Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, March 25, 2017

On Super Mario Run

If you've played 2D platformers a fair amount, chances are you've come across an auto-scrolling level. In these levels, the window of the world that you are viewing on the screen moves at it's own speed, meaning you have limited time to make and act on your decisions. The goal of these levels is to ratchet up the pressure and make a more intense level and to add more challenge to a level that would otherwise be easy. These levels can either be great or terrible. I'd bet if you have a least favorite Mario level, it's an auto-scrolling level.

If you've put a lot of time into a particular Mario game, then chance are there are levels where you can enter into a state of flow, where all you have to do is run forward and you're able to time your jumps to weave your way through strings of coins, avoid hazards, and bounce of the head of enemies. Achieving this is one of the most enjoyable experience that I've had playing games, and if you've experienced it I'm sure you'll agree. It's the same goal that speedrunner look for, uninterrupted forward momentum.

Super Mario Run's design is closer to the former, but manages to achieve the feeling of the latter.


If you're not familiar, in Super Mario Run Mario is always running and you can only control when Mario jumps. There is nuance to the control, pressing your screen for longer will allow him to jump higher, and tapping again while in midair makes him do a spin that halts his descent and extends the jump. You can also jump off of walls.

This, combined with some other mechanics, allows Mario to elegantly chain bounce off of enemies, through strings of coins, and achieve that desired that of flow relatively easily. Super Mario Run gives you the thing that you've wanted from Mario games without asking for the hours of dedication that others have asked for before. Add to this the 3 difficulty levels of coin hunts as optional objectives for each level and you've got a game with depth enough that's kept me playing it pretty near constantly since it came out for Android three days ago.

While many people have really liked Super Mario Run, some are frustrated that it's not a traditional Mario experience (they do acknowledge that they understand why it can't be a traditional Mario game), but I've particularly enjoyed it because it's NOT a traditional 2D Mario game. Frankly, if I want to play a traditional Mario game, there's tons of them to choose from, even some I haven't played. Super Mario Run has offered me something new, which if they were to offer to me again for some of the stages in the next 2D Mario game, I'd be excited.

P.S. There are other feature in the game, such as the Toad Rally and the Kingdom Builder. These aren't very exciting or interesting and feel like designs from a period when they may have been flirting with a more micro-transaction oriented revenue model. However, their existence doesn't detract from the main gameplay experience, except when the tutorial takes your time to explain them to you.

Friday, March 17, 2017

On Breath of the Wild

I awoke in a strange tomb, filled with machines that were alien to me. A voice that I didn't recognize and whose source I couldn't identify begged me forward. I exited the tomb to find a world that was not only alien to me, but ruined and hostile. This world I was tasked with saving, and save that world I did. Along the way I helped people out in small ways, finding ingredient for their cooking or taking pictures for them, and in big ways, stopping beasts that threatened their homes or saving them from attacking creatures, and I recovered my memories along the way.

It had been 100 years since the times that I remembered, and all but a few that I cared about were long dead. I stopped my training and preparations short to finish the mission by destroying Ganon and saving Princess Zelda. Afterwards I went back out into the land I now remembered was known as Hyrule to continue finding the ancient shrines that granted me strength and to continue doing what I knew how to do, help people. I helped a man build a town from nothing and find a wife. I showed weapons to a child who had heard about them from his now gone grandfather and who desperately wanted to see them himself. I helped so many people it became hard to find more people who needed help. I found some men tearing down an abandoned house down and bought it for myself. I invested in that house, made it nice, made it my own. I settled down. Hyrule is safe, I hope.

I finished Breath of the Wild this week for the most part. I beat the game, all the shrines, and the side quests. I still have some unupgraded armor and some side tasks that aren't tracked that I haven't done, but I've done the things that I really care about. Truth be told I don't have a lot of experience with open world games. Prior to BotW I guess you could say the last ones I played was Metal Gear Solid V and Shadow of Mordor though Grand Theft Auto: Vice City is more similar to BotW. I'd say that the closest experience that I've had to Breath of the Wild would be World of Warcraft. They both really capture a feeling of exploration, especially during the my early time playing the WoW in the base game and its Burning Crusade and Wrath of the Lich King expansions.

The Legend of Zelda series of games is one that's near and dear to my heart. If you take the original game's release date of Feb 21, 1986 and do the time conversion to American Central Time, my birth was only a handful of hours off. Like Link, I'm also left-handed (though that's changed for Link since motion controls) and I have pointy ears. I saw people play the first two Zelda games but the first one I really got to dig into and beat for myself was A Link to the Past. I've been hooked ever since and now that I have Breath of the Wild done, all I need to do is wrap up my playthrough of Majora's Mask and I'll have completed every canonical Legend of Zelda game, console and handheld.

Running out of significant things to do in Breath of the Wild has been bittersweet. I've loved the game immensely and I've been glad to do everything that I've done and am sad to have run out of major things to do. If the game would let me I'd gladly cross the great canyon that separates Hyrule from the rest of the world to the north and west or drive a sand seal through the Gerudo Desert to parts unknown.

It was so amazing to play a game, not just a Zelda game, that pushes you out into the world and says "Go where you want. Here's your goals, but I'm not going to stop you from doing what you want to do." There are entire zones that aren't necessary to any of the main quests. This is very different from the previous entry Skyward Sword which was very structured/linear. Like many people I enjoyed Skyward Sword but I didn't finish it until a year or more later because I just wasn't drawn to it. I've been consumed by Breath of the Wild for the past week and a half and I really think that's because it's really earned being called an adventure game. You quest and explore and are HEROIC. It's truly amazing to not know exactly how to get somewhere or what you'll encounter along the way.

One of the recurring complaints about Breath of the Wild has been w/ the durability system they added for weapons and shields. While it is frustrating for a great piece of gear to break, it creates a tension and adds a layer of strategy to the battles that I really enjoy. It adds value and strategy by forcing you to consider what weapon you want to use against a particular enemy and making you make sure you have a good spread of weapons for the enemies that you're encountering. Finally breaking out the weapon you've been saving for a special occasion or an enemy that's just pissed you off is incredibly satisfying. All they really needed was a nicer UI for dropping/exchanging items.

