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Game Design
Of Sephiroth and Ganondorf

If you don't know who Sephiroth and/or Ganondorf are, then I sincerely apologize. The world has failed you, but I shall do my best to make amends. You can also look them up on Wikipedia or some such, if desired.
These two are some of the most iconic video game villains around, though others such as Bowser or GlaDOS deserve mention (as do many others, but you shall have to mention them yourself). When I set out to make Whisper, I first decided to figure out what made them so special to see if I could emulate it.
Sephiroth was designed to be the "direct physical opposite" of Cloud Strife, the main character. However, he was far from the manifestation of pure evil. His goals (fulfill the wish of his alien 'mother' and take over the planet) were abstract enough that most players could not relate to them, but had obvious effects (catastrophic damage to the planet) that every player knew to be Very Awful. As if that wasn't bad enough, he goes and kills one of the characters so hard that even a Phoenix Down can't revive them, and that's Terrible.
The result is that he feels like an actual character, rather than just the Bad Guy. On some level, it is possible to sympathize with him, but it is a rare person who would cheer for him over the protagonist.
Ganondorf, on the other hand, is "the ultimate embodiment of pure evil and hatred." His motives are varied across games, but generally involve taking over the world, which usually is kicked off by kidnapping Zelda. There is basically nothing for the player to relate to in terms of sympathizing with him, though it's obvious that he must be stopped.
Despite this, Ganondorf is still quite popular. While there doesn't seem to be an official list, he often is voted above Sephiroth. Of course, there are so many other factors in fan-voted lists that...well...yeah...
Simply, what made both of them work was that they threatened something that was immediately important to the player. They managed to make players want to stop them without embarking on a single long-winded explanation of their plans, though they sometimes explained anyway.
Thus, when deciding how Whisper would play out, I focused on making sure that whatever was happening, it was something that the player didn't have to be convinced to be concerned about. The details make the game, yes, but the villainy seems to work better when it hits on a very basic level.
Miscellaneous
Character Snapshot: Sylvanr!

Sylvanr
Pilots a: Planet?
In a word: Juvenile.
Most likely found: Everywhere.
Has been known to: Pass out divine muffins.
Combat Style: Deus Ex Machina.
You probably wouldn't guess: She has a bit of a Sabre Tiger fetish.
Sylvanr, the ever-present goddess in Whisper, plays an important role in the setting and story. When designing her character, I had to make sure that she fit the existing Zoids universe (CC/GF canon), that she fit Whisper and that she was interesting to boot. As she's supposed to be omnipotent and powerful (but not all powerful), I decided to flesh her out first.
First, I had to rectify Reese's psychic abilities, which I decided to do via various 'gifts' from the goddess. It neatly explained why none of the normal humans in the show (who presumably would know nothing of the goddess) had any and why the various Ancient Zoidians had such wide-ranging powers. It also helped reinforce the symbiotic human/zoid relationship that was so interesting.
Second, I needed to set-up both how the zoids came to exist and why fleshy life forms also existed. At various points in CC/GF, one sees the characters interaction with fish or snails or perhaps eating some form of meat. In doing this, I wanted to continue to reinforce the aforementioned symbiotic relationship. After considering a few options, I decided to introduce another god; Sylvanr's brother, Skies. Having him create fleshy life forms behind her back allowed to remain as the 'zoid goddess.' It also helped explain why knowledge of her is so limited, as she has little reason to seek out humans.
Third, I had to be very careful not to destroy the Zoids feel. It is, after all, a mecha franchise. A divine element wrapped up loose ends nicely, but needed to stay out of the spotlight. Like CC/GF, the focus needed to be on a conflict that involved zoids. The gifts accomplished this well as they removed direct contact with Sylvanr and shifted it to the characters instead.
Game Design
Q: What's With the Goddess?

