Chapter 5. Creating Turn-By-Turn Network Games

This chapter is about creating games based on one or a combination of turn-based gaming models discussed in Chapter 1, “The Challenge of Game Networking, and Chapter 2, “Types of Network Games.” With this premise in mind, we look at all aspects of the creative process from an abstract point of view—design principles as well as building in revenue streams. This last is important, as in many cases, the final product is not a shrink-wrapped game but an online service that has no direct revenue. Therefore, to sustain development (and operations), it can become necessary to build in additional revenue streams.

Generally speaking we also accept that turn-based network games will be multi-player in nature. Players will usually either be playing for themselves or as part of a team. If they are playing for themselves, it will have an impact on the way the game environment is deployed and managed since the effects of their individual moves should still be felt on other players. It is this dynamic that instills the appropriate level of competitiveness that keeps players coming back and provides the basis for revenue generation.

The turn-by-turn aspect lends itself to relatively straightforward implementation. This we shall see when we examine a possible implementation of a game based on the Project Rockstar model (a free game from Curb).

The Project Rockstar game itself is also picked apart as a good example of an online, Web interfaced, turn-by-turn game that works. It has a large following, generates revenue, and is fun to play.

The chapter closes by looking at possible revenue models for such ventures. As mentioned, these might be very different from the classic video-game revenue models used in most other implementations. The classic game-development paradigm derives its revenue streams from sales of a core product or service, but there is room to deviate from this and still turn a healthy profit.

Some readers will no doubt be wondering why Project Rockstar (PR) has been chosen over the plethora of RPGs and MMORPGs that are available, as well as over some of the “empire building” games that are playable through a Web interface. This is a valid question, but there are good reasons to study PR rather than something more inherently complex and finely balanced. I wanted to choose something with universal appeal, that any reader could understand. The game’s premise had to be simple enough that any reader could appreciate the dynamics even without playing.

Above all, even if you couldn’t implement it yourself as a side project, you should be able to imagine how it should be implemented. All the detail that Project Rockstar has aside, the model is easy enough to appreciate that you will understand the balance and premise.

Other games might be superior in terms of sophistication, interface, and interactivity, but they are simply too massive to contemplate for a fundamentals-oriented book like this. Indeed, there are whole books given over to the creation, development, and running of MMORPGs; it is a vast topic in its own right. Turn-by-turn Web games, however, are an excellent proving ground for intrepid network game designers, and it is worth taking a moment at the outset to discuss exactly what is meant in this context by the phrase “turn by turn.”

Turn by Turn Defined

I use “turn by turn” to refer to a gaming system where players have a finite number of things that they can do per turn. The scope of a turn will vary from game to game, as will the kinds of actions that are possible within each turn.

The key is not what players can do, but the fact that once they have exhausted their turn they can do no more to influence the path of the game until their next turn. Players can take their turns simultaneously (which implies some form of central update cycle) or in a player-by-player manner (which implies that the bottleneck is the player whose turn it currently is).

Strict turn-based combat, for example, requires that players be forced into a sequential turn-by-turn playing model (as in Dungeons & Dragons, for example). This may or may not be appropriate for certain projects, depending on the mindsets of the people involved.

For example, in a closed playing group, there is less chance that play will be held up by a single player. In an open-access game, however, one unreliable link in the chain can cause a delay whilst players are given every chance to redeem themselves before they forfeit their move.

We look at two kinds of projects in this chapter, one where a strict sequential turn-by-turn model isn’t used because it isn’t appropriate, and one where it could be. We also cover lots of alternative solutions and approaches to solving the sequential versus simultaneous turn-by-turn playing models.

The other aspect to turn by turn is the overnight system update. This is implied in systems where all the players take their turns at the same time. Clearly, some aspects of the game environment need to be updated immediately (as they take resources out of the system), but the overall effect of their actions can only be known once all other players’ actions are taken into account as well. An overnight update, which is used to calculate the net effect of all the limited moves taken by players and the effect that each has on the other, is one solution for daily play, and is a workable alternative to continuous update environments. It also happens to be the solution chosen by Curb for Project Rockstar.

Something else that PR implements is a sense of rounds. Other Web-based RPG-style games like Miniconomy also take this approach. Simply put, a round is denoted by a point at which the whole environment gets reset and everyone starts again from scratch. This gives some sense of end of game, and perhaps even a winner, with prizes. Without clearly defined rounds (quests, epochs, or what have you, depending on the game style) there is a tendency for the game to stagnate, with players losing interest due to a lack of urgency or closure. Rounds bring some of this back, give players an impetus to do better, and keep their interest level high.

The Game System

While the premise and background for the game is important—players can connect more easily with a well-rounded story or game that reflects real life—the design has to take into account some vital aspects of the mechanisms that drive the gaming environment. This will mean imposing some rules on the players in order to level the playing field.

Leveling the playing field is important for casual games, as we want to take away the hard-core aspect where dedication in terms of time can mean almost guaranteed success. We want people with 10 minutes per day to potentially be as successful as people with nothing else to do but play.

So, we bring in ways to limit moves, and the scope of moves. In a strict turn-based combat game, this is also important, as the balance of combat rests on the amount of damage that a single player can do inside one of his or her designated moves. Various limits can be used, such as availability of money (in-game) or time, or just a pre-defined number of steps (moves) after which the player can no longer perform any actions. The limits can also be linked to the strength/weakness (relative or otherwise) of the in-game entities. In such cases, we reward good playing style by giving players more opportunities to make the most of their time in-game.

There is, however, a balance to be struck to avoid unnecessary feed-forward loops, which see players getting more and more powerful. This happens when a player gains a certain capability, which then, in turn, means that they can do more per move. With the additional possibilities this offers, they are able to again increase their capabilities, which gives them even more scope per move; and this enables them to further increase their capabilities. Before long, they will be unassailable, and only rigorous play-testing will ensure that the balance is not skewed by attempting to reward players for their industriousness.

But, giving playrs the possibility to grow in this way is an important part of any in-game reward system. Therefore players have possibly several ways to increase what they can do per turn as they gain experience in the game. For non-casual games, this also gives motivation to dedicate more and more time to it, as well as rewarding that investment.

There is another side to this kind of model, in that it can provide a revenue stream as players try to increase their capabilities by buying expansions. This aspect is slightly controversial as it enables players to replace innate skill or dedication of time with real-world money. The threat is that players will buy skills rather than working through the game to develop them. The other side of this, however, is that it will, eventually, happen anyway. Games like Eve Online and Everquest, as well as some others such as Second Life, which all operate points-based systems (in the case of Eve Online and Everquest, skills-based combat) that dictate player capabilities, have all fallen prey to racketeering.

This occurs when players with a lot of time, skill, and devotion build up player accounts with vast sums of money, skills, or other measures of in-game success, for the sole purpose of selling the account details on an auction system like eBay. It is better to provide the possibility to trade up an account in the game system than try to prevent this kind of transaction taking place.

All of the above decisions feed into the way the game’s rules are developed, and the result has an impact on the infrastructure used to support the game from the point of view of the interface and back-office systems.

The Game-System Infrastructure

The game infrastructure has to store the state of the game environment and all the entities in it, as well as provide an interface for the actual playing. Choosing the mix of back-end and front-end technology is another aspect of the game system that will feed into design and implementation decisions.

There are many different possibilities for the front end: it can be via HTML over the Web or it can be via a special custom software package, for example. They both have their own specific drawbacks and strengths. One obvious strength of an HTML interface, for example, is its portability. On the other hand, a custom interface package might provide a richer playing environment—although the gap between the two approaches is continually narrowing as machines become more capable.

To obtain the widest reach, portal style connections can be used. These make use of multiple and varied interfaces for different devices and different kinds of interaction. For example, updates can be received by e-mail, and limited access can be offered via a handset-specific Web portal, with the full richness of the interface only exposed via a dedicated Web page or specific software package.

The Playing Infrastructure

One of the key points of a multi-player game is that there is interactivity between players both within the game and outside it. We can look at two ends of the interactivity spectrum—low interaction between players and high interaction. Helping players communicate and interact is a key part of developing the game system as a whole.

Interaction between players will be different depending on how the game is implemented. Low interaction, for example, is typical for games where the player spends his or her entire in-game time creating something that only ever interacts with the rest of the game environment. For example, where the impact of the player on the game environment is known only after the daily update has taken place, there is often no need to communicate or interact with other players in order to play the game, and even succeed. However, this sense of operating in a vacuum can actually harm the longevity of the game.

Players like to interact with each other as well as the game. Curb, when designing Project Rockstar, for example, put a fake album cover competition in place, where players could vote for each other’s (invented) album art, as well as read song lyrics.

