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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?

45 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.

    --

    My blog

    1. Re:Goofy Perceptions by JohnFluxx · · Score: 5, Insightful

      Exactly. In games you take the path of most-resistance.

    2. Re:Goofy Perceptions by xwizbt · · Score: 3, Insightful

      Not in Deus Ex - if you've played the original you'll be well aware that the game is far less about action and shooting that careful, thought-out strategy and the use of off-the-wall problem solving techniques.

    3. Re:Goofy Perceptions by linzeal · · Score: 2, Interesting

      How long till games rival real life in terms of not only the novel abilities allowed like flying, shooting guns in public, but the full gamut of things we expect in day to day interactions? Will you be able to pickup an action game and fall in love with one of the monsters?

    4. Re:Goofy Perceptions by bigman2003 · · Score: 2, Interesting

      That's what the developer wanted it to be. But most gamers (including me) would rather run-n-gun it. I thought it was a great game, but not because of the thought out strategy. Because I got to kill people who were a bunch of 'zyme addicts.

      Imagine that- go around a city and kill crack-heads.

      --
      No reason to lie.
    5. Re:Goofy Perceptions by ASUNathan · · Score: 4, Insightful

      It's not just the excitement - my experience has been that the best in-game rewards come from the hardest paths. The best power-ups are going to be at then end of the laser corridor, not sitting in the window.

    6. 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.

    7. Re:Goofy Perceptions by |/|/||| · · Score: 2, Interesting
      Not only that, but you tend to want to explore as many possible paths as possible.

      When I'm playing a game and I notice an alternate route, the first question is: can I get back? I might break the window, then decide that _maybe_ I'll be able to climb back in, and maybe not. I'll take the corridor first, search it, wipe out whatever bad guys are down there, and then backtrack to the window to see what's out there. Otherwise, I'll be forever wondering "what was through that window?" or "what was down that corridor?"

      --
      [javac] 100 errors
  2. Who is to blame? by Sheetwakahn · · Score: 5, Insightful

    I would assume that many gamers have been "trained" by linear games that the path requiring them to defeat various obstacles is the correct one, Otherwise why would the developers have spent the time populating that path with turrets and tripwires?

    I think a similar test with non-gamers might have very different results, many gamers have a subconscious feel for how the designers want levels to flow, and most games reward that type of thinking.

    Until games that encourage multiple solutions and alternate styles of play (stealth vs. shooting, etc.) are the norm I think the gamers can't be held responsible for dealing with problems in predictable ways.

    1. Re:Who is to blame? by JohnFluxx · · Score: 3, Insightful

      Even with stealth games, I take the hardest route.

      When I play thief 2, I always try to kill all the guards, rather than just sneaking round them.

      I want to get my money's worth. :)

    2. Re:Who is to blame? by Artega+VH · · Score: 2, Interesting

      but is it self-defeating in the sense that even IF there are multiple solutions supporting wildly different playing styles.. there will still be players who charge through every level, and there are those who prefer to take their time and explore all avenues of progression..

      Personally I can't wait till we are able to play games that allow us utilise varying strategies... I don't mean open-ended games (if a plot is done well in a game I find it can be very rewarding working my way through) but rather games that present me with a problem.. and rather than doing XYZ to get through.. I can do whatever I might think could maybe work in real life.. (or might work in whatever imaginary world I'm currently playing in..) I'm really hoping that HL2 lives up to the hype.. although I sorta doubt that it will..

      --
      groklaw, wired and slashdot. The holy trinity of work based time wasting.
    3. Re:Who is to blame? by 0x0d0a · · Score: 3, Insightful

      It may not be what you're thinking of, but there is a genre of games in which there are not infrequently (in the good specimens) multiple ways to solve problems -- good old text-based interactive fiction. Some of these are quite clever.

      Of course, they lack the twitch element, and they won't use your new $300 video card, but when it comes to sophisticated game paths, there are few other genres on par with this one.

    4. Re:Who is to blame? by Anonymous Coward · · Score: 2, Funny

      I'm not much for fighting. I consider myself something of a cheap shot artist. I like to shoot people in the face, knock them out and drop them off high places, or just drop horribly mutilated bodies on town guards as they walk into the light. Sort of like a gothic horror game, but in reverse.

