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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."

40 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.

    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
    1. Re:On the other hand... by kthejoker · · Score: 5, Interesting

      What every MMORPG needs is a handicapping system. You go into settings, you set your handicap, and you get to ascend accordingly.So you could have Level 1, the Casual Gamer, who levels up quickly but doesn't get access to all of the quests or best weaponry or any of the fancier materia vs Level 10 the Ubergame, whose grinding takes twice as long as normal, but has exclusive access to the +70 Vorpal Sword of Fantasticness and SideQuests A, B, and C.

      Again, this goes back to the whole "What Suit Are You?" style of RPG gameplay. Some people are completists, some people like community, some people just like the theatricality and fun of playing a game, and some people are stat freaks, and most people are shades of all 4. MMORPGs needs to acclimate for that better - want to be a completist? you have to grind more. A stats freak? We'll boost you up, but it'll cost you. In it for the community? Level up faster if you're playing with a friend. And these are just ideas off the top of my head, but they strike at the heart of what's dumb about grinding: it's not for everyone.

      The parent poster complains about 6 hour grinds - if there were 2 hour grinds (in the midst of a fun sidequest, or with a clear "save this countryside" campaign behind it), nobody would complain. So what's the difference between 2 hours and 6 hours? The very arbitrary nature of these kinds of numbers prove that the problem is not the time, but the very concept itself, and the fact that no game designer seems to want to cater towards allowing more flexible leveling and participating options for gamers (and yes, non-gamers) into their world.

      That's a pity, and I hope that in the next 5-10 years, some more adventurous game companies figure out that with episodic content, different methods of entry for newer players, different schemes of success and advancement, and a better sense of handicapping, they could easily hook 5, 10, or 20 times the number of players they do now.

      (I say all this as a huge fan of single-player RPGs (Final Fantasy in particular) who couldn't stand the grinding of Diablo II or EverQuest and never tried to get back on the bandwagon.)

    2. 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 ??

    3. Re:On the other hand... by Turn-X+Alphonse · · Score: 2, Interesting

      You're not playing the same GW I'm playing. the level cap is extremely low and you get exp really quickly, your friends could easily get you 3-4 levels in an hour or two if you were post-searing and really low level. Probably 1 an hour if mid level.

      Also theres no reason you can't hang with them if they come and run you to the area, you may not be able to do much but leech exp, but with hexs and disruption skills you can still be some use.

      --
      I like muppets.
    4. Re:On the other hand... by smbarbour · · Score: 2, Informative

      I agree, I have some "friends" (in that online-only, don't-know-your-real-name sense) that I've power-levelled in a game who are now 20-30 levels higher than I am.

      Most games would have a great benefit from an experience-boosting effect for more casual gamers. Something along the lines of 5% per offline-day for 1 hour per offline-day (to a max of 5 offline-days - 25% bonus for 5 hours). Some people would think it is unfair, but the advantage is that "casuals" could try to keep up the pace with the "addicts", the disadvantage is that you don't have as much loot to show for your progress.

      I always have a great time when partied, but when I'm offline for extended periods of time, while they aren't, it becomes counter-productive for them to be in a party with me, and it becomes especially counter-productive for me in some games where the experience is distributed by level (with the higher level getting more due to the higher need for experience points) up to the point where all of the experience is going to everyone else in the party.

    5. Re:On the other hand... by angrymilkman · · Score: 2, Interesting

      but you shouldn't let the user decide for himself what his suit is. Nobody plays the game on easy, the game should just monitor automatically how long the user wants to play and adjust the difficulty to that.

      --
      ...what matters is what you like, not what you are like...
    6. Re:On the other hand... by bishiraver · · Score: 3, Interesting

      How about you make it so that there's actually more skill involved in combat and leveling up. Do away with levels entirely. Use a skill-based system (origional ultima online, anyone?) Make it so you can get to "slightly better than average" in under a few hours, and most of the game content can be experienced at this "slightly better than average" point. Make it so equipment doesn't have so much of a bearing on how well you fight/cast magic/whatever. (A master swordsman with a stick could probably best a neophyte with a finely weighted broadsword) Make permanent death part of the game. Utilize some inheritance system, so that you don't lose EVERYTHING when you die... and allow all your characters to share the same surname. One thing this would do: allow casual gamers to quickly and easily accomplish just about everything in the game. And those people who get -good- at the game - not those who just play it endlessly - might eventually get characters that are much more skilled than other players, and actually become famous for whatever they might do. Ideally, the player power curve would be a bell curve, with very few weak characters and very few powerful characters, but a lot of average characters - and have most of the game content focused on the average players.

