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Avoiding Wasted Time With Prince of Persia

Zonk pointed out an interesting video presentation by Shamus Young on the importance of the new Prince of Persia, calling it the most innovative game of 2008. Young brings up the fact that many of today's games punish failure by wasting the player's time; being sent back to a check point, the beginning of a level, or sometimes even further. This cuts into the amount of time players have to enjoy the meat of the game — the current challenge they have to overcome. Unfortunately, as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile. The combination of these factors therefore limits or prevents the interest of new players; a problem Prince of Persia has addressed well through intuitive controls and the lack of punitive time sinks.

24 of 507 comments (clear)

  1. missing the point by johncandale · · Score: 2, Interesting

    that is the worst feature, puts the game on easy mode, plus PC games have had this forever, it's called the quick save button.

    1. Re:missing the point by grumbel · · Score: 4, Interesting

      What Prince of Persia does different is that it in cooperates its reset mechanic into the game world. In other games you die, then see a game over screen, then restart the game at the last save point, in Prince of Persia on the other side you simply can't die, there is no game over screen, its all handled fluently without interruption in the game.

    2. Re:missing the point by erroneus · · Score: 4, Interesting

      He SAID he wasn't an experienced gamer and that is precisely what qualifies him to make the statements he has made.

      He challenges the concept of how games are played and analyses the psychology of gaming. He supposes that a great deal of it is likely stuff that was carried over from more simple times when game systems were less complex.

      He also never claims that Prince of Persia was the ONLY one doing what he believes is unique and/or innovative. What he claims is that Prince of Persia is a very good example of a departure from what quite often puts off new gamers to the scene. And I have to agree completely.

      I recall my first experience with Halo3. I consider myself to be a somewhat experienced gamer though I no longer keep up with the latest anything. I was playing against my son who had been playing it for quite some time and was already very adept at it. I had played Halo2 and was reasonably comfortable with the game. However Halo3 is a different game and has some different features and different tools and weapons and of course different maps. These differences represent a learning curve. My 17 year old son was killing me left and right and I asked him to take it easier on me but he refused (though he said he would). I knew nothing of where to find any given weapon on this arena of this new game. I knew nothing of how to use many of the new tools and weapons. I was defenseless because I had no base knowledge of the environment or how to use it. This made playing with him significantly more frustrating than it needed to be. I played with my son for as long as I did attempting to learn but was effectively prevented even from learning due to the punishing nature of the game... get killed, lose everything, reset to original spawn location, meanwhile other players keep what they had, their location and everything. My response to him was to quit. After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful. But how many other gamers have this sort of experience with games or other gamers? Overcoming challenges, having some learning curve and some degree of difficulty is indeed part of what gaming is about...part of it...but by no means is it ALL of it. But how much is too much and for whom?

      The psychology of gaming needs further analysis. Some games compensate by running you through tutorials and lessons to get you up to speed. I do not recall this in Halo3 -- my first experience with it put me off considerably. I may try again at some point in the future, but for me, I prefer games I can play alone where my only foe is the game itself because even though there are variations in complexities and learning curves and that sort of thing, at least I am granted opportunities to learn that are generally acceptable by me. But I can most certainly identify with the author's perspective on the matter and how some people have a lower tolerance for things that are too difficult to overcome and punish the player too much for failure.

      Punishment. What an interesting choice of words. It brings new meaning to the old word itself and also adds new meaning to understanding gaming psychology and philosophy. Punishment can drive people to overcome or it can drive people away. I suppose the key is to moderate the degree of punishment so that it doesn't cross the line to driving people away.

    3. Re:missing the point by pelrun · · Score: 2, Interesting

      And there's a reason for that - Yahtzee is much, much more entertaining when he's being critical, and so whilst he occasionally gives positive reviews (like Psychonauts), most of the time he gives the audience what it wants.

      I disagree that Yahtzee's reviews aren't a good measure of whether a game is purchase-worthy; if a game is fun despite the flaws he delights in pointing out then he will make that very clear.

