Aug 132010
 

So it’s time for me to once again look back on the last month of running Omerta Deathmatch. This time I have to do so with more than a touch of hubris.

For you see it turns out that things were going far too well for the last few months, no major disasters in either design or development. Oh sure there were a few tweaks here and there, and the odd feature that took a little longer to develop than expected, but nothing major.

However this month we had our first true failure. We got over ambitious and that came back to bite us in the ass – big style.

This month saw us in an unusual position, where we had to do what is known as a reset on the main international version of the game. A reset involves shutting the game down temporarily and resetting everyone’s accounts back to a starting state. The reason we do this is that after a while, as is the way with the mafia, one family becomes so powerful that they have complete control over the version.

When the game gets to this state, the family in dominance stops all new families forming and on the whole makes the game unplayable for anyone not in their inner circle. So over the years we have performed these resets, which declare the version over and a new one begins.

Now when we do this for the bigger versions of Omerta, such as the International, Dutch & Portuguese versions, we like to use that opportunity to roll out gameplay changes as well.

This time we were planning to roll out a whole new family system, which would bring new elements to the gameplay of families. This system would have replaced the current static family sizes with an expanding family system that relied on the activity of the family to progress.

However this left us with an issue – we had a date set for the International reset that was closer than we imagined it would normally take to get the changes completed. But we were so drunk on the confidence of the past few months we thought that, if we organised ourselves well enough, we could get it done in double time.

Unfortunately, as you will have no doubt have already realised, this choice was very much a mistake.

There were complications with the development, some of the features proved a lot harder to make than anticipated and all round things took longer than imagined.

We were left with two options: reset the International version without the changes promised, or push back the reset to finish the changes. We decided to ask the players which way they would like us to go.

In the end the International version has restarted without the new family system, but does have a bunch of the changes we’ve trailed over the last few months on Deathmatch. Suffice to say that we will not be making that mistake again if it can at all be avoided. We’re going to try to work to more realistic development deadlines in the future.

Due to them all being busy with the start of a new version, there was no time for our players eye view of this month’s goings on. That will return next month, along with better news on the design front (hopefully!).

Jul 132010
 

One thing I have learnt over the last few months of design is that balance is key. For example, the randomization of the smuggling values that I talked about in last months column. The balance there was making the increase in value worth the players effort to change routes, while at the same time not adversely effecting the overall economy of the game.

Now before I stepped up to design itself, I would just regularly assume that the designs being passed to me had taken that into account. However, I recently decided to take a look back over some of the design choices that had been made, and while most were fine, I did manage to find a flaw or two.The biggest of which has been a bone of contention between the crew and the players since it was done – the removal of Killing Skill from the game.

To explain what it was for those who don’t know, basically as the user progressed up the ranks of Omerta for strength, they also had the option to train their killing ability by shooting at bottles or each other. This skill was then used as part of the killing calculations and several other calculations throughout the game.

“But that sounds simple!”, I hear you cry, so why was it removed? Well quite frankly the whole system was flawed, not from the players perspective but in the back-end of the system. It was used as part of calculations that it shouldn’t be, missing in things that should have used it and all round had become a nightmare to work with.

From a design point of view it was a failure, so much so that the only option available to us was its removal. So that’s what we did.

It’s here that the flaw occurs. When we took away the killing skill all the calculations were naturally fixed and the back-end handled, however we forgot one aspect of the balance – the player’s side of things!

For them, when we took away killing skill, we took away more than a mere statistic on their account and an option on the crimes page. Without realising it we had also taken away a personal goal for the player. Most importantly, as the majority of their killing skill came from shooting other players, we had broken the risk/reward balance of killing.

When you make a kill attempt in Omerta, you are effectively putting your account on the line because of the ability for the enemy to shoot back. When they got rewarded with killing skill, there was a reason to risk your account – if you survived, your account was stronger for the attempt. Without Killing Skill, this was no longer true.

So the first thing I felt I had to do was return the reward for killing. Yet putting Killing Skill back would just take far too long when it comes to fixing all the issues that resulted in its removal in the first place. So I looked at what would give a sense of personal progression again, and the natural choice? – Rank Points.

So now, when a user risks their account, they get a reward again in the form of up to a 3% increase in rank. There is a discussion on Deathmatch, as always, about if this is enough to redress the balance or if there is still more that needs to be done. Why not come over and let us know your opinion?

Jun 132010
 

So, I’ve been in charge for a while over at Omerta Deathmatch. Over that time I have been closely looking at the game’s features to see where I think it can be improved.

While the game does have a lot going for it, as a result of the way some features work it has become a little regimented. This is after all a game that has run for over five years, so it’s only natural that over time things would head that way.

So one of the first things I wanted to try and do was to add a little more of a random factor into the game. Not so much as to break the existing dynamic, but enough to add an element of surprise to Omerta.

I Recently thought of a potential change to one of the existing in-game features, Smuggling. This system has the users buying contraband in one city and shipping it to other cities for a profit. Once the players get to a certain rank they are only really trafficking cocaine, morphine, and whiskey, because they were most commonly at profitable rates in the same cities at the same time.

What I wanted to do was shake this up a little and add a bit more of a random factor to it. We had tried to do this once in the past by trying to unlink the drug and alcohol prices, so that they had to make more of a choice – do they go to Detroit to get the high booze or Chicago to get the high morphine? Unfortunately this did not go down too well among the player base, because there was too much randomisation for them to work with on a day to day basis. Smuggling needs a pattern to it, hell; even the real world drug trade has set routes (or..so I’m told *whistles*)

So how could I add a random factor to this without it being ‘too’ random?

The answer, in my mind, was not to impact on the system, but to randomly pick a specific contraband and affect the profit margins on that one alone. This way if the profit margin was good enough, the players could choose to change from their normal smuggling routes, but the key fact here was that the standard routes would remain largely unaffected.

Now I wanted to give this a trial, so I implemented it as one of the event weekends to get the players view on it. After the weekend ended I got the players opinions, which were for the most part positive, and have made changes to make it a permanent feature.

Their only issues with it turned out to be that they couldn’t clearly tell when the Oversupply, which alters the profits, was in effect and that they felt the windows of opportunity were too small. So taking their input into account, I will be trying the final version of this change shortly.

May 132010
 

For those readers that have been with us since the beginning of the magazine, or have followed my twitter feed, they will know that as well as lead reviewer here at Thirteen1, I am also one of the senior developers for the mafia webgame, Omerta.

Over my years there, I have worked on many features and enhancements for the game, but recently we made the choice to change things up a little. We reopened a separate version of the game called ‘Deathmatch’. We had run this version in the past as a faster version of the main game, but it had been offline for a while after the launch of version 3.

When we decided it was to return, I took the opportunity to do something I had always wanted to do while developing for Omerta. I had always been interested in getting my hand on the design side of games development, but because some of my ideas were controversial, it would have been wrong to do it in the main games.

Deathmatch was different. And it’s for that reason that I am now running it.

Over the coming months, using my years of MMO gaming as a base, I will be working on designing and implementing some of the ideas I have had to the game. Obviously I won’t just be doing these blind, and all the ideas will be discussed with people that know the game inside out – the players themselves.

One example addition, which we’ve already tried in the game, was the running of random server events. These have taken the form of weekend long changes to the gameplay, from triple experience points, to more profit from certain features ,and even trying to make killing other players more attractive. We learnt from trying this that the players enjoy these random events, but some of the events didn’t work as well as others.

So from here on in, I will be doing this monthly feature in Thirteen1, talking about what I am working on for the game, anything I learn about the design side of development, and recounting any successes or failures.