How Game Gimmicks Break Immersion
The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting:
"The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."
This is the biggest problem I have with cheesy minigames. Really? I have to "hack a computer" by redirecting pipes so water can flow through them? (Or whatever the hell it is you're doing in Bioshock... this is the best way I can explain it). That shit was fun when it came with my Games for Windows 95 pack, but it's a bit out of place in a modern immersive shooter.
Le français vous intéresse?
Immersion is overrated. When Zork came out, people were amazed. For that matter, it's still a damn fine game. But it's hard to imagine anything less immersive than interactions like "GET LAMP".
Scribblenauts actually did fairly well with a free form diverse tool of summon anything.
In fact, it was just too much fun to randomly see what I could do. ie, summon a vampire, a priest and a vampire hunter to watch them duke it out. (Seriously, you can do that!)
The down side is there really isn't much more to do then solve their word puzzles. I'm sure in a more complex game the free form behavior of the ability would break any attempt at constructed story telling.
If you can solve the problem of allowing god like powers and keeping semi-structured storyline in place you probably should start working on a product now.
"You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
Ya, the article is kind of bickering, but how many games have you played that offered so-called "fully interactive environments" that just aren't fully interactive? It's always a let-down.
Also, gotta love the "cheap shots." I mean, I just killed about a hundred soldiers and got shot a thousand times, but one guy walks up behind me and cracks me on the head to knock me out so next I have to start in a jail cell with no weapons. And these "guards" that are holding me? Bitch please, I could melee all of them in about 30 seconds and not feel a thing. But instead you have to play along and "steal" the key because otherwise... GAME OVER!
that's teh shizzle bizzle
Did it right.
Almost every other game with a gimmick = does it wrong.
This is exactly why Portal was so awesome. Although it was a FPS, it behaved like any old 2D puzzler. It started out the same way for 15 levels: Light walls you put a portal on, dark walls you don't put a portal on. I began to see the game abstractly, like looking at a Minesweeper board. Then you go behind the wall and find the surprise. "The cake is a lie" was a funny internet meme for a year, but before that it was kind of disturbing to see for the first time. More games should challenge your expections, I hope the sequel lives up to it.
I always hated this part of RPGs.
The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.
Planescape Torment is one of the few that get this mechanic even close to right.
Yes, Red Faction. A game which touted the ability to use a rocket launcher to blow the shit out of rocky caverns and construct new tunnels to traverse through... and yet when fired at the partitions in office cubicles would do absolutely nothing.
Still, apparently it worked much better in multiplayer. Probably because the need to artificially limit the player was less of a requirement in MP than it was in SP.
For me, quick time events are the worst offenders of all that have ruined many modern games for me (Resident Evil 4/5, God of War series, Uncharted, etc.) . Interrupt the game, destroy the atmosphere by displaying console-specific button prompts, and then force the player to play some lame simon-says game resurrected from the dark era of "interactive movie" games on the mega-cd. Yeah, that's a great idea...
This is the problem with a HUD. Health bars look dumb, and remind you that you're not playing a person but some abstraction of a person. Magic bars, too. It's unfortunate that the real-world mechanics of death are no fun to play, and so we have to create an unreal world, but hiding this is an important aspect of design in *SOME* games.
On the other hand, the current crop of games trying to 'go no HUD' are often worse. Putting the health bar on the player's back doesn't make it less of a health bar, and serves only to remind me that they're trying to fool me. HUD is at worst a necessary evil, and at best a useful tool.
There are 10 kinds of people in this world: those who understand binary, and nine other kinds of people.
This is like a modern cartoon. American children's cartoons tend to be the worst offenders. Backgrounds are usually static while only the foreground is animated. The background might even be drawn with different penmanship or a different style altogether (e.g. a watercolor background). Sometimes the effect works, as it does in some video games, but in particular if a character has to interact with an element of the background, then things start to look very out of place.
My personal favorite example was from a cartoon showing a series of fences. They were mostly soft, pretty detailed. Except every fence had a few panels in a line that were drawn with heavier lines and flatter colors. It was easy to predict that the scene included a character breaking through those panels.
That was probably intentional, to make it seem like it was really written on a PDA with a crappy keyboard.
Name...That...Autocomplete!
However, the game could have consistent rules. For example, raising-from-the-dead magic can fail to work if the dead guy was blown up (you could revive him, but not put him back together) or killed with a magic spell that prevents revival and then have the plot important death happen this way.
The nuke level magic spell could, for example, be limited to living things and/or just your enemies. But if you say that the spell works just like a nuke, then I expect to be able to level a city with it.
But if I have a rocket louncher using which I can destroy various wooden barriers then I should also be able to destroy the locket rotting wooden door or at least be offered a reason why I must find the key (there is no way to launch the rocket safely because earlier I found out that launching a rocket from a closed space can be bad for your health; the sound will alert someone or whatever) and not just "yea, you could blow a hole in that wall, but here your 10 rockets won't work against this door, save them for when you need to blow up a battleship"
reminds me of Eye of Beholder 2, where you fall down a random pit, find a bunch of bones with a complete skeleton mixed with them, and if you bring the skeleton to an altar of resurrection, you gain a valuable party member.
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
"Strawman" != "analogy that you're too thick to understand", moron.
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
I'm just playing it now for the first time. It's pretty neat I felt tense and rushed as I was being chased through the city. Then about an hour into it I find this room with a ladder where you have to turn around and jump onto a pipe then walk on it to get to the next room. Dang I did it once then fell back down... after 10 tries I decided to go to bed.
Or when I'm stuck in a little room full of water with 2 pipes connecting to it, one I can get out by the other is just out of my reach. Oh wait, I have a crowbar. Nope, can't use it that way.
Oh well, just save it and come back later when I'm bored. If I come back later that is.
Cwm, fjord-bank glyphs vext quiz
I especially love Cutscene Queens - where an NPC is awesome in a cutscene, then joins your party and proves to be lame. Or the time honoured "Boss X is an extremely hard fight. After the fight Boss X joins your party and somehow turns out to be mediocre at best"
'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
Thank you. I've been saying the same for a decade or two now.
All you need is to START your game with sensible rules. Then build the game around those rules. Get some good, power-gamer playtesters, and turn them loose in a room together with a prize for the most badass stunts. Make sure they don't totally break the game, and you're golden. If they do, examine how you implemented the rules.
There's no good reason to selectively enforce rules in a game. If you can't be bothered to make a consistent game, you obviously don't care enough about your game.
Velociraptor = Distiraptor / Timeraptor