And Scene! PVP Done Right

I can't tell you how many PVP games I've triedlesson? Good.
that I quit within the first few days. The gamesFrench scenes are an artistic device that every
may have beautiful graphics, solid mechanics anddesigner should have up his sleeve. Created during
even a decent story behind them... But in the enda time when the accepted French play format
it makes no difference. They quickly devolve intoinvolved only a single time and place, not allowing
repetitive little shoot-outs, with a blaze of successfor the traditional ways a scene shifts (by either
one minute and then a string of failures the next.changing places or times) - playwrights worked on
Things manage to become both chaotic (in termsa brilliant solution. They decided that if they
of running around, looking for enemies) andcouldn't move the time or place around the
repetitive (as you either win too easily or die overcharacters... They'd just move the characters
and over again).around the time or place. After all, a scene's
After a parade of dissatisfying games I just keptcharacters determine the nature of that scene -
returning to the classics (dear god, I love you Haloso by having a new character enter the entire
and Brawl), giving up much hope of finding anyscene can change.
game that could do PVP in a consistentlyFor example, take a situation that we've all been
satisfying way.in at some point or other - two young
And then, a little less than a week ago, I strucksweethearts alone together. Perhaps they are
gold.alone in a garden or perhaps in a darkened living
It was late evening, around 11pm Eastern, when Iroom, nestled together on a couch. This scene is
was browsing through a selection of free demosa lovely, heartfelt, intimate moment... Which
off Steam and decided to try one I'd never heardchanges completely once the girl's mother walks
of before, a game called Metal Drift.into the room.
Wow...End of scene.
Not only were the graphics beautiful, theLet's apply this to Metal Drift. It's a big difference
mechanics a delight and the concept immersive -when you're running the ball without an enemy in
but they had done something that I'd long givensight, versus having one right behind you - firing
up as impossible. They'd brought a consistent,ion bursts into your screaming engine. The
orderly and yet achingly exciting progression tomoment an enemy tank appears the entire
PVP combat.dynamic of the run changes. The flickering
This article is about how they did it... And how youapprehension has turned into sharp teeth-gritting
can too.tensio, one question burning in your mind: Can you
But before we can get to that, we'll have tomake it in time?
backtrack a little... Back to the world of theaterThe constant destruction (exits) and subsequent
and film as we explore the elements that formappearances (entrances) of enemies and allies
the backbone of Metal Drift's incredible gameplay.changes the dynamics of the scenes in strong,
The Power of Scenesconsistent ways. And this is where the real
While "scenes" are usually associated with moviesexcellence of Metal Drift's design comes in.
and plays - the concept's principles can be appliedBalancing Positives and Negatives
to any time-based medium... And is possibly evenMetal Drift clearly does a solid job of creating an
more appropriate to games than it is to theordered, exciting structure in what can often be
theater from which it originated. After all, whenthe chaotic and unbalanced mire of PVP combat.
you get down to it, what is a scene anyway?However, even the most consistent PVP games
Simple.still run into the problem of balancing positives and
A scene is one of building blocks of a larger work,negatives. What can you do to make sure that
one with a clear beginning and end.the teams that pull ahead don't get too far
Alright, so we have a definition - but now we're inahead? How do you make sure that a completely
for a much more important role. It's time to delveplayer-fought game has a well-balanced mix of
into the inherent power of scenes and how topositive and negative scenes to make the game
use them to make your work so much deeper.more engaging for everyone?
Every single scene turns on at least one specificIt's in answering this challenge that Metal Drift
value - a positive or negative shift. In novels,rises above many other games that I've played...
theater and film characters struggle for whatAnd it does it in three simple ways.
they want before finally either achieving a shortFirst of all, Metal Drift managed to resist the
term goal, or else being set back. Powerful artiststemptation to include very long-range weapons
tend to balance positives and negatives, following(such as sniper rifles and their kin). Thus shooting
one with the other, just as a roller-coasterdown a ball-carrier usually means being very close
balances its ups and downs for maximumto that carrier. This means that once a ball-carrier
excitement. If the audience is subjected to anis destroyed, the loose ball is often closest to a
endless march of tragedies we quickly wear outmember of the other team (the one that shot
our capacity to care. In the words of Robertthem down). The ball is likely to change
Mckee; at the first tragedy we cry, after thepossession and begin its race to the other side of
second we sniffle and at the third we laugh. Inthe court - instead of continuing on towards the
fact, the repeated use of tragedy is asame goal. In this way, a change in direction is a
well-respected comedic device.lot more likely than continued triumphs of the
So... See the connection to video games yet? Ifsame team.
