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Molyneux On Future Of Game Design

Thanks to GameSpy for its interview with Lionhead boss and Populous creator Peter Molyneux, part of a talk held at the DICE Conference in Las Vegas. While admitting that "this industry tends to bumble through innovation", Molyneux noted freeform games could be less interesting than they looked, lamenting that "he always dreamed about making games that give people total freedom, but what he discovered is that complete freedom in a game world is boring after about ten minutes." He concluded by suggesting alternatives to the 'sandbox' approach, arguing: "People like to have challenges, goals, and something to struggle toward."

25 of 46 comments (clear)

  1. Rewards by Apreche · · Score: 5, Interesting

    "People like to have challenges, goals, and something to struggle toward."

    Don't forget rewards. Back in the day the reward for beating a game was twofold.

    1) you got to see the end of the game
    2) you got to tell all your friends you beat the game, hahahaha

    Nowadays #2 is jax3d because everyone beats every game that can be beaten. That's why multiplayer games like CS are so popular. Since there is no challenge anymore in playing against the computer people play against each other.

    Whenever I look for quality in game design I always look to Zelda games. You can go anywhere and do stuff, so its freeform. But you have a predetermined quest, to get all the triforce pieces and beat ganon. Don't make a linear game in which the places you go and the things you do are in a predetermined order, that hasn't been fun since Mario 1 and 2. You have to at least do things like Mario 3 did or like Mega Man did if not what Zelda did. But be sure to give the player a goal, make sure that they know what the goal is and make sure that you give the player enough information in game so that they will be able to figure out what to do.

    Make it hard, but don't make it stupid and arbitrary. FF:CC had this problem. The way to get lots of items and things and cast different spells requires the players to pretty much randomly figure stuff out. There were no puzzles to solve like in a Zelda game. You don't make a series of logical thougts and arrive at a conclusion that gives you the hidden shiny. You pretty much either find it randomly, or you read a FAQ. That is piss poor game design right there. I just can't understand. Everyone recognizes certain games as the best, but so few people learn from those games and apply that learning in designing new games. They just make the same design mistakes over and over. Hopefully indy developers will save the day.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Rewards by neverkevin · · Score: 3, Insightful

      Whenever I look for quality in game design I always look to Zelda games. You can go anywhere and do stuff, so its freeform. But you have a predetermined quest, to get all the triforce pieces and beat ganon. Don't make a linear game in which the places you go and the things you do are in a predetermined order

      That is funny, because I would consider Zelda linear. Sure in the last Zelda game, you could go to any island (well after you got the ship and sail) and explore different Island, but you had to do things in a specific order to beat the game (you couldn't beat the 2nd dungon with out beating the first one) The only games that I have played that are nonlinear are FPS and MMORPG. The game is going to have to be somewhat linear if you want the game developer to provided a good coherent story.

  2. Case in Point: GTA by nifboy · · Score: 5, Interesting

    GTA is the perfect example of implementing a "sandbox" approach and still giving the player something to do; the player can, at any time, cut loose from the mission structure and spend some time with General Mayhem, or they can just go forward mission by mission.

    I suppose Morrowind is like that, too, only with way too much walking/running for my tastes (even with the Boots of Blinding Speed).

    1. Re:Case in Point: GTA by Flyboy+Connor · · Score: 3, Insightful

      Morrowind, if played right, does not contain a lot of walking and running. I can reach any spot in Morrowind from any other spot in two minutes or less (on the surface, that is). It takes a while before you are powerful enough to do this, however. But that's just another challenge!

    2. Re:Case in Point: GTA by MotherInferior · · Score: 4, Insightful

      Perhaps that's the parent's main point. Who would want to strugle toward's making the game playable? I will work to make my commute from home to the office less taxing, but why would I want to do that in a game?

    3. Re:Case in Point: GTA by WorkEmail · · Score: 2, Informative
      On travelling in Morrowind:

      Get the spells called "mark" and "recall" from the Temple in Balmora, or from various other spots throughout the land.

      In your main "home" or wherever it is that the person you are running the errand or task for is, use the mark spell. It marks that spot as your designated spot to teleport back to. And then once you go and get the item they wanted, or you finish the task, just hit "recall" and you go back to it.

