Spelunky: When Scoring Goes Bad

Spelunky Competition

Spelunky is probably my favorite PC video game of 2013 (pending when I finally give Divekick a try). There’s a lot of good stuff going on in the gameplay – find your way down through randomly assembled platforming configurations and collect as much treasure as you can. You have a clear goal, but how to pursue that goal is ambiguous, the way hazards can combine are treacherous, and the ghostly dread of the soft time limit adds a sharp tension to every level you attempt. It has all the trappings of a great game you can play basically forever.

There was one feature that really stood out to me when I began playing: the Daily Challenge. A master server randomly generates a single configuration for the day, and all players get exactly one chance to score on it. It nicely counters the random arrangement and allows players to directly compete on an equal footing while still keeping the core gameplay completely intact.

I loved it – it was exciting to boot up the game each day to try my hand at today’s challenge. Knowing that my one shot for the day was on the line added even more tension to the run, and it really brought out my best. I really had to play things smart – I had to know when to take a big risk with low resources and when to just move on, when to hold ‘em and when to fold ‘em. It seemed like the game was at its best. Then I began to see a disturbing trend in the high score list for each Daily Challenge. That’s when I realized that I was playing all wrong and came to a surprising conclusion:

Daily mode as implemented in Spelunky is actually a bad idea. Continue reading

World of Warcraft: A Case Study in Design Focus

WarcraftLogoFinal

With a peak subscriber rate of twelve million players and a rotating, on-and-off player base, it’s hard to imagine that there are many video gamers left who haven’t at least tried Blizzard’s magnum opus, World of Warcraft. After all, it’s got so many games in it, so much content! It’s got something for everyone, so how can you go wrong?

Turns out a lot can go wrong.

Turns out that when you try to make the omni-game, when you try to have “a little of everything,” you end up with a lot half-baked ideas and broken systems; that when you try to please everyone, you don’t really satisfy anyone. Turns out that you can’t just mix everything together at the WoW All-U-Can-Eat buffet and still expect to have something good in the end. Continue reading