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<strong>Designing</strong> a <strong>persistent</strong> <strong>online</strong><br />

<strong>strategy</strong> <strong>game</strong><br />

Anders Engqvist (dit04aet@cs.umu.se)<br />

Andreas Wikström (dit04awm@cs.umu.se)<br />

March 9, 2009<br />

Master’s Thesis in Computing Science, 2*30 ECTS credits<br />

Supervisor at CS-UmU: Daniel Sjölie<br />

Examiner: Per Lindström<br />

Umeå University<br />

<strong>Department</strong> <strong>of</strong> Computing Science<br />

SE-901 87 UMEÅ<br />

SWEDEN


Abstract<br />

Persistent <strong>online</strong> <strong>strategy</strong> <strong>game</strong>s is a fairly new genre and there is still room for experimentation<br />

and new ideas. The goal <strong>of</strong> this project was to create a design document<br />

for the <strong>game</strong>play <strong>of</strong> such a <strong>game</strong>. A concept for the <strong>game</strong> was developed by involving<br />

potential players. This was done using qualitative methods such as focus groups and<br />

brainstorming sessions. Based on this concept a working prototype has been implemented.<br />

This prototype was tested by the target audience and both the initial concept<br />

and the prototype have been evaluated. The evaluation showed that the players involved<br />

in the process believed in the potential <strong>of</strong> the <strong>game</strong>, but that there are several issues that<br />

need to be resolved. The resulting working design document, describing the <strong>game</strong>play<br />

<strong>of</strong> the <strong>game</strong>, is included in this report.


Contents<br />

1 Introduction 1<br />

1.1 Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1<br />

1.2 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2<br />

1.3 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3<br />

1.4 Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3<br />

2 Methods 5<br />

2.1 The design process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5<br />

2.2 Questionnaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6<br />

2.3 Focus groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

2.4 Brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7<br />

2.5 Prototyping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

2.6 Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8<br />

3 Requirements engineering with non-functional requirements 11<br />

3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11<br />

3.2 Non-functional requirements . . . . . . . . . . . . . . . . . . . . . . . . . 12<br />

3.3 The Non-Functional Requirements Framework . . . . . . . . . . . . . . . 13<br />

3.3.1 S<strong>of</strong>tgoals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13<br />

3.3.2 Interdependencies . . . . . . . . . . . . . . . . . . . . . . . . . . 15<br />

3.3.3 Evaluation procedure . . . . . . . . . . . . . . . . . . . . . . . . 18<br />

3.3.4 Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19<br />

3.3.5 Correlations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21<br />

3.4 Eliciting requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22<br />

3.4.1 Questionnaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23<br />

3.4.2 Interviews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24<br />

3.4.3 Focus groups and workshops . . . . . . . . . . . . . . . . . . . . 25<br />

3.4.4 Observing users . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26<br />

4 Models & methods for evaluating <strong>game</strong>s 27<br />

4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27<br />

iii


iv<br />

CONTENTS<br />

4.2 Beyond usability in the design and evaluation <strong>of</strong> video <strong>game</strong>s . . . . . . 29<br />

4.3 Differences between productivity s<strong>of</strong>tware and video <strong>game</strong>s . . . . . . . 30<br />

4.4 Playability and <strong>game</strong>play . . . . . . . . . . . . . . . . . . . . . . . . . . 31<br />

4.5 Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32<br />

4.6 Immersion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36<br />

4.7 Player experiences in <strong>game</strong>s . . . . . . . . . . . . . . . . . . . . . . . . . 37<br />

4.8 Methods for the evaluation <strong>of</strong> video <strong>game</strong>s . . . . . . . . . . . . . . . . . 38<br />

4.8.1 Usability testing . . . . . . . . . . . . . . . . . . . . . . . . . . . 38<br />

4.8.2 Playtesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39<br />

4.8.3 Consumer Playtest . . . . . . . . . . . . . . . . . . . . . . . . . . 40<br />

4.8.4 Heuristic evaluation . . . . . . . . . . . . . . . . . . . . . . . . . 40<br />

4.8.5 Physiological measurements . . . . . . . . . . . . . . . . . . . . . 41<br />

5 Pre-study 43<br />

5.1 Initial idea generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.2 Result <strong>of</strong> the idea generation . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.3 Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43<br />

5.4 Result <strong>of</strong> the questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . 44<br />

5.5 Brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44<br />

5.6 Result <strong>of</strong> the brainstorming . . . . . . . . . . . . . . . . . . . . . . . . . 45<br />

5.7 Focus groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46<br />

5.8 Result <strong>of</strong> the focus groups . . . . . . . . . . . . . . . . . . . . . . . . . . 47<br />

6 Result <strong>of</strong> the pre-study 51<br />

6.1 Overview <strong>of</strong> the working design document . . . . . . . . . . . . . . . . . 51<br />

6.1.1 Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.2 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.3 Family and family members . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.4 Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.5 Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52<br />

6.1.6 Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.1.7 Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.1.8 Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

6.2 Examples <strong>of</strong> dropped ideas . . . . . . . . . . . . . . . . . . . . . . . . . 53<br />

7 Implementation <strong>of</strong> the functional prototype 57<br />

7.1 Scope <strong>of</strong> the prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57<br />

7.2 Development environment . . . . . . . . . . . . . . . . . . . . . . . . . . 58<br />

7.3 System architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59


CONTENTS<br />

v<br />

8 Result <strong>of</strong> the implementation 63<br />

8.1 Overview <strong>of</strong> the prototype . . . . . . . . . . . . . . . . . . . . . . . . . . 63<br />

8.1.1 The <strong>game</strong> interface . . . . . . . . . . . . . . . . . . . . . . . . . . 63<br />

8.1.2 Family members . . . . . . . . . . . . . . . . . . . . . . . . . . . 63<br />

8.1.3 Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65<br />

8.1.4 Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65<br />

8.1.5 Messaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br />

8.1.6 Resource reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br />

8.1.7 Manpower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66<br />

8.1.8 Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67<br />

8.1.9 The map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67<br />

8.1.10 Resource stations . . . . . . . . . . . . . . . . . . . . . . . . . . . 71<br />

8.1.11 Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71<br />

8.1.12 Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73<br />

8.1.13 Warfare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74<br />

8.2 Errors and limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76<br />

9 Evaluation 77<br />

9.1 Heuristic evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77<br />

9.2 Result <strong>of</strong> the heuristic evaluation . . . . . . . . . . . . . . . . . . . . . . 78<br />

9.3 Focus group evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79<br />

9.4 Result <strong>of</strong> the focus group evaluation . . . . . . . . . . . . . . . . . . . . 79<br />

10 Resulting design document 83<br />

10.1 Basic concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83<br />

10.2 The world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84<br />

10.3 Constructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84<br />

10.4 Timescale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85<br />

10.5 Seeing & Fog <strong>of</strong> War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85<br />

10.6 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86<br />

10.7 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86<br />

10.8 Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87<br />

10.9 Goals & endings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87<br />

10.10Highscore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87<br />

10.11Manpower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88<br />

10.12Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88<br />

10.12.1 Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89<br />

10.12.2 Population . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90<br />

10.12.3 Influence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90<br />

10.13Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90<br />

10.13.1 Race attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91<br />

10.13.2 Race exclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91


vi<br />

CONTENTS<br />

10.14Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91<br />

10.15Family and family members . . . . . . . . . . . . . . . . . . . . . . . . . 92<br />

10.15.1 Prestige . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92<br />

10.15.2 Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93<br />

10.15.3 Life and death . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93<br />

10.15.4 Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93<br />

10.15.5 Usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94<br />

10.15.6 Marriage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94<br />

10.15.7 Family history . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94<br />

10.16Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94<br />

10.16.1 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95<br />

10.16.2 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95<br />

10.17Conquest and expansion . . . . . . . . . . . . . . . . . . . . . . . . . . . 95<br />

10.17.1 Conquering land . . . . . . . . . . . . . . . . . . . . . . . . . . . 95<br />

10.17.2 Conquering cities . . . . . . . . . . . . . . . . . . . . . . . . . . . 96<br />

10.18Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96<br />

10.18.1 Capturing family members . . . . . . . . . . . . . . . . . . . . . 96<br />

10.18.2 Battle orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97<br />

10.18.3 Attacking cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97<br />

10.18.4 Attacking resource stations . . . . . . . . . . . . . . . . . . . . . 98<br />

10.19Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98<br />

10.20Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98<br />

10.21Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99<br />

10.21.1 Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99<br />

10.21.2 Alliances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99<br />

10.22Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100<br />

10.23Beginning <strong>of</strong> the <strong>game</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100<br />

10.24Issues that needs to be resolved . . . . . . . . . . . . . . . . . . . . . . . 101<br />

11 Discussion & Conclusion 103<br />

11.1 Restrictions & limitations . . . . . . . . . . . . . . . . . . . . . . . . . . 104<br />

11.2 Future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105<br />

12 Acknowledgements 107<br />

References 109<br />

Appendices 113<br />

Appendix A Pre-prototype <strong>game</strong> specification 115<br />

Appendix B Enkät 129


CONTENTS<br />

vii<br />

Appendix C Manus till brainstormingsession 131<br />

Appendix D Resultat - brainstorm 1 133<br />

Appendix E Resultat - brainstorm 2 137<br />

Appendix F Manus för diskussionsession 141<br />

Appendix G Frågor som måste behandlas 143<br />

Appendix H Annoterade idéer till spelet 147<br />

Appendix I Heuristiker för utvärdering 165<br />

Appendix J Found issues in heuristic evaluation 167<br />

Appendix K Utvärderingsmanus för fokusgrupper 177<br />

Appendix L Resultat av utvärdering, fokusgrupp 1 181<br />

Appendix M Resultat av utvärdering, fokusgrupp 2 187<br />

Appendix N Resultat av utvärdering, intervju 195


viii<br />

CONTENTS


Chapter 1<br />

Introduction<br />

The purpose <strong>of</strong> this master thesis project is to create a design document for the <strong>game</strong>play<br />

<strong>of</strong> a <strong>persistent</strong> <strong>online</strong> <strong>strategy</strong> <strong>game</strong>. This chapter starts with an outline <strong>of</strong> the report. It<br />

then defines some <strong>of</strong> the words and expressions being used, gives a bit <strong>of</strong> background to<br />

this type <strong>of</strong> <strong>game</strong> (and <strong>strategy</strong> <strong>game</strong>s in general) and introduces the goals and purposes<br />

<strong>of</strong> the project.<br />

Following the introduction the report presents a chapter about methods used throughout<br />

the project. It then presents in-depth studies on non-functional requirements and <strong>game</strong><br />

evaluation. The rest <strong>of</strong> the report is dedicated to the work with developing the design<br />

document. It regards the pre-study, the implementation <strong>of</strong> a functional prototype,<br />

the evaluation and the results <strong>of</strong> each <strong>of</strong> these processes. Finally the resulting design<br />

document is presented followed by a discussion about the results and future work.<br />

1.1 Definitions<br />

In this report the following definitions are used:<br />

Persistent <strong>game</strong>: In a <strong>persistent</strong> <strong>game</strong> the world always exists regardless <strong>of</strong> who or<br />

how many players that are logged in. The entities that a player controls also<br />

continue to exist in the <strong>game</strong> world after the player has logged out. This means<br />

that these entities can be affected by the <strong>game</strong> world and other players even though<br />

the player is not currently playing the <strong>game</strong>. A related term is <strong>persistent</strong> world,<br />

which means a virtual world that continues to exist after a user has exited the<br />

world (just as in a <strong>persistent</strong> <strong>game</strong>). It is not however certain that the entities<br />

(such as a player avatar) are still present in the world when the user has logged<br />

out. Most massively multiplayer <strong>online</strong> role-playing <strong>game</strong>s are <strong>persistent</strong> worlds<br />

(for example World <strong>of</strong> Warcraft and Warhammer <strong>online</strong>).<br />

Real-time and turn-based <strong>game</strong>s: In a real-time <strong>game</strong> time flows continuously, as<br />

opposed to turn-based <strong>game</strong>s where time is divided into well defined discrete turns.<br />

In real-time <strong>game</strong>s a player can perform actions at any given time. Generally<br />

in turn-based <strong>game</strong>s, one player performs one or several actions while the other<br />

1


2 Chapter 1. Introduction<br />

players wait. When the first player is done, the next player performs his/her<br />

actions. One turn is over when all players have performed their actions. Soccer is<br />

for example a real-time <strong>game</strong> while chess is turn-based.<br />

Gameplay: Gameplay is defined by the rules and components <strong>of</strong> a <strong>game</strong> as well as how<br />

players interact with them. There are for example different rules and components<br />

for a racing <strong>game</strong> and a roleplaying <strong>game</strong>. Because <strong>of</strong> this the <strong>game</strong>s are also<br />

played in different ways, giving the <strong>game</strong>s different <strong>game</strong>play.<br />

1.2 Background<br />

Strategy <strong>game</strong>s have been around since the early board <strong>game</strong>s (such as chess) and the<br />

computer <strong>strategy</strong> <strong>game</strong>s today still hold to the same basic principles. The player is<br />

supposed to make decisions to gain a strategic advantage and in the end beat his/her<br />

opponent. Common parts <strong>of</strong> computer <strong>strategy</strong> <strong>game</strong>s are the gathering <strong>of</strong> resources,<br />

building <strong>of</strong> armies and the manoeuvring <strong>of</strong> these armies (although there are <strong>game</strong>s that<br />

contain other or not all <strong>of</strong> these aspects). There are quite a few different approaches to<br />

<strong>strategy</strong> <strong>game</strong>. The most basic difference is perhaps the one between turn-based <strong>game</strong>s<br />

and real-time <strong>game</strong>s. Turn based <strong>game</strong>s have a slower pace and thus allow the player<br />

to think through his/her actions more thoroughly than real-time <strong>game</strong>s.<br />

Since a turn-based <strong>game</strong> gets quite troublesome if a lot <strong>of</strong> players were to play it (if<br />

there are 100 players and each player has to wait for all the other players to make<br />

their decisions before he/she can play his/her turn the wait would be unbearable) most<br />

<strong>online</strong> <strong>game</strong>s are played in real-time. Fast paced real-time action is not desirable in a<br />

<strong>persistent</strong> <strong>online</strong> <strong>strategy</strong> <strong>game</strong> on a grand scale, mainly because too much would have<br />

time to happen during the time a player is logged out (i.e. a player that has a mighty<br />

empire might be logged <strong>of</strong>f for a couple <strong>of</strong> hours and when he/she returns nothing is<br />

left). Because <strong>of</strong> this there are several hybrids <strong>of</strong> real-time and turn-based approaches<br />

in <strong>persistent</strong> <strong>online</strong> <strong>strategy</strong> <strong>game</strong>s. One way is simply to have a slow moving real-time<br />

<strong>game</strong> where every action takes a lot <strong>of</strong> time. Another is to give the player a limited<br />

amount <strong>of</strong> “actions” for a given time frame.<br />

Non-<strong>persistent</strong> <strong>strategy</strong> <strong>game</strong>s are usually played on a map where positions have different<br />

strategical importance. To include a map in a persistant <strong>strategy</strong> <strong>game</strong> raises some<br />

issues. Fixed positions make balancing difficult since all players should have equal (or<br />

at least similar) opportunities in the beginning <strong>of</strong> the <strong>game</strong>. All positions in the <strong>game</strong><br />

cannot however be exactly equal since it would take away the strategic aspect <strong>of</strong> the<br />

positions. A player’s neighbour would also most likely be his/her first opponent and<br />

this can make the challenge uneven for different players (i.e. a new player who starts<br />

the <strong>game</strong> next to a very aggressive player will have a different experience than a player<br />

starting next to a peaceful player). There is also an issue <strong>of</strong> the risk <strong>of</strong> players being<br />

completely defeated. If a player owns a fixed position on a map, there is no obvious<br />

logical reason for why this position cannot be conquered. These problems can affect the<br />

user experience. In present <strong>game</strong>s there are mainly two ways <strong>of</strong> handling this. One way<br />

is to have the players own abstract land and losing battles thus results in the player<br />

loosing a certain percentage <strong>of</strong> his/her land. This is very common in non-graphical<br />

<strong>game</strong>s. A similar solution is to allow positions for cities, villages etc., but giving the<br />

position no strategical importance. The other way is to separate battles from the rest


1.3. Goals 3<br />

<strong>of</strong> the <strong>game</strong>play and only allowing players that are <strong>online</strong> to fight against each other.<br />

Battles are then usually performed in a real-time fast-paced mode. In this case the<br />

battles do not directly affect the land that the player owns but only gives an indirect<br />

bonus or penalty to the player. An example could be to gain resources from winning a<br />

battle, but not risking losing any land. This approach also makes it possible to “matchmake”<br />

players <strong>of</strong> similar strength. There are <strong>of</strong> course other solutions and hybrids <strong>of</strong><br />

these two.<br />

1.3 Goals<br />

The goals <strong>of</strong> this master thesis are to gather requirements from the target audience,<br />

develop a working prototype, evaluate the prototype and finally generate a design document<br />

for a <strong>persistent</strong> <strong>online</strong> <strong>strategy</strong> <strong>game</strong>.<br />

The design document will focus on the <strong>game</strong>play and mechanics <strong>of</strong> the <strong>game</strong>. It will not<br />

consider s<strong>of</strong>tware architecture and design, interface design or graphics.<br />

The target audience for the <strong>game</strong> is people who are interested in <strong>strategy</strong> <strong>game</strong>s. Because<br />

the <strong>game</strong> will be fairly complex the age will probably be around 15 and up. The target<br />

audience could thus be described as teenagers and young adults with an interest in<br />

<strong>strategy</strong> <strong>game</strong>s.<br />

1.4 Task<br />

The first part <strong>of</strong> the project is a pre-study aimed at eliciting requirements and wishes<br />

for the <strong>game</strong> by involving potential users. This will be done using mainly qualitative<br />

methods.<br />

The second part is to develop a working prototype <strong>of</strong> the <strong>game</strong> based on the result from<br />

the pre-study. The prototype will contain the basic <strong>game</strong>play mechanics and certain<br />

features that require evaluation. It will not have all the functionality that will be found<br />

in the final version <strong>of</strong> the <strong>game</strong>. The graphics and the interface in the prototype will be<br />

simple and should not be seen as representative for the final <strong>game</strong>.<br />

The third part is to evaluate the prototype empirically and analytically. The focus <strong>of</strong><br />

the evaluation is the <strong>game</strong>play <strong>of</strong> the prototype.


4 Chapter 1. Introduction


Chapter 2<br />

Methods<br />

This chapter explains some <strong>of</strong> the methods that will be used throughout the work. This<br />

is mainly an overview <strong>of</strong> the techniques and does not go into any specific details or<br />

implementations. Some <strong>of</strong> the techniques are further explained in chapter 3 and 4 while<br />

the actual implementations that will be used are described in chapter 5.<br />

2.1 The design process<br />

The design process can look different depending on what type <strong>of</strong> system that is designed.<br />

There are many different theories and models that try to explain the process. Löwgren<br />

& Stolterman [37] identifies three different levels <strong>of</strong> abstraction in the early stages <strong>of</strong> the<br />

design process; vision, operative view and specification.<br />

The vision is the designer’s principle <strong>of</strong> the design. It is not a complete design, rather<br />

an idea <strong>of</strong> a solution, structure or feature. A vision exists in the designers head and<br />

is both diffuse and contradictious. This is the visions weakness but also its strength<br />

because it makes it possible to work in situations that are complex and the vision gives<br />

the designer something to strive for.<br />

The operative view is more concrete than the vision and is usually captured in simple<br />

sketches and pictures. This gives the designer opportunity to communicate ideas with<br />

other stakeholders. After some time the operative view evolves and becomes more<br />

detailed and specific. It then risks being separated from the vision, partly because<br />

the operative view changes depending on outer influence and partly because the vision<br />

changes.<br />

At some time the operative view becomes a specification that defines the final product.<br />

Implementation can then be initiated. These three stages are dynamic and influence<br />

each other throughout the design process. The external situation influences the vision.<br />

The vision affects the operative view which in turn changes the specification.<br />

One model for the design process (shown in Figure 2.1), described by Preece, Rogers<br />

& Sharp [52], is called the lifecycle model for interaction design. It is a descriptive<br />

and simple model based on observations and models for Human-Computer Interaction<br />

5


6 Chapter 2. Methods<br />

and s<strong>of</strong>tware engineering. The model encourages iteration and evaluation. The only<br />

limitation to the number <strong>of</strong> iterations is the resources available.<br />

Figure 2.1: The lifecycle model for interaction design. Adapted from Preece, Rogers &<br />

Sharp [52].<br />

Because the user experience cannot be predicted when designing interactive systems,<br />

an iterative approach is preferable. To create a good user experience it is important to<br />

identify needs and requirements upon which an initial design can be based. Prototypes<br />

for the design are then built and evaluated. Data from these evaluations motivates<br />

changes in the requirements and the design. New prototypes are then constructed and<br />

evaluated to make sure that the redesign had the intended effect. It is always possible<br />

to revisit each <strong>of</strong> these steps during the process.<br />

2.2 Questionnaires<br />

The basic layout <strong>of</strong> a questionnaire is a series <strong>of</strong> questions that can be answered in<br />

different ways depending on the questionnaire. The questions can be open or closed.<br />

An open question prompts the participants to answer with their own words while a<br />

closed question presents a question followed by alternatives for answers (for example as<br />

checkboxes) [52]. It is <strong>of</strong> course possible to combine both open and closed questions in a<br />

questionnaire. Because a questionnaire can be distributed on paper or over the internet<br />

it can gather responses from a wide variety <strong>of</strong> people located in different places in a cheap<br />

way. If used in this way it can be used to statistically analyse general opinions [28]. Since


2.3. Focus groups 7<br />

questionnaires are generally answered without any observer present the questions has<br />

to be well defined and unambiguous.<br />

2.3 Focus groups<br />

The data gathering technique called “Focus groups” is quite loosely defined and could<br />

very well be described as group interviews. One definition (although still quite loose) is<br />

that focus groups are defined by three identifying statements:<br />

1. It is a method for gathering data.<br />

2. The interaction within the group is the source <strong>of</strong> the data.<br />

3. There is an active part that creates the group discussion with the purpose <strong>of</strong><br />

collecting the data.<br />

It is, in other words, a discussion within a group <strong>of</strong> people that someone has initialized<br />

with the intention <strong>of</strong> collecting data. This broad definition allows for a variety <strong>of</strong> different<br />

approaches to the method and it is therefore used in many different fields [40].<br />

The greatest advantage <strong>of</strong> a focus group in contrast to a one-on-one interview is that it<br />

might be simpler to gather attitudes and ideas and to explore these further. It might also<br />

produce very unexpected and interesting data [29]. As with other qualitative methods<br />

it is not suitable for making statistical conclusions [16]. Neither is it suitable for making<br />

final decisions but should rather be seen as a way <strong>of</strong> collecting opinions and ideas.<br />

2.4 Brainstorming<br />

The basic idea <strong>of</strong> a brainstorming session is to gather people and have them generate<br />

ideas for the solution <strong>of</strong> a problem [55]. The focus lies on generating many ideas rather<br />

than a few good ideas, simply put “quantity, not quality”. Later some <strong>of</strong> the ideas<br />

are selected to be further developed; this can be done using several different selection<br />

techniques. The reason for why the goal is the quantity <strong>of</strong> ideas rather than the quality<br />

is that there is evidence that a larger quantity <strong>of</strong> ideas actually leads to better quality<br />

<strong>of</strong> ideas [49]. This may be because the first ideas a person comes up with are <strong>of</strong>ten<br />

unoriginal and simple. If a person does not settle for the first ideas then more creative<br />

ideas appear as the imagination has to be stretched. Because <strong>of</strong> this the criticism <strong>of</strong><br />

ideas is not allowed during the idea generating phase. They should not even be discussed<br />

until the phase where the ideas are further developed [37]. This also means that the<br />

ideas that people come up with during the idea generation phase should be presented<br />

quickly and without too much detail. Excessive information that aims at supporting<br />

the quality <strong>of</strong> the ideas should not be presented [55].<br />

There are several different approaches to and variations <strong>of</strong> brainstorming. For example in<br />

brainwriting, ideas are written down instead <strong>of</strong> being presented verbally as in traditional<br />

brainstorming. By doing this the risk <strong>of</strong> interrupting other peoples train <strong>of</strong> thought is<br />

minimized. This might increase the quantity <strong>of</strong> ideas. There are different ways to


8 Chapter 2. Methods<br />

perform brainwriting as well, such as passing ideas on to the next person who then<br />

develops the idea further [55].<br />

2.5 Prototyping<br />

Prototyping is used to test and communicate a design. With prototypes different designs<br />

can be examined more closely. They can also be used to evaluate usability and clarify<br />

requirements [52].<br />

A prototype can be anything from a sketch on a piece <strong>of</strong> paper to complex s<strong>of</strong>tware. Two<br />

main kinds <strong>of</strong> prototyping are high-fidelity (hi-fi) and low-fidelity prototyping (lo-fi).<br />

Hi-fi prototypes are similar in look and feel to the final product, but they do not have<br />

the same functionality. Hi-fi prototypes can for example be used to test the usability<br />

with end users. A problem with hi-fi prototypes is that the users may expect too much<br />

<strong>of</strong> them, because it looks like a real product. They may also be reluctant to suggest too<br />

drastic changes in the design.<br />

Lo-fi prototypes are simple and cheap prototypes, <strong>of</strong>ten made in paper. They can be<br />

sketches <strong>of</strong> the user interface or a usage scenario <strong>of</strong> the product. Lo-fi prototypes are<br />

used to explore different design ideas. One disadvantage <strong>of</strong> lo-fi prototypes is that it<br />

might be hard to predict how the users will interact with the final system [52].<br />

2.6 Evaluation<br />

Evaluating the design is a very important part <strong>of</strong> designing an interactive system. It<br />

can be performed to make sure that all requirements are met, that the product is usable<br />

and to determine if users like to use the product. Evaluation has traditionally concerned<br />

users’ objective performance, such as time to complete a task, but there is a growing<br />

trend towards also evaluating users’ subjective experience [52].<br />

Evaluation can be performed in a lab or in a natural environment. In the lab interaction<br />

can be observed as an isolated event and the evaluator has more control over the<br />

situation. Some aspects are however best evaluated in their natural environment. In<br />

real life, interaction can be interrupted by telephone calls, people and other tasks, which<br />

makes it harder to perform a task from the beginning to the end. Some systems are also<br />

meant to be used by several people. If it is important to see how a system is used in<br />

real life, it can be better to evaluate it where it is actually meant to be used.<br />

Evaluation can roughly be divided into two sets <strong>of</strong> methods; those that involve users<br />

and those that do not. A widely used method that does not involve users is heuristic<br />

evaluation. In heuristic evaluation an evaluator checks the system against a list <strong>of</strong> design<br />

guidelines. The purpose is to find areas where the system violates the guidelines and<br />

correct them. Heuristic evaluation can be performed early in the design when there is<br />

no real system to test with users.<br />

Involving users in evaluation can be performed in different ways. One way is to interview<br />

them, this way the evaluator can learn their thoughts and feelings about a system. But<br />

the evaluator can not see how the users interact with the system. Another way is to


2.6. Evaluation 9<br />

observe users interacting with the system being evaluated. This can be performed in<br />

a lab or at the natural environment. The users can have a list <strong>of</strong> tasks that are to<br />

be performed, or they can interact with the system the way they feel suitable. The<br />

evaluator observes what the users do and when interaction breaks down. Often some<br />

sort <strong>of</strong> recording is performed.


10 Chapter 2. Methods


Chapter 3<br />

Requirements engineering with<br />

non-functional requirements<br />

This chapter is written by Andreas Wikström. It is an in-depth study <strong>of</strong> requirements<br />

engineering with focus on non-functional requirements. The chapter begins by introducing<br />

requirements engineering and then moves on to explain non-functional requirements.<br />

Later it explains The Non-Functional Requirements Framework which is used for handling<br />

non-functional requirements. In the end some <strong>of</strong> the different techniques used for<br />

eliciting requirements are presented.<br />

3.1 Introduction<br />

In a study where 38 IT pr<strong>of</strong>essionals were asked about the reasons for IT projects success<br />

and failures “unclear objectives and requirements” was the single most mentioned cause<br />

<strong>of</strong> failure [53]. At the same time “clear, detailed requirements” was the single most<br />

mentioned critical success factor. In an early article [4] Bell and Thayer state that<br />

“The requirements for a system, in enough detail for its development, do not arise<br />

naturally. Instead, they need to be engineered and have continuing review and revision”<br />

suggesting that it is not easy to get “clear, detailed requirements”. This is where<br />

requirements engineering (RE) comes in as it is, as its name implies, aimed at handling<br />

the requirements for a project. In general one could say that RE is the process <strong>of</strong><br />

discovering what purpose a s<strong>of</strong>tware system has. This is done by identifying stakeholders<br />

and their needs and goals as well as documenting it in a fashion that makes it possible<br />

to analyse and communicate these needs. It is not as simple as that however as there<br />

are several difficulties with the very concepts <strong>of</strong> stakeholders and needs. For one, there<br />

might be many stakeholders and it is not certain that they are aware <strong>of</strong> all their needs<br />

or goals. The different needs and goals <strong>of</strong> different stakeholders might also conflict and<br />

in general be difficult to fulfil [46]. These and several other factors, especially the scope<br />

<strong>of</strong> the field, make RE fairly complex [54].<br />

Since the activities <strong>of</strong> RE overlap, are iterative and can span the entire development<br />

cycle there are several different ideas <strong>of</strong> what RE actually consists <strong>of</strong>. One description<br />

11


12 Chapter 3. Requirements engineering with non-functional requirements<br />

[46] states the following as the main activities that RE consists <strong>of</strong>:<br />

– Eliciting requirements This activity focuses on finding, preferably a complete<br />

set <strong>of</strong>, requirements. This is however a complex task and not just a matter <strong>of</strong> going<br />

out and finding requirements that are already defined and articulated. Therefore<br />

the word “eliciting” is preferred instead <strong>of</strong> “finding”.<br />

– Modelling requirements Modelling or “the construction <strong>of</strong> abstract descriptions<br />

that are amenable to interpretation” can be used both to elicit requirements, where<br />

it prompts to gather more information, and to analyse systems.<br />

– Communicating requirements The ability to communicate (and document)<br />

requirements so they can be read, analysed, (re)-written and validated is very important.<br />

Since there has to be a communication with the stakeholders in these<br />

processes an understandable documentation <strong>of</strong> the requirements becomes vital.<br />

Communication is especially important for validation since it is the process <strong>of</strong><br />

making sure that the elicited requirements actually match up with the requirements<br />

<strong>of</strong> the stakeholders.<br />

– Agreeing requirements Managing the sometimes conflicting requirements <strong>of</strong><br />

different stakeholders is another part <strong>of</strong> the process. Negotiating and resolving<br />

these conflicts thus becomes very important.<br />

– Evolving requirements As the environment in which the system operates changes,<br />

so do the requirements. It is therefore important to be able to handle these changes.<br />

This typically means that it has to be possible to add, remove and correct requirements.<br />

The reasons for having to do this can vary, but changes in the stakeholders<br />

needs or simply that a requirement has been overlooked are some examples.<br />

Each <strong>of</strong> these activities is comprised <strong>of</strong> numerous <strong>of</strong> methods and techniques, some <strong>of</strong><br />

which will be discussed later.<br />

3.2 Non-functional requirements<br />

There are essentially two types <strong>of</strong> requirements, functional requirements and non-functional<br />

requirements. Functional requirements states what the system should do while the nonfunctional<br />

requirements states constraints on how the system, or the development <strong>of</strong><br />

the system, should do things [52]. A functional requirement could for example be that<br />

a system should support input <strong>of</strong> user information while a non-functional requirement<br />

could be that the inputted information cannot exceed a certain amount <strong>of</strong> storage space.<br />

These requirements can then be refined into lower levels <strong>of</strong> requirements specifying the<br />

requirement in greater detail. The non-functional requirements will be the focus <strong>of</strong> the<br />

report from here on.<br />

Because non-functional requirements can be a vast amount <strong>of</strong> different things there is<br />

a need to explain this in greater detail. Below follows some <strong>of</strong> the different things that<br />

can be seen as non-functional requirements (even though they might actually become<br />

functional through refinement) [52, 47]. This is however not in any way a complete list,<br />

since such a list does not exist:


3.3. The Non-Functional Requirements Framework 13<br />

– Security<br />

– Safety<br />

– Reliability<br />

– Usability<br />

– Performance<br />

– Satisfaction<br />

– Portability and Maintainability<br />

– Look and Feel<br />

All <strong>of</strong> these requirements can <strong>of</strong> course be refined, for example can the security-requirement<br />

include several lower-level requirements such as confidentiality, integrity and accuracy<br />

(which also could be a lower-level <strong>of</strong> reliability) [10]. All <strong>of</strong> the mentioned requirements<br />

are quite intuitively connected to the system, but there are also requirements that are<br />

more connected to the development project itself [52]. These can all be categorized<br />

under a refined requirement type; the project-requirement type. An example <strong>of</strong> such a<br />

requirement could be that the project has a specific budget or time frame in which it<br />

has to be completed.<br />

3.3 The Non-Functional Requirements Framework<br />

There are several approaches to handling non-functional requirements [10, 13, 24], but<br />

most seem to build on the non-functional requirements framework (NFR framework)<br />

laid out by Chung et al. [8]. The NFR framework is a process-oriented approach. This<br />

means that rather than focusing on the finished product and evaluating this, as is done<br />

in a product-oriented approach, the NFR framework aims at supporting the development<br />

process by aiding the justification <strong>of</strong> design decisions. The framework consists <strong>of</strong><br />

five components that together aim at enabling representations <strong>of</strong> non-functional requirements<br />

and the relations between them. The components are s<strong>of</strong>tgoals, interdependencies,<br />

an evaluation procedure, methods and correlations. This section will explain these in<br />

greater detail. The framework also presents something called s<strong>of</strong>tgoal interdependency<br />

graphs where the s<strong>of</strong>tgoals and their interdependencies are represented in a graphical<br />

form. These graphs support design rationale and contains a complete representation <strong>of</strong><br />

the design decisions.<br />

3.3.1 S<strong>of</strong>tgoals<br />

Non-functional requirements (NFRs) can be seen as goals, it is for example possible to<br />

see the requirement that a system should be user friendly as a goal. A goal is however<br />

classically seen as something that is strictly solvable or satisfiable, or unsolvable or<br />

unsatisfiable. This is however not the case with NFRs as they, by their very nature,<br />

are subjective. A system might for example be considered user friendly by one user and<br />

extremely difficult to use by another. The NFRs can also be considered accomplished


14 Chapter 3. Requirements engineering with non-functional requirements<br />

at one time and unaccomplished at another time. An example <strong>of</strong> this could be that a<br />

system might have great response time when just a few users are using it, but become<br />

slow if many users interact with it at the same time. Yet another problem is that NFRs<br />

are relative, that is, they can be accomplished to different degrees (for example an<br />

accurate system or a very accurate system). Because <strong>of</strong> these kinds <strong>of</strong> difficulties with<br />

determining whether a NFR is accomplished or not, the notion <strong>of</strong> s<strong>of</strong>tgoals is introduced<br />

in the NFR framework. S<strong>of</strong>tgoals, as opposed to ordinary goals, do not have to have<br />

any specific criteria as to whether or not it is satisfied. Instead they can be evaluated<br />

qualitatively. Therefore the word “satisficing”, meaning that something is satisfactory<br />

to a sufficient degree, is used instead <strong>of</strong> “satisfying”.<br />

The NFR framework presents three types <strong>of</strong> s<strong>of</strong>tgoals [41, 8]. Each <strong>of</strong> which has an<br />

associated type and a number <strong>of</strong> topics (one or more). The type describes what the goal<br />

is about and the topics define what it actually implies. For example: a s<strong>of</strong>tgoal to have<br />

good performance for a system would be <strong>of</strong> the type “performance” and have the topic<br />

“system” (generally the declaration would be as follows: “Performance[System]”). The<br />

three different s<strong>of</strong>tgoals, all <strong>of</strong> which appear in the s<strong>of</strong>tgoal interdependency graphs, are:<br />

– Non-functional requirements s<strong>of</strong>tgoals These describe the general NFRs and<br />

the types thus range over all the types that non-functional requirements can be<br />

(for example, accuracy, performance, security and so on). These work as global<br />

constraints on the system as they can have an impact on the entire system rather<br />

than just small parts. Later the NFR s<strong>of</strong>tgoals must be satisficed by the operationalizing<br />

goals.<br />

– Operationalizing s<strong>of</strong>tgoals The operationalizing s<strong>of</strong>tgoals declare solutions as<br />

to how to satisfice the NFR s<strong>of</strong>tgoals. For example: to satisfice a NFR s<strong>of</strong>tgoal<br />

stating that an operation cannot take longer than a certain amount <strong>of</strong> time, an<br />

operationalizing s<strong>of</strong>tgoal might state that the operation should be cancelled if the<br />

time limit has been exceeded (this might not be a good solution, but nonetheless<br />

it would satisfice the NFR s<strong>of</strong>tgoal). These s<strong>of</strong>tgoals also have types and topics in<br />

the same way that NFR s<strong>of</strong>tgoals has.<br />

– Claim s<strong>of</strong>tgoals These s<strong>of</strong>tgoals are always <strong>of</strong> the type “Claims” and their topics<br />

are “statements” in the form <strong>of</strong> declaring arguments. They can be both formal and<br />

informal and an informal claim with an argument for choosing a certain solution<br />

might for example look like this: Claim[“data storage performance is more vital<br />

than time performance”]. Thus they represent design rationale as they serve as<br />

argumentation for different solutions.<br />

All <strong>of</strong> these s<strong>of</strong>tgoals can, and really are encouraged to, in turn be refined by forming<br />

subtypes that specifies special cases <strong>of</strong> the original s<strong>of</strong>tgoal. The refinement <strong>of</strong> s<strong>of</strong>tgoals<br />

is called decomposition. More specifically: NFR decomposition, operationalization<br />

decomposition and argumentation decomposition (for NFR s<strong>of</strong>tgoals, operationalizing<br />

s<strong>of</strong>tgoals and claim s<strong>of</strong>tgoals respectively). The s<strong>of</strong>tgoals are represented by different<br />

figures in the s<strong>of</strong>tgoal interdependencies graphs, these figures along with examples are<br />

shown in Figure 3.1, 3.2 and 3.3.<br />

The difference between the different s<strong>of</strong>tgoal representations is, as can be seen in the<br />

figures, that NFR s<strong>of</strong>tgoal is a regular cloud, operationalizing s<strong>of</strong>tgoals is a cloud drawn<br />

with a thicker line and claim s<strong>of</strong>tgoals are drawn with a dashed line.


3.3. The Non-Functional Requirements Framework 15<br />

Figure 3.1: NFR s<strong>of</strong>tgoal example.<br />

Figure 3.2: Operationalizing s<strong>of</strong>tgoal example.<br />

3.3.2 Interdependencies<br />

When refining s<strong>of</strong>tgoals the need to represent their relations to other s<strong>of</strong>tgoals arise and<br />

this is where interdependencies come in. Essentially there are two types <strong>of</strong> interdependencies,<br />

AND- and OR-contributions. These denote if all children or just one child <strong>of</strong><br />

a particular s<strong>of</strong>tgoal has to be satisficed in order to satisfice the parent s<strong>of</strong>tgoal. “Children”<br />

in this case are simply decompositions <strong>of</strong> any particular s<strong>of</strong>tgoal (which will be<br />

displayed under and connected to a parent s<strong>of</strong>tgoal via an interdepency). The ANDand<br />

OR-contributions are not however sufficient as child s<strong>of</strong>tgoals can influence the parent<br />

s<strong>of</strong>tgoal to varying degrees. There are therefore a few other different contributions.<br />

These are:<br />

– MAKE: A strong positive contribution, sufficient to satisfice the parent s<strong>of</strong>tgoal if<br />

the child s<strong>of</strong>tgoal is satisficed.<br />

– BREAK: A strong negative contribution, sufficient to deny the parent s<strong>of</strong>tgoal if<br />

the child s<strong>of</strong>tgoal is satisficed.<br />

– HELP: A positive contribution. If a child s<strong>of</strong>tgoal is satisficed it provides partial<br />

support for the satisficing <strong>of</strong> the parent.<br />

– HURT: A negative contribution. If a child s<strong>of</strong>tgoal is satisficed it provides partial<br />

support for denying the parent.<br />

– SOME+: Some positive contribution, either HELP or MAKE.<br />

– SOME-: Some negative contribution, either HURT or BREAK.<br />

– UNKNOWN: Some contribution <strong>of</strong> an unknown type and importance.<br />

The different kinds <strong>of</strong> contributions and how they are depicted in the s<strong>of</strong>tgoal interdependencies<br />

graphs are shown in Figure 3.4 and 3.5.<br />

Figure 3.6 shows how a graph can look when it has been somewhat refined and many<br />

<strong>of</strong> the s<strong>of</strong>tgoals and interdependencies are used (this is however not a complete graph<br />

for an entire system but rather just for a small part). The example is based on the


16 Chapter 3. Requirements engineering with non-functional requirements<br />

Figure 3.3: Claim s<strong>of</strong>tgoal example.<br />

Figure 3.4: Different types <strong>of</strong> contribution (adapted from Chung et al. [8]).<br />

Figure 3.5: AND- and OR-contributions (adapted from Chung et al. [7]).


3.3. The Non-Functional Requirements Framework 17<br />

requirements for a credit card system, but the actual requirements are not the focus.<br />

The focus instead lies on the graph and how it is composed. Notable in the graph is<br />

the exclamation mark that has not been introduced before. This is simply a way to<br />

represent a prioritized s<strong>of</strong>tgoal. As can be seen in the figure, this is done by adding<br />

a child with the same type and topic as the parent and with the notation “{critical}”<br />

at the end. The claim in the graph is aimed at a link and thus acts as an argument<br />

for why the refinement (the prioritization in this case) is made. As such it is not an<br />

<strong>of</strong>fspring to a s<strong>of</strong>tgoal, although claims can be this too, but rather an <strong>of</strong>fspring <strong>of</strong> the<br />

interdependency itself. At the bottom <strong>of</strong> the graph are some operationalizing s<strong>of</strong>tgoals<br />

where the “FlexibleUserInterface” seems to support denying <strong>of</strong> the prioritized s<strong>of</strong>tgoal<br />

“Accuracy[GoldAccount.highSpending]” while the other operationalizing s<strong>of</strong>tgoals seem<br />

to support satisficing <strong>of</strong> the parent. A AND-contribution is shown at the top <strong>of</strong> the<br />

graph showing how the NFR s<strong>of</strong>tgoal “Accuracy[Account]” has been decomposed into<br />

“Accuracy[GoldAccount]” and “Accuracy[RegularAccount]”. This shows that both gold<br />

accounts and regular accounts have to be accurate if accounts in general are to be<br />

considered accurate.<br />

Figure 3.6: S<strong>of</strong>tgoal interdependencies graph. An example for a credit card system<br />

(adapted from Chung et al. [8]).


18 Chapter 3. Requirements engineering with non-functional requirements<br />

3.3.3 Evaluation procedure<br />

When a s<strong>of</strong>tgoal interdependencies graph has been established it is time to determine<br />

whether or not the top requirements are satisfied. This is done by taking a proposal for a<br />

design, or feature, and using the evaluation procedure to see how that design would affect<br />

the rest <strong>of</strong> the system. These decisions are generally “leaf” nodes in the graph. What is<br />

done is that the node gets a label applied to it and the procedure could then be seen as<br />

an algorithm that “calculates” what consequences this has. The label describes to what<br />

extent a node has been satisficed, typically the label should be denied or satisficed though<br />

there are more labels which will be introduced later. When a label has been applied to a<br />

leaf-node the interdependency towards its parent then determines how the label should<br />

be propagated upwards. If for example the “Validation[GoldAccount.highSpending]”<br />

s<strong>of</strong>tgoal (as seen in Figure 3.6) would be labelled satisficed the MAKE contribution<br />

towards its parent would result in the parent also being satisficed (though there could be<br />

a conflict if the s<strong>of</strong>tgoal “FlexibleUserInterface...” also would be satisficed). This process<br />

then continues until all nodes upwards are calculated. This is not enough however as<br />

uncertainties and conflicts might appear in the graph. To handle this four basic labels<br />

are introduced. These labels are (the graphical representations to be used in the s<strong>of</strong>tgoal<br />

interdependencies graphs are shown in Figure 3.7):<br />

– Satisficed (S) - denotes a goal or link that is satisficeable and not deniable.<br />

– Denied (D) - denotes a goal or link that is deniable and not satisficeable.<br />

– Conflicting (C) - denotes a goal or link that is both satisficeable and deniable.<br />

– Undetermined (U) - denotes a goal or link that is neither satisficable nor deniable.<br />

There is however also the possibility that a s<strong>of</strong>tgoal might have some support, but not<br />

enough, for it to be either satisficed or denied. If only the previously mentioned labels<br />

were used that would result in the s<strong>of</strong>tgoal being undetermined, but it would be better<br />

if the developer could step in and determine if the s<strong>of</strong>tgoal actually was satisficed or<br />

not. Therefore two more labels are introduced:<br />

– Weak positive (W+) - represents positive, but inconclusive support<br />

– Weak negative (W-) - represents negative, but inconclusive support<br />

These labels should however be replaced by one <strong>of</strong> the four basic labels by the developer<br />

and thus not be present in the graph when the procedure is finished (they should not<br />

contribute to the parent label either). In case <strong>of</strong> the “conflicting label” the developer<br />

can also step in and determine the label that should contribute to its parent.<br />

There is also the issue <strong>of</strong> how the labels should be propagated through the graph. When<br />

a satisficed label should be propagated through MAKE or BREAK contributions it is<br />

pretty straight forward, but if the label is denied or undecided or if the contribution is<br />

<strong>of</strong> another type it becomes more difficult. Table 3.1 shows how different labels should<br />

be propagated through various types <strong>of</strong> contributions.


3.3. The Non-Functional Requirements Framework 19<br />

Figure 3.7: Effect <strong>of</strong> the source label on the parent label (adapted from Chung et al.<br />

[8, 41]).<br />

For example if the “Validation[GoldAccount.highSpending]” s<strong>of</strong>tgoal from Figure 3.6<br />

was assumed satisficed the result would then look like the one in Figure 3.8. At least if<br />

all other s<strong>of</strong>tgoals are undefined (as they by default are) and that the developer steps<br />

in and sets the result for !Accuracy[GoldAccount.highSpending]{critical} to satisficed<br />

despite any negative influence from its child nodes. Notice that the claim s<strong>of</strong>tgoal in<br />

the figure is also set to satisficed. This is the default value for claims as they commonly<br />

provide arguments. Notice also that the “Accuracy[GoldAccount]” is set to W+, which<br />

should not actually be present in a final graph, but is rather just a notation that the<br />

developer should step in and determine whether or not the s<strong>of</strong>tgoal has been satisficed.<br />

(The UNDEFINED labels could also be omitted, since the default labels <strong>of</strong> NFR and<br />

operationalizing s<strong>of</strong>tgoals are UNDEFINED).<br />

3.3.4 Methods<br />

Methods, or refinement methods, helps the engineer to create the interdependencies<br />

graphs. This is done mainly by aiding the capture, reuse and improvement <strong>of</strong> the<br />

interdependencies between s<strong>of</strong>tgoals. Since further information about the s<strong>of</strong>tgoals can,<br />

and <strong>of</strong>ten has to, be drawn from industrial experience or academic studies it would<br />

be good to be able to catalogue and store this information, which is exactly what the<br />

refinement methods do. Simply put, they provide the engineer with predefined ways<br />

in which a s<strong>of</strong>tgoal can be refined. A method might for example look like this: “In<br />

order to have good performance both space performance and time performance must be<br />

Table 3.1: Effect <strong>of</strong> the source label on the parent label (adapted from Chung et al.<br />

[8, 41]).<br />

Contribution type<br />

Label BREAK SOME- HURT UNKNOWN HELP SOME+ MAKE<br />

source<br />

D W+ W+ W+ U W- W- D<br />

C C C C U C C C<br />

U U U U U U U U<br />

S D W- W- U W+ W+ S


20 Chapter 3. Requirements engineering with non-functional requirements<br />

Figure 3.8: S<strong>of</strong>tgoal interdependencies graph in the middle <strong>of</strong> the evaluation procedure<br />

(where the label for the s<strong>of</strong>tgoal “Accuracy[GoldAccount]” has not yet been definitively<br />

determined by the developer). Adapted from Chung et al. [8].