The oddest thing is that I don't know if I'd want a Breath of the Wild 2. The Zelda games generally have the same rough story/map, it'd be too much if they had the same gameplay as well. For a mechanical successor to BotW to succeed it's going to need to take place somewhere new or have a different story archetype. Even if there's never another Zelda that I love as much as Breath of the Wild I'll still be incredibly happy. They've done something incredibly magical with it that was the Zelda game that I wasn't even aware was the one I've always wanted.


Tuesday, November 10, 2015

Pandemic Legacy Disease Backstories

I was originally thinking about telling the story of each of our games of Pandemic Legacy, but I don't have the skill or the attention span to see that through. So I think this will be the only post.

Sarah and I started playing the board game Pandemic Legacy recently. It takes the game of Pandemic where you work as a team of doctors and researchers trying to cure the world of four diseases and turns it into a multi-game campaign where events that transpire in one game will affect what happens in the sebsequent game. You rip up cards, place stickers on the board, and open up secret compartments as the games go on.

One of the cool things that the game asks you to do is to take a pen and write the name of each disease on the board. After careful consideration, these were the names we picked. I also came up with a bit of backstory for each of them.

"Robo Fever" (Red)
"Robo fever" is the nickname for a new disease that has sprung up in east Asia after cybernetic implants became commonplace in the region for practical reason and fashion reasons. It is currently suspected that the bacteria feed off of the synthetic compounds in the implants but require the acidic environment of the human gut to reproduce. Technically the name "Robo Fever" is a misnomer since those affected should be classified as cyborgs at most and not as robots. While the CDC isn't particularly concerned about the effect this will have on those with vanity implants/enhancements, there is significant concern for the effect this disease will have on those with medical implants and prosthetics.

Affluenza (Blue)
It doesn't always pay to be an early adopter. Although this flu variety has since made it to the general population, it started showing up among wealthy people and tech workers in San Francisco. Investigations have tied it back to early adopters of the Ploylent Meal Substitute that went on market several months ago. It's hypothesized that someone at Ploylent's manufacturer had a mutated form of the flu and got it in the supply. The innovative packaging meant to preserve the substitute during transport also managed to keep the flu alive during transport.

Although it's different from typical flu varieties, existing flu research has greatly aided in finding a vaccine and effective treatments.

Gakarrhea (Yellow)
This disease causes frequent, diarrhea-like bowel movements. It earned its name because the consistency of those bowel movements was "slimy" and green and resembled Nickelodeon's "Gak" from the 90s. Although diarrhea is symptom and not a disease, the name Gakarrhea has stuck since it's a trademark sign of this particular disease and came about before the disease had been isolated and understood.

"Pluto Pox" (Black)
The world was rocked when a nuclear explosion detonated in Afghanistan that appeared to target a terrorist stronghold in the area. Naturally, America was blamed for the attack. America disavowed involvement in the attack and cast suspicion on Russia. After the explosion a new disease showed up in the area, which wasn't similar to anything seen in the aftermath of a previous nuclear bombing. It's marked by pockmarks that always appear in pairs, resembling Pluto and its moon Charon. Researchers believe that the radiation from the blast mutated some pre-existing disease and are currently hoping that will help them develop a cure.

Some of those afflicted with the disease believe that it has made them immune to the effects of the radiation and are attempting to settle in regions that are still considered dangerous. Research has not backed up this claim.

Monday, February 2, 2015

Pandemic: The Cure - standard deviation and probability

Initial setup
Recently we have been playing Pandemic: The Cure. The goal of the game is (loosely) to cure all the diseases. Each player has a certain number of dice that they roll on their turn (5 for most players, 7 if you're the Generalist) that give them their possible actions for the turn. One of the actions lets you use one of your die to "bottle up" a disease die and at the end of your turn you roll your bottled up disease dice and if the total amount rolled on the dice for a particular color of disease is greater than 13, then you have cured that disease.

Bottling up the diseases is great because it removes that disease die from play and helps you discover the cure, but until you discover the cure that die of yours you used to "bottle" it up is locked up and you can't use it, meaning you'll have fewer possible actions on your turn, making you less effective until the cure is discovered.

Disease Dice
Each color of disease die has different face values from the other colors'. Each one has a "Cross" face (value 0) and 5 other values. The average value of the faces on each die is 3 but since the values are different the standard deviations of the values on the dice are different. The values on the faces of the dice are as follows.

ValueBlackYellowBlueRed
1st0000
2nd3211
3rd3221
4th3434
5th4566
6th5566
Avg3333
Std Dev1.6722.532.68

So in terms of trying to cure the diseases, the likelihood that the total of the values across all the dice you roll of a color will meet the required sum is different. Below is a table of probabilities of curing the disease with various numbers of a color of dice. The amount needed to cure a disease is normally 13, but sometimes can be 11.

BlackYellowBlueRed
# Dice11+13+11+P13+11+13+11+13+
20.00%0.00%0.00%0.00%11.11%0.00%11.11%0.00%
332.87%7.41%34.72%12.04%34.26%20.37%40.28%23.15%
470.14%46.91%67.67%45.76%60.88%45.06%62.73%45.76%
589.51%77.22%86.52%73.53%79.90%67.30%78.29%67.36%
696.81%91.85%95.03%88.94%90.71%82.81%88.70%82.04%
799.12%97.42%98.33%95.86%96.05%91.82%94.62%90.59%

You'll see that for certain numbers of dice and goal numbers to reach, the probability of curing the disease can be quite different. For example, with 3 dice and a goal of 13 the probabilities range from 7.41% to 23.15%. Most differences are <10%, but that can be a fairly significant difference.

You'll see that no die is universally easier or harder to find cures with. Getting 13+ is only really possible once you have 4 dice. A goal of 11 isn't very likely until you have at least 3 dice, and even then the odds are very bad. It's very hard for a single character other than maybe the generalist to amass 4 or more dice by themselves. After you have 3 dice bottled up you only have two dice left. So getting the 1 in 6 result of being able to bottle up on your dice when you only have two dice is fairly unlikely. The game allows you to trade your bottled up dice to another player if you're on the same square. This probability table tells me that that's a very important part of the game.

Advanced discussion:
In the above two tables, I ordered the dice colors by their standard deviations, lower on the left and higher on the right. One thing you might notice is that for 3 dice, the higher variance dice (aka higher standard deviation) have a higher probability of success. You'll notice that for higher numbers of dice, the colors with a lower standard deviation tend to have a higher chance of success.

