5. I. 2&8: I i {i { . 1 : ii _‘I >13 :‘ £2715, .. ’2 a 3,5- UnfiARY Michigan State University This is to certify that the thesis entitled Methods & Considerations in Online Game Design presented by John W Fisher II has been accepted towards fulfillment of the requirements for the MA. degree in Telecommunication flu; MM; Major Professor’s Signature Y’Y' fl} Date MSU is an Affirmative Action/Equal Opportunity Institution PLACE IN RETURN BOX to remove this checkout from your record. TO AVOID FINES return on or before date due. MAY BE RECALLED with earlier due date if requested. DATE DUE DATE DUE DATE DUE 6/01 clelRClDateDtanS-OJS METHODS & CONSIDERATIONS IN ONLINE GAME DESIGN By JOHN W FISHER II A THESIS Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS Department of Telecommunication 2003 ABSTRACT METHODS & CONSIDERATIONS IN ONLINE GAME DESIGN By JOHN W FISHER II The focus of this production thesis is on the methods and considerations that game developers must acknowledge when developing online media. The end product of this thesis is a multiplayer game that allows players to interact in a real-time online environment. Through analysis and player evaluations, I have been able to establish methods and considerations necessary in online game design. It is my belief that any successful online game should be developed on a base of communication and enhanced using collaborative and competitive gameplay. Copyright by JOHN w FISHER 11 2003 Dedicated to my Mother, Father, & Grandmother. For their encouragement and love. iv ACKNOWLEDGEMENTS I would like to acknowledge a number of individuals who have assisted me in completing this project. Thanks to Brian Winn for his guidance, insight, and sharing an interest in the significance of game design. Carrie Heeter for contributing her wisdom and encouragement. Their knowledge and commitment to the DMAT program will always be a source of motivation for future endeavors. Thanks to Mark Even, director of the Great Lakes Education Network for providing me with an outlet to express my creativity and learn from my own mistakes over the past few years. Much of this project would not have been possible were it not for his generosity. I would also like to thank the following individuals, whose support was necessary to the completion of this project, John & Susan Fisher, Betty Mathie, Jenny Fisher, Aimee Fisher, Rob Theakston, Adam Prebola, Leslie Wierzbinski, Marissa Eanes, Andrew Henry, Ed Glazer, Shane Cavanaugh, Molly Gan'is, Gary Reid, Michael Olejarczyk, Steve Wiggins, Karen Henry, James Henry, Daniel Henry, & Kimberly Henry. TABLE OF CONTENTS TABLE OF FIGURES ................................................................................................. viii CHAPTER 1: Introduction .............................................................................................. 1 Online Gaming Primer ................................................................................................ l Thesis Objectives ........................................................................................................ 5 CHAPTER 2: Analysis .................................................................................................... 7 Return to Castle Wolfenstein ....................................................................................... 7 Overview ................................................................................................................. 8 Communication ....................................................................................................... 9 Collaboration ......................................................................................................... 10 Competition ........................................................................................................... 10 Conclusion ............................................................................................................ 11 The Sims Online ........................................................................................................ 11 Overview ............................................................................................................... 12 Communication ..................................................................................................... l3 Collaboration ......................................................................................................... 14 Competition ........................................................................................................... 14 Conclusion ............................................................................................................ 15 Lineage ..................................................................................................................... 15 Overview ............................................................................................................... 16 Communication ..................................................................................................... l7 Collaboration ......................................................................................................... 18 Competition ........................................................................................................... 18 Conclusion ............................................................................................................ l9 Starcrafi .................................................................................................................... 20 Overview ............................................................................................................... 21 Communication ..................................................................................................... 22 Collaboration ......................................................................................................... 23 Competition ........................................................................................................... 23 Conclusion ............................................................................................................ 23 Phantasy Star Online ................................................................................................. 24 Overview ............................................................................................................... 25 Communication ..................................................................................................... 26 Collaboration ......................................................................................................... 26 Competition ........................................................................................................... 27 vi Conclusion ............................................................................................................ 27 SissyFight ................................................................................................................. 28 Overview ............................................................................................................... 29 Communication ..................................................................................................... 31 Collaboration ......................................................................................................... 31 Competition ........................................................................................................... 32 Conclusion ............................................................................................................ 32 CHAPTER 3: Implementation ....................................................................................... 34 CHAPTER 4: Technical Details & Restrictions ............................................................. 39 CHAPTER 5: Evaluation .............................................................................................. 43 Methods .................................................................................................................... 43 Results ...................................................................................................................... 44 CHAPTER 6: Conclusion .............................................................................................. 67 CHAPTER 7: Future Development ............................................................................... 70 APPENDIX A: Design Document ................................................................................. 73 APPENDIX B: Consent Form ..................................................................................... 103 APPENDIX C: Survey ................................................................................................ 106 BIBLIOGRAPHY ....................................................................................................... 1 l3 vii TABLE OF FIGURES‘ Figure 1: Images of Return to Castle Wolfenstein .......... i .................................................. 8 Figure 2: Images of The Sims Online. ........................................................................... 12 Figure 3: Images of Lineage. ......................................................................................... 16 Figure 4: Image of Starcraft ........................................................................................... 21 Figure 5: Images of Phantasy Star Online ...................................................................... 24 Figure 6: Images of SissyFight ...................................................................................... 29 Figure 7: Participants frequency of playing video games. .............................................. 45 Figure 8: Participants personal opinion of online gaming ............................................... 46 Figure 9: Participants interest in online games with player communication .................... 47 Figure 10: Participants opinion of Forest. ...................................................................... 48 Figure 11: Participants attitude towards exploring the environment in Forest ................. 49 Figure 12: Participants attitude towards chatting with other players in Forest. ............... 50 Figure 13: Participants attitude towards fighting with other players in Forest ................. 51 Figure 14: Participants use of the history menu in Forest. .............................................. 52 Figure 15: Participants attitude towards the history menu in Forest, if used. .................. 52 Figure 16: Participants who made use of items found in environment in Forest. ............ 53 Figure 17: Participants attitude towards utilization of items in Forest, if used. ............... 54 Figure 18: Participants who attempted to collect points in Forest ................................... 55 Figure 19: Participants attitude towards collecting points in Forest. ............................... 55 Figure 20: Participants who attempted to make alliances with other players in Forest. 56 ' Images in this thesis are presented in color. viii Figure 21: Figure 22: Figure 23: Figure 24: Figure 25: Figure 26: Figure 27: Figure 28: Figure 29: Figure 30: Figure 31: Figure 32: Figure 33: Figure 34: Figure 35: Figure 36: Figure 37: Figure 38: Figure 39: Figure 40: Figure 41: Figure 42: Players attitude towards adding personal information in Forest ..................... 57 Participants opinion of the clarity of the interface in Forest. ......................... 58 Participants opinion of the clarity of Forest. .. ................................................ 59 Participants attitude towards timely updates and changes to Forest. .............. 60 Participants attitude towards recommending Forest to a friend ...................... 61 Participants who would return to play Forest again. ...................................... 62 Participants interest in aspects of Forest. ...................................................... 63 Participants disinterest in aspects of Forest. .................................................. 64 Participants opinion towards features they would like added to Forest. ......... 66 Forest, returning player interface .................................................................. 96 Forest, new player interface .......................................................................... 97 Forest, main interface ................................................................................... 98 Forest, fight proposal interface ..................................................................... 99 Forest, fight interface ................................................................................. 100 Items in Forest environment. ...................................................................... 100 Grass & dirt tiles in Forest. ......................................................................... 101 Lake & river tiles in Forest ......................................................................... 101 Bear images in Forest. ................................................................................ 101 Hawk images in Forest. .............................................................................. 101 Deer images in Forest. ................................................................................ 102 Item images in Forest. ................................................................................ 102 Buttons in Forest. ....................................................................................... 