3.3. The Non-Functional Requirements Framework 21<br />

good” (based on that the performance type has these subtypes [45], which in turn can<br />

be refined even further). Methods can however be more general, such as for example<br />

“In order to have good performance, all sub-types <strong>of</strong> performances must be good”. This<br />

methods can in turn be illustrated using the interdependency type AND as shown in<br />

Figure 3.9.<br />

Figure 3.9: Method (adapted from Chung et al. [7]).<br />

The mentioned methods are just examples however and there are more specific ways to<br />

use refinement methods. The basic idea is that there are refinement methods for each<br />

type <strong>of</strong> s<strong>of</strong>tgoal and the methods are [8]:<br />

– NFR decomposition methods<br />

– Operationalization methods<br />

– Argumentation methods<br />

To summarize the use <strong>of</strong> these methods one could say that the NFR decomposition methods<br />

are used to refine the NFR s<strong>of</strong>tgoals to a sufficient extent, then the operationalization<br />

methods are used to satisfice the generated s<strong>of</strong>tgoals while the argumentation methods<br />

provide motivation for certain design decisions. We can thus see that the example in<br />

Figure 3.8 is a NFR decomposition method since it refines the s<strong>of</strong>tgoal Performance<br />

which in itself is a NFR s<strong>of</strong>tgoal. More specifically it refines the NFR s<strong>of</strong>tgoal based<br />

on its type. Refinements can also be based on the topic and they can be NFR-specific,<br />

generic or developer defined, but all <strong>of</strong> these variations will not be developed any further<br />

here. There are also similar variations for the operationalization and argumentation<br />

methods, but these will not be discussed here either. Chung et al. [8] delves deeper into<br />

the specifics and details regarding methods.<br />

3.3.5 Correlations<br />

Just like the methods the correlation rules are an aid to capture and reuse information.<br />

Correlations however represent the effect in terms <strong>of</strong> synergies or conflicts that different<br />

s<strong>of</strong>tgoals have on each other. Thus these rules is in a sense the collected knowledge and<br />

experience about certain correlations between different s<strong>of</strong>tgoals. These can be put into<br />

tables or “correlation catalogues” that show the correlations and can thus be used by the<br />

engineer when choosing between different alternatives [41, 7, 8]. The correlations can be


22 Chapter 3. Requirements engineering with non-functional requirements<br />

<strong>of</strong> different importance, in the same way as the interdependencies discussed earlier. An<br />

example <strong>of</strong> such a correlation catalogue is shown in table 3.2. It presents the correlation<br />

between a few NFR s<strong>of</strong>tgoals and operationalizing s<strong>of</strong>tgoals where the operationalizing<br />

s<strong>of</strong>tgoals are presented on the top <strong>of</strong> the table and the NFR s<strong>of</strong>tgoals are represented to<br />

the left.<br />

Table 3.2: Correlation catalogue (adapted from Chung et al. [8]).<br />

Non-functional<br />

requirements<br />

s<strong>of</strong>tgoal<br />

Accuracy[Info]<br />

Compressed-<br />

Format-<br />

[Info]<br />

Confidentiality[Info]<br />

HELPS<br />

ResponseTime[Info] HURTS HURTS<br />

Space[Info]<br />

HELPS<br />

Operationalizing s<strong>of</strong>tgoal<br />

Validation- Flexible-<br />

[Info] User-<br />

Interface-<br />

[Employee,<br />

Info]<br />

HURTS<br />

WHEN<br />

[condition]<br />

Perform-<br />

First[Info]<br />

HELPS<br />

As seen in table 3.2 there can be empty cells in the catalogues, this simply represent<br />

an undefined correlation. It is also possible to have conditions in the correlation rules,<br />

these are represented by a “WHEN [condition]” clause.<br />

3.4 Eliciting requirements<br />

To define the requirements for a system it is important to gather initial information about<br />

the system one is about to design. The information gathered can then be used in different<br />

methods and frameworks, such as the Non-Functional Framework described earlier, to<br />

further define and specify the requirements. The need to gather more information during<br />

the process might <strong>of</strong> course also arise. This is a natural part <strong>of</strong> the design process.<br />

There are several techniques for finding, or gathering, information about a system. The<br />

most basic one is perhaps introspection, where the designer simply tries to imagine what<br />

a system has to accomplish and in what way it has to do it [23]. This might actually<br />

give quite a lot <strong>of</strong> information, but <strong>of</strong> course has its drawbacks since the designer does<br />

not have the same idea <strong>of</strong> a system that the user might have. It can differ in many ways,<br />

experience, skill, goals and so on. There are therefore several data-gathering techniques<br />

that can be used to find information about a system. The actual amount <strong>of</strong> techniques<br />

is hard to say, but most <strong>of</strong> them build on the following basic techniques [52]:<br />

– Questionnaires<br />

– Interviews


3.4. Eliciting requirements 23<br />

– Focus groups and workshops<br />

– Observing users<br />

– Studying documentation<br />

Common for all <strong>of</strong> the mentioned techniques is that one technique in itself is probably<br />

never enough. One might focus on a single technique but the results almost always<br />

have to be complemented in order to cover even a part <strong>of</strong> the interesting needs and<br />

requirements. The different techniques also give different perspectives <strong>of</strong> the information<br />

gathered.<br />

3.4.1 Questionnaires<br />

As mentioned earlier in the Methods chapter questionnaires are a good way to reach<br />

a wide population, but to do so effectively it is important that the questionnaires are<br />

designed in a good way. Some good tips for designing questionnaires are [52]:<br />

– The questions should be clear and specific.<br />

– Place general questions before more specific ones.<br />

– Use closed questions with alternatives rather than open questions if it is possible.<br />

– Complex multiple questions should be avoided.<br />

– The scales, if such are being used, should not overlap.<br />

– Be consistent and avoid negatives when using scales.<br />

– Instructions on how to fill in the questionnaire should be provided.<br />

– Avoid too long questionnaires.<br />

There are several different scales that can be used; one frequently occurring one is the<br />

Likert scale which is used to elicit opinions, attitudes and beliefs [52]. Likert scales<br />

work by presenting a statement and a scale on which the statement should be rated (see<br />

Figure 3.10 for an example). The rating can be done with either numbers or words.<br />

Figure 3.10: Example <strong>of</strong> the use <strong>of</strong> a Likert scale.


24 Chapter 3. Requirements engineering with non-functional requirements<br />

As seen in Figure 3.10 the rating <strong>of</strong> the scale is based upon the agreement or disagreement<br />

to the statement.<br />

When designing Likert scales one must first decide which statements should be evaluated.<br />

A good way <strong>of</strong> doing this is to have a brainstorm session. One also has to decide on<br />

how to phrase the questions, positively or negatively. There is no real consensus on<br />

how this should be done, both entirely negative and positive questionnaires as well as<br />

mixed questionnaires are being used, but it all comes down to the complexity <strong>of</strong> the<br />

questionnaire. If the questionnaire has both negatively and positively phrased questions<br />

it becomes more complex. Finally one must decide which scale to use. Once again<br />

there is no real consensus on which is best, but 5- and 7-point scales are quite common,<br />

though it is possible to use even numbered scales as well. By doing this the neutral<br />

central point is removed and the participants are thus forced to make a decision.<br />

When the design <strong>of</strong> the questionnaire is finished it is just a matter <strong>of</strong> getting participants<br />

to answer it. It is quite common to use small numbers <strong>of</strong> participants and in these<br />

cases it is quite possible to get everyone to fill out the questionnaire. If however more<br />

participants are required there are a few things to think about to get a good return rate.<br />

The most basic is <strong>of</strong> course to have a well designed questionnaire, but here follows some<br />

additional tips [52]:<br />

– Provide a short overview section to make sure that at least some information is<br />

returned.<br />

– If the questionnaire has to be returned by mail, include a self-addressed and<br />

stamped envelope.<br />

– Guarantee the anonymity <strong>of</strong> the participants.<br />

– Explain to what end the questionnaire is being used.<br />

– If possible <strong>of</strong>fer some sort <strong>of</strong> incentive for participating.<br />

– Consider using some follow-up or reminder.<br />

3.4.2 Interviews<br />

Interviews can be compared to a normal conversation; the only difference is that in<br />

an interview the interviewer has a purpose to gather information from the interviewee.<br />

This is <strong>of</strong> course quite a crude definition, and how similar an interview is to a regular<br />

conversation depends on how the interview is performed. There are basically four types<br />

<strong>of</strong> interviews: open-ended (or unstructured), semi-structured, structured and group<br />

interviews [52]. Group interviews will not be discussed here since it is so similar to focus<br />

groups (in fact the terms are <strong>of</strong>ten used interchangeably). Structured interviews will<br />

not be discussed in any great detail either since they consist <strong>of</strong> a set <strong>of</strong> predetermined<br />

questions very much like a questionnaire. That leaves open-ended and semi-structured<br />

interviews. In an open-ended interview the interviewer asks a question and then lets<br />

the interviewee answer it in any way he/she wishes. The interviewer is then free to<br />

probe for fuller responses. Since both the interviewer and the interviewee can affect and<br />

steer the interview in any direction or take it to any level <strong>of</strong> detail it can result in a<br />

lot <strong>of</strong> information that the interviewer have not considered, but <strong>of</strong> course such rich and


3.4. Eliciting requirements 25<br />

unstructured information can also be difficult to handle. There are also problems with<br />

the type <strong>of</strong> questions that can be answered; it is for example very difficult to answer<br />

questions on how one performs a certain task that one is not used to describing. A<br />

rule <strong>of</strong> thumb is thus to avoid questions that regard such issues [23]. An open-ended<br />

interview also demands that the interviewer is structured and well prepared [52]. Some<br />

good tips are:<br />

– Have a well defined goal for the interview.<br />

– Make sure that the interviewee is comfortable.<br />

– Avoid influencing the ideas <strong>of</strong> the interviewee too much (ideally not at all).<br />

– Analyse the data as soon as possible after the interview is over.<br />

Semi-structured interviews share some principles with both open-ended interviews and<br />

structured interviews, mainly it is a combination <strong>of</strong> them to be able to produce as<br />

much information as possible for certain topics. This is done by having a basic script<br />

to assure that certain topics are being covered. Then the interviewer tries to gather<br />

as much information as possible for each topic by probing for deeper information until<br />

there is no more relevant information regarding that topic to gather. The interview then<br />

proceeds to the next topic and so on. As with all forms <strong>of</strong> interviews it is important<br />

not to introduce bias and questions should therefore be asked in a neutral way. Body<br />

language is also something that the interviewer needs to have control over as a smile<br />

or frown can easily influence the interviewee. Probes and prompts are things that can<br />

be used to keep the interview flowing, but when using them it is once again important<br />

to avoid introducing biases. Probes are used to gather more information and can be<br />

questions such as “do you want to add anything?” while prompts are used to help the<br />

interviewee to remember something (for example if the interviewee cannot remember the<br />

name <strong>of</strong> a certain feature, the prompt can then be to mention the name <strong>of</strong> the feature).<br />

It is however important to allow the interviewee time to think and thus the interviewer<br />

should not interrupt silences too soon during the interview.<br />

3.4.3 Focus groups and workshops<br />

Focus groups are best suited when it is desirable to evaluate a new idea or to test a<br />

concept. It can also be used to design quantitative studies, such as questionnaires,<br />

where the focus group functions by determining certain issues regarding a topic that<br />

might be interesting to research quantitatively. Finally focus groups might also be used<br />

to qualitatively develop data gathered earlier using quantitative techniques [16].<br />

Focus groups normally consist <strong>of</strong> three to ten people; basically it must be large enough to<br />

allow discussion and small enough so that everyone gets a chance to speak [52, 32]. Even<br />

though selecting people for focus groups seems simple enough there are some difficulties.<br />

The most common problem is perhaps that it is difficult to gather enough people in a<br />

particular place and time simple because people cannot get there or do not have the time<br />

[52]. Additionally the composition <strong>of</strong> a focus group is not self evident. The idea is to<br />

have a homogenous group <strong>of</strong> people that can answer the questions that needs answering<br />

[32]. The problem with this is the classification, if one classifies stakeholders as one


26 Chapter 3. Requirements engineering with non-functional requirements<br />

homogenous group there is no differentiating aspect to the types <strong>of</strong> stakeholders (i.e.<br />

customers, developers, their age etc.). If the classification is too fine however, it becomes<br />

impossible to cover all stakeholders. An example <strong>of</strong> a too fine classification could be<br />

to have a group consist <strong>of</strong> only male developers between the age <strong>of</strong> 21 and 23 with a<br />

certain income etc. In this case there would simply become too many groups to handle.<br />

About four to six groups is generally a good amount for a project, but <strong>of</strong> course, if there<br />

is a distinction between several different types <strong>of</strong> stakeholders and one wants to include<br />

them all in separate groups this number will increase [40].<br />

To handle a focus group it is necessary to have a moderator that guides the discussion.<br />

The moderator is also responsible for making everyone a part <strong>of</strong> the discussion<br />

by encouraging silent people to speak and stopping other people from taking over the<br />

discussion completely. Another important aspect <strong>of</strong> the moderator’s task is to follow<br />

up on interesting issues. The moderator must handle all <strong>of</strong> this and at the same time<br />

avoid interfering with the interaction between the participants too much which makes<br />

for a very demanding task indeed. This is also one <strong>of</strong> the problems with focus groups<br />

as it demands quite a lot from the moderator [52]. Even if there is a good moderator<br />

available it is also important that he/she does not have influence over the participators<br />

or that he/she is not biased regarding the questions and answers. A moderator can not<br />

for example make judgement on the opinions <strong>of</strong> the participators [32].<br />

3.4.4 Observing users<br />

All the previously mentioned techniques are <strong>of</strong> course very useful, but when it comes to<br />

how people perform a certain task none <strong>of</strong> them is really that good. This is because <strong>of</strong><br />

the problems people have with describing what they do. So to be able to gather this<br />

kind <strong>of</strong> information observations can be used. Observation <strong>of</strong> course is quite a wide<br />

notion and there are several ways to conduct such research. First <strong>of</strong> all it is possible<br />

to observe in a controlled environment or in the actual environment that the observed<br />

situation usually takes place. There is also a range <strong>of</strong> involvement; from the “outside<br />

observation” where the researcher is not involved at all in observed persons work to the<br />

“participant observation” where the researcher is fully involved. While the observation<br />

performed in a controlled environment is focused more on the details <strong>of</strong> how tasks are<br />

being performed the field-studies are more holistic and thus can capture more <strong>of</strong> the<br />

context <strong>of</strong> the work. This is again something that can be difficult to capture using other<br />

techniques [52]. There are several different techniques for observing users, too many to<br />

go into here, but overall the aim is to gather information about what and how the users<br />

do things.


Chapter 4<br />

Models & methods for<br />

evaluating <strong>game</strong>s<br />

This chapter is written by Anders Engqvist. It examines theories, models and methods<br />

that can be used in the evaluation <strong>of</strong> video <strong>game</strong>s. The chapter begins with a short introduction<br />

to usability and usability evaluation. Then it examines some <strong>of</strong> the differences<br />

between video <strong>game</strong>s and other types <strong>of</strong> s<strong>of</strong>tware. Later some models and theories that<br />

can be useful in the evaluation <strong>of</strong> <strong>game</strong>s are presented. Finally this chapter describes<br />

some evaluation techniques for <strong>game</strong>s.<br />

4.1 Introduction<br />

Usability is a term that concerns how easy a product is to use. The exact definition <strong>of</strong><br />

usability varies, but it involves a user’s objective performance and subjective satisfaction<br />

with a system. Jacob Nielsen have identified the following five components <strong>of</strong> usability<br />

[43]:<br />

– Learnability. The system should be easy to learn so that a user can rapidly start<br />

working.<br />

– Efficiency. The system should be efficient to use, so that the user can achieve a<br />

high level <strong>of</strong> productivity.<br />

– Memorability. The system should be easy to remember, so that the user does<br />

not have to learn it again after a period <strong>of</strong> absence.<br />

– Errors. The system should have low error rate, and the user should be able to<br />

recover from errors when they occur.<br />

– Satisfaction. The system should be subjectively pleasant to use.<br />

The focus <strong>of</strong> usability is on the user rather than the product. It concerns the quality <strong>of</strong> a<br />

user’s experience when interacting with a product or system. One related concept is usercentred<br />

design. User-centred design means early focus on users, empirical measurement<br />

27


28 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

<strong>of</strong> product usage and iterative design [3, page 7]. The process <strong>of</strong> incorporating usercentred<br />

design into product development is sometimes called usability engineering [3].<br />

The usability engineering lifecycle is shown in table 4.1 below [19, page 15]:<br />

Table 4.1: The usability engineering lifecycle model. Adapted from Faulkner [19].<br />

Task<br />

Know the user<br />

Know the task<br />

User requirements capture<br />

Setting usability goals<br />

Design process<br />

Apply guidelines heuristics<br />

Prototyping<br />

Evaluating with users<br />

Redesign and evaluate with users<br />

Evaluate with users and report<br />

Information produced<br />

User Characteristics, user background<br />

User’s current task, task analysis<br />

User requirements<br />

Usability specification<br />

Design<br />

Feedback for design<br />

Prototype for user testing<br />

Feedback for redesign<br />

Finished product<br />

Feedback on product for future systems<br />

A large and important part <strong>of</strong> the usability engineering lifecycle is the evaluation. The<br />

purpose <strong>of</strong> usability evaluation is to analyze how usable a chosen design <strong>of</strong> a product is.<br />

There are several usability evaluation techniques and they can be divided into usability<br />

inspection, testing and inquiry [21].<br />

Usability inspection is a group <strong>of</strong> methods where experts inspects, or examines the usability<br />

<strong>of</strong> a product. The most popular method is Heuristic evaluation [3, page 35].<br />

Heuristics for usability are properties and principles that positively affect usability.<br />

Heuristic evaluation is performed by an expert evaluator which spends some time alone<br />

with the system and tries to find occurrences where a particular principle is broken.<br />

There are several different heuristic principles available that an evaluator can use.<br />

Heuristic evaluation can be performed early in the development process, before a working<br />

prototype is implemented. This is because the evaluator only needs the specification<br />

<strong>of</strong> the design to be able to evaluate it.<br />

Usability testing provides direct information on how users are using a system and what<br />

problems they have. Testing for usability means to directly involve end users and observe<br />

where problems arise. The session is usually recorded for future analysis, so that the<br />

evaluator can see how the user is performing a task. But only recording does not answer<br />

why a user does specific actions, so they are <strong>of</strong>ten encouraged externalize their thoughts.<br />

This procedure is called the think out loud protocol. To think out loud is unnatural for<br />

most users and the evaluator may have to remind them throughout the evaluation [3,<br />

pages 235-238].<br />

Usability inquiry concerns learning the likes, dislikes and needs <strong>of</strong> the users. This can<br />

be achieved by field studies or more or less structured interviews. Another method that<br />

can be used early in the design process is focus groups.<br />

Satisfaction is one <strong>of</strong> the components <strong>of</strong> usability, but it is least understood. The<br />

methods for evaluating satisfaction tend to be quite crude and vague and only limited


4.2. Beyond usability in the design and evaluation <strong>of</strong> video <strong>game</strong>s 29<br />

to what users think <strong>of</strong> a product. A usual assumption is that with great usability follow<br />

user satisfaction. But the motives for playing <strong>game</strong>s are different then using productivity<br />

s<strong>of</strong>tware, so it is not certain that this assumption is true [36].<br />

4.2 Beyond usability in the design and evaluation <strong>of</strong><br />

video <strong>game</strong>s<br />

While usability evaluation methods and techniques can detect issues in the design and<br />

evaluation <strong>of</strong> video <strong>game</strong>s, they are usually quite bad at capturing the “<strong>game</strong>ness” <strong>of</strong><br />

<strong>game</strong>s [34]. Usability techniques were designed to maximize productivity, while <strong>game</strong>s<br />

are not productive in themselves [25]. There are similarities between them, both have<br />

for example interfaces and the user have to form a mental map <strong>of</strong> their functionality<br />

[14], but there are several differences between them, something we will take a closer look<br />

later on.<br />

The goal with usability design and evaluation is to decrease and remove obstacles for the<br />

user when performing a task. One can argue that the most usable <strong>game</strong> is a big button<br />

that says “Press here”. When the player then presses the button, a big sign pops up<br />

that says “You won”, but this would be a rather dull and boring <strong>game</strong> [48]. The goal<br />

with <strong>game</strong> design is (among others) to create obstacles that are fun and challenging for<br />

the player, so the goal <strong>of</strong> usability evaluation in <strong>game</strong> development must be to remove<br />

the obstacles that are not fun or not even meant to be obstacles. In a strategic <strong>game</strong><br />

for example, the main obstacle is to beat the opponent with a superior tactic. Moving<br />

the troops over the battlefield is most likely a main part <strong>of</strong> the <strong>game</strong>, but if the player<br />

has to individually select every instance <strong>of</strong> a soldier and go through five submenus to<br />

move a company from point A to point B, this obstacle would quickly overshadow the<br />

obstacle the designer intended.<br />

Chuck Clanton [9] identified three levels <strong>of</strong> a <strong>game</strong> where usability issues can arise. The<br />

<strong>game</strong> interface is the input/output devices <strong>of</strong> the <strong>game</strong>. It is the controls and what<br />

is displayed on the screen. It is associated with the motor and perceptual skills <strong>of</strong> the<br />

player. The <strong>game</strong> mechanics is the “physics” <strong>of</strong> the <strong>game</strong>, how the <strong>game</strong> world works<br />

and what the player avatar and other inhabitants can do in that world. Most <strong>game</strong>s<br />

have goals, subgoals and challenges. The process <strong>of</strong> discovering and overcoming them is<br />

called the <strong>game</strong> play. All <strong>of</strong> these three levels <strong>of</strong> a <strong>game</strong> require evaluation [20].<br />

During user evaluation <strong>of</strong> a video <strong>game</strong>, two types <strong>of</strong> problems can arise; usability<br />

problems and “fun problems” [2]. A fun problem is not a problem that is fun; it is<br />

a problem that might lessen the joy <strong>of</strong> playing a <strong>game</strong>. It can for example be that a<br />

challenge is too hard. There are heuristics for both evaluating usability (e.g. Nielsens ten<br />

usability heuristics [43]) and fun problems (e.g. [20]), and sometimes the evaluator might<br />

have difficulties choosing the right set <strong>of</strong> heuristics. Barendregt et al. [2] have developed<br />

a procedure to distinguish fun problems from usability problems, see figure 4.1. The<br />

procedure consists <strong>of</strong> the following questions:<br />

1. Could the problem be solved with verbal explanation? If yes it is probably<br />

a usability problem, go to 2. If no it is probably a fun problem, go to 3.


30 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

Figure 4.1: The procedure to separate fun and usability problems. Adapted from Barendregt<br />

et al. [2].<br />

2. Was it meant to be difficult? If yes it is a fun problem, if no a usability<br />

problem.<br />

3. Can taking over the device (mouse, <strong>game</strong>pad etc.) solve the problem?<br />

If yes it is a motor skill problem that can either be a fun or a usability problem,<br />

go to 4. If no it is a fun problem, for example that the <strong>game</strong> is too scary and the<br />

player does not want to continue.<br />

4. Was it meant to be difficult? If yes it is a fun problem because the <strong>game</strong> is<br />

too hard, if no it is a usability problem.<br />

4.3 Differences between productivity s<strong>of</strong>tware and video<br />

<strong>game</strong>s<br />

Usability methods were designed for productivity s<strong>of</strong>tware, but <strong>game</strong>s are not productive<br />

in themselves. It is important, when choosing methods for evaluating <strong>game</strong>s, to<br />

understand how they differ from other types <strong>of</strong> s<strong>of</strong>tware. Knowing the differences can<br />

also help in designing new methods for evaluation. Pagulayan et al. [48] have identified<br />

several differences between video <strong>game</strong>s and productivity s<strong>of</strong>tware that will be presented<br />

below.<br />

Productivity s<strong>of</strong>tware is used as a tool to accomplish a task. The only thing that<br />

separates it from a hammer is the domain and the purpose for usage. Games, on the<br />

other hand, should be fun; they have no other purpose than entertainment. They are<br />

more like movies or books in that sense. Games should also stimulate thoughts and<br />

emotions. Other types <strong>of</strong> s<strong>of</strong>tware also require thinking, but that is not the purpose.<br />

Games define their own goals. Other types <strong>of</strong> s<strong>of</strong>tware are used to achieve external goals.<br />

Some applications have easily defined goals, like an <strong>online</strong> store. Other types <strong>of</strong> s<strong>of</strong>tware<br />

can have more complex and variable goals, like a spreadsheet program. The challenge


4.4. Playability and <strong>game</strong>play 31<br />

is to design an interface that let the user achieve her goals as easy as possible. This<br />

is harder when the s<strong>of</strong>tware is more general. Games define goals in the world that the<br />

<strong>game</strong> creates, and they are only valid in that context. This can make it easier because<br />

the evaluator exactly knows which goals the player has. The challenge is to convey the<br />

goals to the player and making sure that the player is aware <strong>of</strong> the resources accessible<br />

to reach the goals.<br />

Users want consistency when using productivity applications. Menus should work the<br />

same way even between different types <strong>of</strong> applications. Games have to create a different<br />

experience every time to prevent the player from becoming bored. They should <strong>of</strong>fer<br />

alterative strategies and new rules to learn. The pressure to all the time create new<br />

experiences can make <strong>game</strong> designers abandon used and tested interface solutions and<br />

standards.<br />

Most productivity applications are controlled in the same way. The user <strong>of</strong>ten uses a<br />

keyboard and mouse. Games have different controls for different types <strong>of</strong> <strong>game</strong>s and<br />

platforms. They are <strong>of</strong>ten innovative and solve many different issues, but they can also<br />

introduce entirely new challenges.<br />

Productivity s<strong>of</strong>tware <strong>of</strong>fer just as much sound and graphic as necessary to convey<br />

functionality. In <strong>game</strong>s the environment is created by using sound and graphics. It can<br />

also be used to set the mood and create tension in a <strong>game</strong>. This could lead to that<br />

usability becomes sacrificed for the sake <strong>of</strong> aesthetics.<br />

4.4 Playability and <strong>game</strong>play<br />

Playability is usually understood as usability in the domain <strong>of</strong> <strong>game</strong>s [18]. Järvinen et<br />

al. [27] tries to further define the term. They define playability as “a qualitative term<br />

for the uses <strong>of</strong> both design and evaluation. It refers, on the one hand, to the guidelines<br />

regarding how to implement the necessary elements (such as rules) to give birth to a<br />

desired sort <strong>of</strong> <strong>game</strong>play...”.<br />

Gameplay is basically what defines a <strong>game</strong> as a <strong>game</strong>. It concerns both the formal<br />

elements <strong>of</strong> a <strong>game</strong>, i.e. the rules and components, and the player. Gameplay and<br />

interaction are the same, but the term <strong>game</strong>play is used when a player interacts with a<br />

<strong>game</strong> (with rules and goals). Different types <strong>of</strong> <strong>game</strong>s <strong>of</strong>fer remarkably different types<br />

<strong>of</strong> <strong>game</strong>play. Anyone that plays <strong>game</strong>s long enough forms their own concept <strong>of</strong> good<br />

and bad <strong>game</strong>play based on their experience [17].<br />

Evaluating playability means to analyze how well a <strong>game</strong> conforms to a desired sort <strong>of</strong><br />

<strong>game</strong>play. Playability can be divided into the four components functional, structural,<br />

audiovisual and social playability [27].<br />

Functional playability refers to the functional aspects that affect <strong>game</strong>play. It relates<br />

to the controls <strong>of</strong> the <strong>game</strong> and is close to traditional usability. Analysing functional<br />

playability means for example to evaluate how well the input-device is configured to give<br />

the desired <strong>game</strong>play.<br />

Structural playability concerns the mechanics <strong>of</strong> <strong>game</strong>s. One thing that gives structure<br />

to a <strong>game</strong> is the rules <strong>of</strong> the <strong>game</strong> and the patterns that emerge from these rules.


32 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

The rules define the <strong>game</strong>, and actions in the <strong>game</strong> are only relevant when they are understood<br />

in the context <strong>of</strong> these rules. The actions form patterns that look the same in<br />

several sessions <strong>of</strong> the <strong>game</strong>. One particular instance <strong>of</strong> a <strong>game</strong> play has variations, but<br />

after several sessions’ patterns emerges. These patterns evolve into structures. Some<br />

structures are common in several <strong>game</strong>s; move - change <strong>of</strong> <strong>game</strong> state - countermove is a<br />

structure that could be found in many <strong>game</strong>s, particularly in <strong>strategy</strong> and sport <strong>game</strong>s.<br />

Here one player makes a move that changes the state <strong>of</strong> the <strong>game</strong>, and then the other<br />

player evaluates this new state and makes a move according to it. In sport <strong>game</strong>s this<br />

happens in real-time. In evaluation, it is important to find the structure <strong>of</strong> the <strong>game</strong> to<br />

be able to tell if it gives the desired player experience.<br />

Changes in audiovisual playability can drastically change <strong>game</strong>play. The visual spectrum<br />

goes from photorealism to cartoonish style and can drastically change what kind <strong>of</strong><br />

customers the <strong>game</strong> appeals to. By analysing audiovisual playability you can tell if the<br />

sound and graphic is the best to mediate the desired <strong>game</strong>play, or if there are confusing<br />

elements in the <strong>game</strong> world.<br />

Social playability regards the desired context <strong>of</strong> use (computer or on television and<br />

single player or multiplayer) and player communication. Communication can take place<br />

both in-<strong>game</strong> (in multiplayer <strong>game</strong>s) and <strong>of</strong>f-<strong>game</strong>. Off-<strong>game</strong> communication includes<br />

for example forums, mailing-lists and the <strong>of</strong>ficial <strong>game</strong> website where players can share<br />

and discuss their experiences <strong>of</strong> the <strong>game</strong>. It is important to <strong>of</strong>fer both in-<strong>game</strong> and<br />

<strong>of</strong>f-<strong>game</strong> communication.<br />

Playability is greater than the sum <strong>of</strong> the four parts presented here, but for the purpose<br />

<strong>of</strong> evaluation it has to be divided into components. Even if the four components are<br />

all part <strong>of</strong> the concept <strong>of</strong> playability, there can also be conflicts between them. High<br />

functional playability can contradict high structural playability. In some <strong>game</strong>s designers<br />

want many options so that the player can meaningfully interact with the <strong>game</strong> world.<br />

This <strong>of</strong>ten means to make the control complex and less intuitive [33].<br />

The concept <strong>of</strong> playability can give structure in the design and evaluation <strong>of</strong> <strong>game</strong>s, but<br />

the concept is mostly focused at the <strong>game</strong> itself. It does not say much about the player<br />

experience or the player motivations for playing a particular <strong>game</strong>. To be able to truly<br />

understand, and thus evaluate, the act <strong>of</strong> playing, we have to look at the player and her<br />

motivations and experiences while playing a <strong>game</strong>. Therefore we will look at some <strong>of</strong><br />

the theories that can give an understanding <strong>of</strong> player experience and motivation.<br />

4.5 Flow<br />

Csikszentmihalyi [12] studied what made experiences pleasurable for humans. He was<br />

interested in what made a person do a hard/difficult task when the only motivation was<br />

in the task itself, i.e. the reward was in the task. He asked people to describe their<br />

experience when they were doing what they liked most. He called this experience flow,<br />

an optimal state <strong>of</strong> enjoyment where people were totally absorbed in an activity. This<br />

experience was similar to all people, no matter <strong>of</strong> age, sex or culture.<br />

Csikszentmihalyi found that there were two variables that determined the type and<br />

intensity that an individual experienced during an activity. These were the perceived


4.5. Flow 33<br />

difficulty <strong>of</strong> the task and the skill level <strong>of</strong> the individual [35]. These two variables can<br />

give rise to nine different experiences (see 4.2):<br />

Figure 4.2: The two dimensions <strong>of</strong> flow experience. Adapted from Lemay [35].<br />

1. apathy: low challenge and low competence<br />

2. worry: average challenge and low competence<br />

3. anxiety: high challenge and low competence<br />

4. relaxation: low challenge and average competence<br />

5. neutral: average challenge and average competence<br />

6. arousal: high challenge and average competence<br />

7. boredom: low challenge and high competence<br />

8. control: average challenge and high competence<br />

9. flow: high challenge and high competence<br />

To experience flow, both challenge and skills must be above average, i.e. the challenge<br />

has to be so hard that it takes all the players attention and skill to overcome. Flow<br />

can emerge from any kind <strong>of</strong> experience; from a ten minutes <strong>game</strong> <strong>of</strong> Tetris to a five<br />

year research project. The flow experience is characterized by the following criteria [12,<br />

pages 49-67]:<br />

1. A challenging activity that requires skills. More <strong>of</strong>ten than not the activity is goal<br />

directed and bounded by rules. The activity requires investment in psychic energy.<br />

2. A task that has clear goals and <strong>of</strong>fers immediate feedback. The goals can not be<br />

too easy or too hard to achieve. If the activity in itself does not <strong>of</strong>fer a clear goal<br />

or feedback, people engaging in that activity has to formulate their own goals and<br />

learn to recognize good and bad feedback. Writing and painting are examples <strong>of</strong><br />

such activities.


34 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

3. An ability to concentrate on the task at hand. In everyday life, all sorts <strong>of</strong> thoughts<br />

and worries constantly attract attention. During flow experience, all attention is<br />

concentrated at the task at hand, so there is no room for irrelevant information.<br />

4. A perceived sense <strong>of</strong> control over actions, and lack <strong>of</strong> a sense <strong>of</strong> worry about<br />

loosing control. Failing an activity in real life can have consequences that are hard<br />

to predict beforehand. It is also hard to predict the long term outcome <strong>of</strong> different<br />

actions. In <strong>game</strong>s, the consequences <strong>of</strong> failing are known or can be predicted in<br />

advance.<br />

5. The merging <strong>of</strong> action and awareness. All relevant skills are needed to cope with<br />

the challenge. There is no psychic energy left to process any other information.<br />

All attention is directed to the relevant stimuli. As a result people stop being<br />

aware <strong>of</strong> themselves as being separate from the actions they are performing.<br />

6. A loss <strong>of</strong> self-consciousness or preoccupation with self. This means to loose the<br />

image, or concept, <strong>of</strong> self, not a loss <strong>of</strong> self. Often people are highly aware <strong>of</strong> their<br />

bodies during the state <strong>of</strong> flow. An athlete is aware <strong>of</strong> all muscles in the body<br />

during exercise. The loos <strong>of</strong> self-consciousness can lead to a feeling <strong>of</strong> union with<br />

the environment and thus pushing the boundaries <strong>of</strong> being forward.<br />

7. The transformation <strong>of</strong> time. During flow the time does not pass like it normally<br />

does. Hours can fly by like minutes, but sometimes the opposite is true; an hard<br />

passage that in real time is over in seconds can feel like going on for minutes.<br />

One important aspect in the flow model that is also important in <strong>game</strong>s is the balance<br />

between skill and challenge [25]. When a player first start playing a <strong>game</strong>, her skills<br />

are basic and she does not know how to overcome all the challenges in the <strong>game</strong>. It is<br />

therefore important to have easy challenges in the beginning <strong>of</strong> the <strong>game</strong>. As the <strong>game</strong><br />

progress, the player skills become greater and greater and challenges that before were<br />

hard are now easy. Therefore the <strong>game</strong> has to <strong>of</strong>fer greater and harder challenges to<br />

keep the player the “flow zone” (see figure 4.3). This is the ideal <strong>of</strong> how a <strong>game</strong> should<br />

be designed. Unfortunately, players have different skills and expectations <strong>of</strong> the <strong>game</strong><br />

experience, some want to enjoy a moderately easy <strong>game</strong> and some want to devote all<br />

their skill in the <strong>game</strong> [6] (figure 4.4).<br />

One way to solve this problem is to <strong>of</strong>fer levels <strong>of</strong>f difficulty that the player can choose<br />

from in the beginning <strong>of</strong> the <strong>game</strong> (easy, medium and hard). The disadvantage with this<br />

approach is that the player is stuck with this choice for the rest <strong>of</strong> the <strong>game</strong>. Different<br />

players also develop their skills at different pace, so what is medium challenging for a<br />

player at the beginning <strong>of</strong> the <strong>game</strong> can be too easy or too hard at the end [6].<br />

Some <strong>game</strong>s let the player adjust the level <strong>of</strong> difficulty throughout the <strong>game</strong> by <strong>of</strong>fering<br />

several choices to the player. The player can for example be given several alternatives<br />

with variable difficulty to complete a mission. The problem with this approach is that<br />

it can be costly to implement. Too many alternatives could also confuse the player, and<br />

so disturb the sense <strong>of</strong> flow [6].<br />

According to Chen [6] the best way to provide an enjoyable experience for all types <strong>of</strong><br />

users is to embed all choices in the core activities. That means that when the player<br />

becomes more experienced she can perform more actions and therefore choose how to<br />

play herself. This is how it <strong>of</strong>ten works in the real world, whether it is skating, sewing


4.5. Flow 35<br />

Figure 4.3: The optimal flow zone. Adapted from Chen [6].<br />

Figure 4.4: Different zones for different players. Adapted from Chen [6].


36 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

or skiing. The more experienced you are the more choices you have to engage in greater<br />

challenges.<br />

4.6 Immersion<br />

Both players and researchers agree that immersion is an important quality when playing<br />

a <strong>game</strong>. Immersion is <strong>of</strong>ten used to refer to the degree <strong>of</strong> involvement or engagement one<br />

experiences with a <strong>game</strong> [25], but the exact definition varies between researchers and<br />

disciplines. Many players also have their own definition <strong>of</strong> immersion, so Brown & Cairns<br />

interviewed seven <strong>game</strong>rs in an attempt to define immersion [5]. They identified the<br />

three levels <strong>of</strong> immersion; engagement, engrossment and total immersion. Each<br />

level has a number <strong>of</strong> barriers associated with it. A player can not reach a particular<br />

level until all barriers for that level has been breached. Removing these barriers does<br />

not, however, guarantee that the player becomes immersed at that level; they are only<br />

preconditions for the experience. Below follow a description <strong>of</strong> the three levels and the<br />

barriers associated:<br />

Engagement. This is the first stage <strong>of</strong> immersion and must occur before any other<br />

stage. The barriers here are access and investment <strong>of</strong> time, effort and attention. Access<br />

relates to that the player must feel that she can control the <strong>game</strong> and know the actions<br />

and consequences. For a player to invest in a <strong>game</strong> she must first <strong>of</strong> all like the type <strong>of</strong><br />

<strong>game</strong>, if not she would not even try to engage in it. When these two barriers are down<br />

the player can feel engagement in a <strong>game</strong>, she is interested and wants to keep playing,<br />

but she is not yet emotionally involved in the <strong>game</strong>.<br />

Engrossment. Engagement can evolve into engrossment. The barrier here is <strong>game</strong><br />

construction. A good constructed <strong>game</strong> combines (among other) visuals, interesting<br />

tasks and plot in a way that the player’s emotions are directly affected by the <strong>game</strong>.<br />

The emotional involvement can make the player feel “emotionally drained” when they<br />

stop playing.<br />

Total immersion. In this level the player devotes all attention to the <strong>game</strong> and it<br />

feels as if she “is there”. What happens in the <strong>game</strong> is the only thing that occupies<br />

the player’s thoughts. The only problem is that this is only a fleeting experience. The<br />

barriers for total immersion are empathy and atmosphere. The player must be attached<br />

o the main character or team and must empathise with their situation. Atmosphere is<br />

created by the sound, plot and graphics <strong>of</strong> the <strong>game</strong>. These parts require attention, and<br />

the more attention a player invests, the more immersed she can feel. In the case <strong>of</strong> total<br />

immersion, these aspects also have to feel relevant to the player.<br />

One problem with this classification is that it excludes certain types <strong>of</strong> <strong>game</strong>s. To be<br />

totally immersed the <strong>game</strong> needs to have a story and characters that the player can<br />

sympathize with. Many <strong>game</strong>s do not have either a story or characters, or <strong>of</strong>fer them<br />

only as a background that do not affect <strong>game</strong>play, but the player can still feel totally<br />

immersed in the <strong>game</strong> [1]. Ermi & Mäyrä suggests that immersion is a multidimensional<br />

phenomena [17]. They have identified three different types <strong>of</strong> immersion; sensory,<br />

challenge-based and imaginative immersion.<br />

Sensory immersion relates to the audiovisual experience <strong>of</strong> a <strong>game</strong>. Good graphics<br />

and sound and a big screen easily overtakes impressions from the real world and the


4.7. Player experiences in <strong>game</strong>s 37<br />

player becomes entirely focused on the <strong>game</strong> world. This form <strong>of</strong> immersion is not only<br />

found in <strong>game</strong>s. Virtual environments such as CAVE [11] <strong>of</strong>fer total sensory immersion.<br />

Challenge-based immersion is fundamental for <strong>game</strong>s and is found in the interaction<br />

between player and <strong>game</strong>. This flow-like experience is most powerful when the balance<br />

between the player’s abilities and the level <strong>of</strong> challenge matches. A challenge can require<br />

motor-skill or mental-skill such as strategic or logical thinking. Many <strong>game</strong>s usually<br />

involve both types <strong>of</strong> challenges to some degree.<br />

Imaginative immersion concerns the story and characters in the <strong>game</strong>. Many contemporary<br />

<strong>game</strong>s <strong>of</strong>fer some sort <strong>of</strong> story that the player can get involved with, either by<br />

actively take part <strong>of</strong> or just enjoy the development <strong>of</strong> the plot. This type <strong>of</strong> immersion<br />

can be experienced when for example reading a good book.<br />

Imaginative and sensory immersion is not only confined to <strong>game</strong>s, but challenge-based<br />

immersion is crucial in <strong>game</strong>s because it demands active participation. When playing a<br />

<strong>game</strong>, a player experiences a mix <strong>of</strong> these three types <strong>of</strong> immersion. They can also affect<br />

one another, e.g. the types <strong>of</strong> challenges in a <strong>game</strong> effect the audiovisual experience <strong>of</strong><br />

that <strong>game</strong>.<br />

4.7 Player experiences in <strong>game</strong>s<br />

While the theories <strong>of</strong> flow and immersion seem highly relevant in the design and evaluation<br />

<strong>of</strong> <strong>game</strong>s, they do not cover all emotions and experiences that a player can feel<br />

when playing a <strong>game</strong>. The same <strong>game</strong> session can give rise to all types <strong>of</strong> emotions in<br />

a spectrum spanning from frustration and anger to joy and euphoria.<br />

Poels et al. [51] explored different types <strong>of</strong> player experience by using focus groups. They<br />

found that many player experiences could be described as flow or as different types <strong>of</strong><br />

immersion. But they also found that for some it was not important to feel immersed<br />

in a <strong>game</strong> world. Instead they enjoyed the freedom to be able to explore the world at<br />

their own pace. While exploring they did not want to meet any challenge or pursue any<br />

particular goal. They were more spectators <strong>of</strong> the <strong>game</strong> world than immersed in it.<br />

Many players reported that when the <strong>game</strong> was too easy or too hard, they became<br />

irritated and frustrated. If that happened there was a big risk that they would quit<br />

playing the <strong>game</strong>. Some players however viewed some frustration as something positive.<br />

If they had tried to overcome a challenge for a long time and finally succeeded, the<br />

feeling <strong>of</strong> success became euphoric. In this way a negative feeling had transformed into<br />

a positive.<br />

To play with other people, either as a team or competing against each other strongly<br />

affects the experience <strong>of</strong> a <strong>game</strong>. The emotions, both negative and positive, become<br />

greater when competing against other people instead <strong>of</strong> the computer or other players<br />

<strong>online</strong>. The feeling <strong>of</strong> being connected was also important when cooperating with other<br />

players.<br />

From the data gathered in the focus group and theoretical finings Poels et al. [51] tried<br />

to categorize the <strong>game</strong>play experience into several core dimensions. Every dimension<br />

contains both in-<strong>game</strong> and post-<strong>game</strong> experiences and is presented in table 4.2 below:


38 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

4.8 Methods for the evaluation <strong>of</strong> video <strong>game</strong>s<br />

Games can be evaluated in the same way as other types <strong>of</strong> interactive s<strong>of</strong>tware. The interface<br />

<strong>of</strong> a <strong>game</strong> can for example be evaluated by using traditional usability techniques.<br />

To account for the differences between <strong>game</strong>s and other types <strong>of</strong> s<strong>of</strong>tware new methods<br />

has also been created. Some techniques for evaluating <strong>game</strong>s are explained below.<br />

The methods described do not cover all types and aspects <strong>of</strong> <strong>game</strong>s. In <strong>game</strong>s where the<br />

social aspect is important (music, party, quiz) it is important to consider that and test<br />

the <strong>game</strong> with a group <strong>of</strong> people instead <strong>of</strong> one and one. Other <strong>game</strong>s like MMORPG’S<br />

are played during a substantial period <strong>of</strong> time and it could therefore be hard to balance<br />

the difficulty and pace <strong>of</strong> progress in such a <strong>game</strong>. Many companies therefore release<br />

open betas for the public to play before the actual release <strong>of</strong> the <strong>game</strong>. In this way they<br />

can see the long term effects and then balance the <strong>game</strong>.<br />

4.8.1 Usability testing<br />

Usability testing is performed in a lab or similar controlled environment. The goal is to<br />

get objective data about users’ performance and no distractions are allowed. Usability<br />

testing can answer questions such as time to complete a task, number <strong>of</strong> errors when<br />

performing a task and number <strong>of</strong> users that succeeded in completing a task [52].<br />

Before testing is performed a set <strong>of</strong> tasks that the participants should perform are<br />

constructed. The tasks should be designed so that they generate valid data about the<br />

Table 4.2: Dimensions <strong>of</strong> <strong>game</strong> experience. Adapted from Poels et al. [51].<br />

Dimension In-<strong>game</strong> experiences Post-<strong>game</strong> experiences<br />

Enjoyment Fun, amusement, pleasure, Energised, satisfaction, relaxation<br />

relaxation<br />

Flow Concentration, absorption, Jetlag, lost track <strong>of</strong> time,<br />

detachment<br />

alienation<br />

Imaginative immersiothy,<br />

Absorbed in the story, empa-<br />

Returning to the real world<br />

identification<br />

Sensory immersion Presence Returning to the real world<br />

Suspence<br />

Challenge, tension, pressure,<br />

hope, anxiety, thrill<br />

Release, relief, exhausted, euphoria<br />

Competence Pride, euphoria, accomplishment<br />

Pride, euphoria, accomplishment,<br />

satisfaction<br />

Negative affect Frustration, disappointment, Regret, guilt, disappointment,<br />

irritation, anger<br />

anger, revenge<br />

Control Autonomy, power, freedom Power, status<br />

Social presence Enjoyment with others, being<br />

connected with others, empathy,<br />

cooperation<br />

Accomplishment in a team,<br />

bonding


4.8. Methods for the evaluation <strong>of</strong> video <strong>game</strong>s 39<br />

product being evaluated. Usability testing should be performed with users from the<br />

intended target group for the system. If the system is to be used with both novice and<br />

experts, it is important to include both groups [52]. It can be hard to select the number<br />

<strong>of</strong> participants in a test, too few may not catch all issues and too many would waste<br />

resources. The recommended number <strong>of</strong> users in a test varies, but generally it is better<br />

to perform several tests in an iterative way than to test a large group once [44].<br />

During usability testing a moderator is sitting beside a user and guides the interaction.<br />

It is important that the observer influences the user as little as possible. The moderator<br />

may also take notes during the session but this can also be handled by a second observer.<br />

The session is also commonly recorded for later analysis. Recording can typically be<br />

done with video, audio and key logging [52].<br />

Often it is interesting to know why a user selected a specific menu or pressed a button.<br />