When you have 3 dice, the average value of the sum is 9 (because the average for any given die is 3). Nine is insufficient for either goal so results near the average are bad. So you want a result that's far from the average, meaning you want a higher standard deviation. When you're at 5+ dice, the average result, 15, is above the goal so lower standard deviations are better.

When average is bad and you want that extreme result, you'll do better with a higher standard deviation. When the average is good and you don't need an extreme result, you'll do better with a lower standard deviation.

Player Dice, showing all faces
Epidemic Roll Change
Another place where probability plays a big role (roll?) is with epidemics. Each character die has one face which, when rolled, will advance the epidemic track. The generalist, with their seven dice instead of the normal 5, stands a much greater chance of rolling these values on their turn. To balance this, the generalist is allowed to ignore the effect of the first epidemic they roll each turn. This has a huge effect, and it makes the generalist have an overall lower change of advancing the epidemic track than other characters. Below is a table of probabilities for how far each character will advance the epidemic track on their initial roll of dice (with full dice i.e. no dice locked up from bottling up diseases).

AdvancementNormalGeneralist
040.19%66.98%
140.19%23.44%
216.08%7.81%
33.22%1.56%
40.32%0.19%
50.01%0.01%
6NA0.0004%
Avg0.830.45

The other advantage of being the generalist is that when you have no epidemics on your initial roll (28% of the time w/ 7 dice, higher w/ fewer) you can freely reroll dice to try and get a better result w/ no fear of the consequences of rolling an epidemic.

Wednesday, January 7, 2015

The Core Loop vs The Revenue Funnel

Here are some thoughts I had the other day about F2P game design as "loops" versus the common analytical tool of a "funnel" and how the design goals of these games collide against the business decision of being F2P. For more ideas of what a "core loop" is, a Google Image search will give you lots of examples.








Mike Sacco coined a nice term for this combination

Saturday, October 20, 2012

The Farm Report: Harvest Moon - 1st Spring

I've started playing a few different farming games recently. It started with Farmville 2, then WoW farming, and then I bought a Harvest Moon game (Back to Nature)to play on the train to and from work. I haven't played a Harvest Moon game since Harvest Moon 64 for the Nintendo 64 many years ago. Fortunately I still remember a bit about the games and that seems to have helped me starting off.

I made two mistakes in the first season of the game. The first was not buying seeds on my first day, since the market was closed on the second day (it's closed on Tuesdays). This set my gardening back by two days, which slowed down my ability to reinvest in my farming. The second mistake was I upgraded my axe first, which doesn't actually have any ability to improve my immediate farming ability. Getting the watering can upgraded would have simplified my watering process and upgrading the hammer would have let me clear out some more portions of my field.

I planted some cucumbers because they were a recurring crop and then invested the rest of my money into potatoes and turnips, which are cheaper, single-harvest crops. I was also able to get four patches of grass planted so that I'll be ready to start investing in animals come summer. While I didn't have many crops initially, I spent much of my time in the mine to get extra money and some items to sell. Having upgraded my axe I also made sure to go to the hills to break up stumps for lumber for future house upgrades.

I was able to get my hammer and watering can upgraded near the end of spring. Quite fortunately it rained one of the days my watering can was out for upgrades (it takes 3 days for them to upgrade an item) so my farming wasn't set behind so bad.

My plan for summer is to harvest a ton of crops and invest in animals, so I can have a sizable stable come Winter when you can't plan crops without a greenhouse/hothouse. To that end I'm setting up two animal areas, one for sheep/cows and another for chickens (their building aren't next to each other like the were in Harvest Moon 64. I also hope to start the path down romance during the summer.

I've never played this particular Harvest Moon before. This one, Back to Nature, came out for the PS1 8 months to ~1 year after Harvest Moon 64 was released. As such the two games play very similarly and seems to share many assets. I have absolutely zero problems with this since I absolutely adored Harvest Moon 64. The layout of the town and surrounding areas is completely different and your farm is laid out differently as well. Some of the game systems are slightly different, and the characters, while they look the same, play different roles in some cases and the story bits are different as well. The graphics aren't quite up to the pace of the 64 title but it's not a very big difference.

So far, though, I'm really enjoying my time playing this game. You unfortunately can't take screenshots of PS1 titles on the Vita (licensing issues I presume) so I can't provide evidence that the blacksmith greets me with "Well if it isn't Tau from the Butts farm."

Thursday, July 26, 2012

Risk Battle Statistics and Simulator

Number of Attackers: Offensive Airfield
Number of Defenders: Defensive Airfield

Offense Rolls:
Defense Rolls:
Offense Wins:
Defense Wins:
Cumulative Offense Wins: 0
Cumulative Defense Wins: 0
Offensive Kill-Death Ratio: NA


I was trying to find an image to put above and then I had the bright idea to code the above simulator. After an embarrassingly long amount of time due to my Javascript inexperience, it is done. An explanation of how battle works in Risk is at the bottom following the *

A long time ago I wrote a post that contained some probability calculations associated with the popular board game Risk. This was long before I knew how to format things nicely on the internet and before I was aware of some other things. That said, I think that I can approach the content and its presentation much better now than I could then so I've redone the post.

The original post was focused on showing that you should always choose to attack and defend with as many units as you can, that the odds work out best for you that way. This means that the offense should always attack with 3 if possible and the defense should always defend with 2.

It turns out that the latest version of the Risk rules (which are the rules used in Risk: Factions, a downloadable title for the PS3 and XBox 360) can have situations which modify your battles. Fulfilling certain objectives can allow a player to attack with up to 4 soldiers or defend with up to 3. Furthermore, the player can obtain an airport which bestow a +1 bonus to that player's highest die roll when attacking or defending for any battle that takes place on or adjacent to the territory which has the airport.

I decided that I wanted to see how these variables affect the probabilities of success and the kill-death ratio for the offense. To quickly explain the data in the chart:
  • Most entries fall under "X Kills" which is the probability that under those circumstance the offense will kill X of the defender's pieces. Remember that if the offense doesn't kill a defender's piece then the defender kills a piece belonging to the offense.
  • KDR stands for Kill-to-Death Ratio and is how many pieces the offense should expect to kill for every piece they expect to lose. For example, in the 3 vs 2 matchup with an airport for the offense, the offense should expect to kill almost 2 of the defender's pieces for each piece they lose. A KDR>1 is good for the offense. A KDR<1 is good for the defense.

