantage, agaist others he's not even that great. But wow does he feel unfair at first.

The first wave of comments was that he was absurdly unfair. I kind of had to ignore that though because I expected that based on his "feel." When new players started playing the game, they usually claimed he was unfair too. What about experienced players who had a chance to play as him and against him for a while? Even then, they ranked him top tier for a while, but eventually he slipped to 2nd tier at best. He only ever had slight adjustments that had more to do with fixing bugs on how many times poison darts proc'd. His ability is just so crazy *feeling*, that people made wrong balance claims for quite a while. In the end, he was ok as-is.

Stolen Purples In Puzzle Strike

This is almost the same story. I even had Tafari in mind when I created Stolen Purples. This chip is game warping in that you play Puzzle Strike differently if it's in the bank than if it's not. At cost 4, many said it was just way too good. Was it? Usually when a lot playtesters said a chip was the wrong cost, they were right. But Stolen Purples had that same feature going as Tafari: the very idea you can steal purple chips from people *feels* so powerful that it can be hard to be objective about it. I didn't want to change it. After a while, one playtester said something pretty interesting. It was something like "I think we all subconsciously think that red chips (Stolen Purples is red) are supposed to suck, so we're thrown off by this one being good enough to buy. Probably some red chips need so much teeth that they legitimately compete with purple chips for you buy, and they give even more reason to care about having blues to protect yourself." Indeed.

While Stolen Purples is game-warping, it didn't really end up being too powerful, despite a ton of claims in the old days. It's merely "really really good."

Setsuki in Yomi

During Yomi's development, many people said Setsuki was too weak. Was she? There was a big problem in getting to the bottom of that. With other characters, when a big group of players said a character was weak, there was not much reason to question it. Just figure out where to add more power. With Setsuki though, the problem was that everyone was terrible at playing her. She plays in a strange way that's different from other characters. She often wants to make plays that would be bad with anyone else, but for her they will refill her hand. She wants to "waste" cards at just the right times to trigger her hand refill. She also has some nuances to her Bag of Tricks ability that you have to be aware of.

So of the set of people who said she was bad, *most* of that set were playing her badly and that tells us little, if anything. Then one very good playtester made the same claim. I explained to him the concept that everyone says she's bad because they don't get it, so I asked him if he was at that level of understanding, or if he knew all that, was totally good at her, and was making a "level 2" claim. He said he would get back to me.

Later he came back and said he had now reached level 2. He sees why other people were wrong in the reasons for their claims she is weak, but he--knowing how to actually play her--still claims it. THAT is good feedback. I asked him if he could get another good player who played her well to agree with him, and he was able to do that. So in this case, the testers ultimately were right, but the masses were not right on how much improvement was needed. Those on level 2 said only a bit of improvement was needed (most people said huge buffs were needed), so we made those slight changes and it was enough. Great.

Prohibition in Codex

The card Prohibition also reminds me of Tafari. It's game warping, though not as much as Tafari is. It allows the player to name a number, then opponents can't play units, spells, or upgrades that cost that much. "Is Prohibition too weak or too strong" has come up at basically every playtest of Codex ever.

Initially, I thought it was too weak if anything. The opponent can play around it by playing stuff of other costs. Because of the nature of how Codex works, it's easier to play around than it would be in Magic: the Gathering. In Codex you have more fine control over which cards you draw, and you can get rid of cards you don't want (like the ones that cost whatever they named) by playing them as workers (resources). Yes, the player of Prohibition is getting some advantage by making the other player play around it, but that's kind of the point. It doesn't seem like a huge amount of advantage considering they can do so many other things.

But if all that is right, why did this conversation come up over and over and over again? I remember one game where I said "Looks like you're in trouble. I guess you could cast Doom Grasp and be ok though. Oh...you can't because that's the cost they named with Prohibition. Well yeah tough luck." More and more stories like that came up over time. What's worse is that Prohibition is in a certain category of cards that you are able to get with 100% certainty on the first two turns. A card that can potentially shut down certain things is ok, but when you can so easily cast it so early every game it's kind of oppressive.

Yet another issue with it is that there aren't a lot of ways to remove it, and that's kind of on purpose. "Upgrade" cards are generally pretty reliable. Other types of cards are even harder to defend than you're used to in other similar card games, so it's kind of nice to have one type that isn't quite so easy to remove. Why don't ALL upgrade cards have the same problem as Prohibition then? Part of the answer is that most other upgrade cards...upgrade your own stuff. It's less important that you get rid of some buff to the other guy than get rid of a thing that's blocking your own plans. The other part of the answer is that if you do have one of the few things that can get rid of Prohibition, the other guy can name the cost of your answer to prevent you from even playing it.

So after like a thousand times of "Should something be done about Prohibition?" I have say the answer is yes. People are still somewhat split on it, but it's come up way way more times than I'd expect if it were a case like Tafari or Stolen Purples or Setsuki where simply getting better at the game was a solution. In other words, Prohibition kind of looks like it's one of those unusual exceptions, except maybe it isn't. Maybe it's just too damn powerful. Or maybe it's a bad idea to allow a game-warping effect to be so prevalent and easy to use. In any case, I revised it to be a unit so that it's much easier to kill and also to only prevent the opponent from casting units of the named cost, rather than units/spells/upgrades. I think it will now play a role more in line with any other card, and we can finally get on to other discussions. There will of course be substantially more testing.

Friday
Dec142012

Puzzle Strike Roundup

Here's a really detailed (and positive) review of Puzzle Strike from 2D6.

Edit: And here's another review of Puzzle Strike from Victory Condition.

