Trapped Devlog 2 – Literature Review

Figure 1. A mind map of devlog 2

To begin with, Yun-Su Lee and Myoung-Jun Kim’s essay in 2020 collected important metafictional game from 1997 to 2018. The research is mainly about the directive features of metagames and how they affect the narrative method. In the paper, a mainly used directional method is summarized into different forms.

Table 1 – Metafictional games (2020, Yun-Su Lee and Myoung-Jun Kim)

For example, in up to 12 metagames, there are methods like using platform and genre to affect narrative (eg. One Shot, Doki Doki Literature Club), and also deforming components of the game program (eg. Doki Doki Literature Club). The view that each game uses various directional methods to influence the narrative and gameplay is really helpful. During Trapped development, we can refer to each element and find which methods can be used in our game. Also, the analysis can help us to find out which elements have not yet been discovered. Unfortunately, the paper is written in Korean so I can only refer to each paragraph by translation software.

The Stanley Parable plays an important role in metafictional game-related essays. And Antranig Arek Sarian said in the paper about the specific game design elements and the metaphor behind them. In his theory, The Stanley Parable used common items from 2 doors to a museum to convey ideas. The paper summarized almost every choice that the player can make and analyze the meaning of each choice.

Figure 2. “When Stanley came to a set of two open doors he entered the door on his left” (The Stanley Parable,
[Galactic Cafe, 2013]). Screen capture.

For example, the first impressive scene is the player will face 2 doors. If the player decides to perform as Stanley, the non-exist main character, they would go through the left door as the narrator said. But the right door seems like a “wrong choice” according to the narrator, it contains more endings than entering the left door. In a certain way, the game developer encourages the player to define the binary choice system of what is right or wrong. Also, the paper discusses the position of the narrator in the past medium of literature. In Adventures in Algebra, the narrator set a question to test readers, and the answer can only be revealed once the reader turns to certain pages. The answers are vague and have interactivity with the narrator’s speaking. In The Stanley Parable, the narrator interacts with the player differently. It seems like the narrator is telling the story of Stanley, but to players, it feels like the narrator is asking the player to do the exact thing as he said. When the story becomes order, what will the player choose to do? That is the core question during the gameplay.

Furthermore, Bradley J. Fest in 2016 talked more about The Stanley Parable. In the view of the author, postmodernism help develop the core conflict of the game. And the game also pushes the theory forward to form a new theory. Besides, the author also addresses that the game has made players and critics focus on how irony can be expressed in video games. The game and narrator constantly mocking players for what they did during gameplay. Some scenes themselves have an ironic metaphor like the famous baby saving level which requires nonstop clicking for 5 hours.

Figure 3. The baby game in The Stanley Parable (Galactic Café, 2013). Screen capture.

Same as There is no game: Wrong dimension (2020, Draw me a pixel), which also has a certain level mocking free to play clicking game. Each element of the modern game industry is deformed into levels to express irony. The paper further discusses postmodern metafiction and how the Stanley Parable became its legacy. In our development of Trapped, we will refer to this game and paper about how they convey irony by video game mechanics.

The last literature is not exactly a paper about video games. But it can also bring certain thinking about strategy making in games. Nicholas S. Kovach, Alan S. Gibson, and Gary B. Lamont wrote in 2015 about the game theory. The research focuses on how player acquire strategy when they are not aware. Metafictional games are about breaking the rules of regular games and discuss video game themselves. In the puzzle-solving part, like There is no game: Wrong dimension (2020, Draw me a pixel), players often get confused about how they could interact with the game within a game. In the first level, the player should get water from the raindrop. But the only raindrop is inside the radio background image.

The solution is different from regular games so the player should learn how the solving logic should be. During the process, the hint system is really helpful. First, it will show which object the player is supposed to interact with. Then there are up to 3 hints can be provided, and time interval is 10 second which grant player time to think. Normally players will not need all 3 hints to find the solution, but it brings a difficulty curve into an impressive metagame. The game theory is about getting information and decision making which also highly required in metagames.

