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Don’t Miss: Designing morality in games

[Gamasutra interviews Bethesda’s Emil Pagliarulo and 2K Marin’s Jordan Thomas to discuss the importance of building challenging, satisfying ethical gameplay — both in games the duo created such as Oblivion, Fallout 3 and BioShock 2, and in the work of others.]

To a certain degree, all games are about choice. The player chooses how and when to react to a given situation, whether that situation is as simple as fight or flight or as complex as determining the future of an entire species. Given the role that choice holds in gameplay, it’s no surprise that morality systems have become more and more common as games have increased in complexity.

Oftentimes these morality systems offer up only basic black and white choices: should I help this character or harm them? Should I defeat the evil wizard or accept his offer of power? Various types of moral choice systems appear in complex RPGs like Mass Effect 2, adventure games like Heavy Rain, and even straightforward action titles like Dante’s Inferno.

Compelling moral choices can encourage players to experiment with different ethical stances over multiple playthroughs, while underdeveloped morality systems can seem like little more than an additional bullet point on the back of the box.

To examine how to make in-game moral choices that are both intellectually engaging and stimulating from a gameplay perspective, we spoke with key developers from two studios with very different specialties: Bethesda’s Emil Pagliarulo explained how he and the rest of the team approached morality in RPGS like The Elder Scrolls IV: Oblivion and Fallout 3, while 2K Marin’s Jordan Thomas discussed branching moral outcomes in the shooter BioShock 2.

The results of the conversations with the developers pointed to two aspects that need to be present in order to make in-game moral choices compelling: a virtual world that somehow connects with the player, and a set of choices that offer outcomes of significant moral weight.

The two required elements may seem obvious, but more often than not a game with a moral choice system is missing one or the other. Choosing to punish or absolve tormented souls in Dante’s Inferno carries no weight because it has no connection to the narrative — it’s all about maximizing what kind of experience points you want to earn. InFAMOUS features a likeable protagonist and a recognizable world, but the choice to give food to hungry citizens or keep it for yourself is no choice at all in a game that doesn’t require you to eat.

So how do developers tackle the issue? The first step is to create some element that players can create an emotional bond with. “It all comes back to the characters you’ve created,” says Bethesda’s Pagliarulo. “I think Heavy Rain has proven this better than any game in recent memory. In order for a developer to provide moral choices that matter, the player has to be convinced that those choices are going to have some kind of effect on the characters in the game, and the more believable those characters, the stronger the emotional impact.

“At the end of Heavy Rain, if there’s one thing you feel it’s that Ethan loves his son and is completely invested in finding him, and this really challenges the player’s willingness to go as far as it takes.

“As it turns out, when I played Heavy Rain, I wasn’t willing to do carry out one of the sequences, and I actually sat there yelling at my TV, saying, ‘No! I won’t do it! This isn’t my fault! I will not be made the bad guy! You stole my son — it’s your fault! Not mine!’ I was pissed off. Not at the developers, but at the Origami Killer. And you know what? The game didn’t exactly have a happy ending.”

Few games have managed to create the same kind of believable characters as Heavy Rain, but fortunately there are other ways to draw a player into a game. One of the strongest elements of the original BioShock was the city of Rapture, a game world that was so solidly drawn that it felt real. It had a history, a set of rules that it adhered to, and an internal ecosystem that made it feel like a real place.


BioShock 2

“A lot of people told us that in their version of the world, they decided not to kill Big Daddies,” says 2K Marin’s Thomas. “This is not an outcome we support with any special content. This is a simulated moral decision that they chose to make based on their own level of empathy for these enslaved former humans.”

The world of Rapture in both BioShock games is a place founded on debatable concepts, and both games use a clash of ideals as the basis for the narratives. Rapture is both physically and ethically murky, and as such clear-cut “good and evil” choices seem out of place. In Rapture, the choices should be every bit as unclear as the rest of the world, something which Thomas believes the original game failed to achieve:

“It chose a very binary set out outputs at the far end,” he says. “The players who enjoyed that were those who kind of were those who felt that they were embodying a moral extreme anyway — there was a sort of cogency between what they chose and the outcomes they received. The ones who were less satisfied felt that they were morally more grey, or granular, and as such neither of the endings of that game reflected them well.”

In other words, the players who felt as if they were playing a purely good or purely evil character were satisfied with the two possible outcomes, but those players (arguably the majority) who viewed the BioShock experience as more morally ambiguous were less than satisfied with the simple either/or choices.