    7. Re:On the other hand... by arodland · · Score: 2, Funny

      Ooh, I know. You could have a game where you do nothing but send a check to Blizzard every month, and you get levels for it!

      Meh. Nobody would notice the difference.

  2. Tell me about it by Andrew+Kismet · · Score: 2, Insightful

    This is the field I hope to enter in three years time, after getting through university. It's shocking how many games drag on towards the end, and even worse the ubiquitous sequels made each year with absolutely no attempts at improvement...
    One game that suprised me time after time was Advance Wars (1, 2, and DS), each time introducing new and unique strategy elements and tactics, improved AI, improved graphics, and yet retaining it's core gameplay and character.
    Even GTA dos this well, despite my other critisism of it.
    I hesitate to mention EA's endless flow of carbon-copy sequels...

  3. 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.

    --
    Spelling, grammar, punctuation? We need something that checks logic.
    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!
  4. 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...

  5. 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.

    1. Re:Good ideas, but not for all. by Jerf · · Score: 2, Interesting

      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?

      Eh, San Andreas was f'ed up in a number of ways. I just can't be bothered to play it anymore, because even after I cheat to get the jetpack or helicopter it still takes too damn long to retry a mission. I'm not sure whether to respect or pity the people who actually finish that game. (Maybe they never fail a mission, I dunno.)

      It's like they took Vice City, which IIRC I 100%'ed (so it's not like I dislike the game play), and said "We want to make this twice as long", so they just expanded the world and blew out the first 10% of Vice City (you know, the most boring 10%) into I-don't-know-how-much-of- the-game-because-I-can't-finish-it, but definately "way too much".

  6. 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!

    --
    stuff |
    1. Re:all marketing, no game by Jtheletter · · Score: 2, Insightful
      Halo's success was only in part to do with advertising, it's a clean, well-done FPS that offers a lot of options during battle. Also I should note I'm mostly referring to the PvP side of it. The solo game was fun but got repetitive and boring fast.

      I never saw any ads for Halo but after playing it at a friends house I became instantly addicted, it had a balance to it that other FPSes at the time seemed to lack. If the game sold only on advertising hype then there would be no explanation for the massive popularity of it on xbox Live (Halo 2 that is) and the freeware networking program that was created for Halo 1 before over-the-net play was provided by MS/bungie through Live.

      --
      -- I'm not a pessimist, I'm a realist. It's not my fault that life sucks so much. --
  7. Re:Water levels by Anonymous Coward · · Score: 4, Funny

    If you dive down to a lower level and get out into the air down there... why doesn't that space just fill up with water?


    A wizard did it.

    But what...

    A wizard...

  8. 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 Jerf · · Score: 2, Interesting

      For similar reasons, I noticed I'm losing the ability to play console RPGs.

      I recently picked up Star Ocean 3 on the cheap (I'm a bottom feeder, what can I say?) and I'm not sure I'm going to be able to finish it. I'm still in the first sixth of the game and already there was a dungeon I barely could get to the next save point before I had to stop anyhow. I'm nervous that this game, which I otherwise enjoy so far, is going to throw a required three+ hours to the save point at me, and that's going to require me like blocking out weekend time... if I bother. (At least this doesn't have random battles making the backtrack time to a save point indeterminate, and the enemies do chase you down but they didn't do the cheap shit with them unavoidably jumping at you; look, if you're not doing random encounters, roll with it, don't try to sneak them in the back door!)

      I'm also getting tired of "stomping on rats" just to get to the point where I have a decent selection of abilities. That is, I'd like to start at the moral equivalent of level 10-15. Will it really break the game for my spellcaster to start out with basic heal, basic fire, basic water, basic group attack, etc., and my fighter to already know a couple of techniques?

