Title: Challenge Design
1Challenge Design
2Challenge Design
- After a protagonist is created and given a goal,
you will not have a game until obstacles are put
in the way. - These obstacles create the challenge faced by
the player in playing the game. - Obstacles were briefly discussed in level design,
as they must be considered when creating and
properly stocking a level. - Two types of obstacles, roadblocks and traps,
tend to be aspects of the levels themselves, and
do not require further discussion. - Enemies and puzzles, on the other hand, do need
a closer examination
3Enemy Design
- As discussed earlier, enemies are opponents that
have to be defeated through combat, avoided, or
otherwise overcome to proceed forward in the
game. - Enemies are controlled through some kind of
artificial intelligence, except in multiplayer
games, in which case some or all enemies are
controlled by other players. - Since we discussed the character aspects of
enemies in our earlier discussion of
storytelling, we will focus on gameplay elements
here.
4Enemy Design Artificial Intelligence
- Artificial intelligence can mean a variety of
different things in different contexts. - By purist definitions, a game would possess
artificial intelligence if a game player cannot
distinguish between characters controlled by a
human, or by the game itself. - In such a case, the game would be passing a
limited version of what is called the Turing
test. - In actual practice, however, a game that does not
pass this test still has artificial intelligence.
5Enemy Design Artificial Intelligence
Screen shot from Unreal Tournament 3. If you
cannot tell if an enemy or teammate is a human
or a bot, then the bots artificialintelligence
has passed the Turing test.
6Enemy Design Artificial Intelligence
- Game developers rarely use the Turing test
definition of artificial intelligence. - In a game, artificial intelligence refers to the
code used to control all non player characters
and opponents within a game. - The reactions of the game may be totally random,
or totally logical, but the control code is still
referred to as the artificial intelligence of the
game. - As long as the right player experience is
created, that is what counts in a game. - Recall that this means entertaining the player!
7Enemy Design Artificial Intelligence
Even though the opponent control for Centipede
(left) and block droppercode for Tetris (right)
is simple and scripted, with a random
number generator producing some variation, both
are still considered to be the artificial
intelligence for those games.
8Enemy Design Artificial Intelligence
Screen shot from CompuChess. Without strong
artificial intelligence, a game of chess might
not be worth playing, except for beginners. More
is needed here than in Centipede or Tetris!
9Enemy DesignChallenge the Player
- Providing a reasonable challenge for the player
must be the primary goal for the enemies in any
game. - However, it is generally not advisable to pin
all your hopes on creating an enemy that can
compete with human players relying solely on its
synthetic intellect alone.
10Enemy DesignChallenge the Player
- Aside from a very sophisticated artificial
intelligence, there are several ways to provide
challenge to the player with enemies - Outnumbering the player.
- Giving enemies abilities, advantages, resources,
or knowledge that the player does not have. - Assigning the players teammates or additional
obligations that might hold them back. - Cheating. (As long as you dont get caught!)
- Poor game design. (Do not do this!!!)
11Enemy DesignChallenge the Player
Screen shot from Doom II. It created challenges
for players by vastlyoutnumbering the player,
and providing opponents many advantages
(unlimited ammunition, seeing in the dark,
flying, and so on).
12Enemy DesignChallenge the Player
Screen shot from Warcraft III. Sometimes, the
difficulty in selecting and controlling units in
the heat of battle provides an unwanted and
frustrating challenge.
13Enemy DesignChallenge the Player
- Creating a challenging and sophisticated
artificial intelligence can be quite difficult. - In some games, outnumbering the player and
providing additional abilities is not what the
player wants or expects. - In such cases, the artificial intelligence must
be very good. - Depending on the game genre and game
characteristics, the player must be challenged in
different ways.
14Enemy DesignChallenge the Player
Screen shot from NHL 2008. It would break player
expectations by giving opponents extra abilities
or by outnumbering the player. The
artificial intelligence must be better to
compensate for this.
