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Three Shortcuts Game Designers Should Stop Taking

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Thursday, August 06, 2009

Editor's note: Evan's first point got me riled up. I've just about sworn off Capcom games after facing some bosses in Devil May Cry 4 three times! I nearly crushed the controller in my hands when I had to go through that last gauntlet of bosses that I've already killed! -Jason

 


 

Creators want to make their creations the best that they can be. But sometimes, whether due to limitations in time or resources or just plain laziness, they take shortcuts.

Most shortcuts aren't noticed in video games, and sometimes they even work out for the best, as in the case of Silent Hill’s iconic, draw-distance-concealing fog.  But for every overwise teen trying to get home before his parents, there's an unscrupulous electrical engineer creating a recipe for disaster.

Here are three shortcuts game designers take that they really shouldn’t -- and what they might try instead.

 

Bosses So Nice That You Fight 'Em Twice

I haven’t actually seen this one in a while, but it still bears repeating. Anyone who went through the uncompromising gauntlet at the end of Viewtiful Joe knows what I mean. Not satisfied with your ability to defeat these bosses once, the creators of Viewtiful Joe made you fight them all again -- right in a row. Without letting you save between them. It’s enough to you rage-quit -- which I did after my 17th failure. And now that’s the only thing I remember about the game.

It’s not just Viewtiful Joe, of course. Hell, even The Legend of Zelda: The Wind Waker fell victim to the Siren Song of "Do It Again." I suppose the point might be to build some tension toward the final boss fight, but isn’t that kind of what the rest of the game should do?

Then again, it might also be about artificially adding length and difficulty to a game considered to be too short, but that’s like putting extra potatoes in a breakfast burrito: It's bland, tasteless filler that only causes you to get fed up more quickly.

Alternative approach: Make the final boss harder. Or add one more boss before the final boss. Or hey, just cut out the rehash. It’s simpler, cheaper, faster, and nobody will miss it.

George Lucas Morality

Obi-Wan Kenobi once said that “Only a Sith deals in absolutes.” Well, not really; one of the cornerstones of Star Wars is that the Jedi are totally good and the Sith are pure dag-nasty evil. Light Side, Dark Side. A Gray Side doesn't exist.

And so it is in games. This has actually been discussed a lot lately, with the release of games like Infamous and the upcoming Mass Effect 2, and gamers seem to be in agreement: More nuanced ways exist to handle morality than making gamers choose between taking a box full of kittens to an orphanage for blind children, and eating the kittens, burning down the orphanage, and salting the Earth so that nothing will grow there again.

Alternative approach: The consensus seems to be make morality more fluid and less stark. Give players choices with actual consequences, both good and bad, that may not be immediately apparent. But also, let’s not forget about the object that has single-handedly kept realistic moral choices at bay: the Morality Meter.

Every game that employs morality as a play mechanic, at least in recent years, has had some kind of Morality Meter that reduces player choices to numbers on a scale. Did you give some money to a homeless person? The Morality Meter goes up three points. Did you blow up a busload of nuns? The Morality Meter goes down two points.

Not only does a Morality Meter oversimplify complex actions, it also ensures that each choice a player makes occurs in a vacuum in which a decision to stab an old lady can be “canceled out” if it's followed immediately by a trip to the park to feed the ducks. At the park, nobody says, “Isn’t that the guy who just stabbed your grandma? What does he want with those ducks?” They say, “Aww…he loves those ducks so much.” Kill a hundred innocent people in Fable 2 and then give a million gold to a beggar and you’ll see what I mean.

So, please…get rid of the Morality Meter. Give us something real.

Hobbit Game Design

Also known as "There and Back Again Design," Hobbit games don't just go from Point A to Point B to Point C; instead, the game takes players from A to C, then back to B to pick up anything they might have missed, and then returns them to C to deal with the trouble there, and then, seemingly for the hell of it, sends them all the way back to A to open that Mysterious Door they walked by during the tutorial. But only after a quick stop at the hitherto unmentioned Point D to pick up the key.

This isn't much of a problem in open-world games, which are all about exploring and becoming familiar with a persistent and well-trod environment. But some of the most beloved games in recent memory have succumbed to "Running Out of Levels Syndrome."

Halo has a lot going for it, but you can't deny that at a certain point in the game, it forces players to turn around and go back from where they came until they end up pretty much exactly where they started. Sure, some stuff's on fire on the way back that wasn't on fire on the way out, but they were the same areas, leading to the same places. For all their innovation, the makers of Halo only made half a map.