Just watching users when they interact does not answer these sorts <strong>of</strong> questions. Therefore<br />

users can be encouraged to think out loud when they use the system. Thinking out<br />

loud while performing a task can feel quite unnatural, so <strong>of</strong>ten the moderator need to<br />

encourage the users to keep talking [52].<br />

The disadvantage with thinking out loud is that it could change the behaviour <strong>of</strong> the<br />

user. When performing usability testing on <strong>game</strong>s thinking out loud while playing can<br />

also be too intrusive to the overall experience and disturb immersion and flow. One<br />

approach, mostly used when testing with children, is to let two people play together.<br />

When playing together discussing solutions to problems comes more naturally and less<br />

interventions from a moderator is needed. Another approach is to use retrospective<br />

think aloud, where users directly after the session watch recordings <strong>of</strong> their interaction<br />

and verbalizes the thoughts they had. One disadvantage with retrospective think aloud<br />

is that the users are given more time to think through their answers and may say what<br />

they think the observer wants to hear [26].<br />

The RITE (Rapid Iterative Testing and Evaluation) method is developed and used by<br />

Micros<strong>of</strong>t Games Studios [39]. It is executed like usability testing, but changes are made<br />

as soon as issues are identified, sometimes after just testing one participant. In this way<br />

evaluators and designers can get immediate feedback if the change has solved the issue.<br />

The method requires some time and resources for design and implementation between<br />

sessions. It also requires enough users to perform a usability test at the end when no<br />

new changes will be made. This to ensure that all changes has indeed fixed the issues<br />

and not introduced new.<br />

4.8.2 Playtesting<br />

Playtesting [22] is another method that resembles usability testing, but it is less formal<br />

and more focused on finding playability issues rather than usability issues. Playtesting<br />

can start as soon as there is a working prototype <strong>of</strong> the <strong>game</strong>. At that time playtesting<br />

can be performed with friends and colleges. They can provide fresh insight into the<br />

<strong>game</strong> early on, but it is important to involve end users eventually. The end users should<br />

not have any personal ties with the <strong>game</strong> to ensure their objectivity.<br />

A playtest session can be performed at a home or an <strong>of</strong>fice, with one player or a group.<br />

There are no predefined tasks that should be performed; the players are just asked to<br />

play as they would do at home. They are also encouraged to talk out loud while they are


40 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

playing and comment on their experience. A moderator observes their play and takes<br />

notes, but should try not to influence their play. To find areas where players are stuck<br />

or have problems as little help as possible should be given.<br />

After the session the players are interviewed about their experience. Other methods<br />

that can be used are feedback forms or open ended discussions.<br />

4.8.3 Consumer Playtest<br />

The Consumer Playtest (CP) [14] is a quantitative method which purpose is to identify<br />

<strong>game</strong>play issues with a <strong>game</strong>. The focus is to gather players’ attitudes towards different<br />

aspects <strong>of</strong> a <strong>game</strong>. CP is performed with 25-35 participants in a lab. The first step<br />

is to answer a questionnaire that is designed to ensure that they belong to the target<br />

group <strong>of</strong> the <strong>game</strong>. Step two is to let them play the <strong>game</strong> for a period <strong>of</strong> time, they<br />

are instructed to play it as they would do at home and are also given all material that<br />

they would have if they bought it. In step three players answers a questionnaire about<br />

their experience. The questions can concern aspects such as perceived graphics, sound,<br />

controls, and overall fun. Some questions are <strong>game</strong> specific, such as for example the<br />

puzzle elements in a puzzle <strong>game</strong>.<br />

With a small sample <strong>of</strong> users in evaluation it is hard to generalise their opinions and<br />

experiences to the whole target group. The data gathered there is only representative<br />

for the users in the evaluation. In CP the sample <strong>of</strong> players is large enough to enable<br />

statistical analysis on the data gathered. This allows for the comparison between different<br />

CP sessions. Different <strong>game</strong>s and different version <strong>of</strong> the same <strong>game</strong> can thus<br />

be compared statistically. This encourages iteration when designers can see how the<br />

changes affect players’ opinions and experience <strong>of</strong> a <strong>game</strong>.<br />

4.8.4 Heuristic evaluation<br />

Heuristic evaluation is one <strong>of</strong> the discount methods described by Nielsen [43]. When<br />

using discount methods evaluators sacrifice some degree <strong>of</strong> certainty and statistical significance<br />

in favor <strong>of</strong> a low cost. The argument for using discount methods is that some<br />

usability evaluation is better than none [43]. People do not have to be usability experts<br />

to do a heuristic evaluation; novices can also identify some usability issues. It however<br />

requires some expertise to know how to apply the heuristics so experienced evaluators<br />

usually finds more issues than novices.<br />

In heuristic evaluation one or several experts review the system with the help <strong>of</strong> the<br />

heuristics. Every occurrence where the system violates the heuristics is noted down and<br />

graded. Usually the expert also gives an example <strong>of</strong> a solution to the problem. If there<br />

are several experts it is important that the evaluation is performed separately. This is<br />

to ensure that as many problems as possible are identified. After evaluation the experts<br />

meet to discuss the problems they found before they write a report for the designers<br />

[43].<br />

Games can also benefit from heuristic evaluation. Usability heuristics has been shown<br />

to provide new and useful data in <strong>game</strong> development [34]. But the differences between


4.8. Methods for the evaluation <strong>of</strong> video <strong>game</strong>s 41<br />

<strong>game</strong>s and productivity s<strong>of</strong>tware have lead to several new sets <strong>of</strong> heuristics being developed.<br />

These new heuristics have been tailored to accommodate the more explorative<br />

nature <strong>of</strong> <strong>game</strong>s. Some <strong>of</strong> the set <strong>of</strong> heuristics is shown in table 4.3 with a description<br />

<strong>of</strong> their scope <strong>of</strong> use.<br />

Table 4.3: Table <strong>of</strong> set <strong>of</strong> heuristics.<br />

Heuristic<br />

Feder<strong>of</strong>f’s heuristics and usability<br />

guidelines [20]<br />

Heuristic Evaluation for Playability<br />

(HEP) by Desurvire, Caplan &<br />

Toth [15]<br />

Playability heuristics for mobile<br />

<strong>game</strong>s. By Korhonen & Koivisto<br />

[30, 31]<br />

Usability heuristics by Pinelle,<br />

Wong & Stach [50]<br />

Description<br />

Divided into Clanton’s three areas; Game interface,<br />

mechanics and <strong>game</strong> play. Generally more<br />

related to finding fun problems than usability<br />

problems.<br />

Categorized in the four areas <strong>game</strong> play, <strong>game</strong><br />

story, mechanics and usability.<br />

For evaluating mobile <strong>game</strong>s. Consists <strong>of</strong> three<br />

modules: <strong>game</strong> usability, mobility and <strong>game</strong>play.<br />

A fourth module has later been added for<br />

mobile multi-player <strong>game</strong>s.<br />

Focused on finding usability issues in several<br />

major <strong>game</strong> genres.<br />

None <strong>of</strong> the set <strong>of</strong> heuristics described in the list claims to be a complete set <strong>of</strong> heuristics<br />

that fits every type or aspect <strong>of</strong> a <strong>game</strong>. Therefore it can be an alternative to combine<br />

heuristics from several sets when evaluating a specific <strong>game</strong>. If there is an area where<br />

no heuristic can be found that describe a specific problem, new ones can be added.<br />

Heuristics that are not relevant for the <strong>game</strong> can also be removed, but it is important<br />

that they are removed for the right reason, not in an attempt to hide a usability problem<br />

[26]<br />

Heuristic evaluation can be used early in <strong>game</strong> design. There is no need to have a<br />

working prototype <strong>of</strong> the <strong>game</strong> as there is in usability testing. This is an advantage<br />

because it can be too late or costly to do any major changes in a <strong>game</strong> when it is<br />

stable enough to be tested with players. Implementing changes early is cheaper than<br />

implementing them late [26, page 83]. But heuristic evaluation should not be seen as a<br />

substitute for testing with users. Testing with users can reveal problems that heuristic<br />

evaluation completely misses [26, page 84]. Testing with users is also better at finding<br />

problems related to challenge, boredom, pace and terminology [15]<br />

4.8.5 Physiological measurements<br />

The methods described above are good for finding usability and playability issues in a<br />

<strong>game</strong>, but many <strong>of</strong> them do not say much about the experience <strong>of</strong> playing. Interviews<br />

and questionnaires can identify some attitudes and experiences towards a <strong>game</strong>, but<br />

they take place after the gaming experience. Asking a player about their experience<br />

during playtesting interrupts the player and can alter the experience. One solution is


42 Chapter 4. Models & methods for evaluating <strong>game</strong>s<br />

to directly measure physical reactions to physiological states. These reactions can for<br />

example be a change <strong>of</strong> heart rate, sweat, and breathing and are relatively easy to<br />

measure. Interpreting the collected data can however be hard and it requires training<br />

to analyze it correctly [26].


Chapter 5<br />

Pre-study<br />

This chapter presents the initial work <strong>of</strong> the project. The pre-study was aimed at<br />

gathering ideas for the <strong>game</strong>. It begins with the initial idea generation and then moves<br />

on to the work with questionnaires, brainstorms and focus groups, all <strong>of</strong> which involved<br />

the people from the target audience.<br />

5.1 Initial idea generation<br />

Initially the ideas about the <strong>game</strong> came from us, the two designers. There was no real<br />

method for the idea generation, rather just a series <strong>of</strong> discussions regarding what kind<br />

<strong>of</strong> <strong>game</strong> we wanted to create. Throughout the discussions the focus was mostly on what<br />

sort <strong>of</strong> features and aspects that should be included. It was also important to avoid<br />

going into too much detail as the goal was to compose an overarching structure and<br />

concept <strong>of</strong> the <strong>game</strong>.<br />

5.2 Result <strong>of</strong> the idea generation<br />

The initial idea generation resulted in a basic idea <strong>of</strong> what the <strong>game</strong> should consist <strong>of</strong>.<br />

Perhaps the most important aspect was that the <strong>game</strong> should allow the player to own<br />

land that could be placed on a map. Army movement was another important part. The<br />

armies should not move abstractly only to appear in cities or other critical positions,<br />

but instead be present in the world and be able to move over the map. Along with these<br />

basic principles it was decided that the actual <strong>game</strong>play should not be focused solely<br />

on warfare. Suggestions for what could be included along with warfare were trade and<br />

diplomacy. It was also decided that the world should be tile-based.<br />

5.3 Questionnaire<br />

In order to gather information about interesting aspects <strong>of</strong> similar <strong>game</strong>s a questionnaire<br />

was used. The focus was more on getting ideas for the <strong>game</strong> than on getting a true image<br />

43


44 Chapter 5. Pre-study<br />

<strong>of</strong> the general consensus. The questionnaire was comprised <strong>of</strong> a couple <strong>of</strong> open questions<br />

aimed at capturing interesting aspects <strong>of</strong> <strong>online</strong> and <strong>strategy</strong> <strong>game</strong>s. Each question in<br />

the questionnaire was divided into two parts, one part regarding <strong>online</strong> <strong>game</strong>s and one<br />

part regarding <strong>strategy</strong> <strong>game</strong>s (i.e. the participants answered each question two times,<br />

one time for <strong>strategy</strong> <strong>game</strong>s and one time for <strong>online</strong> <strong>game</strong>s). Approximately twenty<br />

questionnaires were distributed. The questionnaire can be found in Appendix B.<br />

5.4 Result <strong>of</strong> the questionnaire<br />

Unfortunately the questionnaires did not yield a lot <strong>of</strong> information. There can be many<br />

reasons for this, but poor questionnaire design, too few participants and lack <strong>of</strong> time to<br />

find members <strong>of</strong> the target audience are some <strong>of</strong> the reasons. Most significant though<br />

was that the questionnaire as such might not be an ideal form to gather the desired<br />

information. Interviews might have been a better approach, but there was simply not<br />

enough time for this.<br />

What the questionnaire did show was that the developing <strong>of</strong> skills and characters was<br />

one <strong>of</strong> the main reasons why people played <strong>online</strong> <strong>game</strong>s (<strong>online</strong> roleplaying <strong>game</strong>s in<br />

particular). The need for thinking things through and using <strong>strategy</strong> to win was (not<br />

surprisingly) mentioned as an important part <strong>of</strong> <strong>strategy</strong> <strong>game</strong>s.<br />

5.5 Brainstorming<br />

Two brainstorming sessions were conducted. The method used was a modified version<br />

<strong>of</strong> brainwriting. The main goal was to find what the target audience would like to see<br />

in the <strong>game</strong> in terms <strong>of</strong> looks, features and <strong>game</strong>play. The two groups consisted <strong>of</strong> four<br />

people each.<br />

First the participants were given an introduction (see Appendix C) to the task. They<br />

were not however given any details on the <strong>game</strong> but rather just that the <strong>game</strong> should be<br />

a “multiuser <strong>strategy</strong> <strong>game</strong> in a <strong>persistent</strong> world”. The basic components <strong>of</strong> the <strong>game</strong><br />

were also listed for all to see. The following items were on the list:<br />

– Strategic <strong>game</strong><br />

– Online<br />

– Persistent world<br />

– Several players<br />

– Players who are logged out are still present<br />

After the introduction the participants were given approximately 5 minutes in which to<br />

generate ideas. This was done by describing (by writing, sketching etc.) the ideas on<br />

post-it notes. When the idea generation seemed to slow down (about halfway through)<br />

the participants were presented with a list <strong>of</strong> formulations <strong>of</strong> questions that could be<br />

used as inspiration. The questions were listed as follows:


5.6. Result <strong>of</strong> the brainstorming 45<br />

– What should the <strong>game</strong> look like?<br />

– What should a player be able to do?<br />

– What is the goal <strong>of</strong> the <strong>game</strong>?<br />

– Should there be a way to win/lose?<br />

– How should you win/lose?<br />

– How do you play?<br />

– How many players should there be?<br />

– How do you communicate with other players?<br />

– How much do you communicate with other players?<br />

– From what perspective do you see the <strong>game</strong> (are you a god, king, chief etc.)?<br />

Following the idea generation all the ideas were presented, put up on the whiteboard and<br />

further explained if necessary. The ideas were grouped so that similar ideas were put<br />

close to each other. Any additional information about the ideas was written alongside<br />

the notes on the whiteboard.<br />

In one <strong>of</strong> the sessions an additional idea generation phase was then conducted to develop<br />

the ideas further. This time the participants got approximately three minutes to come<br />

up with ideas and then the procedure <strong>of</strong> putting the post-its up on the whiteboard was<br />

repeated. In the other session this phase was skipped due to lack <strong>of</strong> time.<br />

In the end the questions listed on the whiteboard that had not been addressed previously<br />

where discussed along with the following additional topics:<br />

– For how long should you play the <strong>game</strong> each day?<br />

– What would you be willing to pay in order to play the <strong>game</strong>?<br />

– How many players should play in the same “world”?<br />

– For how long should the <strong>game</strong> last?<br />

– What should happen if a player is absent?<br />

5.6 Result <strong>of</strong> the brainstorming<br />

The brainstorming sessions generated a vast amount <strong>of</strong> ideas. All the gathered information<br />

from the brainstorming sessions can be found in Appendix D and E. A lot <strong>of</strong> work<br />

then went into sorting them and trying to extract what was feasible and not. The most<br />

fundamental principles that was elicited from the sessions were:<br />

– Choices should be possible to change (at a certain cost). It should always be<br />

possible to “change direction”.


46 Chapter 5. Pre-study<br />

– The <strong>game</strong> should allow for different playing styles. The players should control how<br />

they play (evil, good, focus on battles, trade etc.).<br />

– Players should not be helpless while they are logged <strong>of</strong>f (a player should not return<br />

to see that she has lost too much).<br />

– Players should not be able to completely die (or lose).<br />

– It should not be possible to harass weaker players.<br />

– It should not be possible to be the best (or to do everything) in each area <strong>of</strong> the<br />

<strong>game</strong> (i.e. a player should only be able to be quite good in many areas or very<br />

good in a few areas).<br />

These principles were used as design guidelines throughout the rest <strong>of</strong> the project.<br />

Some <strong>of</strong> the things that came up during the brainstorming sessions were the concept <strong>of</strong><br />

races (or cultures), family, family members and councils. The idea with races is that<br />

there should be a variety <strong>of</strong> races that the players can choose to have in their land.<br />

The races should have different statistics and thus be good at different things. Though<br />

there was no real mention <strong>of</strong> which races that should be included the idea seemed to be<br />

rooted in classical fantasy. This should provide some insight into what kind <strong>of</strong> differences<br />

there could be between the races. A classical example would be strong but slow dwarfs,<br />

intellectual and magically inclined elves and a sort <strong>of</strong> jack-<strong>of</strong>-all-trades human.<br />

Family and family members were mentioned as a set <strong>of</strong> heroes available to the player.<br />

It should be possible for the player to improve the family members, giving them a<br />

“roleplaying” feeling (by for example distributing experience in certain areas that the<br />

player wants the family member to become better in). Another idea related to the<br />

family members was that they should determine the score <strong>of</strong> the player. For example<br />

if a family member conquers a lot <strong>of</strong> land the player would then receive points. Such<br />

deeds would give the family member prestige which would contribute to the player’s<br />

score. Prestige could be used to keep the highscores in constant change since the family<br />

members should only have a certain lifespan. So when a family member dies, the prestige<br />

and score disappears with him/her.<br />

Councils were basically brought up as an idea for limiting players’ ability to harass<br />

weaker players. The council should be able to step in and provide a logical reason for<br />

why the stronger player could not attack or continue to attack the weaker player. It was<br />

also mentioned as a forum for the players to discuss and make political decisions in the<br />

world as well as contributing with several different ways for the administrators to add<br />

more content to the <strong>game</strong>. The council could for example be a way <strong>of</strong> giving players<br />

assignments and quests, set up bounties on evil players and informing players <strong>of</strong> events<br />

going on in the world.<br />

5.7 Focus groups<br />

To further elaborate on the results from the brainstorming sessions two focus groups<br />

were put together. One group consisted <strong>of</strong> only two people due to unforeseen events.


5.8. Result <strong>of</strong> the focus groups 47<br />

Despite <strong>of</strong> this some interesting data could still be gathered. The other group consisted<br />

<strong>of</strong> six people.<br />

The participants were first presented with a short version <strong>of</strong> the concept for the <strong>game</strong> at<br />

this stage; see Appendix F. Then questions regarding different aspects <strong>of</strong> the <strong>game</strong> were<br />

presented. The group discussed each question before the next question was presented<br />

and in turn discussed. The questions regarded the topics presented below (examples <strong>of</strong><br />

questions for each topic are shown in parenthesis). For a complete list <strong>of</strong> the questions<br />

see Appendix G.<br />

– The scale <strong>of</strong> the <strong>game</strong> (how long battles should take, how <strong>of</strong>ten players could be<br />

expected to log in).<br />

– The world (if it should be a fantasy world or sci-fi etc.).<br />

– Races and culture (how many and what the differences should be).<br />

– Marriage and families (how should it work, who should be included in the family).<br />

– Alliances (how they should be handled, what types there should be).<br />

– Council (if it should be included, what it should do, how it should be done).<br />

– Events (if they are important).<br />

– Aspects regarding the mechanics <strong>of</strong> the <strong>game</strong> (should all options be visible even if<br />

they are not currently possible).<br />

– Highscore (what and who should be visible in the highscores).<br />

– Resources (how should it work, in particular, how should food work).<br />

– Conquering (how should it work when conquering neutral land or the land belonging<br />

to enemies).<br />

5.8 Result <strong>of</strong> the focus groups<br />

The focus group sessions resulted in a lot new ideas. A lot <strong>of</strong> the ideas from the<br />

brainstorming sessions were also modified and improved. Some <strong>of</strong> the ideas for each <strong>of</strong><br />

the different aspects <strong>of</strong> the <strong>game</strong> are presented below (though there is no regard to the<br />

importance or significance <strong>of</strong> the ideas):<br />

Scale:<br />

– It is reasonable to expect players to log in once a day.<br />

– A player should be able to play for at least half an hour each day.<br />

– The possibility for a family member dying increases each year (in-<strong>game</strong>).<br />

– More time should be required for large battles to end (i.e. a battle with a lot <strong>of</strong><br />

units in it would take a longer time to finish than a battle between just a few<br />

units).


48 Chapter 5. Pre-study<br />

– Half a year in <strong>game</strong> time should be approximately one day in real time.<br />

– There should be a minimum to how long a family member lives.<br />

– It should require less time for armies to move around in areas that the player<br />

controls.<br />

Game world:<br />

– It should be a fantasy world<br />

– There should be different races rather than cultures in the <strong>game</strong> (since it is more<br />

fun with a more distinct difference in their appearance).<br />

– There should be more than three different races, at least five.<br />

– There should be race specific army units.<br />

– The player should be able to choose a race for the family.<br />

Marriage and family members: No real consensus could be found in how marriage<br />

between different families should be handled, but some <strong>of</strong> the ideas were:<br />

– There should be a sort <strong>of</strong> trade for marriages (i.e. a player can list a family member<br />

as eligible for marriage and require a certain amount <strong>of</strong> resources or an alliance to<br />

marry the family member <strong>of</strong>f).<br />

– There should be a possibility to marry automatically generated characters to ensure<br />

that a player does not end up without heirs for her family.<br />

– There should be a bonus if marrying other players’ family members.<br />

Alliances:<br />

– It should be possible to break alliances.<br />

– A player who breaks an alliance should be punished in some way (for example by<br />

losing prestige).<br />

– There should be a general alliance where the players set the rules themselves.<br />

– There should be alliances limited in time (for example a non-aggression pact that<br />

lasts for a couple <strong>of</strong> in-<strong>game</strong> years).<br />

Council and events:<br />

– The council could work as a tutorial.<br />

– The concept <strong>of</strong> a council seems awkward.<br />

– Quests and events are “cool”, this should be included.<br />

Game mechanics:


5.8. Result <strong>of</strong> the focus groups 49<br />

– The family members should not become less powerful when losing battles.<br />

– Not having a family member in a city should result in corruption and might lead<br />

to anarchy.<br />

– There should be some sort <strong>of</strong> blocking so that players cannot repeatedly attack a<br />

city.<br />

– Large battles or other player initiated events should result in “holy places” which<br />

in turn would give a lot <strong>of</strong> prestige to the player owning the place.<br />

– Experience for units or armies should be included.<br />

– Armies and units should become stronger if the player invests more time and/or<br />

resources in their training.<br />

– Some way <strong>of</strong> balancing the research so that new players can “catch up”.<br />

– To conquer a city should take a significant amount <strong>of</strong> time.<br />

– Trade could be handled without a currency (i.e. trading a resource for another<br />

resource).<br />

– Alliances should result in less loss when trading.<br />

– The possibility to raid trade routs should be included.<br />

– Unavailable alternatives should not be visible (at least not all).<br />

– Resources that cannot be used yet are not visible.<br />

– Different highscore lists. One for the overall score and several for the different<br />

prestige categories.<br />

Resources:<br />

– The surroundings should affect the limit to the population for cities.<br />

– The surroundings should affect the food cost per population for cities.<br />

– To be able to gather resources the player should need to build a resource station<br />

and connect it to a city via a road.<br />

Conquering:<br />

– Cities have an area within which it is possible to own and use land.<br />

– If the “city area” expands all neutral areas are automatically conquered.<br />

– Areas owned by other players are conquered when an army enters the area (if there<br />

are no other armies there).<br />

– Some things, such as walls, should be possible to build on neutral areas.


50 Chapter 5. Pre-study


Chapter 6<br />

Result <strong>of</strong> the pre-study<br />

Since the activities in the pre-study generated a vast amount <strong>of</strong> ideas, quite a lot <strong>of</strong><br />

work went into categorizing, sorting and grading the ideas. A complete and commented<br />

compilation <strong>of</strong> ideas are found in Appendix H. When all ideas had been graded a working<br />

design document based on these ideas was put together. This document contains the<br />

concept <strong>of</strong> the <strong>game</strong> and details about features etc. as it was after the pre-study. The<br />

document can be found in Appendix A.<br />

6.1 Overview <strong>of</strong> the working design document<br />

The working design document states the following items as the most fundamental parts<br />

that the players can interact with (the entire document can be found in Appendix A:<br />

– Cities<br />

– Resources<br />

– Family and family members<br />

– Armies<br />

– Research<br />

– Trade<br />

– Diplomacy<br />

These items along with battles will be explained briefly in the following sub-sections.<br />

51


52 Chapter 6. Result <strong>of</strong> the pre-study<br />

6.1.1 Cities<br />

The primary purpose <strong>of</strong> a city is to provide the player with manpower. Manpower can<br />

then be used to create armies, gather resources and conduct research. Buildings can<br />

be constructed within the cities, and these buildings give a bonus to the city. The<br />

bonuses can affect different areas, such as making research more efficient or increasing<br />

the attraction <strong>of</strong> the city (which results in more manpower).<br />

6.1.2 Resources<br />

Resources are the basis for all development. By using resources players can build buildings,<br />

train armies, etc. There are several different resources, some <strong>of</strong> which are very<br />

common and can be found all over the world while some are rarer and can only be found<br />

in certain areas. To be able to gather the resources, players have to build a building on<br />

the site <strong>of</strong> the resource and assign manpower to the building.<br />

6.1.3 Family and family members<br />

Family and family members work as a restraint on the growth <strong>of</strong> the player’s empire.<br />

A player needs to have a “free” family member to be able to build or conquer a new<br />

city. Since there is a limit to how many family members a player can have, there is also<br />

a limit to the number <strong>of</strong> cities the player can have. Each family member has prestige.<br />

The collective prestige for the entire family along with some general prestige (based on<br />

the player’s wealth, scientific achievements etc.) is what determines the players score.<br />

In this way the highscore lists will always “be in motion” since family members have a<br />

limited lifetime (and when a family member dies, the score disappears with him/her).<br />

Each family member can also be developed to become better in different areas. This is<br />

done by giving experience to the family members over time, this experience can then be<br />

used to develop certain skills. Family members can also gain experience if the accomplish<br />

something significant (such as being a part <strong>of</strong> discovering a new technology, winning a<br />

great battle, raising the population <strong>of</strong> a city and so on).<br />

6.1.4 Armies<br />

Armies are quite self-explanatory as they simply are the means which a player uses to<br />

conduct warfare. They can be used to defend cities, attack other armies and plunder or<br />

taking over cities or land. Each army consists <strong>of</strong> a number <strong>of</strong> units which in turn are<br />

“built” (or trained) in cities. This costs a certain amount <strong>of</strong> resources and manpower<br />

depending on the type <strong>of</strong> unit.<br />

6.1.5 Research<br />

By assigning manpower to research (this is done in cities) the player can improve his/her<br />

empire in different areas. There are several different areas in which research is possible.<br />

Each area can be seen as a stem (with branches) in a technology tree. To assure that


6.2. Examples <strong>of</strong> dropped ideas 53<br />

new players do not get left too far behind, the time required to discover a technology in<br />

a stem depends on how many players that have already discovered it. The time required<br />

thus decreases with each player who has discovered the technology.<br />

6.1.6 Trade<br />

To get access to all resources the player will have to trade. The trade works by setting<br />

up deals specifying what to buy and sell (for example [buy 1000 wood for 100 gold]). It<br />

is <strong>of</strong> course also possible to accept deals that other players have set up. There is however<br />

a loss for each trade. The loss increases with the distance between players’ trade posts<br />

(which can be built in cities). It is possible to reduce loss through research and by using<br />

family members’ abilities.<br />

6.1.7 Diplomacy<br />

Diplomacy is an integral part <strong>of</strong> the <strong>game</strong> and there are essentially three different states<br />

between players: neutral, alliance and war. There is always a loss in prestige when<br />

declaring war (with a greater loss if the player who declares war is much stronger than<br />

the player upon whom war is declared), but there is prestige to gain when conquering<br />

more land etc. Alliances can be <strong>of</strong> three different types: non-aggression pacts, military<br />

alliances and “guilds”. If two players have agreed to a non-aggression pact it means that<br />

a player that attacks the other player suffers a significant prestige loss. If two players<br />

are in a military alliance and one player gets attacked by a third player it means that<br />

both players in the alliance will become in a state <strong>of</strong> war (without any loss <strong>of</strong> prestige)<br />

towards the attacking player (as opposed to only the attacked player becoming in a<br />

state <strong>of</strong> war towards the attacker if there is no alliance in play). A Guild is a more<br />

loosely defined alliance where the players themselves can define the rules for the alliance<br />

(though the rules for non-aggression pacts and military alliances may still be used).<br />

6.1.8 Battles<br />

Another big part <strong>of</strong> the <strong>game</strong> is battles. The battles are played out between AI and it<br />

is not possible for players to directly influence the battles. The player can however set<br />

“battle orders” for the army, specifying how the army should behave in battle as well<br />

as how the initial formation should be. The AI is then in charge <strong>of</strong> trying to “make the<br />

best <strong>of</strong> the situation” given the initial orders set by the player and the size, composition<br />

and tactics <strong>of</strong> the opposing force.<br />

6.2 Examples <strong>of</strong> dropped ideas<br />

This section presents examples <strong>of</strong> ideas that came up during the pre-study but have<br />

been dropped for varying reasons (all ideas generated in the pre-study can be found in<br />

Appendix H). Each idea is commented on the positive and/or negative aspects <strong>of</strong> it.


54 Chapter 6. Result <strong>of</strong> the pre-study<br />

– The player should be able to design her own troops by for example giving them<br />

different armours and weapons. This affects the properties for the unit. Could<br />

be fun, but will become very complex. Requires that it is possible to build/buy the<br />

different weapons and armours.<br />

– A player can hand over responsibilities for her cities, soldiers etc. to another<br />

player. Good if a player is going to be absent for a long time. It might however<br />

be difficult to implement. There is also an issue to determine what and how much<br />

that should be handled by the other player.<br />

– Family members can revolt against the rest <strong>of</strong> the family. Players will most likely<br />

be frustrated if family members cannot be controlled directly (and <strong>of</strong> course losing<br />

a family member would be a very hard blow).<br />

– Family members can move around and kill monsters etc. This can result in the<br />

player getting items that can help the family/country/family member. When the<br />

family member moves around the map he/she can move “within” a tile (a tile could<br />

for example be divided into nine small tiles). Would become very disconnected from<br />

the rest <strong>of</strong> the <strong>game</strong>. Items could be acquired in other ways. Though achievements<br />

for the family members that can be presented for other players might be interesting.<br />

– A council could be present for each race. The council decides if a player should be<br />

punished for harassing weaker players etc. This can be done by for example having<br />

the council announce that “Player X has been evil, every player should send two<br />

soldiers to attack player X”. The council can present questions that players can<br />

vote on (such as crusades or higher taxes). The council can, among other things,<br />

also provide military help or resources to weaker players.<br />

• Positive aspects: Help to weak players, natural way for admins to affect the<br />

world, provides a forum for players to interact in, could be a natural way to<br />

include a tutorial for new players.<br />

• Negative aspects: Might feel unnatural, results in odd restrictions such as the<br />

players having to be included in a council against their wish.<br />

– Along with the other alliance types there could also be “realms” where a player<br />

is the leader and has some control over the other players. This player could for<br />

example demand taxes or control over a certain number <strong>of</strong> soldiers. Could be<br />

interesting, but would have to contribute with something unique that is not present<br />

in ordinary alliances. Restrictive and not necessary.<br />

– To be able to conduct trade, the player must have some sort <strong>of</strong> unit travelling back<br />

and forth to the place to trade with. Could be fun and realistic, but would result<br />

in the trade being slow.<br />

– Different races can have different research trees. This could for example be “evolution”<br />

for one race and “technology” for one race. Might be difficult to balance<br />

and does not add all that much to the <strong>game</strong>. Unique branches on the research tree<br />

might add depth for the different races.<br />

– Messages sent to players who are a long way away should take time to arrive. Communication<br />

should not take time, especially since communication can be handled<br />

outside <strong>of</strong> the <strong>game</strong> without any time loss.


6.2. Examples <strong>of</strong> dropped ideas 55<br />

– The highscore is calculated from the beginning <strong>of</strong> the <strong>game</strong> (so that a player’s<br />

score always increases). Can result in the players who started playing first always<br />

being on top.


56 Chapter 6. Result <strong>of</strong> the pre-study


Chapter 7<br />

Implementation <strong>of</strong> the<br />

functional prototype<br />

This chapter deals with the functional prototype. It explains what was included in<br />

the prototype, describes the environment in which the prototype was implemented and<br />

finally gives an overview over the system architecture <strong>of</strong> the functional prototype. No<br />

detailed information about the system architecture is included since it is only a prototype<br />

and thus should only be used for testing and then be discarded.<br />

7.1 Scope <strong>of</strong> the prototype<br />

The functional prototype was aimed to test the concept <strong>of</strong> the <strong>game</strong> with focus on the<br />

<strong>game</strong>play rather than graphics, balancing issues, interface design etc. Because <strong>of</strong> this<br />

developing graphics etc. was not prioritized and all such features are very crude and<br />

simple in the prototype.<br />

Due to time constraints not all features from the working design document (see Appendix<br />

A) were included in the prototype. Some features were changed and some were<br />

removed completely. Below is a list <strong>of</strong> the most important changes:<br />

– Players are given three family members. The family members do not die or reproduce.<br />

It is also not possible to marry family members or create “family trees”.<br />

– Family members can focus on warfare, building or research. Focusing on warfare<br />

gives higher morale to the units in the army, focusing on building reduces the<br />

building time and focusing on research increases the research efficiency.<br />

– Family members do not have prestige or reputation.<br />

– It is not possible to capture family members.<br />

– No events.<br />

– Buildings do not require any upkeep.<br />

57


58 Chapter 7. Implementation <strong>of</strong> the functional prototype<br />

– Simplified population and attraction for cities. No simulation <strong>of</strong> migration or<br />

population growth.<br />

– There are only three races; humans, elves and trolls.<br />

– Trade is simplified with a global market.<br />

– There are no forms <strong>of</strong> alliances.<br />

– The amount <strong>of</strong> time it takes to complete a research is not dependent on the number<br />

<strong>of</strong> players that already know that research.<br />

– Armies do not have any behaviour. This means that a player can not choose if<br />

the army should attack other armies or if it should guard a place. Armies stand<br />

still if they are not explicitly moved by a player.<br />

– Cities can only be plundered or besieged.<br />

– Units have three different stats; health, damage and morale. Damage determines<br />

the maximum amount <strong>of</strong> damage a unit can deal. A unit that deals damage to<br />

another unit reduces the health and morale <strong>of</strong> that unit. If the life reaches zero,<br />

the unit dies. Morale determines the chances that the unit will flee, lower morale<br />

means higher chance.<br />

– Battles are simulated in a turn-based manner and without regard to the position<br />

or movement <strong>of</strong> troops. Instead the type <strong>of</strong> the unit determines the behaviour.<br />

Archers can attack once each round, cavalry once each third round and infantry<br />

once every round after the fourth round. To prevent the advantage <strong>of</strong> one side<br />

attacking first, all sides attack simultaneously. This means that the damage all<br />

units make in each army is calculated before any damage is dealt. If a unit receives<br />

any damage there is a chance that it flees. When enough units have fled the entire<br />

army becomes fleeing and is taken out <strong>of</strong> battle.<br />

It was decided not to introduce any currency in the prototype. A currency makes<br />

trading easier when it is possible to trade any sort <strong>of</strong> resource against in-<strong>game</strong> currency.<br />

To only allow recourses to be traded can make trading more interesting, but it can<br />

get too complicated. Therefore it was decided not to introduce any currency in the<br />

prototype in order to evaluate this approach.<br />

Each city has a radius that determines the land area a player can own. The radius can<br />

be expanded by building certain buildings in the city. There are two alternatives to<br />

what will happen with neutral land within a city’s radius; it automatically becomes the<br />

player’s land or the player has to take over the land with an army. For the prototype<br />

the first alternative was chosen.<br />

7.2 Development environment<br />

The prototype was developed using the programming language Java and Eclipse was used<br />

as developing environment. Flash was also considered as an alternative. It was however<br />

not selected because the developers were more comfortable with Java. PostgreSQL was<br />

used to store data about players and the <strong>game</strong> world.


7.3. System architecture 59<br />

7.3 System architecture<br />

The prototype consists <strong>of</strong> two parts; a server and a client. The server stores all data<br />

about the <strong>game</strong> world and also holds all rules and behaviour <strong>of</strong> the world. The client<br />

presents a graphical view for the player. All requests that a player makes via a client<br />

go to the server where they are processed, see figure 7.1.<br />

Figure 7.1: Client request and server response.<br />

One <strong>of</strong> the requirements established for the server was that there could not be any<br />

continuously updating loop. Normally in a <strong>game</strong> there is a loop that handles all input<br />

from players and updates the <strong>game</strong> world [38]. This loop exists as long as the <strong>game</strong><br />

exists and if there are a lot <strong>of</strong> updates it can demand much processing power. In the<br />

prototype the loop should for example be responsible for updating all players’ resources.<br />

Because the server was to be run on a public server at Umeå University there was a<br />

risk that the updating loop would slow down all other work on the server. Therefore<br />

another approach was selected; resource reserves were given a time stamp containing<br />

the last time <strong>of</strong> update. It was only when a player needed to use a resource that the<br />

server would calculate the amount in the resource reserves.<br />

The <strong>game</strong> server consists <strong>of</strong> several modules. Each module runs in an individual thread.<br />

An illustration can be seen in Figure 7.2 where each module is shown as a box and the<br />

database as a cylinder. The arrows represent the communication between modules.<br />

Figure 7.2: Conceptual model <strong>of</strong> the <strong>game</strong> server.<br />

The message system handles all communication between modules. All communication is<br />

performed with messages labelled with an address. The message system has an in-queue<br />

and several out-queues. Every out-queue represents a unique address. Every module


60 Chapter 7. Implementation <strong>of</strong> the functional prototype<br />

interested in a specific type <strong>of</strong> message can register for its address. The reason for this<br />

is that not all modules may be interested in every type <strong>of</strong> message. The battle simulator<br />

is for example not interested in commands from the user. It is only when the logic has<br />

determined that there should be a battle that it sends a message to the battle simulator.<br />

The network module handles all communication with clients. It receives commands from<br />

players and sends updates to players. When a command is received it is transported to<br />

the logic for processing. Usually the command results in one or several changes in the<br />

<strong>game</strong> world that needs to be communicated to the player. The logic sends the updates<br />

to the network module which in turn sends them to the players they concern.<br />

The battle simulator simulates ongoing battles. It receives a notification from the logic<br />

that a battle has begun. It then simulates one round in the battle and sends the result<br />

to the logic. If the battle is not over the battle simulator sleeps for a specified amount<br />

<strong>of</strong> time before it simulates the next round.<br />

The order system keeps track <strong>of</strong> all orders in the <strong>game</strong>. An order is something that<br />

requires a certain amount <strong>of</strong> time to complete. It can for example be that an army should<br />

move one step, a building should be constructed or a technology should be discovered.<br />

The reason it is called an order is to differentiate it from the events described in the<br />

working design document. All orders have a timestamp telling when the order should<br />

be executed. The orders are sorted in a queue so that orders that should happen first<br />

are first in the queue. When the order system receives an order it places it in the queue,<br />

then it looks at the first order in the queue. If the order is to be executed the order<br />

system pops the order and sends it to the logic. If not it sleeps until it is time to execute<br />

the order.<br />

The logic module is the biggest part <strong>of</strong> the server. It contains all the rules <strong>of</strong> the <strong>game</strong><br />

and it is there all information is processed. When a player issues a command the logic<br />

is responsible for investigating if the command is valid. The logic needs all information<br />

about the <strong>game</strong> state to be able to do that. Therefore the logic has access to the database<br />

where such information is stored.<br />

The client is constructed in a similar manner as the server. It has a message system and<br />

a network module that handles communication with the server. The difference is that<br />

the client has no real logic, only a simplified module that stores all data, for example a<br />

players cities and armies. The client has no battle simulator or an order system since<br />

all those calculations are performed on the server. One module that is only found in the<br />

client is the graphics module. It is responsible for presenting the <strong>game</strong> on the screen for<br />

the player. See Figure 7.3 for an illustration <strong>of</strong> the client.


7.3. System architecture 61<br />

Figure 7.3: Conceptual model <strong>of</strong> the <strong>game</strong> client.


62 Chapter 7. Implementation <strong>of</strong> the functional prototype


Chapter 8<br />

Result <strong>of</strong> the implementation<br />

This chapter will present an overview <strong>of</strong> the functional prototype and the features included.<br />

It will also mention errors, bugs and limitations <strong>of</strong> the prototype.<br />

8.1 Overview <strong>of</strong> the prototype<br />

This section presents an overview <strong>of</strong> the prototype. Most <strong>of</strong> the features available to<br />

interact with are explained and illustrated with screenshots in the following sub-sections.<br />

8.1.1 The <strong>game</strong> interface<br />

Figure 8.1 shows how the <strong>game</strong> could look like when a new account has just been<br />

created. The map is shown in the centre <strong>of</strong> the <strong>game</strong> area. The left panel displays<br />

the current <strong>game</strong> time, the player’s family members as well as different alternatives for<br />

interacting with other players. The top panel shows the players resources, manpower<br />

and current research. The right panel holds the tile info area that shows information<br />

about the current selected tile. A question mark in figure 8.1 is displayed because no<br />

tile is currently selected. Below the tile info area is the army info area. If a tile would<br />

have been selected it would have displayed a list <strong>of</strong> all armies located on the tile.<br />

8.1.2 Family members<br />

A player has three family members in the prototype. By double clicking on the portrait <strong>of</strong><br />

a family member in the left panel a new window is displayed that shows more information<br />

about the family member, see figure 8.2.<br />

All family members must be connected to a city, though it is possible to have several<br />

members in the same city. It is not possible to move a member from a city if it is the<br />

only member in that city. At the beginning <strong>of</strong> the <strong>game</strong> the player has only one city so<br />

it is not possible to move any family member.<br />

63


64 Chapter 8. Result <strong>of</strong> the implementation<br />

Figure 8.1: Overview <strong>of</strong> the <strong>game</strong> interface.<br />

Figure 8.2: Family member window.


8.1. Overview <strong>of</strong> the prototype 65<br />

A family member gains experience continuously that the player can distribute to any <strong>of</strong><br />

the three focus areas. When the sum <strong>of</strong> the distributable experience and the experience<br />

in an area exceeds the required experience to level up in that area, the button “Raise<br />

a level” becomes enabled. If a player presses that button the family member gains a<br />

level in that area. The experience in an area is automatically increased if a family<br />

member contributes to an achievement for the particular focus area. A family member<br />

who focuses on building thus gets experience in that focus area when a building is<br />

completed.<br />

8.1.3 Log<br />

When a player is <strong>of</strong>fline things can still occur in the <strong>game</strong>, another player might for<br />

example declare war. The log button in the left panel (as seen in figure 8.1) brings up<br />

a window with all such events that has occurred since the player last was <strong>online</strong>.<br />

8.1.4 Trade<br />

Trading is done on a global market in the prototype. This means that the distance<br />

between players does not matter, a player can trade with all other players in the <strong>game</strong><br />

no matter the location on the map. The trade window (figure 8.3) can be accessed by<br />

pressing the “Trade” button (as seen in the left panel in figure 8.1).<br />

Figure 8.3: In the trade window a player can set up trade deals and view other players’<br />

trade deals.<br />

To the left is the player’s own trade deals. By pressing the “New” button a player<br />

can create a new trade deal. A player can only trade resources that he/she has in the<br />

reserves. It is not possible to sell more <strong>of</strong> a resource than the player currently has<br />

available. The “Cancel” button next to a trade deal cancels it.<br />

All other players’ trade deals are displayed to the right. A trade deal can only be<br />

accepted if a player has enough <strong>of</strong> the resource that the other player wants to by.


66 Chapter 8. Result <strong>of</strong> the implementation<br />

8.1.5 Messaging<br />

The prototype has a simple mail system. It is possible to send messages to all other<br />

players in the <strong>game</strong>. The button “Compose mail” opens up the write-mail window (see<br />

the left <strong>of</strong> figure 8.4). The recipient’s name can be selected from the list to the left. The<br />

message can be written in the area to the right.<br />

Figure 8.4: The left part shows the write-mail window and the right shows the inbox.<br />

The Inbox can be accessed through the button labelled “Inbox (*)” (as seen in the left<br />

panel in figure 8.1). The digit in the parenthesis on the button displays the number <strong>of</strong><br />

messages in the inbox. The inbox window is shown to the right <strong>of</strong> Figure 8.4. From there<br />

it is possible to select a message from the list to the left. When a message is selected it is<br />

possible to respond to the message. When pressing the “Respond” button the write-mail<br />

window is displayed with the senders name marked as recipient. A selected message can<br />

also be deleted, but it is not possible to retrieve deleted messages.<br />

8.1.6 Resource reserves<br />

The resource reserves (shown in figure 8.5) are displayed to the left in the top panel.<br />

Each reserve has a picture <strong>of</strong> the resource it stores as well as the available amount, max<br />

amount and gain. Hovering with the mouse cursor over a reserve displays the name <strong>of</strong><br />

the resource stored in that reserve. A player gains the ability to store more resources<br />

by research and constructing buildings.<br />

Figure 8.5: Resource reserves are displayed in the format: available / total (gain).<br />

8.1.7 Manpower<br />

With manpower a player can build armies, gather resources and conduct research. Manpower<br />

(see figure 8.6) is displayed in the middle <strong>of</strong> the top panel. There are four digits<br />

that represent the manpower <strong>of</strong> a certain race. They are displayed in the format: available<br />

/ used / max (gain). The available manpower represents how much <strong>of</strong> a race that<br />

is free to use and used manpower represents all that is currently working (either in<br />

armies, resource stations or in cities doing research). A player gains more manpower<br />

continuously at a certain rate shown in the parenthesis in figure 8.6.


8.1. Overview <strong>of</strong> the prototype 67<br />

Figure 8.6: Manpower is displayed on the format available / used / max (gain).<br />

8.1.8 Research<br />

The current research and the date when the research is finished are displayed to the<br />

right in the top panel (see figure 8.1). When a research is finished a player “owns” that<br />

research. The button “Change research” displays the research window, see figure 8.7.<br />

In the research window all undiscovered technologies are displayed. Some technologies<br />

require other technologies, meaning that it is only possible to research it if a player<br />

already owns the required technologies. An example <strong>of</strong> this is seen in figure 8.7 where<br />

only axe can be selected. This is because all other technologies require technologies that<br />

the player has not discovered.<br />

Figure 8.7: The only possible alternative is at the moment the axe.<br />

8.1.9 The map<br />

The map is the players view into the <strong>game</strong> world, see figure 8.8. The black part is areas<br />

that are unexplored. In the middle <strong>of</strong> the map a city and an army can be seen. The thin<br />

green line marks the border <strong>of</strong> what the player owns. A player owns all the land within<br />

that green line. The blue thin line marks the border to other players. It is possible to<br />

scroll the map by using the arrow keys on the keyboard.<br />

The map is composed <strong>of</strong> a grid <strong>of</strong> tiles. Each tile can be <strong>of</strong> a different terrain type. When<br />

a tile is marked the tile info area shows information about the tile type, the resource<br />

and the owner <strong>of</strong> that tile, see figure 8.9. A terrain type can have a default resource.<br />

Wheat is the default resource for grass as shown in the upper part <strong>of</strong> figure 8.9. If a<br />

terrain type contains a resource that is not its default; it is marked on the map by a<br />

small icon as shown in the lower part <strong>of</strong> figure 8.9.<br />

In the tile info area in figure 8.9 there is a button labelled “Go to build menu”. The<br />

button is displayed if it is possible to build anything on the currently selected tile. When<br />

it is pressed the build window is displayed. In the build window the player can build<br />

roads, resource stations and cities. These alternatives are displayed in tabs in the build


68 Chapter 8. Result <strong>of</strong> the implementation<br />

Figure 8.8: The view to the <strong>game</strong> world.<br />

Figure 8.9: In the left upper part a tile <strong>of</strong> the terrain type grass is marked. The right<br />

upper part shows the appearance <strong>of</strong> the tile info area when the tile is marked. There it<br />

can be seen that the default resource <strong>of</strong> grass is wheat. In the lower left part the marked<br />

tile has a small icon on it. This means that that tile has a different resource type than<br />

the default. The tile info panel at the lower right shows that the resource is mana.


