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The Short Memory of Game Design

Gamasutra has another piece in Ernest Adams' ongoing series Bad Game Designer, No Twinkie! This week he looks at the terrible long-term memory the game industry suffers from. Because of fast turnover within company ranks, games released by a single studio can consistently make the same bad design decisions over and over again. From the article: "Which is worse: A game that introduces its features sparsely but regularly, or one that gives them all to you at once and then never gives you another one? I would much rather play the former. Obviously this will vary somewhat by genre, but offering up a new twist every now and then will certainly help to keep the player's interest. Too many games turn into a boring grind in the last third or so, and the player has to slog through it if he wants to see the ending. We didn't get into this business to make boring grinds."

11 of 123 comments (clear)

  1. On the other hand... by jizziknight · · Score: 5, Insightful

    It's also really annoying when a game gives you no features at the beginning and makes you trudge through a few hours of play before you get to do anything cool. Or if the one critical feature you need is given to you at the very end, and you have to practically play the entire game again to beat it (I'm looking at you, Jet Force Gemini). It also sucks when you get no new features for each iteration of a particular series.

    On a related note, this is also why I can't stand most MMORPGs. Too much time wasted grinding. I don't want to kill monster x for 5 hours so I can level up so that I can use weapon/ability z, and then start killing monster y for 6 hours so I can level up and.... you get the idea.

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    1. Re:On the other hand... by gutnor · · Score: 3, Insightful

      I like the idea of handicapping system, it is a step in the right direction. However lots of MMORPGS are already plagued with farming and rare item market and that won't help with the handicap system ( because you don't have any hope of getting the uber object without the right handicap )

      I have another idea slightly in the same line. I'm thinking why no using a automatic anti-grind system. Give quota for player. Let say for the first 2 hours you play you get 100% XP, after you only get 80%. After 2 more hours of game you get 60%, ... up to 20% after 8 hours.

      That seems harsh for the hardcore player, but hardcore player can still create multiple characters ( let's face it, a real hardcore player has already mutliple high level characters ... ) That means that the difference between hardcore and casual will be in the number of characters: Hardcore player will have the opportunity of playing high level mage, monk and warrior, while the casual player only Mage for example.

      Well ok, not perfect. And that doesn't solve another problem of casual player. As in real life, you don't see your friends every day and sometimes you are busy for a period and don't see them at all. After when you meet again, it is very difficult to do a game again with them since they basically are too advanced ( or they restarted a new character that is far behind )
      I'm currently playing GuildWars with some friends. Unfortunatly I could not play as often for 2 weeks, and therefore the number of level between them and me is significant enough that we cannot play together anymore :-( So maybe there could be a catchup system ? Let's say you team with people too advanced and the system raise your level and equipment temporarily ??

  2. There has to be a balance, though.... by Ykant · · Score: 3, Insightful

    I don't know how many games I've played that feed you new techniques and weapons as you go along where, once you get the uber-weapon, the challenge sucks right down to nothing until you get to the endgame. Or when you work on the same section for hours... only to immediately receive an ability that would have gotten you through in minutes. Or enemies near the end of a game that can only be defeated by something you just received, making everything else you've perfected along the way useless. The God of War endgame comes to mind (not bashing the game, great game, this is just an example) - you've perfected your technique with the default weapon to reach the end, nothing could possibly stand under your vicious onslaught, only to have it all taken away from you and wind up with a completely different weapon against a difficult opponent. It's sort of an artifical way of increasing the difficulty of the section.

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    1. Re:There has to be a balance, though.... by ArmyOfFun · · Score: 3, Insightful
      once you get the uber-weapon, the challenge sucks right down to nothing until you get to the endgame
      The converse is also true though. In GUN, you get some uber-weapons after you beat the game and all side missions. The problem is that after you beat the game and all side missions, there's nothing left to do! I'd give GUN a pass if, like some of the Resident Evil games, I get the uber-weapon after beating the game but can start a new game WITH the uber-weapon(s).

      Castlevania/Metroid handles the uber-weapon problem the best. When you get good weapons, power-ups, spells and so on, the portions of the map you haven't been to usually still offer a challenge. The difference is that you're forced to back-track through some of the areas you've already been, but given your new gear, you can easily kill enemies that used to give you headaches.

      Another complaint about GUN, falls under the article's "Extreme Rule Changes When Fighting Boss Characters". The final boss is a Metroid style-boss in that you have to figure out "the trick(s)" to beating him. The problem? He's the only character in the game like this! I was so used to the run-and-gun style of the rest of the game, the final boss took way too many tries before I realized he operated according to rules not found in any other part of the game. Argh!
  3. Kinda Sorta ... by Tranvisor · · Score: 5, Insightful

    "Which is worse: A game that introduces its features sparsely but regularly, or one that gives them all to you at once and then never gives you another one? I would much rather play the former."

    Would Tony Hawk games be as much fun if you could only do 1/4 the moves in the begining? Course, as your stats increase throughout the game certain moves go from tough/impossible to easy but you can still basically do almost everything at the very beginning when it comes to moves.

    Unlockables are fun but some games take this concept to far...

  4. Good ideas, but not for all. by kinglink · · Score: 4, Insightful

    So wait, it was OK when GTA San Andreas had you wait til 1/3rd of the game was done before you could buy any weapons? According to "No New Features After the First Few Levels" that would be a good thing. Personally I think that's the WORST thing about it. No new features has to be taken with a grain of salt. Let's look into it.

    "Person can't drive car til they get license, they must past a long involved series of missions to do that, then to own a gun they must get a gun license, which happens through another set of four missions. Person finds a rocket launcher on the ground, must now take lessons from a third NPC."

