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Should Gamers Use Smarter Problem-Solving?

Thanks to the IGDA for its 'Culture Clash' column exploring the effect of technical and gameplay advances on videogame problem-solving. A situation regarding Deus Ex: Invisible War is discussed, where "...testers approached a T intersection: to the right were laser tripwires and gun turrets; to the left was a locked door; and directly in front was a (usable) window. He said every single one of them, without fail, went to the right." The author explains: "One can imagine how frustrated developers must occasionally get when they watch gamers consistently employ Neolithic problem solving tactics when modern development tools make much more advanced techniques available." Is this a problem that developers or gamers should work to overcome?

5 of 109 comments (clear)

  1. Goofy Perceptions by jmt9581 · · Score: 5, Interesting
    Why do you think that every person goes right? For the exact same reason that people play games in the first place: excitement. Many people who play games are trained to go towards the machine guns, lasers, mirrors and battles in video games because that's traditionally wbere the action is in games. Gamers have been trained to do things like that because that's what games have taught them to do.

    I like some of the ideas that are put forth in the article, but I think that people will gladly come up with new and interesting ways to succeed in games as the physics and AI models become increasingly complex.

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    My blog

    1. Re:Goofy Perceptions by gabec · · Score: 5, Interesting

      I've never played Deus Ex, but I know that in the scenario I would have done the same thing. Going to the left (Hallway with Guns and turrets) means a decided path from which you will not return.

      Therefore if you go left to begin with you miss out on the other directions.

      Even assuming I realized that the window worked, I would have still gone to the door first. Jumping through windows is usually a one-way event as well. Jump through, fall down a floor (or at least far enough that you can't hop back in) and continue with the game. So you still would be spending the rest of time wondering what was behind Door Number Three.

      Going to the right, to the door, would present a small-risk. Go to the right, check the door. If it's locked at least you know you tried. Note it in case you have to come back or find a conspicuous key around. If it's not locked it's in all likelihood a room or closed-system with either plot or cool extra stuff at the end.

      Not to mention that it answers the question: "What's Behind The Door?"

      So I wouldn't call it "poor problem solving". I'd call it curiosity.

  2. Tutorial much? by BortQ · · Score: 4, Interesting
    I like the fact that the example provided happened to game testers. So hopefully when they saw this behavior they realized that they hadn't made clear all the options available to the user. Then they could add a tutorial, or maybe a cut seen with the key feature being somebody going through a window to avoid traps.

    Hmm, something I just thought of: why would such a protected installation have a perfectly usable window there allowing intruders to gain entry?

    Anyway, the key should be that as games continue to expand the range of what is possible in their system they must help the users discover and explore these new possibilities.

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    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  3. As for skipping the locked door ... by dougmc · · Score: 4, Interesting
    Picking the lock on the locked door is quite possibly more expensive than fighting through the turrets and trip mines. At least in Deus Ex 1, you needed to use lock picks to unlock a door, and often they were a lot harder to find than ammunition and health packs. And if you never spent the points on learning to pick locks, you needed a lot of them.

    And lots of games don't let you shoot out windows and go through them. If you want to let people do this, make it clear in the tutorial, or make it the only way to get through a section earlier in the game.

    If you really want to make people go through the window and not through the war zone, make the war zone so incredibly difficult that nobody can get through. Eventually, people will look for another way.

  4. Deveopers: stop making things indestructable! by Lord+Bitman · · Score: 5, Interesting

    I would take the laser tripwires path because I know when I'm being herded: the game continues in the direction that's the most-defended, everything else is always a dead-end.
    I am sick of locked doors, unscalable short piles of office furniture, and unbreakable glass. I have grenades, you have technology. Stop making things indestructable! For gods' sake, I have a fucking CROWBAR, shouldnt I be able to pry something open? :)
    As "interactive" and "dynamic" as half-life 2 claims to be, I know that it doesnt matter that "if it looks like wood, it splinters like wood!", because I'll still be herded along an unavoidable path full of enemies and scripted events. I would appreviate having the alternative method of reaching the end of the level by way of obliterating the entire building, thank you.

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    -- 'The' Lord and Master Bitman On High, Master Of All