      I also use this feature as a safety net. If I ever was swamped with enemies and near death, I used my recall spell and went back to my house. :)

      Also with the stilt riders and boats, and you can use the teleport device in any mages guild, and the mark and recal spells, you are right, the game does not really contain that much runnin/walking, unless you choose to explore, or are seeking an item or location that is off the normal path in the middle of nowhere.

  3. Pah, just because he can't make them. by SmallFurryCreature · · Score: 5, Insightful
    There are still open games. They are called flight sims.

    But yeah really really open games are impossible at the moment. Even if you limit the world it seems an impossible task.

    Lets examine his own game Black & White (widely reviewed in reviews as an excellent games wich is prove enough game reviews are not worth the paper they are printed on) an "open" game. Except it isn't is it. You were constantly tehtered to this rather crap "city" and its braindead inhabitants. So instead of exploring and teaching your creature you were constanstly trying to manage the population. To much food and overcrowding, too little and they starve and impossible to get it right. My solution, grow plenty and have my creature eat the population. Actually I tried to be nice at first but one of my houses was build wrong with the door apparently under the ground so lots of people were trapped inside. Didn't notice this until I destroyed it since and they all came out burning and I went from good to evil in the time it took my ape to get out the marshmellows.

    To many of the current games still require idiotic micro management and restrictions because the developers seem unable to make a functioning AI or world model.

    Exactly how many times have you started a mission to save the entire world from thousands of heavily armed bad guys with 1 pistol and 2 clips of ammo? Worst offender recently was Silent Storm. Crack team of commandos at the height of WW2 and you are even told by the guy in the armoury "we got the finest of the british army at your disposal". What you get? 1 submachine gun, 1 rifle a few clips of ammo oh and a bandage. Wheee!

    As call of duty and medal of honor have shown some of the best moments in a fps aren't you with 1 pistol against 100 enemies but you and 100 allies against 100 enemies. Now that is the kinda stuff I want to see. Not me the single superman but playing a character in world wich behaves real without all the inconvenient bits of actually being in a war.

    Of course this is a lot harder. Give you a single pistol and you will be to busy ducking and running to notice that the dozen or so enemies are not actually a match they just got insane firepower and health points.

    So for the next Black & White (still in production?). Get rid of the insane micro management. Make it easier to control the creature (how often did you punish or reward for the wrong thing because the interface lagged?). Make crap like mouse gestures optional or at least talk to people who know how they work (opera does them great for me). Here is a tip. If you draw a cirle too fast it looks like a square to a computer. (to few point of reference)

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Pah, just because he can't make them. by Flyboy+Connor · · Score: 4, Insightful
      Obviously, Black & White degenerated from an open game in the early design phase to a crap closed game when it was in published. It probably went like this:

      Early design: You are a God, you have a World, you have a Creature and you have a Populace. Go ahead, do what you like.

      Molyneux: But we need challenges otherwise it's boring!

      Not-So-Early design: You are a God, you have a World, you have a Creature and you have a Populace. Go ahead, beat all the small challenges we supply you with.

      Molyneux: But we need goals otherwise it's boring!

      Late design: You are a God, you have a World, you have a Creature, you have a Populace and you have a lot of small Challenges. Go ahead, find your way to all the other worlds we have supplied!

      Molyneux: But we need something to struggle towards otherwise it's boring!

      Published game: You are a God, you have a World, you have a Creature, you have a Populace, you have a lot of small Challenges, and you have other worlds to discover. Go ahead, beat the Other God that is competing with you!

      Players: What's the Creature good for?

    2. Re:Pah, just because he can't make them. by Jeffool · · Score: 4, Interesting

      >He is living on Populous fame.

      Yeah. Well, that and Theme Park. Well, that, Theme Park and Theme Hospital. And let's not forget the wonderfully fun Dungeon Keeper. And obviously, as we all know it, Black & White was popular. So I guess that one too.

      Unless you could name some of his other recent games that have 'missed their goal'?

      And yeah reviewers raved about B&W, and while I liked it, I can see why most didn't. Like the first poster in this story pointed out, everyone wants these exceedingly easy games. I really didn't think that B&W was any harder than Theme Hospital or Populous was back when first picked it up. (It's been a long time, to be fair.)

      Not to mention the whole decision tree/perceptron deal it had surrounding it. That was why it got such big press, unfortunately.

      And so far as his doing talks being his PR machine? Quite possibly. Does that make what his says garbage, though? For that matter, maybe it's possible that with Fable and The Movies nearing completion he's got more free time?