8.1. Overview <strong>of</strong> the prototype 69<br />

window. The build road and build resource station alternatives are only displayed if the<br />

player owns the tile that is marked. If the tile that is selected has no resource, the build<br />

resource station alternative will not be visible.<br />

Figure 8.10 shows the appearance <strong>of</strong> the build road tab in the build window. There<br />

the player can see the build cost in resources and the time it takes to finish the road.<br />

Different terrain can have different build cost and build time. If the player can not<br />

afford to build the road, the “Build” button is disabled.<br />

Figure 8.10: The build road tab in the build window displays the cost in resources and<br />

time to construct a road on the currently selected tile.<br />

Figure 8.11 shows the appearance <strong>of</strong> the build resource station tab in the build window.<br />

As well as displaying the cost to build, the tab also displays the type <strong>of</strong> resource station<br />

and the maximum number <strong>of</strong> manpower that can work there. If the player can not<br />

afford to build the resource station, the “Build” button is disabled.<br />

Figure 8.11: The build resource station tab in the build window displays the cost in<br />

resources and time to construct a resource station. It here shows that it is a level one<br />

farm that harvest wheat that can be constructed. The maximum amount <strong>of</strong> workers in<br />

the farm is ten.<br />

The build city tab (figure 8.12) is similar to the build road tab. The only addition is<br />

that the player has to choose which family member that has to move to the new city.<br />

During the time a road, resource station or city is being built an “under construction”<br />

icon is displayed on the map. When the construction time is finished that icon disappears<br />

to be replaced by the respective symbol for a road, resource station and city. See<br />

figure 8.13.


70 Chapter 8. Result <strong>of</strong> the implementation<br />

Figure 8.12: The build city tab shows the cost and building time <strong>of</strong> a city. The player<br />

has to choose which family member to move to the city .If there is no available family<br />

member no city can be built.<br />

Figure 8.13: a) A road during and after construction. b) A resource station during and<br />

after construction. The icon shows that the station gathers wheat. c) A city during and<br />

after construction.


8.1. Overview <strong>of</strong> the prototype 71<br />

8.1.10 Resource stations<br />

When a tile with a resource station located on it is marked the tile info area also<br />

displays information about the resource station. If the resource station is not connected<br />

to a city there is a warning message displayed in the tile info area. The resource station<br />

window can be accessed by pressing the “Go to station” button in the tile info area. See<br />

figure 8.14.<br />

Figure 8.14: A tile with a resource station is marked and the tile info area displays<br />

information about the tile as well as the resource station. A road must connect a resource<br />

station to a city; otherwise the resource station will not contribute with any resources.<br />

It is possible to assign manpower to work in resource stations. This can be done in the<br />

resource station window (figure 8.15). There is a limit to how much manpower that<br />

can be assigned to a resource station. By upgrading the resource station it is possible<br />

to increase the manpower limit as well as the efficiency <strong>of</strong> the station. Upgrading a<br />

resource station costs resources and may require additional research.<br />

Figure 8.15: In the resourse station window it is possible to assign manpower to the<br />

resource station. It is also possible to upgrade it.<br />

8.1.11 Cities<br />

If a city is located on the currently selected tile a button labelled “Go to city” appears<br />

in the tile info area. When it is pressed the city window is displayed. The city window<br />

consists <strong>of</strong> the four tabs; “Info”, “Buildings”, “Research”, and “Units”.<br />

The “Info” tab (figure 8.16) displays information about the city. It is also possible to<br />

change the name <strong>of</strong> the city from this tab. A city can get bonuses both from family<br />

members located in the city and buildings in it. The city info panel also displays


72 Chapter 8. Result <strong>of</strong> the implementation<br />

Figure 8.16: In the “Info” panel it is possible to rename the city and view information<br />

about it.<br />

information about which family members that are located in the city, its population,<br />

the effect it has on other cities and how other cities affect it.<br />

In the “Buildings” tab it is possible to view all buildings in the city. They are listed<br />

to the right in figure 8.17. To the left in the figure are all available buildings listed.<br />

When a present or available building is selected information about it is displayed in the<br />

middle. The current building queue is displayed at the top.<br />

Figure 8.17: Glass reserve level one is selected. It stores 200 pieces <strong>of</strong> glass. The<br />

cost in wood is displayed in red because the player does not have enough <strong>of</strong> it. The build<br />

time is displayed without any modifications from family members. It requires the building<br />

“PaperReserve” and the researches “Fire” and “Wheel”. The player has no paper reserve<br />

and neither does he/she know the technology “wheel”. The building “ManaReserve” is<br />

currently being built. The only building currently in the city is a Warehouse level three.<br />

In the “Research” tab the player can assign manpower to work as scientists. Every city<br />

has a maximum amount <strong>of</strong> researchers. The amount can be increased by building special<br />

buildings in the city.<br />

It is possible to train units in the “Units” tab. It is only possible to train one unit at a<br />

time. When a unit has finished its training it becomes visible on the map as an army.<br />

The different types <strong>of</strong> units available in the prototype are listed to the left in figure 8.18.


8.1. Overview <strong>of</strong> the prototype 73<br />

When a unit is selected its information is displayed to the right. It is also possible to<br />

choose the race <strong>of</strong> the unit in this area. The race affects the damage and life <strong>of</strong> a unit.<br />

A unit costs both manpower and resources to train and it may require special types <strong>of</strong><br />

buildings or research.<br />

Figure 8.18: No unit is currently being trained. The player lacks resources, buildings<br />

and research to train the selected unit.<br />

8.1.12 Armies<br />

Selecting a tile on which armies are located results in a list <strong>of</strong> those armies being displayed<br />

in the army info area in the right panel. The army list is located under the tile<br />

info area. A player can select any particular army from that list by a single click, see<br />

figure 8.19.<br />

Figure 8.19: Two armies are located on the same tile. When the tile is marked they are<br />

listed in the army info area that is located under the tile info area. The army info area<br />

displays the owner <strong>of</strong> the army and the number <strong>of</strong> units in it. An army is selected by<br />

clicking on it in the list.<br />

By double clicking an army in the army list an army window is displayed. The army<br />

window contains detailed information about the army and its units (see figure 8.20). The<br />

behaviour <strong>of</strong> the army can also be set here. The two possible behaviours are plunder<br />

or siege. Plunder means that the army should plunder a city it has attacked and siege<br />

means that the army should capture it. Siege is only possible if there is a family member<br />

in the army. Family members can join armies if their current focus is warfare.<br />

Every unit has a reinforce cost that depends on how damaged the unit is. Units can join<br />

other armies, but they can only join armies located on the same tile. Units can also be<br />

disbanded, the manpower cost will then be returned to the player but not the resource


74 Chapter 8. Result <strong>of</strong> the implementation<br />

cost. If all units in an army has joined other armies or been disbanded, the army will<br />

disappear.<br />

Figure 8.20: The army has no family member unit, so the army can not try to siege an<br />

enemy city. It consists <strong>of</strong> only one infantry unit; human peasants.<br />

A player can move an army by marking the army in the army list and then right click<br />

on the tile the army should move to. The army then initiates a moving animation and<br />

a green animated marker illustrates the end destination. The animated marker is only<br />

visible when the moving army is selected (see figure 8.21).<br />

Figure 8.21: The army is moving.<br />

8.1.13 Warfare<br />

A player can not attack another player without declaring war. To declare war the player<br />

must mark a tile that the other player owns, see the top <strong>of</strong> figure 8.22. In the tile info<br />

area a button then appears labelled “Declare war!”. If that button is pressed a dialog<br />

window appears asking if the player really wants to declare war. If the player confirms<br />

then the diplomatic state between the players is set to war. The colour <strong>of</strong> the enemy<br />

border and soldiers then changes from blue to red. The declare war button is also<br />

replaced with a button to <strong>of</strong>fer peace, see the bottom <strong>of</strong> figure 8.22.<br />

A player can only move soldiers into another players land if the two are in a state <strong>of</strong><br />

war. This means that it is only possible to pillage or siege other cities when in war.<br />

Battles occur when two or more armies (owned by different players) occupy the same<br />

tile. A battle can only end if there is just one player’s armies left on the tile. This means<br />

that the other players’ armies have either fled, died or been commanded away from the<br />

battle. A fleeing army can be recognized by its white flag and can not engage in battle<br />

until it has been reinforced in its homeland. Fleeing armies that are attacked flees to<br />

an adjacent tile.<br />

It is possible to remove the state <strong>of</strong> war by <strong>of</strong>fering peace. The button “Peace <strong>of</strong>fers”<br />

in the left panel (see figure 8.1) displays the diplomacy window where a player can <strong>of</strong>fer


8.1. Overview <strong>of</strong> the prototype 75<br />

Figure 8.22: A declaration <strong>of</strong> war.


76 Chapter 8. Result <strong>of</strong> the implementation<br />

peace to the enemies. It is also possible to view and accept peace <strong>of</strong>fers the enemies has<br />

made. Peace is restored when one side has accepted the other sides <strong>of</strong>fer.<br />

8.2 Errors and limitations<br />

Some features that would have been interesting to test were not included in the prototype<br />

because <strong>of</strong> lack <strong>of</strong> time (more changes has been presented in section 7.1 Scope<br />

<strong>of</strong> the prototype). Running cost for buildings is a feature that was not included and<br />

this <strong>of</strong> course affects the <strong>game</strong>play. The lack <strong>of</strong> running costs could have far-reaching<br />

consequences and have an impact on other elements <strong>of</strong> the <strong>game</strong> such as trade as well.<br />

This resulted in the prototype being limited to testing an overall concept <strong>of</strong> the <strong>game</strong><br />

along with some features rather than the entire <strong>game</strong>play <strong>of</strong> the final <strong>game</strong>. Battles are<br />

another feature that was very simplified and this might have resulted in the <strong>game</strong>play<br />

being less attractive than desired.<br />

Along with the mentioned limitations <strong>of</strong> the prototype there were also some bugs that<br />

affected the <strong>game</strong>play. Some <strong>of</strong> the more significant ones are presented below:<br />

– Units that end up “inside” another player’s area when the area expands are stuck.<br />

The only way to get away is to start a war (if there is already a war there is no<br />

problem) or to disband the unit. This was something that had not been considered<br />

and <strong>of</strong> course has to be resolved before making the final version <strong>of</strong> the <strong>game</strong>.<br />

– Archers for some reason seem to deal a lot more damage than other troops. This<br />

results in battles being very unfair and might have deterred players from using<br />

warfare. Even though the battles are very simplified it might have had an effect<br />

on the way players played the <strong>game</strong> since there might have been to much focus on<br />

building etc.<br />

– When discovering a new technology research does not always change to a new<br />

technology but instead starts over with the already discovered one. This might<br />

have made some players stuck and unable to develop in a satisfying rate (affecting<br />

their opinion <strong>of</strong> the <strong>game</strong>).<br />

– In one case fleeing armies have been reported to become invisible. This might <strong>of</strong><br />

course affect the <strong>game</strong>play as manpower and armies seemingly disappear.<br />

Along with these bugs there are several minor bugs. For example buildings that are<br />

impossible to build and players being able to see units and/or tiles that should not be<br />

seen. All these limitations have to be kept in mind when evaluating the prototype.


Chapter 9<br />

Evaluation<br />

This chapter describes the evaluation <strong>of</strong> the functional prototype and the working design<br />

document. First it presents the heuristic evaluation and then it moves on to the focus<br />

group evaluation <strong>of</strong> the prototype. All who played the functional prototype had access<br />

to a forum where ideas, comments and questions could be posted. The things posted<br />

on the forum were also considered during the evaluation.<br />

9.1 Heuristic evaluation<br />

The scope <strong>of</strong> the work was to create the <strong>game</strong>play and mechanics <strong>of</strong> a <strong>game</strong>, so the focus<br />

<strong>of</strong> the evaluation was to find <strong>game</strong>play and playability issues. In heuristic evaluation,<br />

three to five evaluators are recommended to find most usability problems [42]. It is<br />

also not recommended that the designers perform the evaluation. This is because the<br />

designers are too close to the <strong>game</strong> and it can be difficult to review one’s own design<br />

[26, page 95]. The designers however had to take on the role as expert evaluators due<br />

to lack <strong>of</strong> resources.<br />

The material available for evaluation was the design document and the working prototype.<br />

The simplifications and changes that were made in the prototype were not<br />

evaluated since they were not to be seen as representative <strong>of</strong> the final version <strong>of</strong> the<br />

<strong>game</strong>. The interface <strong>of</strong> the prototype was also disregarded because <strong>of</strong> the same reason.<br />

The heuristics that were used in the evaluation were selected from several sources. The<br />

sources can be found in table 4.3. Some <strong>of</strong> the heuristics were not applicable for the<br />

evaluation and were removed. These were mostly usability and story heuristics. Other<br />

heuristics that were removed related more to single player <strong>game</strong>s or linear <strong>game</strong>s with<br />

multiple levels. All heuristics were labelled and divided into seven topics. The heuristic<br />

“The <strong>game</strong> does not stagnate” can for example be found under the topic “Progress”.<br />

See Appendix I for a complete list <strong>of</strong> the heuristics. The topics were:<br />

– Feedback & control<br />

– Goals<br />

77


78 Chapter 9. Evaluation<br />

– Challenges & skills<br />

– Progress<br />

– Balance & Strategies<br />

– Setting & content<br />

– Multiplayer issues<br />

The evaluation was performed by having both evaluators going through the list <strong>of</strong> heuristics<br />

separately and noting all issues found. To give structure to the work a template<br />

was used when noting the issues. The topic and heuristic that the issue was related<br />

to was noted in the template and the problem was graded on a four level scale; minor,<br />

moderate, important or critical. There was also room for a description <strong>of</strong> the problem<br />

and any potential solution. When the evaluation session was over the two evaluators<br />

compared and discussed their findings.<br />

9.2 Result <strong>of</strong> the heuristic evaluation<br />

Several issues were found in the heuristic evaluation. One critical issue was that the<br />

design document did not mention anything about a help or tutorial. The <strong>game</strong> is fairly<br />

complex and it can be quite overwhelming to see all options presented at once, especially<br />

for new players. An in-<strong>game</strong> tutorial is therefore a good alternative to introduce new<br />

players to the <strong>game</strong>. There should also be some sort <strong>of</strong> help that players can refer to<br />

throughout the <strong>game</strong>. A similar issue was that there was no “hook” for new players. If<br />

players do not get hooked in the beginning <strong>of</strong> the <strong>game</strong> there is a big risk that they will<br />

not continue to play.<br />

Another group <strong>of</strong> issues was that the <strong>game</strong> punished mistakes and losses too hard. If a<br />

player for example loses a battle he/she might also lose resources or even a city because<br />

<strong>of</strong> that. It can then be hard to rise again because there are little resources left to<br />

rebuild. To lose a city can also feel very frustrating when a player has spent a lot <strong>of</strong><br />

time developing it. To punish the player too hard can be very demoralizing.<br />

Balancing the <strong>game</strong> so that new players can coexist with more experienced players is<br />

another issue. In the beginning <strong>of</strong> the <strong>game</strong> new players are left defenceless against<br />

stronger ones and it could be hard for them to progress if they get attacked constantly.<br />

This is especially important because it violates the principle that it should not be possible<br />

to harass weaker players.<br />

The design <strong>of</strong> the <strong>game</strong> makes it impossible to play consecutive for a long time. Everything<br />

in the world takes a different amount <strong>of</strong> time and because <strong>of</strong> that it may require<br />

that players log in several times a day. Exploring is especially tedious because players<br />

can not move soldiers into areas they do not know. An alternative approach to this<br />

is to use “movement points”. Moving an army one step costs a particular amount <strong>of</strong><br />

movement points depending on the terrain. A player can move an army instantly as<br />

many steps that the army can afford. The army then regains movement points slowly<br />

over time. This makes it possible to log in for example once a day instead <strong>of</strong> once every<br />

hour when exploring. Instant movement does however affect the realism <strong>of</strong> the <strong>game</strong>.


9.3. Focus group evaluation 79<br />

Another alternative is to make it possible to send armies into unknown areas. The<br />

problem is that the player does not know what type <strong>of</strong> terrain he/she sends the army<br />

into.<br />

One issue that was identified in the prototype was that a player can get “trapped” in<br />

the <strong>game</strong> if other players have surrounded the player. In this case the player is not able<br />

to explore the world or expand without the neighbours’ approval. A complete list <strong>of</strong> the<br />

found issues can be found in Appendix J.<br />

9.3 Focus group evaluation<br />

Two focus group evaluations were conducted in order to evaluate the functional prototype.<br />

The two groups consisted <strong>of</strong> two and four participants respectively. The participants<br />

in the groups were mostly people who had also participated in the pre-study<br />

brainstorms and focus groups. The participants had also played the prototype. The<br />

setup <strong>of</strong> the focus groups was fairly simple and could be described as a semi-structured<br />

group interview. A list <strong>of</strong> questions was compiled in advance and the evaluators then<br />

tried to gather as much information about each question as possible. The questions can<br />

be found in Appendix K. Because <strong>of</strong> the low number <strong>of</strong> participants in one <strong>of</strong> the focus<br />

groups an additional one-on-one interview was also conducted. The interview was based<br />

on the same questions as in the focus groups and was carried out in a similar fashion.<br />

Since the focus <strong>of</strong> the prototype was on the <strong>game</strong>play <strong>of</strong> the <strong>game</strong> the evaluation and<br />

the questions regarded topics such as:<br />

– Economy<br />

– The map and positions<br />

– Family<br />

– Cities<br />

– Battles and armies<br />

– Tempo<br />

Along with these specific topics general questions about the prototype (such as “what<br />

was the best thing about the <strong>game</strong>?”) were also asked.<br />

9.4 Result <strong>of</strong> the focus group evaluation<br />

This section presents a summary <strong>of</strong> the results <strong>of</strong> the focus groups. The complete<br />

collection <strong>of</strong> comments from the two focus group sessions can be found in Appendix L<br />

and Appendix M. The comments from the interview can be found in Appendix N.<br />

Even though the interface <strong>of</strong> the functional prototype was not prioritized (as mentioned<br />

before, it was mainly focused on testing the <strong>game</strong>play) there were some comments about<br />

the flaws in the interface. A bad interface can <strong>of</strong> course have a negative effect on the


80 Chapter 9. Evaluation<br />

experience <strong>of</strong> a <strong>game</strong> and it has to be considered. One example is comments about<br />

difficulties and unclear aspects regarding how to play the <strong>game</strong>. An example <strong>of</strong> this<br />

was a participant who had not discovered that family members could level up. This<br />

could perhaps be solved by a better interface, but a lesson learned is that more and<br />

better instructions will most likely have to be included, especially since the <strong>game</strong> is<br />

fairly complex with quite a lot <strong>of</strong> features. One way to ease the players into the <strong>game</strong><br />

is to provide a tutorial, as mentioned in the results <strong>of</strong> the heuristic evaluation. Another<br />

thing that was discovered, though not intended for testing, was that no thought had<br />

really gone into how the armies would move when exploring the land. In the prototype<br />

an army could not move into unexplored territory making it possible only to move to the<br />

very edge <strong>of</strong> what was explored (which would result in a few more additional tiles being<br />

explored). This was also discovered in the heuristic evaluation and is further discussed<br />

in section 9.2. Even though there clearly were issues with the exploration it was still an<br />

appreciated aspect <strong>of</strong> the <strong>game</strong>. There were however comments about developing this<br />

aspect further, for example by adding random encounters or similar events. The map<br />

was generally considered a good aspect <strong>of</strong> the <strong>game</strong> since it added another dimension<br />

to it.<br />

An aspect <strong>of</strong> the <strong>game</strong> that was intended for testing was the system for trade. The<br />

participants in the focus groups agreed that trading without currency worked out well,<br />

though there were some suggestions on how to make it even better. One <strong>of</strong> the suggestions<br />

was that there could be an option to set up trade deals with alternative for<br />

the payments (for example setting up a trade deal where a player sells 200 wood in<br />

exchange for 50 stone, 50 gold or 75 gems). The amount <strong>of</strong> resources present in the<br />

<strong>game</strong> (eighteen in the prototype) was also mentioned as a fun part <strong>of</strong> the <strong>game</strong>. That<br />

the players did not have access to all resources in the beginning <strong>of</strong> the <strong>game</strong> (but had<br />

to trade or conduct warfare to get to them) was also mentioned as a good aspect, there<br />

were however some concerns <strong>of</strong> the effects this could have on the <strong>game</strong> balance. The<br />

most important aspect to resolve these balancing issues is that each player has to have<br />

access to the basic resources directly when they start to play the <strong>game</strong>, which was not<br />

always the case in the prototype.<br />

Both races and family members were mentioned as interesting parts <strong>of</strong> the <strong>game</strong>, but<br />

both needs to be further developed. Several participants commented that there should<br />

be more <strong>of</strong> a difference between the races. One thing that was mentioned as a way <strong>of</strong><br />

making races more diverse was that they could have different efficiencies when working<br />

in different resource stations (for example trolls being better at mining coal and elves<br />

being better at gathering mana). There was no single clear idea <strong>of</strong> how to make the<br />

family members more interesting, but just making their impact on the <strong>game</strong> more significant<br />

could be an approach. It is also possible to have them play a part in the random<br />

encounters and events mentioned as a way <strong>of</strong> making exploration more interesting. Although<br />

the dying <strong>of</strong> family members was not tested in the prototype there was a general<br />

consensus that this should be included. This could <strong>of</strong> course both make family members<br />

more interesting as well as be a frustrating part <strong>of</strong> the <strong>game</strong> and further testing might<br />

be needed.<br />

The influence between cities should have more <strong>of</strong> an effect on the <strong>game</strong>; there were even<br />

mentions <strong>of</strong> making it possible to conquer cities through influence. Even if this might<br />

be taking it too far (further testing would be good), it is quite obvious that the effect<br />

influence had in the prototype was far too insignificant. A solution mentioned was to<br />

only influence enemy cities negatively (instead <strong>of</strong> as in the prototype where influence


9.4. Result <strong>of</strong> the focus group evaluation 81<br />

almost always had both negative and positive effects on different races).<br />

The system <strong>of</strong> having delayed battles seemed to be received well by the participants and<br />

the only comment (apart from the major bug with overpowered archers) was that there<br />

should be more feedback for the players. This <strong>of</strong> course supports the ideas <strong>of</strong> the battle<br />

system with battle reports described in the working design document (see Appendix A).<br />

Some comments about the prototype regarded that the <strong>game</strong> should have an end instead<br />

<strong>of</strong> running indefinitely. The possibility for players to create their own instances <strong>of</strong> the<br />

<strong>game</strong> where they could play with their friends was also mentioned (and this would most<br />

likely have to be <strong>game</strong>s with a fixed time limit or winning conditions). Another comment<br />

was that some way <strong>of</strong> keeping track <strong>of</strong> ones territory should be included. This could be<br />

done with a mini-map or something similar.


82 Chapter 9. Evaluation


Chapter 10<br />

Resulting design document<br />

This section presents the resulting design document. This is the specification <strong>of</strong> the<br />

<strong>game</strong> at this stage and even though there are some things left to resolve it gives a quite<br />

detailed description <strong>of</strong> the <strong>game</strong>play.<br />

10.1 Basic concepts<br />

The <strong>game</strong> is an <strong>online</strong> <strong>strategy</strong> <strong>game</strong> played in a <strong>persistent</strong> world with many players. It<br />

consists <strong>of</strong> a few basic parts that each player can control. These are:<br />

– Cities<br />

– Resources<br />

– Family and family members<br />

– Armies<br />

– Research<br />

– Trade<br />

– Diplomacy<br />

All <strong>of</strong> these parts are accessible through the <strong>game</strong>s interface. How and what the player<br />

controls for each part will be explained in further detail below.<br />

It is not possible for players to be completely annihilated. Instead, if their last city is<br />

taken, they get the option to move to another location. When doing so they retain their<br />

technological advancements as well as some resources and even all manpower (though<br />

some manpower has probably disappeared since it is likely that a large part <strong>of</strong> their<br />

army has been wiped out).<br />

83


84 Chapter 10. Resulting design document<br />

10.2 The world<br />

The world is tile based and each tile is <strong>of</strong> a certain terrain type. At least the following<br />

terrain types should be included:<br />

– Grass<br />

– Hills<br />

– Mountains<br />

– Forest<br />

– Water<br />

– Desert<br />

– Tundra<br />

A terrain type can hold a default resource. The default resource for mountains is for<br />

example stone. Any specific tile can have another more unique resource. If the tile is <strong>of</strong><br />

a terrain type with a default resource, it is replaced by the more unique resource.<br />

The <strong>game</strong> takes place in a fantasy world. This is reflected in the artwork and graphical<br />

style <strong>of</strong> the <strong>game</strong>. The world is populated by several fantasy races and magic and<br />

technology can coexist.<br />

10.3 Constructions<br />

Players can build cities and other constructions on tiles. Only one construction per tile<br />

is allowed. The types <strong>of</strong> constructions are:<br />

– Resource stations. They are used to gather resources. Resources and resource<br />

stations are further described in the “Resources” section.<br />

– Cities. Allows the player to own land and provides the player with manpower.<br />

Cities are further described in the “City” section<br />

– Roads. Roads are used to move units faster and to connect resource stations to<br />

cities. The construction <strong>of</strong> roads can be performed in different ways:<br />

• A road can be constructed on a tile. This allows the player to build roads<br />

anywhere and everywhere. This can result in an exaggerated construction <strong>of</strong><br />

roads that covers the entire map. Increased cost for each road or a running<br />

cost may solve this problem (but introduces new ones such as illogical reasons<br />

for the increased cost and the problem with what happens if a player cannot<br />

afford the running cost).<br />

• Roads are constructed only by connecting different constructions to each<br />

other. This demands that there is a construction on each end <strong>of</strong> the road.


10.4. Timescale 85<br />

– Forts. Forts allow the player to own land outside <strong>of</strong> city borders. They can be<br />

built on neutral territory. Forts might have to have manpower assigned to them<br />

to function. If the manpower is removed the land becomes neutral again (if not<br />

another player have claims on it, in which case that player will get control over<br />

the land). Forts give a bonus to any defending army on that tile.<br />

– Watchtowers. Are used to surveil land. They can be built on neutral territory.<br />

Watchtowers may require manpower to function. The difference between watchtowers<br />

and forts is that watchtowers do not allow players to own any additional<br />

land.<br />

All constructions cost time and resources to build. It is possible to demolish constructions<br />

to get some <strong>of</strong> the (resource) cost back.<br />

10.4 Timescale<br />

The relation between the <strong>game</strong> time and real time should be easy to adjust. It should<br />

also be possible to adjust different parts <strong>of</strong> the time system individually. This is very<br />

important if sessions <strong>of</strong> different duration are to be supported. The following suggestions<br />

are based on the assumption that one <strong>game</strong> session will last for a long time (more than<br />

a year). All time measurements are in real time unless otherwise specified.<br />

– The timescale <strong>of</strong> the <strong>game</strong> is that approximately 24 hours in real life equals 6<br />

months in the <strong>game</strong>.<br />

– A battle will take approximately 1 hour (though with variations depending on the<br />

size <strong>of</strong> the smallest side <strong>of</strong> the battle).<br />

– Taking full control <strong>of</strong> a city will take approximately 3 days.<br />

– Family members will live for approximately 30 <strong>game</strong> years, but they will only<br />

be possible to take control <strong>of</strong> after they have reached the age <strong>of</strong> 16 making the<br />

playable time with a family member about 1 month. The lifespan can be increased<br />

through research.<br />

– It should take about 4 hours to move through an area in enemy territory (an area<br />

can consist <strong>of</strong> several tiles). This means that it should take a minimum <strong>of</strong> 4 hours<br />

from the declaration <strong>of</strong> war until someone can attack a city.<br />

The time scale in the <strong>game</strong> should be presented as <strong>game</strong> time, but it should be easy<br />

for the players to compare it to real time. An option to show real time instead <strong>of</strong> <strong>game</strong><br />

time should be included.<br />

10.5 Seeing & Fog <strong>of</strong> War<br />

A player sees the land that the player owns plus one tile in any direction. This means<br />

that if a player owns a square made <strong>of</strong> nine tiles the player sees a square consisting


86 Chapter 10. Resulting design document<br />

<strong>of</strong> 25 tiles. Armies and some constructions have a “seeing radius”. The seeing radius<br />

makes it possible for a player to see beyond the players land. Constructions that have a<br />

seeing radius are cities, forts and watchtowers. A city can have a smaller seeing radius<br />

than ownership radius (described in the “Cities” section), but the seeing radius is large<br />

enough so that no player can “sneak up” on a city.<br />

The <strong>game</strong> includes “fog <strong>of</strong> war” which hides some information about tiles that the player<br />

has previously seen but does not see at the given moment. The terrain <strong>of</strong> previously<br />

seen tiles is still visible, along with cities and other constructions. Armies and other<br />

movable units can only be seen if there is a unit or construction close enough to actually<br />

see it. New information about a “fogged” tile is not visible (for example the building, or<br />

destruction, <strong>of</strong> new constructions). The fog <strong>of</strong> war should fade into the graphical style<br />

<strong>of</strong> an old map while tiles that can be fully seen are more detailed (with color etc.). Tiles<br />

that the player has not seen at all are blank parts <strong>of</strong> the map.<br />

10.6 Movement<br />

It requires time to move movable entities between tiles on the map. An alternative is to<br />

use movement points that the entities accumulate over time. These points would then<br />

be used to move entities instantly between tiles. Both systems could be used but for<br />

different types <strong>of</strong> entities. Fighting entities such as armies would then use movement<br />

time while entities such as explorers would use movement points. This is done to simplify<br />

exploration.<br />

10.7 Events<br />

Events are things that occur in the <strong>game</strong> that players cannot decide whether or not they<br />

should happen (they could however be triggered by player actions). One must be very<br />

careful to not introduce events that punish players randomly (some sort <strong>of</strong> heads up is<br />

required). Events could be:<br />

– The birth <strong>of</strong> a holy person (i.e. making a place more valuable).<br />

– The appearance <strong>of</strong> a dragon.<br />

– The birth <strong>of</strong> an island.<br />

– Famine.<br />

– Good years.<br />

– Large battles (or other events) can trigger tiles to become holy (thus making it<br />

more valuable).<br />

Famine could for example occur if a player has more manpower than the maximum<br />

amount. The manpower could then be decimated until it is below the maximum again.<br />

The player must be warned about the event before it occurs. The <strong>game</strong> has to allow for<br />

the possibility <strong>of</strong> including events such as this.


10.8. Encounters 87<br />

10.8 Encounters<br />

Encounters should be included in order to make exploring more interesting. Encounters<br />

could be entirely random, with a certain chance <strong>of</strong> occurring each time a unit enters<br />

a new tile. It could also be locations that hold the events; this could for example be<br />

represented as tribal villages. Both alternatives could be included.<br />

Players should be given different alternatives when an encounter occurs. It could for<br />

example be possible to deal with the encounter with brute force, diplomacy or stealth.<br />

These alternatives are suitable if an explorer is involved in the encounter. If an army is<br />

involved stealth might not be an alternative. Sufficient alternatives might be battle or<br />

leaving the encounter alone.<br />

10.9 Goals & endings<br />

There basically two alternatives for the goals and endings <strong>of</strong> the <strong>game</strong>:<br />

– The <strong>game</strong> is played over an extended period <strong>of</strong> time and there is no defined end.<br />

To ensure that the <strong>game</strong> stays interesting expansions are to be released on a<br />

regular basis. These expansions will provide the players with more technologies to<br />

research, resources to gather and so on. Because the <strong>game</strong> is based on continuous<br />

expansions all options (in terms <strong>of</strong> research, technologies, resources and so on) can<br />

not be visible for the players when starting out. There should however be a hint<br />

<strong>of</strong> an end, where each expansion implies that the ending is drawing nearer. Each<br />

expansion also delivers the story <strong>of</strong> the world to date.<br />

– The <strong>game</strong> ends after a period <strong>of</strong> time, or after an end requirement has been reached.<br />

Many instances <strong>of</strong> the <strong>game</strong> can then be running at the same time. New instances<br />

can start at a regular interval. Each instance has a certain amount <strong>of</strong> time in<br />

which players can join after it has been launched. This system minimizes the gap<br />

between old and new players, thus making the <strong>game</strong> easier to balance.<br />

In addition to these alternatives it is possible to allow players to start their own instances<br />

<strong>of</strong> the <strong>game</strong>. These instances will be limited in time and number <strong>of</strong> players.<br />

10.10 Highscore<br />

The players highscores (based on the prestige <strong>of</strong> the families, see Family and family<br />

members, Prestige) are stored in two lists. One list represents the combined prestige <strong>of</strong><br />

the family; all players are visible in this list. The other list is divided into a list for each<br />

category <strong>of</strong> prestige; players can only see their own position in this list. The top 10 <strong>of</strong><br />

each list is however also visible to all players.<br />

There is also an additional list for each category <strong>of</strong> prestige where the all time top three<br />

players are listed (that is, the best three scores ever recorded in every category are<br />

listed).


88 Chapter 10. Resulting design document<br />

10.11 Manpower<br />

The player has access to manpower that can be used to:<br />

– Create/reinforce armies<br />

– Gather resources<br />

– Conduct research<br />

The player has manpower <strong>of</strong> several different races (described later). There is always a<br />

maximum amount <strong>of</strong> manpower for each race; this is defined by the population in the<br />

player’s cities. The maximum cannot however drop below a certain amount.<br />

The available manpower increases at a certain rate until it reaches the maximum amount<br />

that the player can have. Manpower that is used (in armies, resource stations and<br />

as researchers) is included when determining if the player has reached the maximum<br />

amount. If manpower dies (from the result <strong>of</strong> battles) it will thus slowly regenerate. If<br />

the maximum manpower for a player is decreased (for example because <strong>of</strong> the loss <strong>of</strong> a<br />

city) the manpower available to the player will not be changed, nor will any manpower<br />

used in armies etc. be removed.<br />

10.12 Cities<br />

Each player controls a number <strong>of</strong> cities. The primary purpose <strong>of</strong> a city is to provide<br />

the player with manpower. Each city that a player controls has to have at least one<br />

family member connected to it if the player is to be able to fully control the city. If a<br />

family member dies, it is possible that a city will not have a family member connected<br />

to it. This will result in that the city will become far less productive (i.e. constructing<br />

buildings will require more time, research will become less efficient and the running cost<br />

<strong>of</strong> buildings will be greater).<br />

To get additional cities a player can conquer cities (see Conquest and expansion, conquering<br />

cities) or build cities. In both cases the player needs at least one family member<br />

that can be connected to the new city (i.e. the city, to which the family member in<br />

question is connected to, has to have at least one other family member connected to it).<br />

There is also a cost in time and resources to construct a new city.<br />

A city has an ownership radius that is used to determine which tiles that the owner <strong>of</strong><br />

the city can own. All tiles with the center inside the radius can be owned by the owner<br />

<strong>of</strong> the city, but just because a tile is within the ownership radius it does not mean that<br />

the player owns the tile. If several players ownership radiuses that overlap, the tiles in<br />

the overlap can be owned by any <strong>of</strong> these players.<br />

A city has a “seeing radius” that determines how long the city “sees”. A city can have<br />

a smaller seeing radius than ownership radius, but the seeing radius is large enough so<br />

that no player can “sneak up” on a city.


10.12. Cities 89<br />

10.12.1 Buildings<br />

It is possible to construct buildings within a city. Each building gives a bonus to some<br />

area or makes new build options available. It is possible to queue the buildings that<br />

are to be built so a player can order the construction <strong>of</strong> a couple <strong>of</strong> buildings and then<br />

log out. It is possible to cancel a building in the build queue. To be able to build a<br />

building a player needs the resources it costs in the reserve. The cost in resources is<br />

paid immediately, even if the building is placed in the queue. If a building is cancelled<br />

all resources are returned, but if construction has begun not all resources are returned.<br />

This can result in that a player can store more resources than there is room for in the<br />

reserve. The other alternative is that resources are paid when the actual construction<br />

is begun. Then it will be possible to queue many buildings at once without having the<br />

resources to pay for them. The question is what will happen if the player cannot afford<br />

a building in the queue when it is time to construct it.<br />

Some buildings have a running cost. This means that they will constantly drain a<br />

resource to be able to function. The running cost is always one single resource. It is<br />

possible to set how much <strong>of</strong> the resource that will be distributed to a building. If the<br />

amount is decreased, the building becomes less effective. Some buildings might only<br />

function if it gets the full amount it requires, making the choice <strong>of</strong> distribution a matter<br />

<strong>of</strong> on or <strong>of</strong>f. If the player cannot afford to pay the running cost the buildings using that<br />

resource will become less effective. If there is no gain and nothing left in the reserve the<br />

buildings will cease to function altogether.<br />

Buildings have levels, starting from level one. It is possible to upgrade buildings in<br />

order to increase their effect. Upgrading buildings cost time and resources and can also<br />

increase the running cost that the building may have. Both the building <strong>of</strong> new buildings<br />

and the upgrading <strong>of</strong> old ones are placed in the same building queue. It is possible to<br />

downgrade and demolish buildings in a city. This will return some, but not all, <strong>of</strong> the<br />

resources it costs.<br />

Examples <strong>of</strong> different effects that buildings can have are (one building can have several<br />

effects):<br />

– Population effect. Affects the population in the city (for one or several races).<br />

The effect can be in a fixed number or in percent. It can be that one race is<br />

increased and another is decreased.<br />

– Influence effect. Affects the population <strong>of</strong> other cities (in the same way as<br />

population effect).<br />

– Influence radius effect. Increases the influence radius.<br />

– Ownage radius effect. Increases the ownage radius.<br />

– Unit effect. Enables the building <strong>of</strong> certain units (or certain levels <strong>of</strong> units).<br />

– Defensive effect. Can give bonus in the defense <strong>of</strong> a city.<br />

– Research effect. Can affect both the maximum amount <strong>of</strong> researchers in a city<br />

and their efficiency.<br />

– Manpower gain effect. Increases the rate in which manpower is generated.


90 Chapter 10. Resulting design document<br />

– Storage effect. Increase the amount that can be stored for one or several resources.<br />

– Prestige effect. Increases the prestige for family members or the player.<br />

10.12.2 Population<br />

Each city has a certain population and a large population contributes with a large<br />

amount <strong>of</strong> manpower. The population determines the maximum amount <strong>of</strong> manpower a<br />

player can have. The population in each city can consist <strong>of</strong> one or many <strong>of</strong> the different<br />

races available in the <strong>game</strong>. The population depends on how developed the city is.<br />

Population is increased by constructing buildings in the city. Some buildings increase<br />

the population with a fixed number and others give an increase in percent.<br />

10.12.3 Influence<br />

A city has a radius in which it influences other players’ cities. The influence affects the<br />

population <strong>of</strong> the cities. There are several different ways in which this can work. Some<br />

examples <strong>of</strong> possible effects are listed as follows:<br />

– Negative effect on the population for enemy cities.<br />

– “Steal” effect on enemy cities (decreasing the population <strong>of</strong> influenced cities while<br />

increasing the population in the influencing city).<br />

– Positive effect on the population <strong>of</strong> allied cities.<br />

– Balanced effect on all cities (including the cities owned by the player him-/herself).<br />

All <strong>of</strong> the mentioned effects can be used or a combination <strong>of</strong> a few etc. It is however<br />

crucial to test this further as the effects on the <strong>game</strong> cannot be foretold at this stage!<br />

10.13 Races<br />

The <strong>game</strong> contains a number <strong>of</strong> different fantasy races (even though the races are not<br />

decided yet, the classical example would be dwarfs, elves, orcs and so on). The number<br />

is not more than seven and not fewer than three. They all have different strengths<br />

and weaknesses (except maybe for the human race which has no particular strengths<br />

or weaknesses). The player chooses a race for his/her family in the beginning <strong>of</strong> the<br />

<strong>game</strong>. Through interracial marriage the players family can change race (although <strong>of</strong><br />

course only the child from an interracial marriage is affected). The population in the<br />

cities <strong>of</strong> the world also consist <strong>of</strong> these races and thus contribute with different types <strong>of</strong><br />

manpower (discussed in Cities).<br />

The races in this <strong>game</strong> will not be defined as good or evil, but rather just have different<br />

strengths and weaknesses. These differences can be found in all parts where manpower<br />

and family members are represented, for example in battles, resource stations and research.<br />

There are two different alternatives that can represent these differences; race<br />

attributes and race exclusion.


10.14. Resources 91<br />

10.13.1 Race attributes<br />

All races have attributes that define their abilities in the <strong>game</strong>. This includes both<br />

family members and manpower. The attributes are typical role-playing stats such as<br />

strength, dexterity, intelligence and so on. A race like a troll can have high strength but<br />

low dexterity. All races have the same attributes but have different values. This means<br />

that all races can perform everything but they are differently successful in it.<br />

The attributes define different races efficiency in the resource stations. A resource station<br />

is based on one or several attributes. A quarrel that gathers stone might for example<br />

have strength as its base. Trolls with high strength then gather more stone than humans<br />

with intermediate strength.<br />

Different units are also based on different attributes. For a unit equipped with a club<br />

higher strength means more damage but for archers accuracy is more important than<br />

strength. That means that when building an archer unit high dexterity is more important<br />

than high strength. A race with low dexterity misses with many arrows and thus<br />

inflicts low damage. A unit has a basic damage that is modified with the attribute(s) it<br />

is based on.<br />

Research can also be based on different attributes. There different races can be good at<br />

different branches in the science tree.<br />

Family members’ skill in different focus areas are also determined by their race attributes.<br />

This means that a family member can begin with a higher level in a focus area if it has<br />

a high value in the attribute that the focus is based on. This is a bonus in the beginning<br />

<strong>of</strong> the family member’s life. Family members can <strong>of</strong> course gain levels in all focus areas.<br />

10.13.2 Race exclusion<br />

Race exclusion means that some races are excluded from resource stations, units and<br />

research. This could for example be that only trolls, dwarfs and humans can work in a<br />

quarrel and that trolls can never be archers.<br />

Of course a combination <strong>of</strong> these two alternatives also works. They are not mutually<br />

exclusive. A combination means that a race must have at least a minimum value <strong>of</strong> an<br />

attribute to not be excluded. Any value above the minimum value can (but not must)<br />

mean a bonus. Units equipped with longbow may for example require strength <strong>of</strong> 12 or<br />

higher to be able to draw the bow. But it is the dexterity that gives the bonus.<br />

10.14 Resources<br />

To have access to and to be able to gather resources is vital in the <strong>game</strong>. The resources<br />

feed cities as well as provide the means to be able to build armies and buildings.<br />

There are several different resources. Some are basic resources needed to feed cities<br />

and build basic buildings etc. These can for instance be food, wood, stone and so on,<br />

this kind <strong>of</strong> resources can be found all over the world. There are however also more<br />

rare resources. These can be used for more advanced buildings and units. The more


92 Chapter 10. Resulting design document<br />

rare resources are also unique (or at least more common) to certain areas (it might for<br />

example only be possible to find diamonds in the south or spices in the east).<br />

To be able to gather resources a player has to assign manpower to a resource station<br />

located on a tile that has the resource. The resource station also has to be connected to a<br />

city via a road. There is a resource station type for each individual resource. A resource<br />

station has a maximum amount <strong>of</strong> manpower that can be assigned to it. The efficiency<br />

<strong>of</strong> a resource station determines how much <strong>of</strong> the resource each manpower gathers. It<br />

is possible top upgrade a resource station to increase efficiency and maximum amount<br />

<strong>of</strong> manpower.<br />

Resources cannot be depleted, there is however a limitation in the quantity that can be<br />

gathered per time unit (larger stations with more assigned manpower <strong>of</strong> course gathers<br />

more resources than smaller ones with less assigned manpower).<br />

The resources a player gathers are available to use anywhere, that is, the resources are<br />

not connected to any one city, thus alleviating the need to transport resources between<br />

cities that a player owns.<br />

To be able to use all resources players have to research technology to “understand” the<br />

resources. A resource that a player has not “discovered” yet is not visible to the player.<br />

10.15 Family and family members<br />

Each player plays a unique family, i.e. the player takes control <strong>of</strong> a family and its<br />

members. The family always has a “head <strong>of</strong> the family” that is the most powerful and<br />

important character in the family. The city to which the head <strong>of</strong> the family is connected<br />

is the players’ capital city. The player can choose freely which family member who<br />

should inherit the throne when the head <strong>of</strong> the family dies.<br />

When beginning the <strong>game</strong> the player has to chose what race the family should start<br />

out as (though this can change over time through marriage and reproduction). The<br />

race determines the basic attributes <strong>of</strong> the family members. The player can modify the<br />

attributes to a certain degree by distributing some amount <strong>of</strong> points.<br />

Since it is impossible to take over or build a new city without a family member that<br />

is not connected to another city the family members work as a limitation to how large<br />

a players’ empire can grow. This works by always having a limit to how many family<br />

members a player can control at any single time (the player can conduct research that<br />

increases the limit on family members). Each family member has to be connected to a<br />

city; there can however be more than one family member in each city.<br />

10.15.1 Prestige<br />

Each player has a score that depends on the collective prestige <strong>of</strong> the family. Each<br />

family member thus has a prestige score that adds to the collective prestige. The<br />

prestige depends on what the family member accomplishes. A family member that wins<br />

a great battle against a superior army might for example get a lot <strong>of</strong> prestige. It is also<br />

possible to get prestige while contributing to research or building and so on.


10.15. Family and family members 93<br />

The prestige is categorised. That is, a family member gets high “battle prestige” for<br />

winning many battles. They can also get “science prestige” or “building prestige” where<br />

“science prestige” increases if the family member contributes to scientific discoveries<br />

and “building prestige” increases if the family member contributes to the completion <strong>of</strong><br />

buildings.<br />

The player’s prestige is larger than the sum <strong>of</strong> the family members’ individual prestige.<br />

Such things as the players’ wealth or scientific achievements are not directly coupled to<br />

an individual family member but are still included in the collective prestige.<br />

When declaring war a player looses prestige (the loss is greater if the player attacks<br />

a significantly weaker player), this prestige loss is coupled to the general (i.e. family<br />

member) that leads the army that triggers the declaration <strong>of</strong> war or, if there is no general<br />

in the army, to the head <strong>of</strong> the family. This works for each situation where there is no<br />

leader for an army (such as when winning great battles), i.e. the head <strong>of</strong> the family gets<br />

prestige that a leader should have gotten (though not as much, the amount <strong>of</strong> prestige<br />

loss for a declaration <strong>of</strong> war is however the same). Another alternative is that the player<br />

loses prestige when declaring war.<br />

10.15.2 Reputation<br />

Each family member has a reputation that corresponds to his/her actions. This reputation<br />

can then result in different “titles”. If a family member for example is involved in a<br />

lot <strong>of</strong> victorious battles he/she might get the title “the conqueror”. In contrast, a family<br />

member that spends most <strong>of</strong> his/her time in a city focusing on building might get the<br />

title “the architect”. A family member’s attributes can also influence the reputation.<br />

10.15.3 Life and death<br />

Each family member has a certain life span. This means that after a while he or she will<br />

die. This ensures that no single player can have the highest score at all times and thus<br />

the leader boards will always be in motion. The player will also get new family members<br />

to control; this is <strong>of</strong> course represented by the family members having children. This<br />

means that if the highest amount <strong>of</strong> family members a player can have is five, then the<br />

player might actually have less family members at any given time (though not a lot less<br />

and not for too long a time). It should however not be possible to kill other players<br />

family members as this simply makes too much <strong>of</strong> an impact.<br />

A family member always has a minimum age that it will live, after that age there will<br />

be a risk that the family member dies for each successive year. This risk also increases<br />

with each successive year.<br />

10.15.4 Development<br />

The family members can become better in different areas over time. This is represented<br />

by experience that the player can distribute on the different attributes that a family<br />

member has. The experience <strong>of</strong> a family member increases at a certain rate over time.<br />

The family members also get extra experience for their accomplishments (such as being


94 Chapter 10. Resulting design document<br />

a part <strong>of</strong> discovering new technologies, participating in battles, discovering new tiles and<br />

so on). A family member needs more and more experience to get better.<br />

10.15.5 Usage<br />

The family members can be used in the cities that they are linked to by focusing their<br />

efforts on an area <strong>of</strong> the players’ choice. This could be to increase the efficiency <strong>of</strong><br />

research, shorten the construction time for buildings and so on. The family members<br />

can also be used as generals in an army (they are however still linked to a city and<br />

represented as focusing on military). Here the family member gives a bonus to morale,<br />

strength, defence or even perhaps to the AI (meaning that it is better at adapting to<br />

the current situation on the battle field). Additionally the family members can be used<br />

as explorers.<br />

10.15.6 Marriage<br />

To be able to have children the family members must marry. Players can marry their<br />

family members to other players’ family members, which would result in a prestige<br />

bonus (for the children). If the player does not marry their family member in time<br />

(i.e. if the family member reaches a certain age) it is automatically married to a nonplaying<br />

character (which would result in the child not getting any prestige bonus, but<br />

still enabling the family line to prevail). To be able to marry <strong>of</strong>f family members some<br />

sort <strong>of</strong> “dating service” or “market” for available family members must be included.<br />

Only humans can marry all races. The other races can only marry a subset <strong>of</strong> the races.<br />

The marriage between players’ family members is not as desirable if the <strong>game</strong> is limited<br />

in time (see Goals & endings).<br />

10.15.7 Family history<br />

Throughout the <strong>game</strong> a family history will be created automatically. All kinds <strong>of</strong> statistics<br />

and data, such as the great deeds mentioned under Prestige, will be recorded and<br />

described in text. The player can, at any time, access this information. The family<br />

history will also contain a family tree where all family members and their relations to<br />

the family are recorded. The connection to other players’ families (through marriage)<br />

is also shown here.<br />

10.16 Armies<br />

The player can <strong>of</strong> course have armies at his/her disposal. These can be created by<br />

assigning manpower to the army. Armies can be used to defend cities, attack other<br />

armies and plunder or taking over cities or land. The armies need manpower (which<br />

adds to the overall limitation <strong>of</strong> how much manpower a player can have) which limits<br />

the amount and the size <strong>of</strong> the armies.