On the other end of the scale are those games where players can’t move unless another player has moved. These are highly interactive, and encourage players to communicate more; there is more of a sense that players are playing together. While interactivity is high for these games, they can also suffer from potential disconnect drawbacks, which can make them harder to play and can also restrict longevity. This becomes more of a danger the closer the game design moves toward the real-time game design described in Chapter 6, “Creating Arcade and Massively Multi-Player Online Games (Real-Time).”

Generally speaking, the games at this highly interactive end of the scale don’t restrict players’ moves beyond the natural restriction brought about by the various capabilities of their in-game representations. This is in contrast to the tight restrictions and guidelines that we examined in games with lower interactivity and longer update cycles. In order to keep the interest for these games at the lower end of the interactivity scale, a good community must be fostered. This eventually becomes part of the gaming system, and players often turn up as much for the social aspect as for the gaming side of it.

Player Customization

People like to feel that they own their games. Personalization helps them to achieve this, whilst also standing out from the crowd (visually or with profile descriptions). In addition, part of being customer (player) oriented in the game design is allowing players to customize their own game experience within the confines permitted by the game rules.

A cornerstone of any multi-player game, then, is the players’ ability to customize their in-game representations and personalize their experience. Turn-based games benefit from this kind of approach probably even more than the other kinds of network games discussed in this book.

Part of that is because, whilst waiting to play again, there’s not much else to do, and participating in ways other than just playing the game helps to keep interest high. There’s also the sense of kudos that comes with a well crafted in-game persona, as well as a certain level of one-upmanship.

An essential part of the attraction of customization is in creating a persona that reflects the in-game personality that the player wants to project. That persona might be real or imagined, and the level of choice that the player has in deciding which way to skew his or her in-game representation should be carefully considered.

Games that have a high level of personalization options will probably be more sticky and keep the players coming back for more. This is especially true if the personalization is linked to the way the game is played, as well as the visual aspects.

A few of these mechanisms might be

  • Avatar: The look and feel/accessories relating to the players’ in-game persona (or personae)

  • Community: Forums, communications, update notices, etc.

  • Competitions: Increases in player interaction, and a way to reward them for diligent playing

These aspects of the game environment, which are not part of the game per se, can be approached in a variety of ways. They can be all-in-one, tightly integrated with the game interface, or they can be two steps away from the interface itself, as a separate service.

Integration with the game is often vital—keeping both the premise (i.e., scrolls in a fantasy environment and e-mail in a futuristic setting) and the look and feel of the game design. This can be mixed with the availability of services at the point of interaction to create a seamless experience.

For example, an all-in-one approach would mandate that all the community was supported through the game interface. From a visual aspect, this is made easier if HTML and Web technology are used to deliver the game to the player. On the other hand, if custom software is used (i.e., a standalone module), then it is possible that tight integration with the theme of the game will be easier.

The temptation is to use a two-step approach, delivering the game through a custom interface but the community aspect through standard Web interfaces. This eschews the tight integration that is the mark of a well–thought-out game design, but offers the best of both worlds in certain cases.

In the end, the two can be combined to use browser technology (skinning) through a customer front end. On the PC, this is relatively easy, but on other platforms it might be less so. There is also the issue of compatibility—gamers do not generally like to be told that they have to have Internet Explorer x.x installed in order to play the game, and this requirement may damage their perception of the game before they even try it out.

A good combination of open-source and closed-source techniques can often be found to support the desired delivery method. Care must be taken to use non-GPL components because otherwise-derived work (in certain cases) should also be open source in order to remain within the terms of the license, and the game creator might not actually want this.

Note

Competitions:

The GNU Public License—or GPL—stipulates amongst the various obligations of the licensor that derived works be made public as a way to establish sharable intellectual property rights that extend beyond basic copyright and licensing of technology. This forms the cornerstone of the open source community.

Avatar

This is the face of the player in the game, as presented to other players. Therefore, players might like to have some initial control over the avatar beyond just having a standard set of looks for different classes of in-game entities, which is a workable default.

The more the avatar can be made to represent the actual looks (or desired looks) of the real-life (or imagined) player, the more of a connection that player will feel with the game, and the more emotional investment he or she will make. This then translates into an investment in time, and subsequently provides one of the hooks that retains old players and entices new ones.

Where many turn-based games fall short is in this aspect of the interface. They would, on the whole, do well to borrow from techniques offered by real-time games such as Second Life and World of Warcraft. Granted, these games have been developed on a larger budget, but it is perhaps more important for smaller, less-complex games to over-deliver in this respect in order to bolster their offering.

At the very least, customization should include the following:

  • Face shape and skin tone

  • Hair color and style

  • Body shape

  • Facial features

There is an additional benefit: once the customization has been built in to the game, it can be exploited to generate characters later on as well as offer a randomization function to players to allow them to start from a semi-blank canvas. This can be taken one step farther in extending it into all parts of the game, at which point it becomes a part of the feature set, and even part of the game proper.

The chances are good that, on top of this, players will extend their time in the game environment by sharing screenshots of particularly bad-looking or good-looking in-game characters that they generate or come across. And, as we have pointed out, anything that extends the time that the player spends immersed in the system increases the success of the game by creating an emotional and time investment.

This effect can be further enhanced by the introduction of clothes and accessories that can be acquired with in-game currency, either earned or won. This can be extended also into areas of the pseudo game environment such as owning property (as in MUDs/Second Life/World of Warcraft/etc.).

While we call this the pseudo game environment, this customization might actually be part of the game itself. However, in a turn-based asynchronous environment, it is more likely to be just an extension of the original premise. For this reason, any extensions used to foster a community should remain in character for the genre of the game—for example, using an abstraction of scrolls in a medieval context or computer screens in a sci-fi context, etc. This will help to add to the authenticity—but, of course, will also be dictated by the level of abstraction used in the game itself.

Additional customization can be offered at the level of player profiles where their in-game statistics are shown. These collections of otherwise drab numbers can contain parts that should be customizable through a variety of mechanisms—graphical and otherwise—and this then becomes part of the community feel. For example, some players might, at the simplest level, be depicted in forums with a special symbol (or set of symbols) reflecting their relative success within the game. Or perhaps those who have proved specific skills can obtain badges that display alongside their avatar, or are even woven into their virtual in-game clothes. For the creation and delivery of avatars, it is probably better if the interface is somewhat customized. This adds another layer of complexity to the system, of which designers must be aware, but provides more flexibility than other techniques. There are plenty of precedents in real-time MMORPGs—from Eve Online to Everquest and Second Life—that prove that dynamic custom generation of characters both works and is capable of becoming a feature in its own right.

Services like Yahoo! manage quite well to allow creation of avatars using just HTML and CSS, and Project Rockstar also provides semi-custom graphics (they are actually static but can be recombined in interesting ways) that reflect the player’s in-game choices. However, Curb may have missed a trick here. It seems that the in-game representation of bands does not directly reflect their make-up—i.e., it is perfectly possible to create a band with six members, where only four are required by the game, and then end up with a band photo containing only four. It would have given a far greater sense of immersion if each band member had been chosen with respect to the player’s decision for hiring him or her—instrument, looks, style (genre), and so on—rather than presenting a stock graphic roughly representing the band. This might have added an extra layer of complexity, but it would also have given the game a little more depth that would have compensated for other visual flaws, if any became apparent.

The same error has been committed in the superficial customization options that Project Rockstar offers the player in terms of their in-game avatar, which, oddly, does not extend to the look, but only the textual description and name. The avatar is perhaps the most important part of a turn-based asynchronous game, and offering extended customization is practically a prerequisite in a non–real-time environment.

All of these tweaks add to the underlying turn-by-turn game and form the gaming community.

Community

The community in any game is important. In fact, I would argue that fostering a community in a rule-based, turn-by-turn game that is basically all about exploiting statistics for the benefit of the individual player (or, more rarely, a team) is even more important than for other kinds of network-gaming models.

This is partly because of the social aspect of these kinds of games, but also because the player can choose a level of participation that matches his or her available time. Other kinds of games are an all-or-nothing proposition. Turn-by-turn games run the risk of becoming boring if no community is available to extend the basic playing model.

Adding a community element to the game can be as simple as adding forums discussing various aspects of the game and the players’ individual successes in the game environment, as well as sharing them visually. HTML gives a great way to do this using links, images, and dynamic content.

Games can take the community concept farther by allowing players to give gifts to each other or even hand out in-game money to their friends. In-game trading can then be either a part of the game mechanic itself (i.e., the design and model) or it can be conducted outside the game as a community feature.

Players also like to communicate with each other to discuss in-game strategy and possibly form alliances within the game; these can be either formal or informal arrangements. Many people prefer this form of communication over sharing their e-mail address with people who are otherwise strangers. The forum lets them stay in character whilst also preserving their privacy.