Metroid Prime 3 almost gets a pass here because it's a fairly open experience, but it's a bit much near the end when the proceedings grind to a halt while the player revisits every planet to collect hidden fuel cells. This isn't much different from having to fight all of the bosses again, except that it takes quite a bit longer and is, in several important ways, less fun.

Alternative approach: Trim the fat. There's nothing wrong with making a short, linear game if what's there is worth playing. If the world is small, fill the space between Points A and B with fun things to do. But keep it moving forward. Likewise, if a game is more open, let it feel that way. Don’t make gamers return to places because they have to -- let them return because they want to.

Thoughts? Additions? I’d love to hear them.

 
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Comments (16)
Default_picture
August 06, 2009
It's funny - I was just thinking of posting something similar regarding stupid video game conventions. Two of my pet peeves: 1. When characters in my party are injured or killed during play in a game, I just zap them with a health/revive pack and tell them to get off of their lazy asses and get back to work. BUT, if a character is mortally wounded during a cut scene... WELL! They're DEAD dead, of course. The most recent example of this I've experienced in game was in Killzone 2. A character is shot in a cut scene, and I'm thinking, "Big freaking deal! I've caught so many bullets in the last hour of play I'm pissing lead and shitting whole grenades! Just duck under cover for about thirty seconds - it'll pass. Better yet, let me zap you with the health zapper I've been using on all my prone and whining sidekicks. You'll be up and running in about five seconds, and we can get back to kicking some Helghast ass! ....He's dead? Really? ....whatever." 2. I'm playing as the Thing, or the Hulk, or Thor, or the Human Torch, and kicking bad guy henchman ass left and right, smashing everything in my path, when I come across... a locked wooden door. "Sonofabitch. Where's the key? How can we progress now? That Dr. Doom is one diabolical bastard. Quick! Look for the key so that we may enter the next room and probably beat down motherfucking Galacticus and half of the gods of Asgard - they're just on the other side of this WOODEN DOOR." When this happens, I'm reminded of Slim Pickins riding to a halt with his band of outlaws in front of the LePetomaine Thruway toll booth in Blazing Saddles, asking if anyone has any dimes, "Somebody's got to go back and get a shitload of dimes!"
Default_picture
August 06, 2009
Nice Article
Me_and_luke
August 07, 2009
Nathan, is your #2 a Game Overthinker reference? I liked that episode. I don't really understand your boss battle gripe, Evan. You believe that playing the same boss twice in a row is cutting corners in originality, but then one of your suggestions is to completely do away with one of the bosses... Isn't that a little counter-intuitive? I will agree though with your third point on repeat levels/back-tracking. As far as Halo was concerned, I was having way too much fun playing through it to ever be bothered by the level design, but the backtracking of Metroid Prime has been one of the few gripes I've had with the series (you mention Metroid Prime 3, but I think by 3, they had gotten the backtracking down to a much more reasonable level; the first two were much more painful).
Default_picture
August 07, 2009
I agree with all your points. The boss point is really a problem for Japanese developers, morality for Western Developers and problem three is shared. It would be great is they stopped, but we know they won't....
26583_1404714564368_1427496717_31101969_389938_n
August 07, 2009
@Bryan - My complaint is about games that make you fight all of the previous bosses again (consecutively) before they let you move on to the final boss. I don't so much have a problem with how it was handled in, say, Devil May Cry, where you fight the same boss several times over several levels to wear it down before you finish it off (because, come on...magma spider). And you're right about the Metroid games, but at the time of writing, I couldn't quite remember what the backtracking in the other two Prime titles entailed, so I didn't bring them up. Oh, right...Chozo Runes. Those a-holes.
Default_picture
August 07, 2009
DMC4 had two of the three; it's really just a part of the limited time, design wise. However, many of he designers aren't exactly in control of the game they make (if corporate says the game has to be 15 hours long, and you've got a solid 8, and have to finish it in three months, what are you to do?)
Default_picture
August 07, 2009
I read Jason's comment under the title of the post and it echoed exactly how I felt about DMC4. It was a mediocre action game with a few interesting ideas, a lot of style and a highly frustrating requirement to redo the same crap over and over.
4540_79476034228_610804228_1674526_2221611_n
August 07, 2009
Great article and interesting. I think Capcom invented #1 and they seem to be the biggest offender as well. As early as the Mega Man games on the NES they have had gamers running the boss gauntlet before the final showdown.
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August 07, 2009
