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The Art of Hacking: How Hacking Mini-Games Miss the Point

100_0503
Saturday, September 25, 2010
EDITOR'S NOTEfrom Jay Henningsen

I share Jeremy's view of hacking in video games. I also wish movie producers would learn a thing or two about this subject. Even though the reality of the process is not flashy, it can be very deep and engrossing. Not that I would know anything about it...

Computer hacking saturates many mainstream releases including Mass Effect and Bioshock. If a game takes place in a futuristic or steampunk setting, then chances are that it's going to feature some sort of mini-game to access or bypass certain systems. It’s not the worst idea in the world, as hacking has fascinating gameplay implications and can help enhance a game world. However, developers drop the ball when it comes to actually executing a visual representation of these actions when they choose instead to utilize a random mini-game that has nothing to do with actual computer hacking. In an age where extensive research usually precedes production, developers have no real excuse for this.

Hacking started appearing as a game mechanic in old pen-and-paper RPGs, when dice rolls, skill levels, and difficulty ratings determined success. The actual process existed only in the player's imagination. This abstraction continued in early video games until designers decided to give players a tangible way of breaking into a computer or device.

 

On the surface, this seemed like a good idea. It increased the gameplay variety for the player and made the game world more immersive. However, simulating actual hacking is difficult to accomplish in small bursts. This is where the hacking mini-game phenomenon started.

System Shock 2 and Bioshock both tried to accomplish this while remaining consistent with their worlds, though what you end up doing is still a far cry from actual hacking. System Shock 2’s method of manipulating square nodes is at least in line with what people imagine the process to be. Though Bioshock’s Pipe Mania clone mini-game is completely in line with the game’s steampunk setting, you’d be hard pressed to rationalize how getting goo from one end to another falls in line with what we know as hacking.

Worse still is where the developers don’t even try to make it consistent with its own world, like Mass Effect’s infamous Simon mini-game. How do you explain repeating a sound pattern as a means of gaining access to a sophisticated computer?

The problem with games that try to incorporate it is that developers put very little thought into making hacking work in the confines of a larger game. Of course, the reality of hacking might just be too mundane for modern audiences. It tends to involve lots and lots of text.

Remember working with MS-DOS back in the day? That’s in the ballpark of what you’d be seeing in a real-world hack. It’s about finding back doors into protected files and changing values to create vulnerabilities. Even something as simple as looking in the source code of a web page is a regular occurrence.

Given the fact that most actual hacking is all letters and numbers on a screen, it’s almost understandable why developers would want to fake more tangible, simplified, and graphically represented gameplay. After all, text adventures became nearly obsolete once graphical adventure games gained popularity. But you can find a satisfying amount of depth and cleverness under the surface that would do so much to enrich games if developers could replicate that feeling into a simplified and compact form.

This is why Uplink, Introversion’s debut game, is so impressive. It takes the concept of real computer hacking and builds a game around it. The interface completely commits by mimicking the all-text environment that hackers would use, with nothing else but a map for choosing workstations. The gameplay itself actually resembles an RPG where you take on jobs to delete, steal, or change data from workstations at corporations or universities.

It’s strangely compelling in its devotion to its inspiration, but it doesn’t fall into the trap of trying to replicate it exactly. Instead of arcane actions that regular players wouldn’t understand, the game provides players with tools that automate these actions, such as password crackers. However, a lot of authentic concepts still appear in the game, like IP addresses, traces, and accessing computers by bouncing a connection through many workstations to mask your address. It isn’t completely authentic or realistic, especially given the fact that one of the security options you can choose for your workstation is a self-destruct mechanism, but it’s quite possibly the closest a video game has gotten to doing hacking justice.

No one expects developers to copy real-world hacking exactly. They don’t even need to relate it to existing jargon. But don’t insult the player by trying to pass off Pipe Mania or Simon as a hack, because the things that make the art of hacking so engrossing and fun are then lost completely. 

 
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Comments (10)
5211_100857553261324_100000112393199_12455_5449490_n
September 23, 2010

OH MY GOD.  I need to make dummy accounts to boost this article about sixty billion times: I'VE BEEN LOOKING FOR THIS GAME FOR SOMETHING CLOSE TO EIGHT YEARS NOW.