102 ix CHAPTER 1: Introduction In the past 25 years, video games have become a driving form of entertainment. Gaming has spread among multiple devices, from home entertainment systems, to personal digital assistants and cell phones. Since the mid-nineties the video game industry has turned profits on par with Hollywood (IDGA; National Association of Theatre Owners) and with the modern power of the personal computer the potential to develop games no longer requires expensive development systems and licensing. These factors in combination with the perpetuation of broadband and online games are transforming the methods for game design, and new considerations must be made so the experience of working with others over a network is as flawless and gratifying as possible. Online Gaming Primer As technology has both grown and spread over multiple media devices, it has become apparent that no increase in quality of graphics, effects, or processor speed can replace quality gameplay. The simplest and most nostalgic games still remain those whose two dimensional design and low pixel count gave way to truly notable experiences. With the swelling of the industry and the number of games being published on a yearly and even monthly basis, it has become particularly important to properly plan and prepare a game prior to its creation. Since the early days of development at Atari in the 1970’s, planning and realizing a game through a design document has been a vital part of the creation process. Creating a game with a solid concept, and engaging premise is a task unto itself, but by adding multiplayer features and online enhancements, new design and development considerations arise. Jared Wierzbicki, author of Introduction: Designing Multiplayer Games points out that multiplayer may be the next evolution of single player games: Multiplayer games are a logical extension of single player games; for the most part, they make use of the same constructs, the same methods, and involve the same general concepts as any other games. The only difference is that the engine for a multiplayer game has to be able to handle more than one player at a time. (W ierzbicki, par. 1) However technology is frequently providing new ways for gamers to communicate and interact, generating new considerations for developers. Thanks to online possibilities many games are becoming much more of a social interaction, providing a means for anyone to play against one another, no matter their location. (Michael par. 5) Communication in itself has always been a factor in video games. In particular, games have allowed multiple players to compete in synchronous and asynchronous ways in close quarters using the same device. However, by means of network communication, hundreds of players can now meet in real time and compete in virtual worlds, even though they themselves are anywhere from a few feet to hundreds of miles away. These online games present new issues of design, such as how the games themselves offer players access, as well as how gameplay progresses and changes over time. While the process of designing for online interaction can remain as simple as adapting network communication to an already existing game, thus allowing players to compete with one another over a distance, such a simple alteration isn’t always the case. Designing with online features in mind can change the entire focus of a previously offline game and generate new considerations for developers. It would seem that developers have found that the use of online technology specifically adapts itself better to specific genres of games, in particular those that let players interact in virtual worlds and purposely work with or against one another, such as first-person action and role playing games. These have been the easiest to adapt and most readily accepted forms of online gaming, however other genres such as sports and puzzle games are now being played online. Titles like these, which had previously invited players in the same room to play against one another, now allow them to compete against unseen opponents over a network. While the players are aware of this new functionality, the game itself must make its online features as undetectable as possible to make the adaptations secondary to gameplay. Online gaming offers the possibility of much more realistic interaction than found when working with or against typical in-game characters. Whereas in the past a player might be working with or against characters that appeared as part of a games programming through complex artificial intelligence, those characters may now have real life counterparts. While artificial intelligence based characters have become much more sophisticated, patterns can emerge which the player can learn to work around. With the potential for real human counterparts come not only dynamic and more realistic competition and cooperation, but in-game shame and glory based on the players awareness of unseen but very real opponents. The addition of players, who are aware of their opponents, and their ability to dynamically adjust and compete, changes a games focus from similar games without online features. As Jonathan Baron points out “no computer game can shame you [. . .] because shame requires that other people be present.” (Baron 1). Online role playing games build environments in which the players within them concentrate on the development of the worlds followed by the achievement of the characters in that environment. It is this mixture of dynamics, which makes these online games so successful, because players are no longer limited by the intelligence of the in- game A.I., but rather the population of people playing it. The quality of online multiplayer games can rely not only on the system, but the people who choose to populate it, with this in mind; online game design can become a social science (Squire par. 1). Even so, the developers of the game must create a solid and stable system to engage the people in that environment. Still, despite success and growing interest, online titles only make up a fraction of the overall game market. While factors vary, some issues, such as cost of use, and time commitments make online play unappealing to even core gamers. AS accepted offline games begin to add network features and enhancements, more players are introduced to the idea of online gaming. Popular games like Electronic Art’s The Sims have begun to offer online features or entirely new versions of their games based around some form of network communication. With this in mind it may become much more appealing for the casual gamer to look into online gaming. While I will not be focusing on the economics or impact it may have on the gaming market in this thesis, it becomes obvious that online gaming may grow in popularity as it becomes more accessible and appealing to a larger audience. The three major factors that I believe exist in all online games are elements of communication, collaboration and competition. In each of the games I have evaluated, these factors of online play exist and create engaging gameplay. It is my belief that by looking specifically at these three components, I can come to conclusions regarding the ways that designers and developers can prepare and produce effective online games. Thesis Objectives By creating a simple online multiplayer game using Macromedia Director and its Multiuser Server, I plan to look at the effects, and potential for online game design. I'm certain that any game designed well, containing a solid concept can attract visitors; however I'd like to evaluate the specific factors that drive their experiences. Using this information I believe I can review the considerations when designing online games, and find practices that will make a much more engaging experience for gamers. To develop this game, I plan to use Macromedia Director. Director is currently the most established and powerful multimedia development application available. Director can mix powerful object-oriented Lingo code with audio, video, graphics, and text to create engaging interactive experiences. With the addition of the Macromedia Director Multiuser Server, multiple occurrences of a Director Application can communicate with one another over a network. These two applications together support up to 2000 concurrent clients and can manage and process individual user actions in real time. Individuals who use the system can save and retrieve information from a number of system databases and are constantly updated through a combination of server capabilities and lingo code. Using the powerful features of Macromedia Director and the Multiuser Server, I plan to realize and develop a game in which multiple players interact in real-time. These same players can return for multiple sessions and continue to build on the same game they had previously begun. I hope to use this game as a tool to further evaluate and gain insight into not only the game design process, but also the needs of online gamers. CHAPTER 2: Analysis Online gaming is still an evolving genre, with new features and enhancements emerging with each new title. Many of the most popular games, both old and new provide a wealth of different online features and gameplay adaptations. By looking at a sample of titles that make major use of online enhancements to drive and extend their gameplay, patterns emerge. Through a sample of six popular titles with online features, similar aspects of gameplay become apparent. Although these games are each in a different genre, whether first-person shooter, or strategy warfare, each offer similar methods of gameplay in regards to their online adaptations and options. For each of these games I have taken time to play and review the major factors in their online enhancements as well as their strengths and weaknesses. For each Of these games I have provided a gameplay overview, highlights of the competition, collaboration, and communication elements, and a summary of the factors that succeed or fail. Return to Castle Wolfenstein Developer: Id Software Publisher: Acclaim Entertainment Platform: Windows, Macintosh Available: Off-Shelf Original Price: $49.99 Online Fees: Free Features: Real-Time Interaction Players collaborate to achieve objectives. Players choose from 4 different player classes on one of two teams. Players can watch as spectator. . Punkbuster soflware is used to prevent cheating. Publicly developed online maps and missions are available. Players can chat or use pre-set keys to send audio messages. "’UCH'HI"Hillfliffllfd’l i . :.' SQLQIEII I . IOI nnn INCINIIJ uluu ”I!” IS ANT I no" D Flsure 1: Images of WWI! Overview Return to Castle Wolfenstein, developed by Id Sofiware, and published by Acclaim Entertainment is sold as a World War II themed, single player, story driven first-person shooter. However, the games shelf life has been sustained by its multiplayer features, which allow individuals to meet online and battle in teams to achieve a series of objectives. While most of the gameplay remains intact from the single player mode, new elements are added to enhance teamwork and competition between players while interacting with others. Players can choose from scenarios which would help determine the focus of each multiplayer fight, whether it is to capture a series of flags, or reach a total number of kills while playing another team. Players can also choose to watch a match in progress rather than engage other players. There are no methods of personalizing players in the game beyond creating unique name. During battle, soldiers look identical, with the exception of the names they are given by the players controlling them. Anyone can host a multiplayer session in Return to Castle Wolfenstein, so it becomes easy for players to begin a new game if they cannot find an available match they wish to join. All hosted games are tracked by a central server maintained by the developers, so players can always find a match, and expect others to join the scenario they may be hosting. Options like the ability to password protect games to filter the players who may enter a match are available. The player hosting the game can also set options such as friendly-fire to prevent team mates from accidentally shooting one another, and the speed at which players may return to the game after being defeated. To further extend gameplay, a level editor has been made publicly available so players can design their own custom maps for multiplayer use. Id Software and Acclaim Entertainment have also periodically released free multiplayer maps to keep the game fresh. Communication Communication in Return to Castle Wolfenstein is offered by two different means. For the sake of communicating among teams, players can send text messages between one another by typing on their keyboard. Players can also press specific key combinations to trigger automatic audio messages between teammates or the entire group of online players. Communication can occur strictly between teammates, one-on—one, or through messages broadcast to the entire group. Collaboration Collaboration is a key factor in the multiplayer gameplay of Return to Castle Wolfenstein. Players can choose to join a match as either an Axis or Allied soldier in one of four classes, each with different abilities. Players can participate as a soldier, medic, engineer, or lieutenant. Soldiers can choose from a number of different weapons, medics can distribute supplies to help other players who are injured, engineers can blow up obstacles and disarm bombs, and lieutenants can survey the situation with binoculars or call in air strikes. With each of these different classes, it becomes evident that players must work together and communicate to complete objectives. For example, teammates may have to collaborate to protect the single engineer on their team so they can blow-up an obstacle, or wait for a lieutenant to call in an air strike before they raid an enemy bunker. Players can also move though enemy territory as a group to ensure that medics can heal the wounded and complete objectives while dealing with enemy forces. Competition Competition in Return to Cfitle Wolfenstein occurs as players are constantly working against one another to win over opposing forces. Players are not only required to complete a series of objectives before the opposing team does, but they also receive scores for the number of enemy soldiers they kill, creating competition among all players, 10 even those on the same team. These competitive gameplay factors help give players reasons to track and eliminate enemies rather than simply completing objectives. Conclusion Return to Castle Wolfenstein succeeds by making players communicate and work together to complete objectives in a specific amount of time. It is this focus on interaction and teamwork that makes the game so engaging. Players are drawn back into the game in hopes of again winning gloriously over the opposition. The Sims Online Developer: Maxis Publisher: Electronic Arts Platform: Windows Available: Off-shelf Original Price: $49.99 Online Fees: $10.00 per month Features: Simple interface based on The Sims game. Real-time interaction Players can join or create their own property Players learn skills to earn money Money is used to improve a players residence Players can establish relationships Simple and effective chat Working with others helps to increase skill and money Friendship Web is used to track others 11 I 5‘ n {all 'l'. 1‘s». Figure 2: Images of 1M. Overview The Sims Online was developed by Maxis and released by Electronic Arts in 2002. The game is an online adaptation of the popular The Sims life simulation and many changes have been made to better acclirnatize the game for online play. While The Sims placed players in a supervising position where they had to observe and effect their characters environment and lifestyle choices, the online version places focus on developing an individual in a social setting. In the game, players are given the ability to live a virtual life and interact with others through an online system of social interaction. The in-game characters are no longer affected by choices made, but rather controllable and much more representative of the individual players. The effect of the environment on a character becomes secondary to socializing with other online players. Many of the features of the original game, such as the need to work, eat, and even sleep, are not major factors in m Sims Online. Players can mill around and socialize without worrying as much about their status in the environment. 