Probability of offense winning X rolls and KDR
3 vs 2
2 Kills1 Kill0 KillsKDR
Normal37%34%29%1.17
Off +151%31%18%1.97
Def +124%41%35%0.80
3 vs 3
3 Kills2 Kills1 Kill0 KillsKDR
Normal14%21%26%38%0.58
Off +120%25%31%24%0.88
Def +18%21%27%45%0.44
4 vs 2
2 Kills1 Kill0 KillsKDR
Normal46%33%21%1.67
Off +163%25%12%3.11
Def +130%45%25%1.09
4 vs 3
3 Kills2 Kills1 Kill0 KillsKDR
Normal25%26%25%24%1.03
Off +137%25%24%14%1.61
Def +114%31%27%28%0.78

There's nothing surprising here, but it is very interesting to see how much of an advantage the offense has in the normal situation and how much that advantage changes depending on various conditions. There is another advantage that the offense has that isn't discussed here. The offense gets to choose when and where they attack, which allows the to pick battles that they are fairly certain they can win. Play wisely, everyone.

*In classic Risk the objective is to conquer all the territory on the map. You do this by engaging your enemies in battle. To do this you select up to three units on a territory you control to attack an adjacent territory. The owner of that territory can defend with up to two units (these numbers can be increased under certain conditions)

Each player rolls a die for each unit they are attack/defending with and sorts them from highest to lowest. The compare matching dice and if the offense's roll is higher than the defense's the defense loses a piece. If the defense's is higher or there is a tie, then the offense loses a piece. This repeats until the defender loses all their pieces on the territory or the offense gives up.

Example: The offense attacks with 3 pieces and the defense defends with 2. Their rolls are
  • Offense: 4 6 2
  • Defense: 5 4
Sorted, the offense has 6, 4 and 2 and the defense has 5 and 4. The offense's 6 beats the defense's matching 5 but the defense's 4 beats the offense's matching 4 since the defense wins ties. Both sides lose a piece. The 2 is ignored.

Wednesday, May 30, 2012

WoW: MoP Drop Rate Statistics Calculators

Normal Loot

Drop Rate
Number of Kills
Probability of drop =
Probability
Kills Needed =
Average Next Drop Prob Median
??? ??? ≤???

LFR Drops

Drops per boss
Pieces eligible
Pieces Needed
Average Next Drop Prob Median
??? ??? ≤???

Explanation of the Normal Loot section
First, you'll have to enter in the drop rate. From that, the table below will populate. It will tell you the average number of kills needed for the piece to drop, the probability that it will drop on the next kill (which should be equivalent to the entered probability) and the median number of kills required to see the item drop. If, for example the median number of kills is 4, then there is a 50% or better chance it will have dropped on or before the fourth kill.

Second, if you enter in the number of kills that you've performed, then it will tell you the probability that the item should have dropped at least once in those kills. If you enter in something in the "Probability" field, it will tell you the number of kills needed to have that probability of the item dropping at least once.

For example, if you have a drop rate of .5 and 5 kills, there is a 0.968 (actually 0.9875, but the results are rounded) probability that the item will drop at least once in those five kills. If the drop rate is still 0.5 and you enter a probability of .90, it tell you that 4 kills are necessary to have a 90% or better chance of the item having dropped at least once.

Explanation of the LFR Drops section
This is based on the LFR loot system that will be introduced in Mists of Pandaria. An explanation can be found here. You just enter in how many piece of loot the boss will drop among the raid, how many pieces of loot in its table you are eligible for, and how many of those pieces you actually want. When you have that entered the table will populate with the same type of information that is in the above table.

I based this on the assumption that a boss will drop a particular number of pieces. If it is the case that you have a fixed X% chance to win loot, then I will alter it. It is also based on a 25 player group. Furthermore, the top section is about a piece dropping and not necessarily that you'll win it. The bottom section involves you winning a piece that you want.

If you have any questions about this or about loot drops, please don't hesitate to ask below. If you have comments, recommendations or requests, then please ask.

Monday, May 28, 2012

10 Things I've Never Done in WoW

Turn into an ogre and swim in lava? Done it.
Bravetank posted a writeup of 10 things they've never done in WoW, and it has similarly inspired me to do the same. This may or may not have to do with me not writing about WoW in a long time.

Never have I ever...
  1. ...cleared any Cataclysm raids. The guild I started the expansion with wasn't capable, and I just haven't made an effort to get that done. This is all despite the fact that my current guild does raid every week. I just have trouble getting inspired to pull the time together to do so. No LFR. I only completed Baradin Hold when it had one boss in it.
  2. ...leveled a Horde character past the low 60s. My highest level horde character is a Forsaken warrior who's still in Hellfire Peninsula. I started playing as Horde, but fell out of playing Horde because Sarah and I wanted to level a paladin and a shaman together, and thus we rolled Draenei (since this was before Cataclysm when Tauren gained paladins).
  3. ...leveled through the 1-60 content after Cataclysm. I think this is mainly because I took a break during the middle of Cataclysm. I know that there is a ton of really great stuff out there and I really want to see it.
  4. ...leveled a plate wearer to 85. I have a level 80 Death Knight from Wrath that just kinda happened? I started it out of curiosity and that curiosity carried me to 80 where he stagnated. I'm currently leveling a Blood Elf warrior who is in his 20s.
  5. ...done the Molten Front. I'm working on it right now and I HAVE to do it. I have a thing about hippogryphs and bear pets. I got both of the hippogryphs from the Argent Tournament as well as the bear, squire, and the squire's horse. The Argent Tournament had a TON of great stuff.
  6. ...gotten a Amani Bear. I was upset that they removed the bear from Zul'Aman back in patch 3.0 and was so happy that they added the bear back into the revamped Zul'Aman. This is another thing that my guild is doing that I for some reason haven't gotten involved in.
  7. ...used a highly customized user interface. I use the base interface (I don't even have a boss mod or recount right now). I don't think I actually have any addons at the moment.
  8. ...been an auction house aficionado. I just post my stuff just below where other people have it posted. I've very rarely bought an item and flipped it for a higher price or bought something to make it into something else to sell at a higher price. An AH Baron, I am not.
  9. ...read a Warcraft novel. The only WoW fiction that I've read was some of the comics. The Ashbringer series of comics was quite excellent and I highly recommend reading it. But there is no way that you could get me to read a novel.
  10. ...gotten any of the Cataclysm drakes. I just realized that while writing this. It seems like it'd be prudent to do so. I think I'd like to do this through the Glory of the Cataclysm Hero achievement. 
So what have you never done? My list is pretty decent and I really hope to accomplish some of these some day.

