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Orthogonal Unit Differentiation

Orthogonal Unit Differentiation. Harvey Smith witchboy@ionstorm.com. Intro – Ion Storm (Austin). An EIDOS Studio Deus Ex (PC/PS2) Deus Ex 2, Thief 3 Action-RPG Focus. Intro – Harvey Smith. Unit Differentiation Is Universally Relevant Deus Ex 1 & 2 (Action-RPG) Fireteam (Team Sports)

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Orthogonal Unit Differentiation

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  1. Orthogonal Unit Differentiation • Harvey Smith • witchboy@ionstorm.com

  2. Intro – Ion Storm (Austin) • An EIDOS Studio • Deus Ex (PC/PS2) • Deus Ex 2, Thief 3 • Action-RPG Focus

  3. Intro – Harvey Smith • Unit Differentiation Is Universally Relevant • Deus Ex 1 & 2 (Action-RPG) • Fireteam (Team Sports) • Technosaur (RTS) • Cybermage (Shooter) • Ultima VIII CD (RPG) • System Shock (Action-RPG) • Super Wing Commander 3DO (Flight Sim)

  4. Overview – O.U.D. • (O)rthogonal (U)nit (D)ifferentiation • A Talk About Game ‘Pieces’ • Units, Enemies, Monsters, AI’s • …And How Their Differences Facilitate/Create Gameplay

  5. Overview – O.U.D. • Beginner To Intermediate • Recognizable Examples • Minutes To Learn, Years To Master

  6. Overview – O.U.D. • Abstract In Application • Relevant To All Genres, Cross-genre • Employs Generally Applicable, Useful Design Terms

  7. Primary Terms -- Differentiation • Orthogonal • Unit • Differentiation • Game Design Principle • Granting Heterogeneous Qualities • Primary Functionality • Rogue Sneak Attack vs. Wizard Spellcasting • Secondary Traits (Durability, Speed, Damage) • Rogue 6 HP’s Vs Wizard 4 HP’s • In the Name of Strategic Interests • Facilitates Meaningful Decisions

  8. Primary Terms -- Unit • Orthogonal • Unit • Game Piece Categorization • Enemy, Character Class, Vehicle, AI, Troop • Example – Fire Elemental • Differentiation

  9. Primary Terms -- Orthogonal • Orthogonal • Related To Functional Axes • Math Term – “Right Angled” • Orthogonal Axes Have Nothing In Common • Example Properties – Armor vs. View Cone • No Amount Of X Will Move Y (And Vice Versa) • Design Vernacular • “By Degrees” • “Hidden Math” • Unit • Differentiation

  10. High Concept – O.U.D. • Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space • O.U.D. – A Useful Design Concept • High Contrast Roles For Each Game Unit • Facilitates Meaningful Decision Making • Allows Designers/Players to More Fully Take Advantage of the Game’s Environment • End Result – Interesting Units (Not Just Minor Variants)

  11. Tangential Design Concepts • Intentionality • Goal – Playing According To Plan, Not Randomly • Player Should Understand The Game • Empowered to Make Meaningful Decisions • Feedback • Info About Game State • Usually In Response To Player Actions • Emergent Gameplay (2nd Order Consequences) • Game Behaviors Arising From Rules Interactions • Agency • The Player’s ‘Obvious’ Impact On The Game

  12. Orthogonal Axes • X And Y Are Purely Orthogonal • No Amount Of X Provides Any Movement Along Y (And Vice Versa)

  13. Orthogonal Axes • Math Metaphor – Spanning the Possibility Space

  14. Archers Vs. River Transport

  15. Lesser Vs. Greater Archers • Roughly Homogenous • Basic Function -- Arrows • Slight Numerical Differences • Damage Values, Hp’s • Mostly Overlap • Two Lesser Equals One Greater • Not Orthogonally Differentiated

  16. Archers Vs. River Transport • Mostly Heterogeneous • Different Primary Functions • Arrows Vs. River Crossing, Troop Transport • Little Overlap • No Amount Of One Equal To Other • Orthogonally Differentiated