 

Totally agree with the article; the minigame "hack" events in most stuff these days is pretty damn silly.  I know Uplink wasn't like... anything LIKE real hacking, but it took a bunch of mechanics and made it FUN.  A friend let me play around with this for a bit a LONG time ago and I had such a blast!  I'm seriously stoked.  AND I just found it on Steam for $10...!  This game proves that you don't need a huge budget and fancy graphics to craft an immersive, unique and FUN gaming experience.

 

Don't tell anyone I ever did this... but...

 

<3

Mikeshadesbitmob0611
September 25, 2010

Mass Effect 2's hacks are a lot more fun. Matching bits of code and connecting nodes is about as close as you can get to hacking without being absolutely boring. BioShock 2's hacking makes sense, in a way. You're firing off a remote controlled dart and then trying to isolate the frequency that the device runs on so you can make it do what you want. A lot more plausible than Simon.

Picture_002
September 25, 2010

Deep....engrossing....for a hacker maybe.

I'm nowhere near an expert on the "skill" but I know enough  to know it's not one I care enough to see done to any point of realism, particularly if it isn't a game centered around hacking. Create a hacker simulation, by all means go for it. Bothers me not as I've no interest in it or a story centered around a hacker. Uplink sounds like an incredibly rich experience for such a niche of people it doesn't particularly bother me if Bioshock or Mass Effect didn't go out of the way to scratch the itch to please.

Simon mini-games don't exactly inspire a load of excitement either. But I'm certainly not thirsting for my Vanguard to start dealing with half the stuff advocated here. I'm glad hackers got their Uplink moment in the sun and continue to have other people get into that for them. But I think I'm perfectly fine with my matching mini-games and Pipe Mania as a slight, simple diversion to get me back to the game I actually the game I'm playing for in the first place.

Aj_newfoundland_avatar
September 25, 2010

I have to say, the hacking minigame in Mass Effect 2 with the scrolling lines of code has been my favorite. I agree that pipe dream has nothing to do with accessing a computer system, but the scrolling lines of code at least give a sense of looking for a vulnerable line of code and accessing it. It fits well with the fast pace of play in the rest of the game.

Great article, by the way. I remember playing the demo for Uplink. While it was a bit much for me, I thought it was a really cool concept and execution.

Default_picture
September 25, 2010

How about the Fallout 3 hacking mini game?  Anyway, I was going to mention uplink if you wanted that sort of thing. For me Uplink was a alright game, but going into it blind was tough.

100_0503
September 25, 2010

The cool part of Uplink was the fact that it is one of those games that incorperates the Internet into the design itself in that there is an in-game IRC channel where you can ask other real players for hints and advice. This is great on its own, but it also is consistent with its concept, especially when you think of all the real hacker communities out there.

Sunglasses_at_night
September 25, 2010

In a recent podcast, developers working at Irrational Games actually shed some light on the hacking minigame.

 

Apparently the concept was to have turrets and cameras and the like controlled by little bugs. The rational behind the Pipe Mania part was to have you feeding these little bugs with food through the properly connected pipes in exchange for their services. When the design of the electronics changed later in development however, the minigame stayed.

 

Nice piece by the way. 

N27502567_30338975_4931
September 25, 2010

I thought Alpha Protocol's hacking minigame was interesting, albeit difficult to control on the PC. You had to locate strings of characters in a changing field of ACSII.

Obviously, something like Bioshock isn't attempting to be realistic. And that doesn't bother me too much. These are often just MINI games, after all. They need to be quick, abstracted experiences with a mechanic that is actually fun!

Comic061111
September 25, 2010

Alpha Protocol and Fallout 3 both have more realistic hacking, but I'm surprised Uplink is news to anyone, I played that game quite a few years ago!  I recall that a similar game has been released on Steam but was deemed 'not as good' by my peers.

Shoe_headshot_-_square
September 28, 2010

Strangely, I never got tired of doing the Pipe Dreams thing in BioShock!

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