15Enemy DesignChallenge the Player
Screen shot from Alpha Centauri. Since it is a
strategy game, the player expects a strong
opponent as the game is very thought intensive.
Since thegame is turn based, the game cannot
overwhelm the player by processing alone the
player can take their time and think.
16Enemy DesignChallenge the Player
- Remember that you are only to challenge the
player up to a point. - Keep in mind that your role is not to defeat the
player, but rather to provide the player a good
overall experience. - This means that, ultimately, your enemies should
put up a good fight to challenge the player, but
then be overcome so that the player can win the
game in the end.
17Enemy DesignBe Realistic
- Enemies in a game should possess artificial
intelligence that is appropriate to their
setting, story, and own character. - Characters that are supposed to be smart should
not do dumb things (usually). - Characters that are supposed to be dumb should
not do smart things (usually). - The more human and realistic a character is, the
smarter it should behave. - Beast-like, alien, robotic, and undead characters
can get away with more stupid actions, depending
on the situation.
18Enemy DesignBe Realistic
Screen shot from Quake. The Zombies behave
pretty much as one would expect they lumber
towards you and take your shots until they get
close enough for an attack. Unless they are
blown to bits, they willget up and come back for
more, just like real zombies!
19Enemy DesignBe Realistic
- There are some things, however, that are so dumb
that nothing should do it. - For example, walking off of a cliff or not being
able to navigate around a small obstacle. - In these situations it is obvious to the player
what the enemy should have done. - Unfortunately, players seldom recognize how
complex or difficult such obvious actions are to
recognize and perform. - To avoid ridicule, the enemies in a game must
have a mastery of what is obvious to human
players.
20Enemy DesignBe Realistic
Screen shot from Quake. The ogre was notorious
for getting stuck in doorways in many levels
with its chainsaw, and not knowing how to get
unstuck.To players, this seemed ridiculous, even
for an ogre.
21Enemy DesignBe Realistic
Screen shot from Oni. In this situation, Konoko
is being chased by Muro. A TCF officer on
Konokos side has beaten his enemy in the
background,and stands over her body for several
minutes. Why isnt he helping me?
22Enemy DesignBe Realistic
Screen shot from New World Order. Unlike most
games, the AI enemies in thisgame do not have
the benefit of infinite ammunition (for realism,
I guess). When they run out, theyll just follow
you around (for no apparent reason),until you
tire of their company and end their misery. Who
thought that up?
23Enemy DesignBe Realistic
Screen shot from Counter-Strike. In the Xbox
version, there is a singleplayer mode with AI
bots for team mates and enemies. When these
eliteterrorists and counter-terrorists fail to
navigate even the simplest ofobstacles, it
totally breaks immersion in the game.
24Enemy DesignBe Realistic
- One must be careful, however, to not make enemies
behave too realistically. - Games are often unreal situations set up because
they are interesting, fun, and ultimately
entertaining. - For example, if an opponent realizes it has no
chance of winning, it should run away
indefinitely, which quickly ceases to be fun. - In building good artificial intelligence, one
must keep in mind the true goal of the project
building a fun, playable game.
25Enemy DesignBe Realistic
Screen shot from Metaltech Battledrome. A
fairly decent game in its day withincredibly
annoying enemy AI. When the AI had no chance of
winning, it wouldrun away indefinitely. Chasing
down a weaponless mech for an hour to finishit
off is absolutely, positively, not fun! (I speak
from experience )
26Enemy DesignBe Realistic
Screen shot from 007 Nightfire. Realistically,
the villain should just killJames Bond and be
done with it, instead of toying around with
him. That wouldnt make for a very good game
though!
27Enemy DesignBe Unpredictable
- Humans are unpredictable. This is part of what
makes them good opponents. - The same should be true of the artificial
intelligence enemies in a game. - Players want their enemies to surprise them and
use strategies and techniques that are
unanticipated. - If the player can predict with some measure of
certainty what the game will do, the fun in the
game quickly disappears.