12 To play The Sims Online, players must first create a character and screen name. The characters created can become very personalized, as players can affect their race, dress, hair color, or facial features (and change them later in the game if they like). When first entering the game players can choose the region they wish to live in, and are given a thousand dollars in currency to spend. Each player starts with the same statistics and abilities. While players are not required to complete any single or immediate objectives within the environment, they are confronted with the need to earn money and establish alliances with others. Players in The Sims Online can spend time learning skills to enhance their job levels and earn money. By reading books, playing chess, or even carving lawn gnomes, players learn skills and earn currency that can be used to enhance the house they are living in and their individual character’s attributes. Players whose houses have objects from which others can learn skills, will get a small portion of money as players increase their abilities while using these items. Players can Spend the money however they want and either chooses to buy property and build a residence, or find other individuals to become roommates with. Of course, decisions required of the players depending on whether they own a home or lease a room are very different, as they must decide how to help their property generate revenue as well as attract and keep roommates happy. Communication Communication is a noticeably large part of what makes The Sims Online succeed. Players meet with others on a constant basis, and the game relies on making connections with those people. With that in mind, chatting with other players is as easy as simply l3 typing on the keyboard. Socializing with other players makes the online world much more fascinating, as each dynamic character an individual encounters contributes to the experience of playing the game. A major feature, whichihelps players meet and communicate with new people, is the friendship web. The friendship web, which is optional, let’s players add people they meet online to a visual web so they can track them as they move though the environment and keep ties to one another. This feature provides players with a method by which they can meet new acquaintances, via degrees of separation through a common friend Collaboration Collaboration takes place in a number of ways in The Sims Online. However, none of the collaborative features are required to progress in the game. Firstly, players can have roommate, whom they must work with to improve their home and generate income. Players can collaborate to buy objects and build additions to their home in hopes of increasing the number visitors. The only feature in the game that immediately requires collaboration to take place between players is a job object. These objects generate money at a high rate, and working together, players can earn more income than working alone. Job objects require a number of players, each with different skill levels in different areas to participate in the task they present. An example job object allows players to work together to make a pizza. Each player would have different duties and could contribute using their skill level in different areas to prepare the pizza. Competition 14 Competition is not a factor of gameplay in The Sims Online; however there are some smaller game options that can add competitive elements. to the game. Players can participate in one of many smaller games, which pit them against one another. Each of these games allows two or more players to play one of a few different games for profit or fun. The games range from chess to a crocket style game where players must guide a ball into a specific location. These games are optional, and are not required to progress in the world. Each game, in effect, provides an additional method of interacting and communicating with other players. Conclusion By adapting The Sims for online play its developers have initiated new ways for players to interact and perform tasks similarly to the original, while enhancing it with online features. Rather than developing the game as a life simulator, The Sims Online has changed into a social experience with less focus on the individual characters needs and lifestyle. The world in The Sims Online is continuously growing with new players joining the system every day, and updates to the items you can buy and learn skills from. With a large community of players, and the randomness of people connecting to the system, it seems as if you are meeting and interacting with new players constantly. Lineage Developer: NCSofi Publisher: NCSofi Platform: Windows, Macintosh Available: Online @ www.1ineage.com Original Price: Free 15 Online Fees: $15.00 per month Features: Real-Tirne Interaction Form parties with others to achieve goals Non-Player Characters populate virtual world to assist players Develop characters over time to increase abilities and allies o I . u l c a . a... f u - u..— l 5! 3:: iii Figure 3: Images of Lineage. Overview M is an Online Role Playing Game developed by NCSofi and available via 1ineage.com in which players play as any one of 4 classes of characters, each with different abilities. L_ir;e_ag§ is navigated through an isometric view of the environment and players can interact with both other individuals synchronously online and Non-Player Characters (NPCS), which run as programs within the game. gauge is a Massively Multiplayer Online Role Playing Game, as hundreds of players populate the world’s castles, forests, fields, and valleys. The primary objective in the game is to create a powerful and skilled character. This requires players to fight against non-player monsters and other creatures to earn money and experience. Players can work to develop character attributes like dexterity, strength and intelligence by embarking on quests and slaying monsters. The world of Lime is billed as “ever-expanding” as new quests and environments are added periodically, keeping the game fresh and engaging for the players in the system. Since the game is available online, updates are constantly available, and anyone can download the latest version of the game. As the game is updated and new features, rules, and variables are added to the game, new documents and help features are continuously being added. Linggg players find and purchase items and spells with the games currency, called Adena, and learn new skills depending on their character type. The mage for example can cast magic, while the knight is a skilled fighter. However, players are not always equal, and it can take time for their individual skills to become great enough to do much damage in a fight. Communication In Lineage players must interact with both non-player and player characters on a regular basis to learn more about their surroundings and create alliances with different races. Players can send text messages that appear above their character on screen. Chat is implemented in a very straightforward style, but its effect on the players experience is 17 immense. Without the ability to speak with one another, the major elements of the game, such as collaborating with a group of players, would not be possible. Collaboration In M players must join up to form hunting parties and embark on quests. Working with others is important when building a new character in the game, as individual players will need assistance when battling foes and gaining experience. In order to embark on any quest, players are also required to collaborate with specific races of characters if they expect to conquer kingdoms or fiilfill major tasks. Of the 4 classes of characters players can choose to play as either a male or female, as a mage, knight, elf, or prince. Players can partner up, and if there is a prince or princess in their party, they can partake in a pledge. During a pledge the party receives riches and protection fr0m each other while attempting to seize and control kingdoms and castles from others. Other players can even donate items and money to assist players during their quest. Any group of players can also form a hunting party, to move about the environment killing monsters and sharing in the money and experience they receive. However, players who are just starting the game begin in entirely different locations within the mage world depending on their class of character. This makes it tough to immediately form a party and embark on a quest and players are forced to explore the game world. Competition 18 Players can compete with one another within Mg; and even kill each other. Defeating others is specifically a part of gameplay when on pledges, as individuals may kill others to take control of their castle. 14mg; was designed to ensure that defeating other players only happens in designated combat zones, as individuals cannot fight while in a town or village. Within designated combat zones, players can attack one another; however gameplay enhancements have been made to prevent players from simply killing each other. Some individuals may attain a ‘lawful’ status that prevents them from dropping items when they perish. In turn, these players can return to the game without any inventory loss after being defeated. However, if a non-lawful individual defeats a lawful player, they in turn receive a ‘chaotic’ status, and are more likely to drop items from their inventory upon their death. If lawful players encounter chaotic players, they may kill them in hopes of collecting some of their inventory. These two factors help to moderate and balance the world, preventing players from killing each other on a routine basis. Conclusion The methods of interaction and time commitment required to play Lineage are extremely complicated and very slow moving, especially for new players. The complex interface and lack of in-game help can make it frustrating and confusing, requiring individuals to consult other players in the environment for assistance. However with the number of individuals who exist in the game, and have achieved levels of success, it’s easy to find others who will assist new players. 19 The engaging aspects of M come in the individual player’s development of their characters over time as well as the strategy involved in battles. The number of characters in the system helps make the environment very dynamic. Working with others is beneficial to a player when developing their character, so joining with others becomes a required part of the game. mage fall shorts in that it cannot immediately pull players into its game universe. Gaining experience and developing a new character is slow and complicated, patience and dedication are required. M can be a very engaging game if players are willing to spend enough time with it, but the learning curve and time . required to really build a character make it a tough game to become focused on playing for any length of time. Starcraft Developer: Blizzard Entertainment Publisher: Blizzard Entertainment Platform: Windows, Macintosh Available: Off-shelf Original Price: $49.99 Online Fees: Free Features: Real-time interaction Simple interface Compete or work with other players Choose from multiple types of matches Play games to increase Battle.net ranking 20 Figure 4: Image of m Overview Blizzard Entertainment’s §_tarc_rafi, released in 1998, was sold as a single player, campaign based strategy game in which participants built up an army in any one of three races and fought against enemy forces. The developers were able to adapt the game for online-play and allow players the ability to wage a campaign against one another through the Battle.net service. The online adaptations in Stare—raft are similar to Return to Castle Wolfenstm in that the features are secondary to the single player package and add competition between non- eomputer characters. The Rec battle.net service included in the game allows players to engage each other rather than compete against the computer. The online features added are limited to an interface by which players can contact others and start a new multiplayer game. However, the actual gameplay remains unchanged with the exception of the ability to send text messages in real time between opponents or comrades. With the capacity to 21 compete against non-computer opponents and the ability to create and control a game of up to 6 players, the dynamics and longevity of the game is magnified. To use the online features of SEEM, players access the multiplayer menu from the main game and logon to the Battle.net service. From there, players can chat, join, or create a new match. The option of creating a new match lets players determine how many individuals will participate (up to 6), the map used, and what kind of match will take place. Match scenarios can range from one-on-one, two players versus two computer players, a greed match to see how much of the screen opponents can control and troops they can generate, and melee matches in which everyone competes against one another. Players can also partake in “ladder” matches that are recorded by the Battle.net system, the results of which are used to rank S_ta_rc_raft_ players. However, players are required to have won at least ten non-ladder matches prior to participating in a ladder match. All these options are simply additions to the game, as the gameplay does not change from single to multiplayer. In this way, it becomes very easy for players to jump right into multiplayer matches and experience online play after participating in the offline version of the game. Communication Communication in Starcraft takes place by using the keyboard to send text messages between players. Anyone can send messages on a one-to-one basis, or to all the participants in a multiplayer battle. Communication becomes a more important factor 22 when players are working together to take on an enemy in order to coordinate their efforts. However, when competing against one another, communication is used minimally, only to congratulate another player or take pleasure in victory. Collaboration Collaboration is optional when playing m. However, depending on the type of match taking place, it can be a major factor. Players work together if a match isn’t one- on-one or melee. When two-on-two matches take place, players may have to coordinate their efforts. In turn collaboration is not necessary in Starcrafi unless the specific match calls for players to work together against a common enemy. Competition Competition is the principal area of focus when playing Starcraft online. The single goal of every player in the game is to conquer individual or multiple enemy bases. Ladder matches in particular drive players to win as often as possible in order to attain high ranks in the Battle.net system. Conclusion The multiplayer options in Starcrafi make the game extremely entertaining, and with much more dynamic opponents, you never experience the same match twice. As well, 23 fieely available maps created by other players on the Internet continue to keep the game novel and ever changing. There are always other players online, ready to start a battle, or team up to attack others. Starcrafi although simple in its online enhancements, uses them to compliment an already solid single player game and breathe new life into an aging title. Phantasy Star Online Developer: Sonic Team Publisher: Sega of America Platform: Sega Dreamcast Available: Off-shelf Original Price: $49.99 Online Fees: $15.00 a month (Fee added after first year of games release) Features: Chat with other players in real-time. Form a party and embark on a quest. Rely on others to win battles and gain experience. Players can consistently chat and exchange information. Interactive three-dimensional world Figure 5: Images of W Overview Phantasy Star Online, developed by Sonic Team, and published by Sega of America was one of the first console-based online games. Released for the Sega Dreamcast in 2000, the game made use of the consoles built-in modem to give players the ability to work together as any one of nine different character classes while communicating and completing objectives. In the game players work together, using magic and physical skills to win battles in a three dimensional environment. Phantasy Star Online was developed specifically for online play and is built around interaction with both non-player characters, which assist in beginning missions and purchasing items, and player- characters controlled by other online individuals who you can partner up with to accomplish objectives. When begging a new game in Phantasy Star Online players can cuStomize the class, sex, hairstyle, color, clothes, and size of the characters they wish to use. After starting a game and logging in, players can chat with others, purchase items, train, or immediately embark on a quest. Players find themselves in one of many lobbies where they can chose a starship they wish to board. In both the lobby and in the main area of each starship, players can talk with one another, and prepare their characters for battle. After deciding to embark on a mission, alone or with a group, players will teleport to the main planets surface from the starship. Once on the planet gameplay became much more action oriented as players can work through levels to kill monsters, earning currency and experience. As players are able to increase their capabilities and clear environments, new levels and items became available. 