Sunday, May 20, 2012

How Many Diablo III Builds Are There?

In Diablo III you can have a an ability mapped to both of your mouse buttons and to the 1-4 keys on your keyboard. By default each skill in the game can only be placed on a particular button. For example, my Zombie Dogs have to be bound to the 1 key. This means that under the default settings you can't have some skills on your bar at the same time because they would have to be bound to the same key.

There is, however, an option called elective mode that removes this restriction and allows you to put whatever skills you want on whichever key/button you want. This has led me to wonder how many different builds you can get out of each particular mode. So to look at this, I will use my witch doctor, Tauzex, as an example. The number of skills I use in this post will come from him. Other classes have different numbers of skills, so these numbers will vary from class to class.

Some background on what goes into a build
  • You have 6 active skills and 3 passive skills at max level
  • Each active skill can have 1 of 5 runes attached to it. 
  • I will assume that you'd never want to use a skill unruned
  • In both modes at max level, you can pick any 3 of your passive skills with  no restrictions.
I will not be considering a build with the same skills but on different buttons as being a different build. 

For my witch doctor, the number of skills that I can attach to each key in standard mode is
  • 1 key: 4
  • 2 key: 3
  • 3 key: 4
  • 4 key: 3
  • Left Click: 4
  • Right Click: 4
  • Passive Skills: 15
In general, the number of builds in either mode is the number of choices you have for your active skills times the number of choices you have for your passive skills (since your active skill choices and your passive skill choices are independent of each other). In both modes, the number of passive skills that you can select is the same
The middle section is read as "15 choose 3" and is explained in the footnote*
To count the number of active skill choices, I will first count how many choices of skills you have and then factor in the different rune choices for those builds. If you have a selection of 6 skills and each of those skill has 5 runes, the number of ways that you can rune a particular set of skill is 
So now we just have to count the number of skill choices each mode has.

Active Skill Choices in Standard Mode
To figure out the number of builds in standard mode, I just have to multiply the number of choices I have for each skill slot. This comes out to
choices for your active skills. In whole, this brings active mode to 
builds for your character. That's over 16 billion distinct builds.

Active Skill Choices in Elective Mode
In elective mode, you aren't restricted by abilities needing to be placed in certain positions. So as a witch doctor I would just need to select 6 active skills out of my 22 total active skills. The number of choices in elective mode is 
choices for your active skills. In whole, this brings elective mode to 
builds for your character. That's over 530 billion distinct builds. This can be done for the other classes as well, which gives us the following table.

ClassGuided ModeElective Mode
Barbarian20,160,000,000652,863,750,000
Demon Hunter21,840,000,000717,670,078,125
Monk9,828,000,000308,626,500,000
Witch Doctor16,380,000,000520,451,796,900
Wizard34,125,000,0001,259,070,312,500

Followers
We shouldn't forget our followers! They play an important role in single-player gameplay. So how many choices do we have for our follower builds. Well, there are 3 followers, and each one requires that you make 4 choices that each have 2 options. 

So that multiplies the number of distinct was to outfit your character by 48. Of course, since you don't have a follower in multiplayer mode, this doesn't apply there.

Conclusion
Wow, that's a ton of different builds for your characters, and elective mode has so many more builds. In fact, elective mode over 32 times as many builds as standard mode does. I don't believe I have to tell you that that's an impressive number of choices!

* As I said above, that particular notation is read as " choose ." In mathematics it's known as a combination (as opposed to a permutation) and is calculated as follows.
where

Wednesday, May 16, 2012

Diablo III First Impressions

Diablo III came out yesterday (5/15/2012) and although it spent much time down because of the massive amount of traffic they were experiencing, I was able to spend a good couple of hours playing. I wasn't really sure what I wanted to play until a couple hours before doing so. I originally settled on the wizard but when I got to the character creation screen I went for the witch doctor. I feel like whatever attracted me to play him is the same thing that made me want to play a warlock in WoW.

I logged in and watched the great character intro scene. Once the game started I did the first thing necessary: turn down my graphics settings so it played at a decent framerate. I was a bit dismayed that my computer had as much trouble as it did, but it's from 2007 and its graphics card is from 2008 and well, what do you expect?

The witch doctor started out okay. I had Shoot Poison Dart and Stab With Knife for my two actions. I didn't really enjoy that very much. But Shoot Poison Dart was quickly replaced by Throw Jar of Spiders and I really started to love the flavor of the class. In short order I also received Grabby Zombie Hands, Summon Zombie Dogs, and Shoot Flaming Bats and I was quite happy.

The voice acting in the game is a wonderful addition. It allows you to take in the lore and story without slowing down and stopping, which is very important so that you can keep that Diablo pace without miss out on the story. I really enjoy the random spurts of lore you occasionally get from the "Lore" button that will occasionally appear in the bottom right of the screen. The more thorough questing system is a wonderful addition to the game. It still feels like Diablo (as opposed to WoW) but makes it much easier to keep track of what's going on.

I also think that the skill system in Diablo III is great. For those who haven't played it you have skills bound to left mouse, right mouse, and 1-4. Each of those buttons has a particular set of skills that can be assigned to it, and there is no overlap in what skills can go in each position. Furthermore, skills have runes that are accessed as you level up which augment them. And skills cannot be switched out mid-combat.

Having your skills locked to certain buttons gets me really excited. It's simultaneously simplifies the gameplay and challenges you. By not having access to all of your skills at a time you're forced to strategize outside and inside of battle. You have to figure out what skills go well together and execute them well. It allows for a great diversity of gameplay because switching out your skills and runes you can create a vastly different character.

And yes, the game still feels like a Diablo game.