References

[1]Lee, Y.S. and Kim, M.J., 2020. Narrative and Directive Features of Metafiction Games. Journal of Digital Contents Society21(9), pp.1607-1616.

[2]Sarian, A.A., 2020. Paradox and Pedagogy in The Stanley Parable. Games and Culture15(2), pp.179-197.

[3]Fest, B.J., 2016. Metaproceduralism: the Stanley Parable and the legacies of postmodern metafiction. Wide Screen6(1).

[4]Kovach, N.S., Gibson, A.S. and Lamont, G.B., 2015. Hypergame theory: a model for conflict, misperception, and deception. Game Theory2015.

Critical Game Devlog 1 – Concept and Prototyping

lit the fire

So the idea of making a game about trapped miners’ revenge was a flash during my shower time. I really like the game Harvest Moon: Friends of Mineral Town (2003) on Game Boy. It was my memory of boring and hot as hell summer vacation. I can still remember lots of details and the season flow inside the game.

My childhood goddess Elli

One of the core mechanism of the game is to go mining on 2 different mines in order to obtaion different coal and materials to forge powerful tools. Besides, there’s events and precious item hidden in different floor of these mines. To get all floor’s different item, player have to manage their energy and stemina during throughout mining. According to the Havest Moon Wiki,

 If you are having troubles finding the jewel and are using a lot of stamina, revert back to your old save. That way, you save yourself the energy, and the floor will be reloaded when you load up your save

https://harvestmoon.fandom.com/wiki/Kappa_Jewels_(FoMT), Line 10

Basically, once you decided to collect certain item, Save and Load system becomes critical due to limited energy. And Lets go back to my shower time. I thought an idea that what will happen if each save you made can be a independent world and have its own main character and eco system. And they are all deprived of the capability of Save and Load.

that’s the rough idea of Trapped: the game, and I am extremely uncertainly about its future. But after finishing my shower, I ran out to write down all my thoughts.

Thoughts of the game

A helping hand and prototyping

About assets and art style of the game, I can only say that my drawing will have 99% chance to ruin the story. and thank god my course mate Ziqi (Leefer) Wang is finding a working partner to finish the assignment. After our first discussion, the 2 person group formed up. Knowing that she likes mining game and pixel arts, I am more than grateful.

This Trello page https://trello.com/b/gxp1Zpeb/trapped-the-game will record our thoughts and meeting discussion. For now we’ve had 2 meetings about the plots and character design. And in this assignment, Leefer will focus more on enviornmental storytelling and art design, and I will be the programmer and writer. Also I wil try to dig out every mechanic about Save&Load, and see which one suit the best.

prototype of our main guy.

For fast prototyping, we decided to use free assets to test gameplay and other possible solutions. Gamemaker’s Toolkit had one video about a theme “Game will tell you how to design” and it inspired me a lot. Next thing I would do is to develop different version of the game and playtest it.

AlienQuest – Video conference game devlog week 4

We have an icon! It suits perfectly with this game’s story: Under space war time, we are trying to identify the hidden enemy. It feels cold because every player can be the betrayer. But during gameplay and playtesting, what we heard the most is people laughing. It feels fun to combine these elements.

great work by Yanci

In this week we discussed a lot about the new character “Monkey”. It starts with that during our playtest, the win rate of human side is much higher than alien side. So we’ll either nerf the human players or buff the the alien side.

new character : Monkey

Another thing is that if there is too many human players with the same job, they might use up all the ideas. It is also frustrating. So we have to limit some human players’ access to the secret message by giving them a category of words instead of detail. Let the human side also take part in guessing instead of observing.

Here goes our “Monkey”, this character will receive limited information and might mislead humans. Firstly we only tried it with conditions, like 6 players can have one monkey player but 7 players should not have one.

Soon I realize that it’s not a competitive game after all. Monkey did raise alien side’s win rate effectively and it is fun to watch. And alien might feel that they have a company on guessing things. It’s a win-win strategy. So let it appear in every game is acceptable.

Human

So objectives and aims should not easily change unless there is enough reason. Party game is to make people compete and laugh together.