25 Communication Communication is presented through some inventive techniques in Phantasy Star Online. Since this game was released on a console system rather than a personal computer, most players don’t have a keyboard. To counter this problem, the chat system can optionally use icons rather than text, with happy faces, question marks, and a number of other graphics. Players can map these icons to specific controller keys, so they are easily accessible during play. Players can even customize their own icons, making for some very personalized and vibrant gameplay. However, a keyboard is available for the Dreamcast system, so players are still given the option of typing their messages. Players in your group or individuals in range of your character when moving through a lobby, whether in text or icons form, see all messages. Another interesting aspect of the communication process is that players can trade “Guild Cards” so they can track one another for future communication. If any player gives another their guild card, that individual can contact and locate them for future interaction. This feature allows players to meet up multiple times online and plan future expeditions together. Players can send email like messages to one another, so they do not need to be online synchronously to plan a time for another mission. Collaboration 26 Collaboration in Phantasy Star Online takes place as players form parties and begin to work together on specific missions. As a party of up to 4 players teleport to a location in the game and embark on a mission, the amount of enemies encountered increase to accommodate the number of players in a party, and the experience earned is much greater. New players can join at any time, and it becomes necessary to work together to defeat the number of enemies on screen and assist teammates who might need help. Competition Competition in Phantasy Star Online does not occur between players in the game so much as with the non-player enemies. The primary focus of each player is to increase the level and Skills of their character. While players do not compete against one another, it is important to build a powerful and commanding character to go on much more complex and challenging missions. The only visible competition in the game takes place not between the players, but rather between individuals and the creatures they encounter and defeat. Conclusion Phantasy Star Online succeeds in creating a large and intense role-playing experience with focus on team building and communication. Players can visually see and interact with other individuals, environments, and even enemies. Sega also keeps the game up to date by periodically adding new missions and items to the game, giving even 27 longstanding players a reason to consistently return to the system. Players are also given multiple effortless ways to communicate with, and track, others they have met. While individuals can build up their characters in a single player game online or offline, the real interaction occurs when teams interact to protect and assist one another. Phantasy Star (_)n_li£§ offers some great in—game help, simple control schemes and the ability to quickly level-up your player making the game very simple and engaging for new players, as well as creating incentive to revisit the game frequently. SissyFight Developer: Word Publisher: Word Platform: Windows, Macintosh Available: Online @ www.sissyfight.com Original Price: Free . Online Fees: Free Features: Real-time Interaction Simple Chat Engaging strategic combat Only requires Shockwave and connection to play 28 3 mm mm mm «m. u- «mm Arr-per.yllvy w» stir-ml ‘firuvr‘i 1mm... r-prum HEP." r:- ' .r:xv ~~ r uni-mar- on“ nun ’éifi? diarrhea-1V? )xakvinml .mm s w unl Figure 6: Images of SissyFight Overview Word developed SissyFight as a Shockwave based game in 2001. Available at www.sissyfight.com, players are invited to take the role of a schoolgirl and duke-it-out during recess. Players earn points by winning schoolyard fights and getting ranked among others combatants. SissyFight is simple in concept and implementation. Players choose the school they wish to log into and begin by creating a new player or choosing to return under a previously created account. Players have the option of personalizing their “sissy fighter” by choosing a name, facial expression, hairstyle, skin color, and hair color. Once logged on 29 players join others in a gathering area similar to an online chat room, where they can talk with one another, see who is currently online, and view a list of open and closed fights. Players can create or join fights with up to six other players. Once players have joined a fight, they can click the start button to initiate their interest in beginning a match. Fights only begin when at least 3 players are in a fight and each has clicked to begin. If a player does not confirm they wish to start, and consequently holds up the fight, other fighters are given the option to boot the individual holding up the game. If enough players choose to boot someone that player is removed from the fight so that others can begin. Once a fight has begun players have a number of available options. Each player starts the match with ten health points and once they are depleted that individual loses. Moves are performed in unison in each match, and players have a total of sixty seconds to choose which attack or defensive maneuver they will make. Once all players have chosen their moves, the timer begins to count down from ten seconds until the end of the round. Players can scratch, grab, or even tease other fighters. These actions work in combination between players as a single person scratching another would take off a single health point, scratching someone who has been grabbed by another player in the same round would take off two points of health. Teasing also requires more players to join in on the act, as the number of fighters teasing affects the number of health points the victim of the attack could lose. A single fighter attempting to tease another doesn’t do any damage; so multiple players must join in. Players can also cower to avoid attacks, or tattle on everyone. When a player tattles each fighter who participates in an attack during that turn automatically loses three health points. Players can “lick their lollypop” to regain health 30 points, however they cannot do this continuously. Licking a lollypop and tattling are limited to two and three uses at a time. A fight ends when two players are left standing. Communication Communication in SissyFight occurs in both the lobby and fight areas. At any time, players can type a text message and send it to others within the match. Players can also choose the style of text they send messages in to further express themselves. However, text cannot be sent privately between players and all messages sent are seen publicly in either the fight or lobby they are in. Players must speak with one another to create alliances and instruct teammates to collaborate on specific tasks. Communication is an important factor when trying to get players to work with or against one another. Cellaboration Collaboration between players is encouraged through the scoring and fighting system in SissyFight. Since the effect of specific actions like scratching and teasing are amplified when more than one fighter participates, it is in each player’s best interest to make alliances with others. Also, since multiple individuals in a fight can come out winners, and earn points for defeating others, players can increase the number of points they earn by working together instead of alone. The need to execute specific attacks as a group to succeed helps place a demand on players to work in unison. Even the act of tattling can cause fighters to work together, as many players may join together to attack a tattler. 31 Competition Competition clearly occurs during the schoolyard fights within the game. However, players are driven to compete against one another to earn as many points as possible to earn a place in the SissyFight rankings. The “Brownie Points” earned can help players place on a number of different ranking lists and gives individuals a reward for defeating others. These points are totaled from fight to fight, and player rankings are available through www.sissyfight.com. Each player gets ten points just for playing in a match, so long as they don’t leave before it ends. Players may also receive twenty points for each fighter they defeat who has a lower overall ranking than themselves, and thirty for those with a higher ranking. Conclusion While SissyFight succeeds at creating an easy to engage game built on a strange and funny concept, it succeeds in its simplicity. Players aren’t able to do much more than fight or chat, and there isn’t any ‘world’ for players to interact with. Still, SissyFight offers a very effective set of gameplay features, as well as a complex, yet easily accessible fighting system. While the same match will rarely happen twice, the developers haven’t made many additions and provided major reasons to return to the system. Since its inception, the game hasn’t changed; new fight actions or character customizations haven’t been added. However, even without many changes, the speed at which people can logon to SissyFight and engage in a quick game seems to counter the need for radical changes to the system. Players can logon and play for a few minutes at a 32 time, making it a quick and fun way to interact with others. The games accessibility is a major part of its appeal, and makes it easy for anyone to get into. 33 CHAPTER 3: Implementation Forest: Online Multiplayer Mayhem was developed to allow players access to a simple set of features found in online games and an Opportunity to evaluate those features. Based on my analysis and the methods of gameplay documented in current online games, I produced a set of features that I would implement in my multiplayer game. It was very obvious that each of the core elements I had observed were present in the games I had reviewed; communication, collaboration, and competition. However, while in each of the games these features were used in different magnitude, they remain major points of gameplay. In any game I developed, each of these elements would have to be present in some degree. Using the world of the forest as a metaphor, the game I developed includes the ability to explore a large virtual environment as well as communicate, collaborate, and compete with other players. My goal with m; was to create a world where players could move freely and interact with one another, while at the same time having the opportunity to challenge each other to earn points. Players could communicate and compete, while making allies and enemies. Features: ' Real-Time communication ' Simple and constant interaction with other players ' Engaging combat 0 Large colorful environment 34 Collection of items in environment Points earned and ranked after combat Simple customization of player characters Only requires Shockwave plug-in and net connection The first issue in Egge_s_t was to determine how communication would take place between players. No matter how they were interacting with the other elements of the Egre_st game, players could use the alpha and numeric keys on their computer keyboard at any time to communicate. Messages would appear to the top right of the players on-screen icon so others could see what they were saying. It was necessary to make this feature constantly available and extremely easy to access, as the ability to communicate was essential for players to make connections with others and fully experience the game. I decided to take a cue from Mg; and placed text messages above each player’s icon, with a white shadow around it so it would stand out against any background. This decision was made to allow the text messages each player typed remain visible and wrap as necessary no matter the length. Another considered, but rejected idea, was to place cartoon style text balloons above players containing their messages. It was decided that it would be too intensive to control the size of the text balloon and it might overlap key items in the interface. After reviewing Me and Phantasy Star Online, it was obvious that a large, colorful, and graphic environment contributed heavily to online gameplay. In turn, I decided to create a large and diverse environment in m. The size and scope of the world allowed players to communicate with others in one area or find a private setting in another. Players could move through the world and explore, as they felt necessary. The extent of 35 the world would also present a discovery factor for players, to further interest them in exploring the environment. Investigation of this environment could help “visitors learn to discover ‘how to’ and not just ‘what’” (Clarke-Willson par. 17). This would help generate interest in what clicking on different items and icons were for and what they might assist players in accomplishing. To create competition in Egre_st, I decided to give players the ability to challenge and battle with one another. These battles were optional however, as players could accept or decline a fight. While fighting with others was not necessary to play the game, it added elements of competition and let individuals set a goal of gaining points to enhance their experience. By adding a fighting feature, an available, but not necessary goal was added to the game. This conflict, I hoped, would help generate interaction and give the game purpose. Without competition the game would not become much more than a social interaction, without creating any personal connections between players (Baron 2003 par. 3) Much of the fighting system was created with SissyFight and m in mind. In both of these games, the system used when in a battle with one or many opponents was contextually based on what was clicked on, as players select others or themselves to initiate specific commands. When roaming the environment, players could simply click on another individual to challenge them to a fight. Once within a fight, players could click on opponents to attack, or choose items from their inventory to use. Players could also click on their character and choose to block their opponent’s attacks. 