Thursday, May 10, 2012

Legend of Grimrock and Design Space



There's been a lot of action in the little world of indie role-playing games. Dungeons of Dredmor. Zeboyd Games announcing the next Penny Arcade title. Hack, Slash, Loot. Torchlight 2 coming.  And, of course, two modest titles from my company.

Which makes sense. With few exceptions, major developers have left the genre behind. And whenever a beloved genre gets left behind by AAA titles, that is a great opportunity for small developers to duck in and eat all of those tasty, tasty scraps.

Which brings me to Legend of Grimrock, from Finnish developer Almost Human. This surprise hit came out on Steam about three weeks ago and proceeded to make the large moneys.

I played Legend of Grimrock from front to back. It's a pure nostalgia trip, extremely well done, and I enjoyed it immensely. If you like role-playing games of the retro school, I recommend it.

So there. That's the review portion out of the away, complete with a nice pull quote. Phew.

But what I find very interesting about the title is where it comes from, and how I suspect that its design doesn't have many more places to go from here.

Ancient History

Legend of Grimrock is a very faithful tribute to the 1987 classic dungeon crawler Dungeon Master. It has a first person view, takes place on a square graph paper grid (you can only move north, south, east, and west), and has lots of physics and timing puzzles involving teleporters and pressure plates on the floor.

In Grimrock, as in its inspiration, you can still only attack foes directly north, south, east, or west of you. This creates the peculiar situation where an enemy one space diagonal from you cannot affect you in any way. In Dungeon Master, you could exploit this to defeat even the strongest foes with ease. Grimrock has used a variety of tricks (like having foes turn left and right rapidly to try to outflank you) to mitigate this problem, and, by and large, combat is fast-paced and fun. It's a little surreal, but it plays.

Anyway. It was a huge hit and a lot of fun back in the day, and things that are fun don't stop being fun just because time moves on. There were four Dungeon Master games, the last coming out in 1993. The same basic design was used for three Eye of the Beholder Dungeons and Dragons games from SSI. The last of which also came out in 1993.

And then, that's it. That style of game, which was so much fun and made so much money, disappeared from the face of the earth for twenty years until the Almost Human team picked it up, dusted it off, and turned it into gold.

I suspect that it will be used a bit more. Maybe Grimrock 2, or a similar tribute from another developer. At which point, I predict that the design will disappear again.

Why? Because of a really cool and nerdy game design concept: Design Space.

Design Space

So suppose you make a role-playing game. There are basically two steps. First, you make the engine. That is, the graphics, the game system, the character classes and spells, the stuff you can place in the world (walls, doors, traps, things that spit fire out of the walls, arrows and knees, etc.). Second, you take this toolkit you made and you design a world in it. You take the elements of the design and piece them together into a game.

When you have finished this first step, then you can look at all of the possible neat things you can do with them when making the material the player will actually experience. This finite list of possibilities is the design space.

Some engines have really big design spaces. There is still a lot of new adventures you could write in the world of Skyrim. They made a lot of games with the Infinity Engine. Some engines, on the other hand, have a small design space. There isn't a lot you can do with them without starting to repeat yourself. The original Penny Arcade games had this problem. The first one did OK and the second one flopped. I think a large part of the reason is that, once you'd played the first game, you had seen everything the engine had to offer.

This Is Why I Rewrite My Own Game Engines Every Few Years ...

... as much as my fans hate when I do it. I wrote a five game series called Geneforge. Five games. By the time the fifth one was done, I think I'd done just about everything with that game engine and system that I could. All the juice was squeezed out of it. I had to write a new thing just so I could have fresh ideas again.

Back To Grimrock

Once again, Legend of Grimrock is a ton of fun, and I enjoyed it immensely. However, it is a game on a square grid with monsters, pressure plates, secret door switches, and holes in the wall that shoot stuff out. There is only a limited number of ways that you can piece those elements together to make interesting dungeons for the player to explore. It's finite, and, by the time I was at the bottom of the dungeon, I was already noticing elements repeating themselves.

As I said, there might be a Grimrock 2. But, as we discovered twenty years ago, this earth will only stay fertile for so long before it needs to lie fallow again. Only then will it yield a fresh crop for a new generation of gamers. (Analogy!!!)

This is NOT a criticism of Legend of Grimrock, which is, for the third time, very good. This game doesn't have to be responsible for carrying future titles. It only has to be fun by itself, and it does so very well.