Some games also report that players use the forum to engage in semi-serious or serious competitions amongst themselves. These can be either instigated by the players themselves or by the game’s administrators.

Competitions

Competitions can become a vital part of the community spirit. Gamers are naturally competitive, even when the competition is not strictly part of the game proper, and adding competitions outside the gaming system can be a great way to extend the turn-by-turn nature of the game and allow those players who want to, to become more involved.

So, competitions can be used as a way to reward players or just for the sake of one-upmanship. As with all other aspects of the multi-player environment, competition is just another way to use the background of the game to introduce ways to keep the community alive, and add stickiness to the game as a whole.

The reward can be a rare object, in-game currency, or special privileges. In the old days of MUD gaming, competitions based on knowledge about the game and its history were employed to choose users with administrative privileges, for example. More recently, Project Rockstar has used competitions to let players earn power-ups, which give their account benefits—usually by adding statistical points to one of their bands to make them either slightly or greatly improved in one of their key skill sets.

Stickiness

I have used this term a few times now, and it essentially means engendering the site with qualities that retain the attention of the player once his or her official game session has ended. It answers the question that the player is asking himself or herself, having just expended all in-game move capital: What else can I do?

It is also possible to derive revenue from advertising based on player participation and visibility of promotional material. The success of advertising as a revenue stream largely depends on stickiness (see the “Revenue Model” section at the end of this chapter). Put simply: The stickier the community, the more advertising revenue can be generated.

Part of the reason for choosing a turn-by-turn Web game, for example, may be that it is easy (relatively speaking) to implement, and the low investment in time makes it appealing to the casual market. This is the wide audience that will react well to a site that backs up the game by being sticky. If, however, it is just a pick-up-and-play game that nobody cares about, it will not make any money. The attempt to make it sophisticated and sticky may well end up costing the game developer more than just the time spent to create it in the first place.

So, there is a balance to be struck between the effort needed to entice players to stay awhile and the revenue that can be generated to cover those costs. All the other aspects of this first section of the chapter must be brought to bear on the issue, principally:

  • Customization

  • Community

  • Competitions

If these three combine correctly, they will generate stickiness—and, more importantly, make the player care about his or her in-game representation and desire to do better.

Case Study: Project Rockstar

I could have chosen any one of a collection of casual, browser-based, turn-by-turn games to use as a case study. There are many, ranging from text-based simulations of business and warfare to two-player games like chess, and multi-player online variants of classic board games such as RISK. Project Rockstar, however, illustrates two kinds of mechanics—a strict turn-based gaming model and an overnight refresh of the game environment. It also has its problems, and highlights areas where future games might improve upon the basic model—and these will be addressed as we come to them.

PR also cannot be adjusted to fit other gaming genres—for example, it doesn’t illustrate the stricter kinds of turn-based combat, nor does the update model really permit this kind of structure. In such models, the principle is that nobody can move until the next player makes his or her move. Clearly, if the model is based on an overnight update, it is not a good idea to try to use it for this kind of combat.

There are some aspects of the game that work in this way, however, even if it’s not at first evident. For example, the pool of possible band members is largely static. Moreover, bands can be disbanded (returning artists to the pool) and formed (thereby removing them) during the online play session, without waiting for an overnight update.

Every aspect of PR is played in HTML through the browser, with server-side scripting used to keep track of everything. There are intricacies to the model that we will gloss over in the interest of looking at how a clone might be built, and you are encouraged to take a look at the game (www.ProjectRockstar.com) and see if you agree with my conclusions.

It is important to remember that nothing that players do has an immediate effect on the game environment, only on their own in-game entities (apart, that is, from hiring and firing artists). The net effect of the choices that players make with respect to their own bands, their financials, and aspects like in-game charts is worked out overnight. So, it’s only by waiting until the next update cycle that players know if their choices have paid off.

Another reason for choosing PR, as mentioned in this chapter’s introduction, is that the premise is universally accessible.

The Premise

The premise of Project Rockstar is very simple: The player is responsible for forming a band. Each band can be formed from a selection of server-side entities (artists), each having specific statistics that govern its abilities and current status (tired, happy, bored, etc.), as well as intelligence, talent, and other facets. The more talent it has, the more expensive it is—but the better it will perform. Hopefully.

Each of these artists also has an affinity for specific instruments, or skills. New skills (dance, instruments, etc.) can be trained through practicing, but during this time the band will not be doing anything productive—like writing songs, gigging, recording, or promoting. Each band (by genre) needs to have a combination of specific skills, depending on the style. For example, a rock band needs to have bass guitar, drums, lead singer, lead and rhythm guitar—with a minimum of four band members. As mentioned, the skills with these instruments can be trained, so the competence of the band can be increased. As their skills increase, so does their success—and also their cost. And this cost plays a key part in the premise: Money drives everything.

The more expensive a band member is to buy in the first place, the higher his or her skills will be—and the bigger the cut of sales the member will take and the more it will cost to keep him or her employed. In other words, this means that anything that the band member doesn’t do that makes money will cost the player.

The idea behind the game, then, is to make money by selling records, playing gigs and festivals, and eventually topping the charts. That is the aim. Along the way there is a ranking system for managers, an album art competition, a thriving community, and in-game competitions and decisions.

It works because it’s very accessible—people understand it, can connect to it, and it has fostered a great online community. The addition of the album art competition, lyric competition, and forums also helped. These competitions are run on the basis of community voting, with the results displayed in the players’ main screen. Each time the player revisits the main screen for one of his or her bands, there are sections that display the best album art of the moment, and selected news from other managers in the game.

So, it’s an entire package working together—with people interacting, but also playing somewhat in a vacuum until the general game-environment update starts and the net effects are worked out for every player. What holds it together is the fact that you care about how well you do and about your in-game characters, and much of that is based around sharing them with the community.

Setup

There is a certain amount of setup that the player needs to embark on before playing the game, which fosters an increased sense of ownership. It doesn’t require a huge investment in time to get started—the interface is easy to understand and the choices are limited at first. This makes it great for casual players, but the fact that the involvement increases over time also means that there are quite a number of hard-core PR player-fans. Much of this is linked to the level of customization that the setup stage of the game offers.

Leaving to one side the account customization, in which the player names himself or herself and creates some profile text, the first piece of customization in the game proper is setting up one or more bands. Given that the player starts with limited funds, this can be either a lengthy process of calculation and examination or a quick-pick approach where money is the only criterion used to decide whether or not to use a particular artist. The player has to choose from a list of band members, each of which has a made-up name and a collection of favorite instruments, favorite musical style, and associated skill points.

Having names helps the player to connect with the artists on offer. Of course, being able to name them yourself would add to that connection, but there are good reasons not to allow it. Chiefly, it would be out of kilter with the game’s premise, which is based on selection from an available pool of talent.

Each band has to be formed within a given genre, and once chosen, this genre cannot be changed. In selecting a genre, the player has to make sure that certain limits are respected:

  • The band must have a certain number of members.

  • The band members must possess a certain mix of skills.

Each band member chosen has a rating for each of his or her skills, and a price that roughly equates to his or her talent. More expensive does not necessarily mean better, but an expensive artist will be more skilled than a cheaper one. These statistics can be checked before hiring. This means that, if a player really wants to find a skilled collection of individuals for a reasonable price, it ought to be possible given an initial investment in time. That said, those who prefer to make the investment over time rather than up front can pick and choose on the basis of cost, and then train the skills as required to make the band more adept—and hence, more successful. It’s a salient lesson: Turn-by-turn games can be made much more appealing to a wide audience if players have the option of an initial large investment in time followed by quick evolution (toward success or failure), or a smaller initial time investment, taking a longer time for the game to unfold.

In the case of PR, once the band has been assembled, it’s a set-and-forget operation—until one of them quits or their skills become honed. For many players, it will be worth the initial investment in time to get as good a band together as possible for the money available.

One way in which this sometimes painful process could have been improved would have been by the addition of AI to control a “create band for a certain price” approach. The player could then choose to let the AI loose on the artist database (with some restrictions) and put together a band semi-automatically. This would serve to reduce the initial investment in time that the player must make. With casual games such as this, although the game will have its fanatics, the less setup time required, the better in order to hook players in as quickly as possible.

The Game Environment

In the game environment itself, there is plenty of scope for allowing customization as well as the way in which the environment is presented to players. This starts with players providing simple textual descriptions of themselves, lyrics for any songs that their band writes, and other simple, gradual tweaks. The bands can be named (although not, as noted, the band members), and descriptive text attached to them. Also, a band’s progress through the game is more or less public access, so anyone can examine the band and see what the player has created.