36 Many of the games I analyzed included the ability to collect and purchase items. With this in mind I decided that I could give the fighting system a bit of substance by giving players the option to collect items in the _F_o;§_s_t. Players could only hold two items at a time in their inventory and they were only used during a fight. These items were in one of two categories, and players could use them to attack others during battle, or restore their characters health. By adding the option of collecting and using these items, I hoped to see increased strategy during a fight. Players were given minor customization options, and each individual had the same inherent abilities throughout the game. It was decided that based on the immediate scope of the game, not many options would be given to allow players a high level of customization. While I considered offering options to allow players to choose the color and dress of their character, much like SissyFight, it was decided that it was too complex to implement in the timeframe of this study. Players could play as a deer, hawk, or bear, and choose a unique name for that character. While each of these characters had the same abilities, however they did differ in their animations when attacking and blocking in battle. A Bear for instance, might claw at an opponent, while a deer would attack with a swifi kick. Beyond the choice of player species and name, customization became a limited feature in Forest. Collaboration was not implemented in Forest as an in-game feature. After determining the games focus it was decided that collaboration was not as much a part of the 37 gameplay. While games like Lineage and Return to Castle Wolfen_stein placed players in groups within the game, and SissyFight had actions that required individuals to work together to succeed, I determined that such features in FOrest were far too complex to implement within my development timetable. Like many game developers I was forced to remove features to accommodate my production schedule. However, instead of devising a complex in-game system to allow for collaboration, I decided to instead encourage players to meet and form alliances through the in-game help. In this way players could decide amongst themselves if they wished to work together. With all these concepts in mind, a design document was created 2 to assist me as I fleshed out the gameplay and decisions for the game. With this document I was able to plan and realize the design of my game. 2 See APPENDIX A: Design Document 38 CHAPTER 4: Technical Details & Restrictions While creating Birgit, issues arose and considerations had to be taken into account to enhance and correct each players experience on a technical level. Since data was being exchanged between a single server and multiple client computers on a consistent basis, considerations needed to be made to accommodate slower computers and the amount of data exchanged between players. The solution I chose when creating Forest was to use the Shockwave Multiuser Server to manage multiple Shockwave applications running through Web Browsers. The £91984 application was to be built in Macromedia Director, and published as a Shockwave movie. The Shockwave plug-in would be required to play the game, however it is widely available, and comes standard with a number of web browsers. Using Shockwave, I could make a compact application that could reach a wide audience and play on numerous computers. The virtual world of Forest was kept simple in graphical style, yet large in scope. The decision to keep the world and the graphics two-dimensional as opposed to three- dimensional was twofold. First, it meant the game didn’t require powerful graphics cards or high-end processors to play. Secondly, it limited the amount of data that was sent between players and the final size of the game application. With this in mind, fewer coordinates needed to be sent when tracking individual players and less data needed to be downloaded. 39 Shockwave Multiuser Server allowed players to be placed into groups that could send data specifically between each other. So as players entered a fight, or different areas of the environment, the server would be able to send data specifically to others in the same location. By using groups to categorize and move data, bandwidth was optimized, so that each participant in the game was not constantly sending data to everyone else, no matter if only a select few players needed their character specific information. This not only optimized the bandwidth needed when sending data between players, but the speed of the game itself, since it no longer needed to figure out if the information it was receiving was of any immediate importance. Instead, only expressly needed data was sent between each of the players. The group functionality built into the Multiuser Server was specifically used to help control the amount of necessary data sent to each client. Considerations had to be made to place most of the processing needed to track and move players around the environment on the client applications and not the server. The Shockwave Multiuser Server was specifically used to manage the dissemination of messages to client connections dependent on the groups players were members of. In this way the server was not used to process the effects of each action occurring in the game, but rather let the client decide how to handle the data it was sending. Each player’s application would moderate moving them in and out of groups independently, broadcasting information when they join or leave a location. The server would track these players and make sure the correct individuals received messages pertaining to their 40 group. However, the server would not process this information, instead leaving that up to each individual player’s copy of the game. While the use of built-in server features like groups provided major assistance with the controlling of information between server and client computers, other choices had to be made to also help control data flow. It was necessary to determine exactly when data would be sent to other players. In particular, sending data to other players had to be minimized when they moved across the environment so they weren’t getting a constant stream of information. If a player moved from one point to another, even if it was only a few pixels apart, individual data would be sent for each point that character had moved. At times the steam of data could get long enough that based on the speed of the connection the player might have completely left the visible area of others in their vicinity while data was still being sent concerning their previous locations. This could at times cause the game to choke on the information being sent regarding a character that was thought to have left the visible game area. Since players moved using the arrow keys the problem was resolved by sending data only after a player had stopped moving and released one of these keys. Once the player had let up on one of the arrow keys, they would send data to other members of the group. In this manner, players who held down a key to run quickly through the environment would only send their data to other members of the group when they finally let up on that key. This prevented a stream of location data and prevented errors on the receiving client end. 41 To further limit the amount of information sent between players it was necessary to make sure that fixed player specific details were only sent once. These details would include player names and animal types. Upon entering any screen, an individual would send out their information as well as a request for all other players’ information. In turn information was only sent once, and prevented the need for repeated updates regarding each player’s specific data. The most major of hang-ups in the system was the chance of users being disconnected. Players who closed the application by normal means would send a message to remove their character from the environment. However, if a player’s network connection was terminated before the application could send a disconnection message there was no alert from the server for up to four minutes. On top of this, other players, whether in a fight or moving through the environment would still see that player as if they were connected to the system even after they had been disconnected. If players were still roaming the _F;o_re_st, the implications of this were not as problematic, as any disconnected players didn’t have an immediate effect on the game, and were removed as soon as they were moved out of the visible area of others. However, when in a fight, if a player was disconnected it could have a much greater effect. To counter this, all players kept track of other competitor’s status over the course of a battle. In this way, players could be disconnected from a fight, yet remain on other’s screens and be attacked and eventually defeated. This prevented fights from hanging while waiting for others to act, and prevented players from getting stuck in a fight despite another combatant’s dropped connection. 42 CHAPTER 5: Evaluation Methods To better understand the impact of the features and decisions I made in producing Forest, participants were recruited to play the game during a specified time and evaluate its features. By recruiting participants during a specific interval of time, I was able to ensure that a number of players would be available online synchronously and guarantee their interaction. Some individuals were asked to join in a specific location to play the game, while others were asked to access the content remotely. Once players had been able to play the game for at least 10 minutes, they were given a voluntary opportunity to fill out an anonymous survey and review their experience with the game. The data collected did not include any identifiable information regarding the participants. Subjects were alerted by email, through professors, and posters advertising the existence of the game and when the study would take place. All participants were given roughly one weeks notice. Posters were placed on public bulletin boards in the Michigan State University Communications Arts & Sciences building, and given to Telecommunications professors to relay to interested students in their courses. The group of participants alerted via professors or through these posters was asked to take part in the evaluation in an on-campus lab. 43 Emails were also sent to a network of friends and acquaintances. This email requested their assistance with the evaluation and asked them to forward the information to anyone they knew who might be interested in participating. This group of participants was asked to participate as evaluators connecting from a remote location to play the game. The survey was provided to players as a hyperlink they could click once they had finished playing Forest for at least ten minutes of time. The survey itself was provided though a web page, and once finished; the information was sent to a database for collection. The survey3 was a series of quantative and qualitative questions that were designed to generate feedback from participants in regards to the gameplay found in Forest. Questions were composed to ask participants what features and online enhancements they found engaging and requested commentary based on their experience. Results A total of 16 individuals participated in the evaluation of m. Of these players 31% were participating within a closed environment, while 69% were connecting to the game from unknown remote locations with an Internet connection. Of the survey participants, 31% never played video games, 31% occasionally played for l to 4 hours a week, 6% played intermediately for 4 to 8 hours a week, and 31% played more than 8 hours a week (See Fig 7). 3 See APPENDIX D: Survey With what frequency do you play video games? Frequcmly (8+ Never (0 mm a hours a week) week) 31% 32% mm tely(4- 8 1011:; week) Occasionally (1-4 0 hours a week) 31% Figure 7: Participants frequency of playing video games. Players were asked a number of questions to gauge their responses to playing Forest. Of the participants 69% of them had previously played games that utilized online features. These games ranged from The Sims Online to @9832; however a number of participants had played first-person shooters such as Return to Cgtle Wolfen_gtein and U_nre_al Tournament. Over half of all participants had a favorable opinion of online gaming. 56% of the participants liked online gaming, and only 6% expressed disliked towards it (See Fig 8). 45 What is your personal opinion of online gaming? Strongly D’slrke 0% Dishke 6% Strongly Like 1 9% NO Opimon 19% Like 56% Figure 8: Participants personal opinion of online gaming. I found that 75% of participants were more interested in an online game with the ability to communicate with other players, than a game without this option (See Fig 9). Participants cited that it was this aspect that made it feel like they were working with other living individuals. Some participants commented that without the communication aspect in multiplayer online games, they didn’t feel like they were interacting with others. Players also found that the communication aspect made it easier to immerse themselves in the game and learn how to play. Would an online game with the ability to communicate with other players interest you more or less than a game where you cannot communicate with other players? Less 12% A No Opinion 12% More 76% Figure 9: Participants interest in online games with player communication. When asked what the participant’s opinion of Forest was, only 6% disliked it, while 38% had no opinion, 44% liked it, and 12% strongly liked the game (See Fig 10). When asked to explain their opinion of the game, many liked the simplicity and the interaction it provided. Many players enjoyed the option to simply socialize with others, and some enjoyed the ability to fight. 47 What is your opinion of the game you have just played? 0% 6°/ Strongly Like ° 1 2% Figure 10: Participants opinion of Forest. When it came to exploring the environment 19% of survey participants disliked exploring, while 31% had no opinion and 44% liked it (See Fig 11). 48 Did you like exploring the environment? Strongly Dislike 0°/ Strongly Like 0 6% Dislike 19% No Opinion 31% Figure 11: Participants attitude towards exploring the environment in Forest. When asked their opinion of chatting with other players 31% had no opinion, 38% liked it, and 31% strongly liked it (See Fig 12). 