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design of the times // damion schUbert





          Depth vs. BreaDth





          Does your game neeD to go Deeper?































           Ultima Online.                                                                           everQUest.
          Ultima Online and everQUest represent two very different game philosophies. ultima OnlinE’s creators tried very hard to create a virtual
          world with physics and interactions that mimicked the real world, so players could interact with each other in ways meant to model
          reality: You can chop down trees, dye clothes, build houses, attack almost anyone anywhere, and steal anything that isn’t nailed down.
          By comparison, EvErQuEst   be too simple for the   audience). EvErQuEst is a   game in their genre is   resources and focus on
          is a simple game, not   newly invented massively   game about depth.  one that combines all of   building other systems.
          much more than a combat   multiplayer genre.                the best elements of other   This is especially
          simulator designed to mimic   As it turned out,   the pitfall of   games, because they don’t   important when you
          the basics of combat found   EvErQuEst easily beat   BreaDth  recognize the underlying   consider how your
          in tabletop board games   ultima OnlinE’s numbers,   » Most junior designers   costs of all of those systems.  multiple game systems
          and old online Multiuser   and a few years later, a   come into the industry   Most triple-A games that   are supposed to interact
          Dungeons (MUDs). Combat   rematch of the two MMO   favoring breadth. They want   actually ship (and most   with each other. For a game
          in EvErQuEst is very deep   design philosophies paired   to design the perfect game,   experienced designers and   that is about breadth, the
          and intricate compared to   star Wars GalaxiEs against   and they want to do so by   producers), however, favor   multitude of game systems
          that in ultima OnlinE, with   WOrld Of Warcraft—with   throwing every possible   depth over breadth for a   can interact with each other
          far more ways for players to   a repeat of the same end   feature under the sun into   few reasons. One is simply   in many often-unexpected
          attack and manipulate their   result. As it turned out,   the design soup. This is   a matter of resources—it’s   ways. In some cases, this
          enemies. However, combat   ultima OnlinE has a lot of   especially true in massively   hard enough to even do one   can be a good thing—
          aside, EvErQuEst was   features, but many of those   multiplayer game design,   game system extremely   something that designers
          perceived to not be a very   features don’t have a lot of   where the possibilities   well. If you’re trying to make   like to call emergent
          feature-rich game. Most   depth to them; it is broad,   of what you can do in   a first-person shooter, for   behavior. Emergent behavior
          of the world interactions   rather than deep. EvErQuEst   a game is effectively   example, you are going to   can be wonderful to behold,
          in ultima OnlinE aren’t in   has fewer features, but a   unbounded—a virtual world   have a hard enough time   as the fans will undoubtedly
          EvErQuEst, and when they   combat model that is very   can already incorporate   getting the basics of making   surprise you with their
          are, they aren’t particularly   deep (and became deeper   almost any feature of the   a deep and engaging FPS   ingenuity. However, the
          deep or fleshed out—to the   as new boss mechanics   real world. Even worse,   that can be on the same   more systems you have,
          extent that many observers   were added to respond   most game genre devotees   playing field as call Of   the more time you’ll need to
          felt that EvErQuEst would   to an increasingly savvy   imagine that the perfect   duty without losing all the   spend on QA and balance,

          46  game developer   |   october 2012
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