The color scheme can also be altered (with CSS). This requires that players wanting to adjust it have some knowledge of HTML, and also opens up the possibility that players can get involved creating, sharing, and helping others create by way of informal tutorials on the forum.

There are also standard options for players to receive e-mail updates, and all the usual housekeeping aspects, as well as a vacation setting.

Playing the Game

The actual playing cycles are easy to appreciate. Once a band has been set up, there are a limited number of actions that each manager can assign to his or her band. In addition, not all the actions are available at the same time; some are available only after an initial probationary period has passed, while most are merely limited by available funds.

Some actions are designed to help generate more funds, money being the center of the game (see the section “In-Game Currency” later in this chapter), as it so often is. Generally speaking, all similar games follow the same model—there are some actions that cost money, some that require money to set up but may earn money in return, and the default of doing nothing costs a fixed amount.

In the case of PR, doing nothing is always an option, but the band needs to be paid, and this will diminish funds. Other actions are

  • Practice. To increase skills in a given area.

  • Write songs. When enough songs have been written, an album can be released.

  • Record songs. This occurs at a cost.

  • Play gigs. This occurs at a cost, but also provides income.

  • Create/attend promotional events. Again, this occurs at a cost.

So, each day that the band does nothing costs their minimum weekly wage. It is vital to start earning; otherwise the manager (player) will run out of money. It is also vital that the band practice to try to get better at their various skills, although this might start to affect their wages as they become more of a hot property.

Turn-by-turn games often revolve around the scarcity of some central property. In a fantasy setting, that might be hit points, experience points, special skills, or spells. In games like Miniconomy and PR, as well as the various fantasy-league soccer, football, baseball, and other sports-strategy games, the commodities are skill, talent, and money.

Money

Each player in PR starts with 30,000 units of in-game currency and is invited to create a band. The player must remember to set enough aside for five or six weeks (each week is a real-time day) of updates before the band starts to earn any money. This is typical of the general start-up process for any game based around strong characters, be it real-time action or turn by turn. Often, a certain fixed amount of points or cash is attached to the creation of in-game personae.

Again, looking toward other gaming styles, the player might be asked to create a team of characters and given a pool of points to assign to various in-game attributes such as strength, intelligence, charisma, and so on. Each of these aspects is likely to cost a certain number of points, and in Project Rockstar, those points equate to in-game money.

Getting the balance between a solid skill set based on available funds and the depletion of those funds (be they hit points or money) is part of the game’s own balance. From a design point of view, this is also a vital area to work on to make sure that the balance is just right.

For the first real-time PR week, the band will also be on probation, which limits the amount of things that a player can do—i.e., no gigging. This concentrates the player on trying to build up a rapport with his or her virtual creation rather than wasting money without appreciating the nuances of the balance between money and power. It is like a tutorial mode, but can be irritating if it’s the third or fourth time the player has set up an account. Unlike many other games that use true tutorial modes, it cannot be bypassed. However, it does give players the chance to see what the various skills and weaknesses of their new creation might be. Almost nothing that takes place in this first week will bring in any money; that can only be earned through releasing a record or playing a concert. Money is also used for trading between players and setting up labels, which can sign acts and share the profit—just like in the real world.

Allowing Interactivity

The game itself is a simple Web-based, point-and-click interface. There is nothing advanced about the way the game is presented. This makes it playable on almost every platform; I have tried it on all kinds of desktops, laptops, and even a portable media player, with excellent results. This is something of a bonus over those games that use a Java- or Flash-based user interface, often something that is badly supported over multiple platforms. As Java becomes even more prevalent, though, it may be a good candidate for Web-based games in the near future, although it will always require that the game front end is downloaded to the client platform. The beauty of a pure Web interface is that this is not necessary, and the game can be played wherever there is an Internet connection.

The Update Cycle

Turn-by-turn games have to have an update cycle of some form. This cycle can take a variety of different forms, from turn-based update triggers to continuous re-evaluation of the playing environment. They all have their advantages and disadvantages; usually it is a tradeoff between processing time and availability and the practicality of the platform.

For PR, Curb has chosen a daily update (an in-game week). This ties up the system while it evaluates the results of the in-game actions of all players. Obviously, the more players there are, the longer this will take.

It works because once the bands have been instructed to perform certain actions for a day (or several days), there is nothing else that the player can do. The player’s turn—for that band, at least—is over, and he or she must wait for the daily update to see the results of his or her choices.

At the close of the day, whether or not the player has instructed his or her bands, the system updates itself and the decisions made (or not made, as the case may be) are played out. At the end of the update cycle, several things happen:

  • The fictional charts (affecting the success of player’s releases) are updated.

  • Players are debited for any actions with associated costs.

  • The effects of any band actions are evaluated.

  • The moods of band members are adjusted accordingly.

  • Players are credited with any earnings.

  • Players are e-mailed with the result of the day’s play.

There are a few other things, but this list reflects the core of the update cycle.

Some randomness is also built in, so players can find that their artists have been involved in scandals and the like, at which point the player has to decide what course of action to take. These random events are also combined with ongoing updates such as voting on album art and activities in the various forums and community platforms. There is also the risk of a band member leaving after a string of bad gigs that leaves him or her demoralized, at which point a replacement must be found. It is these little attentions to detail that add spice to the game, and all are part of the daily update cycle.

Balance

As noted, balance is important in any game. Forcing players to connect with their in-game representations by making some stark decisions as to the various skills that they assign to them is vital; that way, they know that they have only themselves to blame for failure.

This ownership helps retain players, which is tricky for a game that only updates periodically. Between updates, it is easy for a player to lose interest. In PR, the initial question of balance comes when the player is creating his or her band—it’s a balance of available funds and anticipated earning potential and time-scale against risk:

  • Low. Spend little, have funds left over.

  • Medium. Spend half,/keep half.

  • High. Spend everything, hope to get a good song the first time.

In a fantasy game where the setup is about assigning points from a limited pool to attributes of a character, the same kind of trade-offs exist, but it is unlikely that the player would need to have anything left over.

Once the player is up and running in PR, there is a continual balance of income against money spent, the traditional video-game–design conundrum of risk versus reward. This leads to certain rules, some implicit and some explicit. The latter are as much there to help players as to make the game more enjoyable.

One case in point: the requirement to have 30,000 in game currency units available before being able to start a new band. Besides adding to the initial set of band-creation constraints, this also protects players from doing something silly and running out of money, at which point they must start over. On the other hand, some rules are there to provide balance in the larger community such as the requirement that players only have one band in a specific genre (i.e., rock/indie) and no more than three in one main genre (i.e., pop). This restriction is purely for the good of the game, and simply adds a little spice to each player’s decision-making process. In addition, it fosters a sense of repeatability—can the player repeat his or her success in another genre of music? (This is also bolstered by the fact that certain songs from certain genres must be recorded in studios of the same genre—revealed by their names—and that concert success is likely only in venues that appreciate the genre of the band playing there.)

All of these genre-based rules add to the immersion, and form a technique that ought to be repeatable across other genres of game.

Financial Balance

Besides the setup and genre rule balancing, there is the balance brought about by the investment/earning ratio. Each possible action—from hiring band members to playing gigs—has several levels of investment, which differ in cost. In some cases, these costs vary by several orders of magnitude.

Band members, for example, can range from 100 credits to 10,000. This presents the player with the choice to buy an expensive yet well-honed and experienced artist or buy raw talent (with a bit of luck) and hone it by training and gigging.

Clearly, players can afford more cheap bands. Perhaps in this case, it is best not to put all their eggs in one basket and spread the risk. Then again, there are more decisions to make, more investment in time, and more knowledge required of the game mechanics to be a success across the board.

These decisions have to be taken into account with respect to genres, too. With each recording studio being named according to the kind of music they specialize in (and that’s the only clue), a player would be unwise to start recording heavy-metal tracks in the Bubblegum Studio, even if it is cheap.

Finally, there are gigs to play and promotional events to arrange to try to raise awareness of the band and hence increase sales. Each of these has to be considered in terms of the anticipated income against the cost of actually doing the gig or promotion.

If every choice is balanced appropriately, success will follow, from mild to moderate, and occasionally to super-stardom. There are also likely to be parallels across other gaming genres, and the designers just have to find the correct features of the gaming mechanics to balance in this way.

The result has to be that playing is never boring or tedious. Even waiting overnight to see the results of actions should not be irritating because of the sense of community that has been built up around the game.

That is yet another kind of balance that Project Rockstar has gotten right—the implementation of community support versus the game proper. In the end, this will be as much down to the fans as anything else, and it is up to the game designers to try to make sure that the fans are involved to the point that they want to contribute to that community because they care.

