Thursday, March 19, 2020

Verb-noun Vs Noun-Verb

I went to the Roguelike Celebration over the weekend and enjoyed Thomas Biskup's talk about Ultimate ADOM. Among the many interface improvements they're making based on user testing is they're simplifying the controls from the traditional roguelike controls to W A S D + E F. I don't know how roguelike game players will respond to that but I'm a fan! This reminded me of two things from my past, so I thought I'd say a little about those.

Sometime in my teens I got to meet Lord British (Richard Garriott) and Iolo the Bard (David Watson). My mom was shopping, and I went to the computer aisle to browse the games I couldn't afford. Richard and Iolo were talking about Ultima 6. Nobody else was there, so I got to talk to them for half an hour! I learned about OOP, UI, testing, systems thinking, and more. Really cool!

They told me about how they coded puzzles to look for the state of the world (nouns) instead of the player actions (verbs). For example, there was a puzzle where they expected players to cast Telekinesis (ᚩᚣᛕ ORT POR YLEM) on a lever on the other side of a chasm. Instead, during playtesting, they saw that one player killed a party member, tossed the body over the chasm, cast Resurrect (ᛁᛗᚳ IN MANI CORP), then have the party member pull the lever.

Wow! That wasn't something I had ever thought of in the simple games I had written at that age.

Another thing they told me about was the simpler control scheme. Previous Ultimas had a control scheme similar to what roguelike games have. W to wear armor, I to ignite a torch, K to klimb a ladder, D to descend a ladder, B to board a ship, etc. You specify the verb such as J to jimmy a lock and then after that you can choose a noun such as the lock to jimmy.

In Ultima 6 they reversed the order so that the noun came first and then the verb. This meant the game could tell whether you were trying to J jimmy a lock or B board a ship or K klimb a ladder because the game knew that it was a lock or a ship or a ladder. And that meant they didn't need separate keys for these verbs, but instead one key, U use object. There are times when they had multiple verbs for a noun but for the most part they could get away with just one.

I haven't closely followed Ultimate ADOM but I'm guessing they're doing something similar.

The noun-verb thing comes up in another context. After I stopped making games for a living I went into programming language research. My main topic was studying how functional programming languages and object-oriented programming languages can be combined. Something I noticed at the time was that the syntax for functional languages tends to be verb then noun: f(x), whereas the syntax for object oriented languages tends to be noun then verb: x.f(). At some level these can be considered equivalent. You can express with one what you can express with the other. There's a big difference in usability though: auto-complete.

What happens when we auto-complete f(x)? First we need to know all possible f that are valid in this context. Since the programmer has just started typing in the expression, any function is valid, and that means there's a very long list to choose from. It takes many keystrokes to pick one. Second we need to know all possible x that are valid in this context. These are usually local names, so there aren't that many. Knowing the type of f narrows down the list but the list was already small, so there's not much to gain.

What happens when we auto-complete x.f()? First we need to know all possible x. The programmer has just started typing, so any local name is valid, but there aren't many. Typing just one character can narrow down the list to one or two elements. Second we need to know all possible f that are valid in this context. These are methods defined on the type of x, so there aren't that many compared to all possible functions. Knowing the type of x narrows down the list substantially, so there's a lot gained.

The two syntaxes seem equivalent in theory but they aren't in practice. I wonder if people who use regular text editors end up believing the two syntaxes are equivalent, whereas people who use IDEs prefer the object-oriented syntax, even if they're not taking advantage of object-oriented programming (inheritance, subtyping, etc.).

This asymmetry is orthogonal to whether you're using functional or object-oriented programming. It is better for programmers if they can choose from two medium length lists than to have to choose from a very long list (where a lot has to be typed before it's useful) and then a very short list (where not much is gained). You see this in other contexts too. Command line interfaces like DOS, VMS, and Unix shell typically specify a verb first and then the noun(s). GUIs such as Mac and Windows typically specify a noun first by clicking an icon, and then the verb by choosing from the right click menu. In text editors, vim's commands like d0 are verb then text selection (noun), whereas in more conventional text editors (including Emacs) you'd first select some text (the noun) and then invoke a verb like delete. Kakoune is a modal editor that uses noun-verb instead of verb-noun.