With regards to the launch day issues: I don't feel contempt for Blizzard, because I do understand that there is a limited degree to which you can prepare for these things, but it is still their responsibility to prepare for it and I do hold them accountable. I understand all the reasons that they have for requiring the online connectivity and agree that it's the best choice, because it's not JUST a single-player game. There is an economy, of currencies both virtual and real, that is attached to this so that security is of paramount importance.

Interestingly, I read an article a short while back about Zynga's server structure. They have their own servers that they use to host all of their games that they have custom built and everything, like anyone with a large number of servers should. However, they also utilize Amazon's cloud servers to deal with spikes in their server needs. This way they can quickly react to changing server loads without having the type of errors that Blizzard is having. Now, I don't work for Blizzard nor am I particularly versed in server things, so I don't know if there may be something that could keep them from doing such a thing, but it's definitely something that, if I were an executive and Blizzard and I had heard about, I would have the right people look into it.

In short: amazing game :) but launch day issues :(

Friday, March 16, 2012

Journey's Unique Multiplayer

Multiplayer in video games is a very interesting thing. For some games, it's the one of the primary draws. This is especially true of racing games, sports games, fighting games, and shooters. In those contexts, it's competitive, the various players are working against each other and only one player (or team) can win. I typically am not a fan of that type of multiplayer, but there has been a title or two in days past that have drawn my attention.

Multiplayer can also be of the cooperative variety, where the different players assist each other to accomplish tasks. In some games, the cooperative multiplayer is separate from the single-player part of the game. Sometimes that means a separate set of missions. Sometimes that means that the cooperative part is stored on a separate save. However it's done, multiplayer has always something that the player opts into. A choice is made at some point, they either select a menu option to take part in multiplayer or they tell their friend to pick up the other controller and join them.

Journey is a very unique game in many ways, but one of those ways is in its approach to multiplayer. For one, the only way to opt out of the multiplayer would be to forcibly disconnect your system from the internet. You see, after you have completed the introductory section, which literally teaches you the five things that you need to know about for the duration of the game, the game will find another, random player who is at the same point in the game as you and decide that you will play together. A white mark will appear on the edge of the screen that is typical of so many games to indicate that there is something of interest in that direction. When you turn the camera to it you will find someone else who looks almost exactly like you.
Your clothing becomes more detailed as you accumulate trophies and the gold accents crawl up it.
If you didn't know it was another player you might think it was an NPC. You can't type or talk to each other and aren't shown the other player's name. The only ways that you have to communicate are through your actions, which are limited to movement and singing. Some accounts I've seen so far have talked about how they communicated with the other player. One such account said that they adapted to echoing two short chirps for "Ready?" and "I'm ready."

It's a very interesting experience. On my first playthrough I had two companions with me for my journey. The first went away after the first section but I got a new one just as I started the second section. Working together, flying around, and solving puzzles together made it a unique experience, like two children playing together even though neither can talk yet. We explored and made our way to the top of the mountain together. Sometimes we would go our separate ways and get separated, eventually not being able to see each other. If that happened, one of us would sing out a loud note which would inform the other of our location, and the other would respond and we would move towards each other.
Deserts are only in the beginning of the game.
In my second playthrough, I wanted to spend more time exploring. This meant that I would often run away from my partner to look at things, and they wouldn't wait for me. I wouldn't have waited for me either. So I spent a good amount of time in the game without somebody with me. It completely transforms the experience. It makes you feel alone. The world in Journey is not an inviting one. At it's best it's neutral about your presence and becomes hostile towards the end. Having somebody else there with you, to experience what you're experiencing, makes the entire gameplay experience different.

Furthermore, since there's no way to talk to one another, you can't harass the other player. You can't grief them. You can't inconvenience them. There aren't any tasks that you can't complete yourself, so you can't even let the other person down. Those who do fear potential harassment, at the end of a playthrough, after the credits roll, the game does tell you the names of everyone you played with.

One thing that I find particularly interesting is that as you gain trophies (the PS3's version of achievements), your character's robe becomes more ornate. Because of this your robe acts as a sort of indicator of your knowledge of the game. None of the trophies have a prohibiting skill requirement, they're pretty much all about finding things. So if you see someone whose robe is particularly adorned, then they know where much of the game's things are and just might show you where they are. In fact, as of this writing, I'm one trophy away from having all of them, and that trophy requires that I spend a week not playing the game. Once I have that, I'll have earned the platinum trophy and I plan on going through the game showing other players where things are, and hopefully they'll pass the knowledge on themselves.

Playing Journey has been a fascinating experience in more ways than way. It has really challenged ideas that I've had about multiplayer, storytelling, and achievements. I'm very curious about how the concepts used in it could be put in other games. Could Journey's anonymous multiplayer be put to good use in other games, such as cooperative shooters? What about a game, such as a shooter, where you "sign up" for various missions and the game picks a random partner for you to play with. Turn off the friendly fire and the ability to communicate and you could potentially have a rewarding experience. It's an interesting thought, and it's something that I really hope to see some day again in the future.

Tuesday, November 15, 2011

Gaming Miscellany: Uncharted 3 and Sonic Generations

Uncharted 3 When his enemies see the half-tuck, they know to be afraid.

Another wonderful entry in the Uncharted series. I just finished chapter 10 (I think). I watched the opening scene for when they get to Syria. I'm also playing it on hard difficulty, because I just tend to play games on hard these days. There's a part of me that wants that challenge. I think it started with Devil May Cry 3. That reminds me, I need to buy Dark Souls.

Uncharted was a game that I had really high hopes for. It was a very good game, that's no doubt, but it wasn't as good as I would have liked. It, Mirror's Edge, and other games tend to fall into a similar patter. The pattern is that a new game promises interesting platforming, runs out of interesting platforming, and the game devolves into combat as the game progresses and loses its platforming.

I was Uncertain about Uncharted 2 because of my problems with the first one. However, the reviews and chatter started to roll in so I played it via Gamefly. It was a truly amazing game. The platforming didn't die out towards the end. The set pieces were beautiful. The story was amazing and the gameplay shined. I loved every minute of it.