Maintenance

Clearly this aspect of running systems could be an issue. In the past, one of the weak points of Project Rockstar has been the manual nature of the update cycle. If the chief engineer goes on holiday and something breaks, the updates have been known to stutter on rare occasions until the engineer could access the system and make a fix.

For a game that rests so heavily on the daily update cycle (a process that takes several hours), this is unforgivable. At least with a game that operates on a continually updating environment (even if it is turn based), there is no possibility of the ship being left unmanned; plenty of engineers should be available to monitor events. In other words, the game design dictates the necessity of a staff monitoring the system around the clock. In exchanging the complexities of a real-time action system for a daily-update model, one hopes to recoup that saving elsewhere—spending more on design, for example. But it can backfire by having only one member of staff dedicated to maintenance tasks—be they scheduled or unscheduled.

The point to take away from this is that maintenance is a necessary evil. Outages will happen, and there will be problems that result in the system going down and requiring a restart. They shouldn’t affect the game, however. At some point, turns still need to be calculated, even if it’s a manual operation based on a backup procedure.

Most turn-by-turn games will be broken down into sessions lasting a set number of iterations—soccer and other sports games can be based around well-known seasons, for example. Abstract games that are based on a continually evolving game world such as Project Rockstar can be divided into arbitrary rounds. These natural breaks give the developers a chance to perform maintenance, as the system can be made less available for a limited length of time as the changes are rolled out.

Solutions to Possible Problems

Humans need maintenance too, and we call it “vacations.” The fact that the whole gaming cycle plays out over an extended time span (read: months or years, in some cases) means that sometimes players will miss update cycles. There are, however, ways to make the game fit in with the players’ lifestyles that also add to the complexity, enjoyment, and global appeal. If the solutions can be made to fit in with the game rules too, they become part of the infrastructure, and subsequently, add to the enjoyment factor even more.

Vacation Settings

This is the classic solution to player absenteeism. As long as the player remembers to set the vacation settings (like setting a vacation auto-responder on e-mail), then it is an elegant solution.

Most turn-by-turn games (and PR is no exception) have vacation settings, which allow players to set the system to an automated update while they are away from their machine. At the simplest possible implementation level, it puts their session (indeed, their entire account) into suspended animation.

This in itself presents a small problem: If the account is suspended, then the player will lose ground to other players in the system as he or she will not accrue in-game points—be they in the form of in-game currency, experience points, or any other measure of in-game success depending on the gaming model and premise. Project Rockstar addresses this by enabling some updates to take place—although no vital decisions will need to be made. Money can still be accrued, but the band will not disband by itself, nor will any other make-or-break decisions be made.

Ensuring that the game continues as normal for the player with respect to the mundane, business-as-usual, aspects of the play session, whilst protecting them from anything that they might have been able to prevent had they been actively playing, is a key part of developing a robust vacation mode. Having said that, it ought to be possible to enable players to take a gamble and allow some decisions to be made on their behalf—we will cover this a little later on. The game design can also come to our rescue in that there are some actions that will take more than one update cycle to complete, and so it might not even be necessary to provide for an explicit vacation setting for short-term absences.

More frequently, a turn-based game where the update is driven by player action, and where several players must move in strict round-robin fashion (i.e., sequentially), might lead to a natural situation where there can be weeks between moves. This will probably be the case for play-by-e-mail turn-based games, for example.

In addition, if the game is being played on a platform that allows players to set their own pace, they might even decide amongst themselves to take a break. As long as nobody moves during the unofficial vacation slot, the game will simply not progress until they all agree to resume. Again, though, this is restricted to gaming models based on turn-by-turn, player-driven update game implementations.

For any other centrally managed game-update system, if a player leaves his or her account executing a task that takes five days to complete, and something unexpected occurs in that period, it could spell disaster for that player’s in-game persona. Subsequently, it is a good idea to offer some kind of extended safeguards in the guise of pre-programmed behavior.

Pre-Programmed Behavior

What makes the PR model easy to appreciate and implement is the fact that it appears, on the surface at least, to be a statistics-based game. The natural emergence that makes it challenging to play (and more fun) is simply the playing off of each player against the others. In other words, the behavior is preset, the rules and calculations that determine success are set in stone, and the only thing that players can do is schedule tasks and try to influence the statistics that govern their own in-game properties. By doing this, they hope to ensure that they at least do better than the others, and eventually win.

Many, if not most, turn-based games are themed around the management of statistics, hiding behind an immersive abstraction. If you think back to the classic D&D model, for example, the roll of dice determined your fate, and the skill was in making decisions that balanced risk against reward.

This is where real-time action games and turn-based strategy or simulation games differ, of course; the skill in the former is based on reactions and inventory management, while the latter requires a slower, more considered form of decision making. Puzzle games sit somewhere in the middle—fixed moves, highly strategic, but with a player-driven update system.

All turn-based games tend to share one thing in common: There is no way to change behavior or create new behavioral models for the in-game entities to follow. At the most extreme end, we could say that there is usually no player-available scripting language. (There are a number of reasons why this is not usually a good idea, but we can break it down a little farther so that the solution is not quite as extreme as letting players make their own scripted turn-playing mechanisms.)

The innovative twist to the predictable pre-programmed behaviors is the occasional make-or-break decision that can be implemented in a turn-based game. In Project Rockstar, for example, these range from finding money in the street and deciding whether to hand it in or not up to full-blown scandals in the press and invites to appear on TV shows. Sometimes, choosing options leads to additional record sales; sometimes it leads to a dip in record sales. There are parallel decisions possible in most genres; all that needs to be done is to tweak them slightly to fit the game genre and premise.

While on vacation, these events should not happen. During normal play, however, they do happen, and will cause problems if the player does not take steps to deal with them. The game design usually calls for a time limit to be placed on making these decisions, and the default (random) option is usually bad.

Before we look at how a turn-based game might be implemented that takes note of all the success points from our case study and adds some innovations of our own, we should note that there are a few alternative approaches to the Project Rockstar playing model.

Alternative Approaches

There are three principal areas in which alternatives to the PR model can be adopted:

  • The update cycle

  • In-game scripting to extend basic behaviors

  • Alternatives to the standard vacation setting

Depending on the game genre and style, each of these can be adapted to fulfill the game model presented by the rules of the underlying game. For example, chess, as a two-player game, would not benefit from a daily update cycle, and should follow a turn-generated update cycle. Other board-game adaptations would also follow this model, as well as most combat- or exploration-based role-playing games (RPGs).

The turn-generated update cycle is an interesting alternative to the Project Rockstar daily update model. A strict turn-generated update cycle would refresh the game environment with every turn. This is quite acceptable if there are four or five player groupings that have an effect on each other, and play in a vacuum, as the time to update will be reasonably small.

Of course, the online/offline debate will weigh into this decision. A play-by-e-mail RPG, for example, can afford to use a pure turn-generated update model as long as the aforementioned conditions are respected. As soon as the moves taken by individuals begin to affect the entire game environment, however, it becomes necessary to make sure that the updates cater to this.

This leads to a continual update model. The time scales might be different for a play-by-e-mail game as opposed to a Web gaming approach, but the challenges are the same. Indeed, the more the game leans toward a continual update model, the more the influences in Chapter 6, where we look at true real-time gaming, will come to bear. (Part of this is isolating what changes to the environment need to be made with each move, and then scheduling the moves as they come in from disparate player groupings.)

I can also propose some middle ground, which I call the “activity threshold model.” The basic premise is that a threshold amount of activity on behalf of the players causes the system to start refreshing itself and working out what happens to all the players.

This may well cause temporary, unplanned system unavailability (or at least suspension for an indefinite time) as the whole environment starts an update cycle. The trigger could be a simple weight of activity or a key player milestone or target event. Furthermore, the player who triggers it might be rewarded in some way via in-game currency or other mechanism. This would help to drive the desire to keep playing, as well as provide additional community talking points that could be interfaced to the community itself.

The next area, after the update model has been tinkered with, that can be tweaked is the availability of in-game actions that can be assigned to personae within the game environment. Again, there are extremes:

  • Default action (fixed, little flexibility)

  • Basket of actions (fixed, scheduled flexibility)

  • Action-event chains (semi-fixed, challenge-response flexibility)

  • Scripting (open, complete flexibility)

Obviously, PR falls into the first category. The only choice players can make is how long they let the band do a certain action, and how much they’re willing to spend on it. And that’s it.

Having a basket of actions from which players can choose, and letting them choose the order in which they are executed whilst keeping an eye on proceedings from a distance, is also quite attractive in certain game genres—for example, soccer simulations, where the manager might not want to intervene for every little detail but where several bad results can cause him or her to change the order of certain in-game actions.

