Designing a persistent online strategy game - Department of ...
Designing a persistent online strategy game - Department of ...
Designing a persistent online strategy game - Department of ...
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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.