In games it seems like it'd be better for players to first choose an object from the environment and then choose from a small set of actions, than to first choose from a large set of actions and then choose from a set of objects. However I haven't surveyed enough games to see what's more common. The next time you're playing a game, look at the structure of commands to see if it's verb-noun or noun-verb.

KALEHOUSE BABY STUFF CONVERSION SET



People Behind The Meeples - Episode 213: Jordan Nichols

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Jordan Nichols
Email:jjnichols23@gmail.com
Location:San Jose, California
Day Job:Construction Project Manager
Designing:Two to five years.
Today's Interview is with:

Jordan Nichols
Interviewed on: 1/30/2020

I've always been a huge fan of science-fiction and fantasy artwork, including comics. When I learned that there was a game coming out based on the artwork of renowned artist Jack Kirby, I was pretty excited. This week's interview is with Jordan Nichols, the designer of The Lost Worlds of Josh Kirby, which is on Kickstarter for only two more days! Be sure to check out the game, and read on to learn more about Jordan and his projects.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
I have always been a gamer and a maker so it was an inevitable merging of the two.

What game or games are you currently working on?
The Lost Worlds of Josh Kirby from Bard Games

Have you designed any games that have been published?
One so far! We need to Talk from Smirk and Laughter

What is your day job?
Construction Project Manager

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
Everywhere! I host at home, I attend public game meetups, and go to conventions!

Who do you normally game with?
Mostly friends and family.

If you were to invite a few friends together for game night tonight, what games would you play?
I like a lot of games and styles my next game on the table will be Dinosaur Island

And what snacks would you eat?
Anything from Trader Joe's Haha. I love me some spicy hummus!

Do you like to have music playing while you play games? If so, what kind?
YES!! I like to put on theme appropriate background music I find on youtube.

What's your favorite FLGS?
Game Kastle, Isle of Gamers, and Victory Point Cafe

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
I love Yedo from Pandasaurus!

What is your favorite game mechanic? How about your least favorite?
Worker placement is my fav. I feel it's a beautiful expression of opportunity cost

What's your favorite game that you just can't ever seem to get to the table?
Wow too many! Mostly the big ones like Eclipse, Hyperboria, Anachrony, Xia, etc.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I usually start from theme first I find it gives much needed context to mechanics

Have you ever entered or won a game design competition?
I have never entered one but maybe that was a mistake haha!

Do you have a current favorite game designer or idol?
Probably Eric Lang I think he has a way of making big experiences with small rules.

Where or when or how do you get your inspiration or come up with your best ideas?
A lot is from classic themes and genres I like or from video games.

How do you go about playtesting your games?
I like to test a long time with other designers until I feel I understand the core of the game and have that locked in so that I have a clear path forward prior to bringing it in front of a general audience.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I really enjoy working with co-designers. I think it is immensely valuable to have a second perspective to problem solve and to stay on target

What do you feel is your biggest challenge as a game designer?
Depends on your goal. If it's getting published then I think the biggest challenge is bringing something new and different to the table.

If you could design a game within any IP, what would it be?
Wow too many and I have had a lot of prospective deals fall through with IP. I am working on a Starcraft inspired game and that would be a dream come true.

What do you wish someone had told you a long time ago about designing games?
Take everything a publisher says with a grain of salt. They like to get excited and throw out ideas and promises and in their world nothing has happened or will happen until they spend money on it.

What advice would you like to share about designing games?
Get involved with the design community. Nothing will make you a better designer faster.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: "We Need to Talk" from Smirk and Dagger
This is what I have currently crowdfunding: The Lost Worlds of Josh Kirby from Bard Games
Currently looking for a publisher I have: A bunch of Games!!!

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

What hobbies do you have besides tabletop games?
Rock Climbing, Video Games, Snowboarding

What was the last book you read?
Left Hand of Darkness by Ursula K. Le Guin

Are you an extrovert or introvert?
Extroverted Introvert

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

THANK YOU TO THE BOARD GAME COMMUNITY FOR BEING WILLING TO TEST PLAY MY GAMES!!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Monday, March 16, 2020

DE: Updated List And BFG:A2

Still my favorite meme.

