Wednesday, 25 June 2014

Swords, Shields, & Sorcery | Creative Brief on Matchmaking


Objective: 

Provide a quick, accessible matchmaking system that keeps players actively engaged in multiplayer and single player.

Experience:

·         Toggle Matchmaking on to show others you're ready for a fight.
·         Bump into real-life opponents as you continue on your journey.
·         Take down challengers for currency, rewards and prestige!

Vision:

·         Easy to start and stop matchmaking.
·         Minimal data transferred to prevent excessive data usage on mobile.
·         Snappy access to basic Player vs. Player matches.
·         Clear information presented with minimal UI.

Anti-Vision:

·         Long waits in queues and menus for matchmaking partners.
·         Excessive screen flow between the initial menu selection and gameplay.
·         Custom parameters to set-up specific match types.

Details:

Matchmaking Toggle
·         Toggle matchmaking on and off with a single button.
o  Matchmaking button is clearly surfaced in the main player interface.
o  Toggling matchmaking on will attempt to connect to the server.
§ If no connection can be made, an error message is displayed.
·         Player visually update based on matchmaking state.
o   When matchmaking, the player's character appears battle ready.
o   A Player vs. Player banner is placed behind the player character.
o   An unobtrusive notification message should also be displayed on screen after toggle, then fades out.
§  eg. "Searching for challengers!" and "Avoiding challengers."



Search Criteria
·    All players are subject to the same search criteria.
·    Search checks for players of the same level first.
·    If a player of the same level is not found, the search checks for players one level lower, then one level higher.
o   This process should repeat until all levels have been searched through, then restart the matchmaking process until a match has been found.
·    Players should not be matched with the same person repeatedly.
o   Players that have recently fought each other are not matched together for a short duration (~5m).
o   This should provide more matchmaking variety and prevent potential griefing.
o   If there are no other players online, this rule will be ignored.
·    Searching is halted when already in a match, or a single player fight.
o   Searching resumes as soon as combat has concluded.
·    Once an appropriate match has been found, both players are notified with an Accept/Decline Notification.
o   If a player declines, the other is notified. Both players return to matchmaking.
o   If a player does not accept within a certain time limit, they automatically decline.
o   If both players accept, a fight will start.

Matchmaking Flow
·    Matchmaking Flow Chart:



Disconnections
·    Players who disconnect from the server will have matchmaking toggled off.
o   An appropriate error message will be displayed.
·    Disconnecting when a match has been found but not accepted will automatically decline it.
o   Like above, an appropriate error message will be displayed.
·    Disconnecting in the middle of a match will result in a loss for the disconnected player.
o   An appropriate error message will be displayed outlining the loss to the disconnected player.
o   The player who has not disconnected will win the match.
o   Match win/lose data will be discarded for situations where both players disconnect during the match (eg. Server down).

Other Considerations:

·    Desyncs and Lag
·    Countdowns
·    Leaderboard Statistics
·    Rewards
·    Transitioning to a match from various screens






© Scott Balmer - Game Design - 2014


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