Separator

Game Breakers: How Glitches and Dumb A.I. Make Bad Games Good

Default_picture
Monday, December 28, 2009

Editor's note: Everybody loves a good glitch story, but Allistair makes the case for intentionally bad A.I. as the next unexplored frontier in game design. Crazy enough to work, or just regular crazy? -Demian


As much as we collectively pan bad A.I. and glitches, they've all made us laugh at one time or another. Some of my favorite moments involve me breaking a game -- or the game breaking all by itself.

Star Wars: Masters of Teras Kasi was half-broken to begin with, and the source of one of my most cherished game memories. A friend and I were playing another not-so-noteworthy round in that terribly janky fighter, when all of a sudden Luke kicked Leia, and she somehow shot off at lightspeed across the map and into the distance, endlessly spiraling and growing fainter by the second.

"Screw this game," we imagined her saying, as she embarked on her spirit journey. We laughed, and didn't stop for a good while. And we continued to play, hoping for another unscripted moment of hilarity that never came. Masters of Teras Kasi turned out to be a run-of-the-mill fighter rather than the embodiment of random physics and A.I., and I've been waiting for the latter ever since.

About to happen: nothing intentionally fun.

 

I eventually realized that the problem (well, one of many) with Masters of Teras Kasi was that, despite its universal shoddiness, it wasn't as likely a conduit for random behavior as open-world games such as the Grand Theft Auto series, where these sort of mishaps are a lot more frequent.

Sometimes, when the character you're talking to randomly spawns from the sky and falls to his death, well, that can be a mood breaker in a game like Fallout 3. But it's also a special sort of fun. The problem is when you go looking for it: You can wait endlessly for lightning to strike twice at the same spot. Sure, Garry's Mod and Crysis' dev tools allow us to manipulate the game to do things we wouldn't see otherwise, but there is something special about these scenarios happening naturally, without any player input.

When Crysis goes wrong. Good luck recreating this one!

Dwarf Fortress isn't a game I'd ever attempt to play, but I'm still completely grateful for its existence -- reading other players' accounts of Dwarf Fortress misadventures is a joy. A friend of mine lost one of his villagers; the dwarf was in a well (with water) but died of thirst because he knew alcohol was nearby, so refused to drink the water.

Scott Sharkey, of 1UP's Good Grief (now Oddcast) podcast, tells Dwarf Fortress stories that make me laugh until it hurts. The most memorable has to be his tale of how his entire dwarf army died except for a newborn infant, who was so depressed by the endless sprawl of corpses that he dragged himself to the nearest weapon and committed suicide. All of these hilarious (albeit morbid) events are a product of the game's unorthodox A.I., which assigns irrational wants, needs, and fears to characters.

Dwarf Fortress could be the golden god of gaming, except more often than not it's a study in frustration and minimalist visuals -- I mean we are literally talking ASCII-level graphics. It takes a whole lot of imagination on the player's part to fill the space between those pixels.

Our minds are not yet able to process the graphical fidelity of Dwarf Fortress.

Let me know if I'm alone here, but what is funnier: Tim Schafer's cartoon logic and humor shoe-horned in a genre exercise, or watching a car explode in Wheelman followed by the passenger exiting unscathed and casually walking away? Schafer's writing is certainly clever enough to make me crack a smile, but it's a similar experience to watching a cartoon. This sort of linear thinking is what keeps us away from, say, randomly spawning serial killers in Grand Theft Auto 4, impromptu orgies in Fallout 3, or a flash mob of beggars that trying to drag you down in Infamous.

I'm aware that these games are far too self-obsessed with their atmosphere and "bigger is better" mentality to stoop so low as having a laugh at dysfunctional A.I., but isn't there a space for games that do this and do it well? You know, like a Dwarf Fortress made for PS3, or a shooter where everything (outside of the controls) is hilariously, intentionally janky and unrealistic.

Maybe it's hard for developers to think within the constraints of video games alone, without also considering the constraints of other, non-game mediums. Perhaps games try too hard to be 'cinematic' -- much like films have become 'video gamey.' (Is it me, or was Avatar's finale ripped directly from a boss fight in a Capcom classic?)

"Where should we bone this time, guys?"

So, indie developers (you are the ones that matter now) reading this article, let these words inspire you, and help you re-evaluate the real moments in games that make you crack a smile. Stop being so obsessed with realism, and look at the bigger picture that games can offer. Video games are capable of their own comedic style, not based on the crutch of corny dialog and zany characters, but on a straight man in an askew world.

We've seen glimmers of this in Max Payne, God Hand, and the Metal Gear Solid series, but they're more examples of video game parody than a realization of a true comedic genre in our gaming space. We've become hot-wired to complain about awkward A.I. in games, but deep down it amuses us. Stories of A.I. mess-ups and glitches are infectious; told with an enthusiasm usually reserved for "OMG Uncharted 2 is awesome"-esque hyperbole.

In a medium with limitless possibilities, isn't it a bit narrow-minded to think of what time period and place we haven't created yet, instead of what NPC ideologies, random conditions, and world scenarios we haven't explored? I hope for a future inspired by big head mode, randomly freefalling Wasteland bums, and suicidal dwarfs. Let's explore a world we wouldn't ever want to inhabit, instead of the world we already know.

Still not a convert? Fire up YouTube and search for "funny glitch."

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (7)
Bmob
January 05, 2010
You've put forth a cracking idea, here. I've become a bit bored with sandbox games, but only because, deep down, they're just as linear as the games they're trying to deviate from. Wouldn't Oblivion be so much more fun if the guards of Cheydinhal just started fighting by one of the gates? Wouldn't it be great if the standard, non-story-based residents in GTA IV just went insane and started killing everyone? This kind of openness could really take sandboxes to the next level.
Default_picture
January 14, 2010
Total agreement with this,more so with implementing odd scenarios into series games than random glitches popping up with open-ended games.It always good to make fun of yourself sometimes.
Default_picture
January 14, 2010
Glitches can be entertaining sometimes. My little brother was hooked on Halo 2 -- not just because of its gameplay, but because of all the interesting glitches. There were so many glitches in its multiplayer mode including super jump, hiding spots, and areas you could only access by sword-canceling. I was never obsessed as him, but some of the stuff people could do without mods was crazy. Anyway nice article, and I now kinda wish I played the Toys 'R Us Terras Kasi demo a bit longer.
Default_picture
January 14, 2010
God, I hate to sound anti American but why can't Americans make fighting games? Anyone who says Mortal Kombat should be flogged, because MK is NOT a fighting game.
Default_picture
January 14, 2010
i agree completely, games are trying too hard to be realistic i often hear someone saying that "thats stupid how he can jump again in mid-air" about the scout or "it takes 10 bullets to kill someone in borderlands" are we so depressed with our lives that we try to escape to a copy world inside games?
Default_picture
January 14, 2010
@Medrado-Ok that kinda disturbs me.It's that reason there many games are starting to become unnecessarily complex moreso than they should be.I want it to take 10 bullets to kill someone or for the person I controlling to do a double job.It's good that games are upping visuals,but the thing that made them great back in 16-24bit area is the fact that they paralleled our own world in a high contrast.Not every game needs to be a Tom Clancy game or another Halo rip.
Shoe_headshot_-_square
January 15, 2010
Someone help that guy in the video! Don't just stand around and watch!

You must log in to post a comment. Please register if you do not have an account yet.