28Enemy DesignBe Unpredictable
Screen shot from Starcraft. Strategy games
benefit greatly fromunpredictability. It does
not take long for a seasoned player to
recognize the same strategy over and over again.
29Enemy DesignBe Unpredictable
- Successful unpredictability can take many forms,
depending on the game. - Usually, this involves adding some element of
randomness to the games artificial intelligence. - Could be pure randomness.
- Could be a form of selection in which there are
several valid choices of action that are chosen
from randomly. Weights can be applied to vary
the amount of randomness. - In the end, the player will never know the action
was random, and will tend to attribute it to some
intelligence with a purpose.
30Enemy DesignBe Unpredictable
Screen shot from Unreal Tournament 3. Enemies
can act inan unpredictable fashion through
pseudo-randomly selecting a weaponto use, and
use tactics appropriate to that weapon.
31Enemy DesignBe Unpredictable
- Keep in mind that unpredictability should enhance
the challenge presented by the artificial
intelligence in a game. - If things are so random that the game cannot put
together a solid plan for defeating the player,
you have gone too far. - Make sure that random choices are still realistic
given the scenario. - If an opponent is about to win, and its
artificial intelligence randomly selects a poor
action, this will seem ridiculous.
32Enemy DesignPrecomputation is Good
- Good artificial intelligence to drive your
enemies can be computationally expensive to
provide at run-time. - Scarce resources are also needed for graphics,
animation, physics, networking, and other
subsystems though. - Precomputation should be used wherever possible
to provide good AI cheaply. - Scripting of sequences of actions.
- Navigation through game terrain.
- Collisions with obstacles.
33Enemy DesignPrecomputation is Good
Screen shot from Thief II. This game uses
navigation meshes to help characters navigate
terrain. By precomputing these in advance, and
usingthem in level design, character artificial
intelligence is simpler and cheaper.
34Enemy DesignTimeouts and Fallbacks
- Nothing looks worse than a character that
repeatedly does the wrong thing over and over. - Players will not notice them make a wrong turn,
but they will notice continuous collisions with
an easy to navigate obstacle. - Every artificial intelligence system should check
for success conditions within a reasonable amount
of time. - If a timeout occurs, the system should give up
and try something different. - At a minimum, it can fall back to interesting
idle animations that express its confusion or
frustration while a new plan is formulated in the
background.
35Enemy DesignTimeouts and Fallbacks
Screen shot from Grand Theft Auto. Police were
notoriously bad at moving around stopped
vehicles to arrest the player they could easily
get stuck or run back and forth. Timing out and
falling back would have been good.
36Enemy DesignAvoid Story Interference
- If an enemy character in a game interferes with
the games story in its pursuit of the player,
this is unacceptable. - Characters must be aware of events that are
important to telling the story. - This includes conversations, listening to
dialogue, watching a cut-scene, and solving game
puzzles. - The character should know it should back off and
not get in the way.
37Enemy DesignAvoid Story Interference
Screen shot from Oni. Konoko was having a
conversation with the scientist inthe lab coat
when she was viciously interrupted.
Unfortunately, she missedthe rest of the story.
The guard was punished appropriately.
38Enemy DesignProvide Memories
- Enemy characters in a game should remember what
has happened to them and others during a game. - They can then change their behaviour and dialogue
accordingly. - This gives the player a sense that they are
living beings with thoughts and feelings. - If the artificial intelligence in a game can
learn and adapt from its memories of events, so
much the better.
39Enemy DesignProvide Memories
Screen shot from Quake 3 Arena. Most game
characters and bots havememories. If you shoot
them and get on their bad side, they rememberit.
They will even keep grudges against each other
too!