It would be nice if the relationship between events and subsequent in-game actions could be linked together in some way, and that is the goal of using something I call “action-event chains.” These are different in approach from opening up the game to full-blown scripting, as they only link specific events in the game to some kind of response. Some strategic games based around fighting, training, leveling up, and procuring resources work on this kind of model. They allow the player to program a response action to certain events, such as invasions by forces from other players. Because of the turn-driven nature of some games, this is vital unless, as in multi-player real-time action games, the player is expected to be connected all the time. The casual nature of the target audience for the games discussed here, however, means that this is unlikely; consequently, there needs to be some method whereby players can devolve some decision-making authority to their in-game virtual selves.

At the other end of the scale from simple pre-programmed response mechanisms is a full scripting environment. This would be some kind of human-computer language allowing the in-game entities to have their behavior altered. New behavior could then be introduced by players based on various models. For example, state machines could be implemented in a visual way, whereby the player would create simple state-driven programs along with appropriate actions causing state changes and thereby build behavior in a blocks approach.

Less visual alternatives include allowing budding programmer-players access to a richer text-based scripting language. Some real-time games have proven to be quite open to this approach, allowing for the creation of bots (multi-player Quake, for example), so it is a valid possibility.

This kind of openness can be dangerous, however. There are risks associated with quality control. The more open the environment, the more difficult it becomes to predict with any certainty what people will try to do with it, and hence it becomes impossible to test adequately (see Chapter 9, “Testing Network Games”). Therefore, we have to follow the same kinds of restrictions as for real-time game bot programming (see Chapter 6), but doing so is less dangerous in a sandboxed gaming environment, such as is provided by the kind of turn-by-turn games discussed here.

There are a number of reasons why. Chiefly, it becomes very complex for players to introduce some kind of automatic playing where they stand to gain from exploiting the system. In addition, they have a lot less to gain than in a real-time action game where speed of reaction is generally more important than being able to understand the game and the game mechanics intimately. This is covered in more detail in Chapter 8, “Removing the Cheating Elements,” when we look at the various kinds of cheating that are prevalent in network games.

Finally, we can extend the interface to overcome the possibility that the play should continue even when a player is absent. For example, we might choose to allow play-by-e-mail (or even mobile-phone text message) extensions for vacationing players. For discrete decisions where the only possible answer is yes/no or a choice from several options, this might prove to be the perfect solution to the problem.

Time-elapse settings can also be exploited. For example, a player might set up an action that he or she knows will take three days to process. Perhaps the player will be away from a computer because it’s a weekend or he or she is taking a short trip, but still wants to keep playing. If make-or-break decisions come up while the player is away from his or her main machine, the player can still be offered the possibility to make in-game decisions by e-mail or text message. Again, this relies on the choices being discrete (binary, ternary, n-ary) and on using a medium that adequately describes (albeit in text format) the nature of the decision and choices.

With these solutions in mind, we can now look at how all these lessons can be used to create an actual game design.

The Fictional PlanetStar RPG

At the time of writing, this game does not actually exist. However, the following should be complete enough for you to appreciate how it might work in practice and whether it would be fun to play, and even give you a fighting chance to implement something similar yourself.

The design is based on the preceding analysis of Project Rockstar, and we shall look at how a possible game might be built around the premise made famous by the space trading and combat game Elite. For those not familiar with Elite, the premise is very simple: Players embark on journeys between stars, trading goods at a profit in order to collect enough money to upgrade their ships, and occasionally engage in bouts of combat. There are several ways to play the game—all variations on the binary decision to follow a career of trading or bounty hunting.

The Game Environment

The principle of the environment is that it is open ended (or at least large enough to give the illusion of being open ended). This environment is divided into a network of stars, clustered into galaxies. This arrangement provides a good way to segment the database in the future, which becomes a requirement due to the expansion of the game.

Each star has its own basic configuration, which can be generated in advance or even during the game time. This is easily achieved using pseudo-random procedural content-generation techniques (see The Infinite Game Universe: Mathematical Techniques, by the author and published by Charles River Media).

By generating the star systems as they are “discovered,” we can allow the whole environment to evolve with the players. We might decide, for example, that each star system has the following makeup:

  • Economy type: agricultural, industrial, service

  • Wealth: rich, average, poor

  • Population: in billions

This allows many different configurations, and the attributes must be stored in a database even if the stars and their makeup are generated upon discovery. By doing this, we allow the very nature of the stars to evolve. Care must be taken to maintain the current topography of the environment if new attributes are added, however.

Each star system should also have a name; again, this can be procedurally generated, or generated in advance. Either way, to avoid duplicates, allocated names must be stored in a database.

These star systems also have goods for sale (to facilitate the trading aspect of the premise). The price of these goods is sensitive to the system configuration. For example, food will be cheaper on a poor agricultural system with fewer than 1 billion inhabitants than on a rich service system that has 10 billion or more inhabitants. (This relationship is a key part of the original Elite game, and works to offer clues to players as to which stars make good trading partners. There is, however, still an element of chance/unpredictability to the actual price that players will receive, and hence the profit that they will make.)

The same principle is also valid for ship equipment. We might decide to set up the algorithms such that industrial systems offer cheaper ship equipment (easily available processes and factories), but that service economies will have more choice because of the research that they do into hi-tech ship equipment.

Deciding how all of the various factors that make up a star will influence the price of goods and equipment is part of the balance of the game. You should be able to appreciate that the relationship between the complexity of the algorithms that give rise to this balance has a non-linear relationship with respect to the number of variables. In other words, keep the variables to a minimum, as the complexity will rise exponentially with each added star-system attribute or piece of equipment for sale.

Players will, in principle, spend their time going from place to place in their ship. Along the way they will choose either to trade with each star and remain more or less peaceful and defensive or turn toward piracy and buccaneering, taking a more offensive point of view.

Profile, Ship Design, and Customization

Deciding how much customization to allow is a fairly open-ended design decision. The principle is that the players must be made to feel like they own their ship. As such they need to be able to customize it—color, decals, imported graphics and photos, and so on. Of course, the same goes for their profile, too.

The statistics that make up the player’s profile all need to be stored on the server too, and they will have an influence on the player’s journey through the game. Experienced traders might be able to get better prices, and good pilots will use less fuel, whilst those with many kills under their belt might also fare better during combat.

Of course, different ships can be bought and sold, and each is slightly different. Some will be designed for combat and others for ferrying large quantities of people and/or goods around. This implies sets of ship-capability statistics that need to be incorporated into the game design.

The same rules with respect to complexity apply here too—the more capability factors are needed to build into battles, encounters, trading, and exploration and travel, the more complex the algorithms that work out the relative success of each action will be.

These possibilities also all need to take into account the in-game currency, which can be backed by real-world money, of course. Offering players the possibility to upgrade through payment rather than doggedly playing the game is one way to raise revenue (see the “Revenue Model” section later in the chapter), but also provides a realistic way for less-gifted players to get a head start.

With the scene set, it is time to look at the update-cycle model that should be used for this fictional game.

Update Cycles

For this fictional game, I have chosen to illustrate several kinds of update cycles by suggesting an effective approach to combining update-cycle models. The advantage of this is that the pace of the game should be more evenly matched to the player, whilst allowing many different playing styles (from casual to hard core) to be catered to.

The cycles that will be combined are as follows:

  • Player-movement driven

  • Turn by turn

  • Daily environment update

The first of these, the player-movement update cycle, is the result of each turn causing knock-on effects in the game environment directly. For example, if the player chooses to purchase goods from a system where those goods are in short supply, then the available quantity might dip and the price slightly increase.

Next, there is the turn-by-turn interaction between several crafts (see the section “Pre-Programmed Combat” later in this chapter for more details), which causes each craft to be updated with reference to the others and possibly the game environment. These interactions might occur in a vacuum from the rest of the game, or they might have a direct effect (as in the turn-by-turn model) on the game environment.

Finally, there is the daily reset of the various variables that are behind the scenes—i.e., trading prices, production volumes, and so on. These will occur along with any daily updates that are sent out via e-mail to inform the player as to the status of his or her individual in-game entities.

The first updates are relatively easy to take account of—depending on the number of simultaneously connected players, that is. Currently, Eve Online holds the record, at around 35,000, so clearly high numbers can be catered to (source: Guinness World Records, 2008, Gamers Edition).

The second set of updates needs to follow specific rules (see the next section) that govern craft interaction. This method is chosen because this is supposed to be a turn-by-turn game, played anywhere, without real-time combat. To make the game easier to play, less reliant on split-second reactions, and more interesting strategically, pre-programmed combat and interaction has been selected. (We shall come to this in a moment.)