    5. Re:Who is to blame? by Planesdragon · · Score: 2, Interesting

      EVER text adventure I've ever seen (bar none) is less "wide open way to solve a problem" and more "struggle with what can be done in the limited nature of the system."

      There's no reason that a CCRPG couldn't be used that invoked the non-combat skills of any RPG on the market today--they just don't do it because it's a pain to program, and those that want creative solutions will ALWAYS be better off finding a real person and playing RPGs the right way.

  3. Years of training... by Sancho · · Score: 4, Insightful

    The problem is that 90% of games require the "tripwire and turret" approach because they have no alternatives. Then, when a game offers such a choice, many players may not even recognize the options. They're so trained to go down the hallway with guns blazing that they don't realize there's a stealthier approach.
    Of course, that was one of the great aspects of Deus Ex. There were typically multiple solutions to a puzzle, if you just looked hard enough. We just aren't used to looking for alternate solutions, since most of the time there aren't any.

    1. Re:Years of training... by Zork+the+Almighty · · Score: 4, Funny

      I still recall the horror of my first Quake deathmatch. People wielding rocket launchers and all manner of guns, blowing each other to bits. I *tried* to reason with them. I explained that people needn't die, that we could resolve our differences in a non-violent manner. I was laughed at, fragged, and laughed at some more. It was then that I stopped looking for alternate solutions, and started looking for the Quad damage!

      --

      In Soviet America the banks rob you!
    2. Re:Years of training... by WolfWithoutAClause · · Score: 3, Funny

      Yeah, why can't Quake players just get along?

      --

      -WolfWithoutAClause

      "Gravity is only a theory, not a fact!"
    3. Re:Years of training... by MilenCent · · Score: 3, Insightful

      Yes, you are right on my friend. You saved me the trouble of having to post about this.

      For many years windows have been plain scenery. Then they became transparent. Now they're openable and useable, but the gamer typically hasn't read the memo about that.

      My opinion: the design is broken. There needs to be something in the game to clue the player in to the fact that windows are now useable. Either force him to go through one earlier in the game, or (to be a bit more subtle about it) show another character with abilities roughly analogous to the player using the window.

      To be really subtle, the developers could have something "stuck" in a window that the player wants, that would encourage him to play around with it and discover its openability.

    4. Re:Years of training... by junkgrep · · Score: 2, Interesting

      This is exactly what good game designers do really well. The original Deus Ex excelled at this, and Half-Life had it down as an art (HL2 sounds to be even more in line with this philosophy: they say that a lot of the times playtesters didn't even know that they could do certain things, so Valve had to script the NPCs to do it occasionally as part of the story just to demonstrate the basic techniques)

  4. Poor level design == poor interface by tyoob · · Score: 5, Insightful

    Sure, it's easy enough to blame the testers. But let's face it, how many times have you had to find a "secret switch" of some sort in order to get through something in a game? It's maybe a slightly irregularly colored brick, or a knob on a bed, or a hairline door-shaped-crack in a wall. Or maybe it's something that's not even noticeably useful until u put the mouse cursor over it, like a candlestick.

    What I'm saying is that if every door in the level is useless, you probably won't bother messing with the door right near you, either. And if all the windows are useless, you become unaccustomed to checking them as well.

    In a game like Deus Ex, the level itself is your interface. There's no more reason to click on seemingly useless objects in-game than there is to try mashing all the vowels on the keyboard simultaneously every 7 seconds for an hour "just to see what happens". It's a waste of the player's time. And, if the level design isn't at least slightly clear (and a 100% decision rate amongst playtesters to take the "obvious" route indicates that it's not) then the designers are wasting their precious time as well.

    --
    This sig was blatantly stolen from someone else.
  5. 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.

    --

    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  6. Conditiononing by August_zero · · Score: 5, Insightful

    Really this behavior is a byproduct of is the fact that in any game, there are almost never any useless items or empty hidden rooms.

