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Love Dev Update #1: Pacing

LovePosted by Eskil Sat, June 09, 2012 21:01:09
Since my last blog update, I have gotten a lot of feedback from people who wants to know more about the latest Love developments, So I have decided to start posting a series of updates that deal with different aspects of what I'm working on, for people who don't play very often and don't keep up with the minute details of the things I post on twitter.

A very clear goal when designing Love has been to create a world that is proactive. In many games, the player is required to actively move forward in order to engage the game. The enemies that are hellbent on killing you in the next room, will never bother to actually seek you out no matter how long you stand and wait on the other side of the door. In other games, mainly multiplayer games like Starcraft or counter-strike, there is a rush to engage the enemy, or the enemy will rush you. If Love was about making either of these, it would be easy to solve, the problem is I want both.

I want to give the players the time and opportunity to explore and build, activities that are largely self motivating, but I also want the world to force itself on to the players in multiple interesting ways, and compelling them to deal with events that the world initiates. I want the players to be in some, but not complete power over what their objectives are.

Back in the early days of Love the five tribes had very complex relations with each other, and while it was very cool from a simulation point of view it never made much sense to the players. After a few different versions I settled on a new structure that would be the back bone of the expansion "Dark matter moves over fair land". The idea is that there is a powerful object (The artifact) and who ever has it becomes "the evil empire". This tribe would then slowly dominate the world and occupy all other settlements. It is simple and straight forward. The thought was that in the beginning the domination would be fairly benign. but then for each settlement it occupied, some basic functionality of the world would change forcing the players to eventually deal with the domination.

The Omprelly Enclave has been occupied, casing rain to flood the planet.

Freeing a tribe from occupation would make them friends of the players. It made it very clear who was a friend and who was an enemy and why.

Two weeks before I was to release the expansion, it all turned out to be a disaster. The problem was that I had given the dominating tribe all the nice stuff that the players wanted, so as soon as a domination would start the players would rush over to it and raid it, before it had the chance to grow. Instead of being the heroes freeing the world from domination, the players became the dominating tribe, constantly killing any tribe that dared to challenge its domination. Even worse the players would bait tribes in to trying to dominate the world just to be able to kill them. The relentless slog to kill dominating settlements just turned out to be a disaster for pacing, and players just got tired of it.

Something had to be done and I decided to build a brand new tech tree, that the players could build up mostly independently from the dominating tribe. It was a mad dash for two week before GDC but it worked. By making the goal of the players to develop their own infrastructure, they would let a domination grow and they would only deal with it once it started making their life too difficult. Something I learned from this was that its very important to add "normalcy" for a world to seem real. To get epic and memorable battles, you cant have a constant battles. Battles and struggles should be about defending normalcy.

Even though this improved the pacing enormously, it still isn't good enough. The question becomes how fast should the domination spread, or in other words, how often should the players be forced to deal with it? If its too often the game becomes monotonous, and the players feel they never get the chance to advance in the game because they are constantly interrupted, If its too seldom players who don't have much self motivation will get bored because nothing happens.
I'm still tweaking these numbers, but I have come to the conclusion that while I can probably find a good average, its going to be different for different players. While all players want diversity, some people like to build settlements and infrastructure most of the times, while other like to explore and yet other players want mostly combat. Another problem is that if you only feel like playing for 15-20 minutes the kind of play you are looking for might not be available at the time. My new plan is to create the opportunities for elective mini skirmishes that the players can engage in to when ever they want.

Last week I added the two first ones. I made it so that the Condita Raiders controls all gas wells and will defend them if you try to harvest gas from them, I also made the matter melders in to objects found around the Kondosant Clans settlement that you would have to power for a few minutes to get, while constantly being attacked. I even generated some new terrain to make the battles more interesting.

A trapped melder by the Kondosant Clans settlement

So far this has worked very well. Now I'm looking fore more ideas, on how to add other activities for players to engage in. While the two I have take care of players who want combat, I would like to add some that lets players interact with the AI, explore the world, take strategic decisions, and collaborate. I also would like to tie these smaller events better in to the main "story". If you steal items from a tribe will they still help you fight the domination? Can you use the fact that a settlement is being occupied to steal stuff without any repercussions?

Right now I'm planing to add some sort of world switch, that favors either power or matter based activities, and I'm looking for an interesting way to bring back prisons, so that players can mount escapes, and rescues. What would you like to see?

E

If you would like to try Love for free, just download the client here and click on the demo button to play. Also join the teamspeak channel at teamspeak.quelsolaar.com to talk to other players.

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Posted by Flenser Mon, June 11, 2012 12:03:24

Thanks for posting this.

I paid to play when it was first available and it's nice to hear what's changed since then. I've been following on twitter but find the updates a bit cryptic as I'm not able to play at the moment (don't let that stop you. It gives the game a bit of mystery which makes me want to start playing again).

Posted by Tom Mon, June 11, 2012 11:27:03

Well that was fast! Very interesting read and looking forward to future posts! And thanks for listening.

Also, I noticed that leaving comments from a mobile device (iOS in my case) results in the comments not showing up. Just thought I'd let you know in case someone else has the same problem.