The trouble with not knowing what we’re doing.


Design has been on my mind a lot lately. Liferaft has recently been in a kind of growing-pains stage which is a point in the development where Mike and I fumble around and try to learn how to develop video games. That’s actually a lot of it for us. Each new game we do is usually a whole new challenge with a lot of different problems that we’ve never solved before. The pain comes in the form of arguments between Mike and I, general frustration towards not knowing the best way to do something and all the shitty feelings that come with that.

Right now we’re working on the different levels or “areas” for Liferaft. We’ve never really done that before, not in this scope, and it’s scary. We fleshed out “level 1″ with a fair amount of detail here but that painted us into a serious corner given that we haven’t used our extremely precious friend-playtest-kleenexes yet. It took a very serious conversation and a bit of collapse on my part to realize we need to scrap that entire level and go back to the drawing board with a different approach. It was difficult, but those are the kinds of moments that we must concede to in order to make the best game we possibly can. It also helps with sanity.

Back at the drawing board Mike pointed to the Valve approach towards level design. It’s hard to argue with Valve when it comes to level design. Essentially they ward against putting in any detail into the level before it’s been well tested thoroughly and gone through whatever incredible gauntlet they have over there. The tough part about that for us though, is the gauntlet. We don’t have a gauntlet to stock with dozens of testers nor the time to build or even manage one. Nonetheless, the nugget we can take away from their process is to simply make quick drafts, undetailed “debug-mode” platforms on a black background. That’s how we’re designing levels now and it’s already starting to be a relief. What was once a gigantic task to create the all of episode 1 bit by bit is now something that we can visualize by playing these “skeleton levels.” Even if they’re bad, it’s still something.

Beyond that, there was also some trouble with the manner in which we thought about the levels.

Mike

Let’s think about levels as structures for gameplay and reduce them down to their core values in order to better teach the player how to play the game. We can’t just expect people to understand everything about our game, we don’t want them not knowing about an ability they could always use only to find out from a friend and have a worse experience.

Greg

Let’s think about levels as a physical structure and a real building. Goss grew up in isolation for decades, let’s make it less like a playground and more like a prison with a flood of new and exciting experiences all at once to drive home that feeling of freedom when she finally breaks out.

So those are basically our thesis statements for the argument and it came down to a matter of stamina really. It was a very hard fought dispute from both sides and in the end I think we made the right decision to go with Mike’s idea of focusing on usability as opposed to drama.

While the graph on the right is more interesting, it doesn’t mean it’s a good starting point. By having a clear-cut stairstepped graph to go from and be confident with we can then have more freedom to make modifications as we edit the levels so that the graph on the left begins to look like the graph on the right. But I guess we’ll have to see. Like I said, we don’t really know what we’re doing.

I guess part of me relies on my art background to rationalize this direction. When drawing it’s always best to start with a loose structural sketch of whatever it is that you want to draw. Using the simplest shapes to organize the form into something that may eventually tell a story is always a great starting point when drawing/painting. Between these two methods proposed above, I think it’s clear now that I have taken a step back that the more organized form would be Mike’s way. Sure it’s less romantic, but there’s nothing romantic about perspective drawings or boxy figures. They’re purely functional, you add the story/drama/detail later. Ok, well there’s something sexy about gesture drawings…

Hmmm, what is the game equivalent of a gesture drawing? Cactus? He is the Zen master.

09/4

COMMENTS

09/4

Brian Jolly

Greg, you’re a genius. So is mike. Keep at it.

09/4

Interesting to think of this in terms of a trade-off between complexity of gameplay and sexiness/drama of early level design. With simpler gameplay (fewer abilities) the starting levels could focus more on drama, but the depth of the game’s action mechanics would be more limited in the end. I guess a lot depends on how much time players are willing to invest in a game.

Out of this World comes to mind as an uncompromisingly dramatic game from start to finish, but it was also very frustrating and repetitive because you kept dying and replaying the same level, there was no hand-holding. Games back then weren’t too concerned about giving the player a lot of negative experiences.

Hooray for retro-styled games with modern ideas about ideal player experience.

09/4

I would side with Mike, personally. I’d want every player to start on a level experience, and build from there. At least give them the ability to adapt to situations first, and then start being “romantic.”

“We don’t have a gauntlet to stock with dozens of testers nor the time to build or even manage one. ”

It’s funny that you say something like that. It’s always been an idea of mine to try to build a forum community based on alpha/beta testers, with divisions such as Open/Closed Betas, indie/professional, etc. Would have a system for reviewing and bugfinding, and a hierarchy of sorts for reputation/skill. Devs come to the forum and file their game under a level of needed testing, from open to exclusive…

Right, I’m getting carried away.

In regards to Level 1, the first time I played it I found myself extremely lost, having difficulty with the maneuvers and even basic combat. Suffice to say, I lost interest fairly quickly. The game was beautiful, however, so I set out to explore rather than achieve any objective (if there is one). The exploration was very enjoyable, until the inevitable death that happened frequently (due to my aforementioned lack of skill).

I’ll go try playing again, with this blog post in mind. Good luck!

09/4

I would wet myself if that forum existed. We’d like to do something like that with intuition but we don’t really have the critical mass over there on our forums. Most of that is our fault for not spending enough time over there though.

Beyond that, that also may be due to the fact we don’t have many standalone games under out belt (really only 1). Perhaps once Liferaft comes out we’ll get enough people talking about the game and the variety of things they liked/dislike about it and that’ll be a springboard to get a larger community together.

That said, the community at that point is a game enthusiasts community, not necessarily conducive to game testers. That’s a special breed (and I mean that in the best way possible).

09/4

Thanks rizo, good to know some people have my back.

Honestly, I only think we need 10 good testers who have the time and are capable of writing a coherent sentence. We didn’t have _that_ many good testers on Dinowaurs, but the feedback we got was still super important. Getting a bug report of “froze on load” is worthless unless the submitter is capable of working with us to find the root cause.

Its funny you mention exploration too, I’m sorta building a level 1 version 2 and I’m focusing the whole thing just on environmental exploration and storytelling. There’s no real challenge except for jumping and no threat of death, allowing for the player to just kind of soak up the basic controls and the atmosphere of the level. I’m super pumped about this direction, hopefully it’ll be playable soon so we can get more feeds back.

09/5

L1V2 sounds fantastic. Greg can be as romantic as he wants then. I like the idea of wandering around, discovering your abilities naturally. The transition into more advanced gameplay may be difficult, though. Can’t wait to see how it pans out.

Quick note after playing L1 again. Paused the game with “p” and noticed that key presses during pause will register all at once after unpausing. So you can pause, mash “s,” unpause, and go flying into the air with a super jump.

09/5

Dang, I didn’t even know p paused it…

09/5

Lol one of the things I always do when playing an early build is to find developer keys, mainly the console. Usually ends up breaking something. :)

NOT REQUIRED