Will information games combine well with party games? Somehow it reminds me of Overcooked. There are also games like the Cooking Simulator to give the player a chance to destroy the kitchen. Cooking meals for customer needs collaboration and accuracy. And games can make it fun by setting barriers and traps. With conversations and rhetoric, a spy can get enough info, but we deprive it of players. These are the barriers alike to cooking games.

Overcooked 2

Once in our class, Prof. King showed us a way to make good games: change only one rules with a classic genre. This is really helpful in our development. We didn’t start with this idea, but it suits well with our game.

AlienQuest – Video conference game devlog week 5

This week we have done another playtesting, and finish our example of play video.

In an information game, important information is hidden from some or all players and must be discovered over the course of the game. [1] On Spyfall, players discover each other’s identity by conversations. And in our game, player will use postures instead. Rhetoric cannot be used as before in our game which lower the depth of game can reach but also make it easier to play.

Spyfall

During the making of the video, I am granted a precious chance to look back at the whole game and how to explain it within 3 minutes.

Introduction video

Firstly we were going to make a spy game, but soon we realized that it should not be that suspicious and tense during Covid time. This should be a silly party game that make friends and colleagues more familiar with each other. The core mechanism is to use your gestures to express yourself and discuss viral memes or classic ones.

Voting in Chatroom

Given that fundamental thinking, I start to make this video, and it went smoothly. Being a dubber is something I never tried before, but I manage it with Adobe Premiere’s help by cutting out the stammering sentences. At the same time, we still discussed each detail till the last minute. It feels really good to corporate with reliable teammates and face these problems together.

Many thanks to my buddy Zhuo and Yanci! And guidance from Prof. King is truly helpful.

[1]Foasberg, N. M. (2017). Spyfall: Information games and scholarly conversation.

Holmgang: the hidden – 18 card game devlog week 5

We made it! Now it’s a playable 18-card game.

The final rule link:

https://docs.google.com/document/d/1jRZryJ5_2V7hrNvwyZp771_QTSlCPHW6PKRKy9lvYT8/edit?usp=sharing

And we name it as Holmgang : the hidden!

Holmgang is a duel practiced by early medieval Scandinavians. It was a legally recognized way to settle disputes.[1]

I wish to address some changes during the development period.

1.Magic Shield card now has a new name “Magic Protection” to distinguish from Shield Attack.

Now Magic Protection

2. No in-hand card for Judge

Solution:  Draw a card from the discard pile

3. Strike-Back card is now a Defense card

  • Cast each card’s function in a new sequence

Magic Shield → Mist → Thunder → Shield Attack → Ragnorok → Basic Attack → Strike-back

Sequence really matters

I sincerely wish to thank my partner Yanci for walking with me down this path and making this silly idea a playable game. Many thanks to Prof. King, and lovely playtesters Linda Chen and Steven Fang.

[1]https://en.wikipedia.org/wiki/Holmgang

Holmgang: the hidden – 18 card game devlog week 4

playingcards.io & Hero design & more literature research

Finally, we got our game on playingcards.io!

playingcards.io

Come and play with your friend! Link:https://playingcards.io/fvjzgn

This week I want to address our hero design. Like Hearthstone and other Collectible Card Games (CCGs), our game had a figure, a background story and an ability. And we will discuss with two parts: hero background and ability balancing

In my primitive thinking of these three heroes, I thought about the Romance of the Three Kingdoms, a famous novel in China. There are three leaders and can each representing a power. Their story is well-known across asia.

Three Kingdom

Another possible solution is cute animals fight. A cat will fight with a doggy and cute bear. I thought of this is because our course mates are really like cute pets and I love them too.

Pets fight

But our skill cards are mostly about sword and magic. So eventually, we choose Nordic mythology. Thor is the god of thunder, which suit perfectly with our cards. Another reason is that my partner Yanci really enjoys Nordic myth, and can create great artworks with this theme. If Thor is our chosen one, then Odin and Loki become great matches.

First version of Loki

In order of conbining Nordic myths with our hero’s ability, our plan iterates several times. The first Three Kingdom version is like below.

Sun Quan: Discard one card, restore 2 shields.

Liu Bei: Discard one card, restore 1 health.