There and back again is an idea about completing the circle. You don't just go out to save the world, but have to bring what you learned along the way back with you and apply it to your life or it becomes a wasted experience. It's sometimes called the "Hero's Journey," usually by Joseph Campbell or others who study him; it is the monomyth. The design and idea of it is nigh perfect and when implemented correctly in a narrative is a beautiful thing to witness. I have no problem with it whatsoever. I do agree with you completely that designers have turned this brilliant monomyth into a frustrating experience. I don't agree, however, that shortening the game or continuing forward momentum is the solution. Designers need to find a way to convey the messages and ideas in the Hero's Journey to their audience. Sending me back through an older area would be no problem if my perception of it was different because of how I've changed and grown along the way. The colors, shapes, sizes, angels, themes, atmosphere, enemies, puzzles, ideas, and even the time are all aspects that can change, among many others, to make the player feel like it is new to them. Not to mention the new abilities the player has gained along the way that can now be used. The last level in Braid does this in an amazing way and is one of the best examples I can think of to date.
Default_picture
August 07, 2009
In regards to the Morality Meter stuff, one of the (ten bazillion) things I really liked about Mass Effect was the fact that they kept the Paragon and Renegade meters separate, and doing actions that increased one of them *didn't* cause the other to increase. I also liked how there were certain situations where you couldn't change what actually ended up happening, but you could pick up morality points based on how you handled it. Basically, I thought that Mass Effect's morality system was a vast improvement over Bioware's other efforts - particularly Jade Empire, which if not the worst offender in gaming, has got to be pretty damned close.
Default_picture
August 07, 2009
Oops...I wish you could edit your comments. That should say up there "doing actions that increased one of them *didn't* cause the other to [i]decrease[/i]."
Brett_new_profile
August 07, 2009
Calling out Metroid for backtracking?! That series was built on backtracking! That said, I'm totally with you about boss repeats. Developers can doll up why you're fighting a dude for the third time as much as they want, but we know the truth: they're lazy.
Pshades-s
August 07, 2009
I like how the recent Castlevania DS games have handled Boss Gauntlet Syndrome: it is a separate game mode that is unlocked as you progress through the main game. Eventually you get strong enough to want to tear through all those bosses again, especially when there are rare items to be won. Totally with you on the "morality" system that games are increasingly fond of. I'm playing BioShock right now and my biggest complaint is how artificial the harvest/rescue option is. Either way I end up with a ton of ADAM to work with and the Sisters will help me in the later stages of the game no matter how many of them I kill. Regarding your third point, well, I can cite BioShock again only this time it's an example of a well-designed game. I'm never forced to revisit earlier stages but it is occasionally in my best interest to do so when tracking down diary entries or using the research camera.
26583_1404714564368_1427496717_31101969_389938_n
August 07, 2009
Thanks for all the great comments, everyone! @James Cotellesse - You are right; the monomyth could be a very useful model for game design, but I'm having trouble thinking of games that have employed it well. I suppose the Fable games come pretty close, except that I think it would be more effective there if the player did not return to the childhood home until way at the end of the game, for the reason you describe: the impact of seeing the once-familiar place through new eyes. One kind of gets that the first time they go back, after some in-game time has passed, but then the towns just become dots on the map. It would be interesting to save this until last, so that we as players share the (possibly skewed) memories of the character we are inhabiting. And of course the end of Braid was excellent; you'll get no argument from me.
Default_picture
August 07, 2009
@Bryan - I Googled Game Overthinker and checked out a few of his videos. Awesome. But, no, I had never heard of Game Overthinker before tonight. Thanks for the heads up! @Evan - I realized I forgot something in my first comment up there: Your post rocked. Your Bosses so Nice convention brought me back to Bonk's Adventure for the TG-16. There's simply nothing like a climactic battle with that boss you just beat to make you say in a growly Wolverine-y voice, "I'm taking you down for the second time just like the first time, only this time, I'm doing it in exactly the same way, because, hey, that works..." It's a tradition, like turkey on Thanksgiving, or fighting with your relatives on Thanksgiving, or wishing you'd claimed you had typhoid so you could have just stayed home on Thanksgiving, so developers should keep doing it, right?
Default_picture
August 28, 2009
There were some great lines in this article. Loved the breakfast burrito and Bungie only makin half a map. Keep writing, I'll be following your work!

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