      To its credit, Star Ocean 3 does have a decent "event skipping" system, although IMHO the designers were forced into adding it against their will and it feels like they're a bit snotty about it when you select that function. (Too bad for them; it works OK.) And it doesn't have the God-awful "Your Time Is Worthless To Us" Sphere system from FFX, turning all but the simplest level ups into multi-minute sphere-popping extravaganzas, for which much can be forgiven...

    2. 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.

    3. Re:Casual games / gamers by 7Prime · · Score: 2, Insightful

      Have you ever played SO2? It's even more a fantasy RPG than SO3. In fact, SO3 would have been better off had it NOT done so much sci-fi. Basically, for the first half of SO2, the main character is stuck on a planet that's pretty much like old-school Final Fantasy or Suikoden, in terms of technology and civilization, at the mid point, you leave planet 1, and end up on planet 2, which is much more contemporary in nature. All the sci-fi elements are VERY secondary (you end up on a ship for a total of 4 minutes... litterally). All-in-all, though, it's a pretty fun little game, it doesn't take itself too seriously, and it's quite enjoyable. SO3 falls flat on its face because it turns into Star Trek (some extremely bad ST references) + magic, the worst part being its constant habit of trying to explain away sci-fi science, which is just a really terrible idea unless you really have some decent grasp of current scienfic ideas.

      I must admit to being a long time fan of Japanese RPGs, and I do think that some of them are quite good. But the one thing that will kill a game for me is if it tries to be more than it really is. Any game that is given a fake facade of intellectualism really makes me cringe. Same with Anime... don't give me a bunch of random SHIT to make me think, "wow, that's so deep that I don't even know what it's about!" because, most of the time, it's exactly that, just a bunch of random stuff thrown together, with little thought, just to make kids feel like they're watching something intelligent (I'm looking at you, "Eva"!). This is why even though my absolute favorite games are probably more on the serious side of things, I think that lighter games are more likely to succeed. I love ChronoTrigger, because it's just a fun romp, there's a serious side to it, but that simply is played out with the reactions of characters to the events. I hated Chrono Cross because it tried so desperately NOT to be a fun romp, and tried to be really "deep" and "emotional", and it came off as complete schmaltz.

      That's where I'm liking Suikoden V, it's one of the few games that actually is MORE than it acts like it is. With things like talking beavers, cutsy little characters, things like that, you'd expect something not too heavy. But it also serves to paint a fairly intriquite picture of national politics, and the nature of power struggles in a way far more advanced than most games do. It does this in a fairly unpretentious way, as well. The fantasy elements are VERY secondary, the basic premise does not require any fantasy plot devices. Replace "Sun Rune" with "Atomic Bomb", and you pretty much have the same thing, unlike SO3, in which you have genetically engineered super-kids who have the ability to interact with other dimensions. One minute it's trying to be Eva, the next, it's The Matrix... grrrr, I have so many problems with that game.

      This is one of the reasons I'm a bottom-feeder; somehow, blowing $50 feel much more than 2.5 times worse than blowing $20.

      Yeah, but that pales in comparison to the TIME you put into it. $50 is nothing when you start thinking "I just wasted 50 hours of my life on this piece of crap!" For that reason, I'm much more likely to do a bit of research, and maybe even spend a little more $$$$ if I have to, to get a GOOD game that I won't feel like shit for haven't played.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  9. 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?

  10. Re:Water levels by Anonymous Coward · · Score: 2, Interesting

    And there are games where I don't care. If the setup of a water level in Super Mario Ultra is physically impossible, I don't really care at all. The fact that Mario can jump 10 times his own height, and drastically change his direction while in the air is already impossible enough that I don't expect realism in the game.

  11. 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)

    1. Re:Metroid and Zelda did this right by jizziknight · · Score: 2, Interesting

      I wholeheartedly agree. One thing I especially like about the Metroid Prime games is the "loss" of features. Both start you out with many of the basic features/abilities, and some event causes you to lose all or some of them. Sort of like a preview of what the game will be like before you get into the thick of it. The first bit of the first one had me going "Damn, I wish I could get that morph ball back." I also like the differences of features between the two.

      As for Zelda.... Wind Waker didn't do quite as good a job as say Ocarina Of Time. Everything you needed for a particular dungeon you already had or was in that dungeon. And then there was the whole sail-to-every-tile-twice bit in order to get every item once you had all of your abilities. Overall, though, I still enjoyed the game.