    Sounds exciting. How about

    "Person grabs a car, drives to a local gun range, buys a simple gun because it's all he can afford, as he drives to the next point, he finds an AK-47 on a local gangbanger, he grabs the weapon and starts to shoot up the street".

    I don't know the second one sounds like it'd be more fun. I mean learning new "skills" is good, but learning simple stuff that should be available at the begining is lame. In San Andreas, they locked the Airports, which is a good thing at times. People could still get in, hijack a plane and fly badly.

    I think that cavet that you should gain skills depends on the game. If you're doing open world games, you shouldn't get completely new skills unless there's a reason. Perhaps you can get a group together after a while and lead them because you earn their respect. But then again from the begining you're able to use all your abilities that you normally would with out having to "unlock" them.

    I looked at the writer's bio and found he wrote a bunch of books, good for him. as well as

    "Ernest was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL Football product line. " ... Hmmmm I'll leave on that note. You can decide yourself on his opinions validity, oh and that's ALL the specific industry experience he gives.

  5. all marketing, no game by 192939495969798999 · · Score: 4, Insightful

    What's worst is to polish a crap game with a marketing assault. Mario could have been announced with a 3x5 card mailed to my sister's pet dog and it still would be a sweet game. A huge animation for a crappy game in times square just makes that company look desperate and deceitful. How many super-rendered game commercials have you seen that literally show no gameplay whatsoever? Just show the damned game, if you're ashamed of it maybe you shouldn't release it!

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  6. Casual games / gamers by fotbr · · Score: 5, Insightful

    Since I've entered the "real world" I have nowhere near the amount of time to spend gaming as I did in college.

    I'd rather have all the features, abilities, etc "unlocked" from the beginning so I can have FUN. Racing games are the worst. Start with crappy car, on a boring track. Then spend hours to achieve first-place so you can get a slightly better car, or have a slightly more interesting track. Repeat for days until you finally can run the high-end cars on challenging tracks. All in the name of providing "lots" of gameplay. Gameplay, yes. Fun, not so much.

    Give me all the cars, tracks, cool weapons, gadgets, etc all at the beginning and let me get my hours of gameplay in 10-20 minute pieces of fun.

    I think "Casual games" and "Casual gamers" want fun out of their games, not work. Which means a lot more games can fall into the "casual" category than just brain teasers and Bejeweled or Tetris clones. Let the hardcore crowd work for weeks to unlock the super-baddass-mega-blaster, but at least give everyone else the option to click a "unlock all" option and just have fun.

    1. Re:Casual games / gamers by fotbr · · Score: 3, Insightful

      No, it hasn't. I think games will eventually change to meet consumer demand. To some degree we're already seeing this -- spend any amount of time on the World of Warcraft forums and you'll see constant complaining about the amount of grinding required. In all fairness, its not limited to WoW. Also see the popularity of games like the Sims -- where you can sit down, mess around a bit, save it, and turn it off. Some racing games do a pretty decent job -- unfortunetly they tend to be nascar games where there ARE no "better" cars to unlock, since they're all the same anyway, and being nascar, the variation in tracks is minimal as well. Most fall into the trap I described before.

      I'd love to find a good helicopter sim to replace the obsolete-but-classic AH-64D Longbow. Or a good F-16 simulation like what the Falcon line used to be (yes, I know, Falcon4 was re-released). They both take time to learn, yes, but the "missions" are separate, and for the most part, short, without being an arcade shoot-em-up.

      As for choosing "a lifestyle that leaves no time for gaming" -- I work 40 hours / week, very little overtime, and even then the overtime is not required. As with most people I graduated with, we have time, but we can now afford our other hobbies, and if that means sacrificing time sitting on my butt playing games to gain more time out doing things, so be it. If the game companies continue to want our money, they'll adapt to a changing market. If they don't, and want to survive entirely on what the 13-19 year olds can get their parents to buy them, thats fine with me too. I know I'll be able to use the extra time to prep the toys for track days. And real racing is better than any game.

  7. Everything in moderation... by ivan256 · · Score: 4, Insightful

    It also sucks when the game you're playing at the end is nothing like the game you were playing at the beginning. If I liked the beginning, chances are I'm not going to be too pleased if the end is completely different.

    Exercise a bit of moderation. And remember, you don't need to add bells and whistles to keep the player interested. That job can be left to the plot. If the game has a great story, you can re-use the same damned engine without adding any new features at all and you can keep the player interested beyond the endgame and into completely different titles. Some of the best selling games of all time shared an engine and just plastered some new content on top. Why don't developers remember that?

  8. Metroid and Zelda did this right by Erioll · · Score: 4, Insightful

    You're absolutely right jizz. Now for examples of games that do this right I'd point to games like Metroid, and The Legend of Zelda. Both of these games are "item-centric," giving the player increased abilities as time goes on, and yet they also keep the core mechanics there, so that the game experience at the end isn't drastically changed from the beginning. If you're awesome with a sword at the beginning, it will still serve you well at the end. And the Metroid games are the same, in that as long as you're good at the core shoot/dodge/jumping maneuvers, those are almost-always worth more than the best weapons around.

    So getting the balance right is why games like those two have become greats: they keep the game interesting and fresh all the way through, while still not invalidating what made them fun at the beginning. I'm sure there's other examples of this around, but there are few that have historically done it as well as these franchises have.

    Thinking about it, Mega Man might be an argument for EITHER side, but I think it's worth mentioning as something else that can go either way depending on your perspective (and I'm referring to classic Mega Man, not whatever's been done lately that radically changes things).

    (and if others have good examples of doing it right, that'd be great to mention too)