I just think it's a good example of the varying durability of different designs. Some can support many titles. Some only a few. This isn't a problem. It is simply important, when planning games beyond the first, not to heap onto a humble structure too many expectations.

Side Thought

The Grimrock devs plan to port the game to iOS. This game frequently requires a lot of very fast, precise movements to finish puzzles or to just survive. Controlling this sort of game on a touchpad is almost always neither fast nor precise. I will be very, very interested to see how they tackle this problem. I suspect encounter by encounter rebalancing will be necessary, which will suck for them, but I hope they prove me wrong.

Final, Unsolicited Advice

If any other indie developers are looking for an old design to pick up, dust off, and have great success, Ultima Underworld is just sitting there. This was the next step in the design progression started by Dungeon Master. It still takes place in one huge dungeon, but, instead of taking place on a grid, it is fully 3-D with 360 degree movement.

Huge hit. Ton of fun. Someone! Rip it off! Fast!

Monday, April 30, 2012

Avernum Out For Windows, For What It's Worth.




A few weeks ago, Spiderweb Software finally released our newest role-playing game, Avernum: Escape From the Pit, for Windows. It's also out on Steam.

It's OK if you didn't notice, as a far higher profile indie RPG, Legend of Grimrock, came out the same day. It's a lot of fun and I'm almost done with it. I'll blog about it soon.

I've taken this long to blog about it (or anything) because work stress, increasing age, and family health issues have given me a persistent case of burnout. Burnout is an interesting issue. I'll blog about it soon.

Avernum: Escape From the Pit is doing well. It is old material. It's a rewrite of Avernum, which is itself a rewrite of Exile: Escape From the Pit. And yet, thanks to iTunes and Steam, it has already, in only a few months, earned as much as either of those titles earned in years and years. The revolutionary effect of Steam and iTunes on people trying to have my career simply cannot be understated. I'll blog about it soon.

Since it's a rewrite, it hasn't gotten as many reviews, which is fair. GameBanshee wrote a tough, fair, generally positive review which makes me want to write some interesting things about video games and art. No, I'm kidding. Writing about video games and art is never interesting. Still. I'll blog about it soon.

I've also been playing Mass Effect 3, when I can work up the energy. I'm not feeling it the way I felt Mass Effect 1 and 2, but I'm sure I can come up with some interesting things to say about it. I won't bother to write an actual review, as you've already finished it and made a YouTube video about how angry the ending made you. I'll blog about it soon.

Finally, Community has been having an amazing season. I won't blog about it, as Community fans are almost as tiresomely aggressive in their evangelism as The Wire fans and bronies. Still. If you watch it on Hulu before it gets cancelled (which should happen ... ... NOW), you can be ahead of the nerd-culture curve.

Monday, April 9, 2012

The iPad. Changing Fast and Faster.


I'll get the PR puffery out of the way early. We released our newest game, Avernum: Escape From the Pit HD, on the iPad last week. There are almost no old-school RPGs on the platform, and this is a good one.

OK. Done.

I wanted to talk a little about how much changed on the iPad (and the iPhone) in the mere eight months since we released our first game for it, Avadon: The Black Fortress HD, in June, 2011. It really fascinates me.

First, everything that was crazy before is more crazy. iPad sales have taken off even more than before, and competing tablets are being crushed by its awesomeness. (Yes, I think that the iPad is the superior tablet computer. Please feel free to pillory me in comments.) My previous game, Avadon HD, is selling far better than it did 4 or 5 months ago, just from increased popularity of the iPad.

Second, developers have noticed. The flood of new games for iPad and iPhone has not slowed at all. In fact, it feels like it's increased. I don't have figures to back this up, only my gut feeling. If you have a link to hard figures, please let me know in comments and I'll add it to the article. There are dozens of new games every day, and your blessed placement at the top of the New Releases list won't last long. At all.

Because of this, even though I think I've done a far better job marketing Avernum HD and creating its store page than Avadon HD, it is selling far worse. Avadon HD was the best-selling RPG for several days. Avernum HD got to #2 very briefly and then immediately plummeted to #18. It's not THAT worse a game, but the flood of competitors cannot be resisted by my cute, niche little product.

Do not feel sorry for me. It is still, by any reasonable human standard, makin' us good money. But it's really rough out there. I am strongly considering posting detailed sales figures in a week or three, just to let people see what the money end of iPad development is like.

Third, free-to-play is where the money is.