Today, I'll answer a few of questions that came up during testing concerning Sylvanr, the goddess, and religion in general in Whisper.
Q1: She talks? - Zachary R.
A1: Sword of Mana was an RPG that made use of goddess statues as save/heal points for the player. While I didn't want to restrict saving, I did want to implement points to heal at since consumable healing items were removed and it seemed un-necessary to make the player use skills to heal all of the time. The statues fit neatly into the setting, and thus, were implement.
However, Sylvanr was supposed to be much more hands-on than her mute counterpart in SoM. The characters are her amusement, and the player should feel that she is always watching, and perhaps laughing. As such, she was given a variety of lines for anytime she interacts with the player. The goal is that, through the course of the game, she never feels absent.
Q2: Pana has the option to pray in certain places. Isn't that a bit much? - Anon
A2: This was definitely an area I watched carefully. Trying to remove all similarities to any religion was literally impossible, though, so I decided to take the opposite approach.
Each prayer in Whisper is derived from a different source and time. One is as recent as 1995 and comes from a Native American tradition. Another was penned by Mahatma Gandhi, and still others are centuries old. What's interesting is that all of them, despite their origins, share a common theme.
Q3: Why worry about a detailed religion in a Zoids game? - Anon
A3: Because the game centers around an alternate take on the Zoidaryans (or Ancient Zoidians in the anime). They weren't particularly developed in those stories, unfortunately, and were usually extinct by the time the plot really picked up. In CC/GF, they played major roles, but very little was understood about them and even less was explained. There was some print media that gave more details on them, but was not tied to any story.
Thus, Whisper had to be built up from scratch. Since magic seemed wholly incompatible with the Zoids universe, the best way to explain the abilities these people were presented as having was to make them androids or have some sort of divine intervention. Androids were less relatable, clashed with more recent presentations and were harder to do, so, Sylvanr was born.
Next time, we'll take a closer look on Sylvanr herself.
Miscellaneous
Q: Aren't You Tired of Zoids Games?

A: Well, yes...and no. Though, I'm glad you (who does not want to be named) asked.
I'm tired of games that are mere pandering. While I probably will buy any game with a Zoids logo on it, I'm going to be disappointed if the only thing it offers is new zoid pictures (though I would definitely like those). Like any franchise, even gameplay heavy entries like first-person shooters, players want something to consume beyond the titular goods.
I am, in a sense, tired of playing the same GBA games. It's been years now, and they were never meant to provide such extreme lengths of gameplay.
I find the gamecube games a bit tiring because the multiplayer doesn't appeal for long to my friends without zoids knowledge. I'm still glad they exist, but like their GBA counterparts, I've about played them to death.
What I'm not tired of is the zoids themselves. The relatively recent HMM line has done a pretty amazing job of wowing me. Not to mentioned, there's a special place in my heart for all of the amazing custom models that I see.
I'm also still firmly in love with Zoid's potential in terms of both gameplay and storytelling. They've pulled off serious and grim (http://www.comicvine.com/spider-man-and-zoids/4050-37825/), light-hearted fun (NCZ) and wartime dramedy (CC/GF). To some degree, it's because the general tag is used across a multitude of casts and settings that it looks so flexible, but that it works in all of them is nothing to brush aside.
Game Design
Conflict!

Any story, anywhere, will have conflict. At least, any story worth reading. Often times this conflict is front and center in the narrative as it gives the audience a reason to become involved within the story. If they have properly been convinced to care about the characters, conflict has the chance to provoke a wide range of emotions.
Should the player lose track of this conflict, whether it be something threatening the whole world or just the morning cup of joe, the story quickly begins to stagnate. Few writers make this mistake, but there is another which is even worse and far more common. Should the player not know that what they're seeing is related to the conflict, then they may check out completely and miss some important information.
Good conflict will do more than simply keep the player engaged, though. It will also establish the basis for gameplay. This is beautifully illustrated in the Halo series. Sure, on some level it is a sci fi shoot 'em up, but every combat situation is related to the plot. Contrast this with some RPGs where random encounters are included but never linked directly to the main conflict. Most will at least establish that the Evil Thing has corrupted the nearby animals or that Bandits are likely to attack in certain areas, but these justifications are rather thin and will quickly snap if stretched too far. Without further grounding in the main conflict, they are best used sparingly.
On the other hand, gameplay that forces contrived conflict is perhaps even more foul. If the game has been all about shooting things up to a point, throwing a complex puzzle at the player is an egregious shift in tone. The conflict has been, on a micro level, can I shoot the enemy to death before they shoot me to death. If it suddenly changes to solving a complex puzzle, players who came along for the shooting may balk. Note, if it is a relatively simple puzzle, though, it can be used as a nice break in the action. Or, if tough gunfights and puzzles have been intermixed from the start, then the player won't be lost.
Finally, conflict is one of the most important elements in setting up the intended atmosphere of a game. Diner Dash would be much different if the customers were violent and Resident Evil would not be recognizable if the zombies were simply hungry for cafe fare. Adding even one violent customer would be very jarring for DD, while a single friendly, hungry zombie would shatter the experience of RE.
Whisper, thus, was crafted with the central conflict established first, then everything else coming on in complementary layers. Gameplay that didn't mesh well with central conflict was eliminated in an effort to maintain a very coherent theme.
Game Design
NPCs in Whisper