    I would have gone through the window, and then I would have come back and done the other 2 doors as well because I can't be sure that the developers didn't put something I am going to need or some secret mission objective beyond one of those obstacles. Gamers respond to the laws of the game world and the law of the game world says phat loot is always behind the most difficult to open best guarded door.

    Put up a sign that says "do not push this button" and tell me how many out of 20 leave the button alone.

    --
    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
    1. Re:Conditiononing by JabberWokky · · Score: 2, Interesting
      Put up a sign that says "do not push this button" and tell me how many out of 20 leave the button alone.

      In Space Quest, that's the way to get to a (very short) scene from King's Quest.

      I'm struggling to remember the dialogue. "Did you hear something...?" "Just the moat monster". Gadzooks, it's been many a year since I played that on a Apple //c.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  7. Pick the Right Audience by Hamled · · Score: 2, Interesting

    Part of the solution is to understand the game's audience. As many people have already stated, most gamers are trained to go for the NPCs to kill, or explosives to disable/sneak around, rather than for the (seemingly) easier solution. There are of course, audiences who would be more interested in problem solving. Such games as ATITD (www.atitd.net) have gameplay that would break down if the player base was that of normal MMOGs. ATITD, instead, has drawn a large audience of people who enjoy crafting and developing, and most importantly, working together with other players, and do not mind the lack of fighting. If the Deus Ex 2 developers wanted to get people to do more problem solving or exploring, they should have targetted the FPS audience less than those that enjoy theif, or perhaps fans of action-oriented adventure games (if there are any...)

  8. Alternative doesn't mean better by MMaestro · · Score: 5, Insightful
    Well chosing an alternative route doesn't necessarily mean that their better than the obvious choice. Based on the example given think of it in these three ways:

    1. The door on the left is the locked door, the player decides to open it. However instead of finding what hes looking for he find a room full of guards, some items he doesn't want, or simply failed to open the lock.

    2. The window is straight ahead, and the player jumps through. However the height it too great and the guy takes damage from the fall, finds himself back at the beginning of the stage, or has actually jumped three rooms ahead and landed in the middle of 10 guards who were supposed to appear in grounds of 3 or 4 in the previous rooms. (Try playing any of the Hitman games and taking alternative paths/actions while killing seemingly random guards and that patrol that always annoyed you might not appear because you already killed them.)

    3. The guy goes to the right having a 90% idea of whats going to happen and what the developers have setup in that hallway, the obvious and maybe a few guards that magicly appear and come through the door at the end of the hall.

  9. Makes me want to scream by talaphid · · Score: 5, Insightful

    The reason everyone takes the path with the turrets is simple: we have been conditioned thoroughly by prior experience.

    In every single other game where you have an intersection like that, the locked door's key is always after the turret area (having to return to points breaks up the walking a straight line feeling); the openable window at best leads to a small enclosure where I fight two or three guys to get at a medkit - I'm already at full health or I'm a maschoist, either way, I scorn your medkit window.

    You want me to try blowing my way through doors, article writer? I do. After going through the turret area. Why? Because as a function of my time, 99% I'm going down that turret alley anyway for the key, that 1% of doors someone was bright enough to say, "Let's have them expend all their ammo testing which weapon and how many rounds thereof will be required to 'unlock' this door, it'll be clever," aren't exactly a silent majority there, presidentio.

    As a simple (and I'm sure soon to be much maligned) example, take the Final Fantasy series. How often is the player provided choices? How significant is their impact on the game? Did you say to Bubba, "Man, I hate those pesky Killas." and go on the story arc that resulted in the village being burned to the ground? Or did you simply get a slightly different irrelevent conversation 10 gameplay hours later?

    The problem has never been players unable or unwilling to experiment. It has been the glorious failure of one time gimmicks that trained us to shun experimentation. Oh, there's one door on level 17, third floor, fifth turn that you explode. Every other door on the level opens with a scripted event, key at the end of a turret infested alley, ... but that, that one door... you can explode. Of course. WHAT WAS I THINKING.