49 Did you like chatting with other players? Strongly Dislike 0% Dislike 0% Strongly Like 31% No Opinion 3 1 % Like 38% Figure 12: Participants attitude towards chatting with other players in Forest. When the participants were asked their opinion of the fighting within Forest 44% had no opinion, while another 44% liked it, and 12% strongly liked this feature (See Fig 13). 50 Did you like fighting with other players? Strongly 11$er D'slike 0% o Strongly Like 0/0 12% No Opinion 44% Like 44% Figure 13: Participants attitude towards fighting with other players in Forest. When asked if they used the history menu in the game to track their progress only 25% of participants said they made use of the feature (See Fig 14), and of that group, only 50% of the users liked the features it provided (See Fig 15). 51 Did you rmke use of the history menu to track the games progress? 75% Figure 14: Participants use of the history menu in Forest. If yes, did you like the history menu? Strongly Strongly D'sllke Dislike Like 0% 0% 12% \ No Opinion 50% 38% Figure 15: Participants attitude towards the history menu in Forest, if used. 52 Only 25% of all participants actually used the items found in the environment to help during their game (See Fig 16). Of these participants 33% strongly liked, 34% liked, and only 8% disliked the option to collect and use items (See Fig 17). Did you make use of any item you found in the environment? 75% Figure 16: Participants who made use of items found in environment in mg. 53 Ifyes, how did you like the ability to collect and use item? Strongly D'shke D'slike 0% 8% Strongly Like i 33% No Opinion 25% Like 34% Figure 17: Participants attitude towards utilization of items in Forest, if used. When asked, 73% of all participants attempted to collect points by fighting (See Fig 18). Of these participants 25% had no opinion on collecting points, while 67% like the option and 8% strongly liked it (See Fig 19). 54 Did you attempt to collect points? Figure 18: Participants who attempted to collect points in Forest. Did you like collecting points as a result of fighting? Strongly . . Dislike DIShke 0% 0% No Opinion 25% Strongly Like 8% Like 67% Figure 19: Participants attitude towards collecting points in Forest. Only 20% of participants actually made alliances with other players (See Fig 20), however of those who didn’t make alliances, many found that others didn’t respond. 55 Some participants got in fights and instructed other players to attack an individual without making any prior contact. Did you atterrrpt to nrake alliances with other players? Yes 80% Figure 20: Participants who attempted to make alliances with other players in am. When asked if participants would prefer the option to add more personal information about themselves rather than remaining anonymous in the environment 38% were unsure, however 50% said yes (See Fig 21). Some felt that adding descriptions of themselves would be a positive addition to the game, a short bio could be a nice addition, and thought it would personalize the other players a bit more. However, some participants expressed that such a feature should be optional, since they were concerned with sharing personal information online. 56 Rather than renraining anonymous in the environment, would you rather have an option to add personal information about yourself? 12% Figure 21: Players attitude towards adding personal information in Fggest. Asked if players found any aspects of the interface distracting or unclear, the participants were divided. 50% of the participants said yes, while the other 50% said no (See Fig 22). Of those who did find the interface distracting, players said that it was not immediately obvious as to how they would communicate or fight other players. Some found that using items found in the environment was not straightforward, and didn’t fully understand how to fight. 57 Did you find any aspects of the interface distracting or nuclear while playing the game? No 50% 50% Figure 22: Participants opinion of the clarity of the interface in Forest. When asked if the players found anything about the game unclear, 56% said yes, while 44% said no (See Fig 23). Of those who did find items in the game unclear, the following feedback was provided: Didn’t know how to pick up of use items Unsure how health worked How to fight Multi-person fighting was unclear 58 Did you find any aspects of the game unclear? Figure 23: Participants opinion of the clarity of Forest. When participants were asked if timely updates and changes in the game (such as new maps, characters, and items) would motivate them to continue to play, 62% said yes, while 38% were unsure (See Fig 24). Many thought future changes would strengthen interest in the game, although some participants remarked that the concept was enough to keep them interested in future versions of Forest. One participant mentioned that “Different playing environments, different weapons, secret codes, and different animals” would all be incentives to return. 59 Would tinrely updates and changes in the ganre (such as new nraps, characters, and item) motivate you to continue to play? No 0% Maybe 38% Figure 24: Participants attitude towards timely updates and changes to Forest. When asked if players would recommend the game to a friend, only 19% said yes, while 62% said maybe, and 19% said no (See Fig 25). Would you recommend the game to a friend? Maybe 62% Figure 25: Participants attitude towards recommending Forgt to a friend. When asked if they would return to play the game 6% said no, 62% said maybe, and 31% said yes (See Fig 26). When asked for their reasons for retuming or not the following responses were given: 0 Don’t enjoy games 0 Need to be people to interact with 0 Bi gger environment 0 Proactive way of chatting 0 Check for new features 0 Add more involved features 0 Not enough time 61 Would you return to play this game again? 63% Figure 26: Participants who would return to play Forest again. When asked what feature of the game participants found the most interesting, 44% said it was the communication, 31% enjoyed the fighting, 12% were partial to the characters, and only 12% liked the environment (See Fig 27). Many participants said they enjoyed the communication aspects of the game because they were visually implemented and made contact with other players stimulating. However, some players said they found communication the most interesting because the other areas, like fighting were not engaging enough. Of the participants who did like the ability to fight, they believed that the simple competition was enough to make the battles very exciting. 62 What did you find most interesting about this game? The Characters 12% The Fighting / 31% The Environrmnt 12% The Communication 45% Figure 27: Participants interest in aspects of Forest. When asked what elements of the game participants found the least interesting 71% disliked the environment while 21% disliked the characters and 7% disliked fighting. It should be noted that none of the participants expressed any dislike towards the communication aspect of the game (See Fig 28). Many of the players who disliked the environment found it bland and too repetitive for their tastes. One participant wanted the ability to hide from others, and the ability to perform different moves depending on the animal they had selected (i.e. fly into trees as a hawk). Overall participants cited that the environment was too large, at times confirsing, and not interactive enough. 63 What did you find the least interesting in this game? The Fighting 7% The Characters 21% Figure 28: Participants disinterest in aspects of Forgt. When asked what players liked about their experience, the following replies were given: Fighting relieved stress Simple interface The characters Easily accessible through a web browser You could communicate with others at any point in the game Interacting with others in real time Multiple players in a fight at one time When asked what players disliked about their experience, the following responses were given: 0 Not enough to do 0 Rules were not clear 0 Unclear menus 0 Not enough features 0 Audio didn’t turn off a No opponent profiles 0 Not enough strategy when fighting o No clear goals 0 Need a map of environment to navigate 0 Not enough to explore in environment When asked if there were features that players would like to see added to the game 60% said yes, and 40% said no (See Fig 29). Of the features that participants expressed interest in seeing in the game, the following responses were given: 0 Ability to eat humans 0 Radar, or way to find other players 0 A tutorial to introduce new players to the game 0 Bigger maps 0 More personalized characters 0 More audio cues based on interaction 65 Are there features that you would have like to have added to the game? Yes 60% Figure 29: Participants opinion towards features they would like added to Forest. 66 CHAPTER 6: Conclusion When reviewing the results of the survey presented to players of fires; I can conclude that a large part of what makes a multiplayer game successful is communication, even more so than competition or collaboration. However in any online game, it seems that players need much grander forms of reward and much more specific goals than what I was able to offer in Forest. The most popular aspect of m was the communication between players, and the use of an unorthodox interface to do so. This factor, in combination with the results of my analysis, makes it obvious that a very important facet of any online multiplayer game has to be communication. For players to interact and work with other another, whether as allies or foes, they must be able to make contacts and recognize that the individuals they are communicating with are living beings. While this is probably a very evident characteristic, it is now more apparent that communication is a prominent and required feature of online gaming. Of course, while in some games, such as Starcraft communication may not be as large a part of the game, it is still a very useful and at times an engaging feature, even in such a minimal role. The ability of any game to allow players some method of communication in any language provides the backbone of the online gaming experience. While it seems there is no immediate formula or simple solution for making a great online game, the largest task for developers is balancing the amount of communication 67 and needs placed on the users of their system. Players in an online title must have goals with risks and rewards just like any other game to fully enjoy their experience. The potential to fail and succeed must both be present and the reward for success should help boost player’s interests and keep the game appealing. Online games do not need to be large in scope to succeed, however they need to pose enough strategy, reward, and engaging gameplay to make the experience worthwhile for players. In contrast a simple title like SissyFight is just as appealing and satisfying as a substantial game like garage. In each of these games the designers and developers implemented gameplay in a different capacity; however the risks and rewards were significant in both games. I believe it is very obvious that communication, collaboration, and competition remain a large focus area for any developer creating an online game. Even if in different doses, each of these areas of gameplay should be considered and evaluated. I believe that communication is the single largest factor in online game design, and remains the backbone of the network experience. Collaboration and communication provide the reward and incentive for potential players. In the evaluation of Forest, despite its drawbacks, nearly all the participants enjoyed the ability to fight with one another. The ability to work with or against others in an online setting enhances and amplifies the communication between players. Communication is a required element of online play, while competition and collaboration can be used in any amount, so long as at least one provides a strong factor of conflict or reward within the game. As long as a game 68 designer begins with a solid concept and can mold a game with these factors, it’s potential to become a great online experience is possible. It Should be noted that almost all of the players who evaluated Forest had some interest in online gaming, proving that potential players exist; the games simply need to be made. 69 CHAPTER 7: Future Development Future developments in Forest need to focus on four areas, the competition, in-game help, customization, and the environment. Changes in these areas will help the game further succeed. m failed in its attempt to create engaging and enthralling competition. The fighting system itself was far too simple to elicit any strategy from players, and needed much more depth to properly engage participants. While players were aware of the option to fight and accumulate points in the game, they were also given little reason to do so. With the exception of a web page providing player rankings, the game itself didn’t do enough to reward players for their behavior. If players gained abilities or built their status within the world based on their performance in combat, they could gain access to new areas of the environment or the ability to collect and use more powerful items. If players had been given greater forms of reward and possible privileges in the system as a result of their performance in battle, it may drive them to engage in combat more often, in hopes of gaining something much more valuable than points. Another obvious issue in Forest was the immediacy at which players were able to understand their purpose and abilities within the game. While a help system was provided, perhaps an in-game tutorial or simplification of specific actions could benefit the players and help make the game more readily accessible. The option of adding non- player characters to act as assistants, and work new players through actions commonly 70 used in the game might have made it easier for participants to understand the interface and possibilities within the system. The lack of customization in m was a concern. Many players were interested in adding detailed information for their character so others could learn more about them. With the addition of more personalization elements, players could feel more connected and responsible for their in-game character. The option to add character statistics and abilities, or improve their character through battle may have helped to engage players and keep them interested in continuing the game over time. Players could for example become ranked as a “powerful fighter” if they won fights often or a “dependent fighter” if they used items frequently during a fight. These small methods of reward and player development could drive players to further build their individual character. This addition of customization and character personalization could present players with a more vested interest in playing the game. The environment in F_o_re_st was not as engaging as’I had hoped, as many players found it tedious. The environment itself was very large and colorful; however it lacked depth in the items and interactions that occupied it. With different areas of the environment looking very similar players could get lost and disoriented, a problem that could be countered with the addition of a map or radar-style system to help them find others. The addition of more landmarks or items, which only appeared in certain areas of the environment, could also make it easier for players to find their way. Likewise, the environment lacked any major interactive elements; players couldn’t interact with the 71 trees or vegetation they encountered. By adding the ability to hide behind objects, fly into trees, or swim through water, players might be more inclined to immerse themselves in the environment and explore. 