    4. Re:missing the point by WhatAmIDoingHere · · Score: 5, Interesting

      I think pressing the quicksave button is itself part of the challenge. Do you want to overwrite your last save with this new one? What if one of the choices you made between it and where you are now was what determined your game ending?

      --
      Not a Twitter sockpuppet... but I wish I was.
    5. Re:missing the point by xouumalperxe · · Score: 2, Interesting

      You have a point, but it's mostly as an addendum, really. It's not that games shouldn't at all "punish" you for failure (there's Lucasarts graphic adventures for that), but rather that games shouldn't punish you with time sinks -- which was the article's point. Certain gameplay elements are fun done once, but become horrible if you have to repeat them. For example, if you have a gauntlet run immediately before a boss fight, having a checkpoint/savespot/whatever in between is more or less essential (unless, of course, the gauntlet is meant to be a part of the boss fight itself). Taking this guy's point to the extreme, this is why most modern games have eschewed the whole 1-up system for a save system: the time sink from having to start over from the top is too large. Of course, there's also the roguelikes you mentioned, which are more like tetris or chess than they are like most modern computer games: You're supposed to re-play LOADS of times, with comparatively short games each time, rather than one very long play-through.

      Personally, from the Ubisoft PoP series I only played Warrior Within, but the system there was pretty cool: the Sands of Time meter gave you a number of "rewinds" that took the apparent grind out of repeating tricky bits (even the best load/save routines for modern games hold you out of the game for a few seconds, which makes it feel more drawn out than the in-game rewind), and their limited (if not too scarce) nature kept open the possibility of failure. Not being able to save anywhere gives you short term goals (get to the next save spot), while having save spots close enough to each other that having to stop playing on a moment's notice isn't a biggie.

    6. Re:missing the point by domatic · · Score: 2, Interesting

      The game isn't easy because of this, it's less frustrating. Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      Emulators are often superior to real hardware in this respect. My wife is an avid player of classic SNES and Genesis RPGs but probably wouldn't bother with most of them on real hardware. The emulators have at least 8 quick save-state slots and she undoes frustrating small mistakes with a keypress.

      Now that we own a Wii, we both often say "a save state" would be nice here.........

    7. Re:missing the point by Culture20 · · Score: 2, Interesting

      In System Shock 1, the "reload" feature was built in to the game too: a bio reconstruction chamber that you needed to activate on each floor, after which you could die infinitely in suicidal attacks. In System Shock 2, there was a nanite (money) charge for the restorations, so save points were used more.

    8. Re:missing the point by Lumpy · · Score: 3, Interesting

      I simply have a modded xbox360 controller that waxes my kids and nephews. I only bring it out when they are being selfish in the game. I silently switch the controller on to my rapid fire and hacked mode and then own them hard over and over and over using my cheating.

      They whine and I say, how do you like it? Gaming is about fun for everyone. It's not about being an ass.

      It works, and I only have to do it maybe once a month.

      --
      Do not look at laser with remaining good eye.
    9. Re:missing the point by erroneus · · Score: 2, Interesting

      Did your son mod the engine? Did he do something that you yourself could not do? Then it's fair.

      You, sir, are as broken-minded as he is. Forgetting about "fair" for a moment and considering this as a military simulation as it attempts to be, using your fellow soldiers as fodder is an offense that would lead one to the firing squad. Using your team mates to further your own score is immoral. If you think "fair" is the same as "legal" then you show a trait that is also indicative of why our legal system is as abused as it has become. Morality plays a role in life even in game play.

    10. Re:missing the point by Fallingcow · · Score: 3, Interesting

      Yep, emulator is the only way I play old games now. I ditched my NES since I would rather play most of the games on PC.

      Some games are playable without it, but even simple games like Mario can benefit--sure, you shouldn't need a save file to beat the game the quickest possible way, but what if you want to go through Mario 3 playing every single level? Who the hell has time to do that in one go (assuming you don't die) aside from young kids on summer break?

