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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."

13 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. 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...

  3. 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.

  4. 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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    stuff |
  5. 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...

  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.

  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)

  9. 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!
  10. 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?

  11. 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.

  12. 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.