      --
      Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
  12. Eternal Darkness by dasheiff · · Score: 2, Insightful

    As mentioned before on Slashdot, I think this was done very well in Eternal Darkness. There are about 11 chapters and only 12 spells in the game which you learn as you go though. The spells get more effecive as the game progress, but since you play with many different character with strenghs and weaknesses the play of the game changes. Everytime you start a new chapter you don't start out with all of your magic. You do get it all at once at some point, but you are forced to explore and feel a little helpless without it. Some people are really good at magic and some are not so good. And since the spells have a fairly large fundimental varience, i.e. not just Fireball 1 2 3 etc. You might think, I think that other time before I had this would be easier with this new spell, it doesn't obsolete the older spells. Sure the story line is amazing, the puzzles interesting, and the character diversity well done, but the combat doesn't get old either. This game got it right.

  13. It's all about the crates by ewe2 · · Score: 2, Funny
    --
    insecurity asks the wrong question irritation gives the wrong answer
  14. The ones that got it right by SanityInAnarchy · · Score: 5, Interesting

    Let's try to remember how some games got it right.

    The most obvious one that comes to mind is Half-Life. The original. They do give you lots of new and interesting weapons throughout the game, but the gameplay is the same, which means you don't actually have to learn many new skills during the course of the game. My only complaint there would be Xen at the end, where the physics completely change.

    But mostly, the game interface and the gameplay itself doesn't change fundamentally. What changes is the content. An example would be going into a tunnel which leads to a cliff face -- the tunnel has the feel of the vents and such, then you hit the cliff face -- completely different. Suddenly, you have to look up and down, and you have to watch your step. Get through that, and you're in a trench, trying not to get noticed till you get to somewhere you can successfully lob a grenade from. And so on.

    And enough "plot" to keep you interested. They don't need a cutscene to keep things interesting.

    Compare that to, say, Zelda. The entire game is discovering new and cool bits of gameplay. It's rarely frustrating, because if you make it through the first level, you've got the hang of discovering and using these new bits of gameplay. And again, no cutscenes needed, although they are there.

    Or Halo 2. Gameplay is very consistent, yet you're never without a sense of place, and while there is a bit more repetition than I'd like, the story does move along, and so does the kind of situation you end up with. Sniping jackals takes a completely different kind of skill than driving a tank, or swording a bunch of Flood. Yet the learning curve is practically nil, and I don't think I ever felt cheated by suddenly being presented with a completely different game that I sucked at.

    And compare that to a game that gets it completely wrong like, say, Doom 3. Absolutely nothing new. Oh, sure, towards the end you get the SoulCube, and the final boss battle is interesting. The rest of it is completely boring. I mean, there are some relatively interesting puzzles involving machines and controls, but it's almost impossible to notice those, or any bit of plot development, amid all the insane, mind-numbing repetitiveness of the levels. The only thing that changed was the environment, and it was kind of cool the first time through, when the graphics were hot shit. Now, yawn. All the cheap thrills don't work when you know where they all are, and it just isn't a fun game anymore.

    One of my most frustrating games has got to be doing the minigames in Final Fantasy X. Thank God they aren't required. One night, my roommate and I decided we wanted Tidus' Legendary Weapon, which meant we had to beat the Chocobo training session. This required a wholly different skillset than anything else in that game, and in fact, was completely different than most other games I've played. It's a race -- on a bird that doesn't always want to go where you tell it -- where you must dodge oncoming traffic (seagulls) and also collect enough balloons to win. With very little margin for error -- not only do you have to be able to handle this game, but you must absolutely kick ass at it. Took the two of us about three or four hours of playing the exact same 40-second race over and over.

    Or the lightning dodging. Completely unlike anything else required. Fun anyway, because after I could get to 10 or 20, I started over, got to 50, and just kept going, 200 was pretty easy. But the same roommate could never do it.

    In the case of FFX, this is completely forgivable, because neither of these are required. In fact, anything actually required by the plotline was incredibly easy -- it breaks the longstanding tradition of having Omega Weapon be the most powerful enemy in the game. Omega in a pansy next to some of these (optional) Arena monsters -- roommate goes in thinking it's going to be the toughest battle ever, summons an Aeon in overdrive, unleashes the overdrive... one hit. We must've laughed for

    --
    Don't thank God, thank a doctor!
    1. Re:The ones that got it right by HTH+NE1 · · Score: 3, Interesting

      The most obvious one that comes to mind is Half-Life. The original. They do give you lots of new and interesting weapons throughout the game, but the gameplay is the same, which means you don't actually have to learn many new skills during the course of the game. My only complaint there would be Xen at the end, where the physics completely change.