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Get a job: Sucker Punch Productions is hiring a Gameplay Programmer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Bellevue, Washington

Sucker Punch Productions is looking for focused, collaborative, professional engineers to implement gameplay features for our upcoming project. We’re looking for bright, energetic, and talented individuals who share our love of video games and our passion for creating innovative and fun experiences.

Work for this position will be done primarily in C++, with some work done in our proprietary Scheme-based scripting language. This is a highly collaborative position. You’ll be working closely with our game design team during iteration on gameplay features.

Job requirements:

  • 3+ years commercial programming experience is a plus. Game industry experience is not strictly required, but is strongly preferred.
  • Must be fluent in C++. Experience with Lisp or Scheme is a plus.
  • BS or higher in Computer Science or a related discipline.
  • Must be legally able to work in the United States.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Now Available on Steam – Armistice Bundle

Warchild Armistice Bundle is Now Available on Steam!*

In partnership with War Child charity, the Armistice bundle is a collection of best-selling titles that promote or have non-violent playthrough options and are donating up to 100%* of developer proceeds towards children affected by conflict.

Supporting games include:

• Styx: Shards of Darkness (Focus Home Interactive) – Donating 30% of developer proceeds to War Child UK
• Styx: Master of Shadows (Focus Home Interactive) – Donating 30% of developer proceeds to War Child UK
• This War of Mine (11 bit studios) – Donating 50% of developer proceeds to War Child UK
• Democracy 3 (Positech Games) – Donating 100% of developer proceeds to War Child UK
• Verdun (BlackMill/GameDrive) – Donating 50% of developer proceeds to War Child UK

*Discounts ends November 13 at 10AM Pacific Time

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One modder is on a quest to preserve Nintendo’s forgotten Flash games

A game maker and modder who operates under the name “Skelux” is in the middle of a quest to find and preserve “ancient relics”: the many Flash games Nintendo once made and hosted on its website.

As Motherboard aptly points out, it’s an important effort to recover some of what is being lost amid the slow death of Flash.

Game devs who never saw these games, which were published as ads and companion pieces for everything from Metroid Prime to Odama, can get a quick overview of the project by watching Skelux’s video on the project. 

You can also browse a list of games Skelux has recently created which both links to playable versions of games that have been rebuilt (often, evidently, by canny use of the Waybck Machine) and lists the pieces of games he’s still missing.

Early last month, he put out a call for help that includes promise of a cash bounty ($50 for a complete game) for assistance in finding Flash games which were used to promote Nintendo games and are now offline.

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Blizzard is making StarCraft II: Wings of Liberty free-to-play

Today Blizzard Entertainment announced that it will be making its real-time strategy game StarCraft II: Wings of Liberty freely available to download and play on November 14th 

This has the potential to rejuvenate the StarCraft II community, especially those who still play the game’s multiplayer component, as anyone who downloads Wings of Liberty as a free game will have full access to up-to-date versions of StarCraft II ranked multiplayer and its co-op mode.

It may also help juice sales for Blizzard, since StarCraft II spans three core installments (Wings of LibertyHeart of the Swarm, and Legacy of the Void) and last year’s Nova Covert Ops mission packs. While Wings of Liberty will go free on the 14th, players will still have to pay to access the other installments. 

However, people who already own Wings of Liberty will be able to download Heart of the Swarm for free for a limited time (between November 8th and December 8th, specifically), and all StarCraft II owners will get a smattering of cosmetic DLC come the 14th.

StarCraft II will be joining its predecessor amid the ranks of games Blizzard offers for free, including the F2P digital card game Hearthstone, which has proven incredibly successful since its debut in 2014.

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Video: A game dev’s guide to staying satisfied and mentally healthy

Game development is not an easy road. Rates of burnout, anxiety, depression, and other mental health concerns are high.

That’s why, at GDC 2017, psychiatric care professional Dr. Jennifer Hazel and Framed game dev Joshua Boggs  explored the issue and offered some tips on how to remain well while working in games.

It was a good talk that spoke to the specific traps that the games industry can lure people into, such as crunch, competition and social isolation. The pair talked about how making a game can make you feel terrible, and shared techniques you can use that may help you come out of it afterwards a better person.