10.17. Conquest and expansion 95<br />

10.16.1 Leaders<br />

The army can have a leader assigned to it (i.e. a family member). This leader can boost<br />

the stats <strong>of</strong> the army (such as morale, strength, defence and so on) depending on how<br />

good the general is. It is also possible that the general enhances the AI for the army<br />

(meaning that it is better at adapting to the current situation on the battlefield).<br />

10.16.2 Units<br />

An army can consist <strong>of</strong> many different units. The units have different strengths and<br />

weaknesses and they are also affected by terrain to different degrees. There are different<br />

types <strong>of</strong> units for example cavalry, infantry, archers, artillery and so on. These groups<br />

can also be further defined (i.e. cavalry could be heavy or light and so on) by researching<br />

more advanced or varied versions <strong>of</strong> the unit. The kind <strong>of</strong> units that are available for a<br />

player is defined by what the player has researched and also what kind <strong>of</strong> resources the<br />

player has available.<br />

Units are “built” in cities and they cost time, manpower and other resources. The<br />

amount <strong>of</strong> manpower and resources (as well as which resources are needed) is defined<br />

by the unit type. Each unit has health and morale levels as well as other stats defining<br />

their strength and weaknesses. When the health reaches zero, the unit dies. When the<br />

morale reaches zero the unit flees.<br />

Units cost upkeep to maintain. Both morale and health is reduced if the player cannot<br />

afford the upkeep. If health reaches zero, the unit disbands. If morale reaches zero the<br />

unit remains, but will flee instantly in battles.<br />

Units can get experience from battles and thus become better if they survive many<br />

battles (represented by better morale and other stats). If the entire unit is killed it is<br />

not possible to get it back, but if it only has its strength weakened it can be reinforced.<br />

The cost <strong>of</strong> reinforcements is cheaper on land owned by the player controlling the army<br />

than in enemy held or neutral territory.<br />

10.17 Conquest and expansion<br />

The players can expand their territory by conquering both land and cities. It is also<br />

possible to construct buildings (forts) and new cities (as long as the player has enough<br />

family members) that expand the territory.<br />

10.17.1 Conquering land<br />

Each city has an area around it that defines what a player can own in terms <strong>of</strong> land.<br />

The size <strong>of</strong> the area depends on the size <strong>of</strong> the city as well as how developed it is (i.e.<br />

certain buildings can give a bonus). If the land in the area is neutral it automatically<br />

becomes the player’s land. All land that is owned by another player must however be<br />

taken over by military force or negotiated/sold. To take over a tile by military force a<br />

player simply moves an army to that tile and defeats any army that stands on that tile.<br />

The tile must also be within the area that a player can own.


96 Chapter 10. Resulting design document<br />

10.17.2 Conquering cities<br />

Cities can only be conquered by military force. This is done by defeating any defending<br />

armies located in the city. It also takes a significant amount <strong>of</strong> time (much longer than<br />

a normal battle) to get complete control over the city.<br />

When a city is conquered any constructions that are no longer under the area which the<br />

former owner can control (see conquering land) is destroyed. All buildings within the<br />

city are also destroyed.<br />

The player losing a city will not lose any <strong>of</strong> the manpower that has been acquired<br />

from that city (nor will he lose any other resources available to him), the limitation in<br />

manpower will however decrease (thus it is possible to have more manpower than what<br />

the limit allows, but as long as the manpower is higher than the limit the player will<br />

not get any more manpower).<br />

10.18 Battles<br />

The battles are played out between AI and are thus not possible for players to directly<br />

influence (see Battle orders). The player can however see the result <strong>of</strong> battles “live” and<br />

through replays. It is also possible to get a summary <strong>of</strong> the results <strong>of</strong> the battle. All<br />

battles take some time to actually finish, this ensures that additional armies can join<br />

the battle either to support one side or simply to attack every other army in the battle.<br />

The time required to finish a battle depends on the amount <strong>of</strong> soldiers in the smallest<br />

army (or side) in the battle.<br />

If an army loses a battle but is not completely annihilated (the complete annihilation<br />

<strong>of</strong> an army is rare) it will flee to the best possible (in terms <strong>of</strong> terrain bonuses) adjacent<br />

tile closest to a friendly city.<br />

There are two reasons to why an army could flee. The first is if the health <strong>of</strong> the army<br />

gets lower than a predefined value (set by the player, this is called retreating) and the<br />

other is if the morale <strong>of</strong> the army gets lower than a predefined value. The level <strong>of</strong><br />

health and morale for an army is the sum <strong>of</strong> the health and morale <strong>of</strong> the units within<br />

the army respectively. The morale <strong>of</strong> units drops when they lose health, when other<br />

units within the army are killed, when they get attacked from the rear or flanks, when<br />

they get attacked by superior units or if the enemy fields an impressive unit (such as<br />

a dragon). An army continues to be fleeing until the owner <strong>of</strong> the army orders them<br />

to regroup. Units in armies that are not fleeing slowly regenerates lost morale. The<br />

amount <strong>of</strong> morale regained depends on the units’ health (a unit with 70% remaining<br />

health can thus only reach 70% <strong>of</strong> its initial morale).<br />

To prevent that players “scout” enemy armies by attacking them with a single weak<br />

and cheap unit, at least one unit has to survive the battle for the player to get any<br />

information about it (more than just that it took place and that the player lost).<br />

10.18.1 Capturing family members<br />

If the unit that a family member is connected to (this would be some sort <strong>of</strong> elite unit,<br />

for example the family members personal guard) is wiped out the family member gets


10.18. Battles 97<br />

captured. The player who captures the family member can decide what to do with it<br />

(though it is not possible, in any way, to kill an enemy family member). The options<br />

are (followed by what the capturing player gains):<br />

– Set the family member free (prestige, reputation goes toward benevolent)<br />

– Demand ransom (a predefined value <strong>of</strong> a resource chosen by the capturing player,<br />

reputation goes toward greedy)<br />

– Disgrace (the captured family member loses prestige, reputation goes toward<br />

nasty)<br />

– Torture for information (the capturing player has a chance <strong>of</strong> gaining a technology<br />

that the captured player has researched, reputation goes toward bloodthirsty)<br />

10.18.2 Battle orders<br />

A player can set battle orders for each army and for each unit within the army. The<br />

battle orders tells the army how it should behave in a battle as well as how their initial<br />

formation should be. This is however not a fixed behaviour but rather an initial idea<br />

<strong>of</strong> what the army should try to do. The AI is in charge <strong>of</strong> trying to “make the best <strong>of</strong><br />

the situation” given the initial orders set by the player and the size, composition and<br />

tactics <strong>of</strong> the opposing force.<br />

A player can conduct research to get access to more advanced battle orders and formations.<br />

The more advanced alternatives are however not a certain way to get a better<br />

army but rather just a way for the player to be able to influence the army in more detail.<br />

It is also possible to set the overall behaviour <strong>of</strong> the army. This could be to hold its<br />

ground, meaning that it will not move for anything, attack any enemy army in sight,<br />

go to a location without attacking, go to a location and attacking everything in its way<br />

and so on.<br />

10.18.3 Attacking cities<br />

When starting an attack on a city a player has a choice <strong>of</strong> pillaging, burning or taking<br />

control over the city (if there is any family member that can be assigned to the city).<br />

Pillaging is the easiest to accomplish and to take control <strong>of</strong> the city is the hardest to<br />

accomplish. The following happens if the player succeeds:<br />

– If the player pillages the city some resources are stolen. The attacking player can<br />

chose the preferred resource to steal.<br />

– If the player chooses to burn the city each building within the city also has a quite<br />

large risk <strong>of</strong> being destroyed.<br />

– If the player chooses to take control over the city the city is besieged by the<br />

attacking army and will eventually fall under the control <strong>of</strong> the attacking player.<br />

This alternative can only be chosen if there is a free family member in the army.


98 Chapter 10. Resulting design document<br />

If an additional army attacks a city that is already under attack the new army can choose<br />

to support the attacker, the defender, try to attack the city for themselves (any <strong>of</strong> the<br />

attacking alternatives is possible, but this means that the army has to attack all armies<br />

already battling for the city) or to withdraw. Alliances can affect the alternatives.<br />

10.18.4 Attacking resource stations<br />

It is possible to attack resource stations to pillage the resource that the resource station<br />

gathers. The amount stolen depends on the level <strong>of</strong> the resource station as well as the<br />

size <strong>of</strong> the army. After a resource station has been pillaged, it takes some time before it<br />

can be pillaged again.<br />

The possibility to plunder resource stations can replace the alternative to plunder cities,<br />

since they have the same function.<br />

10.19 Research<br />

By assigning manpower to research the player can improve his/her empire in different<br />

areas. There are several different areas in which research is possible. Each area can be<br />

seen as a stem (with branches) in the technology tree. To assure that new players don’t<br />

get left too far behind each player that has researched a certain technology in a stem<br />

makes it easier for the next player to research that technology (i.e. for each player that<br />

has researched a technology in a stem the shorter the research time for that technology<br />

gets). This applies only to technologies in the different stems and not in their branches.<br />

Technologies in the branches are more “applied technology” than the stem technologies<br />

which are more basic research that might not be possible to use directly.<br />

The following things are examples <strong>of</strong> what can be researched (they are not however<br />

necessarily stems in the technology tree).<br />

– Military (new/improved units, more advanced battle orders)<br />

– Trade (less loss per distance, possibility to trade over longer distances)<br />

– City development (attraction level, capacity and so on)<br />

– Production (resource gathering/refining, shortened building times)<br />

– Research (faster research)<br />

– Family development (longer life span, larger family, more experience)<br />

10.20 Trade<br />

To get access to all resources the player will have to trade. The player has access to a<br />

basic trading post in the beginning <strong>of</strong> the <strong>game</strong>. This enables the player to trade with<br />

other players in his/her vicinity. This is done by defining an <strong>of</strong>fer to buy or sell a certain<br />

amount <strong>of</strong> a resource at a certain price (for example [buy 1000 wood for 100 gold]). It


10.21. Diplomacy 99<br />

is <strong>of</strong> course also possible to see other players’ <strong>of</strong>fers and accepting them to buy or sell<br />

resources.<br />

The level <strong>of</strong> researched trade defines how “far” the player is able to trade. Each successive<br />

level <strong>of</strong> trade research lessens the amount <strong>of</strong> loss per distance between the two<br />

trading players’ capitals or gives the player access to buildings that lessens this loss. If<br />

the loss is over a certain amount the player cannot see the other players <strong>of</strong>fer to buy<br />

or sell. The loss is always calculated from the perspective <strong>of</strong> the player with the most<br />

advanced trading technology, but it is always paid by the player who confirms the deal<br />

(i.e. the player that accepts another players <strong>of</strong>fer to buy or sell).<br />

It is also possible to set up running deals with other players. These deals can take the<br />

form <strong>of</strong> [buy 10 wood/hour for 1 gold/hour for 10 hours]. If war breaks out between the<br />

players this kind <strong>of</strong> deal would <strong>of</strong> course cease to function.<br />

Trade works by exchanging resources (i.e. there is no currency for which the players can<br />

trade all resources). There is no cost in time to conduct trade.<br />

It is possible to set up private trade deals. A private trade deal is initiated by a player<br />

that proposes a deal directly to another player. Only these two players can see the trade<br />

deal. Loss functions in the same way as with regular trade deals.<br />

10.21 Diplomacy<br />

As a major part <strong>of</strong> the <strong>game</strong> is interaction with other players diplomacy is <strong>of</strong> course<br />

essential. There are basically three states between players: neutral, alliance and war.<br />

There is always a penalty in prestige to declare war on another player (if the player that<br />

declares war is much stronger than the player upon whom war is declared the prestige<br />

loss is far more significant than if the players are <strong>of</strong> similar strength), but this can <strong>of</strong><br />

course be remedied by conquering land or cities. To be able to attack another player;<br />

war has to be declared.<br />

10.21.1 Communication<br />

There are several ways <strong>of</strong> communicating between players. If players are not in an<br />

alliance <strong>of</strong> any sort, the only way <strong>of</strong> communicating is by sending messages. These<br />

messages can only be sent to one player at a time, but does not require any time to<br />

arrive or any other limitation.<br />

In alliances (though not in non-aggression pacts, see Alliances) there is a form <strong>of</strong><br />

“alliance-chat” where players can communicate with all other players within the alliance.<br />

There is also a forum for each alliance.<br />

10.21.2 Alliances<br />

Alliances can be <strong>of</strong> three types: non-aggression pacts, military alliances and “guilds”.<br />

If two players have agreed to a non-aggression pact it means that a player that attacks<br />

the other player suffers a significant prestige loss. If two players are in a military


100 Chapter 10. Resulting design document<br />

alliance and one player gets attacked by a third player it means that both players in the<br />

alliance will become in a state <strong>of</strong> war (without any loss <strong>of</strong> prestige) towards the attacking<br />

player (as opposed to only the attacked player becoming in a state <strong>of</strong> war towards the<br />

attacker if there is no alliance in play). Of course there will also be a significant prestige<br />

loss if a player attacks another player that he/she is allied with. Guilds are a more<br />

loosely defined alliance where the players themselves can define the rules for the alliance<br />

(the rules for non-aggression pacts and military alliances are possible to use, but not<br />

necessary). Players set the rules by selecting from drop-down lists or checkboxes which<br />

means that the <strong>game</strong> can keep track <strong>of</strong> the players and if they break the alliance or not<br />

(the rules can define who can join, who can start wars, if it is a democratic alliance, who<br />

leads the alliance and so on). What this means is that non-aggression pacts and military<br />

alliances are only predefined lighter versions <strong>of</strong> a guild. It is possible for alliances to be<br />

allied with other alliances.<br />

The basic alliances (non-aggression and military) are possible to limit in time (for example<br />

it might be possible to agree that a non-aggression pact should hold for one<br />

week).<br />

10.22 Log<br />

All significant events that occur in the <strong>game</strong> should be recorded so that players can<br />

access the information when they log in. A player can only access information that that<br />

would have been visible if that player had been <strong>online</strong>. The log should store all this<br />

information. Examples <strong>of</strong> the type <strong>of</strong> information are:<br />

– Declarations <strong>of</strong> war<br />

– Battle progress<br />

– Accepted/rejected trade deals<br />

– Discovered technologies<br />

– The completion <strong>of</strong> buildings/constructions<br />

– Army movements<br />

– Etc.<br />

There should also be messages about such events when the player is <strong>online</strong>.<br />

10.23 Beginning <strong>of</strong> the <strong>game</strong><br />

When a player begins a <strong>game</strong> the player gets a city, one exploring unit, one army,<br />

some manpower and some resources. All basic resources are available within the initial<br />

ownership radius <strong>of</strong> the city. The player also has an initial storage capacity <strong>of</strong> the basic<br />

resources and manpower <strong>of</strong> each race. The player also begins with a number <strong>of</strong> family<br />

members. All family members are located in the city.


10.24. Issues that needs to be resolved 101<br />

Since the <strong>game</strong> is fairly complex there must be some sort <strong>of</strong> tutorial included for new<br />

players. It should be possible to skip the tutorial. Help and documentation is also<br />

important and should be accessible at all times from the <strong>game</strong>. I.e. help should be<br />

available within the <strong>game</strong> and not only through external manuals.<br />

10.24 Issues that needs to be resolved<br />

Some features are not yet final, here follows a summary <strong>of</strong> these issues:<br />

– Whether or not plundering should be possible <strong>of</strong> both resource stations and cities.<br />

– What and how many resources that should be included.<br />

– If and how marriage between players’ family members should be included.<br />

– What categories <strong>of</strong> prestige for family members that should be included.<br />

– If the <strong>game</strong> should have an end or not.<br />

– If and what attributes and abilities races (and armies) should have.<br />

– How random encounters should work (i.e. entirely random or with “places” on the<br />

map and what interaction possibilities these should include).<br />

– If movement time or movement points should be used (or if both should be included).<br />

– How to balance the loss <strong>of</strong> a city (for example if players should be allowed to<br />

rebuild each city that they lose or only their last city).<br />

– How fleeing armies should behave.<br />

– The entire battle system needs to be further defined and tested.<br />

– How conflicting alliances should be handled (i.e. what should happen if player A<br />

is allied, in different alliances, with both player B and C and B and C declares<br />

war on each other).<br />

– How to handle inactive players.


102 Chapter 10. Resulting design document


Chapter 11<br />

Discussion & Conclusion<br />

The project aimed to elicit requirements and wishes, develop a functional prototype,<br />

evaluate the prototype and to comprise a design document for the <strong>game</strong>play <strong>of</strong> the<br />

<strong>game</strong>, all <strong>of</strong> which have been done. The design document is not complete and more<br />

work could <strong>of</strong> course be done.<br />

Comments from the evaluation showed that there is an interest for a <strong>game</strong> <strong>of</strong> this kind.<br />

The prototype also showed that the <strong>game</strong> is playable. This might sound simple and<br />

obvious but is nonetheless very positive. There is much work left to be done in order to<br />

fill the <strong>game</strong> with content and to balance it. The evaluation also showed that it might<br />

be difficult to keep this kind <strong>of</strong> <strong>game</strong> interesting if the <strong>game</strong> has no end (such as a<br />

time limit or certain winning conditions), although the conceptual idea <strong>of</strong> an everlasting<br />

world is very intriguing.<br />

A lot <strong>of</strong> ideas may be generated when asking potential users what they want (as was<br />

done with focus groups etc.). Since the users might not reflect upon their ideas and<br />

consider the more far-reaching consequences it requires quite a bit <strong>of</strong> work from the<br />

designers to sort through and evaluate them. This was <strong>of</strong> course true in this project<br />

as well as the users generated a vast amount <strong>of</strong> ideas. This resulted in a lot <strong>of</strong> work<br />

going into the evaluation and compilation <strong>of</strong> the ideas. There is also the danger <strong>of</strong><br />

“feature creep” where features that might not be essential to the <strong>game</strong>play tend to pile<br />

up and “clutter” the <strong>game</strong>. Some effort has gone into trying to avoid this, but if this<br />

has succeeded or not remains to be seen. Another issue when interviewing potential<br />

users <strong>of</strong> a <strong>game</strong> is that there is no clear goal for a <strong>game</strong>, at least not when compared<br />

to traditional s<strong>of</strong>tware aimed at being productive. The goal <strong>of</strong> a <strong>game</strong> is instead to be<br />

fun and finding requirements for “fun” is indeed a difficult task. This has also resulted<br />

in quite sprawling ideas that have not always been possible to combine into something<br />

that still makes sense. To have a vision <strong>of</strong> the concept for the <strong>game</strong> at the beginning<br />

<strong>of</strong> the project was a great help when sorting through the ideas. The design principles<br />

from the brainstorming sessions also helped a lot when evaluating the generated ideas.<br />

Some design principles were easier to design for than others which <strong>of</strong> course have an<br />

effect on the design. An example <strong>of</strong> a principle that has influenced the design is that “It<br />

should not be possible to be the best (or to do everything) in each area <strong>of</strong> the <strong>game</strong>”.<br />

This is <strong>of</strong> course a balancing issue, but the design definitely allows for different ways <strong>of</strong><br />

103


104 Chapter 11. Discussion & Conclusion<br />

playing that can be balanced in a way to follow the principle. This is also related to<br />

the principle <strong>of</strong> “The <strong>game</strong> should allow for different playing styles. The players should<br />

define how they play”. It was however more difficult to design for the principle <strong>of</strong> “It<br />

should not be possible to harass weaker players”. Though there are some mechanisms<br />

in the <strong>game</strong> to counteract harassing (such as the significant loss <strong>of</strong> prestige to declare<br />

war on weaker players) it is not certain that these are enough. This principle along with<br />

“Players should not be helpless while they are logged <strong>of</strong>f” will require more balancing<br />

and testing. Especially since it is very difficult to determine where “helplessness” and<br />

“harassment” sets in and what levels that can be tolerated by the players. The feeling <strong>of</strong><br />

helplessness is something that should be avoided entirely, but at the same time the <strong>game</strong><br />

cannot be allowed to replace the player in the decision making etc. The problem with<br />

harassment is that players should be allowed to conduct warfare as a mean to progress<br />

in the <strong>game</strong> while players who are attacked must not feel too discouraged to continue<br />

playing. The design must also handle the problem <strong>of</strong> players playing solely to destroy<br />

the experience for other players.<br />

11.1 Restrictions & limitations<br />

Prototyping is important during iterative development. Several prototypes are usually<br />

developed and tested in an iterative way. Lo-fi prototypes are built and evaluated at the<br />

beginning <strong>of</strong> development and more advanced high-fi prototypes at the end. Video <strong>game</strong>s<br />

can also benefit from being prototyped early in development. Paper prototypes can be<br />

built to examine how different design decisions affect <strong>game</strong>play [22]. Unfortunately there<br />

was not enough time to construct and test both lo-fi paper prototypes and a working<br />

prototype. Therefore only a working prototype was constructed and tested. A working<br />

prototype was chosen because a <strong>persistent</strong> multi player <strong>game</strong> would be difficult to test<br />

solely with lo-fi prototypes.<br />

Some features were simplified or not included in the prototype due to time constraints.<br />

This means that they could not be tested with end users. One feature that was left out<br />

was the death <strong>of</strong> family members. Thus it was only possible to ask players to imagine<br />

what they would feel if any <strong>of</strong> the family members died. An example <strong>of</strong> a simplified<br />

feature was the battle system. The simplified version made it possible to test the concept<br />

<strong>of</strong> battles, but not the battle system itself.<br />

The prototype was developed so that the <strong>game</strong> could be tested with many players. Few<br />

players played the <strong>game</strong> for more than a short period <strong>of</strong> time. A major reason for this<br />

was that the prototype lacked documentation and a tutorial. Without documentation<br />

or tutorial it was hard to understand and feel engaged in the <strong>game</strong> and some people quit<br />

after only playing for a moment. Other players reported that they quit playing because<br />

they felt the <strong>game</strong> was too slow and there was not much to do. This affected evaluation<br />

since few players had played the <strong>game</strong> long enough to explore all aspects <strong>of</strong> it.<br />

One other thing that affected the validity <strong>of</strong> the evaluation <strong>of</strong> the prototype was the<br />

bugs it had. One bug that affected battles was that archers inflicted massive damage,<br />

much more than any other unit. This made it possible for players who knew about the<br />

bug to exploit it and gain an advantage in battles. This bug could also have lead to<br />

players feeling reluctant to engage in battle.


11.2. Future work 105<br />

A forum was launched with the release <strong>of</strong> the prototype. It allowed people to report<br />

bugs, ask questions, make suggestions and give their opinions about the <strong>game</strong>. The<br />

opinions and suggestions were taken into consideration during the evaluation <strong>of</strong> the<br />

prototype. Several bugs were reported but few suggestions or opinions were posted. This<br />

is unfortunate since all active players were not present in the focus group evaluation and<br />

they might have had different opinions.<br />

11.2 Future work<br />

All features in the design document have not been tested. It would therefore be valuable<br />

to continue the iterative process by building more prototypes and evaluate them. It may<br />

not be necessary to build a full working prototype <strong>of</strong> the <strong>game</strong>, just small prototypes to<br />

test the parts that has been left out <strong>of</strong> the current working prototype. The changes that<br />

have been made to the design document after the evaluation needs to be tested further.<br />

One <strong>of</strong> these changes is the loss <strong>of</strong> cities to other players. In the heuristic evaluation<br />

one <strong>of</strong> the issues found was that players might be discouraged and stop playing when<br />

they lose a city. There have been occurrences when people stopped playing when they<br />

lost a city in the prototype. However, in the focus group interviews people requested<br />

the ability to take over other players’ cities. One <strong>of</strong> the reasons was that they wanted<br />

to be able to expand their land. Further testing is required to make sure that there is<br />

a balance. Taking a city must be rewarding but at the same time cannot punish the<br />

losing player too severely.<br />

When the rules and features <strong>of</strong> the <strong>game</strong> are established the <strong>game</strong> must be filled with<br />

content and balanced. Units, manpower and access to resources are all examples <strong>of</strong><br />

things that need to be balanced.<br />

An interface <strong>of</strong> the <strong>game</strong> needs to be developed with focus on users and usability. One<br />

<strong>of</strong> the requests in the brainstorming sessions was an interface that the user could tailor<br />

to his/her specific needs. It would be interesting to investigate how different playing<br />

styles would affect the design <strong>of</strong> the interface. Other things that were not considered in<br />

the design document also need to be developed. These include graphics, sound, a world<br />

history and s<strong>of</strong>tware solutions.<br />

It is important to find a suitable business model for the <strong>game</strong>. Two examples, used<br />

in similar <strong>game</strong>s today, are monthly fees and micro transactions. Monthly fees mean<br />

that a player pays a certain amount <strong>of</strong> money per month to be able to play the <strong>game</strong>.<br />

The system <strong>of</strong> using micro transactions means that the <strong>game</strong> is usually free to play, but<br />

the player can buy additional items in the <strong>game</strong>. These items can either be entirely<br />

cosmetic, as a new outfit for the character, or they can give an advantage in <strong>game</strong>play,<br />

as a better weapon or faster vehicle. Another method is to finance <strong>game</strong>s by advertising.<br />

This approach can be seen on many <strong>game</strong> portals.


106 Chapter 11. Discussion & Conclusion


Chapter 12<br />

Acknowledgements<br />

We would like to thank everyone who has contributed to the project and the work on<br />

the functional prototype.<br />

Thanks to Daniel Sjölie, our supervisor, for his help and comments.<br />

Thanks to everyone who played the <strong>game</strong>, with special thanks going out to those who<br />

commented the <strong>game</strong> on the forum. Extra special thanks to our focus groups and<br />

interviewees, who contributed with a lot <strong>of</strong> good ideas.<br />

We would also like to thank support at the <strong>Department</strong> <strong>of</strong> Computing Science for their<br />

help with setting up the database and revision control system among other things.<br />

107


108 Chapter 12. Acknowledgements


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Appendices<br />

113


Appendix A<br />

Pre-prototype <strong>game</strong><br />

specification<br />

The <strong>game</strong><br />

The <strong>game</strong> is an <strong>online</strong> <strong>strategy</strong> <strong>game</strong> played in a <strong>persistent</strong> world by many players. The<br />

world is tile based and each tile is <strong>of</strong> a certain terrain type which can hold one resource,<br />

city or other constructions (some constructions can share tiles while others cannot).<br />

It is not possible for players to be completely annihilated. Instead, if their last city is<br />

taken, they get the option to move to another location. When doing so they retain their<br />

technological advancements as well as some resources and even all manpower (though<br />

some manpower has probably disappeared since it is likely that a large part <strong>of</strong> their<br />

army has been wiped out).<br />

The <strong>game</strong> consists <strong>of</strong> a few basic parts that each player can control. These are:<br />

– Cities<br />

– Resources<br />

– Family and family members<br />

– Armies<br />

– Research<br />

– Trade<br />

– Diplomacy<br />

All <strong>of</strong> these parts are accessible through the <strong>game</strong>s interface. How and what the player<br />

controls for each part will be explained in further detail below.<br />

115


116 Chapter A. Pre-prototype <strong>game</strong> specification<br />

Timescale<br />

The timescale <strong>of</strong> the <strong>game</strong> is that approximately 24 hours in real life equals 6 months<br />

in the <strong>game</strong>.<br />

A battle will take approximately 1 hour (though with variations depending on the size<br />

<strong>of</strong> the smallest side <strong>of</strong> the battle).<br />

Taking full control <strong>of</strong> a city will take approximately 3 days.<br />

Family members will live for approximately 30 years, but they will only be possible to<br />

take control <strong>of</strong> after they have reached the age <strong>of</strong> 16 making the playable time with a<br />

family member about 1 month. The lifespan can be increased through research.<br />

It should take about 4 hours to move through an area in enemy territory (an area can<br />

consist <strong>of</strong> several tiles). This means that it should take a minimum <strong>of</strong> 4 hours from the<br />

declaration <strong>of</strong> war until someone can attack a city.<br />

Fog <strong>of</strong> War<br />

The <strong>game</strong> includes “fog <strong>of</strong> war” which in this case only makes tiles that the player are<br />

able to see at any specific time entirely visible (the terrain <strong>of</strong> previously seen tiles is still<br />

visible, but armies, cities and so on can only be seen if there is a unit or building close<br />

enough to actually see it). The fog <strong>of</strong> war should fade into the graphical style <strong>of</strong> an old<br />

map while tiles that can be fully seen is more detailed (with color etc.).<br />

Events<br />

Events are things that occur in the <strong>game</strong> that players cannot decide whether or not they<br />

should happen (they could however be triggered by player actions). One must be very<br />

careful to not introduce events that punish players randomly (some sort <strong>of</strong> heads up is<br />

required). Events could be:<br />

– The birth <strong>of</strong> a holy person (i.e. making a place more valuable).<br />

– The appearance <strong>of</strong> an evil dragon.<br />

– The birth <strong>of</strong> an island.<br />

– Famine.<br />

– Good years.<br />

– Large battles (or other events) can trigger tiles to become holy (thus making it<br />

more valuable).<br />

The <strong>game</strong> has to allow for the possibility <strong>of</strong> including such events.


117<br />

Goals and endings<br />

The <strong>game</strong> is played over an extended period <strong>of</strong> time and there is no defined end. To<br />

ensure that the <strong>game</strong> stays interesting expansions are to be released on a regular basis.<br />

These expansions will provide the players with more technologies to research, resources<br />

to gather and so on. Because the <strong>game</strong> is based on continuous expansions all options (in<br />

terms <strong>of</strong> research, technologies, resources and so on) can not be visible for the players<br />

when starting out. There should however be a hint <strong>of</strong> an end, where each expansion<br />

implies that the ending is drawing nearer. Each expansion also delivers the story <strong>of</strong> the<br />

world to date.<br />

Highscore<br />

The players highscores (based on the prestige <strong>of</strong> the families, see Family and family<br />

members, Prestige) are stored in two lists. One list represents the combined prestige <strong>of</strong><br />

the family, all players are visible in this list. The other list is divided into a list for each<br />

category <strong>of</strong> prestige, players can only see their own position in this list. The top 10 <strong>of</strong><br />

each list is however also visible to all players.<br />

There is also an additional list for each category <strong>of</strong> prestige where the all time top three<br />

players are listed (that is, the best three scores ever recorded in every category is listed).<br />

Cities<br />

Each player controls a number <strong>of</strong> cities. Each city that a player controls has to have a<br />

family member connected to it if the player is to be able to fully control the city. The<br />

primary purpose <strong>of</strong> a city is to provide the player with manpower. Manpower can then<br />

be used to:<br />

– Create/reinforce armies<br />

– Gather or refine resources<br />

– Conduct research.<br />

To get additional cities a player can conquer cities (see Conquest and expansion, conquering<br />

cities) or build cities. In both cases the player needs at least one family member<br />

that can be connected to the new city (i.e. the city, to which the family member in<br />

question is connected to, has to have at least one other family member connected to it).<br />

There is also a cost in manpower and resources to construct a new city.<br />

Buildings<br />

It is possible to construct buildings within a city. Each building gives a bonus to some<br />

area or makes new build options available. It is possible to queue the buildings that are<br />

to be built (though the queue has a limited number <strong>of</strong> buildings that it can hold) so a<br />

player can order the construction <strong>of</strong> a couple <strong>of</strong> buildings and then log out.


118 Chapter A. Pre-prototype <strong>game</strong> specification<br />

Population<br />

Each city has a certain population and a large population contributes with a large<br />

amount <strong>of</strong> manpower. The population in each city can consist <strong>of</strong> one or many <strong>of</strong> the<br />

different races available in the <strong>game</strong>. The population growth depends on how developed<br />

the city is and how much food and other similar resources the city has available. The<br />

amount <strong>of</strong> food that a city needs depends on the surrounding environments. If for<br />

example a city is located in the mountains the cost to feed each unit <strong>of</strong> population is<br />

higher than if the city is located in a more fertile surrounding.<br />

Attraction<br />

Each city has an attraction level for each individual race and this affects how much <strong>of</strong><br />

the population growth that comes from each race. Population can also move between<br />

cities if they are close enough to another city that has a higher attraction level than<br />

their current city.<br />

The attraction level for a city is affected by different buildings in the city, these buildings<br />

can however require different luxury items to function. Different luxury items and<br />

building affect different races differently. Some buildings raise the attraction level for<br />

one race and at the same time lower the attraction level for another race.<br />

Demand for resources<br />

To expand the city needs food. If the city has all the food it needs for feeding the current<br />

population, any surplus would generate a population growth (the more surplus in food<br />

there is, the greater the population growth, as long as the population limit has not been<br />

reached). The amount <strong>of</strong> food a city gets has to be assigned by the player. The amount<br />

<strong>of</strong> food a city needs is defined by its surrounding terrain. If there are a lot <strong>of</strong> mountains<br />

etc. the cost to feed the city is higher. This is represented by having a greater demand<br />

for food for each citizen.<br />

The luxury resources work in a similar fashion as the demand for food, but here the<br />

buildings that use the luxury items define how much <strong>of</strong> the resource is needed. If a<br />

building does not get all the luxury items it needs to keep running, it simply stops and<br />

does no longer give its bonus.<br />

A player can assign more resources than he gets per time unit if he has a stock <strong>of</strong> the<br />

resource. If the player runs out <strong>of</strong> that resource however the cities will no longer get<br />

the resources they need. In this case the capital city is always prioritized and thus gets<br />

as much as needed. Any remaining resources will then be distributed between the other<br />

cities.<br />

Races<br />

The <strong>game</strong> contains seven fantasy races (even though the races are not decided yet,<br />

the classical example would be dwarfs, elves, orcs and so on). They all have different


119<br />

strengths and weaknesses (except for the human race which has no particular strengths<br />

or weaknesses). The player chooses a race for his/her family in the beginning <strong>of</strong> the<br />

<strong>game</strong>. Through interracial marriage the players family can change race (although <strong>of</strong><br />

course only the child from an interracial marriage is affected). The population in the<br />

cities <strong>of</strong> the world also consist <strong>of</strong> these races and thus contribute with different types <strong>of</strong><br />

manpower (discussed in Cities).<br />

The races in this <strong>game</strong> will not be defined as good or evil, but rather just have different<br />

strengths and weaknesses.<br />

Resources<br />

To have access to and to be able to gather resources is vital in the <strong>game</strong>. The resources<br />

feed cities as well as provide the means to be able to build armies and buildings.<br />

There are several different resources. Some are basic resources needed to feed cities and<br />

build basic buildings etc. These can for instance be food, wood, stone and so on, this<br />

kind <strong>of</strong> resources can be found all over the world. There are however also more rare<br />

resources. These can be used as luxury items that raise the attraction level for cities as<br />

well as enabling the building <strong>of</strong> more advanced troops and buildings (including buildings<br />

that give a bonus to research). The more rare resources are also unique (or at least more<br />

common) to certain areas (it might for example only be possible to find diamonds in<br />

the south or spices in the east).<br />

Some resources can be refined or combined with other resources to create better/more<br />

specialised resources. This is done in factories in cities.<br />

To be able to gather resources a player has to assign manpower to a place that has the<br />

resource in question. The player also need to build a building on the site <strong>of</strong> the resource<br />

to be able to gather it (i.e. build a building that the player assigns manpower to) and<br />

the building has to be connected to a city via a road. Resources cannot be depleted,<br />

there is however a limitation in the quantity that can be gathered per time unit (larger<br />

buildings with more assigned manpower <strong>of</strong> course gathers more resources than smaller<br />

ones with less assigned manpower).<br />

The resources a player gathers are available to use anywhere, that is, the resources are<br />

not connected to any one city, thus alleviating the need to transport resources between<br />

cities that a player owns.<br />

To be able to use all resources players have to research technology to “understand” the<br />

resources. A resource that a player has not “discovered” yet is not visible to the player.<br />

Family and family members<br />

Each player plays a unique family, i.e. the player takes control <strong>of</strong> a family and its<br />

members. The family always has a “head <strong>of</strong> the family” that is the most powerful and<br />

important character in the family. The city to which the head <strong>of</strong> the family is connected<br />

is the players’ capital city. The player can choose freely which family member who<br />

should inherit the throne when the head <strong>of</strong> the family dies.


120 Chapter A. Pre-prototype <strong>game</strong> specification<br />

When beginning the <strong>game</strong> the player has to chose what race the family should start out<br />

as (though this can change over time through marriage and reproduction).<br />

Since it is impossible to take over or build a new city without a family member that<br />

is not connected to another city the family members work as a limitation to how large<br />

a players’ empire can grow. This works by always having a limit to how many family<br />

members a player can control at any single time (the player can conduct research that<br />

increases the limit on family members). Each family member has to be connected to a<br />

city; there can however be more than one family member in each city.<br />

Prestige<br />

Each player has a score that depends on the collective prestige <strong>of</strong> the family. Each<br />

family member thus has a prestige score that adds to the collective prestige. The<br />

prestige depends on what the family member accomplishes. A family member that wins<br />

a great battle against a superior army might for example get a lot <strong>of</strong> prestige. It is also<br />

possible to get prestige while contributing to research or attraction and so on.<br />

The prestige is categorised. That is, a family member gets high “battle prestige” for<br />

winning many battles. They can also get “science prestige” or “cultural prestige” where<br />

“science prestige” increases if the family member contributes to scientific discoveries and<br />

“cultural prestige” increases if the family contributes to a city’s attraction level and the<br />

city attracts a certain amount <strong>of</strong> people.<br />

The prestige is larger than the sum <strong>of</strong> the family members’ individual prestige (such<br />

things as the players’ wealth or scientific achievements is not directly coupled to an<br />

individual family member but are still included in the collective prestige).<br />

When declaring war a player looses prestige (the loss is greater if the player attacks<br />

a significantly weaker player), this prestige loss is coupled to the general (i.e. family<br />

member) that leads the army that triggers the declaration <strong>of</strong> war or, if there is no general<br />

in the army, to the head <strong>of</strong> the family. This works for each situation where there is no<br />

leader for an army (such as when winning great battles), i.e. the head <strong>of</strong> the family gets<br />

prestige that a leader should have gotten (though not as much, the amount <strong>of</strong> prestige<br />

loss for a declaration <strong>of</strong> war is however the same).<br />

Reputation<br />

Each family member has a reputation that corresponds to his/her actions. This reputation<br />

can then result in different “titles”. If a family member for example is involved<br />

in a lot <strong>of</strong> victorious battles he/she might get the title “the conqueror”. In contrast, a<br />

family member that spends most <strong>of</strong> his/her time in a city adding to the attraction level<br />

might get the title “the fair”.<br />

Life and death<br />

Each family member has a certain life span. This means that after a while he or she will<br />

die. This ensures that no single player can have the highest score at all times and thus


121<br />

the leader boards will always be in motion. The player will also get new family members<br />

to control; this is <strong>of</strong> course represented by the family members having children. This<br />

means that if the highest amount <strong>of</strong> family members a player can have is five, then the<br />

player might actually have less family members at any given time (though not a lot less<br />

and not for too long a time). It should however not be possible to kill other players<br />

family members as this simply makes too much <strong>of</strong> an impact.<br />

A family member always has a minimum age that it will live, after that age there will<br />

be a risk that the family member dies for each successive year. This risk also increases<br />

with each successive year.<br />

Development<br />

The family members can become better in different areas over time. This is represented<br />

by experience that the player can distribute on the different attributes that a family<br />

member has. The experience <strong>of</strong> a family member increases at a certain rate over time.<br />

The family members also gets extra experience if they accomplish something significant<br />

(such as being a part <strong>of</strong> discovering a new technology, winning a great battle, raising<br />

the population <strong>of</strong> a city and so on). A family member needs more and more experience<br />

to get better.<br />

Usage<br />

The family members can be used in the cities that they are linked to by focusing their<br />

efforts on an area <strong>of</strong> the players’ choice. This could be to raise the attraction level,<br />

making the city more productive and so on. The family members can also be used as<br />

generals in an army (they are however still linked to a city and represented as focusing<br />

on military). Here the family member gives a bonus to morale, strength, defence or even<br />

perhaps to the AI (meaning that it is better at adapting to the current situation on the<br />

battle field).<br />

Marriage<br />

To be able to have children the family members must marry. Players can marry their<br />

family members to other players’ family members, which would result in a prestige<br />

bonus (for the children). If the player does not marry their family member in time<br />

(i.e. if the family member reaches a certain age) it is automatically married to a nonplaying<br />

character (which would result in the child not getting any prestige bonus, but<br />

still enabling the family line to prevail). To be able to marry <strong>of</strong>f family members some<br />

sort <strong>of</strong> “dating service” or “market” for available family members must be included.<br />

Only humans can marry all races. The other races can only marry a subset <strong>of</strong> the races.<br />

Family history<br />

Throughout the <strong>game</strong> a family history will be created automatically. All kinds <strong>of</strong> statistics<br />

and data, such as the great deeds mentioned under Prestige, will be recorded and


122 Chapter A. Pre-prototype <strong>game</strong> specification<br />

described in text. The player can, at any time, access this information. The family<br />

history will also contain a family tree where each family member and their relation to<br />

the family is recorded. The connection to other players’ families (through marriage) is<br />

also shown here.<br />

Armies<br />

The player can <strong>of</strong> course have armies at his/her disposal. These can be created by<br />

assigning manpower to the army. Armies can be used to defend cities, attack other<br />

armies and plunder or taking over cities or land. The armies need manpower (which<br />

adds to the overall limitation <strong>of</strong> how much manpower a player can have) which limits<br />

the amount and the size <strong>of</strong> the armies.<br />

Leaders<br />

The army can have a leader assigned to it (i.e. a family member). This leader can boost<br />

the stats <strong>of</strong> the army (such as morale, strength, defence and so on) depending on how<br />

good the general is. It is also possible that the general enhances the AI for the army<br />

(meaning that it is better at adapting to the current situation on the battlefield).<br />

Units<br />

An army can consist <strong>of</strong> many different units. The units have different strengths and<br />

weaknesses and they are also affected by terrain to different degrees. There are different<br />

types <strong>of</strong> units for example cavalry, infantry, archers, artillery and so on. These groups<br />

can also be further defined (i.e. cavalry could be heavy or light or dragoons and so on)<br />

by researching more advanced or varied versions <strong>of</strong> the unit. The kind <strong>of</strong> units that are<br />

available for a player is defined by what the player has researched and also what kind<br />

<strong>of</strong> resources the player has available.<br />

Units are “built” in cities and they cost manpower and other resources. The amount<br />

<strong>of</strong> manpower and resources (as well as which resources are needed) is defined by the<br />

unit type. Each unit has strength and morale levels as well as other stats defining their<br />

strength and weaknesses. When the strength reaches zero, the unit dies. When the<br />

morale reaches zero the unit flees.<br />

Each unit takes some time to finish training. The time required depends on how well<br />

trained the unit should be (that is, how many possible battle orders it can receive as<br />

well as how many terrain types it should get bonuses in and so on).<br />

Some units can be harder to spot than others, this is represented by training units<br />

to make use <strong>of</strong> camouflage. This is represented by the enemy not being able to see<br />

them until they are very close. If a unit without camouflage abilities is in the same<br />

army as a unit with such abilities, the army becomes visible just as if it was just units<br />

without camouflage in the army. It is not however possible to sneak into enemy territory<br />

without declaring war even though the unit trying to go into the land <strong>of</strong> the enemy is<br />

camouflaged.


123<br />

Units can get experience from battles and thus become better if they survive many<br />

battles (represented by better morale and other stats). If the entire unit is killed it is<br />

not possible to get it back, but if it only has its strength weakened it can be reinforced.<br />

The cost <strong>of</strong> reinforcements is cheaper on land owned by the player controlling the army<br />

than in enemy held or neutral territory.<br />

Conquest and expansion<br />

The players can expand their territory by conquering both land and cities. It is also<br />

possible to construct buildings (forts) and new cities (as long as the player has enough<br />

family members) that expand the territory.<br />

Conquering land<br />

Each city has an area around it that defines what a player can own in terms <strong>of</strong> land.<br />

The size <strong>of</strong> the area depends on the size <strong>of</strong> the city as well as how developed it is (i.e.<br />

certain buildings can give a bonus). If the land in the area is neutral it automatically<br />

becomes the player’s land. All land that is owned by another player must however be<br />

taken over by military force or negotiated/sold. To take over a land by military force a<br />

player simply moves an army to that tile and defeats any army that stands on that tile.<br />

The tile must also be within the area that a player can own.<br />

It is possible to own land outside <strong>of</strong> the city-defined areas. This is done by building<br />

forts that in themselves also have an area within which the player can get control <strong>of</strong> land<br />

(this works in the same way as with the cities). The areas are however smaller than the<br />

city-areas and there is also a limit to how far from a city a fort can be built. Family<br />

members cannot be assigned to forts. Forts give a bonus to any defending army on that<br />

tile. In the same way as resource gathering buildings (discussed under Resources) the<br />

fort has to be connected to a city via a road to function.<br />

Conquering cities<br />

Cities can only be conquered by military force. This is done by defeating any defending<br />

armies located in the city. It also takes a significant amount <strong>of</strong> time (much longer than<br />

a normal battle) to get complete control over the city.<br />

When a city is conquered any resource gathering building that is no longer under the area<br />

which the former owner can control (see conquering land) is destroyed. Each building<br />

(built by the player) within the city also has a risk <strong>of</strong> being destroyed.<br />

The player loosing a city will not loose any <strong>of</strong> the manpower that has been acquired<br />

from that city (nor will he loose any other resources available to him), the limitation in<br />

manpower will however decrease (thus it is possible to have more manpower than what<br />

the limit allows, but as long as the manpower is higher than the limit the player will<br />

not get any more manpower).