40Enemy DesignVariety Through Data
- A variety of enemy behaviours keeps games
interesting and entertaining. - Providing code for each behaviour introduces
programming, debugging, and testing headaches. - Instead, code should provide one or a small
handful of behaviours that are greatly
customizable through data. This is sometimes
called data driven design. - Designers can then introduce a new behaviour by
tuning these variables. - This includes awareness, speed, tactics, weapon
preference, field and range of view, inventory,
strength, abilities, chatter, and so on. - This data should be available to designers to
assist in game balancing and adjustments.
41Enemy DesignVariety Through Data
Screen shot from Unreal Tournament. It provides
a wide variety of bot behaviours based on the
settings of a few parameters.
42Enemy DesignPutting It All Together
Movie from Far Cry, built on the Crytek Engine.
It exemplifies a lotof the goals of good game
enemy AI in action.
43Enemy DesignPutting It All Together
Video from Devastation (courtesy of TechTVs
X-Play). A good exampleof video game AI put
together the wrong way. Big time.
44Puzzle Design
- Puzzles can be a very important type of challenge
to many games. - Good puzzles contribute to plot, character, and
story development. - Bad puzzles, on the other hand, are intrusive and
obstructionist in nature. - Good puzzles can help establish immersion. Bad
puzzles can throw you out of immersion just as
quickly.
45Types of Puzzles
- The art of puzzle design lies in the ability to
create an original set of problems and solutions
appropriate to the game world. - Despite similarities, there are several different
classifications of puzzles. - The best games will use a variety of different
kinds of puzzles to engage the player.
46Types of Puzzles
- Ordinary use of an object.
- One of the simplest puzzles of all.
- The player simply uses an object in the way it
would ordinarily be used. - The challenge in these puzzles usually comes from
finding the object, rather than figuring out what
is needed. - To make things interesting, sometimes these
objects are protected by another puzzle, or an
enemy that must be defeated first.
47Types of Puzzles
Screen shot from Doom. Collecting the keys was
critical to unlocking doorsto continue in the
game, but wasnt a very difficult problem to
figure out. Figuring out how to actually get
the keys was often a different story!
48Types of Puzzles
- Unusual use of an object.
- Unusual use takes advantage of objects secondary
characteristics. - It requires players to recognize that things can
be used in ways other than their creator had
intended. - In this case, the trick is not so much in
acquiring the objects to use, but in figuring out
how to make appropriate use of them.
49Types of Puzzles
Screen shot from Splinter Cell. Sticky cams were
not only good for surveillance. A well aimed shot
to the head would knock a guard out, and the
cameracould be reused again and again! Bonus!
50Types of Puzzles
Screen shot from Psi-Ops The Mindgate
Conspiracy. In this game, guards can also be
used as handy dandy glass breakers. Sweet!
51Types of Puzzles
- Building puzzles.
- In this case, the player is required to create a
new object out of raw materials that are
available in the game. - This can involve converting one object into
another, or by combining two or more objects
together to make something new. - Be careful not to assume the player will know
what to build and how to build it. Some guidance
might be necessary here.
52Types of Puzzles
Screen shot from Maniac Mansion. One puzzle in
this game had you build a ladder by feeding a
man eating plant Pepsi. This caused the plantto
hiccup and extend itself up to the floor above.
53Types of Puzzles
- Information puzzles.
- In these puzzles, the player must supply a
missing piece of information. - It could be as simple as providing a password, or
as complex as deducing the sequence of numbers to
deactivate a bomb. - Finding the information might require talking to
other characters, searching through documents, or
deducing the information based on who or what is
requiring it.
54Types of Puzzles
Screen shot from Zork. Later in the game, you
encounter a Cyclops.Entering the name Odysseus
or Ulysses will cause the otherwise
unfriendlyCyclops to run away. You could figure
out this bit of information if youread the
prayer book, or if you recall Greek mythology
55Types of Puzzles
- Excluded middle puzzles.