72 APPENDIX A: Design Document Forest Multiplayer Mayhem Design Document 73 GAME OVERVIEW “Forest” is a dynamic online multiplayer game that places players in the role of any one of numerous Forest creatures in hopes of surviving and developing while competing with others from all over the world in combat to become king of the woodlands. This game is being created out of both an interest in online gaming, and as a compliment to my master’s thesis. Forest will provide a device by which I can observe and evaluate the response to features offered in online games. This game takes place in a Forest. This Forest is filled with both animals and vegetation. Players will control a character they have created. That player can be one of three species, an eagle, a bear, or a deer. These characters can have the name of the players choosing. Each player can control only one character at any time. However, players are not restricted from opening more than one account during different sessions. The main focus of Forest is to work to collaborate and compete with other animals to earn points. Points builds up each time a player is able to defeat other players 74 in a fight. Players with the most points are considered the most powerful players in the Forest, and must continue to compete to gain points. The players with the most points will be ranked and given a place among the most powerful players. Forest is meant to offer a simple and inexpensive way for players on the net to compete in a rich gaming environment. It provides a dynamic online experience not found in many other available applications, without a fee. Design Goals Create Virtual Online Environment Forest will be developed as an online communication game. This game allows players to create an avatar and interact in a completely online world as the creatures that inhabit a virtual Forest. In this world, players can Speak with other Forest inhabitants or battle with players in hopes of earning valuable points. Create a Freely Available Game Forest will run on virtually any internet-able device with a modern web browser. The only restraints are that this device must have at least a Pentium 3 or G-3 class processor, a stable 56k or faster connection, and the latest Shockwave plug-in installed. The Shockwave plug-in is freely available from www.macromedia.com. Forest will not 75 require any permanent investment fiom players and will allow anyone with an Internet connection an opportunity to explore an online interactive environment without subscription fees or commitment of any kind. 76 GAME FEATURES General Large world Colorful characters Real-Time Interaction Enhanced Chat Environment Multiplayer Easy to Enter Real-Time competition Enhanced Communicate with others Ever changing environment Gameplay Chat with others Compete with others Collect items for use in battle Establish contacts for collaboration in battle 77 GAME WORLD Overview Forest takes place in a virtual Forest with trees, grassy fields, and a large lake. After choosing a character, players are given the opportunity to communicate and fight other animals in the Forest and gain experience points. Players can then collect items to help improve their particular characters abilities and increase their chances of survival. Whether they work alone, with a fiiend, or a whole crew of Forest creatures, players can fight to become one of the most powerful animals in the Forest. However, with power comes many enemies, and they must be prepared to defend themselves against Forest inhabitants to keep their powerful position. The Forest The forest is a large area where players can meet up with others and chat, or collect items for use when fighting. The forest is a 2-D world with trees, flowers, bushes, a river, and a large lake. The Physical World 78 Overview Players move via a two dimensional overhead viewwhen walking around the main Forest map. Items may randomly appear on the map that the players can then carry in their inventory if they have space available. When players encounter other players they can fight one another, or join an already active fight. Players can move over most items including shallow water; however players cannot enter areas such as the lake, or pass through trees and other immovable objects. Travel Characters are moved via the arrow keys on the keyboard. Players move in whichever direction pressed. Objects Objects in the environment include passable and impassable objects, as well as objects that players can pick-up and use during a fight. See the “Objects Appendix” for a list of all the objects found in the world. 79 Time Time will not be an active element in the world. Only during battle will time be used, as it will determine when a player is allowed to initiate a battle command. A ten second timer is initiated when a battle has begun, and a fifteen second timer is used between player actions. 80 MULTIPLAYER GAME MECHANICS Overview “Forest” is a dynamic online multiplayer game that places players in the role of any one of numerous Forest creatures in hopes of surviving and developing while competing with others from all over the world in combat to become king of the woodlands. This game will be played within a web browser, using the Shockwave plug- in provided by Macromedia. I will implement a HTTP and Multi-User Server. Logon/Create User From the initial game screen, players must choose whether they wish to login to a previously created account, or create a new player. New players will be given the opportunity to create new players and save them for future use. Using the character creation menu players can choose their character type, character name, and password. Players may choose an eagle, bear, or deer as their character, and the usemame may be no more than 8 characters and contain no spaces. When contacting the server, the system will check for an identical usemame, and make sure the passwords sent are identical. If any of these criteria are incorrect, then players will be alerted and asked to retry the user creation. 81 Returning players may input their usemame and password, and then access the original character they had previously created. Once the system confirms a correct match for usemame and password they can begin to roam the Forest. If this login is incorrect the player is alerted that their usemame and/or password may be incorrect, and they are given another chance to attempt a login. Chat/Exploration In the chat and exploration modes, players will be given free reign over the Forest environment and may meet with other players. As characters move about the environment they can chat with others, collect items for use in fights, or challenge another player to a fight. To chat, players can type on their keyboard and press the return key on their keyboard to send messages. This text message will show above the character on screen. Text for chatting is limited to only 30 characters at a time. The player’s comments exist until they send an empty text message, and will persist into new parts of the Forest. As players explore the Forest they may come across various items that they can collect and use while fighting. Each player has two inventory slots to carry items. Each item will take up one or both slots, so players must consider what they have in their inventory. Players cannot store items if they don’t have enough space. Players may also 82 choose to discard items from their inventory at any time; however once dropped, items are removed from play, and cannot be picked back up in that location. Players can collide with one another on the main Forest map, and may exist on the same tile at the same time. This conserves bandwidth by not creating a large amount of data to track location and collisions. The local player will always be located below other players. Fight Proposal/Fight When a player decides to begin a fight with another player, they click on that player and choose ‘fight’. If the player decides to accept that fight proposal the two players will both be entered into a fight. If the player declines to fight, then nothing happens. Both players involved in a fight proposal may cancel their actions at any time, however once they have entered into the fight screen; they must run away to leave. Once a fight has started that fight is presented on the main Forest map as a fight icon where the player who initiated that fight was located when beginning the fight. Other players pass by the fight, the may choose to click on it and join. However, players may not join the fight if the fight has started, or if there are 5 participants already in the fight. 83 A fight will not begin until one player presses the “Fight!” button to initiate they fight. Once a player has pressed this button, a ten second timer begins which gives players a chance to prepare. At any point during the fight, players may choose to run away, forfeiting themselves from the game if the fight has begun, and simply leaving if a fight hasn’t begun. Players may not click the fight button to begin the fight unless they have more than one player in a fight. Once the timer has finished and the fight begins, each player has a dynamic timer to count down to the players chance to perform a move. This dynamic timer is represented by a red bar, which refills after each turn and gradually counts down until a player can again choose to perform a move. This bar counts down for approximately fifteen seconds before a player can make a move. At the beginning of the fight participants are assigned a random amount of time before they can make a move. This differentiates the time between player attacks and makes the fight much more unpredictable and animated. Players click on themselves to defend, others to attack, and inventory to use. Attacks take off 3 points, attacks on defending players take off 1, and items take off 6 points each. Using a healing item can revive up to 6 points of health. Each player has 15 points of health at the beginning of each match. When making a move, the players can choose to attack, dodge, or use an item if they have one in their inventory. Each player has a total of fifteen hit points, and once 84 they have reached zero, the player has lost. Once only two players are left, they are considered the winners. Each player in a fight will automatically get two points just for playing; however the winner of the fight (and last person standing) will be given 5 points. Story The story in “Forest” iS not dictated by the system, rather the individual player competing in the environment tells their own as they make decisions and choices during play. While a basic premise and actions are available to characters the story is built by each individual’s interactions and dealings in the game world. Hours of Gameplay As a multiplayer game, “Forest” has no ending or point of completion. Instead players must continue to compete to retain their rankings and keep alliances with other Forest creatures. Victory Conditions Once fighting, victory occurs when one player defeats other players. Victory occurs when one player left standing without having zero hit points in a match. The player who wins the match will receive a total of 6 points, however all players will receive a total of 3 points so long as they do not run away during the match. 85 Max Players Only up to five players may fight at any time in the pit, and up to 50 players may roam any sub-map of the Forest floor. An unlimited number of fights may be started and take place at any time. The server limitations stop the number of concurrent users online at any one time at 2000 players. Servers Server IP is currently private. Multiuser standards apply. Customization Each Species of animal will have individual animations for each of the moves in the game. Players can change their outfit color at any point; however they cannot change the animal type associated with the account they have created. Internet “Forest” will work though any modern web browser so long as the Macromedia Shockwave player is installed. This installation will be prompted if it is not installed. 86 The game will work from a single web address, and load any compressed Shockwave files (.dcr) without changing the current page. A preloaded will be built in to make players aware of download times. Persistence “Forest” will remain persistent in its main virtual world. However, the development system will allow for the small changes to the look and feel of this world. At any point during the game, players can choose to disconnect from the system. If they are in a battle, they will no longer have control of their player. The system will retain all the players’ data after their last battle or collection of items in the Forest. The general location of lakes, rivers, and other major landmarks in the environment will not move. Items are randomly placed within the map and players can start a fight from any single location. Saving and Loading Characters will save their personal data automatically after a fight has ended, and whenever they have decided to keep an item in their inventory. 87 Loading will require a usemame and password, which are created when the player first begins to play. Data is saved automatically after each change in the individual characters status, whether gaining points or items. This data is stored on the server hosting the game. If a player logs on to the same account from two separate browser windows the earliest logon will be disconnected from the server. Only one logon can be active at a time. Controls 0 Up Arrow Key - Move Up ° Down Arrow Key - Move Down 0 Right Arrow Key — Move Right ° Left Arrow Key — Move Left 0 Alpha and Numeric Keys - Input Text ' Return / Enter Key — Sent Text 0 Delete Key — Delete Text ' Left Mouse Button — Used to control items in interface, drop items, pick-up items, initiate an attack, run away from a fight, attack, block and confirm dialog boxes. The Keypad is used to control characters movement; otherwise the rest of the interaction takes place through on-screen buttons and menus that are activated as 88 characters enter regions of the screen. These actions occur through the player’s mouse, clicking on other players or specific buttons can trigger events and actions. Players can move over items and click the “pick up” button to place them in their inventory. Likewise if they click on an item in their inventory they can drop that item by clicking the “drop” button. Players can click on another player to initiate a fight Players can click on an open fight to join it. Players can simply type on the keyboard to type chat messages. Players can then click enter to send the message. 