If you are a person that has ever experienced high school, then you probably know what it's like to know a person's name, appearance and little else. You know, those kids that you always say hi to or wave at but rarely interact with in any meaningful way. Usually, you can guess that said kids are probably interesting people, but you just never got around to getting to know them.
NPCs tend to evoke many of those same feelings. They have a blurb, maybe a face and perhaps a name. This is a serviceable baseline, but not nearly as satisfying as it could be. Of course, some players are fine with this and that must be respected. Others prefer the world they're playing in to have some diving room and I would be remiss to disappoint them.
That's why, with Whisper, I chose a setting where I could give every friendly NPC a truly meaningful interaction with the player. That means that, at some point in the game, each friendly NPC will be part of a sidequest, open a shop for the player, be part of the main quest or perhaps teach a skill. All of this is optional; as in, the game was completed to the end and tested before any of this was implemented in order to be sure that it could be safely ignored. However, it is available and rewarding for those who are interested.
NPCs will provide further story for those looking for such, further challenges for those who wish to test themselves and further skills for those who want to craft new strategies.
Game Design
Character Snapshot: Pana!

Pana
Pilots a: Lanstag
In a word: Optimistic.
Most likely found: Chatting with Sylvanr.
Has been known to: Eat flowers.
Combat style: She has basic melee training, but relies mostly on being a medium for the goddess to make her contribution.
You probably wouldn't guess: She has the highest possible burst damage in the game.
Pana, the main character of Whisper, has an almost total monopoly on healing zoids. This is especially potent as consumable items cannot repair them. Even so, it would not be wholly accurate to call her a 'dedicated healer.' She has a suite of healing prayers, an assortment of buffs, and a handful of physical attacks. The following is a sampling of her portfolio.
Sylvanr's Blessing
A quick, low Charisma cost prayer that heals an allied zoid for a quarter of its maximum Integrity. It also gives the zoid's pilot a bit of Adrenaline, a resource used for physical attacks. Blessing won't outpace incoming damage past the very beginning of the game, but it will always remain useful for keeping allies topped off or setting up a powerful attack. Even better, if the player desires, they can easily itemize to gain more Charisma per turn than it costs to use, which means they won't have to depend on outside resources so long as they keep battles under control.
Indict
A fairly low cost buff that lasts five rounds, long enough to finish most battles. It grants an allied zoid a 50% offense boost and a small chance to counter, blocking incoming melee attacks.
Godspeed
This buff is a little more taxing on Charisma, but does not cost Pana an action. It makes an allied zoid four times as agile for one round, all but ensuring that they get the first action in combat.
Sylvanr's Apple
Pana condenses her Charisma into physical form, allowing her to save it for herself or an ally to consume later on. If the battle is well in hand, this is a great way to take advantage of it.
Sylvanr's Embrace
While it has a relatively stiff Charisma cost, Embrace will repair between 25% and 75% of one allied zoid's Integrity, depending on how damaged it is. It cannot be sustained indefinitely unless the player itemizes for that, but is useful as it is Pana's only 'spike' heal.
Thorn Shield
Using her Lanstag's Thorn Shield, Pana can protect all of her allies by countering most incoming melee attacks. Her offense is lowered due to the shifted focus, but she can still pray as normal.
Impale
Her Lanstag's spear isn't just for show. Pana can deal moderate damage with this low Adrenaline cost attack based off of her Melee Attack and Agility. In addition, it permanently lowers the Agility of anything it hits, even if it did not deal damage.
General
Pana passively heals her Lanstag for 5% of its Integrity every round. Additionally, as she improves as a pilot, she bolsters its maximum Integrity well beyond average.
As illustrated, Pana is well-equipped to be a healer, but her usefulness extends well beyond just keeping everyone healthy. However the player decides to employ her, though, she's a solid asset in any party.
Game Design
Setting in Whisper

