|
Features

How The West Will Be Won: Michael
Bayne on Bang! Howdy
GS:
The "cool-down" mechanic is one of Bang!
Howdy's most unique features. Can you talk a bit more about how
it helped
reconcile the problems you were seeing in RTS's and turn-based
strategy games?
MB: In a turn based game, one generally either has to wait for
the other player to complete their turn entirely before you get
to make any of your moves, or some games use a simultaneous turn
based structure where each players makes their moves at the same
time without precise knowledge of their opponents' actions, then
some sort of conflict resolution mechanism is used when players
give conflicting orders.
Real-time strategy games generally allow a player to order their
units at any time and assign a certain amount of real time to the
completion of any action, be that moving across the board or attacking.
Bang! takes an approach somewhat closer to the real-time strategy
approach in that there is no fixed turn during which all units
can move and attack once, instead there is a global game "clock" which
is ticking forward about every three or four seconds (the speed
of the clock is varied a little during the course of the game).
Once a unit has executed a move (or move and attack) they cannot
execute another until four ticks of the clock have elapsed.
The thing that gives Bang! a different feel from a normal RTS
is that this post-action delay is very much tactical information
that one makes use of in the course of a game. We visually communicate
the state of every unit on the board and you frequently find yourself
making decisions based on the number of ticks remaining before
your and your opponents' units can move.
By discretizing this information and presenting it to the player,
we create an experience that feels like a fast moving turn-based
game rather than a slow moving real-time strategy game.
Bang!
Howdy
GS: Are you at all worried that turn-based play will discourage
more casual players?
MB: I think turn-based mechanics are more accessible to casual
gamers than real-time strategy mechanics. That said, Bang! is pretty
fast paced and we recognize that this is likely to be a bit more
than many match-three gamers are looking for…
GS: What is your intended audience for the game?
MB: We're aiming for what I've heard called "broad core" gamers:
people who have played video games in some form, but are not hardcore
players. This means they don't have the latest hardware and they
don't necessarily have deep experience with the any particular
genre. They want a fun, console-like experience on the PC with
more depth than your average casual game, but not something that
requires hours of investment in learning how to play nor a two
or three hour minimum gameplay session.
With Bang! we've provided a core experience that can be as short
as ten minutes. Then we're building on top of that to create half
hour and longer experiences for situations where players have more
time on their hands and want to really immerse themselves in the
game.
At the same time, we've been careful not to neglect the longer
term accomplishments that are frequently absent from casual games.
If a player spends ten minutes playing Bang!, we want them to feel
like they've taken one step toward a larger goal, be that leveling
up a Big Shot unit, or earning enough scrip for that fancy cowboy
hat or raising their ranking in a particular game type. If they
have time to play longer, they can take more steps toward those
goals, but we don't want even the shortest play session to feel
meaningless.
GS: Bang! Howdy's quick-to-access setup and relatively short learning
curve certainly make it accessible for a player without much time
to spare. But how do you think this semi-casual approach will impact
the development of online communities?
MB: No doubt players that are looking for a casual, low-time-investment
experience are less likely to expend effort to form and participate
in communities relating to the game. However, we don't believe
this attitude is incompatible with the formation and preservation
of community, just a challenge to be overcome. To do so, we provide
a number of systems that help players to maintain and create communities
on various levels.
At the most intimate level, we want players who come to the game
with an existing group of friends to be easily able to coordinate
and play with them. To that end, we've developed a "Pardner" system
which is basically an in-game buddy list. It tells you which of
your friends are online, where they are, and makes it very easy
to get together with them to chat and play games.
Next, we want to foster the development of new friendships even
if only in the context of playing the game, which we're doing with
a "Friendly Folks" system. It is sort of like bookmarks
for people. Using this system, a player can give a "thumbs
up" or "thumbs down" to any player they play with
and any time they are in the Saloon (where games are match-made)
we will let them know when any of their Friendly Folks are also
there and
make it easy for them to chat and play together. Even if the player
takes no action to communicate with people they've tagged, we automatically
favor matching players up with other players they've marked as
friendly and we avoid matching players up with other players they've
marked as unfriendly.
To foster more structured communities we are implementing a Posse
system where players can band together into a formal organization.
Like the Pardners and Friendly Folks systems, this helps bring
players together for games, but the Posse system also provides
meta-gameplay with intra- and inter-Posse rankings. We emphasize
players rank among their Posse members rather than their rank in
the overall game, which is a very big pond and a much tougher competition.
Further, players collaborate to raise their Posse's rank among
the other Posses by playing "feud" games against members
of other Posses. We also have plans for Posse-sponsored tournaments
to allow civic-minded Posses to offer prizes to their own members
or to anyone in game-wide tournaments.
Beyond the in-game systems for supporting community, we also host
message boards and a wiki which is maintained collaboratively by
us and the players. Both are integrated with the game in that the
same account is used to log into them all and we make it easy to
use ones in-game avatar as a forum avatar.
|