      Personally, the biggest error was not supporting a mod community early on in B&W. But, that's just me.

    3. Re:Pah, just because he can't make them. by Hittite+Creosote · · Score: 2, Insightful
      Personally, the biggest error was not supporting a mod community early on in B&W.

      Really? I thought the biggest error was releasing the game when it was full of bugs it could walk across the floor on its own. The biggest challenge in finishing the game was getting to the end without it crashing.

    4. Re:Pah, just because he can't make them. by imr · · Score: 2, Informative

      B&W was nowhere near any of what he said was going to be in it. This was my point, that it was disappointing not that it didnt sell well. My other point was that b&w was dull in term of gameplay too.
      Remember the incredible zooming options where you start from planet level and zoom in until you see the apple the peasant is holding in his hand fullscreen and there's a worm in it?
      What about the fact that the peasants were supposed to have their own life and you kinda try to influence them? They in fact were nothing more than bots.
      As a matter of fact, you're right, it was more a Theme b&w than a godlike game. Same for dungeon keeper, we were expecting at that time a kind of dark dungeon simulation, kind of what neverwinter is but even more free AND centered around the dungeon. Nothing near what was delivered, another repetitive simulation were you have to find how to beat the level with a few options.
      Some people did like the gameplay they found in b&w, and some people did like the gameplay they found in dungeon keeper(I know one personnaly). But most people were disappointed to death because they did bite his speeches and didnt find what was promised, advertised actually.
      Well, I did bite the dungeon keeper speeches and I did bite the b&w speeches and I don't anymore.
      Molyneux? No thanks, there is a worm in the apple...

  4. Peter Molyneux by Lol+the+unbeliever · · Score: 5, Interesting

    Peter Molyneux has done great games but lately he seems to have forgotten gameplay. Black and White should have been an excellent game, if only the pet had taken less of a center stage: it's not because you have one (not so) original (tamagotchi) idea that you have to sacrifice everything to it. Black & White could have been a good RTS with a twist.

  5. This has to be the best part of the article... by toiletsalmon · · Score: 5, Interesting
    I think this really says something about the "Human Condition".:

    "He says he watched a 15-year old playtester chat up a woman in town who happened to be the mayor's daughter. He brought her gifts and flowers, talked to her all the time, started hugging and kissing her... and eventually they married and moved in together. Molyneux says he was delighted that a player was exploring this part of the game. Then the playtester talked to the Mayor and asked him to follow him. He took the mayor out to the woods, got him behind a tree ... and killed him! "Why did you do that!?" Molyneux asked. "I figured the mayor was rich, and he'd give all his money to his only daughter," answered the tester. Of course, now the daughter had lots of money, but didn't want to share any of it. So the playtester killed her, too. (Then he moved into the mayor's house!)

    I'm anxiously awaiting the release of Fable this summer, but I can't help but wonder: Does freedom turn us into complete psychopaths in the game world, or does freedom allow us to "express ourselves" in the game world without real world consequences?

    1. Re:This has to be the best part of the article... by JavaLord · · Score: 2, Interesting

      I'm anxiously awaiting the release of Fable this summer, but I can't help but wonder: Does freedom turn us into complete psychopaths in the game world, or does freedom allow us to "express ourselves" in the game world without real world consequences?

      I think that is the real fun of open ended games. It shows you what people are capable of if there are no consequences. Of course, the playtester understood that the mayor and the mayors daughter weren't people....but would he have done it in-game if they were people? (ie in a MMORPG). I really think a MMORPG with no consequences other than ones created by other players would be a great social experement on top of a great game.

    2. Re:This has to be the best part of the article... by blancolioni · · Score: 2, Funny

      I'm pathetically nice even to virtual people. I tried, I really tried to play Baldur's Gate evil, but I felt so bad about all the people I told to piss off instead of helping.

      It's a serious character flaw. Perhaps I should get therapy.

    3. Re:This has to be the best part of the article... by Ayaress · · Score: 4, Interesting

      I play an MMORPG that works that way, and it's actually a pretty sad social experiment.

      When it started out, pvp was the most profitable thing to do, income and exp-wise, and everybody did it who was at least moderately well equipped. When they took out exp for pvp (due to abuse - people would stand just outside of NPC guard ranges and beat each other to death for hours to powerlevel), it shifted, and finally started working like they wanted: The game split into two major camps: Those that PK'd, and those that didn't. A chunk of those that didn't ended up forming into guilds and alliances that hunted PKers and protected low level players who were being hounded by higher leveled PKs who could kill them in one or two hits.