Cao Cao: Discard one card, each control card will deal 1 damage.

Let alone the background story, the first two heroes’ abilities are much alike. Also after playtesting, “Discard a card” to use this ability is not acceptable for players. In some games, both players refuse to use their ability throughout the game. And in solving all that, there’s the second version.

Odin: Restore 1 health. If health is full, restore 1 shield instead.

Loki: Discard 1 card on board, cast any card’s function once.

Thor: Caster’s Thunder & Mist card deal 1 damage.

This one is way better and well combined with the hero’s background (Loki is the God of Mischief).

Then we playtested our game in Playingcards.io. It had a pace problem that would make this game boring once you master it.

So I went search for papers, the funny fact is that I find something useful out of a paper around basketball games. In this research, the authors examined the relationship between game duration, game pace and decision making. A reduced duration slowed game pace and increased offensive efficiency, possibly due to greater maintenance of defensive pressure slowing opposition transitions and promoting controlled offensive structures.[1]

Basketball game duration affects game pace

Magically, in our game, it happened exactly as this conclusion. When we change the round amount from 5 to 4. Both players play their hand more aggressively and think more about combos. 6 cards in 4 rounds require at least 2 combos and each one have a counter hand you don’t want to meet. It requires more thinking during the game, which makes it strategic and fun after the first few games.

After more playtesting, we decided to decrease 5 rounds into 4. That’s almost our final rules.

[1]Scanlan, T. A., Teramoto, M., Delforce, M., & Dalbo, J. V. (2016). Do better things come in smaller packages? Reducing game duration slows game pace and alters statistics associated with winning in basketball. International Journal of Performance Analysis in Sport, 16(1), 157-170.

Holmgang: the hidden – 18 card game devlog week 3

After sharing the first version of our game, Professor King and course mates gave us plenty of feedbacks which is really helpful. And this week I had my first playtest with my partner.

Furthermore, I’ve read some of papers relating to game balancing and deck building.

To start with, changes on the rules. It seems that all course mate doesn’t really like the Rock Paper Scissors (RPS) game within. We may need an alternative plan to ensure randomness. And method of drawing cards is also a key adjustment to our rule.

In replacement of the RPS game, we choose a really easy one. And luckily it’s totally accessible and random. It will be played with back side of the cards which is same for all. Back side is divided evenly into two different parts. If players shows with the same end, this game is successful as below.

In the way of drawing cards, Prof. King suggested to use “pick one and swap the hand” in gameplay, while I thought it may be fun just draw randomly. It need more playtest to figure out.

During our playtest, some occasions raised my concern. First of all is that it might need clearer rules in step 4 Cast each skill card’s function with sequence: Control>Defense>Attack. When 2-4 cards interact with each other and the board suddenly turned into a mess for beginners. As a designer, it should not be this confusing. So in later version I will clarify exact sequence of implementing card’s function.

cast card’s function in certain sequence

Also, in drawing cards, I once draw so many control card that makes me really passive in playing. It feel bad when you can only deal with opponent’s attack and cannot fight back. Firstly I wish to buff the control card in situation like this (Mist card: IF PLAYER HAVE NO ATTACK CARD IN HAND, Judge only once). But when we tried the “pick one and switch hands” way, it soon became fun to play because both of us can feel that we’re stealing the limited resource. And this is way more strategic considering the hero ability.

In all, this method gives players a way of building their deck. Deckbuilding is a challenge that involves a big and rugged search space, with different and unpredictable behaviour after simple card changes and even hidden information [1]. In Hearthstone, the player will choose 30 cards out of more than 600 cards, and in Mahlmann, Togelius & Yannakakis’s research of the game Dominion, they chose 10 cards out of 25 to balance the game [2]. 18 cards game may not be that complicated, but also need game balancing considering building decks. For example, there’s a Ragnorok card in our game which is only one in pile and seemly stronger than other attack cards, will it be the winning hand? Need more playtesting on this.

Dominion

[1]García-Sánchez, P., Tonda, A., Squillero, G., Mora, A., & Merelo, J. J. (2016, September). Evolutionary deckbuilding in hearthstone. In 2016 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 1-8). IEEE.