    Look, man. We've figured it out. You've got lots of dead ends, and those turrets aren't there screaming, "Wrong way!" The problem isn't gamers and our lack of problem solving ability. It's consistancy. Look at Metroid Prime. Every door I can remember that exploded under X circumstances looked the same (or had the same tell tale, or whatever). Imagine if none of the doors were marked. You don't need to fix gamers, man. You need to fix developers. CONSISTANCY. AFFORDANCES. STUDY HUMAN COMPUTER INTERACTION.

  10. Maybe they wanted to explore by JRootabega · · Score: 2, Interesting

    When I play games I try to cover an entire contiguous area before moving through a door into another. I don't want to trigger a boss battle or a level exit knowing that part of the level is still unexplored, and in the worst case now permanently inaccessible. In the case of the article, even though the right path might have been difficult and straightforward, it might have looked like less of a commitment. I would have taken it just to see where it led. Once I saw it all I would decide whether I wanted to go back and jump in the window, or take the door I found at the end of right path. Forks in the path of the game are cool, but I can't resist exploring both branches as far as possible before making my decision.

  11. Reward the easy path... by Weirdofreak · · Score: 2, Insightful

    Give bonus points depending on how well they adapted. Have a door with tripwires on the other side so that you can't see them. Have a vent, easy to see but not necessarily notice, that lets you get in the room unharmed, killing the guards who are facing the wrong way with a silenced gun. Make AIs hesitate if you turn up unexpectedly. Give the player low health so that if you enter a room full of enemies from the door they blow your head off, but if you enter silently from the ceiling fan you can take them out before they have a chance to react. Put the best power-ups where you aren't likely to find them - like the 'Secret areas' in Jedi Knight and Jedi Outcast (among others, probably), but actual paths so that you can skip a hard part. Make them feel rewarded (even if they don't actually get rewarded - in Jedi Outcast getting secret areas was pointless, but it says how many you got, and that makes you want to improve) when they use their brains instead of charging in, and they'll leave the tripwires well alone.

  12. Ion Storm Austin needs to hire better testers by frinsore · · Score: 3, Interesting

    I'm sorry, but this seems like Ion Storm's fault. They hired testers from a certain breed of gamers, the "casual hardcore gamers"; the type of gamer that spends a large amount of time with only a select few games, usually the most popular games at that.

    If they had found people that had played similiar games, such as the original Deus Ex, Thief, or even Half Life, then 60 percent of the Thief gamers would go through the window while 80 percent of the Deus Ex and Half Life fans would have gone after the locked door expecting an item.

    I'm sorry but multiple paths isn't a new conecpt, it was around in the oringal Deus Ex and Thief games, about 4 years ago. Invisible war being a sequal, I don't expect multiple solutions, I require that.

    My personal problem with Invisible War was that the branching was pointless. All branches were shallow and did not require any special skills or abilities. If I'm given the option of blazing guns verse stealth I expect that choice to follow me for atleast 15 minutes, not the 30 seconds it takes to get past that one point. I wanted to feel like my actions defined the character, not always take the path of least resistance and then double back and make sure that nothing was missed with the second path that joined with the first after one room.

  13. Poor Training by Apreche · · Score: 2, Interesting

    It's because many of the gamers of today were trained very poorly. The games they played through their childhood were like Resident Evil or Goldeneye. I played those too, but I was older then. I had been trained on things like Metroid, Mario 3 and Zelda. You know, before you knew where every secret was you bombed every wall, shot every guy, flicked every combination of switches.

    Back in the day games required you to have advanced problem solving skills to win. In this day and age of arbitrary gaming and strategy guides it is very difficult to make a game that actually requires thinking. I'm glad the people are trying though, because that's my kind of game.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Poor Training by Hanji · · Score: 2, Interesting

      It is not the games that are at fault, but the mass influx of casual gamers during the PlayStation days.

      Yeah! I agree! Fuck the casual gamers! If they're not willing to devote their entire lives to playing their games, they shouldn't be playing them at all!

      I'm sorry. You raised some very good points, but that sentence just pissed me, an occasional and definitely casual gamer, off.