      It took about four months for the groups that hunted PK's to turn into PK's themselves - killing people for no reason other than they have a red or gray name (the more people you killed, the farther down a green/red alignment scale you went. It turned gray for about a minute after you kill somebody. This didn't effect the game itself, though, except that NPC guards would attack you with a gray name).

      In the long run, the game went from being a holy guild vs. an evil guild to a constantly shifting power struggle between evil-ish guilds - at one point, two major RP guilds, who by their very premise sould be at eternal war, ended up allied against a rapidly growing PK guild that was rapidly threatening both their power bases.

      Now, there are very few good-aligned guilds. Most are either overtly evil, or at best neutral. The main good thing about this is that low leveled players have recieved some indirect "protection" from the competing evil guilds - whenever one would start PKing in an area, another would move in to try to get easy loot while they couldn't run to town for safety, usually affording victims an opportunity to run in and recover at least important items.

    4. Re:This has to be the best part of the article... by Ayaress · · Score: 2, Interesting

      I have the same problem. Although I don't have any problem being evil in games like Dungeon Keeper or GTA (where there isn't an option), I have a hard time hardlining myself in more open games. In Fallout, the only time I managed to stay really evil in a game was when a child got caught in the crossfire while I was killing slavers. Once I got labled a childkiller, there really wasn't much of a choice. Even most of the bad guys would try to kill me because I was TOO evil.

  6. Re:Molyneux Knows His Stuff by TRACK-YOUR-POSITION · · Score: 2, Insightful

    does this make a good game, or does this make a commercially successful game? And is there a difference? This is definitely a good question--especially considering his analogy. I've read plenty of awesome books which are difficult to sum up into one line--one is going to have trouble doing this with any modern non-genre book.

  7. Learned his lesson by daVinci1980 · · Score: 2, Funny
    he always dreamed about making games that give people total freedom, but what he discovered is that complete freedom in a game world is boring after about ten minutes.

    Peter Molyneux was also responsible for Black & White if you recall.

    Guess he learned his lesson.
    --
    I currently have no clever signature witicism to add here.
  8. Freedom in games.. by JavaLord · · Score: 4, Insightful

    he always dreamed about making games that give people total freedom, but what he discovered is that complete freedom in a game world is boring after about ten minutes.

    Not true, I've played both GTA and GTA3 for hours upon hours without ever finishing a mission (or even trying to). Finding creative things to do in the GTA sandbox was enough fun to keep me entertained. Some people don't want missions, or rules. After a days work they just want to come home, and do something fun not virtual chores like fetching Vinnys hookers or something.

    1. Re:Freedom in games.. by Ayaress · · Score: 4, Insightful

      Another is the Fallout RPGs. They aren't entirely open, since in both games you have a specific goal to accomplish in the end - but there are lots of ways to accomplish it, and lots of ways to get to that point. For example, there's one problem in Fallout 1 that can be accomplished in several ways:
      1. Slaghter the whole city (they're just mutants anyway)
      2. Get somebody else to slaughter the city
      3. Fix the water pump for the city and get them to freely give you the item you're after.
      4. Steal the item you're after and let the city die of thirst
      5. Fix the pump, get the item, then slaughter the city for more exp (they're just mutants, after all. If they trust you, that's their own fault, now isn't it?)

      Most problems in Fallout 1 and 2 have at least three ways to go about things - noncombatant (diplomacy/stealth), "good guy", and "kill them all and let God sort it out." - and depending on your character, there's usually different approaches you have to take to make each one work. It's not 100% free, but it gives a good feeling of being free.

      Fallout didn't get boring in 10 minutes by any means. Even now, five years later, I still play it once in a while.

      I'm with the people above - Molyneux just doesn't make them like he used to.

  9. Zelda and Metroid non-linearity by MilenCent · · Score: 3, Informative

    It depends on the Zelda game, and what aspect of it you're looking at it.

    The first Zelda had a "recommended" order of dungeon completion, offered to the played in the form of those level numbers, 1-9, but overall the player could enter any dungeon at any time, and even complete some of them. Player equipment got in the way of some of that, but in places, if you were good enough, you could penetrate deep enough into a dungeon to get an item early. People have discovered the Magic Key in Level 8 in the first quest is like that, which could be considered a cheat since it makes finding any other keys for the rest of the quest moot.