[2]Mahlmann, T., Togelius, J., & Yannakakis, G. N. (2012, June). Evolving card sets towards balancing dominion. In 2012 IEEE Congress on Evolutionary Computation (pp. 1-8). IEEE.

Holmgang: the hidden – 18 card game devlog week 2

First edition of Rules

Before we wrote the 1st version of rules, I changed a very critical part: draw 6 cards instead of 5.

The reason is mostly around the number of rounds in each game, and how many cards you can use within this round. I wish my players to use card combo or even countering card combo and I’ve tried my best to adjust the rules for it. If a player can only use 5 cards in 5 rounds, they will tend to use 1 card each round so that the deck are available at all rounds. So 1 more card for my players.

Goal

To defeat your opponent with champion ability and cards with different functions

Setup

1. Put all cards on the table with face down.

2. Divide cards by 3 “champion” and 15 “skill card”

2. Put 3 health and 3 shields in front of each player.

3. Players randomly choose 1 champion out of the deck with face up.

4. Players randomly draw 6 skill cards out of the deck to start the game

 (To be decided) Afterwards, one of the 3 skill cards deck will be revealed to all

Setup

Rounds

1.There are 5 rounds of each game

(To be decided) Before the first round, players can discuss to exchange card (s)

2.In each round, every player should simultaneously put 0-2 card(s) on the board and then decide whether he/she will use the champion ability

3.After the cards on the table and champion ability cast, both players should reveal their card(s)

4.Cast each skill card’s function with the sequence: Control>Defense>Attack

5.Discard all skill cards on the board. Switch back to step 2.

Rounds

End of the game

Compare each player’s health, less one loses.

If health’s equal, compare each player’s shield, less one loses.

If shield’s equal, compare each player’s hand, less one loses.

If all are equal, it’s a draw game.

Skill Cards (just pick 2 out of 7 for demostration)

Numbers in the bracket show each kind of card’s amount

Control

(2)Thunder:

If caster’s opponent have attack card(s) on board, play Rock Paper Scissors once. If caster wins, invalidate opponent’s attack card(s).

Defense

(2)Magic Shield

If caster’s opponent have control card(s) on board, invalidate it (them).

If caster’s opponent wins all the Rock Paper Scissor caster will restore 1 health.

Ragnorok, Magic Shield and Thunder

Holmgang: the hidden – 18 card game devlog week 1

How to design a 2 page game with limited cards? I haven’t really had enough experience to distinguish it from a normal 2-page game. So I used an idea that firstly designed for an autochess game. Firstly I had some case study on League of Legends, a 5v5 MOBA game that seems totally irrelevant with card games. Because I quite enjoy the feeling of countering your enemy with a certain character.

Ban pick phrase in League of Legends

In League, Picking countering character against your enemy requires that enough experience of each character’s strength and weakness and its mechanics. Besides, blind luck is also helpful because if you pick earlier than your opponent, you’re the one who will be countered. And the sequence is random. Once I win a game with a counter pick, I feel that there’s a strategy part in this victory. And it’s satisfying.

win a game with stronger champion

So let’s come back to the idea: counterplay between players. This concept occurred in almost every game. For instance, the basic Rock Paper Scissors game we have been playing since childhood. But it relies mostly on randomness. I’ll add some strategic decision making in it.

Then the first two cards came to my mind: Thunder and Mist. It occurs almost instantly. These two cards have the effect that disables the enemy’s attack – Mist can do some extra(let the attack cards backfire your enemy).

Thunder

Then which cards to use against Thunder and Mist (T&M) ? The third one just came: Magic Shield. It can invalidate 2 cards above. What about a more positive function? So let’s add a healing function. Then a prototype just starts to form up. A 1v1 dual game with attack cards, control cards(T&M), and a Magic Shield card. That’s basic Rock Paper Scissors loop in my game.