Uncharted 3 isn't as many leaps and bounds better than Uncharted 2. I'm not even sure if it's better than Uncharted 2. So I'm not as impressed because my expectations were raised so high. That said, it's still an amazing game. The grenade throwback mechanic is really well done and adds some good depth to the gunplay.  The platforming is solid but has mostly been climbing so far. The climbing in Uncharted is so easy it almost may as well be automated.

I really look forward to beating this game.


Sonic Generations "Let's fly away together, Sonic." said Sonic. "I can't, Sonic. They don't have that mechanic in my levels." Sonic replied. -my personal fanfic collection

I wouldn't have bought this game if it weren't for the demo station set up at GameStop. The music for Green Hill Zone just captured me and wouldn't let me go. So, that was sneaky clever shit they pulled. Damn nostalgia. I'd played the demo previously and been unimpressed, but that changed when I got the full game. I don't really know why.

For the first three level, which pulled from Sonic the Hedgehog, Sonic 2, and Sonic 3 for inspiration, I enjoyed the classic sonic versions. However, as the levels have progressed, I've been enjoying the new Sonic versions of the levels more and more, to where my enjoyment of new Sonic has overcome my enjoyment of the classic Sonic versions.


I'm six levels deep now, so we'll see how the rest of the game pans out. All things considered, this game has me reconsidering checking out Sonic 4 again. This game has probably been a great success for Sega and I think they deserve it.

I have about a billion other games that I have bought recently and need to play. Expect more in the future as I slowly make my way through playing all of them.

Monday, October 17, 2011

Donkey Kong Country Returns Finale

Bramble Scramble

I finished Donkey Kong Country Returns today. By 'finished' I mean beat the final boss. There is still secret level to unlock (more on that later). Overall, I'd say I enjoyed the game, but I definitely have complaints.

My first complaint is regarding the difficulty. It seems to be aligned along the path of "This is hard, and not in the 'Oh! I figured it out!' sort of way, but we're going to give you plenty of lives to deal with it." This means that you'll often get stuck in sections that have precise timing requirements and die repeatedly. I really wouldn't expect kids to beat this, they'd get frustrated far too easily.

Secondly, there are these sections where you fly a rocket barrel (no doubt borrowed from Donkey Kong Barrel Blast. There are particularly frustrating since you go from taking 2-4 hits to die to just 1. They have finicky controls and ask the player to make some fairly precision movements.

Health and DK barrels come too few and too far between in many of the more frustrating levels. You'll go for very long times without your little buddy. All the boss stages start with a DK barrel, but none of the boss battles do. So the first time you try a boss, you'll have full (4) health, but if you die and retry the boss battle you won't.

One distinct praise that I would like to have for it. Each level has 4 K.O.N.G. letters and a certain number of puzzle pieces. Collecting all of one of those groups for a stage gets you a medal. This is integral to unlocking the final super bonus level. However, you (thankfully) don't have to collect all of them. If you collect enough of them in a 'world' you unlock a secret level for that world. Beat all those secret levels and you unlock the final super bonus level. I hate having to collect all of something in a game, because some of them are particularly hard to collect. I really like having the flexibility to not collect all of them.

I'd have to say this game was enjoyable, but I it's a very tenuous enjoyment.

Sunday, October 16, 2011

Pandemic!


Sarah and I bought Pandemic at Barnes & Noble today and tried it out this evening. It was a really fun game and we really enjoyed the two games that we played. In short, Pandemic is a cooperative board game for two to four players.


In Pandemic, the players travel around the Risk-like board, treat infections and discover cures for diseases. The goal of the game (and its win condition) is to discover the cures for all the diseases. Every turn, the diseases build up on the cities where they are, and if the infection in the city becomes too large an outbreak occurs and it spreads to neighboring cities. The players have to move around the map and lower the infection levels while they try to discover the cures for the diseases.


Discovering a cure for a disease allows the player to more easily treat infections of that type. Diseases are cured by discarding 5 cards of that color while at a research stations (which are established throughout play). Each player gains two cards at the end of each turn. Each card has a color and a city. Cards allow the player to move to that city, establish a research station at that city, or can be discarded in groups of 5 to cure that disease.


Occasionally, a drawn card will be an Epidemic card, for which Sarah and I like to yell, "Crisis Alert!" (see video above). An Epidemic causes an immediate rise in infection and increases the rate at which the infection spreads.


There are 5 classes that the players can be, each with various abilities. The researcher only needs 4 cards to cure a disease, the medic treats diseases more easily, etc. 


It was an incredibly fun time. I highly recommend it.


Bonus Potpourri: REAMDE is consistently getting better. Sarah has finished the first Percy Jackson novel and really enjoyed it.

Saturday, October 15, 2011

BlizzCon Speculation


Sarah and I attended Blizzcons '07 and '08, but haven't attended one since. We have watched it online, just not the gone. What's funny is that now that we don't play WoW, we wish we were attending more than in past years. Next weekend is Blizzcon, so it's well past time to wonder what it going to happen at the show.

It's pretty much a given that Starcraft II: Heart of the Swarm details will come out at the show. They've been teasing silhouettes of units on the official twitter account for a while now. The show would be a really great followup to the reveal that happened a couple months back.

Not as much of a given but definitely my prediction, I think we'll get a Diablo III release date. The game is in beta right now and all of its secrets have been spilled. Furthermore, Blizzard hasn't had any big reveals at foreign events in a while, so if there ever was a time to dramatically do this, it would be now. I don't think we'll be getting any new information about the game. I'm pegging it for a holiday release for this year.

This one is a bit of a wildcard and could definitely not go this way, but I'm sticking with it. I thin we'll hear about a new WoW expansion at Blizzcon. Why?

  1. The last patch for the Cataclysm expansion is currently being tested on the public test realms. No new info could possibly be revealed about it that hasn't already been.
  2. This means that a new expansion shouldn't actually be that far away.
  3. There have been a lot of good things about this past expansion, but staying in old Azeroth hasn't been one of them. People want to explore new lands. Blizzard seems eager to get the players out of here.
  4. A trademark filing for something called "Mists of Pandaria" was filed by Blizzard a while back that includes it as a trademark for game software. It isn't conclusive, but it doesn't take away from my point either. I don't necessarily believe that this will be the title of the expansion.
  5. There's a ton in this schedule that hints at a new expansion announcement. There are several generically labeled 'World of Warcraft' panels that take place before the 'World of Warcraft: 4.3 Raid and Deathwing' panel at 5 pm on the opening day.
Tell you what, if I'm wrong about any of this, I will publish an incredibly embarrassing story. Believe me, it's really embarrassing and, to this day, only one person knows it.