The first question to answer is probably as follows: Why choose a game in an existing IP but create a total alternate universe?
As usual, there are a few reasons, but I'll summarize.
1.) The zoids canon splits several ways, and it can be difficult or impossible to get every canon to make sense together.
2.) Of the most presented canons (the anime), New Century Zero lends itself more to an arena style game and Chaotic Century/Guardian Force, while tempting for an RPG, would require extensive resource creation due to the expansive traveling. The Spiderman and Zoids comic was fairly well distributed as well, but was a poor candidate to jump mediums (if you haven't, check it out though).
3.) I didn't want anyone to need foreknowledge of the zoids universe to be able to fully enjoy the game. This made any adaptation of canon material rather difficult to do while still crafting strong characters. I'd first have to identify what shaped them, then communicate that to the players via actions that made sense within that universe. Not a totally impossible task, but a large undertaking on top of the other issues.
In short, low visibility and inter-universe inconsistencies have rendered the zoids canon less malleable than others. Even the official zoids games by and large have opted for new material. Those that include existing characters do so mostly via cameo; they assume that the player already knows who these people are and do not spend much, if any, time developing them.
The next question is likely: Why this? Well, I first looked through other zoids games to see what made them work and what didn't go over well. Obviously, zoids were a must, but Zoids Assault showed that zoids alone were not enough. Outside of the visuals, which were too grainy by most tastes, the game offered little in the way of interesting combat, not much in the story department and zero in terms of characters. In contrast, Zoids Battle Legends had exciting, if questionably balanced combat and its own cast of characters. It may not have been a masterpiece, but it was fun through and through, which is the ultimate judging point of any game. Zoids Legacy lacked when it came to graphics and was pretty light on plot and characterization, but offered something to play with in several zoids universes while also delivering fun. The bits of characters that it offered triggered several welcome nostalgic highs.
CC/GF was fun to watch not just because of the zoids, but due to the interesting characters and the conflict they experienced. I didn't wake up at five in the morning to see just a Shield Liger. NCZ is much the same. Just try imagining it without the Toros family.
Thus, I knew that it wasn't just enough to rip some sprites and have anonymous pilots blast each other to bits. Part of the genius of the series is that it has serious, violent conflict all around, but doesn't feel as dark as something else trying to take all of that on. However, that conflict is meaningless without characters.
The first issue to solve was the zoids themselves. Specifically, where did they come from? Also, how did humans and zoids end up in the same place? There are a couple of different, but similar, canon explanations, though they left a few loose ends when extended outside of their source material. For example, the Ancient Zoidians in CC/GF exhibited all manner of supernatural abilities, but no explanation was ever given.
Knowing this, I decided to create a world where the traditional explanation held, but that also took into account and codified the Ancient Zoidian powers. I also wanted to avoid the space/time travel elements present in some of the other canons as those tend to get really hairy really fast in a rather unsatisfying manner if not carefully managed. In addition, since I had a heavy incentive to avoid any setting with cities (resources) and anything that might tax immersion (mid-battle repair), early Ancient Zoidian civilization seemed like a great place to start.
Next up, I'll talk about the issue of healing non-organic creatures and healing in general with an in-depth look at Whisper's main character.
Announcement
Evoking Character (and demo release!)