124 Chapter A. Pre-prototype <strong>game</strong> specification<br />

Battles<br />

The battles are played out between AI and it is thus not possible for players to directly<br />

influence the battles (see Battle orders). The player can however see the result <strong>of</strong> battles<br />

“live” and through replays. It is also possible to get a summary for the results <strong>of</strong> the<br />

battle. All battles takes some time to actually finish, this ensures that additional armies<br />

can join the battle either to support one side or simply to attack every other army in<br />

the battle. The time required to finish a battle depends on the amount <strong>of</strong> soldiers in<br />

the smallest army (or side) in the battle.<br />

If an army looses a battle but is not completely annihilated (the complete annihilation<br />

<strong>of</strong> an army is rare) it will flee to the best possible (in terms <strong>of</strong> terrain bonuses) adjacent<br />

tile closest to a friendly city.<br />

There are two reasons to why an army could flee. The first is if the strength <strong>of</strong> the army<br />

gets lower than a predefined value (set by the player, this is called retreating) and the<br />

other is if the morale <strong>of</strong> the army drops to low. The level <strong>of</strong> morale that is required for<br />

the army to stand fast depends on the leader <strong>of</strong> the army. The morale drops when units<br />

within the army are killed (or looses strength), when units get attacked from the rear or<br />

flanks, when units gets attacked by superior units or if the enemy fields an impressive<br />

unit (such as a dragon).<br />

If the army retreats to a tile that supplies the army with a significant enough bonus it<br />

might fight again if attacked.<br />

To prevent that players “scout” enemy armies by attacking them with a single weak<br />

and cheap unit, at least one unit has to survive the battle for the player to get any<br />

information about it (more than just that it took place and that the player lost).<br />

Capturing family members<br />

If the unit that a family member is connected to (this would be some sort <strong>of</strong> elite unit,<br />

for example the family members personal guard) is wiped out the family member gets<br />

captured. The player who captures the family member can decide what to do with it<br />

(though it is not possible, in any way, to kill an enemy family member). The options<br />

are (followed by what the capturing player gains):<br />

– Set the family member free (prestige, reputation goes toward benevolent)<br />

– Demand ransom (a predefined value <strong>of</strong> a resource chosen by the capturing player,<br />

reputation goes toward greedy)<br />

– Disgrace (the captured family member looses prestige, reputation goes toward<br />

nasty)<br />

– Torture for information (the capturing player has a chance <strong>of</strong> gaining a technology<br />

that the captured player has researched, reputation goes toward bloodthirsty)


125<br />

Battle orders<br />

A player can set battle orders for each army and for each unit within the army. The<br />

battle orders tells the army how it should behave in a battle as well as how their initial<br />

formation should be. This is however not a fixed behaviour but rather an initial idea<br />

<strong>of</strong> what the army should try to do. The AI is in charge <strong>of</strong> trying to “make the best <strong>of</strong><br />

the situation” given the initial orders set by the player and the size, composition and<br />

tactics <strong>of</strong> the opposing force.<br />

A player can conduct research to get access to more advanced battle orders and formations.<br />

The more advanced alternatives are however not a certain way to get a better<br />

army but rather just a way for the player to be able to influence the army in more detail.<br />

It is also possible to set the overall behaviour <strong>of</strong> the army. This could be to hold its<br />

ground, meaning that it will not move for anything, attack any enemy army in sight,<br />

go to a location without attacking, go to a location and attacking everything in its way<br />

and so on.<br />

Attacking cities<br />

When starting an attack on a city a player has a choice <strong>of</strong> pillaging, burning or taking<br />

control over the city (if there is any family member that can be assigned to the city).<br />

Pillaging is the easiest to accomplish and to take control <strong>of</strong> the city is the hardest to<br />

accomplish. The following happens if the player succeeds:<br />

– If the player pillages the city the steals some resources.<br />

– If the player chooses to burn the city each building within the city also has a quite<br />

large risk <strong>of</strong> being destroyed.<br />

– If the player chooses to take control over the city (can only be chosen if there is a<br />

free family member), the defeated player then chooses what will happen:<br />

• The defeated family member(s) stays in the city as vassal and pays tax to<br />

the conquering player.<br />

• The defeated family member(s) become partisans and tries to work against<br />

any productivity within the city (this includes any resource gathering within<br />

the area <strong>of</strong> the city). If this is continues for long enough and has a large<br />

enough impact the conquering player can give the city back to the defeated<br />

player.<br />

• The defeated family member(s) chooses to abandon the city and settle somewhere<br />

else. In this case the conquering player gets full control over the city<br />

with no limitations.<br />

These options work in the written order so that you can always go down a level but<br />

never up (for example; it’s possible to be a vassal and at any time choose to become a<br />

partisan or abandoning the city, but not the other way around).<br />

If an additional army attacks a city that is already under attack (that is, if someone has<br />

ordered to attack the city and chosen to try to take control over the city) the new army


126 Chapter A. Pre-prototype <strong>game</strong> specification<br />

can choose to support the attack, the defender, try to attack the city for themselves<br />

(any <strong>of</strong> the ways <strong>of</strong> attacking is possible, but this means that the army has to attack all<br />

armies already battling for the city) or to withdraw.<br />

Each successful attack on a city will decrease its population to a certain degree, where<br />

the burning <strong>of</strong> a city <strong>of</strong> decreases the population more than the plundering <strong>of</strong> a city.<br />

To completely take control over a city takes a lot <strong>of</strong> time. If it is achieved (including<br />

if the conquered player stays as a partisan) the conquered player is presented with the<br />

alternative to burn the city themselves or leave it intact. To burn the city will destroy<br />

a large number <strong>of</strong> buildings and also kill a lot <strong>of</strong> the population. This is <strong>of</strong> course a way<br />

to prevent the conquering player from gaining too much. The chosen action <strong>of</strong> course<br />

affects the family members’ reputation.<br />

Research<br />

By assigning manpower to research the player can improve his/her empire in different<br />

areas. There are several different areas in which research is possible. Each area can be<br />

seen as a stem (with branches) in the technology tree. To assure that new players don’t<br />

get left to far behind each player that has researched a certain technology in a stem<br />

makes it easier for the next player to research that technology (i.e. for each player that<br />

has researched a technology in a stem the shorter the research time for that technology<br />

gets). This applies only to technologies in the different stems and not in their branches.<br />

Technologies in the branches are more “applied technology” than the stem technologies<br />

which are more basic research that might not be possible to use directly.<br />

The following things are examples <strong>of</strong> what can be researched (they are not however<br />

necessarily stems in the technology tree):<br />

– Military (new/improved units, more advanced battle orders)<br />

– Trade (less loss per distance, possibility to trade over longer distances)<br />

– City development (attraction level, capacity and so on)<br />

– Production (resource gathering/refining, shortened building times)<br />

– Research (faster research)<br />

– Family development (longer life span, larger family, more experience)<br />

Trade<br />

To get access to all resources the player will have to trade. If a player needs more food<br />

to feed his/her large cities it is <strong>of</strong> course also possible to trade such resources.<br />

To be able to trade the player has to research the first level <strong>of</strong> trade in the technology<br />

tree. When this is done the player can build a basic trading post which enables the<br />

player to trade with other players in his/her vicinity. This is done by defining an <strong>of</strong>fer


127<br />

to buy or sell a certain amount <strong>of</strong> a resource at a certain price (for example [buy 1000<br />

wood for 100 gold]). It is <strong>of</strong> course also possible to see other players’ <strong>of</strong>fers and accepting<br />

them to buy or sell resources.<br />

The level <strong>of</strong> researched trade defines how “far” the player is able to trade. Each successive<br />

level <strong>of</strong> trade research lessens the amount <strong>of</strong> loss per distance between the two<br />

trading players’ capitals or gives the player access to buildings that lessens this loss. If<br />

the loss is over a certain amount the player cannot see the other players <strong>of</strong>fer to buy<br />

or sell. The loss is always calculated from the perspective <strong>of</strong> the player with the most<br />

advanced trading technology, but it is always paid by the player who confirms the deal<br />

(i.e. the player that accepts another players <strong>of</strong>fer to buy or sell).<br />

It is also possible to set up running deals with other players. These deals can take the<br />

form <strong>of</strong> [buy 10 wood/hour for 1 gold/hour for 10 hours]. If war breaks out between the<br />

players this kind <strong>of</strong> deal would <strong>of</strong> course cease to function.<br />

In the prototype trade will work by exchanging resources (i.e. there will not be a<br />

currency for which the players can trade all resources). If this becomes too complicated,<br />

there might be a need to introduce currency in the final design <strong>of</strong> the <strong>game</strong>. There will<br />

not be any cost in time to conduct trade either.<br />

Diplomacy<br />

As a major part <strong>of</strong> the <strong>game</strong> is interaction with other players diplomacy is <strong>of</strong> course<br />

essential. There are essentially three states between players: neutral, alliance and war.<br />

There is always a penalty in prestige to declare war on another player (if the player that<br />

declares war is much stronger than the player upon whom war is declared the prestige<br />

loss is far more significant than if the players are <strong>of</strong> similar strength), but this can <strong>of</strong><br />

course be remedied by conquering land or cities.<br />

When players are in a state <strong>of</strong> war (which happens if a player attacks another player)<br />

attacks can be made without any loss <strong>of</strong> prestige.<br />

Communication<br />

There are several ways <strong>of</strong> communicating between players. If players are not in an<br />

alliance <strong>of</strong> any sort, the only way <strong>of</strong> communicating is by sending messages. These<br />

messages can only be sent to one player at a time, but does not require any time to<br />

arrive or any other limitation.<br />

In alliances (though not in non-aggression pacts, see Alliances) there is a form <strong>of</strong><br />

“alliance-chat” where players can communicate with all other players within the alliance.<br />

There is also a forum for each alliance.<br />

Alliances<br />

Alliances can be <strong>of</strong> three types: non-aggression pacts, military alliances and “guilds”.<br />

If two players have agreed to a non-aggression pact it means that a player that attacks


128 Chapter A. Pre-prototype <strong>game</strong> specification<br />

the other player suffers a significant prestige loss. If two players are in a military<br />

alliance and one player gets attacked by a third player it means that both players in the<br />

alliance will become in a state <strong>of</strong> war (without any loss <strong>of</strong> prestige) towards the attacking<br />

player (as opposed to only the attacked player becoming in a state <strong>of</strong> war towards the<br />

attacker if there is no alliance in play). Of course there will also be a significant prestige<br />

loss if a player attacks another player that he/she is allied with. Guilds are a more<br />

loosely defined alliance where the players themselves can define the rules for the alliance<br />

(the rules for non-aggression pacts and military alliances are possible to use, but not<br />

necessary). Players set the rules by selecting from drop-down lists or checkboxes which<br />

means that the <strong>game</strong> can keep track <strong>of</strong> the players and if they break the alliance or not<br />

(the rules can define who can join, who can start wars, if it is a democratic alliance,<br />

who leads the alliance and so on). What this means is that non-aggression pacts and<br />

military alliances are only predefined lighter versions <strong>of</strong> a guild.<br />

It is possible for alliances to be allied with other alliances.<br />

The basic alliances (non-aggression and military) are possible to limit in time (for example<br />

it might be possible to agree that a non-aggression pact should hold for one<br />

week).


Appendix B<br />

Enkät<br />

Vi är två Interaktion & Design-studenter som gör ett exjobb där vi ska utveckla en<br />

prototyp för ett datorspel. Denna enkät syftar till att fånga intressanta aspekter kring<br />

liknande spel.<br />

Var gärna så utförlig som möjligt i dina svar.<br />

Nämn ett strategispel som du anser är bra. “Strategispel” kan i det här fallet<br />

vara både turordningsbaserade spel och realtidsspel. Har du ej spelat något strategispel<br />

så kan du lämna delarna som berör sådana spel tomma.<br />

Nämn ett <strong>online</strong>spel som du anser är bra. “Onlinespel” syftar på spel som enbart<br />

spelas <strong>online</strong> och innehåller någon form av interaktion med andra spelare (behöver ej<br />

vara ett strategispel). Har du ej spelat något <strong>online</strong>spel så kan du lämna delarna som<br />

berör sådana spel tomma.<br />

Vad är de centrala delarna i de spel du angivit, vad går spelen ut på?<br />

Strategi:<br />

Online:<br />

129


130 Chapter B. Enkät<br />

Vad/vilka delar gör spelen bra? Var detaljerad, exemplifiera gärna.<br />

Strategi:<br />

Online:<br />

Finns det några mindre positiva aspekter av spelen?<br />

Strategi:<br />

Online:<br />

Tack för din medverkan!


Appendix C<br />

Manus till<br />

brainstormingsession<br />

Introduktion<br />

Hej vi heter Andreas och Anders, och vi håller på med ett exjobb där vi ska utveckla<br />

och utvärdera en prototyp för ett spel.<br />

Vi har bjudit in er för att vi vill veta vad ni vill ha i ett spel. Ni ska alltså bidra med<br />

idéer och input.<br />

Innan vi börjar tänkte vi berätta lite om hur det hela kommer att gå till. Ni kommer att<br />

brainstorma genom att först sitta i några minuter och skriva ner alla era idéer på post-it<br />

lappar, gärna en idé per lapp. Det är viktigt här att ni skriver ner alla idéer, försök att<br />

inte döma på förhand. Sedan kommer vi att tillsammans titta på alla era idéer och då<br />

får ni en chans att förklara närmare vad de går ut på. Det är även här viktigt att man<br />

inte dömer varandra. I detta skede finns inga dåliga idéer. Det vi är ute efter är många<br />

idéer.<br />

Sedan kommer processen att upprepas i en till kortare brainstorm där vi försöker<br />

utveckla idéerna ytterligare.<br />

I slutet kommer vi att diskutera vad vi kommit fram till samt några andra frågor.<br />

Frågor så långt?<br />

Brainstorm<br />

Då sätter vi igång.<br />

Spelet vi ska utveckla är ett strategiskt spel som utspelar sig i en beständig värld med<br />

flera spelare. Det betyder att även om man är utloggad så kommer världen att finnas<br />

kvar. I många <strong>online</strong>spel så försvinner spelaren från världen när denne loggar ut, men<br />

här ska spelaren finnas kvar även när denne är utloggad.<br />

131


132 Chapter C. Manus till brainstormingsession<br />

Det ni ska skriva ner på lapparna är vad ni vill ha i detta spel (vad ska ingå, hur går<br />

det till). Håll gärna en idé per lapp. Vi kör i ungefär fem minuter.<br />

Frågor?<br />

Sätt igång!


Appendix D<br />

Resultat - brainstorm 1<br />

Spår 1<br />

00.34 - Deltagare 1: Rapportsystem (7000 råttor dödade m.m.). Man ska kolla på<br />

all sorts möjlig “dum” statistik.<br />

02.14 - Deltagare 2: Släktallianser, karaktärerna i ens familj finns med, lite hjälteaktigt.<br />

Kan påverkas av hur spelaren spelar.<br />

06.10 - Deltagare 3: Möjlighet att kombinera servrar. Möjlighet att “resa” mellan.<br />

08.25 - Deltagare 1: Hjältar, i kombination med släkt kanske, dessa ska kunna utvecklas.<br />

09.50 - ... : Öar, samma som 06.10 i princip.<br />

10.25 - Deltagare 3: “Galaktiskt råd”, stort råd (som FN). AI. Politiskt spel, låter<br />

inte folk anfalla eller hjälper till osv. “Jag blev bortbombad, kan ni hjälpa”.<br />

“Pengar på onda spelares huvud”.<br />

13.45 - Deltagare 1: Ej 3D. Ingen lyckas med 3D.<br />

15.20 - Deltagare 2: Möjlighet att välja mellan olika raser, folkslag med olika stats<br />

osv. Kan då kombineras med råd (för olika folk). Välja styrelseskick. Blodslinjen<br />

är en ras (kan mixas), städer kan innehålla olika raser ,men kan också stoppa tex<br />

alver från att komma in.<br />

21.52 - Deltagare 3: Flera “lager”, under jord, ovan jord, luft och omloppsbana.<br />

24.50 - Deltagare 1: Multiplattform, stöd för linux, webbaserat och klientbaserat.<br />

Lite mer “light” på webben.<br />

26.10 - Deltagare 1: Konfigurerbart UI, färger, positioner m.m.<br />

28.02 - Deltagare 2: Bygg och utveckla, resursförvaltning och forskning.<br />

28.55 - Deltagare 3: Politiskt. Inte bara “bråka” med arméer. Stoppa tex tekniker<br />

med politik, ej längre lagligt med viss forskning. Kan finnas hemlig forskning.<br />

133


134 Chapter D. Resultat - brainstorm 1<br />

31.00 - Deltagare 1: Lika utveckling. Skillnader mellan spelare (en med raketer, annan<br />

med klubbor) Olika vägar att gå teknologiskt (teknoligiträd). Lägg in “skum”<br />

forskning, magi tex.<br />

34.45 - Deltagare 3: Sändebud mellan spelare. Chatt med sina vänner, men fördröjning<br />

mellan andra. Stoppbara sändebud, få tillbaka huvud.<br />

35.55 - Deltagare 1: Inga fasta sidor Goda orcher. Hur man spelar definierar om man<br />

är ond eller god. “Ett steg mot god och neutral” (Baldurs Gate).<br />

Paus.<br />

Spår 2<br />

00.00 - Deltagare 1: Konstanta uppdateringar, nytt innehåll, nya områden, bättre<br />

balans. Bra respons till spelare. Håll koll på forum och vad folk vill ha.<br />

01.48 - Deltagare 3: AI tar över när “jag” är borta. Man kan ställa in ungefär hur<br />

det ska reagera. Kan forska fram mer avancerade alternativ - Fler, bättre macron.<br />

Även playorders/battleplans. Långsiktiga mål, sätt prioritet.<br />

06.33 - Deltagare 1: Expandera. “Hus i städer i världen”. Man ska kunna se hur<br />

andras städer ser ut. Gärna kunna gå omkring i dem.<br />

10.04 - Deltagare 3: Ena galaxen. Kan vara spelets mål, mål är viktigt. Få alla<br />

under samma flagga (vilket är uppfyllt när alla samarbetar och det ej längre är<br />

något bråk).<br />

ca 13 Diskussion om skala. Förslag om att man kan “växa ur sin region” (sandlåda<br />

- bakgård - kvarter osv. Varje kvarter innehåller ett antal bakgårdar som i sin<br />

tur innehåller ett antal sandlådor). Man kan aldrig bli av med sista sandlådan<br />

i sin bakgård eller sin sista bakgård när man är i kvartersskalan. Alternativt<br />

partisanverksamhet eller dra vidare till nytt område.<br />

27.12 - Deltagare 2: Handel mellan spelare ska påverka mer än i andra spel. Det ska<br />

vara möjligt att det går bra utan att man strider. Man ska inte ha tillgång till alla<br />

material. Gotland måste tex. importera skog (eller expandera). I princip krav<br />

på handel. Resurser kan kanske “växa” tillbaka långsamt. För hård produktion<br />

tömmer resurser (kalhyggen, utarmad jord osv.). Upkeep på soldater.<br />

34.30 - Deltagare 3: Starcraft/warcraft-grafiskt. Möjlighet att både se strider och att<br />

bara få en sammanfattning (“Battle reports”). Stora strider (med många soldater)<br />

ska ta längre tid. Det ger möjlighet för andra spelare att lägga sig i under tiden.<br />

Möjlighet att zooma in på striderna (och allt annat).<br />

40.27 - Deltagare 1: Nedladdningsbart. Köp inga skivor.<br />

41.10 - Deltagare 1: Inget slut. Lägg till mer tekniker i trädet i expansioner. När<br />

någon nått max ska nästa expansion komma. Först finns slott, sedan nästa steg<br />

osv. Låg nivå först. Döljer även trädet vilket är bra (man kan inte planera exakt<br />

hur man ska göra hur långt fram som helst).


135<br />

47.30 - Deltagare 1: Växande värld beroende på spelarna.<br />

48.44 - Deltagare 3: Fantasy & sci-fi. Börja tidigt och gå mot teknik/magi/osv.<br />

Olika för olika raser. Kan vara evolution för vissa och teknik för andra.<br />

50.30 - Deltagare 1: Möjligt att spela som casual <strong>game</strong>rs. Teknik och “superskölden<br />

för min hjälte” ska ej försvinna.<br />

52.40 - Deltagare 3: Guilds. Stor fördel av att vara i grupper. Dessa kan hjälpas åt<br />

för försvar och liknande. Bonusar, förvarningar, extra röster för guilds, “Han-ochjag-slåss-mot-den-som-är-allierad-med-den”<br />

(tänk andra världskriget). Mer än en<br />

sorts allians: handels, icke aggressionspakt med mera.<br />

1.00.10 - Deltagare 1: PvE, PvP. Uppror, quest for glory. Om inte annat bra för att<br />

testa. Utbrytarstäder kan också dyka upp osv.<br />

Paus.<br />

Spår 3<br />

00.00 - Deltagare 3: Mycket bakgrund “fluff”. Ska finnas för den som vill veta.<br />

“Döda 10 råttor” och “Det var en gång...”, båda alternativen ska finnas. Uppdrag<br />

skulle vara skoj. Quest inom olika saker, tex. strid, produktion, teknik osv.<br />

Rådet kan ge quests. “Spelare x är griever, rådet säger skicka två soldater och<br />

attackera x till alla”. Spelar- och/eller admin-ledda events. Tex. admin säger<br />

“kl. 17.00 är det världskrig” (kan vara frikopplat från resten av spelet). Vanliga<br />

spelare ska kunna bygga quests. Råd är både AI och spelare.<br />

09.20 - Deltagare 1: Smidiga kontroller. Inte tusen knappar på en gång. Använd<br />

standardgrejer.<br />

11.01 - Deltagare 3: Forskning.<br />

11.12 - Deltagare 1:<br />

Äga och skapa byggnader. Allianser kan äga städer.<br />

13.18 - Deltagare 3: Man ska kunna spela ensam. Man ska ej bli påtvingad något.<br />

18.01 - Deltagare 1: Olika kanaler för chat. Friendslist, guildchat, allianschat osv.<br />

19.16 - Deltagare 1: Det bör inte finnas begränsningar. Spelsätt ska ej bli påtvingade.<br />

21.01 - Deltagare 2: Man ser spelet från “guds perspektiv”. Tillsätter ledare osv.<br />

(man styr familjen “från ovan”). Kanske är en gud. Kan lösa problemet med<br />

spelare som slutar spela (guden dog, folk... brinner upp?).<br />

23.45 - Deltagare 3: Designa sina trupper. Tank - mycket armor + stor kanon = dyr<br />

och långsam.<br />

Eftersnack<br />

00.00: Råd + teknik är centrala. Bygg för expansioner. Lite i taget.<br />

ca 04.00 Hur löser man att man har inget att göra?


136 Chapter D. Resultat - brainstorm 1


Appendix E<br />

Resultat - brainstorm 2<br />

Del 1 - Inledande brainstorm<br />

Spår 1<br />

00.24 - Deltagare 1: Teman. Strid, handel, resor. Man kan köra på olika teman<br />

(samtidigt). Man ska kunna påverka karaktärer, miljön. Borde finnas ett stort mål<br />

man arbetar mot (reset när målet uppnåtts). Exempel på sådant är olika sidor<br />

som kämpar mot varandra. Kan ske genom övertagbara saker (del-/etappmål).<br />

Även spännande för förlorande sida.<br />

05.40 - Deltagare 2: Terräng gör inverkan.<br />

06.30 - Deltagare 3: Micro och macro. Byggnader som ger plus. Mindre och större<br />

mål.<br />

08.35 - Deltagare 4: Tidsbegränsade karaktärer med ålder. Spelet tar slut eller att<br />

det går upp och ner (inte samma personer på toppen hela tiden). Karaktärer dör,<br />

men vissa saker ska man ha kvar (reinkarnation?).<br />

Spår 2<br />

00.00 - Deltagare 1: Ta land, resurser. Necromunda - 10-20 pers per område, hantera<br />

ett lag, karaktärer gör det mer intressant. Något som byggs upp + taktik +<br />

strategi. Guilder, klaner - Gemensamt försvar, territorium. Ansvaret för en<br />

spelares “gubbe” kan tas över av någon annan medan spelaren är borta. Svårare<br />

att ta död på någon som är utloggad.<br />

06.40 - Deltagare 2: Realtidsstrategi / turnbaserat Playorders.<br />

(10.30 - Deltagare 4:) Knåpa ihop strategier. Se hur striderna utspelar sig (replays?).<br />

Begränsa interaktionen med utloggade spelare.<br />

137


138 Chapter E. Resultat - brainstorm 2<br />

12.43 - Deltagare 3: Slump. Lätt system för att förstå striderna, typ tärningssystem.<br />

Synligt hur striderna går till. Mindre enheter ska kunna vinna mot större. Innebär<br />

en risk även för de största. Budgivning på karaktärer, vapen. Marknad för<br />

resurser. Köpa in bra soldater/hjältar. Man ska aldrig kunna dö helt.<br />

17.40 - Deltagare 4: Mycket stats (är roligt). Färdigheter, egenskaper, stats för vapen<br />

osv. Olika trupper är bra i olika terräng och situationer osv. “Har jag fördel och<br />

hur kan jag få fördel?”. Besatthet vid stats (som en bra sak, folk kan ägna mycket<br />

tid till dessa). Bygga upp egenskaper/färdigheter. Allt ska ha stats. Hjältar,<br />

arméer mm. Erfarenhet och ledare för arméer.<br />

22.38 - Deltagare 4: Wikipedia för världen. Uppslagsverk. Som visar stats och allt<br />

(tänk civilopedia).<br />

23.30 - Deltagare 1: Bakgrundshistoria. Möjlighet att påverka framtida historia. Se<br />

hur storyn utvecklas. Både spelare och annat kan påverka. Om två sidor slåss<br />

mot varandra så ska det verkligen puttas över till den enas fördel om dessa är på<br />

väg att vinna, det ska synas i världen.<br />

26.38 - Deltagare 1: Påverka andra spelare/påverka sina egna “grejer” (PvP/PvE).<br />

Påverka andra är roligare. Påverka även världen. Total war “Execute them all”<br />

påverkar karaktärer. Hur man spelar påverkar. Meka mycket med det egna är<br />

också kul. Ska gå att spela på olika sätt.<br />

31.00 - Alla : Handel, krig och annat. Inte bara krig! Skapande och handel är kul.<br />

Res och sälj där de betalar bra. Allt ska inte finnas överallt, men en resurs (eller<br />

liknande) ska ej påverka för mycket.<br />

38.55 - Deltagare 3: RTS-syn. Bygg och utveckla ett område. Mål är att rankas<br />

högst (highscore). Kan få bonus vid reset om man var bra (kan vara endast<br />

visuell). Beskrivningar kan skilja, men stats ska betyda något.<br />

Atombomb kan avsluta spelet. “Logisk reset”, ingen fast reset (dynamiskt). Antingen<br />

“cykliskt” på toppen (ingen kan vara mäktigast jämt) eller reset. Man ska se<br />

vem som är bäst just nu.<br />

Spår 3<br />

00.00 - Deltagare 4: Flera områden på flera olika servrar, interaktion dem emellan.<br />

Världar interagerar med varandra. Land förklarar krig/handlar med andra länder.<br />

Skillnad på förutsättningarna mellan olika världen (tex. olika resurser osv.).<br />

Mångfald. Rymdspel är praktiskt för utforskning. Den som leder på servern<br />

kan styra interaktionen med andra servrar.<br />

05.30 - Deltagare 3: Talar i telefon...<br />

06.16 - Deltagare 4: Guilds. En är kung till dess han/hon dör/avsätts. Röstning/starkast/äger<br />

något särskilt kan avgöra vem som är kung. För stor makt för kungen kan vara<br />

dåligt. Olika roller kan finnas (hierarkier/nivåer). Mycket makt måste innebära<br />

mycket ansvar (“kungen måste kunna lynchas”).


139<br />

Del 2 - Utveckling av idéer<br />

Spår 4<br />

00.00 - Deltagare 4: Olika resurser på olika planeter/världar. Även pengar kan skilja<br />

(valutakurser). Ett antal resurser. Förädling och kombinering (smör + sirap =<br />

(amerikansk) mat, där “+” kanske är en fabrik som kombinerar). Man ska kunna<br />

välja vad man ska sälja för, sedan budgivning. Buy-out -¿ få resursen direkt om<br />

man betalar dyrt. Byta en last x mot vara y. Resa iväg för att köpa/sälja.<br />

06.40 - Deltagare 1: Karaktärsförbättring. Hamna först på highscore innan reset.<br />

Flera sätt att ta sig framåt på. Se vem som ligger först (för att ej stödja). Får<br />

kanske inte stå i detalj (score 39 kan vara både arméer och handelspoäng sammanslaget).<br />

Svårt med direktkontakt för handel, marknad är lättare. “Jag vill<br />

köpa mängd x av vara y om det kostar mindre än z”. Högst karisma kan få handla<br />

först, “shopping skills”.<br />

13.10 - Deltagare 2: Resor. Du måste upptäcka, kommer ej åt alla spelare direkt.<br />

Sälja/byta kartor. Leta resurser, dessa syns ej direkt.<br />

15.35 - Deltagare 3: Uppdrag. Introduktion i form av quests. “Döda x antal monster”.<br />

Strid mot NPC:s som intro. Dessa intro-quests kan finnas för alla saker<br />

(handel, diplomati etc.). Intro gärna utan att vara hotad av andra spelare i början.<br />

Quests kan vara tillgängliga hela tiden. Även stora uppdrag “Drake anfaller stad”.<br />

18.35 - Deltagare 4: Events. Sjukdomar, böldpest, “great year”. Båda bra och dåliga<br />

(men “lagom” inverkan). Kan ske pga. Hårt uttnyttjade resurser eller byggande av<br />

många fabriker/parker. Kan ske pga. hur man spelar. Kan påverka många (man<br />

kan se hur folk beter sig när det dyker upp en gemensam fiende eller liknande).<br />

Kungen kan i princip tvinga folk att skicka iväg soldater/han kan ej tvinga...<br />

Kungen blir straffad för dåliga order.<br />

26.02 - Deltagare 2: Flera karaktärer. En huvudkaraktär, men ha fler. En som styr<br />

en armé, en handlare, en utforskare osv. Gangleader, ranker, hierarki även här.<br />

Statbonus för ledaren. Lite kan föras över från död karaktär. Utveckling för<br />

karaktärer på det dom gör. Hur du spelar ska påverka, “fega” karaktärer ska<br />

överleva lättare, men de blir inte bra. Både strategi och rollspel. Historia bakom<br />

karaktärer. Karaktärsutveckling är intressant.<br />

35.54 - Deltagare 3: Ledarens ansvar att sätta upp tullar, vilka man handlar med<br />

mm. Vapenindustrin kan ägas av “staten” så spelare blir involverade och får<br />

något av staten. Subventionera saker så att han indirekt styr vad som produceras.<br />

Valet att ställa sig utanför och ej stödja kungen.<br />

ca 40: Kan man byta land? Skulle kunna gå, men måste finnas ett straff. Makt över<br />

sitt eget område, men “styrs” av annan (tex. genom att man kan vara vasall).<br />

“Vasall eller dö”. Kan bryta sig ur. Kontakt utan att vara social genom “färdiga<br />

avtal”. Ledaren ställer in “ska få 10% av trupperna”, spelare ställer in “ska ge 5%<br />

av trupperna”. Spelaren får då inte lika mycket av “the spoils <strong>of</strong> war”.<br />

47.35 - Deltagare 4: Blandar 2d & 3d. Olika nivåer. Ledare och krig på stor skala<br />

kan ha turnbaserat 2d. Varje härskare som skickar med trupper ser mer detaljer


140 Chapter E. Resultat - brainstorm 2<br />

(3d) och styr mer i detalj.<br />

inloggad.<br />

Förvarning om när striderna sker så man kan vara<br />

Spår 5<br />

00.00 - Deltagare 4: Skapa nya byggnader, föremål, vapen. Designa själv så andra<br />

kan se. Användargenererat innehåll. Black & White-stuket (är spelaren ond så<br />

syns det). Inte bara ond eller god utan även mellanting. Bygg olika byggnader.<br />

Kombinera byggnader. Enkla enheter kombineras ihop till mer komplexa.


Appendix F<br />

Manus för diskussionsession<br />

Spelet<br />

– Onlinestrategispel<br />

– Beständig värld<br />

– När en spelare är utloggad finns spelarens rike & enheter kvar<br />

– Många spelare (minst ett hundratal)<br />

– Ska kunna fortsätta under lång tid (långt forskningsträd, genom expansioner)<br />

Världen<br />

– Består av land som är synligt på kartan<br />

– Flera olika raser/kulturer<br />

– Utspelar sig (eller börjar åtminstone) tidigt/fantasy<br />

Spelaren kan interagera och styra<br />

– Städer - skapa arméer, förädla resurser, forska<br />

• Population - Manskap<br />

• Olika raser/kulturer<br />

• Attraktion<br />

– Resurser<br />

• Grundläggande finns överallt<br />

• Lyxresurser på vissa ställen<br />

• Kräver manskap för att utvinnas<br />

141


142 Chapter F. Manus för diskussionsession<br />

– Familj och familjemedlemmar<br />

• Krävs för att styra städer, ger bonusar till städer<br />

• Kan fungera som generaler<br />

• Utvecklas med erfarenhet - ålder och bragder ger erfarenhet<br />

• Prestige - spelarens poäng<br />

• Rykte/titlar (Edward de Geers the bloodthirsty)<br />

• Liv och död<br />

• Giftermål för att få nya familjemedlemmar<br />

• Familjehistoria skrivs automatiskt under spelets gång<br />

– Arméer<br />

• Manskap<br />

• Olika enheter<br />

• Battle orders<br />

• Replays<br />

–<br />

Övertagande av städer<br />

• Anfallaren kan välja att plundra, bränna, ta över osv.<br />

• Den övertagna kan välja på att överge staden, bli partisan eller vasall.<br />

• Om alla städer har blivit övertagna kan man helt enkelt flytta någon annanstans.<br />

– Forskning<br />

– Handel<br />

• Kräver manskap<br />

• Flera stammar med förgreningar<br />

• Stöd för nya spelare, stammen går snabbare<br />

• Trading posts<br />

• Svinn<br />

– Diplomati<br />

• Olika situationer, krig, neutralitet, allians<br />

• Olika kommunikationskanaler


Appendix G<br />

Frågor som måste behandlas<br />

Skala<br />

– Hur <strong>of</strong>ta kan man förvänta sig att spelare loggar in?<br />

– Vad ska rimligtvis hinna hända medan man är utloggad?<br />

– Hur länge borde familjemedlemmarna leva?<br />

– Hur länge ska en strid pågå?<br />

– Hur lång tid ska en armé behöva för att förflytta sig över en kontinent?<br />

Världen<br />

– Ska det vara fantasy eller vad ska det egentligen vara?<br />

Raser/Kulturer<br />

– Ska det vara raser eller kulturer?<br />

– Hur många olika?<br />

– Vad ska skillnaderna vara?<br />

– Bara populationen eller även familjer?<br />

Giftermål och familjer<br />

– Hur ska det ske?<br />

– Mellan spelares familjemedlemmar (vilket innebär problem) eller bara med NPC:s?<br />

• Om med spelare: Hur kontrollerar man vem som får barnen?<br />

• Förlorar man karaktärer?<br />

143


144 Chapter G. Frågor som måste behandlas<br />

• Ska man kunna “blanda blod/raser”?<br />

– Vilka ska ingå i familjen?<br />

– Hur stor ska familjen vara?<br />

– Hur förhindrar man att spelare får för många familjemedlemmar att styra?<br />

Allianser<br />

– Hur hårt ska de vara styrda? (Tillstånd i spelet vs. Hanterade av spelare)<br />

– Vilka sorter ska finnas?<br />

• Icke aggressions-pakt<br />

• Militära allianser<br />

• Handelsallianser<br />

• Osv...<br />

Råd<br />

– Automatiskt med i (ett enskilt för varje ras/kultur)<br />

– Kan fungera som<br />

• Introduktion<br />

• Bidra med uppdrag och events<br />

• Militär hjälp till svaga spelare<br />

• Resurser till svaga spelare<br />

• Nya spelare kan vara under rådets beskydd<br />

• Starta krig med andra råd/raser/kulturer<br />

Ska detta finnas och vilka delar i så fall?<br />

Händelser/Events<br />

–<br />

Är det viktigt?<br />

Speltekniska aspekter<br />

– Ska man kunna se alla alternativ även om de inte är tillgängliga än (t.ex. i forskningsträdet)?


145<br />

Highscore<br />

– Hur ska detta representeras?<br />

• Ska man se alla spelare och vad de har hög poäng i (kan ge info om vem man<br />

ska anfalla osv)?<br />

• Ska man bara se top 10?<br />

• Ska man bara se samlad poäng för alla “kategorier”?<br />

Resurser<br />

– Mat, hur ska detta fungera (i form av befolkningstillväxt/tak)?<br />

• Som “vanlig” resurs?<br />

• Knutet till staden, ger befolkningstillväxt beroende på hur området kring<br />

staden ser ut?<br />

Övertagande<br />

– Hur ska områden tas över från andra spelare?<br />

– Hur tar en spelare över neutrala områden?<br />

• Markörer/fort (som ger några rutors area) som spelaren placerar ut/bygger<br />

• Städer ger rutor att placera ut<br />

• Ta över med militär<br />

• Ta över med militär, men endast inom en radie definierad av storleken på<br />

städerna (varje stad har ett eget område inom vilket spelaren kan ta över<br />

områden, dessa områden kan överlappa). Städer kan dock tas över ändå,<br />

dessa blir då “nollade” i form av sitt område som kan tas över, staden får<br />

även det grundläggande området (1x1, 3x3 eller 5x5) övertaget. Den som blir<br />

av med staden får behålla allt område som fortfarande är inom områden som<br />

hans kvarvarande städer täcker. Allt annat område blir dock neutralt.


146 Chapter G. Frågor som måste behandlas


Appendix H<br />

Annoterade idéer till spelet<br />

Text i kursiv stil är kommentarer till idéerna. Siffror i parentes är betyg till idéerna där<br />

1 är sämst och 5 är bäst.<br />

Idéer i korthet<br />

– Användning av rapportsystem. Spelarna ska kunna hitta all möjlig statistik om<br />

hur de spelar. (5) Höjer fun-factor.<br />

– “Samma värld”, alla ska kunna spela i samma värld som sina kompisar. Man ska<br />

alltså inte behöva välja värld, eller server, när man börjar spela och vara fast på<br />

den för evigt. För att få detta att fungera kan samma värld ha flera kontinenter<br />

(eller planeter) på olika servrar. Spelare kan resa mellan servrar och även ha<br />

resurser på flera olika servrar. På detta sätt kan man koppla på nya servrar till<br />

samma värld när nya spelare anländer. (4) Stöder princip 1.<br />

– Möjlighet att välja mellan olika raser och folkslag man ska spela med (detta blir<br />

då den familj man spelar med, se nedan). Olika raser och folkslag ska ha olika<br />

stats och ge bonus på olika saker. (3) Måste utvecklas, potentiellt bra.<br />

– Flera “lager” som spelaren kan röra sig mellan. Även om spelet är i 2D så finns<br />

diskreta lager i spelvärlden travade på varandra. Dessa lager skulle kunna vara<br />

under jord, i berg, mark, luft och omloppsbana. (3) Kan vara bra, speciellt om<br />

det kombineras med olika raser (dessa skulle då kunna bo i olika lager), men ej<br />

nödvändigt. Kan bli svårt att överblicka.<br />

– Stöd för flera plattformar. Det skulle även kunna vara så att man kan ladda ned<br />

en tung klient där allt ingår, och är man på jobbet kan man surfa in på webbsidan<br />

för att spela en lätt version av spelet. Denna skulle då vara utan grafik och<br />

spelaren kan inte göra allting, kanske bara skicka och kolla meddelanden mellan<br />

andra spelare. (3-4) Implementationsfråga.<br />

– Konfigurerbart gränssnitt. Man ska själv kunna välja vilka knappar som gör vad.<br />

Man ska även kunna bestämma layouten på elementen (karta, knappar, flikar<br />

147


148 Chapter H. Annoterade idéer till spelet<br />

m.m.) på skärmen. Man kanske också ska kunna välja vilka knappar som syns<br />

i gränssnittet och vilka som finns i undermenyer beroende på spelstil (allt detta<br />

kräver en rejäl inställningsmeny). (4) Kan höja usability. Implementationsfråga.<br />

– Man ska kunna interagera med andra spelare på ett politiska plan, inte bara genom<br />

att skicka arméer på dem. (5) Key feature.<br />

– Det ska inte finnas en ond och en god sida. Olika raser ska bara ha olika egenskaper,<br />

men sättet de spelas på bestäms av spelaren. Eventuellt kan ondska och godhet<br />

representeras, men det är ändå spelarens handlingar som avgör var på skalan den<br />

befinner sig. (5) Stöder princip 2.<br />

– Spelaren är inte hjälplös när den är <strong>of</strong>fline. Då tar en AI över och “spelar”. (3)<br />

Stöder princip 3, men kräver mycket att implementera en AI. En AI kan ej heller<br />

vara jämställd spelaren, dvs. kunna starta krig, rösta, handla mm. Kan dock bara<br />

vara så att AI:n utför playorders och inte tar egna initiativ.<br />

– Man ska kunna ställa in beteende på arméer och byggplaner. (4) Stöder princip<br />

3. Se playorders.<br />

– Skillnader i utseende för olika spelares städer/länder/arméer. Eventuellt genom<br />

att spelaren får göra egna skins eller liknande. (3) Skillnader mellan arméer och<br />

folkslag krävs för att man ska få en överblick, men möjligheten att definiera egna<br />

skins kräver mycket implementation. Om andra spelare ska kunna se dem så krävs<br />

det att någon måste godkänna dem för att inte det ska komma olämpligt material.<br />

– Spelare ska ej kunna dö helt. Det ska ej heller vara möjligt att “mobba ut” svagare<br />

spelare. (5) Se princip 4 och princip 5.<br />

– När man börjar spela ska man inte kunna se alla alternativ och möjligheter som<br />

man ej än kan utnyttja. (3) Höjer användbarheten om spelaren inte kan se alla<br />

alternativ och byggnader som ännu inte är tillgängliga. Kan dock ändra sättet<br />

spelet spelas på om spelaren inte kan planera långt i förväg för att denne inte<br />

vet vad som kan göras senare i spelet. Därför måste man vara försiktig när man<br />

döljer alternativ, även om de ej går att utnyttja. Är dock en balansfråga, om man<br />

ser att man kan bygga dödslasrar under stenåldern så blir det ej heller realistiskt.<br />

Något man också kan göra är att dölja föråldrad teknik, så att alternativet att<br />

bygga blåsrör inte visas när man kan bygga laserkanoner.<br />

– Teknologiträdet ska bara vara synligt en bit. När man börjar närma sig slutet får<br />

man se de nya alternativen. Genom detta så får spelarna någonting nytt att sikta<br />

på hela tiden. (3) Bra att kunna erbjuda kortsiktiga mål, men lider av samma<br />

som ovan. Kan lösas genom att man visar att det finns alternativ bortom det<br />

“sista” alternativet, till exempel genom att ha frågetecken (?) som visar att det<br />

finns något, men inte vad.<br />

– Det ska gå att spela och överleva som “casual <strong>game</strong>r”. Det betyder att även om det<br />

finns många parametrar att ställa in så är spelarna inte tvingade till att göra det<br />

(defaultvärden). De är inte heller tvungna att sätta sig in i bakgrundshistorien.<br />

Om man har soldater och inte ger dem “battle orders” så står de ändå inte still om<br />

det blir strid. (4) “Casual <strong>game</strong>rs” är viktiga. Det handlar om att ge alternativ.<br />

Vill spelaren inte detaljstyra så ska denne inte vara tvingad till det. Stöder princip<br />

2 och princip 3.


149<br />

– Allting får inte försvinna om en hjälte/familjemedlem dör. (4) Det blir för hårt<br />

straff om en karaktär dör och spelarna kan tappa motivationen.<br />

– Det ska vara lätt att kontrollera spelet. Standarder ska följas. (5) Handlar om<br />

användbarhet.<br />

– Spelare som vill ska kunna spela ensamma, de ska inte tvingas att gå med i en<br />

allians eller liknande. Det kan även vara möjligt att ha “färdiga avtal” så spelare<br />

slipper interagera så mycket. (3) Stöder princip 2. Men viss interaktion är alltid<br />

nödvändig, även om den göms bakom färdiga avtal och order.<br />

– Det bör inte finnas begränsningar. Spelsätt ska ej bli påtvingade. (3) Att inte ha<br />

begränsningar är ganska svårt. Men spelaren ska själv kunna välja vilken nivå som<br />

denne ska spela på (detaljstyra playorders eller fokusera på helheten), och även hur<br />

denne ska spela (fokusera på krig, handel osv.). Stöder princip 2.<br />

– Spelaren ska själv kunna designa sina trupper genom att ge dem olika skydd och<br />

vapen. Detta påverkar truppernas egenskaper. (2) Kan vara roligt, men blir väldigt<br />

komplext. Kräver att man kan bygga/köpa de olika vapen och rustningsdelarna.<br />

– Bygg för expansioner, spelare ska aldrig kunna “levla” till max så att de ej kan<br />

komma vidare. (4) Implementationsfråga. Bra för att spelet ej behöver vara<br />

“färdigt” när det släpps.<br />

– Spelare ska kunna påverka miljön i spelet. Till exempel genom att plantera skog,<br />

bygga broar m.m. (4) Roligt, intressant och strategiskt.<br />

– Spelet ska ha en bakgrundshistoria. (4) Ger djup åt spelet.<br />

– Spelarnas handlingar påverkar hur historien i spelet utvecklas. (3) Finns en bakgrundshistoria<br />

som byggs vidare kräver det att man bevakar spelet (kan göras automatiskt)<br />

för att kunna föra historien vidare. Då får spelet en “handling” som kan<br />

föras vidare i olika riktningar beroende på hur spelarna spelar (lite som scriptade<br />

events). Kräver dock implementation och att man har bestämt mycket i förväg.<br />

Kan även betyda att det spelarna gör “skapar” en historia (som även kan dokumenteras).<br />

– Terräng gör inverkan. Olika trupper är olika bra i olika terräng. Viss terräng är mer<br />

gynnsam för att bygga vissa byggnader på. (5) Strategiskt, lätt att implementera,<br />

intressant.<br />

– Det ska gå att ta över områden. Både “neutrala” och andra spelares områden<br />

(krig, kultur, religion). (5) Strategiskt intressant.<br />

– En spelare kan överlåta sina städer, soldater m.m. till en annan spelare när denne<br />

är <strong>of</strong>fline. (2) Bra om en spelare är borta länge. Men knöligt och svårt att implementera.<br />

Frågan är också hur mycket man ska kunna överlåta åt andra spelare.<br />

– Det ska vara svårare att ta död på en spelare som är utloggad. (4) Stöder princip<br />

3.<br />

– Lätt system för att förstå striderna, typ tärningssystem. Synligt hur striderna går<br />

till. Det ska alltså inte bara synas attack och försvar utan även reglerna för hur<br />

stridssystemet fungerar. Man ska förstå vad alla stats innebär. (4) Strategiskt


150 Chapter H. Annoterade idéer till spelet<br />

intressant. Ökar playability om spelarna förstår vilka konsekvenser ett beslut kan<br />

få.<br />

– Mindre enheter ska kunna vinna mot större. Innebär en risk även för de största.<br />

(3) Balanseringsproblem.<br />

– Mycket stats för enheter, byggnader, hjältar, vapen osv. (3) Kan vara roligt att<br />

lära sig reglerna, men kan bli svårt att förstå och innebära en hög tröskel för nya<br />

spelare. Kan göra relationen mellan handling och konsekvens svårare att förstå.<br />

– Arméer, hjältar, familjemedlemmar mm. kan utvecklas och bli bättre (genom erfarenhet).<br />

De blir bättre i det område man använder dem till. Eventuellt skulle<br />

erfarenheten för en armé försvinna med tiden. (5 - karaktärsutveckling och erfarenhet)<br />

Om karaktärer ej utvecklas försvinner en mening med att ha dem. Detta<br />

gör det intressant att specialisera sina karaktärer. (3 - arméerfarenhet) Svårt att<br />

implementera. Enskilda trupper måste ha egen erfarenhet. Dock logiskt och intressant.<br />

– Wikipedia för världen. Uppslagsverk. Som visar stats och allt (tänk civilopedia).<br />

(3) Bra om spelet är avancerat, men är en nödlösning att måsta förklara reglerna<br />

utanför spelet. Är bättre att spelarna kan komma åt dem inne i spelet när de<br />

behöver dem. Kan dock vara ett komplement.<br />

– Det kan finnas möjlighet att köpa/sälja kartor (som håller information om vilket<br />

terräng som finns inom ett visst område). Om en spelare kommer in på området så<br />

får han/hon tillgång till hela kartan för det området, men för de som inte utforskar<br />

allt själva så kan det vara relevant att köpa kartor. (3) Enbart relevant om man<br />

inte kan se hela världen till en början. Dock kan det innebära att alla kan få en<br />

komplett världsbild alltför snabbt. En fråga är vad som ska synas på kartorna, är<br />

det bara terrängen eller även städer, broar och liknande? Om städer syns kan det<br />

bli ett problem med versionshanteringen eftersom sådant kan förändras.<br />

– En spelare som blir övertagen av en annan blir vasall. Detta är i princip en<br />

påtvingad allians. (2) Stöder princip 4, motsäger princip 2. Det finns dock alternativ:<br />

Om en stad blir invaderad av en motspelare och det finns en familjemedlem<br />

i staden så kan spelaren välja om familjemedlemmen ska bli vasall, partisan eller<br />

flytta. Om man väljer att bli vasall så har man kvar staden och betalar skatt till<br />

motspelaren beroende på hur stor staden är. Är man partisan kan man försöka<br />

ta tillbaka staden och väljer man att flytta så får den andra spelaren staden. Den<br />

andra spelaren kan i sin tur välja vid invasionen om staden ska plundras, förstöras<br />

eller tas över samt den andra spelaren ska bli vasall. Om alla städer tas över så<br />

ska spelaren som har tappat alla sina städer ha möjlighet att flytta sitt rike.<br />

– Spelare kan skapa nya byggnader, föremål, vapen. Designa själv så andra kan<br />

se (i.e. användargenererat innehåll). (2) Kan vara roligt men kan bli mycket att<br />

implementera. Måste även övervakas och fyller ej heller någon egentlig funktion.<br />

Om man själv kan välja stats på sina vapen och inte bara göra nya grafiska representationer<br />

på dem så får man även balanseringsproblem.<br />

– Det kan finnas en möjlighet att kombinera byggnader. Enkla enheter kan kombineras<br />

till mer komplexa (detta kan leda till “strömlinjeformad produktion”). (3)<br />

Bra idé om resurser är många och kan kombineras i flera steg för att producera<br />

andra resurser. Automatiserar delar som inte är så roliga att göra.


