• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
dtg108

How to stop the killing?

10 posts in this topic

Some of you may know that I'm working on a zombie survival game. I really want the players to work together and not just kill each other, but how are some ideas to force them to work together, but also give them free will?

0

Share this post


Link to post
Share on other sites

That's funny; I just commented on this very thing today in a thread that's currently right alongside this one. smile.pngLink.

 

In summary, you'll need to give the players reasons to co-operate instead of killing each other. Here are just a few ideas off the top of my head (keeping in mind that I've never worked on a zombie game):

  • Make the zombie threat so awful and terrible that players must work together or be destroyed: the zombies could be super numerous, super tough, etc. (This idea seems ill-defined to me; sorry for that.)
  • Make killing players a difficult and not-very-rewarding task. E.G. when a player dies, all of his gear is severely damaged or flat-out lost.
  • Killing a player nets you bad reputation, which is permanent and blocks you from safe havens and marks you (very obviously) as a player-killer; you probably want to make this get worse with player-kills in order to cushion against accidental deaths...or build in an atonement mechanic (or at least a long cooldown after which the player-kill counter decrements).
  • Set up a bounty system. Make it very rewarding and easy to track down perpetrators (and, of course, killing a known player killer should not mark you as a player killer.)
  • Make bad rep attractive to zombies; i.e. it becomes harder for you to hide from them, or something.
  • Perma-death could fix it super easy, provided that there are massive advantages to surviving for a long time span (lots of skill points, good gear, completed maps, etc.)

I hope there's something of value in there for you. :)

1

Share this post


Link to post
Share on other sites

* If killing other players gives you a benefit (e.g. you get all their stuff), then create an alternative to it. For example, you could have a "put your hands up!" button and a surrender button, allowing players to rob each other to get the above benefit without killing. Or also add a pick-pocket system, so you can steal other player's gear without them even knowing (if you're lucky).

 

* Have moral choices (like killing) mark the player in some way. If you game has skill points/etc, then perhaps you could have a "good judge of character" skill. When you look a player in the eyes and use this skill, your character could remark via their inner voice "I don't trust this guy, he's got the cold eyes of a killer", or "I don't want to turn my back on this guy". If someone has committed a large number of murders, you could even just have their character occasionally mumble insane ramblings about killing everyone, to give their future victims a warning laugh.png

 

* You could allow victims of player killing to get revenge in some way. Killed players could become zombies, so if you don't run from the corpse immediately, the killed player can shamble after them for some brain eating revenge. If characters have permanent names, then after respawning, you could place a bounty on their head, or publicly name them as a killer (on some kind of common noticeboard, or radio station?)

 

* Create some other kind of punishment. Perhaps a killed player's blood simply attracts zombies, so the killer will possibly be overwhelmed by default, unless they're careful. For a psychological twist, you could have anyone that you've killed appear in a ghostly form from time to time, like the flashbacks/ghosts in System Shock 2, distracting or scaring you at inopportune times.

1

Share this post


Link to post
Share on other sites
*  If someone has committed a large number of murders, you could even just have their character occasionally mumble insane ramblings about killing everyone, to give their future victims a warning laugh.png

I really like this idea; if the idea is "dark realism" then this fits the bill. While player-killers might consider more and more intense insane ramblings as a badge of honor, it can both serve as a warning to other players as well as attract zombies. smile.png
0

Share this post


Link to post
Share on other sites

It's quite trivial, make the zombies attack the players :) Therefore, since we (the players) are the ones that have a common enemy we are natural friends (if the another player is killed there are more zombies coming at me, since they have no other "distraction").

 

Note that you don't even need to implement "shooting at another player", there is still a free will involved in a decision of helping/not helping another player that is surrounded by enemies while you are not at the moment. Effectively you can "kill" another player even without any "friendly fire" allowed. Also, the most vicious hostility vs another player would be to go and just... stand still in order to get killed so the other player has more enemies to deal with :D

 

You simply do not need to do anything at all to assure that player's behaviour :)

0

Share this post


Link to post
Share on other sites

Here is one more suggestion.  Do something in your Player Scripts.  The military and civilian aviation use transponders that emit signals.  This signals alert military hardware tracking these transponders has either civilian, freindly or potentially hostile.  By embedding such a transponder into your code idendifying potential targets, you could cause the weapon not to fire on so-called freindlies.

  If you want a little person to person combat, but with penality, assign a code to those players firing upon freindlies as aligning themselves with the Zombies and then reduce the damage against the Zombies until they stop attacking freindlies.

0

Share this post


Link to post
Share on other sites

There's nice system in DDO to look at. You receive fixed amount of XP per quest, no matter how large your group is. But missions are much easier to complete with a group, than solo (especially when your character fills very specific role). That motivates people to gather in groups and do quests together.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0