      --
      A Minesweeper clone that doesn't suck
    2. Re:Poor Training by Boglin · · Score: 3, Insightful
      I had dinner with a friend of mine last night. Unfortunately, I got over to his apartment complex before I discovered that I couldn't remember his apartment number. Now, years of playing old school games like Zelda and Metroid told me the obvious solution to this problem. I went through the entire complex and knocked on each and every door. A half hour later, I was walking into his apartment. Of course, he asked me why I didn't just call him up on my cell phone and ask which apartment was his but I told him that I wasn't an idiot and that I had critical thinking skills.

      I love old school games just as much as everyone else. Back when Mario 3 was out, I had memorized all the card layouts to the memory card games, so I would get all the items each and every time. However, the "bombed every wall, shot every guy, flicked every combination of switches" school of game design is a really terrible idea. I mean, in Legend of Zelda, did you really try out all 256 possible combinations for the path through the Lost Woods, because I just talked with the old lady in the cave who told me the path. In fact, most of the time in Zelda, you could figure out where the hidden doors were by just looking at the symmetries in the dungeons. I would hardly call wasting bombs on walls that weren't going to have hidden doors a shining example of thinking. As for Metroid, it's pretty clear that you were not intended to just go around bombing every wall and floor. Remeber what happens if you bombed the wrong passage while looking for the ice beam in Brinstar? A giant pit that would take a ridiculous amount of time to escape, even if you had the ice beam to begin with. If bombing every wall was such a great idea, why was the designer punishing it?

      If you want a better example of critical thinking, look at Simon's Quest or Dragon Warrior. Yeah, the stuff was pretty obscurely hidden, but you didn't just have to randomly look everywhere; you could find out what you needed from information presented to you in the game. If you want to just mindless try every possible combination, you aren't gaming's target audience. Actually, may I recommend trying to figure out Bill Gate's PIN number instead? It's the exact same activity, but infinitely more rewarding.

  14. 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.

  15. 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.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  16. Not a fair test by wowbagger · · Score: 3, Interesting
    There is not enough inforation in the article to judge whether the conclusion is fair or not.

    First question: if I enter the T to examine the window, will I come under fire from the turrets?

    Second question: Can I look through the window into the room beyond without breaking/opening it? I've not played Deus Ex, but in some games windows can be astonishingly opaque until smashed open.

    In a fire situation, you neutralize the threats you can see first, then you look for the threats you couldn't see at first.

    Here's roughly how I'd approach something like this:

    OK, a T intersection. I can see a window. Crouch, sidle right, look as far left as I can without exposing myself to fire from the right. Hmm, a door. Maybe locked. Maybe has a oogie behind it, waiting for me to make a sound.

    Sidle left, look right. Hmm. Lasers and at least one turrent. Will I come under fire if I enter the T? Maybe.

    Look at the window. Looks breakable. Seemingly empty room beyond. Of course, there could be 2 oogies with Big Mean Nasty HoleMakers in either corner near me, and a Big Deep Pit With Sharp Pokey Things Of Instant Death just below the window.

    OK, so the plan is: dive in left, sweep left to check for something in the corner, and then spin to check the turrets. If I come under fire, dive back out, attempting to take out one turret on the way. If nothing happens, check the door. OK, here goes...


    At this point, if I start taking fire from the turrets I will HAVE to deal with them. IF this is how the setup worked it is little wonder most people dealt with the turrets first!
  17. It's their own fault... by da_bastard · · Score: 3, Insightful

    They removed the skill system. If every character is the same, the player will natually decide to take the way that is the most challanging or the most rewarding. If they still had a skill system than the player would most likely take the way that is most fitting to their character.
    While they might have done it with good intent (to give the player all the choices all the time), the choice itself loses meaning and the player becomes frustrated that he can't see where the other paths lead to (unless he reloads and trys out all three of them - which is probably also not what Ion Storm had in mind).

  18. More option requires better game design. by Anm · · Score: 4, Insightful

    I'm saddened to hear this complaint comes from Warren Spector. The obvious solution to the particular problem is to introduce or foreshadow ways through the door on the left in prior levels. This doesn't have to be (and probably shouldn't be) a seperate tutorial level, but can come in the forms of some hinting descriptive text on an item, or dialogue/demonstration from another NPC.