      Indeed, I was at a loss to find a way to stop falling to my death starting that level. And it appeared from search results many people were just so exasperated with questions about it that they just berated people for not going through the tutorial when really it is just that it takes so long for some players to get that far (not playing every free hour of every day) that that one little detail on how to do those long jumps gets forgotten.

      Just like how I don't know how to do them right now.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    2. Re:The ones that got it right by cloudofstrife · · Score: 2, Insightful

      I couldn't agree with you more - I had the same experiences with FFX, and I had a lot of the same ones with Kingdom Hearts 2 recently.

      I bought KH2 with high expectations - the first game was great in my opinion. However, KH2 screwed it up big time. They tried to take what was good from the first game and add on more (limits, drives, different summons and magic, etc.) to make it a new experience and justify people spending $50 on the new title. However, all of the new stuff is almost completely pointless - magic is even less necessary in KH2 than KH1, and I never used the summons in either game, and the limits are almost as pointles. Drives are cool, but you can't use them for a large number of important battles - if Donald and/or Goofy aren't in your party, you can't use some or all of your drives! This is ridiculous, especially in the final boss fights.

      Which brings me to my second huge gripe about KH2 - the reaction commands. These were also added to the game, since there really wasn't anything like them in KH1. And they're necessary to the game, but no two commands are the same at all. They don't trigger the same way, they don't act the same way, they don't do the same thing... It's really really annoying, especially in the final battle, which I won't spoil, but it had me almost at the point where I was going to scream and beat the living crap out of my PS2. Bad, bad SquareEnix.

      KH2 isn't a horrible game, I liked the new Gummi missions (so much better than the old missions) and most of the gameplay is fine, although a little heavy on button mashing. I had wondered how IGN (I think) had given KH2 a 7.4 out of 10, but now I know why, and I'd be tempted to give it a lower score than that if I reviewed it. /rant

      In any case, it just bugs me that game developers continute to make the same mistakes over and over again, especially with something as important as core gameplay. And it isn't even just the smaller manufacturers, either. Shame on Square. Shame.

  15. Re:what has the author done exactly? by joystickgenie · · Score: 3, Informative

    Honestly I was expecting way more from his because I have read some of his articles before and many times he seems on point. But here is a list of his credits for your perusal.

    Published Games

    RabbitJack's Casino for IBM PC (1989-91)
    Third Degree for CD-I Player (1992)
    John Madden Football for 3DO (1994)
    Bill Walsh College Football for Sega CD (1995)
    Madden NFL 97 for Sony Playstation, IBM PC, and Sega Saturn (1996)
    Madden NFL 98 for Sony Playstation and IBM PC (1997)
    Madden Football 64 for Nintendo 64 (1997)
    Madden NFL 99 for Sony Playstation, Nintendo 64, and IBM PC (1998)
    Michelle Kwan Figure Skating for IBM PC (1999)
    Madden NFL 2000 for Sony Playstation, Nintendo 64, and IBM PC (1999)

    Unpublished Games

    Takeover for IBM PC (1991)
    Dungeons & Dragons for the CD-I player (1991)
    Baseball '93 for IBM PC (1992)
    Wildfire! for IBM PC (1993)
    Baseball for Sega Genesis CD (1995)
    Psychic Warriors for IBM PC (1998)
    Genesis: The Hand of God for IBM PC (1999)
    Dungeon Keeper 3 for IBM PC (later retitled War for the Overworld) (2000)
    Theme "X" (2000)

    To me personally this credit list doesn't seem very impressive from design aspects. Perhaps he made a name for himself in the industry with his consulting work.

  16. Finally, the deaf are getting some help by Buran · · Score: 4, Interesting

    It's about time the issue of captioning is getting press. I'm hearing-impaired and captions are vital to me. I must have them available to understand important messages. If there's no captioning and I can't make out the dialogue without it (which is often), then the game doesn't get played. I still haven't done much with Starlancer since it had no captions even though it was developed by many of the same guys who did the well-captioned Wing Commander series (what the hell?) and the publisher knew about it but outright said it wasn't going to fix it. That's callous and uncaring and insensitive. Haven't bought anything from those guys since.