you do, pat yourself on the back. I'll wait. For theSecond, the game features colored energy fields
rest of us, let's apply all of this to the art andthat only one team can pass through. Blue tanks
design that we love so much.can freely move through blue energy fields while
Video games are constantly marked by scenes.red tanks can freely move through... Well, I'm sure
In Super Smash Brothers each flurry of blowsyou get the idea.
before the characters finally take a breatherThere are often many blue energy fields near the
(whether because they've both stopped theirblue goal which makes defending your goal a lot
attacks for a moment or because one is flyingeasier than assaulting the opponent's (again
off the screen) is a self-contained building block ofincreasing the likelihood of a turnover in ball
the larger battle - and it's easy to see who camepossession). However, even if the blue team fails
off better in that round of fighting.to stop the reds from scoring, it's a lot easier for
For one player, it was a positive scene. For thethem to get back to the center (where the ball
other it was negative. And just as losingrespawns), while the reds must take a slower,
consistently gets far too frustrating (repeatedmore roundabout route. This makes it significantly
negatives) and always winning gets boring after aharder for a team that just scored a goal to get
while (repeated positives) excellent gameback to the ball before their opponent's do. All
designers should do their best to make sure thatthat, from just a few clever walls.
their games are designed with a natural, balanced,Finally, Metal Drift's creators used a classic principle
scene progression in mind.of setting respawn points for destroyed players
If you want an example of this, look no furthercloser to their base than their opponent's. This
than the most brilliant execution of this principlemeans that any tank that is destroyed
I've ever come across. That's right, it's time tomaterializes in a much more defensible position,
get into Metal Drift.meaning that it's easier to defend your own goal
Metal Driftbut harder to get to the other side of the field in
Metal Drift is one of the most exciting andtime to help a scoring attempt. This again favors
dynamic games I've come across in months. Itsthe defenders and makes a string of one-sided
creators take the excellent concept of standardgoals even more unlikely.
tank-on-tank combat and then added one tinyBut balancing positives and negatives can only
element that made all the difference...take you so far. Scenes don't do anything on their
A ball.own - it's important that the scenes lead
In Metal Drift you take on the role of a drift-tanksomewhere, build somewhere... Each gaining in
pilot, driving a cross between a NASCAR race carintensity until a climax is reached. Without that, a
and a hover-tank in a sport known only as... youstory or game runs the risk of feeling repetitive.
guessed it... Metal Drift. Players race for the ballIn the spirit of consistency - let us venture once
and try to dodge through the opposing team'smore into the lightning-fast gameplay of Metal
tanks to make it into their goal. And yes, theDrift and explore the subtle mechanics that
standard method of stopping an enemy drift-tanksteadily build to an exciting climax.
is to use that handy dandy cannon on the top ofThe Peak of Climax
your own craft. Blowing things up is still satisfyingAnyone who's ever taken a writing class has
as ever, but the innovation of the ball as a focusheard tell of a story's climax. It is a mystical,
for action lends a much stronger overall flow tomythical point in a tale - the summit of the
the game. But even more than that - it adds astory's power where the action explodes into the
constant feeling of progression. It isn't every mangrandest, crowning achievement of the
for himself in tank-on-tank combat... Every secondcharacter's journey. The entire story spends all its
the ball is getting closer to somebody's goal. Eachtime building up to it - to that point where Luke
shot, turn and rush of movement contributes to aSkywalker makes his desperate run down the
steady progression one way or the other... AddingDeath Star's trench and destroys the space
to the excitement.station once and for all (or, until the third movie
Stunningly, this hectic and fast-paced game - putwhen they do it again).
completely in the player's hands to the tune ofIn games, it's called the "final boss".
allowing up to twelve-person games manages toAs my partner in crime, Alex Kerezman, has
produce a clear and consistent structure madewritten an absolutely excellent article about climax
from extremely ordered scenes.in games for Gamasutra.com, detailing how every
Think about that for a moment.moment of the gameplay must be about how it
PVP games are notoriously hard to map out.explodes into a brilliant ending - the peak of the
After all, we designers don't control anything oncegame - I won't explore the subject in depth here.
the game begins. In single player campaigns, weBut climaxes are not limited to the story-driven
can place enemies at certain areas - allow forcampaigns of most games we're familiar with.