Hell, it has been a busy year for me.  Still enjoying playing my Dark Eldar whenever I can, but too busy to attend any events which has been a big bummer for me.  Well, where do we begin? Drukhari are still doing good, but dropped off the top tables once people knew how to to deal with them. Should this be a surprise to anyone?  Not really.  People just need time to adapt and even the Meat Mountain lists have been taking a backseat because Imperial Knights and other shenanigans have been setting the meta.  This is what happens with every new book and that's that people will take time to adapt, figure out the counters and then actively employ them in mass depending on what the meta is.  Either way, I've been getting in a few casual games with my local playgroup when I can but have been primarily out of the competitive circuit this year because of real life.

Don't worry though, I'm still getting my fill of active competitive Dark Eldar players whispering all the good stuff in my ear.  It's one thing to stay active in the meta and the other to keep updated.  The only thing that dulls over time is experience, but active play can always pick that back up.  If there's one piece of advice I can give you folks is to stay updated, even if you can't play so when you do jump back into the fray, you're not behind and know what to look out for.

With that said, my other minor update is to let you guys know that I'll be playing our faction on Battlefleet Gothic Armada 2 and streaming it!  Yes, lol, I also stream.  I was a big player back in the original BFGA1 days but balance kind of ruined it for me.  Thankfully, balance will be a big focus in the second game (hell it better be, all 12 factions!) and the game looks primed for MP success.  Well, success in the sense that it's still a pretty niche market, but it looks to be much more polished overall.  I'll be playing all 3 Eldar factions but you guys know which one I'll be flexing first!

Oh yes, and here's my pure Kabal list that's been doing well, even against some of the new Knights.  I haven't really played against the new Orks though, and from what I hear, that might be rough.

Kabal of the Black Rose
1999 // 14 CP

Obsidian Rose Bat +5

HQ:
Archon, Blaster, PGL = 92
Archon, Blaster, PGL = 92

TROOP:
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47

+++

Black Heart Bat +5

HQ:
Archon, Agonizer = 74
Cunning, Living Muse

Archon, Agonizer = 74

TROOP:
5x Warriors = 30
5x Warriors = 30
5x Warriors = 30

HEAVY:
Ravager, Dissies = 125
Ravager, Dissies = 125
Ravager, Dissies = 125

PARTY BOATS:
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
Venom = 65
Venom = 65
Venom = 65

+++

Black Heart Wing +1

FLYER:
Razorwing, Dissies = 135
Razorwing, Dissies = 135
Razorwing, Dissies = 135

>>>
Firepower Analysis:
19 Dissies at BS3+
6 Blasters at BS3+
2 Blasters at BS2+
3 Razorwing Missiles at BS3+
3 Splinter Cannons at BS3+
51 Splinter Rifles at BS3+

I was thinking of changing the Razorwings to Flayed Skull just to try them and so far they've been pretty decent.  They normally fly as Black Heart, but I really like their Strategem and the Ignore Cover is pretty big.  With the upcoming changes to Prepared Positions and rumors about more Cover systems, I'm going to be looking at Flayed Skull much more closely.

Sunday, March 15, 2020

The Inspirations Of Oceanhorn 2: Knights Of The Lost Realm - Part 3

For this last installment of our Inspirations series, we had the chance to sit down with Heikki Repo, Creative Director of Cornfox & Brothers. Heikki, one of the founders of the company, is responsible for the overall vision and story of the Oceanhorn saga.




"When talking about influences, we need to differentiate between the inspiration for the whole series, and those specific to Oceanhorn 2: Knights of the Lost Realm," he says.


Upon the release of the first iPhone, the whole studio was excited to know everyone will have a powerful gaming machine in their pockets. At the time, the only RPGs on the device where some fairly obscure Korean-style action games – no RPGs in the vein of Zelda or Secret of Mana were available.