    One of the primary roles of good game design is teaching the rules of the game / game world. Poor game design, as in the example, ignores this and hinges on the idioms and habits prior games.

    What I hope to see in the future is management of the knowledge with a player mental model. Every time a game rule is described/demonstrated/achieved, the mental model takes notice. With this info, a game manager can make sure that the player is both knowledgable enough to attempt the next challenge, as well as checking that the player isn't so familar with the problem concepts as too be bored. When the gap between current and required knowledge is too great, the game manager has a checklist of skills to teach. These could then trigger mini-games, sub-plots, cut scenes, or new quests.

    Further, you could extend the player mental model from just a skills check list into statistics of habits. Depending on the designer's bent, you could use this to encourage diversity (offer better rewards in non-standard routes), specialization (aggressive action receives offensive tools), provide bottleneck challenges (aggressive action leeds to a lockpicking bottleneck), and even attempt player matching in online games.

    The long term outlook is to design a system that can keep players entertained even in the most open of worlds such as the massively multiplayer persistent online worlds.

    Anm

    PS - hire me.

  19. Stay away from the Windows! by thirty2bit · · Score: 5, Insightful

    In this example, I don't blame the players for choosing the laser/turret route -- after all, the hallway, though obviously deadly, is logically passable.

    Most games don't have a full interactive environment where doors and windows can be used. How many times have you gone through game levels with structures full of obviously fake, useless doors? Or played a game that has useable doors, the majority of which are purposely and permanently locked?

    Windows are often just (you're looking for a pun here, aren't you?) wall candy. Most games don't allow you to open or use open windows, so why bother? I think that's something gamers have learned over time. Avoid wasting time on Windows, it's useless.

    Programmmers and level designers don't have the time or resources to make completely detailed levels with useable doors/windows. Most are rushed to the market ASAP to satisfy some parent company's money hunger-- so who has time to make real, working levels?

    Maybe we've learned to live with limited-environment games to the point where we look for the obvious 'working' door, the hidden switch, or even the linear route. (linear... that's a different topic)

    1. Re:Stay away from the Windows! by Sigma+7 · · Score: 2, Interesting
      Most games don't have a full interactive environment where doors and windows can be used. How many times have you gone through game levels with structures full of obviously fake, useless doors? Or played a game that has useable doors, the majority of which are purposely and permanently locked?
      More than enough. However, the problem that I enounter isn't with doors being unusuable and fake, but with the fact that you can't tell them apart from ones that can or should be usuable. Even then, you can't tell them apary from doors that open automatically, open manually, or open by a button next to the door.

      The games that I've played that do not place excessive amounts of useless doors look a bit less realistic in urban environments, but they actually feel that they are a better game. However, the game designers have to favour graphics rather than gameplay because of the noisy demand overshadowing the popular demand.

      Windows are often just (you're looking for a pun here, aren't you?) wall candy.
      I'm annoyed by windows as well - In games that implement breakable windows, I normally look to them as an alternate route, but yet there is almost no way of telling which Window is breakable and which one isn't. At the very least, there should be 25% opacity to at least imply that the glass is thicker than normal (or even better, place metal reinforcements in the glass as Red Faction does.)

      Even with games that allow opening windows, there is very little insentive to do so. Deus Ex implemented exploration bonuses to allow your character to become slightly more powerful, but most other games simply place an item that you can find elsewhere or a simple health pack - something you can note later but nothing to really spend time looking at.

      or even the linear route. (linear... that's a different topic)
      Linearity, although another problem with games, is extremelt difficult to fix. As you know, the more options available, the harder it is to make sure that the plotline is consistant. For example, Deux Ex has three endings which appear to be mutually exclusive - merging with Helios, joining Illuminati, and destroying Area 51. It's sequel had to make a decision about which ending was official (all three of them combined, even if it creats questions such as "How did Alex Denton survive?").