    Now, some people may say that it's less realistic to have captions, and in fact I've gotten really tired of Knights of the Old Republic periodically yelling at me about using captions in the loading screens ("turn off subtitles for a more cinematic experience" my ass, I NEED THOSE TO UNDERSTAND WHAT THE HELL YOU ARE SAYING, so shut the fuck up!). That's fine; if you don't want subtitles, don't turn them on. That's why it's called closed captioning!

    I've even had people call me a snob when I tell them that when I watch anime (and that's not often), I will only watch subtitled anime, not dubbed. (How does that make me a snob, anyway?). I asked them how they'd feel if they were in wheelchairs and it was seen as snobby to actually demand that buildings and street corners have wheelchair ramps. Oh, their expressions ... followed by my glaring at them and then wandering off to find someone else to talk to.

    Half-Life 2 even has the standard symbol for closed captions on the box (a TV with "CC" printed on the screen). Why can't other games do that, too?

    1. Re:Finally, the deaf are getting some help by DLWormwood · · Score: 2, Interesting

      It's about time the issue of captioning is getting press. I'm hearing-impaired and captions are vital to me.

      What's tragic is that people like you should not have been suffering in the first place. Voice-only communication in games is a recent phenomenon. For most of it's history, games required sub-titles since that was all there was room for! None of this fancy-smancy voice MP3/PCM/WAV data takes all sorts of migs and megs of memories that cost mucho dinero to produce.

      I can hear just fine, but I'm now surprised that I'm apparently a minority when it comes to turning on subtitles in my games. Even heavily voice acted games like Final Fantasy X & X-2 benefit from subtitles (there's even a mechanic that depends on it) and for other games like Dark Alliance, I leave titles on so I don't have to worry about waiting for dialog to finish before I skip ahead to the next bit to text...

      The Hollywood-ization of video gaming appears to have become a Devil's Bargain with regard to the medium's recent success...

      --
      Those who complain about affect & effect on /. should be disemvoweled
    2. Re:Finally, the deaf are getting some help by grumbel · · Score: 2, Informative

      ### It's about time the issue of captioning is getting press. I'm hearing-impaired and captions are vital to me.

      Captions are also very important for non-native speakers, average school english might be enough when you have a non-accent english speaker, but as soon as a game adds some accent it gets a heck of a lot more difficult to follow, if the game has environmental sound or badly balanced volume for speech and other sounds it gets often impossible to decipher what people are saying. One game which solved the issue very well was Fahrenheit, it not offered subtitles, but allowed you to switch freely between all available languages independly for subtiles and audio, so if one wanted english audio with german subtiles, no problem, most other games often either only allow to set both subtiles and audio at once or even worse, only come with a single language to begin with, in days of the DVD thats really not excusable, there is more then enough diskspace available.

      Another benefit of subtiles is that they allow you to easily skip through dialog while still allowing you to know what the person would have said, this is especially nice when one ends up running into an already heard dialog again. Luckily most adventure games have allowed this, but many other genres still allow little freedom when it comes to skipping through cutscenes and dialog.

  17. Game duration by BenjyD · · Score: 2, Interesting

    The design issues thing that most annoys me about a lot of games is the cheap way they add more hours of gameplay. It's like the designers came up with the game and then thought "oh no, the reviews are all going to say it's only 10 hours long, what do we do?". If your game idea is only good enough for 10 hours play, then make the game 10 hours long. Don't:

    - add reprise levels: all the ideas from previous levels, but in a different order!
    - force backtracking: what fun, revisiting the same areas I've already completed. Paper Mario:TTYD did this and it killed the game for me
    - Fiddle with the save points so the player has to repeat more of a level after dying

  18. Re:what has the author done exactly? by grapeape · · Score: 2, Insightful

    Based on that resume it appears that the Author based his opinion on game design by finally learning a lesson after a career of making the same mistakkes he is speaking against. Madden makes up 2/3rds of his published resume and other than some graphics upgrades, Madden hasnt really added anything special or changed up gameplay since the Sega Genesis days. In fact, up until they got completely spanked in game reviews (sadly not with madden sheep) by Sega's NFL game there had been no real changes in game mechanics at all.

