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Dont Blow It! The Civilization Series: How to Maintain a Successful - PDF document

Dont Blow It! The Civilization Series: How to Maintain a Successful Franchise Soren Johnson Firaxis Games sjohnson@firaxis.com Q: Who am I? Programmer/Designer, Firaxis Games Academic background in user interface design and


  1. Don’t Blow It! The Civilization Series: How to Maintain a Successful Franchise Soren Johnson Firaxis Games sjohnson@firaxis.com Q: Who am I? � Programmer/Designer, Firaxis Games � Academic background in user interface design and artificial intelligence � Franchise experience � Knockout Kings 2000, 2001 (PSX): Programmer � Civilization III : Co-Designer, Lead Game/AI Programmer � Civilization IV : Project Lead, Lead Designer A: Soren Johnson 1

  2. Franchises: Who needs ‘em? � Regular profits � Minimal risk � Loyal fan-base � Free marketing � Publisher support Don’t believe me? 2003 Top 10 Console 2003 Top 10 PC Madden NFL Sims Superstar 1. 1. Pokemon Ruby 2. Sims Deluxe 2. Pokemon Sapphire C&C: Generals 3. 3. Need for Speed: Underground 4. Warcraft III 4. Legend of Zelda: Wind Waker 5. Sims Makin’ Magic 5. Grand Theft Auto: Vice City Sims Unleashed 6. 6. Mario Kart: Double Dash 7. Sim City 4 7. Tony Hawk’s Underground Call of Duty 8. 8. Enter the Matrix 9. Age of Mythology 9. Medal Honor Rising 10. Battlefield 1942 10. 2

  3. Different Challenges Creating… Maintaining… � Convince your publisher � Handle publisher pressure � Find fresh design space � Keep veterans happy � Build an audience � Add killer improvements � Fight for marketing � Fight cynicism/fatigue Why should I buy the new Why should I take a risk on version of Established Potential Franchise? Franchise? Not all franchises the same 3

  4. Release frequency Short Long Innovation focus Technical Gameplay 4

  5. The Franchise Universe Technical Short Long Gameplay The Franchise Universe Technical Short Long Gameplay 5

  6. The Franchise Universe Technical Short Long Gameplay The Franchise Universe Technical Short Long Gameplay 6

  7. The Franchise Universe Technical Short Long Gameplay The Franchise Universe Technical Short Long Gameplay 7

  8. Short-cycle updates � Episodic content � Updated rosters � Continued storyline � Level tread-milling Technology-based updates � Same game but new experience � Next-generation consoles � 3D graphics � Integrated multiplayer � Fan content However… 8

  9. Maintain your gameplay regardless of technology Still jumping… Still exploring… The Civilization Franchise � Long-cycle updates (3-4 years) � Focus on gameplay innovation � Continued commercial and critical success � 1+ million units per iteration � Enormous, rabid fan base � 200,000-word “official” suggestion list from our fans for Civilization III 9

  10. A History of Civilization � Civilization I (1991) � Classic “god game” � Simple, turn-based game mechanics � Civilization II (1996) � More units, buildings, technologies, etc. � Isometric view � More complexity (hit points, trade system) � Multiplayer � Map/events editor A History of Civilization � Alpha Centauri (1999) � Sci-fi setting allowed short-cycle update � Even more complexity (unit workshop, faction traits, social engineering) � Civilization III (2001) � New design vectors (culture, resources) � Simplified mechanics � Flexible diplomacy (bargaining table) � Rules editor � Unit animations 10

  11. The Franchise Universe Technical Short Long Gameplay Lessons from Civilization � Find fresh blood � Rotating design responsibilities � Fight team fatigue � New eyes substitute for new fans � Kill “unfun” elements � Simplify, simplify, simplify � Design orthogonally � Choose a focus � “Borrow” from your competition � Go back to the beginning 11

  12. Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Zones-of-control trapping units � Senate overriding user decisions � Spending limits � Simplify, simplify, simplify � Design orthogonally � Choose a focus � “Borrow” from your competition � Go back to the beginning Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Simplify, simplify, simplify � “Countable” hit points � Automatic trade routes � Global unit support � Design orthogonally � Choose a focus � “Borrow” from your competition � Go back to the beginning 12

  13. Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Simplify, simplify, simplify � Design orthogonally � Culture determines borders � Strategic resources (i.e. Chariots requires Horses) � Luxuries provide happiness � Choose a focus � “Borrow” from your competition � Go back to the beginning Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Simplify, simplify, simplify � Design orthogonally � Choose a focus � Improved the single-player, random-map experience by focusing on the world generator and artificial intelligence � “Borrow” from your competition � Go back to the beginning 13