89 GAME ELEMENTS Items Healing Items - used in battle to replenish 6 HP. ° Berries ° Apples 0 Pears Attack Items — can be used to hit for 6 HP on any single character, no matter if they are blocking or not. 0 Pine Cone ' Branch The World Layout Overview The Main World will be broken into a 5 x 5 grid, with each tile containing a smaller sized grid of 10 x 8 tiles. Each tile will be one of many tiles; they are grass, dirt, trees, tree stumps, lakes, rivers, twigs, stones, wetlands, shallow water, flowers, and boulders Tiles These tiles allow players to walk across them. ° Grass ' Dirt 0 Shallow Water / River These tiles do not allow players to walk across them. 0 Trees 0 Tree Stumps 0 Lakes ° Boulders ' Bushes Game Characters Characters are one of 3 groups. Those are deer, bear, or eagle. All players have equal abilities. However each of the characters performs those abilities differently. The Bear attacks with a paw swipe, the eagle with an attack with the talons, and the dear with a swift kick. 91 GAME ENGINE Overview Macromedia Shockwave will be used as the engine behind this game. It will make particular use of the Multiuser Xtra. This will work in conjunction with the Macromedia Multiuser server, which will manage and administer connections with players. This game will be developed using Macromedia Director, and the Shockwave Multiuser Server. Shockwave Engine The Shockwave Engine will handle all the logic behind gameplay. Collision Detection The client and not the server will handle collision detection. Players will not be allowed to move over items in the environment like trees or lakes. However, players may exist in the same location as another player on the map. Chat The Engine will allow players to type in text they wish to speak and see it appear on screen. Dialog boxes will appear above and to the right of the player icons. 92 Fighting Within the fighting environment players will be able to select who they would like to attack or when they would like to defend. Players may also choose to use healing items, such as the apple or berries, or use an attack item against a player. Actions may only occur after each of the players timers have finished. Hardware/Software Requirements A keyboard and mouse will be needed to play this game. Based on the requirements Macromedia provides, at minimum a modem operating system such as Windows 98, NT, or Mac OS 8.5 will be required as well as 32 MB'of Ram, and at least a Pentium II or G3 processor. Technical Requirements This game will require the player to have some knowledge of using a web browser and a broadband level connection. 93 MUSICAL SCORES & SOUND EFFECTS Overview Music will not be used in this game. However, sound effects will be used to enhance the environment. Random environment noises will play during gameplay. Sound Design Sound design will incorporate a number of realistic environmental sounds, such as birds chirping and animals in the Forest. In particular sound effects will be used to convey actions in the fighting interface. 94 GRAPHICS Overview Most graphics will be created using Adobe Photoshop, however many of the animations and character icons will be created using Macromedia Flash for control in Director. The graphics will be primarily two-dimensional and will be thrilling and dynamic to accentuate the games entertaining approach. Graphics will be made for each of the character types; the environment and animations will-be made for each of the characters in the fighting mode. 95 Interface RETURNING PLAYER iii .’.' M A l'l R May- Num- 1:] no... .......... :1 Confirm Pam-d 1: (YOU) Anlmd Typo CREME PLAYER I LOGO" Figure 30: Forest, returning player interface RETURNING PLAYER NEWPLAYER Figure 31: Forest, new player interface TALKI [ Tm Figure 32: Forest, min interface 98 ‘31 tam I ] /-—w ill Figure 33: Forest, fight proposal interface 99 Figure 34: Forest, fight interface Environment General ‘1‘! a .3. Figure 35: Items in Forest environment Grass & Dirt 100 IDEEIIIIHE Figure36:Grass&dirttileslnForest. Lakes & Rivers mannannmnnnuu IEEDEEIIE Figure37:1.ake&rivertilesin£omt Characters Character Animations each include the following states, normal, walk, front, back, attack 1, attack 2, block, use item, heal, get hit, and death. Bear 91‘! 8 I fifi-fifflflu Figure38:Bearimagesith. Hawk ‘~**’~9 V1" ‘1‘ Figure 39: Hawk images in m Deer 101 3Will iii HWm’iil‘filfim Figunwzbwrimagasmm Items .“O/& 9.0 Figure 41: Item images in Em. Buttons m- mm mm mm 1::- m- cm Figure 42: Buttons in [om 102 APPENDIX B: Consent Form Informed Consent to Participate in Human Subject Research Project Description/Abstract The focus of this production thesis is on the methods and considerations that game developers must acknowledge when developing online media. The end product of this project is an online multiplayer game which allows players to communicate, collaborate, and compete in an online environment. Players will play the game, evaluate it, and contribute their insights about online game design. The researcher will generate new methods and considerations for game developers based on what is learned from the participants. Procedures Participating in this study Should take between 30 and 60 minutes. 0 You are being asked to play the online multiplayer game "Forest" by connecting to the game from a computer lab on the MSU campus or a location of your choosing with an Internet connection for at least 10 minutes during a pre-specified two hour time block. - When you finish playing the game, you will be invited to be asked to voluntarily evaluate your experience through an online survey. - Please read this consent form thoroughly. If you agree to participate, please click the accept button at the bottom of this page and you will be forwarded to the game. Risks And Benefits Like most online games, “Forest” is a multiplayer game. Players are able to communicate with each other during game play. The researcher has no control over what participants say to each other or how they interact within the game. Particularly due to the anonymous nature of online game play, some players may engage in communication which may be offensive to other players. The game also includes a fighting feature to enable competition between players. The act of competing may be stressful to some players - they may feel unhappy to be losing. The risk of losing and the risk of other players saying mean or sexually suggestive things are normal, expected risks to individuals who play online games. Because this is a masters thesis project being played for a short period of time, antisocial behavior is unlikely. You are free to stop participating at any time, for any reason, including if you are feeling badly about losing or are offended for any reason by fellow players. 103 The benefits of this experience can be offered to participants, and society in general. As provided feedback will serve to generate information which developers in the growing field of video game design can use to generate new ways for people to collaborate, communicate, and compete online. Confidentiality Your privacy will be protected to the maximum extend allowable by law. Information collected will not include any identifiable data. Information will be the sole possession of John W Fisher 11, the investigator. Data collected will only be on the basis of the agreement with the person submitting the survey. As this is an online survey, any data which could identify the subjects computer will not be included. Through the results of this survey you will not be identifiable. No identifiable data will be associated with any of survey results you provide. No identifiable data will be requested at any time. The completion of this survey is at the subjects discretion. If any participant does not feel comfortable submitting this information they have the right to stop and refuse the evaluation process. If you have any questions about this study, please contact the investigator John W Fisher 11, 144 Highland Apt 310, (517) 337-7146, fisher27@msu.edu. If you have questions or concerns regarding your rights as a study participant, or are dissatisfied at any time with any aspect of this study, you may contact — anonymously, if you wish - Ashir Kumar, M.D., Chair of the University Committee on Research Involving Human Subjects (UCRIHS) by phone: (517) 355-2180, fax: (517) 432-4503, e- mail: ucrihs@msu.edu, or regular mail: 202 Olds Hall, East Lansing, MI 48824. Please read the following terms and conditions carefully. - You acknowledge participating in the academic thesis production entitle Methods and Considerations in Online Game Design. - You authorize John W Fisher 11 to use all information on this survey as necessary for the completion of this thesis. - You will receive no monetary compensation for your participation in this survey. - Your participation in the survey confers on you no ownership rights. - You acknowledge that you are 18 year of age or older and have the right to enter into this agreement. - Your participation in this game and survey is completely voluntary. If at any time you decide you are not willing to participate in this study, you can stop the process at any time. Statement of Consent 104 By clicking the AGREE button you voluntarily agree to participate in this study. f AGREE] -_ DISAGREE "l 105 Survey APPENDIX C: Survey ° From where are you participating in this survey? C Campus Computer Lab (‘- Other Location ° With what frequency do you play video games? C Never (0 hours a week) C Occasionally (1-4 hours a week) C Intermediately (4-8 hours a week) C Frequently (8+ hours a week) ° Prior to playing 'Forest', have you ever played a game that utilized online features? C Yes (“No If yes, can you list any of the online games you have played and with what frequency you currently play them? iGame Title l Frequency Played C Never (0 hours a week) C Occasionally (1-4 hours a week) r” Intermediately (4-8 hours a week) P Frequently (8+ hours a week) C Never (0 hours a week) C Occasionally (1-4 hours a week) C Intermediately (4-8 hours a week) C Frequently (8+ hours a week) C Never (0 hours a week) C Occasionally (1-4 hours a week) F Intermediately (4-8 hours a week) r Frequently (8+ hours a week) C Never (0 hours a week) F Occasionally (1-4 hours a week) r“ Intermediately (4-8 hours a week) C Frequently (8+ hours a week) 106 [ C Never (0 hours a week) ' C Occasionally (1-4 hours a week) C Intermediately (4-8 hours a week) C Frequently (8+ hours a week) ° What is you personal opinion of online gaming? Strongly Dislike Dislike No Opinion Like Strongly Like (" f“ t“ t" f‘ ° Would a game with online features and the ability to communicate with others virtually interest you more or less than a game without these features? Less No Opinion More f“ f” f‘ Please explain: ° What is your opinion of the game you have just played? Strongly Dislike Dislike No Opinion Like Strongly Like (‘ P f” C (‘ Please egrlain: ° Did you like exploring the environment? Strongly Dislike Dislike No Opinion Like Strongly Like 1"“ C P f“ (‘ ° Did you like chatting with other players? 107 Strongly Dislike Dislike No Opinion Like Strongly Like (" (7 P f“ f‘ ° Did you like fighting with other players? Strongly Dislike Dislike No Opinion Like Strongly Like r‘ r r r r ° Did you make use of the history menu to track the games progress? C Yes F No If yes, did you like the history menu? Strongly Dislike Dislike No Opinion Like Strongly Like f“ f‘ f‘ f‘ (7 ° Did you make use of any items you found in the environment? C Yes CNo If yes, how did you like the ability to collect and use items? Strongly Dislike Dislike No Opinion Like Strongly Like f” C F f“. (‘- ° Did you attempt to collect points? C Yes i“ No Did you like collecting points as a result of fighting? Strongly Dislike Dislike No Opinion Like Strongly Like 108 ° Did you attempt to make alliances with other players? C: Yes C No Please explain: ° Did you ever run away from a fight? C Yes C No ° Did you enjoy remaining anonymous in the environment, or would you rather have an option to add personal information about yourself No Unsure Yes C C C Please explain: El Li ° Did you find any aspects of the interface distracting or unclear while playing the game? C Yes C No 109 If Yes, please explain: ° Did you find any aspects of the game unclear? C Yes C No If Yes, please explain: .2] Li ° Do you think timely updates and changes in the game (such as new maps, characters, and items) would prompt you to continue to use it? No Maybe Yes C. C C Please explain: El :J ° Would you recommend the game to a friend? No Maybe Yes C C C ° Would you return to play this game again? No Maybe Yes C C C 110 Please explain: ° What did you find most interesting about this game? C The Characters CI The Environment C ' The Communication C . The Fighting Please explain: El :1 ° What did you find the least interesting in this game? C’ The Characters C The Environment C The Communication C' The Fighting Please explain: :l Li ° In your own words, what did you flis about your experience. Please explain: 2] :1 ° In your own words, what did you dislike about your experience. 111 Please explain: :J I - .21 ° Are there features in the game that you would have like to have added? C . Yes C No Please explain as best you can: El :1 ° Would you be willing to pay a fee to participate in the game you have just played? C Yes C . No Please explain: :J :1 ° Please feel free to add any additional comments in regards to your experience playing the game "Forest" :1 Complete Survey I 112 BIBLIOGRAPHY Economic Impacts of the Demand for Plajg'ag Interactive Entertainment Software. Interactive Digital Software Association. May 20th 2003 Total US. Box Office Grosse; National Association of Theatre Owners. May 20th 2003 Rosenzweig, Gary. Advanced Lingo for Games. ? : Hayden Books, 2000. Rouse, Richard 111. Game Design Theory & Practice. ? : Wordware Publishing, 2001. Poole, Steven Trigger Happy: Video Games & the Entertainment Revolution. New York : Arcade Publishing, 2000. Baron, Jonathan Glory and flame: Powerful Psychology in Multiplayer Online Games. Gamasutra. November 10"” 1999. Hassanpour, Sarbasst Motivations in Games. Gamedev.net. October 30th 2001. Wierzbicki, Jared Introduction: Desigaing Multiplayer Games. Gamedev.net. September 14th 1999. Michael, David Desigging for Online Communities. Gamedev.net. January 5th 2000. Baron, Johnathan. Heat into Li t: Communi Generatin Conflict in Online Multiplayer Games. GIGNews January 21St 2003. 113 Huntsman, Tim. A Primer for the Design Process, Part 1: Wirat to Do. Gamasutra. June 30th 2000. Clarke-Willson, Stephen Ph.D. Applying Game Design to Virtual Environments. Gamasutra. January 1”t 1998 Mulligan, Jessica. Online Gaming: Why Won’t They Come? Gamasutra. February 27th 1998 Simpson, Jake. Networking for Games 101. GameDev.net. July 26th 2000. Squire, Kurt. Star Wars Galaxies: A Case Study in Participatory Design. JoysticklOl. July 20th 2001. ID Software. Return to Castle Wolfenstein. v1.41 Santa Monica: Activision, 2001. Maxis. The Sims Online. Electronic Arts, 2003. NCsoft. Lineage. Seoul, 2003. Sonic Team. Phantasy Star Online: Episode 1. Sega of America, 2001. Blizzard Entertainment. Starcraft. V1.09. Blizzard Entertainment, 1998. Word. Sissyfight. Gamelab, 2001 114 llllliliilll‘lii‘ll 3469 7