There have also been a ton of articles about the development beind Puzzle Strike as well as strategies to play it well over at www.fantasystrike.com. Thanks to vivafringe, rabid, skeller, and the rest of the players who contributed to this growing storehouse of knowledge. Here are some of those articles:

Puzzle Strike Matchup Strategies: Valerie & Geiger
Puzzle Strike Matchup Strategies: Grave & DeGrey
Puzzle Strike Matchup Strategies: Lum & Argagarg
Puzzle Strike Matchup Strategies: Jaina & Rook
History of Hundred-Fist Frenzy
History of Degenerate Trasher
History of Secret Move
Puzzle Strike Matchup Strategies: Midori & Setsuki
History of Midori in Puzzle Strike
Puzzle Strike Matchup Strategies: Valerie & Argagarg
Puzzle Strike Matchup Strategies: Grave & Rook
History of Zane in Puzzle Strike
History of Combine
History of Lum in Puzzle Strike
Puzzle Strike Matchup Strategies: Geiger & Lum
History of Four Minor Puzzle Strike Changes

And for some bonus, here's a recent glowing review of Yomi, as well as an article for new players about strategy. And here's a review of Flash Duel from Wired.

If you're interested in buying Puzzle Strike, Yomi, or Flash Duel for the holidays, you still have a few days left. Ordering from www.sirlingames.com by December 18th should still allow you to receive it by December 24th, if you're in the US. (It will ship anywhere in the world, just not quite that fast outside of the US.)

Enjoy this wealth of information!

Monday
Oct152012

Ongoing Development

You probably haven't heard much about what I'm working on, but there are an overwhelming number of things in the works. The Puzzle Strike kickstarter is now behind us, and thankfully shipped on time. If you missed out on the kickstarter, the game will start shipping to everyone else in a couple weeks, and you can get it here. And here's what else is going on:

Flash Duel Online

We're working on the online version of Flash Duel at fantasystrike.com. If you have a star membership, you can see our progress on that right now, actually. We're focusing on functionality first, and we've gotten most of the modes implemented, from 1v1 to 2v2 to even the Dragon Raid. Flash Duel online also has animated 8-bit sprites for every character thanks to pixel artist Conor "BT" Town.

Yomi and Puzzle Strike Online

Yomi and Puzzle Strike have been available to play online for quite some time now on fantasystrike.com. For a while now, we've been working on graphical and UI upgrades that will make both games look a lot more polished. Thanks to everyone who supported the site so far, I just wanted to let you know we've been working hard to keep improving it, even though you haven't seen a lot of what we've been up to yet. We're actually spending far, far more on these upcoming upgrades than the total amount we've ever made, so it's kind of a big deal. We're still 2 or 3 months from getting these enhancements on the live servers.

The Yomi Expansion

There's 10 new characters in development for Yomi, and you can actually play them right now at fantasystrike.com in the non-rules-enforced mode if you're a star member. I'm drowning in graphic design tasks on the physical version, as I'm making 10 new card backs, way too many boxes, a totally rewritten rulebook, and other various supplements that need graphic design. Not to mention art directing a hundred pieces of character art (bad news: that part is going disastrously slowly and is delaying the whole project). As for the gameplay, the new characters are pretty varied, with several interesting new mechanics and styles. They are pretty balanced and working well overall right now, though tuning will be ongoing for a long time.

There will also be a 2v2 mode, a 2v1 mode, and a solo mode. I'm really excited about the 2v2 mode. It's been a lot of work to figure out how to make it feel like Marvel vs. Capcom style, be fun, and actually work right (emphasis on the actually work right). I think we got it! I also think 2v2 will knock your socks off someday.

SCG4 is Codex

Sirlin Card Game 4 is actually called Codex. While the Yomi expansion is my main focus now, I'm working on this as well. I recently finished graphic design for all 56 of the game's different card frames (oh my god), and I continue to refine the gameplay here and there over time. It will take years for the card illustrations and hundreds of thousands of dollars just for that probably (no idea how to pay for that btw, kickstarter I assume), and I don't even really want to start on that until Yomi's art is done. So that means even though the gameplay part of this game is actually practically done right now—all cards exist and have been playtested for quite a while—the release is far off. A game this deep and complex needs a lot of balance testing though, so at least we'll have plenty more time for that.

I've also been testing a pretty interesting free-for-all mode for Codex. FFA generally has problems in most games where it's too much about ganging up (make an alliance with your friend before the game starts, even) and eliminating whoever you want. Also why even fight anyone when you can sit back and let the others weaken each other? The unusual FFA mode I've been trying addresses all these problems and is so far working well. You might say it's inspired by the new FFA mode in Puzzle Strike 3rd Edition, but actually that's not quite right. Puzzle Strike 3rd Edition's FFA mode was actually inspired by Codex's, it's just that you got to see the results in reverse chronological order.

If you haven't tried the new FFA mode in Puzzle Strike, I highly recommend it, by the way. There's no player-elimination and there's naturally shifting alliances as the game progresses, because whenever anyone is in a position to win, the rest of the players want to temporarily help each other to prevent that. It usually leads to exciting, close games. And if you have tried it, it would be nice if you rated Puzzle Strike 3rd Edition and/or Puzzle Strike Shadows on boardgamegeek. (Scroll down to "user information, then "rating" to rate a game.)

Not much more info on Codex right now. It's a troublesome situation that explaining the unusual workings of it gives other companies years to do the same kind of thing before I can even release it. I will say that it's inspired by RTS games such as WarCraft 3 and StarCraft, that you have a lot of flexibility available to you during gameplay that you don't have in CCGs, and that there's no randomness in the resource system.

I will now go back to making logos, boxes, rulebooks, more boxes, and more boxes.