The third update cycle is just like the PR daily update. It is easily implemented, but might cause downtime, so it needs to be monitored. It also gives the programmers a chance to perform system updates or maintenance at the same time, behind the scenes.

Pre-Programmed Combat

Pre-programmed combat (and interaction) is a solution to the problem in a turn-based Web game of what happens when two ships meet in space. Clearly, there are many solutions, and I do not pretend that this is the most elegant or efficient. I do, however, believe that it offers a workable model that has many strengths.

There are several solutions that could be chosen:

  • Solution #1: arcade-style combat. This suffers from being challenging to program. We’ll see later on how to do it correctly, but in a game such as we are describing here, it might be inappropriate. It is also not easy to do in a heterogeneous Web environment where we do not control the hardware used to connect to the game.

  • Solution #2: traditional Dungeons & Dragons-style dice-roll combat. Iain M. Banks has succinctly summed this up as “getting shafted by a dope with bigger guns” [BANKS01]. While it remains a reasonable way to solve tabletop gaming issues, in video games we have more scope to be creative with the solution. It is also, in my opinion, inelegant, as it is based purely on statistics and ship strength, which can be bought rather than earned. At the same time, it is very, very easy to implement since each encounter is just a function of the pilot’s experience, strength of armor, and weapons, combined with kill history.

  • Solution #3: strictly turn-based combat. In a turn-by-turn gaming model, this means that we have to wait for the other player to make his or her move before deciding what to do next. This is clearly an option, but in a disconnected gaming model like the Web, it might not work properly. We also have the issue as to what to do if someone disconnects, either accidentally or on purpose. Again, this is something that comes up quite a lot in network gaming. In the Web-based environment, it is relatively hard to combat. If the game takes place on a client/server closed binary system, however, then this gets easier to manage. If the choices are very restricted, then the overall effects of player disconnect become slightly easier to manage.

  • Solution #4: a mixture of the above. In other words, preprogrammed moves scheduled by the player that result in a series of non-interactive scissors-paper-stone encounters. Clearly, there must be some AI in the system, as well as some possibility for the player to feel part of the process, but the guiding principle is a good combination of real-time action and a strategic game like chess, complete with gambits. Also, this solution lets us choose the update model—either turn by turn (triggered) or on the basis of a daily system update like Project Rockstar. So it offers flexibility in the final implementation, which the other approaches do not. In addition, this solution also has quite a lot of flexibility. In fact, it has at least as much as the equipment types that can be introduced into the system. That said, it might be hard (albeit interesting) to maintain, depending on the complexity of the in-game environment. This is another reason to trim the variations of craft, weapon, and so on back as far as possible.

There’s one last problem: what to do when several craft occupy the same area. Just because we have elected to use a rule-based system with some openness to player customization, combat need not be automatic. In fact, in many cases, it must be selective and allow several craft to attack each other at the same time. This will certainly liven things up a bit and encourage players to interact, either in a positive (helping each other) or negative (against each other) fashion.

This section should have given you a feel for the challenges that await anyone trying to implement Web turn-based games, as well as insight into the way that any kind of network multi-player game based on a turn-driven architecture might be developed. It is not meant to be a complete design and development guide, but the comparison between the different game types as well as a look at a real (Project Rockstar) and an imaginary game, which should hopefully provide food for thought.

Revenue Model

Before any game can be developed, it is necessary to look at how it should be possible to make money from it. After all, without steady cash flow, the project will quickly cease to exist. We close this chapter by taking a look at the various revenue models available. They are inherently different from the “full game plus expansion pack sale” model used by almost every other networked game, based, as they are, around a service delivery model.

It is still possible to employ the retail model, but your ability to do so will depend on the strength of the game as an immersive universe and experience. This will, in turn, depend on the quality of the front end, support of the server-side gaming, and ingeniousness with which the game has been developed. For example, a browser-based game like Project Rockstar, aimed specifically at casual gamers or hard-core gamers looking for a quick diversion, would not be able to justify a for-pay model. In the past, gamers have been queried as to whether they would be willing to pay, and the response was cautiously negative. Perhaps this is simply because it does not measure up, in the gamers’ mind, to something like Eve Online, which towers above it in terms of in-game graphics, depth of play, and gaming model (at least superficially).

This may seem to be an unfair comparison, but imagine Eve Online without the front-end system and combat, and played through the browser as a trading and ship-management simulation. The result would be rather like the imaginary space RPG presented in the last section. It would work as a game—it would even be fun to play—but ultimately, it is unlikely that players would pay a subscription fee to do so. Part of this is also due to the fact that the for-pay model would turn away the very market that it’s aimed at—those who don’t wish to pay for gaming and those who already invest 99% of their gaming time and money into another product.

The question is: Given that we cannot charge for the game per se, can we charge for part of the experience?

In-Game Currency

One way to raise money for the game developer is to introduce a system of in-game credits, which can be traded using real-world money. Those with the money can afford to have bigger guns and are more likely to win fights. The in-game money usually already exists: It is the nominal credit system used in Project Rockstar, or the ISK (in-game currency) used in Eve Online. It’s also, usually, the underpinning factor that separates success from failure in many such games.

The advantage of allowing trade of real-world money against in-game currency is that it lets casual players remain casual whilst also giving hard-core gamers a choice between earning and buying currency in order to play the game. Casual players can just equip themselves by buying solutions, while those with a penchant for RPGs can do it the hard way.

Such a system needs to allow for the fact that a diligent player investing a substantial amount of time in earning in-game credits should not be able to be beaten by a casual player with a credit card. One way to do this is to allow elective leagues, or restrict purchases such that without some in-game experience, certain advanced weapons (equipment, spells, and so on) cannot be bought or, if they can, that they cannot be used as effectively as by someone with more experience points.

One thing is clear: The balance is important—not just for the playability of the game, but also in terms of the end experience and popularity of the game with the target market.

Upgrade Packs

This area is great for generating income. It works on the principle that, after a certain level of play, the player faces a humdrum existence. To face new challenges, the player can pay a fee to upgrade to the next level, which might include more places to go, more interesting people/things to go there with, or just an enhanced experience.

A humdrum existence might then repaid over time by an automatic upgrade. However, the impetus is on generating revenue from players’ desire to continue (advance) quickly in the game. This is eventually coupled with peer pressure from players they have built up a relationship with in-game. Consequently, the drive to succeed and the kudos associated with it become a revenue opportunity.

This system could feasibly be coupled with a donation system whereby upgraded players could sponsor their peers to join them on the next level. It is a system that has been tried on the Fark.com Web site with some success. Although Fark is not a game (it classifies itself as “not news”), the upgrade system allowing paid members access to more entries than the general public generates healthy revenue for the site owner.

The other side to buying expertise, technological advances, and the like is limiting the capabilities of players with respect to their in-game prowess.

Time/Move Limitations

Besides specific upgrades, in turn-by-turn games it is also easy to implement limitations on movement and/or turns. These limitations could be a way to change the balance of the game where specific capabilities have been acquired, or used as a way to generate revenue.

For example, we can place limits on money required to do something as well as limits on the number of actions that can take place in a single play session. This is the approach that Project Rockstar takes, but there is no way to extend the limits.

Players reaching the end of their move limit for the session in other games might choose to buy a few extra movement credits in order to try to finish off their plan for the day. This is not available in the current Project Rockstar build, but it is a possible extension.

However, this should not upset the balance of the playing model. For example, in Project Rockstar, once a player has set one of his or her band members to a task (say, improving core instrument skills), then this task, logically, cannot finish until the requisite number of play sessions has elapsed.

The danger is that this mechanism would completely upset the gaming balance if players could buy additional time, allowing them to skip this limitation. So, offering players the possibility to buy themselves out of these limitations risks redressing the balance in a way that presents several drawbacks.

Drawbacks

The limitations of a gaming system are the very things that we use to manage the difficulty level and keep interest high. As noted in the last section, there is a danger of upsetting playing model if we start to play with the limitations that have been designed in order to present players with a challenge.

In addition, there is the possibility that any approach that can reduce the natural limitations or even the explicit limitations of a system can give rise to cheating. We look at this later on in Chapter 8; for now, you should be aware that the more popular a game is, the more prone it will be to people trying to circumvent its limitations for their own ends.

Linked to this are practices that are not cheating per se, but more like devious playing tactics. These often have the sole purpose to raise vast amounts of in-game cash or capabilities for the express purpose of building an account position of high value. Then, a natural cycle of buying in and selling on occurs, where players with money will buy into other players’ positions, and those with time and money can build up a high-value in-game account very quickly and then sell it on. This would be fine, except where it becomes the norm, at which point it becomes loaded in favor of those with money—and the balance is, again, destroyed.