The Whisper demo now available here!
One of the mainstays of the RPG genre is the tendency to include a story of some sort. Some of these are epics, such as Final Fantasy. Others are smaller in scale, such as Summon Knight II. Some aspire to twist your emotions into a knot, while others are content to lay out a reasonable setting for their gameplay to take place in. Truly, there is room for all manner of tales in the RPG genre.
With rare exceptions, however, there will always be interesting characters. The name Cloud Strife, for instance, is recognizable even to those who have never played FFVII, even though there is some debate over exactly how interesting he actually is. One can't ignore the slew of FF inspired characters, though, specifically the Spiky Haired Protagonists with Giant Swords.
Whisper was made with this in mind. It resembles Summon Knight more than Final Fantasy, though, as that style seems more suitable to a shorter game. For those of you have yet to play it (and you really should play it if you have a GBA), SK boasts a tight cast of nuanced characters. Some interactions will make you smile, while others will have you laughing outright. Even so, it dares to approach heavier topics and manages to handle them with the dignity they deserve.
With this demo, I aim to give a sampling of that atmosphere. Thus, it is short (5-10 minutes) and contains more theatrical elements than the game proper. The gameplay has been re-tuned to better fit the shortened format, but is still pretty representative.
This blog will be be shifting focus in the future, too. Whereas I've been talking about various game design elements in terms of mechanics, I'll be switching to storytelling and covering more Whisper specific topics. Interspersed within this, I'll do in-depth looks at various characters, including combat mechanics if applicable. Those will be ordered based on what people want to see, though, so let me know what you're interested in. Please keep in mind that there are several mirrors for this blog, and as such, the topics covered may not reflect the visible feedback.
Next time, I'll talk about the setting in Whisper, why I chose it, and how I crafted it.
Progress Report
Not Exactly a Theatrical Demo

A Theatrical Demo, for those who don't know, is a clip reel created by an actor in hopes of getting noticed. When applied to games, the term is a bit ambiguous. In some cases, it can be a Technical Demo; a showing of what the game's engine is capable of or a display of mechanics. It can also refer to a sort of Interactive Trailer, where the player is able to get a feel for the game's interface and setting.
Whisper's demo is more like the latter. It is a 5-10 minute tidbit designed to establish a general feel of the game experience. It has a taste of story and setting and a teasing of combat.
When making a demo, it's important to consider the goal. Many professional studios have done away with them altogether as their sale boosting potential is often largely unrealized. What made them popular in days past (floppy disk era), though, was that the player could get a sampling of what was to come and decide whether or not it was worth looking into. Today, if the game is already advertised and has multiple trailers and what not, it is nearly pointless to demo it. The stuff the player used to expect in a demo has already been delivered. Furthermore, it is difficult to make a demo that is up to par with the game as a whole, so it may hurt sales in the end.
In the amateur scene, however, the demo retains its original purpose. Players tend to have very little idea what to expect as they're dealing with an unproven developer who probably doesn't have any commercial pressure to ensure at least some baseline of quality. The demo establishes, for better or for worse, some semblance of the developer's abilities. Whereas a professional may worry about the throttled nature of a demo making them look bad, an amateur has no reputation to sully, and thus little to lose.
The Demo, however you call it, will be released tomorrow, May 28th. In the meantime, I was asked to talk a bit about what kind of issues I ran into while making it, so I'll answer those questions here.
Q1.) How do you know what to include?
A1.) Start with everything, then pare down whatever the player doesn't interact with meaningfully during the demo. You'll probably end up with just a few systems, but that's alright. The demo needs to be focused; it should highlight a point or two and then end. Remember, time spent developing the demo doesn't necessarily translate to time spent developing the game. Thus, make sure you aren't making the demo better at the expense of the game proper.
Q2.) How long should the demo be?
A2.) Not long. This ties back into keeping your dev time on the actual game. The player knows it's a demo and doesn't expect a long engagement, so give them something to chew on and then get back to work on the main course. Try not to exceed ~5% of the game's length, as a rule of thumb.
Q3.) How do you handle tutorials in a demo?
A3.) Don't. Any tutorial will probably put you over on length. Change whatever needs to be changed to make tutorials a non-issue. On that note, make sure you think long and hard about putting any Game Over situations in there. Find a different way to create challenge for the micro-experience.
This was a rather significant issue with Whisper, and I ended up changing up the combat dynamic because of it. I wanted a challenge present, but I also wanted anyone to be able to just get through it, so I added a secondary objective. In addition, I cut down on the number of choices available so that the player could make reasonable decisions without being overwhelmed by the number available. There're still multiple ways to approach it, but it's a sampling of combat rather than an incongruous chunk.
Q4.) Should a demo be a segment of the main game?
A4.) This isn't a bad idea, but make sure that it works as a demo. Just playing the first level is usually passable, but often you can do better with a dedicated project. The upside to this is that it takes the least amount of time away from the main game.
Note, however, that the goal of level/area 1 in your game doesn't totally overlap with the goal of a demo. Some changes would likely be beneficial. For example, the player probably shouldn't start off at ground zero for the demo. The excitement level needs to be a bit higher.











