Friday, April 13, 2012

Design Practice Questions


1.How do you plan to deal with the issue of new players arriving in the middle of a long game? Get rid of the victory condition, or find a way to make sure that players are matched with those of similar ability?

All of the players will have a ranking and obviously a score of which team side is winning. For example, if team Alpha is winning and some player tries to join the game, then he will automatically go into team Bravo to help balance out the game. There will also be a sorting so that the best higher ranked players will be evenly distributed into the teams. Not one team will have the "best" players.
2.What will happen to the gameplay when a player vanishes? How will it affect the other players’ experience of the game (what they see and hear)? Does it disrupt the balance of the game? Will it make the challenges easier or harder? Is the game even meaningful anymore?

When players vanish, the players who leave mid-game, will lose all their experience they earned throughout the game. However, when a player leaves it will not affect the team at all. The next player looking for a game session will automatically join and replace the player that left. If the replacement player that joins is a high ranked player making the whole team high ranked players, then they will switch out for the best player and the worst player.
3.What happens to the game’s score when a player vanishes? Is the game still fair?

The score stays the same, but for instance, the replacement of the player will be a higher ranked player so they will make up for the score.
4.Does your game offer a player an advantage of some kind for intentionally disconnecting himself (whether by preventing himself from losing or by sealing his own victory)? Is there any way to minimize this without penalizing players who are disconnected accidentally?

If the player is accidentally disconnected, they will have to write a report what time they were playing and what happened. Upon submitting the report, all experience that was gained will remain with the player. This report will prevent people from willingly disconnecting themselves because they wouldn't want to write the report. While the player who has disconnected by accident, will want to write the report because their disconnection was an accident.
5.In a turn-based game, what mechanism will you use to prevent a player from stalling play for the other players? Set a time limit? Allow simultaneous turns? Implement a reasonable default if the player does nothing?

The players will have a time limit, if the time limit ends and the player has yet to make a move, then the move will be overturned.
6.If you offer a chat mechanism, what features will you implement to keep it civil? Filters? A complaint system? An ignore system? Or will your game require moderated chat spaces?

To filter the chat, the players will have the ability to manually "mute" other players.
7.Is your game designed to prevent (or alleviate) collusion? Because you can’t prevent players from talking to each other on the phone as they play, how will you address this? Or can you design your game in such a way that collusion is part of the gameplay, as in Diplomacy?

The players will be able to form a diplomacy and thus will take a vote. Upon voting, the players on both Alpha and Bravo teams who were opposed will now be a team Delta and fight against AI's. However, their must be enough votes to do this.