      As always, its developers not knowing how to write a game - or developers not having enough time or resources to write it properly.
  20. Why is Neolithic Bad? by fuzzybunny · · Score: 2, Interesting

    When I am employed on a project, I work a lot. When I come home, I like to unwind playing games a bit. Maybe I'm missing the point, but sometimes I just don't _want_ to solve a problem the subtle, elegant way--I played Deus Ex once, and after being told that it was possible to solve it without firing a shot, I resolved to finish the game in as violent, confrontational a manner as possible.

    Why? Pure fun. From listening to friends who finished it, I believe there are plenty of intelligent, thinking gamers out there who will not put their head through the wall figuring out how to finish a game. Not me--that's (usually) not my style. I like the fact that less ham-handed ways of solving games are available, for the rare times when I feel like doing the intellectual thing, but usually, well, thag smash crush.

    That said, Deus Ex 2 licked the sweat from a dead man's b***s. The plot, the dialogues, the voice acting, the characters were cheesy and contrived and the developers should look to themselves before criticizing the gamers. Maybe the people blowing up the turrets were just annoyed that they'd just spent 40 bucks on such a crappy game?

    --
    Cole's Law: Thinly sliced cabbage
  21. how "usable" was the window? by dangermouse · · Score: 4, Insightful
    The article doesn't discuss this, and I've never played Deus Ex. But a major problem I've run into many times in video games is that the best option (sometimes, the only correct one) is completely unapparent.

    All things being equal, my bet would be that the window completely lacks what Don Norman calls "affordances": indications that a thing can be used, for what purpose it may be used, and how one should go about using it. Is the window open, or at least half open? Is there some appealing path or alluring object visible beyond the window?

    This is the sort of thing game designers need to take into account, but too often they rely on trial-and-error gameplay or "herding" to direct the player.

  22. I blame the coders by Guppy06 · · Score: 2, Interesting

    "...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."

    Do you have any idea how many games I've played where "going to the right" really was the only option to the player, how many game publishers I've had to deal with that believe that a game has to do nothing more than be time-consuming to be any fun? How many times have you come to a difficult spot in a game, told yourself "There's got to be an easier way to do this," looked around, and found no easier way?

    If the publishers want gamers to use more subtle solutions they should put those subtleties into their games more consistently. In the example given, I wouldn't be surprised if the window wasn't used because it was the only time such a simple solution was put into the game at all, a gesture for the programmer to say "Ooh, look! I'm clever!" before going back to giving us nothing but hack-and-slash.

  23. The real question is by toddhunter · · Score: 3, Insightful

    Not to go left or right, but why you chose to go the way you did.

  24. True story... by LordPixie · · Score: 3, Funny

    I once had a roommate that managed to convince an entire Half-Life free for all that violence wasn't necessary. He maanged to get the the whole group to stop shooting, and dance on the extra-large table in the 'Rats' map. It was hilarious watching a dozen people swat their crowbars in a strange ritualistic dance.

    Of course, my roommate proceeded to simultaneously blow them all to hell with a single rocket 2 minutes later. But it was funny while it lasted.


    --LordPixie

  25. It's all about RISK VS REWARD by Moryath · · Score: 2, Insightful

    Face it - forever and forever, gamers have been conditioned to believe that the greater the risk, the greater the reward.

    If a hallway is empty, chances are nothing is important down it. Exploring it is largely meaningless.

    If you see a spot where some massive split-second jumping timing is required to get to, past lots of nasties, there's a REWARD at the end. If you see the tripwires and all the crap you have to disarm, it's viewed as an indication that the developers WANT you to go that way.

    The presence of a thousand signposts, saying "GO THIS WAY TO THE END OF THE LEVEL", would mean nothing if the opposite hallway was filled with traps/grunts/stuff to blow up - we will, by conditioned nature, want to find out what reward the programmers have put in should we manage to get past their little fun-obstacle.

    Deus Ex games were always fundamentally different. I remember using up half a dozen resources in a couple places, to wind up with... a lousy box of bullets. But Deus Ex games are the EXCEPTION.

    Modern gamers have been conditioned to linear gameplay, where taking the route of most resistance is the obvious choice. The trick, now, is to condition them (with games like Thief, Hitman, and Deus Ex for starters) that the EASIEST choice should be the first one.