  17. Archers Vs. River Transport • Game Budget – Two Units • Which Provides the Greatest Range of Possibility? • Archer/Archer • Very Narrow • Archer/Transport • Very Wide

  18. Litmus Test – Orthogonal • Unit X and Unit Y – Different Primary Roles • Tactical Deficiency of Unit X Can Be Compensated For By Unit Y • Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X

  19. Litmus Test – Orthogonal • Archers vs. Riverboats • Archers Fire Arrows, Riverboats Transport • (Unit X and Unit Y – Different Primary Roles) • Archers Cannot Transport, Riverboats Can • (Tactical Deficiency of Unit X Can Be Compensated For By Unit Y) • Any Number of Archers Don’t Equate To Even One Riverboat (Vice Versa) • (Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X)

  20. Litmus Test – Not Orthogonal • Lesser Archers vs. Greater Archers • Both Archers (Primarily) Attack • (! Unit X and Unit Y – Different Primary Roles) • Both Archers Share Deficiencies • (! Tactical Deficiency of Unit X Can Be Compensated For By Unit Y) • Two Lesser Archers Are Equal To One Greater Archers • (! Tactical Deficiencies of Unit X Cannot Be Compensated For By Additional Unit X)

  21. High Concept – O.U.D. • Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space • O.U.D. – A Useful Design Concept • High Contrast Roles For Each Game Unit • Facilitates Meaningful Decision Making • Allows Designers/Players to More Fully Take Advantage of the Game’s Environment • End Result – Interesting Units (Not Just Minor Variants)

  22. Example – Adventure • Orthogonally Differentiated • Black Bat • Dragon(s) • Only Differentiated By Degree • Green Dragon • Red Dragon • Gold Dragon

  23. Orthogonal Axes – Adventure • Bat vs. Dragon • Mostly No Overlap • Entirely Different Roles

  24. Orthogonal Axes – Adventure • Dragon • Attacks Player • Vulnerable To Sword • Guards Objects

  25. Orthogonal Axes – Adventure • Black Bat • Does Not Attack Player • Invulnerable To Sword • Steals and Redistributes Objects

  26. “By Degrees” – Adventure • Dragons • Mostly Overlapping • Similar Roles • Minor Differences

  27. “By Degrees” – Adventure • Dragons • Attack Player • Movement Speed • Chomp Speed • Sword Vulnerability • Guard Objects • Different Objects • Minor Variations • Yorkle – Fears Gold Key, etc

  28. Benefits Of O.U.D. • Spans the Design Space • Differentiated Player Experience • Developmental Efficiency • Communicates Role Of Unit • Makes Differences Obvious • Allows Tactically Meaningful Decisions • Exploits Primary Dynamic Game Element (Units)

  29. Benefits – Coverage • Greater Possibility Space – Spans the Design Space • Provides Greater Range of Options • Emergent Gameplay • Different Units Require Different Tactics • Memorable Player Experience

  30. Benefits – Efficiency • Functionally Different Units • Fewer Units Equate to Interesting Gameplay • Provide Combinatorial Range • Change Value Based On Context • Engage the Player Tactically • Cosmetically Different Units • Get Old Fast – You Need More Units

  31. Benefits – Clarity • O.U.D. Communicates Role Of Unit • Mapping Context To Function Is Useful • Player Gets It -- Fireman Unit Puts Out Fires • Player Baffled – Green Dragon vs. Red • Provides Clues (Or Inspiration) • About Potential Tactics with Unit • Tactics Specific to Area or Situation • Riverboat Useful At River • Less Differentiated Units Are Harder to Parse • Paladin vs. Holy Knight – Subtle Difference • Paladin vs. Necromancer – Much Clearer

  32. Benefits – Tactics • Tactically Meaningful Decisions • Interesting Trade-offs • Unit Synergy • In Combination Or In Opposition • Archers Transported By Riverboat • Archers Attacking Riverboat From Shore • Empowers the Player • Play with Intentionality • Win or Lose, Player Experiences Agency • Player 1 Uses River Strategically, Transporting Archers • Player 2 Fails to Employ Riverboats • Player 1 Wins – Both Players Understand