- This puzzle involves creating a reliable cause
and effect relationship. - It requires the player to recognize an action
will kick off a chain of events that leads to the
desired results. - In terms of logic, you have a causes b and c
causes d. When the player is in a situation that
requires d, hopefully the player will realize b
and c are linked, and perform a.
56Types of Puzzles
Screen shot from Maniac Mansion. The chandelier
contains a key you need laterin the game. It is
made of glass and appears fragile. Elsewhere,
you discovera record with glass shattering
properties. By recording the sound to a
blanktape, and playing the tape here, you can
shatter the chandelier and get it to fall to
give you the key! A tricky excluded middle
puzzle.
57Types of Puzzles
- People puzzles.
- Involve dealing with game characters to remove
the obstacles they present. - Typically work by giving the character something
they want, talking to them, or some other
interaction. - Timing puzzles.
- Require the player to take an action without an
immediate desired effect, but causes something to
happen at a particular point in the future.
58Types of Puzzles
Screen shot from Stolen. Among Anyas gadgets is
the sonic emitter. When deployed, it can later
be activated to distract guards. If timed
properly, this can lure them away from their
posts, allowing her to sneak by undetected.In a
way, both a people puzzle and a timing puzzle.
59Types of Puzzles
- Sequence puzzles.
- Rely on the player performing a series of actions
in just the right order. - Usually starts with the player trying a simple
action to solve a puzzle, and something pops up
to prevent that solution from working. - The situation then resets.
- The player must then try again, putting something
in place to deal with the new problem before
restarting the sequence. - This can become quite elaborate!
60Types of Puzzles
Screen shot from the Hitchhikers Guide to the
Galaxy 20th Anniversary Edition. Depicted here
is the result of solving the babel fish puzzle
a classic example of a sequencing puzzle.
61Types of Puzzles
- Logic or deduction puzzles.
- The player must formulate a deduction by
examining information and ferreting out a hidden
implication. - Classic gaming puzzles.
- Things like the magic square, tile sliding, peg
jumping, matchstick moving, and so on. - These are not true action or adventure game
puzzles, but they often find their way into these
games in various forms.
62Types of Puzzles
Screen shot from Death Gate. In this adventure
game, you had tomanipulate a device, crafted by
Dwarves, into a certain configurationbefore you
could gain entrance to a cave. Much like a
classic puzzle game.
63Types of Puzzles
- Riddles.
- Riddles require plenty of clues and hints.
- If the player cannot get the riddle, they can get
stuck feeling stupid, which is a bad thing. - Dialogue puzzles.
- Dialogue puzzles require the player to follow a
conversation down the correct path of a dialogue
tree until the player says or does the right
thing to remove the obstacle.
64Types of Puzzles
Screen shot from Marvel Ultimate Alliance.
Before this boss fight with M.O.D.O.K., he asks
you questions and riddles that, if answered
correctly, can make your boss fight easier. If
missed, you can still proceed, just witha harder
fight on your hands.
65Types of Puzzles
Screen shots from Law of the West. This game
consisted of traversingthrough a series of
dialogue trees and gunfights, if necessary,
depending onthe conversation. Or, if youre
like me, even when they werentso necessary
after all!
66Types of Puzzles
Screenshot from Vampire The Masquerade
Bloodlines. One of thecharacter classes in this
game is a little well, insane, allowing you to
engagein a dialogue tree with things like this
stop sign. How cool is that?
67Types of Puzzles
- Machinery puzzles.
- The player must figure out how to correctly
operate machinery for some purpose. - Sometimes it involves minor trial and error,
along with a dose of logic and deduction. - Mazes.
- Mazes used to be a staple of adventure games,
requiring people to map them with pencil and
paper. - Over time, they have become a cliché, and so you
should only create one if you have developed an
interesting and unique twist to the idea (for
example in mapping, navigating, and so on).
68Types of Puzzles
Screen shot from Resident Evil 4. Inside the
building at the top of thishill is a machinery
puzzle where you have to reproduce the
correctcolour pattern on the wall.