151<br />

– Synligt om spelare är onda eller goda (men även mellanting måste finnas). (4)<br />

Bra men ett tveeggat svärd. Om man kan se andra spelares spelstil så kan man<br />

kanske räkna ut vilka som är värda att anfalla osv.<br />

Familj, ätt, hjältar<br />

Som spelare styr man en familj eller ätt av en speciell ras och folkslag. Denna familj kan<br />

ses som spelarens största “pjäser” i och med att de har stor inverkan på vad spelaren<br />

kan och inte kan göra. Till exempel så kan det krävas att spelaren placerar en medlem<br />

ur familjen i varje stad som spelaren har. Medlemmar ur familjen blir äldre och dör<br />

alltefter som tiden går i spelet. Detta medför att familjen måste kunna föröka sig för<br />

att inte försvinna. (5) Familj är en central del i spelet. Med dem kan man hindra att<br />

en spelare är bäst hela tiden genom att familjemedlemmar dör.<br />

I familjen finns även ett “överhuvud” som är den viktigaste karaktären i spelet. Denna<br />

karaktär ger mest bonus vad den än används till tack vare dess pondus. (4) Ger mer<br />

djup. Den stad som överhuvudet är kopplad till blir även spelaren huvudstad. När<br />

denna dör måste ett nytt överhuvud väljas. Spelaren kan då välja hur det nya huvudet<br />

ska väljas, till exempel den äldsta sonen, dottern eller det barn med mest av någon<br />

egenskap. Om ingen kandidat finns som uppfyller kriterierna, eller om det finns flera,<br />

kan stridigheter inom familjen uppstå.<br />

Det kan även vara så att en familjemedlem gör uppror mot resten av familjen. Det<br />

beror på hur mycket direkt kontroll spelaren ska utöva över “sin” familj. Antingen är<br />

de viljelösa dockor som lyder och gör allt som spelaren vill (enkelt att implementera),<br />

eller så har de egen vilja och mål (svårare att implementera). Om då spelaren sätter<br />

dem i positioner som går emot deras vilja kan de revoltera. (1 - egen vilja) Spelarna<br />

kommer med största sannolikhet att känna frustration om deras viktigaste pjäser inte<br />

kan kontrolleras direkt.<br />

Under spelets gång så skapas en familjehistoria. Alla relevanta händelser som familjen<br />

är med om registreras och läggs till. Även släktträdet byggs naturligtvis ut allteftersom<br />

spelet fortskrider. Det här skulle kunna representeras i html (eller liknande, med länkar<br />

osv.). Detta blir särskilt intressant om giftermål med andra spelares familjer introduceras<br />

då man kan se “sitt” släktskap med andra spelares familjer. (4) Inte livsviktigt,<br />

men väldigt roligt. Blir mer statistik att titta på.<br />

Giftermål<br />

En spelare kan gifta bort en medlem ur sin familj med en medlem ur en annan spelares<br />

familj. Detta ska då ge någon form av fördel för spelarna. Vem som senare får spela de<br />

gifta samt deras barn finns det flera alternativ för:<br />

– Spelaren med den manliga karaktären “får” den kvinnliga karaktären och även de<br />

barn de får. För detta betalar denna spelare en “hemgift” för att få nytt blod<br />

till sin familj. Hemgiften kan vara i form av resurser, eller en icke-angreppspakt<br />

(om denna bryts så förlorar spelaren väldigt många prestigepoäng). Detta kan<br />

vara ganska realistiskt med tanke på hur det verkligen gick till. Nackdelen är att


152 Chapter H. Annoterade idéer till spelet<br />

det kan bli lite väl realistiskt och kan verka stötande för vissa. Det kan också<br />

verka konstigt om detta sätt är det enda genom historiens gång, från stenålder till<br />

rymdålder.<br />

– Spelarna behåller sina respektive karaktärer och delar på barnen de får. Då bor<br />

och verkar de gifta på olika håll och den enda inverkan det får är att nya barn blir<br />

till. Detta alternativ är inte lika realistiskt.<br />

– Spelarna väljer själva vilken spelare som ska ta över paret. Denna betalar då<br />

hemgift åt den andra.<br />

– Det gifta paret “försvinner” (blir ospelbara). Efter viss tid så anländer barnen<br />

till familjen som spelbara karaktärer. Detta alternativ kan också fungera som<br />

“extraliv” om familjen skulle dö ut. Det kan alltid finnas en kusin som är beredd<br />

att ta över.<br />

Systemet med “extraliv” skulle kunna användas vilket alternativ man än väljer. Det<br />

finns alltid en avlägsen kusin som kan komma och ta över.<br />

Alternativt kan man låta medlemmarna i familjen gifta sig med icke adliga personer<br />

(dvs. NPC:s). Detta kan ge mindre prestige (eventuellt minus), men det skulle även<br />

kunna vara adliga NPC:s från “ett land långt borta” som inte ger någon negativ effekt på<br />

prestigen. Man får dock inte någon allians eller liknande och man får mindre möjlighet<br />

att styra vilka egenskaper friarna har.<br />

Om man tvingar spelarna att gifta sina familjemedlemmar med andra spelares familjemedlemmar<br />

så lägger man stort ansvar på spelarna. Vad händer om de inte gifter sig<br />

och släkten dör ut? Det finns en risk att det blir väldigt komplicerat. Om de bara gifter<br />

sig med NPC:s så försvinner dock roligheten med att se släktskapen mellan familjerna<br />

(det finns inga). Det måste även vara en balans i antalet familjemedlemmar man har,<br />

det ska inte kunna gå att få för många man kan spela. Eventuellt så kan det vara så<br />

att man börjar med några få och allteftersom så kan man ha fler (forska fram eller<br />

liknande).<br />

Den stora frågan är om man måste gifta sig med samma ras och folkslag. Det blir enklare<br />

om det skulle vara så, men det blir (kanske) mer intressant om man kan blanda blod<br />

mellan olika raser. Då skulle avkomman få stats som är en blandning av föräldrarnas.<br />

Om föräldrarna har specialförmågor så kan det slumpas ut om barnet får det också.<br />

Beror på vad som bestäms ovan.<br />

Användningsområden för familjemedlemmar<br />

– Spelaren måste ha en familjemedlem i en stad för att kunna styra över den. Kan<br />

dock vara möjligt att äga en stad utan en familjemedlem (men inte att styra och<br />

det går inte att anlägga eller ta över nya städer om man inte har en familjemedlem<br />

att placera där). (5) Detta leder till att man inte kan bygga hur många städer som<br />

helst och därmed bli hur mäktig som helst. Problemet är vad som händer när<br />

personen som styr staden dör. Detta kan lösas genom att spelaren har reserver<br />

som kan ta över. Om inte spelaren har en reserv så förlorar spelaren viss kontroll<br />

över staden (kan inte bygga nya byggnader, svårare att försvara osv.).


153<br />

– Familjemedlemmarna kan springa omkring och döda monster osv. Detta kan ge<br />

föremål som kan hjälpa familjen/landet/familjemedlemmen. Familjemedlemmen<br />

kan eventuellt också utvecklas och få bättre “stats”, detta kan dock innebära problem<br />

då familjemedlemmar kan dö. När familjemedlemmarna är ute och springer så<br />

kan dom röra sig inom en ruta på kartan (en ruta kan tex. vara uppdelad i nio små<br />

rutor). (2) Blir alltför frikopplat och ett eget spel. Stats och erfarenhet är dock en<br />

god idé, men kan förskaffas på andra sätt, till exempel när ett slag har vunnits.<br />

Det vore också roligt om man hade ett achievements-system där karaktärerna får<br />

priser för att ha utfört vissa uppgifter, dessa kan då visas upp för andra spelare.<br />

– Familjemedlemmar kan ge en bonus till städer eller arméer som de placeras i. Detta<br />

beror på familjemedlemmens egenskaper och eventuella utrustning osv. (5) Detta<br />

är en anledning till att familjen finns. De ska vara något annat än en “tavla” som<br />

man kan titta på men inte ger något rent mekaniskt.<br />

– Familjemedlemmar kan skickas till rådet för rasen (varje spelare får skicka en<br />

familjemedlem var). Familjemedlemmens egenskaper avgör hur mycket genomslagskraft<br />

den röst spelaren lägger får. Vilka egenskap som påverkar kan bero på<br />

ras (en orch med mycket styrka har mycket att säga till om medan en alv med<br />

mycket spiritualitet är inflytelserik osv.). (4) ännu ett användningsområde. Bra<br />

om karaktärerna har betydelser på andra plan än krigiska.<br />

– Familjemedlemmar kan användas som ambassadörer i andra spelares städer. Då<br />

kan spelaren med ambassadör få viss information om den andra spelarens stad.<br />

Det kan vara så att man måste utse en ambassadör som bor i den andra spelarens<br />

huvudstad om man ingår någon form av allians. (3) Enbart applicerbart om det<br />

finns flera familjemedlemmar.<br />

Förmodligen blir det så att man måste koppla en familjemedlem till en stad, men kan<br />

även använda den till andra uppgifter. När personen bor i staden så ger den bonus till<br />

vissa områden som spelaren väljer. Spelaren kan när som helst plocka ur personen ur<br />

staden och stoppa in den i en armé, men då tappar staden bonusen. Även om personen<br />

inte befinner sig i staden så är den ändå kopplad dit.<br />

Områden familjemedlemmar kan fokusera på:<br />

– Krig, familjemedlemmen blir då en enhet som spelaren kan gå omkring med på<br />

kartan. Kan även sätta in denne i en armé. Bragder är slag och ger erfarenhetspoäng.<br />

– Produktion minskar byggnadstiden och ger erfarenhet när byggnader färdigställs.<br />

– Forskning ger uppfinningsbonus och mer erfarenhet vid upptäckter.<br />

– Attraktion ger mer nöjda invånare så att populationen ökar snabbare, erfarenhet<br />

vid folkökning.<br />

Familjemedlemmar får erfarenhet på två olika sätt:<br />

– Ålder ger erfarenhet som spelaren kan placera ut på olika områden.<br />

– Bragder ger bonus på det område där bragden utförts.


154 Chapter H. Annoterade idéer till spelet<br />

Rykte<br />

Varje familj har ett rykte vilket återspeglar hur spelaren har spelat. Ryktet kan vara<br />

flera olika variabler som till exempel blodtörstig, kulturell, välvillig, hederlig mm. Varje<br />

familjemedlem kan även ha ett rykte som bidrar till familjens rykte. Eventuellt är det<br />

endast familjens rykte som spelar in vid rådslag mm (detta för att inte spelaren ska<br />

vara blodtörstig med vissa familjemedlemmar och att det inte märks vid rådslag). (3)<br />

Ger mer djup, men kan utnyttjas om man ej är försiktig. Om alla andra spelare ser an<br />

familjs och individuella medlemmars rykte inom flera områden så kan de även räkna ut<br />

hur de ska bete sig mot den spelaren.<br />

Råd<br />

Ett råd/orakel/en despot osv. kan finnas för varje enskild ras. Rådet är de som avgör<br />

när spelare ska bli straffade när de hackat på mindre starka spelare etc. Detta kan yttra<br />

sig tex. genom att rådet säger “Spelare x har varit ond, alla ska skicka två soldater<br />

för att attackera spelare x”. Rådet kan även lägga fram ämnen för omröstning så<br />

som höjda skatter, eller korståg osv. Rådet är i princip AI när det gäller bestraffning<br />

av spelare, men fungerar även som admins kanal in till spelarna (genom att lägga ut<br />

uppdrag och omröstningar). Omröstningarna påverkas naturligtvis av spelarna. Olika<br />

bestraffningar/belöningar osv. kan användas av de olika rasernas råd. Rådet kan ge<br />

ytterligare hjälp/bestraffningar. Några alternativ listas nedan:<br />

– Militär hjälp till svaga spelare som blir attackerade<br />

– Resurser till någon som blivit nedslagen<br />

– Nya spelare kan vara under rådets beskydd<br />

– Ge quests som spelare kan utföra (korståg, hitta artefakter osv.). Kan vara för<br />

flera länder, ett land eller för enskilda familjemedlemmar/hjältar (se quests).<br />

– Om ovanligt mycket aggression har visats från en ras mot en annan så kan rådet<br />

lägga fram förslaget att det ska startas krig mot den andra rasen (dvs. det blir<br />

ingen prestigeförlust att anfalla spelare av den andra rasen).<br />

Spelare ska kunna ge förslag på omröstningar eller “lagar” till rådet. Dessa lagar skulle<br />

kunna gälla att en typ av forskning är förbjuden, eller att alla måste betala skatt.<br />

(3) Positiva aspekter:<br />

– Hjälp till svaga.<br />

– Naturlig kanal från admin.<br />

– Färdigt forum som spelarna kan använda.<br />

– Introduktion, tutorial till nya spelare.<br />

Negativa aspekter


155<br />

– Krystat.<br />

– Konstiga restriktioner. Spelarna måste tillhöra ett råd, även om de inte vill. Bryter<br />

mot princip 2.<br />

Det skulle kunna vara så att rådet spelar stor roll för nya spelare. När man börjar får<br />

man flera uppdrag av rådet för att man ska lära sig hur spelet fungerar. Allteftersom så<br />

lär sig spelarna och de får inga mer uppdrag av rådet. Då är det bara vid speciella<br />

tillfällen som rådet kan ge uppdrag, annars fungerar det bara som en kanal mellan<br />

spelare.<br />

Allianser<br />

En allians är ett förbund som två eller flera spelare bundit sig till. (5) allianser måste<br />

vara med på ett eller annat sätt. Det ska finnas flera olika typer av allianser, och<br />

en spelare ska kunna ansluta sig till mer än en av dem. En allians är ett “state” i<br />

spelvärlden, det vill säga att man ska kunna se vilka spelare som är i allians med vilka.<br />

Det finns flera sätt man kan göra detta på:<br />

– Det finns bara en typ av allians som en spelare kan skapa. I denna så bestämmer<br />

denna spelare vilka regler som gäller för denna allians. Denna spelare bestämmer<br />

även själv vilka spelare som ansöker om medlemskap som får vara med. Det är<br />

även upp till denna spelare att “kicka” spelare som bryter mot alliansen. Detta<br />

blir väldigt flexibelt, men det är upp till spelarna själva att se till att de inte<br />

bryter alliansen. Detta kan leda till missbruk och orättvisor om till exempel en<br />

alliansledare kickar en spelare på grund av personliga orsaker och inte på grund av<br />

att den spelaren bröt mot några regler i alliansen. Detta kan vara bäst för allianser<br />

som inte explicit betyder någonting (typ Ikariam). (3) Enkelt att implementera,<br />

men ger ingen “koll”.<br />

– Det finns bara en typ av allians, men nu väljer spelaren i listor hur den ska fungera.<br />

Det kan till exempel vara hur man bestämmer i alliansen (omröstning, en ledare,<br />

ett råd av starka spelare m.m.) och vilka regler som gäller (om man får anfalla<br />

andra i alliansen och vad som händer om man gör det, vad man måste betala för<br />

att få vara med m.m.). På detta sätt får “spelet” reda på vilka regler som gäller<br />

för alliansen och kan på detta sätt se till att regler efterföljs. Då kan spelare som<br />

inte sköter sig kickas automatiskt och andra slipper bli kickade på grund av “fel”<br />

orsaker. (3) Ger koll, men <strong>of</strong>lexibelt. När man försöker skapa en taxonomi över<br />

olika allianser och olika alternativ så kommer man att missa saker. Om en spelare<br />

vill skapa en viss typ av allians, men den inte stöds, så blir spelaren frustrerad.<br />

– Det finns flera olika typer av allianser att välja mellan. De kan vara av typen handelsallians,<br />

icke-angreppspakt eller militär allians. Då är flera regler färdigspecifierade<br />

och spelarna slipper fylla i oändliga listor av regler, de behöver bara justera vissa<br />

värden. Då kan andra spelare även se vilken typ av allians andra spelare har<br />

mellan varandra. Nackdelen är att det kan kännas <strong>of</strong>lexibelt om spelarna inte kan<br />

bilda sina egna allianser. De kanske vill bilda en ballongallians(?), men det finns<br />

ingen sådan att välja på. (4) Kombinerar man detta alternativ, där vissa typer


156 Chapter H. Annoterade idéer till spelet<br />

av allianser finns att välja på, med en generell allianstyp, så blir det ganska kraftfullt.<br />

Kan spelaren ställa in vissa parametrar (styrelseskick, hur omröstning går<br />

till, hur man kan avsluta sitt medlemskap, hur spelare sparkas, kan individuella<br />

spelare starta krig med andra spelare, hamnar alla i alliansen i krig med en annan<br />

spelare om denne attackerar någon i alliansen, kan alliansen starta krig mm.), så<br />

blir det nästan en kombination av alla typer. De färdigspecificerade allianserna<br />

kan till exempel vara icke angreppspakt mm.<br />

En nackdel med att ha färdiga regler är att det kan krävas lite handpåläggning om<br />

paradoxer uppstår. Om spelare A har en militär allians med spelare B och en annan<br />

militär allians med spelare C, och B och C börjar kriga, vad händer då? Ska man skicka<br />

styrkor till båda sidor? Tvingas man välja sida eller kan man hålla sig neutral i detta<br />

fall utan att bli utesluten i båda allianser?<br />

Om spelet explicit håller reglerna kan man tvinga spelare i en ickeaggressionspakt att<br />

hålla fred genom att ta bort alternativet att anfalla. Man kan även göra så att skatt<br />

dras automatiskt. I ett handelsavtal så kan en viss mängd varor skickas kontinuerligt<br />

utan att spelarna själva måste göra det.<br />

Riken<br />

Med allianser skulle man även kunna skapa “riken” där en spelare är ledare (behöver ej<br />

vara den som startade alliansen) och har viss kontroll över de andra spelarna. Denna<br />

spelare kan till exempel kräva skatt eller kontroll över en viss mängd soldater. Även<br />

tullar och tex. vapenindustrin skulle kunna styras/ägas av ledaren. Mycket makt kräver<br />

dock mycket ansvar. Det ska gå att sätta sig emot kungen och avsätta denne. Det måste<br />

finnas en möjlighet för enskilda spelare att bryta sig ur “riket”, detta ska dock innebära<br />

någon form av straff för att det inte sker alltför lättvindigt (möjligtvis kommer spelarna<br />

själva att skapa sådana bestraffningar). (2) Kan vara häftigt, men måste bidra med något<br />

unikt som inte kan finnas i en vanlig allians (bankverksamhet kanske?). Restriktivt och<br />

ej nödvändigt.<br />

En spelare som väljer att inte bidra med den mängd soldater eller skatt som ledaren<br />

utkräver kan bli straffad (tex. om ledaren vill ha 10% av soldaterna och spelaren bara<br />

ger 5% så får spelaren mindre av bytet från kriget).<br />

En allians kanske kan bilda allians med en annan allians. Då kan riken gå ihop och bli<br />

superriken. Till slut finns det en kung över galaxen. (3) Detta fungerar även om man<br />

bara har “vanliga” allianser. Då skulle man kunna välja när man skapar alliansen om<br />

den ska kunna ingå allians med andra allianser.<br />

Eventuellt kan även allianser äga och sköta städer, soldater m.m.<br />

Städer<br />

Spelaren ska kunna bygga städer och fylla dem med invånare. (5) Nödvändigt. Dessa<br />

invånare behöver inte vara av samma ras eller folkslag som familjen man spelar. Det kan<br />

mycket väl vara så att samma stad både innehåller alver, orcher, människor, lågländare,


157<br />

högländare och lilleputtar. Spelaren ska även ha möjlighet att stoppa vissa raser från<br />

att komma in i staden. (?) Kan bli för avancerat att ha olika raser i en stad, men<br />

behöver inte bli det. Har man olika raser som kan bo i samma stad så kan spelaren välja<br />

om de ska ha en generell stad eller en specialiserad för en specifik ras.<br />

För att locka till sig olika raser i staden kan man behöva bygga olika typer av byggnader<br />

som den rasen tycker om. Det kan då vara så att vissa byggnadstyper även stöter sig<br />

med andra raser. Det kan även vara så att vissa lyxvaraor lockar till sig vissa raser men<br />

stöter sig med andra.<br />

Om städer är olika attraktiva att bo i för olika raser kan man locka till sig en viss ras<br />

från en annan konkurrerande stad genom att göra sin stad mer attraktiv att bo i för<br />

den rasen.<br />

Två bra idéer som ger städer och raser djup.<br />

Handel<br />

Handel ska ha betydelse i spelet. (5) Key feature. För att få tillgång till alla resurser<br />

så måste man handla, alla resurser är ej tillgängliga bara genom att utvinna dem själv.<br />

Antingen så kan man byta varor mot pengar, eller varor mot andra varor. Handel kan<br />

fungera på många olika sätt:<br />

– Man kan bygga trading-posts i en stad. Om två andra spelare använder denna<br />

trading-post så kan denna spelare ta ut tull för denna handel. (3) Avstånd betyder<br />

något, blir mer att göra, ännu en byggnad att bygga/forska fram. Men det kan<br />

bli väldigt rörigt tillslut. Det kan även bli för svårt att få tag på vissa resurser,<br />

säljarens marknad.<br />

– Global marknad. (3) Enkelt att implementera och förstå, men gör att man kan<br />

“se” mer än man borde kunna. Avstånd från det egna riket till en viss resurs<br />

spelar även mindre roll, svårt att få vägar att få betydelse. Köparens marknad.<br />

– Auktionssystem, där man även kan välja att betala ett högt pris för att få varan<br />

direkt. (3) Kan läggas till de andra, eventuellt forskar man fram det.<br />

– Resor för att köpa och sälja. (2) Kan bli roligt och realistiskt, men kommer att bli<br />

trögt.<br />

Man skulle kunna göra en annan version av en tradingpost där man forskar fram handelssystemet.<br />

Ju mer man forskar desto längre bort kan man handla och desto mindre<br />

svinn blir det. Ju större en spelares handelspost är, desto mer av marknaden får spelaren<br />

tillgång till. Storleken på handelsposten avgör hur mycket svinn det blir (större -¿ mindre<br />

svinn). Det är alltid den som avgör affären som drabbas av svinnet. Detta betyder<br />

att om man har en liten handelspost och vill köpa eller sälja, så vill ingen göra affärer<br />

med en därför att de drabbas av svinnet. Om man däremot har en liten handelspost<br />

och ser att en annan spelare vill köpa eller sälja varor, så drabbas man själv av svinn.<br />

Det är alltid varor som försvinner, inte pengar.<br />

Det är avståndet mellan två spelares huvudstäder som avgör avståndet när man ska<br />

beräkna svinnet.


158 Chapter H. Annoterade idéer till spelet<br />

Vägar kan även byggas för att minska svinnet (eventuellt minska transporttiden). En<br />

fråga är om handlandet ska ta tid? Ska man få varorna direkt eller tar det en tid<br />

proportionell till avståndet att få sina varor.<br />

Även hjältar, vapen och andra producerade tillgångar skulle kunna handlas med. Hjältar<br />

som ej tillhör någon spelare kan finna tillgänglig att köpa. Alla spelare har då möjlighet<br />

att ge bud. (3) Hjältar kommer nog inte att finnas i spelet, man ska förmodligen inte<br />

kunna producera vapen, enbart trupper. Eventuellt så skulle man kunna handla med<br />

producerade lyxvaror (och trupper).<br />

Har man trading post eller global marknad så kan själva köpandet och säljandet fungera<br />

på två sätt:<br />

– Man anger att man vill köpa en vara för ett visst pris och andra spelare kan se<br />

det och välja att sälja till en. Man kan även ange att man vill sälja en vara till<br />

ett visst pris och då fungerar det på samma sätt. (4) Det är förhållandevis enkelt<br />

och kan kombineras med svinn.<br />

– Man anger att man vill köpa till ett visst pris maxpris X, en annan spelare anger<br />

att denne vill sälja till ett visst pris minpris Y. Om X ¿ Y så får man varan för ett<br />

pris som är en funktion av X och Y. Om flera spelare vill köpa samma vara så kan<br />

den spelare som får varan bestämmas a antingen den som köat längst eller vars<br />

familjemedlem har högst karisma. (2) Ganska krångligt och går ej att kombinera<br />

med svinn.<br />

Forskning & utveckling<br />

Spelarna ska kunna forska fram ny teknik. (5) Nödvändigt. Denna teknik gör det till<br />

exempel möjligt att bygga nya typer av vapen eller byggnader. Teknologiträdet ska ha<br />

flera grenar och det ska inte vara möjligt att kunna bli bäst på allt. Möjliga områden<br />

är teknik, vapen, magi m.m.<br />

För att förhindra att nya spelare inte har en chans mot äldre, så kan man göra så att<br />

stammen/stammarna på trädet går fort att forska fram när många behärskar tekniken.<br />

Stammen kan då vara de olika åldrarna i världshistorien och viktiga teknologiska genombrott<br />

(papper, hjulet, kugghjulet, mikrochipet mm.). Mikrochipet kan vara fruktansvärt<br />

dyrt att forska fram för den första som kommer på det, men är man först så får man ett<br />

visst försprång under en viss tid. Ju fler som forskar fram mikrochippet desto billigare<br />

blir det. Men stammen gör inte mycket i sig, utan man måste utforska grenarna för att<br />

kunna bygga olika soldater eller byggnader och de är lika dyra oavsett hur många som<br />

kommit på dem. På detta sätt hindrar man att nya spelare befinner sig i stenåldern och<br />

andra i rymdåldern.<br />

Olika raser kan ha olika teknologiträd (eller grenar). Kan vara evolution för vissa och<br />

teknik för andra. (1 - unika träd) Blir svårt att balansera och ger inte så mycket. (3 -<br />

unika grenar) Kan ge mer djup åt de olika raserna. På detta sätt kan man tvinga fram<br />

interaktion mellan de olika raserna om bara dvärgar kan utvinna mithril och alverna<br />

utvinna silverek (men vad hindrar en alvfamilj att anställa dvärgar? Dvs. om man kan<br />

ha olika raser i staden så varför inte i gruvan?). Får fråga.


159<br />

Kommunikation<br />

Det ska vara enkelt att kommunicera med sina grannar och allierade. (5) ett måste för<br />

diplomati. Det finns chatt (som går till alla inom en allians tex.), mejl (till en eller ett<br />

fåtal personer) och forum (Varje allians har ett forum där de kan diskutera). Man ska<br />

kunna ha vänlistor och listor på alla som är med i de olika allianserna/råden/guilden<br />

och kunna kontakta enskilda eller alla. Om man ska skicka meddelanden till spelare<br />

som befinner sig långt borta tar det tid för meddelandet att gå fram. (2) Det bör ej<br />

ta någon tid att kommunicera, kommunikation kan ändå ske utanför spelet och det tar<br />

ingen tid. Hur lång tid beror på kommunikationskanalen. Svar ska kunna representeras<br />

som avhuggna huvuden om man vill.<br />

Ett alternativ är att spelare kan stoppa sändebud mellan andra spelare och på detta<br />

sätt avlyssna kommunikationen (kryptering kanske också då ska finnas). (1) Ingen bra<br />

idé, kommunikationen kommer då bara att flytta utanför spelet.<br />

Playorders<br />

Spelaren kan ge order till AI:n om hur denna ska bete sig när spelaren inte styr själv.<br />

(5) Måste vara med. Stöder princip 3. Detta kan ske på olika nivåer.<br />

Strider<br />

– Ett alternativ för playorders här är att spelaren säger till AI:n hur en armé och<br />

de bataljoner/divisioner/trupper som den består av ska bete sig och vilka uppställningar<br />

den ska utgå från i strid. Alla strider kan i så fall utspelas mellan AI.<br />

(5) Ger djup och fler saker att syssla med, ska dock ej vara ett måste.<br />

– Det är möjligt att säga till en armé hur den ska bete sig i en större skala medan<br />

man är borta. Ska den tex. attackera alla andra arméer som kommer i närheten,<br />

fly undan, återvända och försvara en stad eller bara hålla sin position. (4).<br />

– Det kan finnas möjlighet för spelaren att forska fram bättre AI (dvs. mer avancerade<br />

alternativ; olika formationer eller attacker). (4).<br />

– En duktig general eller liknande i en armé kan göra AI:n bättre. (4) eller höja<br />

moralen.<br />

Byggplaner<br />

Spelaren kan ge instruktioner till vilka byggnader som ska byggas medan spelaren är<br />

borta. Detta kan ske på lite olika sätt.<br />

– Spelaren säger exakt vilka byggnader som ska byggas (dvs. spelaren sätter upp<br />

en kö) (4) Lätt att implementera. Frustrerande om man måste logga in hela tiden<br />

för att göra något nytt.


160 Chapter H. Annoterade idéer till spelet<br />

– Spelaren säger vad AI:n ska prioritera (tex. bygger AI:n mycket baracker eller<br />

liknande om fokus ligger på stridsbyggnader, eller så ligger fokus på att reparera<br />

osv.). (2) Svårt att implementera och har inte så stor poäng.<br />

Mål och slut<br />

Spelet innehåller mål som spelarna kan kämpa mot. Målen kan vara både delmål<br />

och/eller slutgiltiga mål som i princip avslutar spelet (spelet skulle även kunna fortsätta<br />

även när det slutgiltiga målet har uppnåtts, det kanske finns spelare med ett motsatt<br />

mål som fortsätter kämpa för det). Ett exempel på stora mål är:<br />

– “ena galaxen/världen under en flagga”.<br />

– Flera sidor strider och en har vunnit.<br />

Om man hintar om att det finns ett mål, men inte skriver ut det explicit, så kan man<br />

skjuta upp beslutet. Man kan till exempel skriva i bakgrundshistorien om en splittrad<br />

värld som vill enas.<br />

Exempel på delmål är:<br />

– Man ska ta över vissa platser eller artefakter.<br />

– Vinn över påven till din sida.<br />

Det är viktigt med delmål för att belöna spelarna och motivera dem att spela vidare.<br />

Det finns flera alternativ på hur spelet slutar:<br />

– Det finns inte något slut på spelet, men det ska inte vara så att samma spelare<br />

befinner sig på “toppen” hela tiden. Även nya spelare ska ha chans att bli bra.<br />

– Det finns ett slut (ett av flera möjliga slutgiltiga mål har uppnåtts), men spelet<br />

kan fortsätta även efter slutet.<br />

– Spelet slutar efter ett slutgiltigt mål har uppnåtts.<br />

– Spelet tar slut efter en viss tid.<br />

– Ett visst antal spelare släpper bomben och allt dör.<br />

Resurser<br />

Det ska inte vara möjligt att ha tillgång till alla resurser (förutom eventuellt genom<br />

handel eller krig). (4) Ger djup och skapar intressekonflikter. Resurser skulle kunna<br />

förädlas med hjälp av tekniker och fabriker (eller liknande), både genom att slå samman<br />

olika resurser (kol + järn = stål) eller bara förädling av en resurs (timmer -¿ plank).<br />

(3) Beror på hur avancerat man vill göra det.


161<br />

Resurser ska vara mer eller mindre tillgängliga och vanliga. Vissa basresurser (trä och<br />

sten) finns överallt, men andra mer exklusiva finns bara på vissa ställen i världen. Dessa<br />

är dock inte nödvändiga för överlevnad. (5) Tvingar till interaktion.<br />

Vissa resurser är förnyelsebara och växer tillbaka efter en viss tids träda. Spelaren kan<br />

välja hur mycket av en resurs den ska ta ut från en källa per tidsenhet. Om spelaren<br />

överutnyttjar en resurs så kan den ta slut, åtminstone för en tid. Tillväxten för en<br />

resurs är proportionell till hur mycket av resursen som finns i källan. Detta betyder att<br />

om man utvinner för mycket av en resurs så försämras återväxten. Eventuellt skulle<br />

forskning kunna ge bättre återväxt. (2) Kan vara intressant att försöka hitta balansen,<br />

men det finns alltid en bästa nivå så när man hittat den blir valet trivialt.<br />

Alternativt så är resurserna oändliga men spelare kan bara utvinna en viss mängd per<br />

tidsenhet. Genom forskning eller uppgradering så kan man utvinna mer per tidsenhet.<br />

(4) Enklare och mindre frustration.<br />

För att hindra att det blir för mycket inflation så krävs det att resurserna används upp<br />

och försvinner. Detta kan lösas genom att byggnader, soldater m.m. kostar att bygga,<br />

samt att soldater kostar att underhålla. Balanseringsproblem.<br />

Resurser är inte nödvändigtvis synliga direkt, utan spelarna måste medvetet leta efter<br />

dem. Det kan även vara möjligt att vissa resurser inte är synliga om man inte “forskat<br />

fram” dem. (2) Blir ingen strategi om man måste gå på en resurs för att veta att den<br />

finns där. Borde räcka med att man upptäckt ett område för att se vilka resurser som<br />

finns där.<br />

Resurser ska vara globala, det betyder att de inte är kopplade till en viss stad. Behöver<br />

spelaren bygga någonting i en stad så måste denne inte skicka resurser mellan städer.<br />

Det betyder inte att man inte kan bygga förråd i städer, de ger högre tak i det globala<br />

förrådet.<br />

Städer förbrukar vissa resurser, som till exempel vissa lyxvaror, med en viss hastighet<br />

som spelaren bestämmer (mer ger högre attraktion). Om lagret innehåller mindre av en<br />

viss resurs än vad som behövs så kan ett av följande hända:<br />

– Ingen stad får någon resurs.<br />

– Det finns en prioritet mellan städerna, där kvarvarande resurser delas ut efter<br />

prioritet.<br />

– Resurserna delas lika.<br />

– Slump avgör vilka som får hur mycket av en resurs.<br />

Manskap<br />

Manskap är även det en resurs. Städer ger manskap som spelaren kan fördela ut på olika<br />

arbetsområden. Fler och större städer ger mer manskap. Om städerna innehåller olika<br />

raser, syns det även i vilket sorts manskap spelaren får. Olika manskap kan även vara<br />

olika bra på olika arbetsuppgifter. Vissa raser kanske även inte kan utföra vissa sorters<br />

arbete.<br />

Arbetsuppgifter skulle kunna vara:


162 Chapter H. Annoterade idéer till spelet<br />

– Trupp. Ett antal män används för att bygga en trupp soldater av något slag<br />

(trupper kan sedan slås ihop till arméer).<br />

– Matproduktion.<br />

– Gruvdrift.<br />

– Byggnationer.<br />

– Forskning<br />

Städer fyller på med nytt manskap om man skulle tappa det efter till exempel strid.<br />

Men det tar tid att fylla på med nytt (beror på storleken på städerna). Om man tappar<br />

en stad så tappar man inte manskap (skulle vara alltför hårt straff), det fylls bara på<br />

saktare.<br />

Strider<br />

Det ska vara möjligt att både se strider och hur de utspelar/utspelade sig samt att få<br />

en sammanfattning (battle report). Det ska inte vara möjligt att direkt ta kontroll över<br />

striden (se playorders) (nödvändigt), men strider ska ta lång tid (större strider tar längre<br />

tid) så det ska vara möjligt att skicka förstärkning i form av nya trupper. Det är även<br />

möjligt att andra spelare lägger sig i striden (inte nödvändigt).<br />

För att förhindra att man kan skicka en ensam soldat till en armé och på så sätt enkelt<br />

spionera på den andra spelarens laguppställning, krävs det att det finns överlevare som<br />

kan rapportera striden.<br />

När en spelare vunnit ett slag (fältslag eller tagit över en stad) så kan denne välja<br />

vad som ska hända med förlorarna (och staden). Ska alla dödas, skonas, ska staden<br />

brännas eller tas över mm. Vad spelaren väljer påverkar familjens rykte. (4) Påverkar<br />

karaktärerna. Tillfångatagna familjemedlemmar kan krävas lösensumma för, torteras,<br />

skickas hem i förnedring mm. Olika val leder till olika bonusar och påverkar ryktet (för<br />

vinnaren och/eller förloraren).<br />

Förloraren av ett (fält)slag (och inte blir annihilerad) flyr till bästa möjliga ruta närmast<br />

en stad som inte tillhör fienden (egen, allierad eller neutral). Blir man attackerad igen<br />

så backar man automatiskt så länge man är i flykt-tillstånd. Om rutan armén flyr till<br />

är strategiskt bra så kan det hända att den börjar slåss igen. Finns det bara fienderutor<br />

runt om så slåss man till siste man.<br />

Flykttillstånd kan en armé hamna i på två olika sätt: moralen brister och soldaterna<br />

flyr eller antalet levande soldater har hamnat under en (egeninställd) gräns. Moralen<br />

sjunker självklart när soldater dör.<br />

Quests och events<br />

Det kan finnas flera olika sorters quests (uppdrag). De från admin och/eller från andra<br />

spelare. Dessa uppdrag kan gälla för flera länder, raser, allianser, ett land eller enskilda


163<br />

hjältar. Uppdragen kan utspela sig inom olika områden: handel, produktion, politik<br />

eller strid (alla områden som finns inom spelet). Events och quests kan även triggas<br />

av hur spelarna spelar, tex. kan missväxt inträffa om spelarna utnyttjar odling i alltför<br />

stor utsträckning osv.<br />

Quests kan fungera som tutorial, men spelarskapade quests är svåra att implementera.<br />

Hur kan spelet få reda på att en spelare verkligen har utfört ett quest som denne påstår.<br />

Med olika kommunikationskanaler kan dock spelare ge varandra uppdrag utanför spelets<br />

regler.<br />

Events är händelser som skiljer från “vardagen” i spelet. (4) Intressant, skapar mål och<br />

belöningar. Några exempel är:<br />

– En drake kommer och attackerar.<br />

– En ö föds.<br />

– Hungersnöd.<br />

– Jordbävning.<br />

– Goda år (skördar/produktion etc.).<br />

Introduktionen till spelet kan ske i form av quests inom de olika områdena. Under tiden<br />

som spelaren spelar de introducerande questen så bör denne vara skyddad från andra<br />

spelare (eventuellt inte en del av den “riktiga” världen).<br />

Perspektiv<br />

Man styr från “guds” perspektiv (man “är” inte en enskild karaktär) (Så ska det vara).<br />

Men det skulle kunna vara så att man verkligen är en gud som styr sina undersåtar. Då<br />

skulle man kunna förklara spelare som slutar spela med att folkets gud har övergivit<br />

dem. Ett annat alternativ är att hela släkten dör under mystiska omständigheter och<br />

anarki och kalabalik utbryter. (1) Tar fokus från familjen.<br />

Highscore<br />

Familjernas poäng listas i någon sorts highscorelista. (5). Detta kan vara en higscorelista<br />

där familjens poäng i alla områden (strid, handel osv.) räknas samman, eller olika listor<br />

för olika områden. Även familjens blodtörst/godhet skulle kunna listas.<br />

Alternativ för highscorelistor inom olika områden:<br />

– I listor för olika områden listas alla spelare. Det skulle kunna medföra att man<br />

kan avgöra om man ska attackera en spelare eller inte.<br />

– Endast topp tio listas inom de olika områdena.<br />

– Man ser endast sin egen position i listorna (spelaren ser att denne ligger på tex.<br />

position 128 på handelslistan).


164 Chapter H. Annoterade idéer till spelet<br />

Alternativ för hur man räknar:<br />

– Highscoren räknas från tidernas begynnelse (dvs. allt man får poäng för läggs till<br />

det man redan hade, resultatet ökar hela tiden). Kan få effekten att dom som<br />

börjar spela spelet först alltid ligger i topp. (2) Leder till att den som började<br />

spela alltid är bäst.<br />

– Highscoren är knuten till specifika familjemedlemmar. När en familjemedlem dör<br />

så tappar familjen den “score” som familjemedlemmen hade. Kan anses som hårt<br />

straff, men ser till att toppen av highscoren är i konstant rörelse. (4) Har man<br />

vunnit ett stort slag, eller uppfunnit elden så återspegles det i poängen så länge<br />

familjemedlemmen som utförde dådet lever. Man kan även räkna in andra saker i<br />

poängen som till exempel antal städer, landarean, produktion mm (se nedan).<br />

– Highscoren räknas ut för stunden, endast den situation spelaren och dess land<br />

befinner sig i just för stunden är det som visas på highscore. Man slipper räkna<br />

poäng, det kommer vara relativt mycket rörelse på highscore-listan, men det finns<br />

stor risk att spelare kan räkna ut vem som är svag osv. (3) Att bara göra på detta<br />

sätt tar fokus från familjen. Stora bragder räknas inte heller alls.<br />

– Samma som ovan, fast knutet till specifika familjemedlemmar (familjemedlem A<br />

har visst politiskt inflytande och en viss militär makt osv.). (3) Går, men inte<br />

lika intressant som ovan.


Appendix I<br />

Heuristiker för utvärdering<br />

Feedback & control<br />

– Players should perceive a sense <strong>of</strong> impact onto the <strong>game</strong> world.<br />

– Feedback should be given immediately to display user control.<br />

– The first-time experience is encouraging.<br />

Goals<br />

– The <strong>game</strong> provides clear goals or supports player created goals.<br />

– There should be multiple goals.<br />

Challenges & skills<br />

– Get the player involved quickly and easily.<br />

– There should be variable difficulty level.<br />

– “A good <strong>game</strong> should be easy to learn and hard to master” (Nolan Bushnell).<br />

– Provide instructions, training and help.<br />

– Challenges are positive <strong>game</strong> experiences, rather than a negative experience (results<br />

in their wanting to play more, rather than quitting).<br />

– There are no repetitive or boring tasks.<br />

– Pace and activities are varied to minimize frustration and fatigue.<br />

165


166 Chapter I. Heuristiker för utvärdering<br />

Progress<br />

– The player sees the progress in the <strong>game</strong> and can compare the results.<br />

– The players are rewarded and rewards are meaningful.<br />

– The <strong>game</strong> should give rewards that immerse the player more deeply in the <strong>game</strong> by<br />

increasing their capabilities (power-up), and expanding their ability to customize.<br />

– The player does not lose any hard-won possessions.<br />

– The <strong>game</strong> does not stagnate.<br />

– The <strong>game</strong> must maintain an illusion <strong>of</strong> “winnability”.<br />

Balance & Strategies<br />

– There must not be any single optimal winning <strong>strategy</strong>.<br />

– The <strong>game</strong> supports different playing styles.<br />

– Play should be fair.<br />

– Player should not experience being penalized repetitively for the same failure.<br />

– The player cannot make irreversible errors.<br />

Setting & content<br />

– The <strong>game</strong> uses orthogonal unit differentiation.<br />

– Include a lot <strong>of</strong> interactive props for the player to interact with.<br />

– Provide consistency between the <strong>game</strong> elements and the overarching setting and<br />

story to suspend disbelief.<br />

Multiplayer issues<br />

– The <strong>game</strong> supports communication.<br />

– There are reasons to communicate.<br />

– The <strong>game</strong> supports groups and communities.<br />

– The <strong>game</strong> provides information about other players.<br />

– The design overcomes lack <strong>of</strong> players and enables soloing.<br />

– The design minimizes deviant behavior.


Appendix J<br />

Found issues in heuristic<br />

evaluation<br />

Topic Feedback & Control<br />

Heuristic Feedback should be given immediately to display user control<br />

Problem Can be a long time between action and consequence<br />

Rating Moderate<br />

Description There is a chance that the consequences <strong>of</strong> an action are revealed long<br />

after the action. Therefore it will be hard for players to link cause<br />

and effect and therefore feel that the <strong>game</strong> is randomly punishing or<br />

supporting players.<br />

Solution -<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Feedback & Control<br />

Players should perceive a sense <strong>of</strong> impact onto the <strong>game</strong> world<br />

Players might not feel that they can affect the world.<br />

Minor<br />

Depending on the size <strong>of</strong> the world (and also the time scale) the player<br />

might not feel that it is possible to have any significant impact on<br />

the world as a whole. I.e. if the world is too big the actions <strong>of</strong> one<br />

single player won’t have any significant effect on the world.<br />

1. Limiting the size <strong>of</strong> the world. 2. Making it possible to affect a<br />

very large area in the world (though this might be extremely difficult<br />

to balance and make fair).<br />

167


168 Chapter J. Found issues in heuristic evaluation<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Feedback & Control<br />

Feedback should be given immediately to display user control<br />

No action has an immediate effect (The moving <strong>of</strong> an army is used<br />

as an example).<br />

Important<br />

If the player gives an order to move to an army the army will not move<br />

until the “move time” has ended which provides very little feedback.<br />

1. It is possible to give armies “move points” over time instead <strong>of</strong><br />

making them wait for each move. By doing this it is possible to have<br />

the armies move directly but only a given distance during a specific<br />

time. 2. Presenting that the army has been given an order and also<br />

showing clearly how much time it will take for the army to complete<br />

the order.<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Feedback & Control<br />

The first-time experience is encouraging<br />

All actions takes time to finish<br />

Important<br />

Since all actions takes a certain amount <strong>of</strong> time to finish there is the<br />

risk <strong>of</strong> players not being able to play for more than a couple <strong>of</strong> minutes<br />

before they have actually developed their land/country/cities quite a<br />

bit.<br />

1. Having plenty <strong>of</strong> things to do in the beginning. 2. Not restricting<br />

all actions to take time (for example using movement points instead<br />

<strong>of</strong> having to wait for each move when ordering armies around). 3.<br />

Make sure that there is a “hook” in the first parts <strong>of</strong> the <strong>game</strong> to<br />

make the players want to come back (and also provide good enough<br />

help so the start <strong>of</strong> the <strong>game</strong> is not too complex).<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Challenges & skills<br />

Get the player involved quickly and easily<br />

There is a chance that the player will be overwhelmed with all options<br />

at the beginning <strong>of</strong> the <strong>game</strong>.<br />

Important<br />

At the beginning <strong>of</strong> the <strong>game</strong> the player has a lot <strong>of</strong> options <strong>of</strong> things<br />

to do and strategies to use. Because the player does not know the<br />

<strong>game</strong> world and its rules he/she may not be able to form a <strong>strategy</strong><br />

and thus quit playing. If a mistake is made it could also have dire<br />

consequences that the player will have to deal with for a long time<br />

(i.e. building the wrong thing and thus depleting critical resources).<br />

1. Provide an in <strong>game</strong> tutorial that introduces the player to the world<br />

and explains the rules. 2. Ensure that the <strong>game</strong>play is balanced in a<br />

way that the initial decisions do not have too much effect.