      Most JRPGs--even modern ones--have terrible save systems, IMO. Boring as hell to repeat sections, and painfully easy to die. Too long between saves, so you have to block out a huge chunk of time to make sure you can get to the next save, then, even if you still want to play, you have to stop if you don't have enough time left to get to another one. I play them in spite of this, but it does raise the bar significantly for how good the game must be for me to bother with it. I'll play through a shitty PC FPS because it's probably short and I can (generally) save at any time, but I'll quit a JRPG after a couple hours if it's not really, really good.

      Ditto for the Zelda series; I'm finally playing through Ocarina of Time because I can use an emulator and save-states. It's worth the occasional graphical glitch for that feature. I have the cartridge, but I don't use it.

      I keep trying to play WindWaker (no 'cube emulator worth using yet, unfortunately) and losing 30 minutes to an hour of progress, then putting it down for a couple weeks out of frustration. It's going to take me a couple years to get through it at this rate :(

    11. Re:missing the point by paanta · · Score: 3, Interesting

      Not all gamers feel the need to learn the intricacies of each game they play. I used to have hours and hours to dedicate to a game to 'get better' but now it's virtually impossible to find extended periods of time when I can play without having a toddler trying to help me push buttons. Most of my gaming is short duration, iPhone or Flash games, emulated console games that I can freeze/thaw so that I can pick it up EXACTLY where I left off, etc.

      The best games for me are ones where things keep flowing along or happen in nice tidy chunks. I want to experience what the developer put together in the short time I've got to play, but if I'm punished constantly and made to replay the same piece over and over, I'll give up long before I get to see all of the marvels of the game's world.

      WRT inexperienced gamers, I think they're worth listening to. They're a lot more interested in 'fun' rather than overcoming never ending frustration. Hardcore gamers never seem to be able to get the same sort of glee out of something like Katamari Damacy or Guitar Hero. They're way too jaded. :)

    12. Re:missing the point by gknoy · · Score: 2, Interesting

      I agree. I watch Yatzee partly for the hilarious quick-flashes of funny pictures justaposed with his criticism. I often rewind to re-watch something, as when I'm only listening to it, it's about one third as funny (or informative).

      More importantly, I watch his stuff because the things he complains about are things which I often find annoying. He is the Mr. Cranky of Videogames. Chances are, if something about a game pissed you off, he'll have mentioned it. More importantly, he also will compare games to others that have similar flaws (e.g., his comments about STALKER).

      I rarely use his review as a "buy/don't buy" indicator; I certainly read more reviews. Still, it helps give a counterpoint to the "zomg awesome!", as he tends to report once the shiny patina has worn a bit, and after he's discovered the annoying bits. For example, I agreed with pretty much everything he said about STALKER. Not always in the degree that he lambasted them, but pretty much every criticism was so spot-on, that I was laughing about it.

      It seems almost like his reviews are more funny if you've played the game, and can commisserate. And, as Portal's review indicates, when something DOES do good stuff, he certainly admits it. :)

      Bravo, Yahtzee, though you likely will never read this. I appreciate your work.

    13. Re:missing the point by ztransform · · Score: 2, Interesting

      A bit off-topic, but people always try to use this argument to say that guitar hero is stupid. Because you are playing a game that emulates some real-world activity, that game is stupid because you could be doing the real world activity.

      As a musician myself I can categorically say that learning to play is a long road. Maybe most young men would love to be a drummer, and they give it a go, but discover it to be a lot more difficult than they imagined. It is rare to find someone with the discipline to push through the terrible-sounding initial learning phase.

      I've often thought, too, that the only time I can consider myself competent at a piano piece is when I've played it so many times it is rather boring to my own ears.

      So, yes, computer games can provide a quick thrill when one lacks the skill to do it themselves.