  14. Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Simplify, simplify, simplify � Design orthogonally � Choose a focus � “Borrow” from your competition � Distinct civilizations (unique units and abilities) � Multi-unit forces (armies) � Go back to the beginning Lessons from Civilization � Find fresh blood � Kill “unfun” elements � Simplify, simplify, simplify � Design orthogonally � Choose a focus � “Borrow” from your competition � Go back to the beginning � Humor and light -heartedness of Civ I � Replay system 14

  15. Civilization I Fanbase Civ I Civilization II Fanbase Civ II Civ I 15

  16. Alpha Centauri Fanbase SMAC Civ II Civ I Wishful thinking??? SMAC Civ II Civ I Civ III 16

  17. Civilization III Fanbase SMAC Civ II Civ I Civ III Why the Ven diagram? � To keep a franchise alive, adjust the target audience � Hard-core fans usually want more complexity and options � Shrinking flight simulator market � Manuals got bigger and sales got smaller 17

  18. More is not always better 120 100 80 Units 60 Buildings 40 Techs 20 0 Civ I Civ II SMAC Civ III Civilization and its discontents Our mistakes… � Not starting engine from scratch � Too much design simplification � Ignoring user interface legacy � Trying to improve everything 18

  19. Case Study Transitioning to 3D � Make old fans comfortable � Camera controls � Isometric view � Interface continuity � When do graphics dictate gameplay? � Age of Mythology : adapt 3D to classic gameplay, graphical effects spawn god powers � Warcraft III : focus on “small” game (heroes, severe unit limits, special items) 19

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  22. Unit Counts � Age of Kings - 38 � Starcraft – 36 � Age of Myth – 108 � Warcraft III - 60 Unit Counts � Age of Kings - 38 � Starcraft – 36 � 24 Generic � 12 Terran � 14 Unique � 13 Zerg � Age of Myth – 108 � 11 Protoss � Warcraft III - 60 � 47 Greek � 32 Egyptian � 15 Human � 29 Norse � 15 Orc � 15 Elves � 15 Undead 22

  23. Unit Counts � Age of Kings - 38 � Starcraft – 36 � 24 Generic � 12 Terran � 14 Unique � 13 Zerg � Age of Myth – 108 � 11 Protoss � Warcraft III - 60 � 47 Greek • 21 Human � 15 Human • 13 Heroes • 12 Regular • 13 Myth • 3 Heroes � 32 Egyptian � 15 Orc � 29 Norse � 15 Elves � 15 Undead Age of Kings Unit Relationships Mounted Ranged Foot 23

  24. Rock-Paper-Scissors Rock Scissors Paper <Designer RANT> Rock Scissors It’s a TERRIBLE game!!! Paper 24

  25. Rock-Paper-Scissors 2.0 � Victory with… � Rock = 2 points � Paper = 5 points � Scissors = 10 points � Winner has most points after 10 rounds Asymmetrical Rewards � Age of Kings � Knights are strong and fast � Pikemen are cheap � Archers can garrison 25

  26. Age of Kings Unit Relationships Mounted Ranged Foot Age of Mythology : Greek Human Relationships Mounted Ranged Foot 26

  27. Age of Mythology : Greek Unit Relationships Mounted Ranged Human Hero Foot Mythical Age of Mythology : Greek God Relationships Ranged Mounted Human Hero Hades Poseidon Foot Mythical Zeus 27

  28. Age of Mythology Ranged Mounted Hero Human Poseidon Hades Foot Egyptians Greeks Mythical Zeus Norse Case Study � Age of Mythology � Runaway design complexity � Aggressively maintain traditions (same font) � New fighting with old � Killer feature: god powers � Warcraft III � Sustain complexity level � Changed player’s focus � Embraces per-unit tactics � Killer feature: heroes 28

  29. Jumping Genres? (Good) Might & Magic � Role-playing to turn- based strategy � Mixes hero leveling with Civilization -style mechanics � Similar fan-bases � Genuinely new gameplay! Heroes of Might & Magic Jumping Genres? (Bad) X-Com: UFO Defense � Turn-based tactics to first-person shooter � Seems appropriate for subject matter � Genres at odds with each other � Genuinely old cynicism! X-Com: Apocalypse 29

  30. Civilization IV � Drop unfun legacy (pollution, rioting, maintenance, corruption/waste) � Modern interface/help conventions � Continuous, immersive 3D world (what-you- see-is-what-you-get) � New design vectors (religion, civics) � RPG elements (unit upgrades/experience) � Coding from scratch (multiplayer, mod-friendly) � Can still take over the world! The Point If you put something in, take something out! 30

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