"Some of the games I hold most dear from my childhood were portable," says Heikki, "two of my favorites are Link's Awakening and Mystic Quest – Final Fantasy Adventure (Seiken Densetsu). I love them because they could combine the portable experience with extremely high-quality content. Mystic Quest, for example, uses a real myth (think Excalibur) and builds its story upon it. It also has a lot more drama than Zelda – a quite peculiar trait for those years."





Oceanhorn, since the beginning, was planned as Cornfox's own RPG franchise: an homage to the classics with its own personality. Versatility and gameplay experimentation were the keywords the company used as a guiding principle during the development of the first chapter.


"The first Oceanhorn is undeniably a Zelda-like, but we have XPs, and the story becomes increasingly dramatic towards the end – that's not something you'd expect, for instance, from a Zelda game. These ambitions carry on to the second game as well. When it comes to the actual plot, I think I've been deeply influenced by Final Fantasy VI, VII, and IX: they never take shortcuts, and everything that happens there is the outcome of very thoughtfully laid out worlds and events. What actually goes down in the games is the natural consequence of what already had happened before."






The story told in Oceanhorn 2: Knights of the Lost Realm is the background story of the first Oceanhorn: an opportunity to lay strong foundations for the saga, add more details, and create a universe that will keep making sense for potential new projects as well. "The production phase of Oceanhorn 2 brought everything into focus. Certain story elements were a bit vague, and I think we managed to handle them quite well in Oceanhorn 2."


Visually, Oceanhorn 2 will be an inviting, colorful game. Here the references are, again, Zelda and the Mana series: while its approach is console-style, the game will feature some dark undertones.
"Oceanhorn was developed by three people", says Heikki, "me, Antti, and Jukka. It was a 15-20 hours game, so it was a huge undertaking for so few people, but we managed to squeeze in cinematics and most of what you'd expect from an RPG. At the time I was playing The Last Story, Hironobu Sakaguchi's game for Wii." Sakaguchi had previously delivered Lost Odyssey, Xbox 360's own 'Final Fantasy'. The Last Story, developed in collaboration with Nintendo, wasn't destined, for obvious reasons, to set a new graphical standard, but the gameplay was something truly inspiring. "I saw that game as Sakaguchi's idea of where to take the genre's next: he focused on the feeling of presence, with party members talking to each other during gameplay, and an unprecedented possibility to use the environment to your advantage. The story wasn't limited to cinematics, but brought directly to the levels."


Energized by The Last Story, Heikki decided Oceanhorn 2: Knights of the Lost Realm would be a third person experience, with multiple party members.  




"I don't mind when people make comparisons with Skyward's Sword or Breath of the Wild, it means we're giving out the right vibes. If you compare screenshots from Call of Duty and Battlefield it might not always be obvious which one is which, but when you get to play, these games feel quite different. The same is true if you compare Oceanhorn to Zelda or Xenoblade Chronicles – they provide similar experiences but each in its own unique way."


One more saga that had an impact on Oceanhorn 2: Mass Effect. "After I played the Mass Effect Trilogy, I realized how the characters companionship and the way they explore the planets made those games great. I think that that, combined with the Zelda-like heritage of the first Oceanhorn, is what makes Knights of the Lost Realm special", Heikki concludes.

---

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Thursday, March 5, 2020

Sails & Sorcery Progress

I have been continuing to develop Sails & Sorcery, Micheal's "Victorian era organized crime" themed game. After a disappointing few tests with the TMG guys at Origins and GenCon, and several attempts to balance the Plunder role, I have come to the conclusion that the way the role works is too problematic -- it cannot be fixed just by tweaking the costs and rewards.

The Plunder Role

The Plunder role allows you to remove opposing pirates from the board. You get some points for this, but the captured pirates go back to their owner's ship to be re-deployed. Deploying pirates to the board helps you win majority in an area, and then they stay in play for later, while Plundering an area helps you win majority in that area for the round, but nothing more. This sounded like a decent trade-off to me, but in practice it always seemed to be problematic. Part of the problem is the ability for a player to wipe another player out of an area entirely, reversing their progress, or cutting them out of scoring. Some of this might be groupthink, but it tends to scare players away from recruiting and deploying pirates (in an area control game about putting pirates on the board and moving them around).