Plus, they provided evidence-based, clinically relevant tips about how to be mindful of your own mental health and what you can do if things get tough. If you missed it at GDC this year, don’t miss your chance to now watch their talk for free on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Get a job: Infinity Ward is hiring an experienced AI Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Woodland Hills, California

Infinity Ward is currently seeking a Senior AI Engineer in the Woodland Hills, CA area.  The ideal candidate will have five or more years of experience in a similar role.  This is an opportunity to work on cutting edge AI in the world’s premiere FPS franchise.  We’re looking for someone who comes to the table with new ideas, but has the pragmatism required to ship a video game.

Responsibilities:

  • Work with the AI engineering team to craft best-in-class AI technology for our next AAA title
  • Work closely with the design and content teams to bring new AI characters and behaviors to life
  • Contribute ideas for new AI architectures and technologies
  • Design, plan, and implement performant and optimized AI systems

Requirements:

  • 5+ years of experience in games, military simulation, or real-time AI
  • 1+ shipped titles working as an AI Engineer
  • Have architected (or significantly extended) an AI decision framework
  • Strong design sensibilities and outstanding communication skills
  • Excellent debugging and performance analysis skills
  • A love for competitive FPS play
  • Strong 3D math and algebra skills as they relate to game programming
  • Strong knowledge of C++ programming and practices

Pluses:

  • Use of analytics to guide behavior
  • Networking
  • Single-player AI systems
  • Working in and extending an established code base
  • Experience with animation technology – blend trees, IK, motion matching
  • Experience with C#
  • Previous experience with scripting languages such as Lua, Python

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Don’t Miss: How Overwatch conveys character through first-person animations

Here’s a fun challenge: How do you convey unique character traits and quirks in a game primarily played from a first-person perspective?

That’s exactly what Blizzard had to figure out while designing its character-packed multiplayer shooter Overwatch. At GDC 2017’s Animation Bootcamp, Blizzard’s own Matthew Boehm took the stage to explain how the Overwatch team ulled it off — and what other devs can learn from the experience.

It was a fun talk that dug into the artistic and technical challenges of expressing personality in first-person animation while staying true to the designer’s intent for gameplay. How would a gunslinger like Overwatch‘s McCree reload a revolver, for example — and how can you do it in 45 frames?

Boehm’s talk was interesting to developers of all stripes, and if you missed it the first time around you can now watch entirely for free over on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Blizzard has its own classic World of Warcraft server in the works

Alongside the announcement of a new World of Warcraft expansion at Blizzcon today, Blizzard Entertainment revealed that it will be launching its own classic World of Warcraft server at some point in the future.

A ‘vanilla’ version of World of Warcraft is something that longtime players of the game have been requesting for years. A classic server would offer those players a way to experience the game as it was in 2004, before expansions and updates permanently altered both the landscape and content of the game itself.

There have been numerous fan attempts to create such a server in the past, many of which have been met with threats of legal action from Blizzard since such running such a project requires, among other things, unauthorized use of Blizzard’s IP and reverse-engineered source code.

One of the more infamous attempts at doing so was the private vanilla server Nostalrius, which shut down in 2016 after Blizzard threatened to take them to court over copyright infringement. At the time, Nostalrius representatives said that over 150,000 actively played on the unofficial classic server.

The latest effort to do so was the fan-project Elysium (which was born out of that shuttered Nostalrius fan server), but that project itself shut down in mid-October following its own internal management complications.

Other online games like RuneScape have already taken to maintaining an official classic server for nostalgic fans. In that case, RuneScape developer Jagex says that maintaining both classic and modern versions of the game is something that helps it meet the desires of its community.

Blizzard has not announced when the server will go live, saying only that it is currently in development.

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The two-man team building Disc Jam as an eSports platform

Games designed as an ongoing service have become the new frontier of development – the proverbial “golden ticket” to drawing long-term success from a single product. The eSports model in particular has gained huge popularity among creators and players in recent years, as titles like League of Legends, Counter-Strike and many more continue to grow their player bases. One of the great things about this model is that it isn’t limited to the AAA market; Rocket League and PlayerUnknown’s Battlegrounds are both proof of that. But all of these games had to start with one crucial thing: a solidly designed foundation.

As the first title to come out of fledgling studio High Horse Entertainment, Disc Jam sets itself up with a simple but fun framework and big plans for the future. Conceived as a modern take on the competitive flying disc game in the vein of Windjammers, Disc Jam has players frantically sprinting, sliding and throwing in high-powered, score-based frisbee. But after launching to some success as a PlayStation Plus freebie, the growth of its player base slowed.