    The second game, however was very linear. There are sequence breaks for it, but they don't seem as sponsored by the designers themselves as in the first Zelda.

    Once in the dark world in Link to the Past, the player became able to play and complete some levels out of order. And Ocarina of Time does have a nod to that type of non-linearity -- although the game points you to Death Mountain after completing the Forest Temple, you can actually complete the Water Temple first. (I believe -- going from memory here, it's been years since I've played it.) And of course all the Zelda games (except maybe II) have had little things like extra equipment and heart pieces scattered around to find outside the "main" sequence.

    The problem with non-linearity in Zelda games is striking that mix between letting the player do whatever he wants, and hand-holding players who get confused about what to do next. I greatly prefer the former approach, and loved just getting lost in Wind Waker exploring the ocean, but I've coached someone through the whole of that game, who couldn't handle the non-linearity of it. Judging from the sales of hint books, there's a lot of people like that.

    I think, in the future, we may end up with more approaches like in the new Metroid, which *appears* to have a strict exploration structure but actually turns out to be EXTREMELY non-linear, almost like the original game. People have written over at GameFAQs that you only really need nine, of the hundred items in the game, to win, that you can beat Ridley before Kraid, that you can skip the Speed Booster, Screw Attack, High-Jump Boots, and so on. It turns out that much of this sequence breaking seems implicitly included by the designers, with the routes that break the "intended" order with less equipment being more difficult to find, and requiring "un-supported," yet still present, moves such as the bomb jump and the wall-kick. It still seems to be impossible to make the player utterly trapped anywhere, and there are special ending pictures for winning with 15% of the items in the game or less.

    1. Re:Zelda and Metroid non-linearity by AllenChristopher · · Score: 2, Interesting
      "although the game points you to Death Mountain after completing the Forest Temple, you can actually complete the Water Temple first."

      Moreover, there's no particular reason at all to complete the Shadow Temple before the Spirit Temple. Indeed, the first time I played the game, I only realized after the spirit temple that I'd done them in the "wrong" order and had to go "back" to find one because of the order on the medallion chart.

      "And of course all the Zelda games (except maybe II) have had little things like extra equipment and heart pieces scattered around to find outside the "main" sequence."

      In Majora's Mask, the number of masks is so great that it completely destroys the notion of linearity... it's nothing like clear whethr helping a certain townsperson will be necessary to move forward in the dungeons or not. Great fun, because you're never really stuck, and the gameplay varies so much.

  10. About Black & White by Kwil · · Score: 3, Informative

    Here's the thing about Black & White that most of the people who don't like it completely miss.

    It's not a game, it's a sim.

    I know, it was advertised as a game. I know, it sort of kind of feels like a game because there are all these little challenges in it that you can succeed or fail at. But when it boils down to it, it's not a game.

    The key failings of B&W were the interface (grabbing the ground and pulling is ridiculous. You couldn't play the thing well with just the mouse anyway as you needed shortcuts to move from place to place quickly, why not bite the bullet and give it movement keys like a flight-sim, or any FPS with "fly" on), and the incredibly long tutorial that, while it overemphasized all the little problems with the controls, completely negated to tell people how to manage their worshippers.

    The key to managing the little worshippers is simply not to micro-manage them. It's hard to do because we're so used to "Demand-Response" interaction in games as being the route to success, not "Demand-Ignore". Those little guys really do learn. If they learn that when they cry "We need food," some mystical force shows up and gives it to them.. guess what they're going to do next time they're hungry? On the other hand, if a couple starve, they soon figure out that if they need food, they'd best go get it.

    --

    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    1. Re:About Black & White by An'Desha+Danin · · Score: 2, Insightful
      The key to managing the little worshippers is simply not to micro-manage them. It's hard to do because we're so used to "Demand-Response" interaction in games as being the route to success, not "Demand-Ignore". Those little guys really do learn. If they learn that when they cry "We need food," some mystical force shows up and gives it to them.. guess what they're going to do next time they're hungry? On the other hand, if a couple starve, they soon figure out that if they need food, they'd best go get it.
      Kinda answers a lot of religious quandaries, doesn't it?
      --
      Anything you might ever need to say about anything has already been said better by Penny Arcade.