  33. Benefits – Exploiting Units • Primary Dynamic Game Element • Environments Are Mostly Static • Units Move and Change • Units Often “Create Gameplay” • Player’s Primary Tools (Pawns) • Empowers Designers to Fully Employ Tools • Game Supports River Transports • Designers Can Use Rivers Strategically

  34. Synthesis • Orthogonally Differentiated Units • Clearly Defined Roles • Clear Feedback About Function • Consistent Behavior Rules

  35. Populous Units • Populous: The Beginning • Warriors • Melee Combat • Immune to Conversion If Engaged • Priests • No Combat • Can Convert Enemy Warriors

  36. Emergent Gameplay • Initial Wave of Warriors – Enemy Warriors Stop Near Priests • Listen to Conversion Chant • Now Converted – Standing Guard Near Priests • Successive Waves of Warriors – Engage Newly Converted Warriors • Fighting Warriors Can’t Be Converted • Player Rings Base with Priests • First Wave of Warriors Converts • Successive Waves Are Not Converted • Second Order Consequence – Player Must Actively Defend

  37. Differentiation By Degrees • Or, When To Deviate From O.U.D. • When It Makes Sense • Context/Player Expectations • Sniper, Medic, Engineer, MultipurposeCommando • Licensed Characters • To Avoid Over-complication • One Healer Cures Poison, Disease, Damage and Sells Magic Potions • Not Meaningful Differentiation • Video Games Usually Feature Hybrids • Almost No One Does Purely O.U.D.

  38. Meaningful Differentiation • (Healer Example) • O.U.D. Not A Formula For Fun • You Must Differentiate Meaningfully • Units Are Infinitely Divisible • Differentiation Should Swing the Tactical Situation Significantly • Should Allow For Tactical Outcome/Change • Victory • Defeat

  39. Hybrid Example – DX Bots

  40. Hybrid Example – DX Bots • Medbot • Common Functions • Responds To Alarm • Can Be Destroyed • Can Be Piloted • Bot Vulnerabilities • Orthogonally Differentiated Primary Role • Heals • Differentiated Minor Functionality • Hover Movement

  41. Hybrid Example – DX Bots • Repairbot • Common Functions • Responds To Alarm • Can Be Destroyed • Can Be Piloted • Bot Vulnerabilities • Orthogonally Differentiated Primary Role • Recharges/Repairs • Differentiated Minor Functionality • Treaded Movement

  42. Interesting Related Ideas • O.U.D. Applied To Emotional Behavior • Iconic Personas Respond Differently • Systems That Allow/Encourage Players to Design Orthogonal Units • Instead of Min/Maxing • RPG’s, Strategy Games, Starship Games

  43. Summation – High Concept • Orthogonally Differentiating Game Units Encourages (Intentional) Strategic Play and Expands the Game’s Possibility Space • O.U.D. – A Useful Design Concept • High Contrast Roles For Each Game Unit • Facilitates Meaningful Decision Making • Allows Designers/Players to More Fully Take Advantage of the Game’s Environment • End Result – Interesting Units (Not Just Minor Variants)

  44. Summation – Last Thoughts • O.U.D. – Representing Units By Game Mechanics • Not Just By Fiction Or Art • Unit Differentiation Allows Designer and Player to More Fully Explore Your Game’s Design Space • Orthogonal Differentiation Can Be Applied to Many Game Design Elements • Weapons, Powerups, Traps, etc

  45. Additional Design Terms • If You Downloaded This… • Look Into The “Notes” Section of the Tangential Design Concepts Slide

  46. Goodbye And Good Luck • Special Thanks • Doug Church, Rob Fermier, Tim Stellmach, Art Min • Ion Storm Austin

  47. Orthogonal Unit Differentiation • Harvey Smith • witchboy@gmail.com

  48. WWW – Slide Location • http://www.witchboy.net/ • Harvey Smith • witchboy@gmail.com

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