The Plight of a Colorblind Gamer


(This was an article that I had originally had published on Nitpixels on June 28th, 2011)

A recent College Humor roundtable discussed the topic of enabling disable gamers. In the video, they featured a quadriplegic gamer who plays Call of Duty multiplayer (rather successfully) with just his face. This gamer, Chuck Bittner, is petitioning game developers for one simple thing: custom button remapping. If the button layout for a game is a certain way, he can't play it. So he wants the ability to change the layouts to something that works for him.

I can't play Aquaria because I can't tell the differentiate the colors for the different songs well enough. I didn't buy Super Puzzle Figher II Turbo HD Remix because I couldn't tell the difference between some of the blocks. I have massive trouble with Zuma because my eyes have trouble telling the difference between the blue and purple balls and the green and yellow balls. When I play Risk: Factions I can't tell the difference between the green and yellow territories and have to ask my fiancée which ones are which color.

That's four statements that I shouldn't really have to make, but I have to because I'm red-green color blind. Normally, my colorblindness doesn't affect my gaming. For example, I have never had problems in World of Warcraft because of it, apart from the fact that I didn't know that the experience bar is a different color depending on if you're rested or not. However, when it does affect my game playing, it usually does so in a very significant way.

I firmly believe that making the design choices or putting in the options to accommodate color blind gamers wouldn't be hard. Several games already have colorblind modes where they will place patterns over the colored objects to help the player tell the difference.  But not all color-dependent games have features like this. My appeal to game developers everywhere is to allow us to edit the colors, to have or allow us to turn on easily distinguishable patterns, or be more considerate and thoughtful with color choices. It would really make a difference for those of us who have this problem

For Chuck, he is arguing that we should be fighting the game and not it's controls. For me, I argue that I should be fighting the game and not struggling with my eyes' ability to see color. These changes aren't going to give the disabled a competitive edge. Even if they did, then everybody could elect to use them. It's two small things that would really improve the quality of gaming for many people.

Tuesday, October 4, 2011

Games as Data Collection

You can thank Metal Gear Solid 3 for introducing me to Starsailor.

As I was tutoring students for the ACT today and they were working some problems, I had an idea. The idea would be to design games explicitly to collect data on people. You can see how they react in certain situations instead of asking how they would react in certain situations. In addition to testing their reactions to situations, you could also use the games to test things such as persistence.

The question now becomes, "What issues arise with this form of data collection as opposed to a survey?" For starters, it's far more complicated to put together. Secondly, you need to make sure that the game is easily understood and controlled by the players. Point-and-click adventures and text-based RPGs may be the most approachable forms. Third, you need to make sure that the players aren't necessarily concerned about the ending. You don't want people trying to game for the best outcome, you want them to play the game for their natural reaction to the events at hand.

I think it's a very interesting potential field of study and type of research tool to study people. I wouldn't mind pioneering the format, personally. Shame I already have a job and other things to do. Speaking of which, I'm tired, and I'm going to go to sleep. I've had a headache all day and have a full day ahead of me.

Thursday, September 29, 2011

Initiative Revision: Turns Out There Were Problems, Adventures in Amateur Game Design, Part 14

It turns out there was a significant problem with the initiative system that I had devised. I know, I'm disappointed too. The original system had every player with a speed attribute. Every turn their speed would be added to their initiative and the player (or NPC) with the highest initiative takes their turn and their initiative is set to zero.

When I coded up an implementation to work this system, things didn't work out the way I wanted them to. I'll illustrate the problem with an example. Say you have to players with speeds 5 and 9. You would think the player with 9 speed to go almost twice as often as the player with 5, right? Nope.

Player 1: 5. Player 2: 9. Player 2 goes, and is set to zero.
Player 1: 10. Player 2: 9. Player 1 goes, and is set to zero.
Player 1: 5. Player 2: 18. Player 2 goes, and is set to zero.
Player 1: 10. Player 2: 9. Player 1 goes, and is set to zero.
Player 1: 5. Player 2: 18. Player 2 goes, and is set to zero.
Player 1: 10. Player 2: 9. Player 1 goes, and is set to zero.
Player 1: 5. Player 2: 18. Player 2 goes, and is set to zero.
Player 1: 10. Player 2: 9. Player 1 goes, and is set to zero.

So they actually get the same number of turns. In a multiple player situation, the system better approximates the expected number of turns, but there are still some very serious inconsistencies. So I had to revise the system. It is now an old-type Final Fantasy system. Everyone's speed still adds to their initiative, but now a player gets a turn whenever their initiative reaches 100. After they take their turn, 100 is subtracted from their initiative. Naturally, if nobody had an initiative over 100, their speeds are added again.

I modified my code to use this system and the actual results produced were consistent with my expectations and desires for how it should work.

Monday, September 26, 2011

Adventures in Amateur Game Design, part 13: Josh's Castle


This is a short campaign idea. In The Magician King (spoilers coming) there is a character who ends the book as a King of Fillory. Josh is very into pop culture, D&D and all sorts of other nerdy things. I imagine that as a King of Fillory, he would design a castle filled with all sorts of pop culture reference monsters and scenarios to test its invaders. Making your way through to the end you fight him in a battle where he spouts of trite lines from action and fantasy movies and eventually teleports away, leaving some treasure behind to reward you. Being a benevolent king and videogame lover, those who are defeated are not killed. They would merely be captured or returned to the front of the castle to try again.

This scenario idea would be great because the players would get to laugh about the references, metagame using their pop culture knowledge and have a fun time collectively enjoying the things they all love. All of this could happen in a way that would be consistent with the world's design. It could serve as a one-off sidequest, as a location that is frequently returned to to delve deeper into, or as the launching point into a very deep story where things are not all that they seem to be. It's a fun, fill as you want, idea that I really like.

Imagine fighting off Weeping Angels, Daleks, Cave Trolls, Nazgul, a Balrog, Storm Troopers, Death Eaters, Beholders and anything else you can dream off that you've maybe always wanted to fight. I think it'd be awesome.

It's your fantasy's fantasy.