2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
different abilities in order to solve numerous challenges. This would emphasize the concept of
parties in the main game.
Because of the nature of online gaming, the game design needed to be kept simple in terms of
control and complexity in order to stir the interest of the casual browser without scaring them
away. You also have to contend with a huge range of different machine specs, and so trying to
create something with as broad an appeal as possible can be a challenge. To reach the low end
range of machines we decided to focus the design away from anything too arcade like and
instead onto something more cerebral.
The game design is influenced by block games such as
Sokoban
and especially
Catrap
on the
Game Boy. These games are perfect examples of how a few simple rules can create incredibly
complex puzzles. They are very easy to pick up initially but provide a great deal of depth perfect
for a web game. Elements of these games were combined with elements from other teamwork
centric games (such as swapping between characters) to create the game design used on the
site now. Initial versions featured more character types with different abilities, increasing the
number of rules in the game, but in order to make the game more accessible, these were cut
down to a minimum.
In order to recreate the open ended nature of the PS2 game, the natural solution was to give
people the ability to contribute to the site itself. While we could have regularly produced new
levels for the web game, it would have been time consuming for us, and by empowering the
users of the site with a decent level editor, the potential for new content was much greater. Plus
with a wider audience you are guaranteed to get people creating levels and puzzles in ways you
never would have thought about yourself if you are close to the project during its evolution.
EQOA on the PS2 has a large emphasis on community. Your social standing and the level of
power and strength you have place you in a natural ranking system. In order to showcase
people's abilities within the site, we added the census, allowing you to see how far you are from
the top, and browse the real champions of the site as well as playing their quests. The scoring
structure took a lot of consideration to make fair, and in the end it comprised three elements: The
popularity of the quests you create, your total score on all the other quests available, and your
score on the predefined (legendary) quests. This also meant that in order to stay at the top of the
census you had to continually play all the quests on the site, which tied in nicely with the same
notion in
EverQuest
of needing to play the game frequently to stay on top.
Translating the PS2 Game Art Direction to the Online Game Engine
The assets within the game engine were driven by the assets used in the PS2 version. We were
fortunate enough to be able to request assets from the game's developers. As a result we were
able to obtain textured Maya models for the different character types within the game as well as a
number of environment models and textures.
At one stage we were going to have the players represented as static pieces on a playing
board, to abstract the game so that it felt more like you were playing chess, and take it away from
representing a realistic environment. It can be dangerous trying to recreate assets from within the
game as they can look like poor imitations and hence represent the artwork poorly. If you do not
have assets available, it's much better to try and produce stylized versions of the original graphics
rather than exact duplicates. With access to the original assets, however, we felt comfortable
translating them to the web.
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