I just looked at the RPG section of iTunes. As of 3:56 PM, Pacific time, April 9, 2012, the #1, #2, and #3 games on the Paid Apps list are at #25, #27, and #6 on the Grossing list. (The #3 game is $6.99, which is why its grosses are so high.) The #18 sales rank for Avernum HD nets it #46 most grossing. Freemium games kick ass.

This is a relatively recent change. In June, when Avadon HD was #1 or #2 on Paid Apps, this resulted in #3-4 on Top Grossing. I never made #1 Grossing, but I came close. Now DragonVale rules the world.

This makes me feel obsolete. I should write a freemium RPG where you can pay real money to get a +5 Paladin Sword of Awesomeness or whatever. But I just can't bring myself to do it. It's ironic. When I started, I was one of the young turks challenging the old order with shareware by giving part of my game away for free. Now I am one of the old, cranky reptiles being pushed aside by an awesome marketing angle I'm just too old and inflexible to take advantage of.

I love developing for the iPad. I love the device. It is, to quote an imaginary guy in a story Mike Daisey made up, "a kind of magic." And, since I'm the only person writing my sort of game for the platform (which is weird), I foresee reasonable earnings from it for me for quite a while. Not everone with an iPad wants a game where you spend 99 cents to buy a hat for your dragon.

But it's the sexiest, moneyest, most cutthroat competitive market out there. I can scrape out some dollars because I have an established fanbase. If I was just starting out, I would be terrified of making my way in iTunes, and rightly so.

Monday, March 19, 2012

We're In the New Humble Bundle!


Today, the newest Humble Bundle went live, and my game was in it. The Humble Bundle For Android 2 is now up, enabling you to get Avadon: The Black Fortress and four other fine indie games for whatever you decide to donate, and a portion of your contribution goes to charity.

Note that, though it's called the Android bundle, all games in it are also available for Windows, Macintosh, and Linux. Pay once, get it DRM-free for all four platforms.

We are hugely excited to be part of the Humble Bundle, a project that has managed a unique combination of ethics, business sense, and just general excitement. It was a great idea when it came out, and it's still a great idea.

Also, this is the first time that we've had a game out for Android and the first time in well over a decade that we had a game out for Linux. Ports of these games were done by other developers, and they did a great job. After the Humble Bundle concludes, we will make sure that the ports will continue to be for sale.

Any hypothetical questions, imagined reader?

Q: So the Linux and Android version won't disappear from the Earth after the bundle is gone?

A: Nope. Deals to distribute these versions are already in place.

Q: You didn't do the ports yourself?

A: No, they were ported by skilled third-party developers in close consultation with us. My increasingly old brain doesn't have the space to learn to develop for any new platforms. It doesn't even have space to hold everything I need to know now. The number of things I need to do for my job that I need to relearn from scratch every time I do them is already really high.

Q: Will future Spiderweb titles come out for Linux and Android?

A: Good question! I don't know!

Being able to sell something for Android and Linux is extra-exciting to me, because, after years of reading e-mails about how awesome it'll be for me when I develop for those platforms, I will get to actually see how good it is. So if you are one of the multitude that promised me up and down that you would buy anything I release on Linux/Android, I have a great opportunity for you ...

Q: What charities does this support?

A: The Electronic Frontier Foundation and Child's Play, both highly worthy endeavors.

(Added 3/19/2012.)

Q: Avadon for Android is for tablets. What does this mean?

A: That the device's screen needs to be at least 1024x600.

Thursday, February 16, 2012

My Life's Tour Through Dungeons & Dragons, Part 2.



(This is the second part of my tour through all the editions of Dungeons & Dragons I have played. The first part can be found here.)

After many years of playing Advanced Dungeons & Dragons, the unthinkable happened. A whole new version came out. Everything was different. Our minds were truly blow. "Remake all of D&D? Is that even possible?"

Turns out, it was.

Second Edition (1989)

Second Edition took fifteen years of hard-earned design experience with RPGs and used it to round off all of the rough edges in the system. It still basically played like First Edition, but with less insanity. A wimpy giant spider could no longer instantly kill you with poison. Undead didn't drain levels permanently. Freshly minted wizards could now cast an amazing TWO spells per day. That's twice as many as before!!!

However, the combat system was still very vague. If you had someone in your group who had never played before, you could give them a Fighter to play. All they had to do in combat was pick up their figurine, plop it down next to a monster, and roll a die to attack. If the dungeon master said they hit, they picked up a different die, rolled it, and said the amount of damage. And that was it.

