Tuesday, March 27, 2018

Dev Take Tuesday - Taking Time to Talk Timers


Today I’m going to level some criticism at a game I absolutely adore: Mansions of Madness. This hybrid board game and digital app lets you play as investigators in a horrific Lovecraftian story. The use of a digital app allows for randomization in every scenario you play and automates some of the vexing “bookkeeping” required in a complex board game. I love the spooky ambiance created by the game, and the combat and investigation mechanics are relatively simple but fun. It’s a game where the investigators often lose to the monsters, but we still have a blast while losing—a wonderful quality in any type of game.

However, in a few of our losses I’ve felt a bit cheated, and that’s the direct result of a decision to use a hidden timer as a failure state. In the case of Mansions of Madness, which is a turn-based game, the timer is a certain number of rounds instead of a countdown clock or hourglass. Timers can be quite useful in game design. They generate tension. They maintain momentum and prevent stagnant gameplay. But I think the timer in Mansions of Madness works against the game for two reasons: the information is largely hidden from the player, and the timer counteracts the game’s core.


When playing our last scenario of Mansions of Madness, “The Cult of Sentinel Hill,” we did get occasional vague reminders that time was limited. But there was no indication of how much time we actually had, just a hazy idea that the world would probably most likely end soon if we didn’t hustle. Whenever a designer considers hiding information from players, I think they should have a good reason why that information should remain hidden. It’s certainly possible that whoever decided on a timer hid it because they felt like a countdown of remaining turns would break immersion in the game’s world: that leads me to my next point.

The best moments in Mansions of Madness come while you uncover the game map and investigate the clues scattered around the map. Here, the game shines as you are drawn into its atmosphere. Clever writing and clean game mechanics involving skill checks and dice rolls make you really feel like a team of investigators with different areas of expertise. Every great game will help players chase a certain feeling, and—to me, at least—Mansions of Madness is about discovery and intrigue. A timer inherently combats discovery, the core of the game. I’d like to figure out what the violet light in that rowboat is and why that massive tree is covered in hostile whippoorwills, but to beat the game we need to move past them (or move past some of them, actually, since an unknown amount of clues and evidence are needed for victory).  

Shamelessly showing off one of the monsters I've painted.
I understand that the timer helps limit the time investment in an already lengthy game and also provides a mechanical tie-in for the inevitable dread of Lovecraft’s horrific, cataclysmic monsters. But I feel a more fitting and less frustrating mechanic would be an exponentially growing amount of monsters. Sure, in the end your team might get surrounded and overwhelmed, but that gives the players more agency and closure than an unexpected text box saying your time ran out.

Tuesday, March 13, 2018

Dev Take Tuesday - Black Panther and Clarity


I finally got the chance to see Black Panther on the big screen this past week—what an unforgettable experience! I loved the cast, characters, themes, music, and war-rhinos. If I hadn’t already touched on villains in a previous Dev Take, I’d probably discuss Black Panther’s charismatic antagonist, Erik Killmonger (played by Michael B. Jordan). But there was another aspect of the film that stuck out to me as a game developer: the use of color for clarity.

Visually, the stand-out feature of Black Panther is the vast and vibrant array of colors on the screen. While other films I love, such as Zhang Yimou’s Hero, utilize bold monochromatic tones to convey mood, Black Panther uses many colors simply for the sheer joy of seeing a veritable rainbow on screen. Importantly, however, careful use of color keeps the audience clear on what’s happening. The distinct color schemes of Wakanda’s tribes help the audience sort through the politics at play throughout the story, and in the film’s climactic action sequence the crimson armor of the Dora Milaje contrasts perfectly with the enemy’s blue uniforms.

Gif found here on Gizmodo

From a game development standpoint, complexity often competes with clarity as you try to design games that will challenge your players. Every little step you take in development to add clarity is essential. You can greatly ease the burden on your players by using different colors in character design and assigning distinct color schemes for your game narrative’s various factions. For example, in our game Alkanaur the nine cities will all utilize fairly disparate colors and metals in their architecture and dress. Not only will those little steps make our game easier to follow, but the resulting rainbow on screen will (hopefully) visually impress our players as well.