169<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Challenges & skills<br />

“A good <strong>game</strong> should be easy to learn and hard to master” (Nolan<br />

Bushnell)<br />

Complexity vs. depth.<br />

Important<br />

The <strong>game</strong> has a lot <strong>of</strong> rules that can intimidate new players. This is<br />

a transparency issue.<br />

Make the rules simple but that still provides much depth (i.e. several<br />

choices in each situation).<br />

Topic Challenges & Skills<br />

Heuristic There should be variable difficulty level<br />

Problem The opponents set the difficulty.<br />

Rating Moderate<br />

Description It is very difficult to tune the difficulty for different players. All<br />

players will in essence play on the same difficulty, but if a player<br />

happens to start next to a strong and aggressive player the difficulty<br />

will be fairly steep for that individual.<br />

Solution Make the different directions a player can take have an effect on<br />

the difficulty. For example: If a player chooses to focus on science<br />

the difficulty in defending (since warfare is apparently not where the<br />

player wants a challenge) might become easier (so that aggressive<br />

players cannot take advantage <strong>of</strong> a peaceful player).<br />

Topic Challenges & Skills<br />

Heuristic Provide instructions, training and help<br />

Problem There is no mention <strong>of</strong> a tutorial or help.<br />

Rating Critical<br />

Description Since it is a fairly complex <strong>game</strong> some sort <strong>of</strong> help or tutorial (preferably<br />

both) is probably needed.<br />

Solution -<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Challenges & Skills<br />

There are no repetitive or boring tasks<br />

It is repetitive and tedious to explore.<br />

Important<br />

Players need to give a new order each time a new area is to be explored<br />

(i.e. the armies cannot move into unexplored territory). This makes<br />

the exploration very difficult as it demands that the player is <strong>online</strong><br />

for a very long time or logs in very <strong>of</strong>ten.<br />

1. Use “movement points” for the armies. 2. Allow the moving <strong>of</strong><br />

armies into unexplored areas.


170 Chapter J. Found issues in heuristic evaluation<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Challenges & Skills<br />

Pace and activities are varied to minimize frustration and fatigue<br />

The pace is fixed and the same for all players making it very difficult<br />

to balance the <strong>game</strong> at the same time as ensuring that the pacing is<br />

good in every situation a player can be in.<br />

Important<br />

In the beginning <strong>of</strong> the <strong>game</strong> things should perhaps be fast to accomplish,<br />

but when a player builds an additional city building cannot be<br />

as fast as it would disrupt balance. This is also an issue for new players.<br />

A new player should not be in an “impossible” position because<br />

everyone around her is already much more powerful. Since the pacing<br />

is identical for everyone (?) this becomes very difficult to balance.<br />

Provide different time scales for new players. The faster research for<br />

new players is a good approach, but this might need to be extended<br />

to buildings as well. This solution could however result in the pace<br />

<strong>of</strong> the <strong>game</strong> being too fast for new players.<br />

Topic Progress<br />

Heuristic The players are rewarded and rewards are meaningful<br />

Problem Many rewards are <strong>of</strong> the type that a player can gain by waiting.<br />

Rating Minor<br />

Description Plundering has basically the same effect as trading. This is however<br />

a minor issue when it is the interaction between players that is<br />

important and plundering will affect the relations between players.<br />

Solution Give unique rewards to different play styles (more than reputation,<br />

which is a minor cosmetic issue).<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Progress<br />

The <strong>game</strong> should give rewards that immerse the player more deeply in<br />

the <strong>game</strong> by increasing their capabilities (power-up) and expanding<br />

their ability to customize<br />

The rewards (or achievements) are basically very similar.<br />

Minor<br />

Example: Build a building and you get a building allowing you to<br />

build another building and so on. There is no real change to the<br />

options available for the players.<br />

Make more differentiating options available when certain achievements<br />

have been made.


171<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Progress<br />

The player does not lose any hard-won possessions<br />

Players can take over cities.<br />

Important<br />

A player can take over a city from another player. Cities are very<br />

important in the <strong>game</strong> and players spend a lot <strong>of</strong> time developing<br />

and upgrading them.<br />

Solution 1. Offer “free-zones”, cities that can not be taken over that the<br />

players can spend time on developing. Other players can only take<br />

over forts or similar buildings. 2. Make sure that cities do not have<br />

too much impact on the world (though this can make the <strong>game</strong> less<br />

interesting). 3. Enable the rebuilding <strong>of</strong> a city in a new location and<br />

make it much less costly than building an ordinary city from scratch.<br />

4. Make it extremely difficult to lose cities.<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Progress<br />

The <strong>game</strong> does not stagnate<br />

The <strong>game</strong> repeats and goals looses their importance.<br />

Moderate<br />

When all cities are built the goal to expand looses its importance.<br />

The only real goal will then be research, which is just waiting. If<br />

a player achieves all resources trading and warfare looses its importance.<br />

Players at the top are not <strong>of</strong>fered any other goals than new<br />

players to keep them motivated to play.<br />

1. Ensure that there is interesting <strong>game</strong>play even after a player has<br />

reached the maximum number <strong>of</strong> cities. 2. Fill the <strong>game</strong> with enough<br />

content so that no player ever comes to a situation where “everything<br />

has been done”. This could be done by demanding that cities and<br />

territories constantly change in order to counter the tactics <strong>of</strong> opponents.<br />

Topic Progress<br />

Heuristic The <strong>game</strong> must maintain an illusion <strong>of</strong> “winnability”<br />

Problem The illusion may break.<br />

Rating Minor<br />

Description After a while players may realize that there is no chance to definitely<br />

win over other players.<br />

Solution -


172 Chapter J. Found issues in heuristic evaluation<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Balance & Strategies<br />

The <strong>game</strong> should be fair<br />

There is a risk that different locations <strong>of</strong> players make the <strong>game</strong> more<br />

challenging for some players.<br />

Important<br />

The position <strong>of</strong> a player’s territory initially determines what resources<br />

the player has available. This can in turn make the <strong>game</strong> more challenging<br />

for certain players. The most important aspect is <strong>of</strong> course<br />

to make sure that no player starts in a location that does not allow<br />

for any growth or places the player at the mercy <strong>of</strong> other players.<br />

1. Give each player equal (or similar) opportunity in the beginning<br />

by giving all players the same starting conditions. 2. Make sure that<br />

all possible starting positions in the <strong>game</strong> have the same (or similar)<br />

opportunities.<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Balance & Strategies<br />

The <strong>game</strong> should be fair<br />

Players who have played for a while are superior to new players.<br />

Important<br />

Since the <strong>game</strong> must give players who has played for a while more<br />

power it might be difficult for new players to catch up.<br />

1. The approach to research (where players research new technology<br />

faster if many <strong>of</strong> the other players already has the technology) is a<br />

good start, but might need to be extended to buildings, resources<br />

etc. 2. It might be possible to include a “new player” bonus that<br />

gives new players bonuses that over time wears <strong>of</strong>f (this bonus would<br />

then become more and more significant during the <strong>game</strong> so that players<br />

that join very late get more <strong>of</strong> a bonus that players who joined<br />

earlier).<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Balance & Strategies<br />

Play should be fair<br />

Events can be considered unfair.<br />

Important<br />

The <strong>game</strong> allows for events that happen, such as earthquakes,<br />

famines, and good years. If these events happen randomly to only a<br />

few players they can feel unjustly treated. Even if all the players are<br />

affected such (negative) events are not fair because they can not do<br />

anything about them.<br />

Warn players in advance if a negative event is about to happen and<br />

make it possible for the players to avoid negative events. For example<br />

can a player be warned that a famine will break out unless the player<br />

does not build or upgrade the player’s farm.


173<br />

Topic Balance & Strategies<br />

Heuristic Player should not experience being penalized repetitively for the same<br />

failure, Play should be fair<br />

Problem Too much negative feedback for the looser in battles.<br />

Rating Critical<br />

Description In battles over cities, the loosing player will loose his/her army, plus<br />

resources and perhaps the city. This leads to smaller ability to rebuild<br />

an army to defend against later attacks. There is also no possibility<br />

for a loosing player to retreat to rebuild if the war is happening in<br />

his/her land. An attacking player can pillage a city as many times<br />

he/she wants and steal resources before the defender has any chance<br />

to build an army.<br />

Solution -<br />

Topic Balance & strategies<br />

Heuristic The <strong>game</strong> supports different playing styles<br />

Problem Playing styles is influenced by neighbors.<br />

Rating Moderate<br />

Description Even if a player wants to play peacefully, it will be hard to do if<br />

his/her neighbors are constantly at war. It will also be hard to trade<br />

if no other in the neighborhood is trading.<br />

Solution -<br />

Topic Balance & strategies<br />

Heuristic The <strong>game</strong> supports different playing styles<br />

Problem Limited effects <strong>of</strong> different styles<br />

Rating Minor<br />

Description There is a risk that a player’s choices will feel meaningless if he/she<br />

can do everything. A common problem in <strong>online</strong> <strong>strategy</strong> <strong>game</strong>s.<br />

Solution -<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Setting & content<br />

Include a lot <strong>of</strong> interactive props for the player to interact with<br />

Not much to do.<br />

Moderate<br />

Most things in the <strong>game</strong> take some time to before they are performed,<br />

so when a player has issued all commands there is nothing more to<br />

do than wait.<br />

Provide the player with something to do while he/she waits for an<br />

army to move or a building to be built.


174 Chapter J. Found issues in heuristic evaluation<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Setting & Content<br />

The <strong>game</strong> uses orthogonal unit differentiation<br />

There is no mention <strong>of</strong> differences in how different units behave in<br />

the simulated battles.<br />

Critical<br />

There is no description <strong>of</strong> how different units (archers, cavalry, and<br />

infantry) behave in the simulated battles.<br />

Make sure that the different units actually behave differently in the<br />

simulated battles (archers should for example stay back and be able<br />

to deal damage at a distance while cavalry should be able to use their<br />

speed and weight to charge into enemy units etc.).<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Setting & Content<br />

Include a lot <strong>of</strong> interactive props for the player to interact with<br />

There are quite fixed and limited things that the player can interact<br />

with.<br />

Minor<br />

The <strong>game</strong> contains a basic number <strong>of</strong> things that the player can<br />

interact with (cities, armies and so on) and these never change. This<br />

might lead to the player growing tired <strong>of</strong> the <strong>game</strong> since there is in<br />

essence nothing new to do.<br />

Solution 1. Give players who have played for a while new options and opportunities<br />

(though this might be very difficult to balance if the new<br />

options are to have an impact on the <strong>game</strong>). 2. Give the player<br />

more power in terms <strong>of</strong> customization (that could be only visible).<br />

For example, players might get the option to customize their family<br />

members’ looks.<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Multiplayer issues<br />

The <strong>game</strong> provides information about other players<br />

The score <strong>of</strong> the players are only shown like an overall score and it is<br />

not possible to see the land <strong>of</strong> other players (even the ones you are<br />

allied with).<br />

Moderate<br />

Because <strong>of</strong> these limitations in the information there might be a feeling<br />

<strong>of</strong> not being connected to the other players.<br />

Solution Include additional information for the players. At least for allies.<br />

Information that could be shown to everyone is origin (country), the<br />

race <strong>of</strong> the other players family etc. These things would not disrupt<br />

<strong>game</strong> balance but might still be interesting to know.<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Multiplayer issues<br />

The design overcomes lack <strong>of</strong> players and enables soloing<br />

One player in the <strong>game</strong> world is impossible<br />

Minor<br />

If there is only one player in the <strong>game</strong> it will be pointless to play. The<br />

only challenge is then how long the player can wait before he/she gives<br />

up.<br />

Have many players.


175<br />

Topic Multiplayer issues<br />

Heuristic The design overcomes lack <strong>of</strong> players and enables soloing<br />

Problem A player that wants to play without interacting with other players<br />

will have a hard time.<br />

Rating Minor<br />

Description The <strong>game</strong> supports soloing to some extent; players do not have to<br />

be in clans or communicate with each other. To play completely solo<br />

will however be hard.<br />

Solution -<br />

Topic<br />

Heuristic<br />

Problem<br />

Rating<br />

Description<br />

Solution<br />

Multiplayer issues<br />

The design minimizes deviant behavior<br />

Cheating by collusion I, battles to gain experience (described by Yan<br />

& Randell [56]).<br />

Moderate<br />

In the <strong>game</strong>, family members and units gain experience in battles.<br />

This can lead to that two players constantly fight with each other to<br />

gain an advantage over other players.<br />

Make it more expensive to just fight than the gain will be.<br />

Topic Multiplayer issues<br />

Heuristic The design minimizes deviant behavior<br />

Problem Cheating by collusion II, trading information (described by Yan &<br />

Randell [56]).<br />

Rating Moderate<br />

Description In the <strong>game</strong>, not all information is known to all players. This can<br />

lead to that players cooperate and trade information or sell it to<br />

other players that should not have access to that information. It is<br />

for examples easy to take a screenshot <strong>of</strong> an area that one player<br />

knows and sell it to a player that does not know that area.<br />

Solution -<br />

Topic Other<br />

Heuristic -<br />

Problem Players can feel “trapped”<br />

Rating Important<br />

Description A player can get totally surrounded by other players’ land. This<br />

limits his/her ability to explore the <strong>game</strong> world and he/she might<br />

feel “trapped” in his/her kingdom. He/she is left in the mercy <strong>of</strong><br />

his/her neighbors if he she wants to travel their land to explore.<br />

Solution Provide “free-zones” that no player can own so that they have the<br />

ability to move and explore the map. Colonization (with a safe capital).


176 Chapter J. Found issues in heuristic evaluation<br />

Topic Other<br />

Heuristic -<br />

Problem Players can not expand.<br />

Rating Important<br />

Description When a player gains more family members and want to expand with<br />

more cities, there is a risk that his/her kingdom is surrounded with<br />

other players’ cities. This forces the player to break up the kingdom<br />

into several “islands”.<br />

Solution Change kingdoms into colonies (with a safe capital).


Appendix K<br />

Utvärderingsmanus för<br />

fokusgrupper<br />

Positivt/negativt<br />

1. Vad är det bästa med spelet? Varför?<br />

2. Vad är det sämsta med spelet? Varför?<br />

Ekonomi<br />

1. Hur upplever ni det att man som spelare inte har tillgång till alla resurser utan<br />

måste handla eller kriga för att få tillgång till dem?<br />

2. Hur upplevdes det att man ej kunde bygga resursstationer utanför området man<br />

äger?<br />

3. Vad anser ni om att handeln genomfördes utan någon valuta utan bara genom<br />

byteshandel av resurser?<br />

4. Tanken från början var att vissa byggnader skulle ha en löpande kostnad, men<br />

detta kom inte med i prototypen. Vad anser ni om att ha löpande kostnader med<br />

utgångspunkt i hur det fungerade i prototypen (dvs. utan löpande kostnader)?<br />

Alltså: Är det något ni tror skulle bidra till att göra spelet intressantare?<br />

5. Hur upplevdes antalet resurser (för många, för få, etc.)?<br />

6. Andra synpunkter eller idéer om ekonomin och resurserna?<br />

Karta<br />

1. Hur upplevs det att spela ett sådant här spel på en karta (som i prototypen)? Dvs.<br />

Hur upplever ni det när positionen avgör vilka spelare man främst konkurrerar och<br />

177


178 Chapter K. Utvärderingsmanus för fokusgrupper<br />

interagerar med? Abstrakta positioner så att alla spelare “kan komma åt alla” är<br />

det bättre eller sämre?<br />

2. Att gå omkring och utforska, hur upplevs det? Intressant eller inte intressant?<br />

Vad skulle kunna göra detta mer intressant?<br />

3. Andra synpunkter eller idéer om kartan och utforskningen?<br />

Familj<br />

1. Använde ni er av familjemedlemmarna?<br />

2. Hur upplevdes familjemedlemmarna i prototypen?<br />

(a) Erfarenhetssystemet<br />

(b) Fokuseringen<br />

(c) Effekten på spelet<br />

(d) Nyttan eller bördan av dem<br />

3. Om en familjemedlem skulle dö, hur skulle detta upplevas?<br />

4. Andra synpunkter?<br />

Städer<br />

1. Ska man kunna erövra städer av andra spelare? Hur ska detta gå till?<br />

2. Hur upplevdes systemet med population?<br />

3. Hur upplevdes influensen städer emellan?<br />

4. Hur upplevdes det att neutralt område automatiskt blev ens eget område när en<br />

stad expanderade?<br />

5. Andra synpunkter?<br />

Strider och arméer<br />

1. Hur fungerade det att strida med en fördröjd effekt?<br />

2. Övriga synpunkter?


179<br />

Tempo<br />

1. Hur fungerade tempot i spelet? (För snabbt eller för långsamt, vilka delar?)<br />

2. Hur fungerade längden på striderna?<br />

3. Att skalan endast presenterades i “<strong>game</strong>time”, hur upplevdes detta? Ska man visa<br />

verklig tid och “<strong>game</strong>time”, endast verklig tid eller endast “<strong>game</strong>time”?<br />

4. Andra synpunkter?<br />

Extrafrågor<br />

1. Om man utgår från prototypen, vad verkar då roligast eller bäst? Att det kontinuerligt<br />

kommer expansioner med fler forskningar, resurser, byggnader med mera<br />

eller att det finns ett slut på spelet?<br />

2. Hade de olika raserna (och/eller dess antal) någon påverkan på upplevelsen?<br />

3. Skulle ni kunna tänka er att betala för att spela ett liknande spel? Hur mycket?


180 Chapter K. Utvärderingsmanus för fokusgrupper


Appendix L<br />

Resultat av utvärdering,<br />

fokusgrupp 1<br />

Antal deltagare: 2 st.<br />

Positivt/negativt<br />

1. Vad är det bästa med spelet? Varför?<br />

– Bästa med spelet är upptäckandet (fara runt, upptäcka, hitta resurser och<br />

andra spelare) och blandningen av raser på samma lag.<br />

– Bra kompromiss mellan turn-based och real-time.<br />

2. Vad är det sämsta med spelet? Varför?<br />

– Listan med byggnader som kan byggas i staden är för otydlig eller eventuellt<br />

för lång. Den som inte går att bygga än måste åtminstone markeras tydligare.<br />

– Många byggnader i sig är bra, men det måste vara tydligare vilka som går<br />

att bygga.<br />

Ekonomi<br />

1. Hur upplever ni det att man som spelare inte har tillgång till alla resurser utan<br />

måste handla eller kriga för att få tillgång till dem?<br />

– Det är bra att man inte har tillgång till alla resurser. Gör att man ej kan<br />

“gömma sig i sitt hörn”.<br />

– “Först blev jag irriterad”, men trade funkar.<br />

– Trade är ganska anonymt, vilket är bra.<br />

– Bra att messagesystemet finns så man kan förhandla.<br />

181


182 Chapter L. Resultat av utvärdering, fokusgrupp 1<br />

2. Hur upplevdes det att man ej kunde bygga resursstationer utanför området man<br />

äger?<br />

– Naturligt och bra.<br />

– Fort skulle kunna vara bra då det är lite väl dyrt och svårt att expandera en<br />

stad eller att bygga en ny.<br />

3. Vad anser ni om att handeln genomfördes utan någon valuta utan bara genom<br />

byteshandel av resurser?<br />

– Fungerar bra. Det är inte särskilt komplicerat, speciellt då det går så snabbt.<br />

4. Tanken från början var att vissa byggnader skulle ha en löpande kostnad, men<br />

detta kom inte med i prototypen. Vad anser ni om att ha löpande kostnader med<br />

utgångspunkt i hur det fungerade i prototypen (dvs. utan löpande kostnader)?<br />

Alltså: Är det något ni tror skulle bidra till att göra spelet intressantare?<br />

– Detta vore självklart bra, men det måste vara möjligt att kunna riva/stänga<br />

de byggnader som kostar.<br />

– Skulle förmodligen öka handel.<br />

– Man skulle kunna slumpa kostnaden så att en byggnad kan kosta olika sorters<br />

resurser för olika spelare. Det får förstås inte bli orättvist.<br />

5. Hur upplevdes antalet resurser (för många, för få, etc.)?<br />

– Antalet känns bra. Roligt att utforska och hitta nya etc.<br />

– “Skulle nog vilja ha lite mindre”, men många kan nog vara tufft och realistiskt<br />

om man gillar det.<br />

– Om förädling ska vara med så är det här för många resurser.<br />

6. Andra synpunkter eller idéer om ekonomin och resurserna?<br />

– Att ha defaultresurser som ej “målas ut” på kartan fungerade bra.<br />

Karta<br />

1. Hur upplevs det att spela ett sådant här spel på en karta (som i prototypen)? Dvs.<br />

Hur upplever ni det när positionen avgör vilka spelare man främst konkurrerar och<br />

interagerar med? Abstrakta positioner så att alla spelare “kan komma åt alla” är<br />

det bättre eller sämre?<br />

– Mycket bättre med karta! Mer “territoriskt”. Man känner att man måste ha<br />

soldater för att försvara.<br />

– Man blir mer involverad.<br />

– Det blir inte bara en topplista att tävla mot.<br />

2. Att gå omkring och utforska, hur upplevs det? Intressant eller inte intressant?<br />

– Intressant.


183<br />

3. Vad skulle kunna göra utforskning mer intressant?<br />

– Achievements vore kul.<br />

– Någon form av bonus/achievements borde man få för utforskning.<br />

– Events är bra (typ quests “Hjälpa handelsmannen”) Behöver inte vara stort<br />

och häftigt utan kan vara ett enkelt val som resulterar i olika saker.<br />

– Random enqounters.<br />

– Det skulle kunna finnas “en grotta med en drake” i varje land eller andra<br />

“småmysiga” grejer. Detta skulle kunna fungera som en smakprov på krig<br />

utan att man behöver anfalla någon.<br />

4. Att hamna i ett trängt läge, hur känns det?<br />

– Att expandera kräver krig.<br />

–<br />

Är man trängd så måste man använda diplomati.<br />

– Någon sorts frihet måste nästan finnas, det borde gå att ta sig ifrån det<br />

trängda läget.<br />

5. Andra synpunkter eller idéer om kartan och utforskningen?<br />

– Båtar och floder saknas. Någon sorts “fri lejd” vore bra för att ta sig ur<br />

trängda lägen (tex. genom att man alltid kan resa på floder även om de går<br />

genom andras land).<br />

Familj<br />

1. Använde ni er av familjemedlemmarna?<br />

– Lite grann, de är lite småroliga.<br />

– Har döpt dem, skoj för en själv.<br />

2. Hur upplevdes familjemedlemmarna i prototypen?<br />

(a) Erfarenhetssystemet<br />

– Rolig detalj.<br />

– Skönt att det “balanserar ut” den ökande tiden för byggnader.<br />

(b) Fokuseringen<br />

– Ger en möjlighet.<br />

– Det borde hända nått mer när fokus ändras. Porträtten kan tex. ändras.<br />

(c) Effekten på spelet<br />

– Känns som en “oavslutad” gren, men de borde vara kvar.<br />

– Familjemedlemmarna kräver lite mer jobb. Kan utvecklas mer.<br />

– De kan användas i events (det är de som ska utföra uppdrag).<br />

(d) Nyttan eller bördan av dem<br />

– “Har aldrig svurit åt dem i alla fall”.<br />

– Spännande faktor.


184 Chapter L. Resultat av utvärdering, fokusgrupp 1<br />

– Kollar någon gång per dag, lagom mycket tid som krävs.<br />

3. Om en familjemedlem skulle dö, hur skulle detta upplevas?<br />

– Enda sättet att få en personlig relation. Man bryr sig om dem. Annars är de<br />

bara en axelryckning.<br />

– Om de inte kan dö ska de ej heller få kunna röra på sig (och utforska etc.).<br />

– Det ska vara en risk att skicka med dem i arméer.<br />

4. Andra synpunkter?<br />

– De borde ge mindre bonus i större arméer än i små arméer.<br />

Städer<br />

1. Ska man kunna erövra städer av andra spelare? Hur ska detta gå till?<br />

– Ja, det är bättre än “småhackande”.<br />

– Det är en fråga om hur “snällt” spelet ska vara.<br />

– Man vill kunna erövra alla andra!<br />

– Det är ett stort straff att bli av med en stad.<br />

– Man borde få starta på en ny kula när man blir av med sin sista stad, men<br />

man borde få någon bonus. Tex. få med sig research och lite resurser.<br />

– Allianser skulle kunna rädda en om man blir av med sin sista stad.<br />

– Spelet vinner inte på att vara ett evighetsspel, det borde komma till ett slut.<br />

2. Hur upplevdes systemet med population?<br />

– Störande att mana krävs för första nivån av tents.<br />

– Ger inte något att ha det mer avancerat. Mer micromanagement behövs ej.<br />

Tempo<br />

1. Hur fungerade tempot i spelet? (För snabbt eller för långsamt, vilka delar?)<br />

– Tempot var bra.<br />

– “Småspela” är bra.<br />

– Mer att utforska vore bra.<br />

2. Att skalan endast presenterades i “<strong>game</strong>time”, hur upplevdes detta? Ska man visa<br />

verklig tid och “<strong>game</strong>time”, endast verklig tid eller endast “<strong>game</strong>time”?<br />

– Speltid tillsammans med en procentmätare (som visar hur många procent<br />

som är färdigt av tex. en byggnad) skulle räcka.<br />

– En kalender där man kan se när olika saker blir klara skulle vara bra.<br />

3. Andra synpunkter?<br />

– Världen och spelet måste ha ett namn!<br />

– Movement points skulle kunna vara bra.


185<br />

Extrafrågor<br />

1. Hade de olika raserna (och/eller dess antal) någon påverkan på upplevelsen?<br />

– Antalet raser är bra, särskilt om det är så liten skillnad mellan dem.<br />

– Raserna borde skilja sig åt mer.<br />

– Skulle kunna vara fler raser ifall de hade fler olika egenskaper (så att de skiljer<br />

sig åt mera).<br />

– Man skulle kunna använda mindre kända raser (istället för klassiska fantasyraser).<br />

Grafik och interface<br />

– Symbolerna för järn och gems är ej tydliga. Rent allmänt kan ikonerna vara större<br />

(inte på kartan nödvändigtvis, men åtminstone i resursförrådet och den detaljerade<br />

info:n om tile:n).<br />

–<br />

Även textens storlek skulle kunna vara större.<br />

– En “högerklicksmeny” borde inkluderas.<br />

– Varmare färger vore trevligt.<br />

– Vore bra att få ett mail-notify när något sker i spelet.<br />

Buggar<br />

– Man kan bygga det som redan håller på att byggas (tiden det tar att bygga det<br />

en gång till går också åt).


186 Chapter L. Resultat av utvärdering, fokusgrupp 1


Appendix M<br />

Resultat av utvärdering,<br />

fokusgrupp 2<br />

Antal deltagare: 4 st.<br />

Positivt/negativt<br />

1. Vad är det bästa med spelet? Varför?<br />

– Byggandet och samlandet av resurser - kul med micro-management.<br />

– Kul att bygga och använda långsiktigt planerande.<br />

– Många resurser och handel är roligt.<br />

2. Vad är det sämsta med spelet? Varför?<br />

– Svårt att utforska (då varje armé går “ett steg i taget”, ej in i outforskat<br />

område).<br />

– Dålig AI (pathfinding).<br />

– Striderna var ej tillfredsställande. Svåra att förstå.<br />

– Forskningsträdet var svårt att förstå. Vad som behövdes och vad det gav.<br />

Hade varit bra att se vad varje forskning bidrog med.<br />

– Man måste klicka på byggnader (i städer) för att se om de går att bygga.<br />

– Borde kunna dölja de byggnader som inte går att bygga just nu (borde<br />

åtminstone vara tydligare).<br />

– Måste gå att överleva i början (tex. genom en passiv mini-inkomst för de<br />

grundläggande resurserna).<br />

– Familjemedlemmarna hade för liten effekt.<br />

187


188 Chapter M. Resultat av utvärdering, fokusgrupp 2<br />

Ekonomi<br />

1. Hur upplever ni det att man som spelare inte har tillgång till alla resurser utan<br />

måste handla eller kriga för att få tillgång till dem?<br />

– Underbart! Bra incitament för interaktion.<br />

– Finns en viss risk för att det ska bli obalanserat.<br />

– Man måste ha tillgång till trä och sten (de grundläggande resurserna).<br />

2. Hur upplevdes det att man ej kunde bygga resursstationer utanför området man<br />

äger?<br />

– Störande i början.<br />

– Blev bra sen.<br />

– Extra knepigt när handel ej fungerade (i.e. ingen hade eller ville byta det<br />

man behövde).<br />

– Problemet försvinner nog med fler spelare.<br />

3. Vad anser ni om att handeln genomfördes utan någon valuta utan bara genom<br />

byteshandel av resurser?<br />

– Bra.<br />

– Bra när man har svårt att komma åt allt.<br />

– Pengar behöver ej finnas.<br />

– Räcker med byteshandel.<br />

– Kan bli problem utan valuta, men det är charmigt.<br />

– Värdering blir dock lättare om man har en valuta.<br />

– En “trade-history” skulle kunna vara bra (där man ser vad saker sålts för<br />

tidigare).<br />

– Det borde finnas alternativ på vad man ska byta bort (tex., “jag säljer 200<br />

glass för 50 wood, 100 stone eller 35 poppy”).<br />

4. Tanken från början var att vissa byggnader skulle ha en löpande kostnad, men<br />

detta kom inte med i prototypen. Vad anser ni om att ha löpande kostnader med<br />

utgångspunkt i hur det fungerade i prototypen (dvs. utan löpande kostnader)?<br />

Alltså: Är det något ni tror skulle bidra till att göra spelet intressantare?<br />

– Skulle nog vara bra (var annars lätt att få max av många resurser).<br />

– Kan användas för att balansera olika byggnader.<br />

– Alltid bra med “underhåll”.<br />

5. Hur upplevdes antalet resurser (för många, för få, etc.)?<br />

– Bra. De grundläggande resurserna borde alla ha, men de mer speciella kommer<br />

att komma in i spelet till slut.<br />

6. Andra synpunkter eller idéer om ekonomin och resurserna?<br />

– Det borde gå att skicka resurser “gratis”.<br />

– Det borde vara en skillnad på hur bra raserna är på att samla olika resurser.<br />

– En deltagare: Man borde kunna lagra lite av all resurser från början (åtminstone<br />

så att alla resurser är “synliga”).


189<br />

Karta<br />

1. Hur upplevs det att spela ett sådant här spel på en karta (som i prototypen)? Dvs.<br />

Hur upplever ni det när positionen avgör vilka spelare man främst konkurrerar och<br />

interagerar med? Abstrakta positioner så att alla spelare “kan komma åt alla” är<br />

det bättre eller sämre?<br />

– Bra med karta, ger en till dimension.<br />

2. Att gå omkring och utforska, hur upplevs det? Intressant eller inte intressant?<br />

Vad skulle kunna göra detta mer intressant?<br />

– Utforskandet är nu bara till för att hitta resurser och fiender, borde ge något<br />

mer.<br />

– “Tribal villages” vore ett incitament för utforskning.<br />

– Då ownage radius ökar så mycket och gör att man ser mer så är utforskningen<br />

tämligen onödig.<br />

– Man borde kunna gå in i det outforskade (det skulle kunna vara endast scouts<br />

som har den förmågan).<br />

3. Andra synpunkter eller idéer om kartan och utforskningen?<br />

– “Fog <strong>of</strong> war” borde sparas på servern och inte lokalt (blir problem när man<br />

byter dator).<br />

– Vägar kan “byggas överallt” vilket är onödigt. Alternativ är att man bara<br />

bygger resursstationer och att dessa sedan automatisk kopplas till en stad<br />

med väg.<br />

–<br />

Även outposts vore bra (för att kunna utnyttja resurser utanför sitt område).<br />

– Trading routes till andra spelare skulle kunna vara intressant.<br />

– Man borde kunna bygga vägar även utanför sitt egna område.<br />

Familj<br />

1. Använde ni er av familjemedlemmarna?<br />

– Ja, följde deras “levling” noggrant.<br />

– Lite otydligt vad de ger och man borde se skillnad på vad de gör och på<br />

familjemedlemmarna i sig.<br />

– All fokus låg på “building” (och sen på “research”).<br />

2. Hur upplevdes familjemedlemmarna i prototypen?<br />

(a) Erfarenhetssystemet<br />

– “Hade ingen aning om att de kunde levla”.<br />

– Man borde få ett meddelande/visas en markör när de levlat/kan levla.<br />

(b) Fokuseringen


190 Chapter M. Resultat av utvärdering, fokusgrupp 2<br />

– Det kändes som bra alternativ, men det borde finnas fler områden (tex.<br />

att fokusera på resource gathering genom att ställa sig på en resource<br />

station eller liknande).<br />

(c) Effekten på spelet<br />

– Man borde ha fler familjemedlemmar som det är större skillnad mellan<br />

(tex. en väldigt stark ledare och en svag 5:e brorson).<br />

– Namnfunktionen var kul.<br />

(d) Nyttan eller bördan av dem<br />

– Utan dem hade man blivit galen av de långa byggtiderna.<br />

– Kul när de blev bättre.<br />

– Det borde finnas mer interaktion med familjemedlemmarna (man borde<br />

tex. kunna bygga hus, statyer etc. som gör dem bättre).<br />

– Hus som ger fler familjemedlemmar skulle kunna inkluderas.<br />

3. Om en familjemedlem skulle dö, hur skulle detta upplevas?<br />

– Om det innebär att man även tappar en stad så vore det dåligt.<br />

– Familjemedlemmarna borde kunna dö och blir det tomt i staden så borde den<br />

få minus.<br />

– Familjemedlemmar borde kunna dö.<br />

Städer<br />

1. Ska man kunna erövra städer av andra spelare? Hur ska detta gå till?<br />

– Det är nödvändigt, men det borde finnas byggnader som ger försvarsbonus.<br />

– Man borde kunna ta över städer med hjälp av influens.<br />

2. Hur upplevdes systemet med population?<br />

– Det märktes inte att populationen “tickade upp”. Det borde gå långsammare.<br />

– Manpower var “billigt”.<br />

– Bra system, det var roligt med byggnader som gav både procent och fixa<br />

siffror.<br />

– Soldater borde kosta “upkeep”.<br />

– Det borde vara billigare att reparera trupper än att skaffa nya.<br />

3. Hur upplevdes influensen städer emellan?<br />

– Influensen borde ha mer effekt. Kan fungera som ett “fredligt” sätt att ta<br />

över städer.<br />

– Effekten på populationen skulle kunna vara endast negativ till fiender (och<br />

både negativ och positiv till egna städer).<br />

4. Hur upplevdes det att neutralt område automatiskt blev ens eget område när en<br />

stad expanderade?


191<br />

– Det kändes naturligt.<br />

– Efter Civilization så var det vad som förväntades.<br />

– Utforskandet borde dock ge mer att se (eller någon annan bonus) än att bara<br />

öka ownage radius.<br />

5. Andra synpunkter?<br />

– Det borde synas vilken byggnad som är i kö.<br />

– Köerna för både byggnader och soldater var dåliga.<br />

– Bilder på alla byggnader vore bra.<br />

– Research bör vara något mer (tabben var onödig, det skulle kunna läggas in<br />

i första tabben).<br />

– Soundtracket skulle kunna varieras beroende på befolkningen.<br />

– Musik vore bra, men soundeffects behövs ej.<br />

– Fast ändå skönt med lite “Yes my lord!”.<br />

Strider och arméer<br />

1. Hur fungerade det att strida med en fördröjd effekt?<br />

– Bra, men det måste finnas bättre “reports”.<br />

– Strider ska inte ske direkt, det skulle ge för stor bonus till inloggade spelare.<br />

– Det borde finnas mer inställningar (defensive mode osv).<br />

2. Övriga synpunkter?<br />

– Plundringen var i stort sett onödig. Man borde kunna plundra specifika<br />

resursstationer eller liknande. Väldigt jobbigt när man inte visste vilka<br />

resurser man skulle få.<br />

– Risken vid plundring är ganska stor, men det ger väldigt lite.<br />

– Det skulle kunna finnas andra enheter som är snabba och bra på att plundra.<br />

Tempo<br />

1. Hur fungerade tempot i spelet? (För snabbt eller för långsamt, vilka delar?)<br />

– Soldaternas tempo på att gå osv var ok.<br />

– Forskningen gick för snabbt (eller tog åtminstone slut för snabbt), skulle<br />

kunna delas upp i fler.<br />

– En deltagare: Det fanns lite för lite att göra i början. Loggade in och hade<br />

sen svårt att motivera sig till att komma tillbaka.<br />

– I början spelade man 5 min och sedan hade man inget att göra.<br />

– Borde åtminstone finnas mer info att läsa sig till i början.


192 Chapter M. Resultat av utvärdering, fokusgrupp 2<br />

– När man ej aktivt klickade fanns det inget att göra.<br />

2. Hur fungerade längden på striderna?<br />

– Det får gärna ta ganska lång tid så man hinner se vad som händer.<br />

– Bra att hinna märka vad som händer innan man dör.<br />

3. Att skalan endast presenterades i “<strong>game</strong>time”, hur upplevdes detta? Ska man visa<br />

verklig tid och “<strong>game</strong>time”, endast verklig tid eller endast “<strong>game</strong>time”?<br />

– Det är något man vänjer sig vid, men det vore bra att ha någon referens.<br />

– Får gärna vara presenterat i verklig tid så blir det inga frågetecken, men då<br />

tappar man lite av kopplingen till realismen (“4 dagar för att bygga väg’ blir<br />

“3 timmar” eller liknande).<br />

– Just i början förstod man inte “Vaddå 4 dagar för att bygga en väg?”.<br />

Extrafrågor<br />

1. Om man utgår från prototypen, vad verkar då roligast eller bäst? Att det kontinuerligt<br />

kommer expansioner med fler forskningar, resurser, byggnader med mera<br />

eller att det finns ett slut på spelet?<br />

– Det ska ta slut.<br />

– Saker ska ändras mellan omstarter.<br />

– “Restart med expansioner”.<br />

2. Hade de olika raserna (och/eller dess antal) någon påverkan på upplevelsen?<br />

– Bra att ha olika raser, men de borde ge mer. Borde vara större skillnad<br />

mellan dem.<br />

– Man borde inte kunna få minus i vissa raser.<br />

– Det skulle kunna finnas fler raser.<br />

3. Skulle ni kunna tänka er att betala för att spela ett liknande spel? Hur mycket?<br />

– Om det var mer färdigt så skulle en 20:a i månaden kunna vara acceptabelt.<br />

– Man är dock försiktig med att betala till något obskyrt företag.<br />

– Donationer och reklam kan vara alternativ.<br />

– Det måste vara gratis från början för att få folk “hooked”.<br />

– Man kan betala per omstart, men det kan få effekten att spelare struntar i<br />

att spela mer.<br />

Grafik<br />

– Charmig grafik.<br />

– Vattnet såg ut som “blå hål”.<br />

– Osnyggt, fanns en del “skönhetsfläckar”.<br />

– Mer “realistiska” färger (varmare) vore bra.


193<br />

Övrigt<br />

– Vatten borde ha någon betydelse.<br />

– Första intrycket var lite “vad ska jag göra?”, men man kom in ganska snabbt i det<br />

(det svåraste var kartan och förflyttningen).<br />

– Det borde finnas en “Hall <strong>of</strong> fame” även efter restarts.<br />

– Olika enheter skulle kunna beordras att gå olika långt (vissa kan gå 10 steg, andra<br />

1 steg i taget).<br />

– Påskägg vore roligt. Skulle kunna vara nya påskägg vid varje omstart.<br />

– Bilder på städer, troll, resursstationer osv. borde inkluderas.<br />

– Spelet måste heta något.


194 Chapter M. Resultat av utvärdering, fokusgrupp 2


Appendix N<br />

Resultat av utvärdering,<br />

intervju<br />

Text inom citattecken är direkta citat.<br />

Positivt/negativt<br />

1. Vad är det bästa med spelet? Varför?<br />

– Upptäckandet & byggandet.<br />

2. Vad är det sämsta med spelet? Varför?<br />

– Saknar en bank. Denna ska vara styrd av spelet och dess uppgift ska vara<br />

att se till att det inte går att vara utan någon resurs. Den ska dock ta ut<br />

ockerpriser så det ska löna sig att handla med andra.<br />

– Interfacet måste göras om.<br />

Ekonomi<br />

1. Hur upplever ni det att man som spelare inte har tillgång till alla resurser utan<br />

måste handla eller kriga för att få tillgång till dem?<br />

– “Får man det att funka så kommer det att funka”.<br />

2. Hur upplevdes det att man ej kunde bygga resursstationer utanför området man<br />

äger?<br />

– Känns naturligt.<br />

3. Vad anser ni om att handeln genomfördes utan någon valuta utan bara genom<br />

byteshandel av resurser?<br />

195


196 Chapter N. Resultat av utvärdering, intervju<br />

– Svårt att säga, men kändes inte konstigt i alla fall.<br />

4. Tanken från början var att vissa byggnader skulle ha en löpande kostnad, men<br />

detta kom inte med i prototypen. Vad anser ni om att ha löpande kostnader med<br />

utgångspunkt i hur det fungerade i prototypen (dvs. utan löpande kostnader)?<br />

Alltså: Är det något ni tror skulle bidra till att göra spelet intressantare?<br />

– Löpande kostnad höjer värdet på resurser och handel.<br />

5. Hur upplevdes antalet resurser (för många, för få, etc.)?<br />

– Svårt att säga, men verkar bra. “Har inte klurat ut vad alla resurser ska<br />

användas till än”.<br />

6. Andra synpunkter eller idéer om ekonomin och resurserna?<br />

– Man ska kunna handla med bara en spelare. Nu kan vem som helst anta ett<br />

erbjudande som man lagt ut. Det ska också vara möjligt att kunna rikta ett<br />

erbjudande till en enskild spelare som bara den spelaren kan acceptera.<br />

– För att kunna bygga vissa byggnader så måste man ha vissa resurser.<br />

– Dyra handelsmän med ockerpriser.<br />

Karta<br />

1. Hur upplevs det att spela ett sådant här spel på en karta (som i prototypen)? Dvs.<br />

Hur upplever ni det när positionen avgör vilka spelare man främst konkurrerar och<br />

interagerar med? Abstrakta positioner så att alla spelare “kan komma åt alla” är<br />

det bättre eller sämre?<br />

– Karta var jättebra, saknar dock en minimap för att kunna hålla reda på alla<br />

enheter.<br />

2. Att gå omkring och utforska, hur upplevs det? Intressant eller inte intressant?<br />

Vad skulle kunna göra detta mer intressant?<br />

– Utforskning är intressant.<br />

– Man ska kunna skicka in folk i outforskat område.<br />

3. Andra synpunkter eller idéer om kartan och utforskningen?<br />

– Speciella utforskartrupper, till exempel kartritare. Dessa ska röra sig mycket<br />

snabbare än en armé men inte kunna slåss.<br />

– Interfacet ska vara kopplat till vilka trupper man har.<br />

Familj<br />

1. Använde ni er av familjemedlemmarna?<br />

– Ja, först som trupp och scouta och sedan som byggherrar.


197<br />

2. Hur upplevdes familjemedlemmarna i prototypen?<br />

(a) Erfarenhetssystemet<br />

– Jättebra. Kul att kunna levla up i områden man fokuserar på. Även<br />

roligt att kunna distribuera erfarenhetspoäng.<br />

(b) Fokuseringen<br />

– Jättebra. Antalet fokus var lagom. Saknar inte något fokusområde.<br />

(c) Effekten på spelet<br />

– Intressant. De har lagom effekt. Har man mer fokus på dem så kommer<br />

spelet att kretsa enbart på dem.<br />

(d) Nyttan eller bördan av dem<br />

– Bra.<br />

3. Om en familjemedlem skulle dö, hur skulle detta upplevas?<br />

– Dör de så sätter man värde på dem.<br />

4. Andra synpunkter?<br />

– Familjemedlemmar ska kunna dö i krig.<br />

– Man ska kunna lönnmörda andra spelares familjemedlemmar. Detta skulle<br />

kunna genomföras genom att man betalar ett speciellt gille. Det ska dock<br />

inte vara lätt och spelare ska kunna skydda sig från lönnmördare.<br />

Städer<br />

1. Ska man kunna erövra städer av andra spelare? Hur ska detta gå till?<br />

– Man ska kunna ta en stad, men den ska vara förstörd. Det vill säga att det<br />

får inte finnas några byggnader i den. Det ska dock vara lätt att bygga upp<br />

en ny stad om man förlorat en.<br />

– I ett annat spel så går befolkningen i “migration mode” när deras sista stad<br />

erövras. Detta betyder att hela befolkningen reser sig med vapen och blir<br />

jättefarlig. De befinner sig i detta tillstånd till de har hittat en plats att<br />

bygga en ny stad på eller tagit någon annans stad. Detta gör att det inte blir<br />

värt att ta någons sista stad.<br />

– Ett annat alternativ är att man bara krigar om resursstationer.<br />

– Man kanske inte tar staden utan bara kan beskatta den under en viss tid.<br />

2. Hur upplevdes systemet med population?<br />

– Känns okej.<br />

3. Hur upplevdes influensen städer emellan?<br />

– Har inte tänkt på det.<br />

4. Hur upplevdes det att neutralt område automatiskt blev ens eget område när en<br />

stad expanderade?


198 Chapter N. Resultat av utvärdering, intervju<br />

– Logiskt.<br />

5. Andra synpunkter?<br />

– Eventuellt så skulle man kunna bygga “watchtowers” som ger en liten area<br />

av ägande även utanför stadsgränsen. Då kan man kanske få en resursstation<br />

även om man inte kan/vill expandera stadsgränsen.<br />

Strider och arméer<br />

1. Hur fungerade det att strida med en fördröjd effekt?<br />

– Fungerar bra. Dock bara stridit en gång så inte riktigt säker.<br />

2. Övriga synpunkter?<br />

– Coolt att arméer kan fly. Då förlorar man inte allt om man skulle förlora en<br />

strid.<br />

Tempo<br />

1. Hur fungerade tempot i spelet? (För snabbt eller för långsamt, vilka delar?)<br />

– Kändes bra.<br />

2. Hur fungerade längden på striderna?<br />

– Bra, men bara stridit en gång.<br />

3. Att skalan endast presenterades i “<strong>game</strong>time”, hur upplevdes detta? Ska man visa<br />

verklig tid och “<strong>game</strong>time”, endast verklig tid eller endast “<strong>game</strong>time”?<br />

– Charmigt med skalan i endast <strong>game</strong>time. Presenteras tider i verklig tid så<br />

bryts illusionen.<br />

Extrafrågor<br />

1. Om man utgår från prototypen, vad verkar då roligast eller bäst? Att det kontinuerligt<br />

kommer expansioner med fler forskningar, resurser, byggnader med mera<br />

eller att det finns ett slut på spelet?<br />

– Spelet skulle må bäst av att ta slut. Med ett poängsystem så skulle man<br />

kunna jämföra sig med andra i slutet på spelet.<br />

– En spelare ska kunna initiera ett spel. Denne kan då välja antalet spelare<br />

samt längden på spelet. Då skulle man kunna spela kompismatcher.<br />

2. Hade de olika raserna (och/eller dess antal) någon påverkan på upplevelsen?


199<br />

– Ja, men de borde ha mer inverkan på spelet för att göra nytta. Olika styrkor<br />

och svagheter är bra. Troll kan till exempelvara bra i stenbrott och vara<br />

farliga med klubba, man kan aldrig bli bågskyttar.<br />

– Tre raser räcker.<br />

3. Skulle ni kunna tänka er att betala för att spela ett liknande spel? Hur mycket?<br />

– Tror inte att man skulle betala för spelet. Det är bättre att det är finansierat<br />

med reklambanners.

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