Incidentally, theres another machinerypuzzle
behind the building too that will give you some
treasure!
69Types of Puzzles
Screen shot from Advanced Dungeons and Dragons
for the Intellivision. This classic game
consisted of navigating multiple dungeon mazes,
fightingmonsters, and looking for treasure and
items. Very good foreshadowingand hints to
enemies too in its randomized level design!
70Types of Puzzles
Screen shot from ADD Treasures of Tarmin for
the Intellivision. Another game with lots of
randomly generate mazes to navigate through,this
time from a first person perspective.
71Types of Puzzles
Screen shot from Legacy of the Ancients. Another
adventure gameheavily consisting of maze
navigation. Still a pretty fun game though!
72What Makes a Bad Puzzle?
- Good puzzle design involves looking into the
world created and using obstacles, objects, and
characters that would naturally occur in that
environment. - Puzzles that do not do this do not fit well into
the game and break immersion. - A puzzle requiring the player to fail first in
order to succeed later is a bad one. - The player should have all the tools needed to
solve a puzzle when the time comes.
73What Makes a Bad Puzzle?
- Effects should be linked to causes. If you can
remove an obstacle and not know why, that is
indicative of a bad puzzle. - Puzzles that make sense only to the designer must
be avoided. - Good play testing should uncover these.
- Avoid binary puzzles that yield only instant
success or failure. - Give the player lots of choices and let them
explore. - Avoid hunt the pixel problems. If something is
important, make it reasonably hard to miss.
74What Makes a Bad Puzzle?
- Other things to avoid
- Puzzles solvable only by trial and error.
- Conceptual non sequiturs that make so little
sense that they are only solvable by luck or by
accident. - Illogical or impossible spaces that cannot exist
or cannot be mapped properly. - Puzzles requiring outside knowledge.
- Too many backward puzzles, where the solution is
found before the puzzle. - Too many FedEx puzzles in which you just have to
move objects around from place to place.
75What Makes a Good Puzzle?
- Fairness.
- The answer to every puzzle should be contained
within the game. - A player should be able to theoretically solve a
puzzle on the first attempt if enough thought is
put into it. - Appropriateness.
- A good puzzle fits the setting and advances the
story upon completion. - Amplifying the theme.
- A good puzzle should work with the theme of the
story, not against it.
76Levels of Difficulty
- There are several ways to tune the difficulty of
a puzzle. - Change the amount of information provided to the
player, or how it is presented. - Change the distance between the solution to the
puzzle and the puzzle itself. - Allow for alternate solutions to a puzzle to make
it easier. - Include red herrings to increase difficulty.
- Change how much the player is steered towards the
puzzles solution.
77How to Design a Puzzle
- A game is broken down into levels, each with its
own goal. By completing all goals, the game
itself is completed. - Each goal must have an obstacle preventing the
player from easily reaching it. - These obstacles can be the puzzles thatwould
occur in the game. - They should fit into the story and in the
setting, and the player should have reasonable
ways of solving them.
78How to Design a Puzzle
- The easiest way to develop puzzles in a game is
to think about the villain. - The villain is actively opposed to the player
succeeding, and will be the one using obstacles
to try to stop them. - Think of how the villain would actually try to
stop the player. - Keep in mind what raw materials the villain would
have in creating the obstacle. - Keep in mind what the villain knows as well.
79How to Design a Puzzle
Screen shot from Rune. This is a puzzle to cross
the lava pit, something Hel might just make you
do.
80How to Design a Puzzle
- Player empathy is a key factor in puzzle design.
- You must be able to see things from the players
point of view to determine what is reasonable and
what is not. - This will also let you see how the player would
attempt to solve a puzzle, so the game can react
appropriately. - The game should be set up so that it is clear
when the player is facing a puzzle, and when the
player is just going in the wrong direction. - With empathy, you can provide appropriate clues
and steering to help the player out.