  19. Re: catchup system by DocSavage64109 · · Score: 4, Informative

    City of Heroes and City of Villains have a system where either the higher level character can temporarily be a lower level or the lower level character can temporarily play as a higher level when teaming. It makes the game fun and playable for both the hardcore and the lite players in our guild.

  20. Bad Web Designer, No Twinkie by VGPowerlord · · Score: 2, Insightful

    I should make a column called this, and put pages like this one on it... pretend the next paragraph is a header.

    Not Including Links to Other Articles in the Same Series

    If an article is the seventh in a series, why aren't there links to the other six articles? How about a link to a page that has links to all of them without having to sort through Gamasutra's other features? Even a separate page for the Developer's Diaries series of articles would be an improvement over what we have now.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  21. Coin-op Crapola by rfc1394 · · Score: 4, Interesting

    I have noticed for a lot of games a problem which I refer to as "coin-op crapola," stunts that should have ended when the user paid for the game all at once, and should have been dropped when they no longer had to keep making the game too hard in order to get you to drop more quarters in the video game. These include, but are not limited to:

    • Making it impossible to save except at limited points. It's inexcusable to not allow someone to save state at (almost) any time. I'll grant that it may be impossible due to too many temporary variables or state saving requirements) to allow save state in the middle of a mission or a scenario (such as with Grand Theft Auto III, but even then I'm still suspicious) but other than that, it's inexcusable misconduct amounting to negligence to say that I have to find a save icon or save location in order to save what I'm doing.
    • Making the game so difficult it's unplayable. We are not all hard-core gamers, making the game so hard that it's unplayable or unwinnable is ridiculous. I have Quake III arena. I can't play more than one or two levels because the AI on the game, at the weakest and least difficult level, is impossible to beat. This also means the rest of the game is inaccessible because until I win the levels I can't win, I can't play anything further. Which brings me to...
    • Having locked levels, or locked features. I'm paying for the damned game, let me decide if I want to play other levels or other features. If it's that significant, put it in as a "cheat mode" but let me decide; I'm the one paying for the game, not you.
    • Making "cheat mode" contaminate the game. If I want to unlock something early I should be able to do so, without causing it to make the game reduce functionality or become unworkable. The so-called "cheat mode" simply either disables some policy of the game, or adds features early; there is no reason - other than pure spite - to have it cause other features to degrade or fail.
    • Making overly complicated and basically unusable level editors. Level editors have increased in complexity with the increase in complexity of these games to the point that you can't use them. I have never been able to figure out how to use the editor for Half-Life, or Quake III Arena, or any of these. You look at the simplicity of the editor for Duke Nukem, which includes a 2D and 3D mode, and while it has a lot of options and key controls, you can still use it. These 3D wireframe editor tools are basically unusable. For most purposes, I simply want to carve out a space such as a room, a corridor or other such, and perhaps connect them. Later I may want to do some special features. Why is it so hard to make it possible to get the job done? Game editor tools are not important, nobody bothers to standardize so they're ad-hoc and recreated from scratch for every new game, and it shows in the results, with overly complicated and extremely user-hostile tools that are basically unusual for someone who simply wants to do what they have to do. Look at the object builder tools in the on-line game Second Life. They have to have easy to use tools, most people developing objects for such a game are not hard-core gamers willing to put up with crapola.

    Having done programming professionally for over 25 years (including game programming), I am aware of what it takes to write programs or to develop them. And nothing I have said is excessively hard to implement, or in most cases, even necessary. But it still continues over and over and over and...

    Paul Robinson <paul@paul-robinson.us>
    --
    The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    1. Re:Coin-op Crapola by BenjyD · · Score: 2, Insightful

      I'm not sure about the save issue. I doubt very much it's a technical issue. Being able to save all the time removes all death penalty, so there's no fear of failure. That can remove the sense of achievement in a game. How boring would Resident Evil 4 be if you could save after killing every bad guy? It also makes the "Die, memorise level, win" method easier.

      I remember thinking about this playing Half Life. Initially I would only save between major encounters, but as I progressed I gradually started quick saving more and more often until I was doing it before every room.