healing stations and save points and clear, linearThey are just as appropriate, and a great deal
progress... But when players make up both sidesmore subtle, within the realms of PVP combat. It
of the conflict, all bets are off. The only thing weis this use of progressively building micro-scenes
get to do is design the environment of the leveluntil the game explodes into a climax (sometimes
itself.literally) that ties all the elements of Metal Drift
However, as Metal Drift demonstrates, that istogether.
more than enough.As you race toward your opponent's goal every
Step 1 - Get to the Actionsingle breath hinges on whether you will be able to
The moment the game begins every player ismake it in time. The closer you get to your
rushing toward the same focus point - the ballopponents' goal, the more time they have had to
lying in the center of the arena (shown on bothshoot at you. You watch your shields and health
your screen and radar in an elegant reference tobars tick down even as the goal pulls closer... Can
keep track of the action). At this point you eitheryou make it in time?!?
begin a race for the ball itself or else run to yourIf you do, it is often just barely - and exciting
chosen position to support your own ball-runner orbeyond belief.
defend against the opposing team. Additionally,And if you explode in a shower of flames and
you may have begun this scene mid-game,shrapnel... It is often just on the edge of the goal.
respawning after your tank's destruction with theEither way, it's thrilling.
ball already in the possession of one team. In thisIf acts are larger units comprised of scenes -
case, your strategy might change slightly - butthen each act ends with a goal being scored. And
regardless, you will either be trying to get to theall the while the defenders are chasing after the
ball in order to shoot down an enemy carrying itball-carrier with one thought in their heads...
or else to defend your own team.Can I STOP them in time?!?
Either way - you have to get to your chosenWhether you can or you can't - a story has been
position once the scene begins. Then step twotold, the energy building until it explodes into a
takes over.climax - whether the blaring horn of a goal being
Step 2 - Fight for the Ballscored or the shattering explosion of the
Whether you're fighting to keep the ball or elseball-carrier bursting into shrapnel.
desperately trying to shoot down a defender, theAnd then the ball drops down again and the next
process is the same, while trying out differentact begins.
weapons and upgrades keeps each individual clashClosing the Curtain
fresh. Bear in mind that these are fights on theAs Metal Drift so wonderfully proves, the power
run. The ball carrier is trying to survive longof scenes and story structure is not limited to the
enough to get to the opposing team's goal - whiletheater. Its creators, Black Jacket Studios, have
the opponents are trying to shoot them down intaken elements from the older art-forms to stun
time. Thus, these rushes achieve a steadyand delight players with climactic action and
structure no matter the players involved. If thedefined scenes... And they did it with only a few
opposition is non-existant, the player running thesimple mechanics. You can too.
ball can race from one side of the field to theIt's important to bear in mind that simply having
other in about fifteen to twenty seconds. Thus,scenes in a game isn't enough. Every combat
no run will ever last longer than that before eithergame has French scenes, when characters die
a goal is scored or the ball carrier is destroyed.and leave the picture, but not every game makes
And, since the ball's location is always clearly visibleuse of the scenes. After all, bad movies have
on the screen, the ball carrier can't hope to hide -scenes as well - lots of them. It isn't enough to
neatly eliminating drawn-out search sessions. Theyhave scenes in your game, or even to be aware
have to run for all they've got.of them. It is the way those scenes are
Step 3 - A change in the charactersstructured that matters. Positives and negatives
Now, any individual scene ends once one of threeshould be well balanced (though not of course so
things happen. Either a goal is scored, the ballthat it is impossible for a run of victories and
changes possession, or else one of the tanks isdefeats to happen) and the tension must build and
destroyed. Once a tank is destroyed, it has tobuild and build until it explodes into a Climax. Metal
wait ten seconds before respawning, whichDrift does that so smoothly and subtly that it has
effectively takes it out of the action for the restto be seen to be believed. If you haven't already
of the goal attempt. A tank's destruction is agrabbed a copy of the demo, you might want to
much subtler change than a goal being scored, butgive it a try.
it alters the action in an intensely fundamentalSo next time you sit down at your favorite
way, and one that every game designer will findgame, take a look at how the designers try to
incredibly useful. It's something called the Frenchbring out order from the chaos of player
scene...decisions. In the words of Stephen Sondheim,
French Scenes"Putting it together. That's what counts."
All right, ready for a quick international theaterAnd... Scene.