The final responsibility rests with the game developer: It is up to you to make sure that the in-game exploitation of rules and mechanisms does not detract from the game. Some games will build this around reset points, where the end of a round signals a loss of all in-game wealth and accumulated possessions. This has the desired effect, but can also be very frustrating for players who have invested time and money in building a strong presence. Clearly, if another solution can be found, as well as offering the possibility to raise revenue, then a compromise position is better than the black-and-white mechanism that total resets offer.

Advertising Networks

Anyone familiar with Web publishing will realize that a high-volume game (i.e., one with lots of visitors, regardless of player turnover) is an attractive place for advertisers. In the same way that real-world media attract advertising, so does the interactive virtual media of games.

The modern, Internet-based, advertising market has more or less stabilized into three areas:

  • PPC (pay per click)

  • Display (a.k.a. banner advertising)

  • Sponsorship

Since advertisers don’t have time to do deals with every possible advertising outlet, they have become organized into networks. These networks deal with one advertiser (or a set of advertisers) and many possible advertising platforms. Some are discretionary. In other words, the advertiser–content provider relationship is preserved and each one has the possibility to select or allow the relationship to supply advertising. Each publisher can choose what to advertise, and each advertiser can choose where to advertise.

Other networks are entirely non-discretionary. This means that it is the network that selects who will be advertised, and where. Google AdSense, for example, works on the basis that it selects locations to advertise contextually (based on the content) and therefore might not work well for a game.

Choosing the method and network for advertising will have a direct effect on the amount of revenue that will be generated.

PPC Versus Display Advertising

Two of the most common forms of advertising are pay per click (PPC) and display advertising. Google AdSense follows the PPC model, in which advertisers pay a certain amount of money “per click” that the advertisement generates. So, a single campaign can reach 1,000 visitors (people who actually click on the advert) for a relatively small amount.

A proportion (usually small) of the cost per click (CPC) is returned to the Web-site owner as generated revenue. For each advert displayed, the expected click-through rate can be quite small.

Without a specific action, the site owner will not make any money at all. This model is, however, popular with advertisers, but less so with publishers of Web property that has a low CTR (click through rate).

On the other hand, display advertising works in the same way that traditional advertising does—the content provider is paid each time the advert is displayed, regardless of any ensuing action. This is also known as “banner advertising,” although banners have become less popular over the years.

An alternative is to pay a set amount to the site owner for a certain length of exposure; this amounts to sponsorship of the game. The advertiser gets exposure for its brand, in return for which it pays the game creators for the prestige (or just the facility) of being associated with the game itself and having its advert displayed to the players.

Where to Allow Advertising

It is tempting to splatter a game with adverts. The risk, however, is that the value of each advert is diminished as it gets lost in amongst all the others. There are many ways that advertising can be incorporated into the overall game interface so that this does not happen. They all rest on one key point, however: They absolutely must be targeted toward gamers. If they are PPC adverts, this is doubly important, as no clicks means no income, and it takes an awful lot of online, registered, active, players to overcome poorly targeted PPC advert campaigns.

One model is borrowed from e-zine (electronic magazine) and e-mail list advertisers, where every now and again they slip in a solo advert. A solo advert is one that is sent to some, or all, of the list, with no other content whatsoever, and in addition to existing mailings that players receive. These e-mails can also be sponsored by allowing companies to advertise in the daily update or status e-mails. This is a useful technique, as it conforms more completely to recent legislation with regard to unsolicited commercial e-mail (SPAM). This use of solo adverts has to be very carefully deployed so as not to fall foul of Internet etiquette and legal restrictions.

Then, there is onsite advertising using banners. This is a form of display advertising that is similar to real-world billboard-style adverts. It is easy to implement, and works as well as the material that is provided by the advertiser. Gamers, however, might well be immune to banner advertising as they spend so much of their lives online.

Next, it is possible to provide advertising spots in top 10 lists and other non-game areas such as forums. These adverts can even be used to break up the content so that it reads rather like watching TV: Every now and again, there is an advert that must be tolerated in order to keep enjoying the show.

It is important to test and verify different locations for different kinds of adverts. This is important because display advertising yields a certain CPM (cost per thousand impressions) whereas PPC (pay per click) adverts only make money when someone clicks on them.

Thus, while the price that can be charged per click is higher than the price per impression, sometimes the CPC does not translate into money directly, as nobody clicks the advert. Here again, though, correct targeting will help, as the more relevant an advert is, the more likely the player is to notice and click, it.

Terms and Conditions

Designers must beware of trying to integrate advertising actions with the in-game currency or even the in-game mechanics themselves for advertising networks. These could well fall foul of the network’s own rules on advertising.

For example, the terms and conditions often explicitly prohibit encouraging third parties to click on adverts or use automated systems to click on them. This usually extends to trying to offer players (viewers/visitors) some kind of reward for having clicked an advert.

Of course, if you (as the game’s owner) also own the advert network, then this might not be an issue—but be sure to check with the advertisers first. The ramifications for getting it wrong aren’t just that you won’t be paid; your whole business model might well fall apart if you can no longer offer in-game incentives for real-world actions if that is the path that you have chosen.

Direct Sponsorship

Finally, we need to just mention a different form of advertising: direct sponsorship. This is different from adverts because it is equivalent to in-game branding. More importantly, it is the extension of a real-world brand into the game.

For example, it might be possible for a Project Rockstar game to integrate with record labels or real-world venues to lend their names to in-game equivalents. This produces a seamless integration between the advertising (sponsorship) message and the game’s premise. And, as this example shows, it is often far easier to blend the sponsorship in with the gaming experience. Adverts will always be slightly obtrusive—even if we choose to ignore them—but a well-placed sponsorship message can even add flair to the polished end-game experience.

Even avatars can be sponsored—just like in the real word—provided that they require appropriate clothing, equipment, vehicles, etc. It is a complex engagement between the publisher (or game’s creator) and the companies involved, so it is best handled by an agency specializing in in-game sponsorship and branding.

If it comes to it, it is probably a good idea to have all advertising and sponsorship deals processed by an agency that understands both advertising and gaming, as this leaves you, the game designer, with more time to actually create something that you are proud of and that advertisers actually want to be associated with.

Commercializing a Turn-By-Turn Game

Turn-by-turn network games exist on several levels of complexity and time investment. Project Rockstar appeals to casual gamers but will eventually breed its own fanatics. The fictional turn-based space RPG described in this chapter, however. will probably attract more hard-core players because

  • The rules are more complex

  • The premise/environment is more difficult to appreciate

  • It contains trading and combat—i.e., multiple skill sets

These three points are almost the diametric opposite of the Project Rockstar strong points—the rules are few and easy to grasp, it takes place in an environment that everyone can appreciate, and relies only on one set of life skills. This affects what I call the “pick up and play” factor.

Some games have a high pick-up-and-play factor, others a very low one. This does not necessarily affect their commercial success, just the audience at which they are aimed. Of course, the audience spread will indirectly affect some areas of the revenue-generation possibilities, and hence the commercial viability of a project.

A game with a very high pick-up-and-play factor and considerable audience reach, for example, can be easily commercialized through advertising and sponsorship. Like TV or radio, a large captive, targeted audience equates to advertising opportunities for which many organizations will pay reasonably highly. On the other hand, a game with a lower audience reach might have to rely on the audience providing the revenue through paid services. In addition, some of the avenues of revenue generation such as display advertising will be closed to the creators of such games, and they might only be able to use pay-per-click (PPC) models, which will usually generate less income.

One such category of games is the subject of the next chapter: real-time MMORPGs. Even Second Life, which ought to be one of the most accessible online games, has had to find revenue somewhere, and resorts to charging players. The reason—and this is speculation on my part—is that the complexity of the development effort, plus the day-to-day requirements, along with the huge audience reach, has meant that no amount of advertising or sponsorship can pay back the costs involved.

It’s a salutary lesson: A Web-based game with modest requirements will be cheaper to put in place, generate more income, and have more potential revenue opportunities than a custom interface based full-scale MMORPG. But the latter games will still make money from a hard-core fan base.

As a side note, it is interesting that long-time indie stalwart Garage-Games has begun to marry the two together, offering real-time 3D gaming in browser-deployable environments. This kind of bridge between the two technologies may make some inroads into the issue of development cost versus income, and upset the aforementioned model somewhat.

It is also worth pointing out that Web-based turn-by-turn games (and also other kinds of turn-by-turn RPGs) lend themselves to being created and maintained without the help of a publisher. Since the goods are entirely virtual, have no physical distribution channels, and can be continually tweaked without recourse to rebuilding the package, the creation and financing model can almost completely ignore traditional publishing issues.

References

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