It is this potential simplicity (playing other classes was more complicated) that I miss most about the old game. There was a simple way to play. There isn't one anymore. Considering D&D was mainly played by groups of friends getting together for a relaxing evening, perhaps with a drink or two, this is an enormous loss.

I'm going to make an Official Proclamation now:

If a new edition of Dungeons & Dragons doesn't have an option which enables it to be easily played by a moderately inebriated person who isn't good at math, it is a failure.

Second Edition was, while still flawed, my favorite version. Then Designers got their hands on it and started, you know, Designing. God help us.

Third Edition (2000)

Never played it. Too busy with babies.

Version 3.5 (2003)

Never played it. Also, Point Five? It's enough of a change to buy new books, but not enough to be a full upgrade? Isn't that a little fishy?

Fourth Edition (aka 4E, 2008)

And then, after an absence of over a decade, I returned to D&D, only to find that the universe has completely changed. People say that Fourth Edition is trying to copy World of Warcraft, but, to be honest, I don't see it. I really don't. Instead, it feels like the hardcore wargames I played way back when I started gaming. With all the good and bad that comes with it.

It's very detailed and tactical. Everything has been formalized. Nothing is left to chance. Every movement, every action, even the act of role-playing, has been codified and given its own rule-set. It's Dungeons and Dragons and Control Freaks.

Old gamers have a reputation for only loving the version of D&D they grew up with and hating everything else, but I went into 4E determined to enjoy it. I played in a single campaign of it for over a year and had really quite a lot of fun. Dense rules? Piles of cards and abilities to keep track of? Tons of algebra? My brain was made to handle this stuff. It was great. For a while.

But if I had to come up with one word to describe the rules of 4E, it would be "undisciplined." Sure, it's a solid system, and every little thing is covered in the rules. However, there is too much going on for people to actually keep track of what is going on. The longer you play, the more cards pile up. The more abilities accumulate. The more things you have to keep track of with every single attack and damage roll.

Every single action seems to result in an effect like, "Everyone gets +1 to hit to attack the target next round, if they attack with a missile weapon, and the target is bloodied, and it is Tuesday." It gets maddening.

The last night of the campaign I played in, we were seventh level. At that point, we had three people keeping track of the state of play. The dungeon master took care of the monster actions. I kept track of initiative and effects on players. Another player kept track of effects on monsters. And even with three adult, lifelong gamers riding herd on the game, we STILL forgot stuff. All the time. Then we quit.

And teaching regular humans to play this stuff? Forget it!

I know there are many who will virulently disagree with this analysis, for whom 4E is the One True D&D. And, before you tear me apart in the comments, I will only say this. 4E has only been out a little over three years, and they have already announced another complete redesign. Don't say it's just for money ... They could make a mint releasing expansions, dungeons, campaign settings, etc. I think that already tearing everything up and starting over is a de facto admission that the design just wasn't working.

A Brief Aside and Unwanted Design Advice

A friend of mine was applying for a marketing job as Wizards of the Coast. To help her prepare, I ran a one night 4E game for her and her friends. I DM'ed a game for six women, as my daughters watched and wished they could play. It was the dream of a lifetime, come true.

However, these women were, while bright, social, and eager, not lifelong gamer nerds. Trying to teach them D&D was a fascinating experience. Based on what we went through, here is my one piece of unasked-for advice for the team designing Fifth Edition:

Whenever you write a new rule, picture a young man trying to explain it to his willing but non-gamer girlfriend, whom he has finally convinced to try out his hobby. Hell, try to explain the rule to one of your parents. If the most likely result is a confused look and glazed-over stare, just make the damn thing simpler already.

I can't say it's possible to make D&D a more mainstream hobby again. It may not be. But, if it is possible, this is the path.

What I Want, For Anyone Who Cares

For me, D&D is a chance to sit around with friends, toss back some Maker's Mark, shoot the breeze, and occasionally bounce dice and kill some bad guys. It's a social game. The more time you spend re-explaining rules and poring through huge books to try to figure out if you can charge on a triggered action, the less time you spend just relaxing with your friends.

So, kids, if you ever wonder why old folks get all nostalgic for the old rule sets, it's because, as crude and poorly designed as they were (and don't get me started on the art), they were aiming at a specific sort of play experience (loose, fast, casual), and they delivered it.

I want to teach my kids how to play D&D. I could teach them how to play Second Edition. 4E, not a chance. That makes me genuinely sad.