Magic Shield

And another case study I cannot ignore is Hearthstone by Blizzard. It is also a 1v1 duel game consisted of cards. In HearthStone, deckbuilding is further constrained by the Hero the player chooses: each Hero features a special power that can be activated during the game and exclusive cards that can only be used for that Hero.[1]

Then the structure is set within minutes of my walking after dinner. 2 heroes out of 3 and 10 skill cards out of 15, is basically how this setup will be. And in each turn, both players must simultaneously choose cards and then reveal them (like Hearthstone’s deck building before each game). And the in-game part I decided to use Rock-Paper-Scissors (RPS) to give it some randomness to make it fun.

Coming next week: the first edition of rules XD

[1]García-Sánchez, P., Tonda, A., Squillero, G., Mora, A., & Merelo, J. J. (2016, September). Evolutionary deckbuilding in hearthstone. In 2016 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 1-8). IEEE.

VCG Week 3 Devlog – We got a name!

After discussing and playtesting, a good story came to my mind. The spy story is never cool enough, what about alien invaders?

AlienQuest

So here we go defending human race with performing 😀

Background Story(Skip it if you like)

In 2077, A war was raised between planets. Aliens were brutal and sneaky. Human race defended themselves till the very last man and we won with an unacceptable cost. Alien invaders, as known as “LoWans”, refused to retreat from earth. What’s left of them sneaked and transformed their body into our kind. They were hard to recognize till “Magic Ink” was invented, which is only visible to mankind. Now, all of you are gathered for this experiment. One(or two) of you are alien(s). If you let alien get away, the earth step nearer towards destrcution. Each of you will get a secret message written by Magic Ink, and to perform it WITHOUT words or sentences. Then we’ll know who is the Alien.

(Advanced)Unfortunately, Alien can secretly transform one citizen into a monkey, making them hard to understand the secret message.

Numbers of players: 5 – 9 players

5-6 players7-9 players(Advanced)6-8 players
1 Alien2 Aliens1 Monkey

Length of playtime: Normally 1-3 minutes each round

Designers: Zhuo ZHU, Yanci “Yanis” ZHANG, Bangguo “Samual” LI.

Goal:

  • For citizens, you will act out the secret message you get, and find out which player is alien.
  • For alien(s), you must hide yourself and guess out what other players trying to express, and to act like them.
  • (Advanced)For monkey, you must guess out the secret message, act with limited information and help citizens to find out the alien.

Setup:

  1. One player has to be a host of this game.
  2. The host randomly chooses one(or two) player as alien and send them “You’re the alien”.
  3. The host thinks or chooses a secret message and send it individually to other players except alien&monkey.
  4. The secret message should normally be a noun or a name and well-known among players. (We strongly recommend you to use the words we provide in first 3 rounds)
  5. (Advanced)The host send monkey a word to decrible the secret message(Normally category of it).

Turns:

  1. Host should randomly decide the sequence of player’s performing.
  2. Host will start perform the message first, and In that order, each player should act out the secret message.
  3. During performing, it should not contain any meanful word or sentence. Only gestures and mimicked sound is allowed.
  4. Citizens and alien can comment on each other’s performance afterwards but should not interrupt it.
  5. Imitating other player is not allowed.
  6. After all performances, there is a vote. Except the host, each player should vote the alien they think simultaneously.

End of the game:

If any alien get the most vote(draw not included), he/she will get chance to guess the secret message. If the guessing is right, ALIEN WINS. Otherwise, CITIZENS WIN.

If anyone else except the alien get the most vote or it’s a draw, ALIEN WINS.

Credits:

Professor David King for many advices on rules.

Ziqi Wang, Zhijian Jiang and Chenge Yang are our lovely playtesters.

Secret message pool(Only Visible to the host):

Avengers(Superhero);Micheal Jackson(Celebrity);Elon Musk(Celebrity);

PUBG(Game);Tetris(Game);Popcorn(Food);Beer(Drink);007(Movie);Olympic Games(Activity);Donald Trump(Celebrity);

Coka Cola(Drink);Pokemon(Game);Pizza(Food);Witcher(Game);SuperMario(Game);The Legend of Zelda(Game)

Words in brackets are for the monkey.

Thank you for viewing all the way here. If you want to be our playtester, Just message and we’ll arrange everything else. 😛