We tried several versions of Plunder costs (capture 1 pirate per icon, pay N icons, capture N-1 pirates, Capture 1 pirate per *2* icons...), and considered several versions of rewards as well (you can capture ships and they're worth points, you can capture ships and they're NOT worth points, you can't capture ships, you get 1 point per pirate captured, you get 1 point per COLOR of pirate captured, you don't get points at all...). Over the different iterations of the game we even tried giving captured pirates back right away, vs the next round, and we experimented with those pirates going back to the player vs back to the general supply. The point is, we tried a lot of variations, and while each idea had its merits, none of them combined to make the role work correctly!

Re-imagining Plunder

A few times it crossed my mind that perhaps Plunder should do something else entirely, but I hesitated to change the effect because I liked the idea of having a way to remove pirates from areas. After all, El Grande (one of the main sources of inspiration for this game) has effects that add and remove pieces from the areas, as well as move them around. After a recent playtest, the idea of changing the nature of Plunder altogether came p again. One player suggested that perhaps there could be some kind of set collection associated with the role. Another something to the effect of digging up buried treasure. The epiphany I had that got me interested in it this time (when I was hesitant before) was this: perhaps there could be a set of "treasure" tiles, which you "buy" with Plunder. Each one could either give you an effect similar to Davy Jones (add one of your pirates to an area and capture 1 pirate from each opponent there), or some set collection scoring icon (like a gem of a certain type).

This way, a player could "Plunder for control" by going for the tiles with effects, or "Plunder for points" by going for the set collection stuff. My first attempt at this format was to make a bunch of tokens like that, put 4 of them on each area during setup, and make the cost of plundering an area go up each time one of them is taken. I figured that matched the Summon and Build cost structure, so it made some sense. I wasn't sure whether to go with the more strategic option (placing the tiles face up), or the more thematic option (face down), so I sort of compromised -- the tiles were face down, and when you plundered an area, you got to look at all the remaining tiles there and choose one. I tried that version last week, and it had some good points and some bad. Nobody missed the thought of having all of their pirates wiped off the board! However, it was weird that the choice went down as the cost went up (assuming the best tiles get taken first), and I would have preferred less setup anyway.

Thinking about it some more, I decided that this new format is similar to the old one, but limited in how many pirates you can capture, so maybe better than effect or points, it should be effect and points. So for the next playtest, I will try a tweak: I'll put 2 tiles on each area, each with a random plunder cost (between 2 and 6). Then I'll have a deck of treasure cards to the side of the board, with 4 of them face up. Each card will have both an immediate effect, and a gem for set collection scoring. This way, the plunder cost doesn't escalate like it does for building or summoning, but it'll still matter where you are when you Plunder, and it'll still be worth having plunder in your deck to afford the higher cost opportunities. And you'll get to capture or add pirates according to one of the available cards, plus you'll score a few points. We'll see if this version feels better.

If that doesn't feel right, another idea is to make the cost "2 + 1/player with presence in the area" -- which would scale in a potentially interesting way, but might not scale well with player count. But it would save the plunder cost tiles, and a little setup hassle.

A word on theme

At the top of this post I mentioned the theme was supposed to be Victorian era organized crime. Michael did mention that when he dropped off the game, but as far as I could tell, the game was a generic pirate game with monsters you can summon. If he hadn't told me he intended the players to be pirate captains backed by countries, doing espionage and etc, then I would never have guessed it. When I told him about this "buried treasure" version of plunder, he suggested we do something more in line with the Victorian era organized crime theme... which made me consider theme in general...

I think it's good to have a specific or interesting theme to a game. The less generic, the better. However, if the interesting, unusual theme looks the same as a more common, generic theme, then Occam's Razor would suggest that people won't even see the interesting theme.

So it's not a surprise to me that a player actually suggested a buried treasure sort of mechanism in this game, which is not intended to be a "pirate" themed game, but which clearly looks and feels like one.

If it walks like a duck, quacks like a duck, and plays like a duck...

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