In ten years, when I actually have time to play again, I'm really looking forward to seeing what Eighth Edition looks like. It'll be fascinating. And, if it doesn't work for me, I still have all my old books in the basement, waiting for the End Times.

Friday, February 10, 2012

Four Things To End the Week.



One.

I have a big article about the indie games biz up on Gamasutra. I'm quite happy with how it turned out. Enjoy!

Two.

Everyone all justifiably atwitter about how Tim Schafer raised upwards of one million dollars on Kickstarter to make a new adventure game. It's a great proof-of-concept for the whole publicly funded game thing. If Tim Schafer couldn't pull in some coin to make an adventure game, nothing else has a chance.

I think it's brilliant, and it ties well into what I said in my Gamasutra article. The secret power of indie devs is to exploit underserved niches. Expect other Kickstarter-funded games in future. I only hope the results match the expectations.

Three.

Heaven forbid that I should be thought to criticize Notch or Minecraft. (I won't even point out that the whole end boss/enchantment/potion/combat system is taking the game in entirely the wrong direction to please exactly the wrong group of people.)

But, about this.

Hey, I wouldn't presume to give them advice. But, after I make my 30 million dollars, I'm not going to rely on Anonymous to finish my games for me. Just sayin'.

Four.

Every once in a while, I read someone's critique of OK Go as a band, focusing on the fact that they basically fine and only have one decent single. (Don't click that link. You've seen it already.) But that misses the point. They aren't a band. They're much more interesting than that. They're a meme-generation factory, and really good at it.

So here is my legally mandated one link a year to an OK Go video. Yeah, like you have something better to do with three minutes and fifty-four seconds.

Look for my next link to them in roughly fifteen months, when they play some pleasant and non-threatening power pop by shooting kittens out of a cannon into steel drums, or whatever.

Wednesday, February 8, 2012

My Life's Tour Through Dungeons & Dragons, Part 1.



I will never, ever forget that day in fourth grade. It was recess, and, as all the other kids ran outside to play, a few of the boys pulled out sheets of paper, some odd-looking dice, and a thin blue book with a dragon on the cover. I asked what they were playing. Something called Dungeons & Dragons. I asked if they would teach me. They said yes.

It was at that moment, to borrow a phrase from Stephen King, that I put my hands on the lever of my destiny and began to push.

(You may expect a self-deprecating joke at this point, something about how I played it until I discovered girls, or something like that. If you expect any signs of shame in my D&D obsession, you have come to the wrong damn blog. And I only dated girls who enjoyed playing the game with me, thank you very much.)

I almost never play tabletop RPGs anymore. I would like to, and my friends have been nagging me to run a game for years. But adult life, especially when you are a parent, is merciless. Happily, I will someday be retired, and then I can run all the campaigns I want for any D&D fans who are still alive.

The recent announcement that they were starting work on 5th edition D&D made me think back happily on all the different flavors of the game along the way. Come! Join me on a little tour through Back In the Day ...

Dungeons & Dragons (White Box Edition, 1974)

Never played it, as I was practically an embryo. I have read the rules, though, and they read like they were dictated during a fever dream.

First Edition (1977)

Which is to say, Advanced Dungeons & Dragons, as opposed to the Basic Set, or the Expert set. Things got a little confused back then.

Old people like me look back with great nostalgia on early D&D. This is the version I've spent the most hours playing, and remembering how exciting and new it was tends to make us forget the problems the game had.

Enormous, epic problems, caused by the fact that its creators didn't have decades of RPG design to draw from. Don't be fooled by the mutterings of the grognards. First Edition was only playable with piles of house rules and plenty of spit and duct tape. Everything about it was rough.

What was wrong? Where to begin… how about that new wizard characters (called "magic users," in a glorious lack of poetry) could only cast one spell a day. These players spent the rest of their time running to the store to get chips and Coke for the kids who were actually doing things.

Or how, when a poisonous monster bit you, you had to roll a high number or your character just died. What? You rolled a 7 instead of a 12? That's it for you. It must suck to be such a terrible player.

Or how most undead, when they hit you, drained your levels away permanently. It was as dreadful as it sounds.

It was, in gamer-speak, super hardcore. And you know something? Sometimes I miss it. You were genuinely scared of monsters back in those days. It was exciting. And, now that I think about it, characters should die more often. It makes things more exciting, and you get to try lots of different classes.

In the end, after years of play and feedback, it was clear that much had been learned and that the rules should lead to a lot more fun. Thus, Second Edition.

(To be continued in the next post.)