Sunday, November 30, 2014

The Anti-Wiener Pattern

Wiener

Have you heard of the "wiener" game design pattern?  It involves making a possible future state of the game visible to the player.  For example equipment that costs a 100,000 tokens, but your character only has 10 tokens - this is a wiener.  It shows "if you play long enough, you'll be able to afford this cool thing".

Another example is the Disneyland castle, which draws people to walk in that direction because they want to see the castle up close.


Sword Of The Stars II and Over-budget Technology Research

Over the weekend I bought a 4x game (called Sword of the Stars II).  The game is somewhat unfinished, had lots of bad reviews, but it was on sale and had enough youtube video evidence that I'd probably like it, so I took the risk and bought it.

Like most 4x games, you research technologies.  Like some 4x games (Master of Orion), research can finish ahead of schedule.  To describe research progress, a progress bar shows 0 to 100%.  You could hover over the progress bar to see how many turns before it would reach 100%.  At 100% a notice would come up that the technology was now available, and sometimes this happened early.

Fine.  Everything is just as I've seen before in other 4x games.

What I didn't know, and which the UI didn't reflect at all, was that some research could go over-budget!  So I'm playing along innocently minding my own business, and eventually see the progress bar fills to 100% and no new technology is available.  Nada!  I think "oh just an off-by-one bug" and go to the next turn.  Still nothing!  2 more turns!  Nope!  I was completely convinced the game had a bug in it which wouldn't let some technologies be unlocked - which essentially was going to shelve the game for me.

What a rip-off!

After consulting the forums - I got a gentle rejoinder: "RTFM".  Now whenever I hear "RTFM" - I think: "that's fine if we're talking about programming."  RTFS.  Okay I'll read the source code.  I'll do whatever work it takes to get the job done.

But this is a game.  I'm not being paid to do this.  Someone else was paid to make this experience "fun" - and instead all I got was that "what a rip-off!" feeling.

So this feeling of "what a rip-off" led to the idea of an anti-wiener.


Anti-wiener

With an anti-wiener, the game has hidden a future possible state from the player, so that when that state comes up, the player is surprised and traumatized (especially if they feel they just bought a broken game).  This is probably unintentional, unless you really hate your players.

In this case, the progress bar implied that 100% was the edge condition for research, when actually the edge was beyond 100%.  The design for SotS2 is actually 200%: an over-budget project could take up to 200% before completion, and at 200% that technology would be considered unavailable (i.e. just too hard).


[The solution I that finally came to me was the edge condition should always be clearly shown in the UI.  The bar should really show 200% as the full scale, with 100% being somewhere in the middle, and what players would usually see when doing research.  This becomes a wiener pattern again, because the player will wonder "can research go beyond 100%?  It looks like it can with the progress bar."  Then there's no surprise and no RTFM - it's an intuitive design again.]