      That's primarily the difference between a game and a simulation. How many people find Flight Simulator exciting? Very few.. that's because trying to land a plane in Flight Simulator is very much like landing a plane in real life (yes I've done flying lessons too). But a game involving shooting things down without having to accurately marry engine speed with flaps and angle-of-incidence is just good fun!

  2. Re:Monkey Island by Anonymous Coward · · Score: 2, Interesting

    Actually there was a way to die in the first game, but you really had to suck (or do it intentionally). Early in the game guybrush makes claims about being able to hold his breath for 10 minutes. When you are thrown in the water tied to the idol you have 10 minutes to figure out the very easy puzzle before you drown and all your actions turn into float, bob, etc.

  3. Re:No punishment, no point. by TurboNed · · Score: 2, Interesting

    Anybody play Prey? "Death" was a mechanic used to get more ammo. That's a really good way to cheapen what's supposed to be a rather major mechanic of gameplay. In my opinion, Half-Life 2 got the perfect balance. *VERY* frequent auto-saves (and it keeps 2 of them) with the capability to quick save anywhere you want. Obviously things are different for a console game, but I feel that Half-Life 2 hit the sweet spot where you wanted to avoid death, but weren't frustrated by it.

  4. Re:Braid by theantipop · · Score: 4, Interesting

    Well, what made Braid one of the best games of 2008 was the fact that it continually expanded the scope of this feature in order to never allow it to be used for exactly the same purpose level by level.

    I saw it as one of the most inspired uses of current generation of hardware (speed of caching and disk storage). The insinuation that it was "for the casuals" is off-base imo because even I, an extremely seasoned gamer was enthralled by the mechanics which pushed me to expand my way of thinking about games and level design (and story telling) in order to finish.

  5. Re:Monkey Island by johannesg · · Score: 2, Interesting

    In Monkey Island, you could never die either. But it was still a lot of fun to play!

    Monkey Island was all about the puzzles, and dying just distracted from that. Even the combat was a hilarious puzzle game, nothing to do with arcade skills.

    PoP has arcade-style fighting and platforming, and the thrill there comes at least in part from avoiding death. I agree with earlier posters: where is the sense of achievement without that threat?

  6. Re:If you can't fail, why bother playing? by KillerBob · · Score: 4, Interesting

    Now see... for me, the "fun" part isn't in defeating the hard part, though that is gratifying, it's in finding out what happens with the story line and the characters. The best game out there is going to come out with a really involving and interesting story line, and if it has challenging gameplay so much the better. That's why, on my Wii, I have spent *many* more hours playing through Bully than I have on Mario Galaxy. It's just a better story. (Mario Galaxy basically tells the same story of *every* Mario game since the original Donkey Kong) And I'm just not interested in games where the object is to run around killing things. Hell, the last shooter I played was either NOLF2 or Thirteen on the PC.

    Different kind of gamer, I guess. I won't play PvP games at all, because there's too many 13-year old retards out there (mindset, if not physical age). And I get tired of people asking me to get on voice and cyber when they find out that women actually do play games. Closest I get is WoW, and I play on a non-PvP RP server. *shrugs*

    --
    If you believe everything you read, you'd better not read. - Japanese proverb
  7. So this shows it was on the wrong consoles by ookaze · · Score: 5, Interesting

    Prince of Persia is a huge bomb sales wise.
    Now the question is why?
    This analysis would lead us to understand that it was on the wrong console then.
    Especially this tidbit from the OP: "as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile. The combination of these factors therefore limits or prevents the interest of new players; a problem Prince of Persia has addressed well through intuitive controls and the lack of punitive time sinks."

    There is the problem. The audience to whom this was adressed, is not on PS3 or XB360. The game didn't solve anything, as the people scared by these modern controllers just won't buy the consoles that come with them. There's only one home console this generation that solved this, and this is the only one where Prince of Persia wasn't released. Go figure.
    So basically, they published a game that solves only half of the problem, but unfortunately, they released it for the wrong audience.

