Showing Highly Rated Posts By Josh Foreman:

Super Mace Bug

in Guild Wars 2 Discussion

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Hi everybody! We’ve really appreciated how many people have been having a good time in the Super Adventure Festival and kind words we’ve received. We recently discovered a bug, and now we’re debating whether or not we should fix it. It’s tricky, because it’s a bug with a Super Weapon skin, and so some of you may have earned this reward. Understandably, most people get upset when you change something they’ve worked hard for. But this is a unique situation. You see, the Blue Super Mace has physics on it, making it flail around. But for whatever reason that didn’t carry over to the color variants we made. So the Green, Yellow and Orange Super Maces are different than the Blue in this regard. We consider this a bug, and would like to fix it, but since it can be a sensitive issue we’d like to get a sense of what the community feels about it.

So what do you think? Should we leave things as they are, or fix the bug so they all flail around?

The Marionette is Well Designed: Here's Why

in The Origins of Madness

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.

I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.

Super Adventure Box Teaches Skills!!

in Super Adventure Box: Back to School

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Adorable! Gotta share this with the team. Posted the vid on my facebook.

Tribulation Mode - I am ready

in Super Adventure Box: Back to School

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

I’m going to lay out the game philosophy behind how we decided to do Tribulation Mode because I think it’s going to be misunderstood by a lot of folks.

First, here’s a playthrough of two games that are in the style we are doing.
https://www.youtube.com/watch?v=22oTEDa2Rxk
https://www.youtube.com/watch?v=bAH2KMiscqY

Some people aren’t aware that this genre exists, and SAB TM may be their first exposure to it. We took a creative risk by going in this direction with it rather than the standard make-enemies-hit-harder-and-give-you-less-health approach that most games use to ramp up difficulty. That would have been very easy and very safe. (And probably more popular.) But we never do anything the easy or safe way.

The thing that makes this approach tricky is that on its surface, it seems to be bad design because it is intrinsically unfair. What fans of the genre understand is that there is a depth there that comes from a really interesting dynamic in the communication between the designer and the player that doesn’t exist in other games. It’s hard to articulate, but I would say it’s something like friendly pranking. There’s great pleasure to be had in finding ways to outwit a prankster. And that can’t happen unless you have a prankster. And that’s what the designer provides. People who don’t ‘get’ this kind of game see it like the designer is trolling out of cruelty, and so they read malicious intent into the invisible insta-kills. But that’s just not the case. It’s simply a specific kind of content made for a specific kind of player who wants in on the pranks. Yes, raging is part of the process. In fact, I rage at myself when I play TM all the time!

And the thing about how it is unfair: yes, it is. However there is a deep satisfaction to be had in overcoming in an unfair fight. In these games your only real power is tenacity. And besides, it’s only unfair in the short feedback loops. (Here’s some information on feedback loops in game design: ) http://www.jorisdormans.nl/machinations/wiki/index.php?title=Feedback_Analysis_and_Recurrent_Patterns

But the longer (and more substantive) feedback loop is a process of learning how the designer thinks. Discovering that style and finding how to navigate the level better as a result. The first lesson is this: the most obvious easy way will most likely kill you. The harder, more circuitous rout will probably be the way to go. This creates a joy of discovery and overcoming that few other genres can provide. But it is an acquired taste.

Another commonality among games in the genre (which I’m not aware of having a name yet… let me know if you’ve heard of one) is that lives are extremely cheap, and you blow through them. Lives are like HP in an RPG or ammo in an FPS. You go in EXPECTING to lose a LOT. If you interpret losing a life as “failure” then you will have a miserable time. It would be like feeling like you “fail” when you take damage in a turn based role playing game. Instead, if you see every death as another learning experience, you’ll have a much better time. Kind of like the way your armor rating increases when you take damage in Skyrim. So part of preparing for a TM run, you’ll be ‘leveling up’ your ‘life meter’ by collecting as many lives and Continue Coins as you can.

Super Adventure Box gives me motion sickness

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Well if the nausea in World 1 is so unpopular I guess for World 2 I’ll make it cause diarrhea.

Now where is that checkbox?

Lets figure out some drop rates!

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

It’s 1 in 50.

Things to improve

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Hm. Missed a couple. Being able to smash pots/furniture with your weapons would be good. I hoped we could do that, but our engine doesn’t allow us to make a gadget that is able to be attacked AND picked up. So I just decided to make stuff on the ground pick-uppable, and stuff on the walls attackable. Though we are trying to find a way to make them both. No promises.

I think the cinematic is really only a problem for people who are farming. (It’s also not a real cinematic that can be skipped.) Farming is a bigger issue that I have some ideas about. I’m thinking of tying score to the amount of bauble bubbles you get in the end chests, so you’ll have to actually play the game instead of running from point A to B over and over. Doing that will obviously require re-balancing the cost of skins.

We are literally working on hard mode right now.

We certainly want to get in on the leaderboard action as soon as that’s available to us.

Not sure about a timer. We’ll look into it.

Dagger skins? Yes. And rifle and pistol. And hopefully more.

Special items that are super hard to get… will most likely be stuff that stays in the Box. Otherwise the amount of community outrage would shake the foundations of the earth.

SAB, open world zone like zelda 1

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Hm… sounds fun. Not sure how this could fit into our current plans, but I’ll think about it. I’m a HUGE fan of the original LoZ. It is THE game that made me realize what my career should be. I’m actually in the process of doing a personal remake of it with photographic art. I’ve been sculpting the creatures over the past several years as a hobby. You can check them out here:

http://scrybe.deviantart.com/gallery/

grumpy/hard mode?

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Yeah, we had a hard mode in, but had to pull it because it was tanking the perf on the server. So we are building some new tech to accommodate it. If we have another release it will have a hard mode option for sure. We are literally working on it this week.

I just hope the day when you can stop sprinkling abundant if’s and maybes when talking about the future of the box is sooner rather than later.

It’s possible that this day may come at some point in some cases for some people.

Best. Commercial. Ever.

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

We have some crazy talented people in our cinematics department.

Screw Tyria...

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Oh, and I also also heard you like secret shops, so I…

Screw Tyria...

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

I also heard you like treasure chests…

I think it’s a funny commentary on 1st/3rd world dynamics, that at the same time you have a tragic event in a virtual world like Flame and Frost, complete with sick and dying fugitives, half the population of heroes is distracted by virtual entertainment, ignoring their plight.

No pistol or rifle skins?

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

We are a very small team. The more skins we made, the less stuff we could make in the Box. So we settled for a minimal set, with plans to add to it with each new World we release. I love Engies and I wish we could have served them and Thieves better this time around, but had to make some tough choices.

grumpy/hard mode?

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Yeah, we had a hard mode in, but had to pull it because it was tanking the perf on the server. So we are building some new tech to accommodate it. If we have another release it will have a hard mode option for sure. We are literally working on it this week.

World 2 bugged?

in Super Adventure Box

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

For World 2 I absolutely want to make rifle and dagger skins.