Agathoi kai Kakoi #1 : Introduction
Posted by Sindwiller on the 29th of October, 2007 at 8:20 pm under Uncategorized. This post has no comments.So, as a I said in the last post, I’ve got a design of a FPS/RPG mix going through my mind for some time now, and I’m planning to bring in cold print (or better, in electronical print, because this is a digital Blog *insert laughs here*), but since I use to have mind blockades very often when I’m in front of the computer, working on a piece of, well, sh*t (don’t mind if I use vulgar words in the future). Those blockades usually happen when I wander from the subject to something else, whilst I try to stay in the same pace as before and then some complete fag on the IRC distracts me with stuff, so I basically lose the thread, ending up writing an incomplete, steaming pile of sh*t like the post earlier. After having made a break, freshed up with new ideas, I’m getting the impression that the mandatory “make breaks between blocks of an hour of gaming” doesn’t only count for epileptics… maybe I should do that more often. Although it will be pretty difficult for me, a completely crazy Internet addict.
The FPS/RPG then. Most FPS’s on the commercial market seem to be focused mainly on newcomers, since they seem to be pretty simple in design, having less smaller gameplay elements, in exchange for a straightforward gameplay, without any complex hacking and slashing. Team Fortress 2 for example removed lots of elements, which served as an emblem for the Team Fortress gameplay. The biggest change is that the TF team removed grenades. Grenades in the “original” TF’s (Quake:TF, TF Classic, Quake3 Fortress, Fortress Forever) can be thrown independently from the weapon hend in the hands right at the moment, by pressing either the key “F” for the primary grenade or “G” for the secondary grenade. There are different types of grenades for every class, some harmful, some less harmful but tactically very useful. Mastering it is the key. Although it can be very frustrating to achieve that goal, grenades are still an important element in the Team Fortress games, making it a bit more special and more fun. Another good example of a simple FPS is Halo. Yes, Halo. The best merchandised and “most innovative” game ever, the actual reason why the XboX is the top dog in the console market, and yet, it lost against Valve’s Orange Box in terms of sales figures (though Valve advertised Half-Life2 as “the best game ever made”, which of course points at their huge ego, but their marketing campaign was still less agressive than Microsoft’s pseudo-religious, artificial war for oil, err, money). Halo is a pretty simple game, albeit it was the first game that incorporated vehicles in a decent matter, it is still pretty simple. Shoot aliens, get into a vehicle, shoot aliens, shoot aliens… *yawn*… and shoot aliens. Isn’t that exciting? It must be exciting for all those 360 gamers, paying 100 bucks (or at least 100 Swiss francs) a year so they can scream bullshit into their 360 headset while grinding (!) through the Halo gameplay. It’s almost as bad as World of Warcraft or other retarded MMORPGs. Except that Halo needs slightly more skill, but less brian (do-you-see-what-I-did-there?). It may have been innovative in some ways back then, but it surely isn’t nowadays. Just look at Epic and their Unreal Tournament 3. The design seems pretty simple from outside. But you’ll get a huge boner because of excitement once your inside.
What I think most designers don’t really understand (or don’t want to understand, since they’re forced to create dumb games for mainstream gamers) that grinding actually doesn’t depend on the complexity and depth of a game: Not at all, the more possibilities and different to accomplish a certain task exist, the less said task will get boring and a burnout of that particular atom (read below post first!) can be avoided, though too complex gameplay may confuse the player, or even frustrate him. A good balance between complexity, simplicity, “grinding”, difficulty, and of course, the required skills is to be achieved. Whilst most RPGs are “grind-tastic” (to quote Yahtzee from Zero Punctuation), FPS games can contain lots of variety, but still be simple in design. All FPS (even TF) are pretty simple as a whole (lol, I need to kill stuff), but contain lots of fun details (like the grenades in TF, the hoverboard in UT3, or the artillery in ET/ETQW, etc.) What every designer needs to keep in mind is the in-detail gameplay, which contains all those small elements. It’s just as important as the overall strategy involved in a team-oriented FPS. Shooters also depend a lot on the setting and level design. They get designed with the game design in mind, but they should still contain enough variety, brought by savvy design, gimmicks etc. The design should allow that kind of variety, unless you really want to spawn a dead community.
That being said, let’s start with the actual game idea I’m having in mind.
It’s simple. There are two teams, the “good” (Agathoi) and the “bad” (Kakoi), who need to accomplish certain objectives with teamwork. A player starts without any kind of specialization and with pretty basic equipment, I call it “the alterable form”. After some time of accomplishing those objectives within the team and gaining experience points, the player decides which way he wants to go and distributes his obtained experience points in a specific way. While an efficient skilling can be really useful, the main aim stays the accomplishment of said objectives.


To someone who’s new to online gaming, or respectively online FPS gaming, the above graphs might look pretty boring and indeed very repetitive to him. But unlike other games with pretty static patterns, like jump’n'run games or single player RPG’s (even most MMORPGs consist of static patterns), online FPS’s can vary a lot in the actual game experience and may differ from the written design in some situations. I’ll be trying to reduce repetition and exterminate grinding as good as possible. And naturally, the progression ingame will be a lot more complex than the graph illustrates. I don’t know what to write, so that’s enough for today…
Cheers.