    The audience on PS3 and XB360 is not scared by these old mechanics, and don't want what they think are dumbed down mechanics. Those that are veterans but still wanted this to change also bought a Wii, but they're not the bulk of the audience needed.

    This just shows this PoP was a very stupid move, these 3rd parties look more and more stupid as time passes.

  8. Re:If you can't fail, why bother playing? by witherstaff · · Score: 2, Interesting

    One of the better ways to reduce the 'getting stuck' that I've seen was in the Simpsons Grant Theft style game Hit and Run. If you failed a mission around 10 or so times it offered to just let you continue on, or you could keep on trying.

    I have played enough games that have 1 utterly painful level to appreciate a way to continue on without hours worth of repetition.

  9. Re:Monkey Island by slim · · Score: 2, Interesting

    There is no sense of achievement, then

    You've never played Monkey Island, I take it.

    Just because you can't die, doesn't mean you can't fail. You can fail to solve a puzzle, in which case you'll never reach the end of the game.

    'course in those days we didn't have gamefaqs.

    Some of my friends picked up the Lego Indiana Jones game and this has the same issue, probably worse. They didn't seem to care that as soon as they died they just re-appeared and kept going, but within a few minutes I questioned why I would ever play it if you're just brute forcing through the story without consequence.

    You've got to remember that Lego Star Wars is a kids' game. Just treat it as a ride. But there are challenges in there - you need to solve simple puzzles to make it through the game, and more complex puzzles to get all the collectible items.

  10. Re:Monkey Island by fprintf · · Score: 2, Interesting

    My son has Lego Indiana Jones and I installed it on my computer this week just for something to do. #1, you are right that there are no consequences for dying other than a loss of Lego bits (and progress toward 100% completion). It really is a brute force children's game. What is completely frustrating to me is the lack of save points. You have to complete a whole section at a time in order to save. When we needed to leave on Christmas eve I was 3/4 of the way through a section with no way to save, so just had to abandon where I was. Very poor design that again rewards just plowing through a level.

    I am not sure what to think about Assassin's Creed yet since that doesn't seem too difficult so far, but has some oddness with scattered save points. (memories)

    --
    This post brought to you by your friendly neighborhood MBA.
  11. Punishment. What an interesting choice of words. by Requiem18th · · Score: 2, Interesting

    And very wrong too. It's simply in the nature of failure that the task is not considered done, in real life if you screw up and the only consequence is getting another chance that can't be called punishment of any kind, punishment is not receiving another chance or far worse things.

      The problem is not death but instant death. Death should not be the consequence of a single mistake but the result of a chain of accumulated failures, by the time the player dies he should have a very good idea of why he died, he should feel he "earned" his death.

      But there's more, different kinds of failure should result in different kinds of "punishment" for instance failure to aim results in reduced ammo in your guns, failure to grab healers results in reduced health, failure to kill some enemies results in those enemies coming after you.

      The first reason is of course realism, the second and most important one is that it adds to the gameplay, the kind of tactics you use when you've got a full health bar and fully loaded plasma cannons of are different than the ones
    you use when you are injured and using a kitchen knife.

      The idea is that the player should follow a long curve into his deathbed.

      It also gives the him another incentive to play well besides reaching the credits screen faster, overcoming his limitations don't just allow him to die less, but allow him to play more gracefully and enable him to attempt harder stuff, not just because he is alive, but because he is fully armed and more skilled.

      And it goes without saying but, don't surprise-kill the player, its cheap.

      Constant autosaving or simply making immposible for your character to die is not the solution, it only makes the game boring, it reduces the game into a movie, you may say that movies are still great but consider we're talking about a *video game movie*, since when any of those are good?

      Immortality is only the solution when the game fails to proportionately "punish" the player, when all your blows are death blows and cheap kills then you may turn on god mode, but it will be boring.

      And your son is an ass, Halo has co-op campaign, its a great trainer and builds team-ship.

    --
    But... the future refused to change.