That might sound like a death knell for an eSports-focused game – but Disc Jam’s most recent update has added dedicated servers, skill-based matchmaking, crossplay between PC and PS4 and more. We talked with Tim Rapp and Jay Mattis (the two-man team at High Horse) about building a game with eSports in mind, sustaining that model with content, and how they plan to grow their audience further.

“As much as I would like to say we had a marketing strategy targeting a key demographic, it really just came down to Jay and I playing a ton of old Pong-likes and saying to each other: ‘Why aren’t there more simple, PvP-first games like these?’ “

Disc Jam takes a lot of clear inspiration from other games, and the arcade classic Windjammers was the primary influence. While Windjammers never got a sequel, it did maintain a dedicated cult following. Rapp says this was an underserved market that they wanted to appeal to with Disc Jam – despite not having an orchestrated marketing strategy.

“The word ‘underserved’ strikes a chord with me because it’s exactly how I feel as a PvP guy who loves arcade games.” he said. “As much as I would like to say we had a marketing strategy targeting a key demographic, it really just came down to Jay and I playing a ton of old Pong-likes and saying to each other: ‘Why aren’t there more simple, PvP-first games like these?’”

As experienced fans of the genre, they set out to create one of their own using Unreal Engine 4.

“The struggle, of course, is modernizing the experience so that it resonates with today’s gamers while hopefully capturing the excitement of those fast-paced coin-ops that make present-day sports games feel sluggish,” Rapp said.

“Rocket League’s success was encouraging, but not because it’s a self-published indie title. It’s because it’s an online PvP experience.”

Disc Jam was in development before Rocket League came out, but Rapp and Mattis still cite it as an example of how commercially viable a small game with an eSports model could be. “Rocket League went on to conquer the world despite very little pre-launch coverage.” Rapp said. “It was encouraging and even a little validating, but not because it’s a self-published indie title. It’s because it’s an online PvP experience first and foremost.”

This, according to Rapp and Mattis, helped give Disc Jam a better sense of identity: using core competitive gameplay to illustrate why simple teamwork and victory are fun, without the need to grind for levels or items that alter gameplay for some players but not others. “I think a lot of games today still wrestle with that identity crisis.” Rapp said.

Disc Jam may be a simple game at its core, but that doesn’t mean High Horse isn’t planning to build on its foundation. Many eSports-focused titles in recent history, like Overwatch and Street Fighter V, survive and thrive by adding refinements, balances and content over time. This is crucial for Disc Jam as well. “Being a team of two, we always knew that building games-as-a-service would be the best model for developing our IP and technology.” Mattis said. “It enables us to be flexible and shift priorities to better serve our players.”

One of the appealing things about sustainable games is looking forward to their content updates. This is how games like Disc Jam achieve longevity, but it also means that these games are never truly “finished.” Rapp says he doesn’t have a problem with that.

“Very early in my career (I think it was my first game, in fact), my lead told me ‘no game has ever shipped completely finished.’ I remember being disappointed to hear that, but over a decade later, I’ve come to embrace that simple truth.” Rapp said. “With Disc Jam, we have a pretty clear vision of what the game looks like 3, 6, and 12 months from now. We’re focused on new characters, maps, game modes, and more custom content… so that players can expect to see a steady stream of content updates while we continue rolling out new features.”

Disc Jam originally launched as one of the free monthly games available to PlayStation Plus subscribers. Rapp told us about the idea behind temporarily offering their new game for free, and the methods they’re using to gain players and concurrency.

“Player count is the lifeblood of any online game, and we knew that launching into Plus or Games With Gold would solve that problem and put the game in front of people without spending money we didn’t have on a massive marketing campaign,” he said. “Every business decision we made was guided by our main objective: build the largest player base we can. Launching into a subscription service was the best possible scenario given the project’s humble beginnings.”

Mattis also spoke about some of their plans to expand Disc Jam’s influence:

“We’re just starting to get going with some of the promotions we have lined up. We had a Steam free weekend which was amazing because Amazon sponsored the server costs and we saw our concurrency jump in a huge way,” he said. “But going forward, we have a bit of a ‘kitchen sink’ mentality. We’ve been making games for over a decade but this is our first time marketing one, so we have a lot of different strategies to try.”