'The Door Problem' of Game Design
An anonymous reader writes "Game design is one of those jobs everybody thinks they can do. After all, they've played a few games, and they know what they liked and disliked, right? How hard could it be? Well, professional game designer Liz England has summed up the difficulty of the job and the breadth of knowledge needed to do it in what she calls 'the door problem.' Quoting: 'Premise: You are making a game. Are there doors in your game? Can the player open them? Can the player open every door in the game? What tells a player a door is locked and will open, as opposed to a door that they will never open? What happens if there are two players? Does it only lock after both players pass through the door? What if the level is REALLY BIG and can't all exist at the same time?' This is just a few of the questions that need answering. She then goes through how other employees in the company respond to the issue, often complicating it. 'Network Programmer: "Do all the players need to see the door open at the same time?" Release Engineer: "You need to get your doors in by 3pm if you want them on the disk." Producer: "Do we need to give everyone those doors or can we save them for a pre-order bonus?"'"
The article doesn't really say anything. For starters, it took me a while to realize she's talking only about computer games, and then even more specifically only about first person adventures / RPGs. From what I understood from the list of problems, I got that you decide on game mechanics and then generally boss people around.
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Those issues sound like any feature in any other software project I've worked on...
Are there "Save" buttons in your application?
Can the user click them?
Can the user click every button in the application?
What tells a user a button is click-able?
What happens if there are two user?
Does it become read only after both users click it?
What if the UI is REALLY BIG and controls can't all exist at the same time?'
'Network Programmer: "Do all the users need to see the record save at the same time?
Release Engineer: "You need to get your buttons in by 3pm if you want them on the disk.
Producer: "Do we need to give everyone those buttons or can we save them for phase 2?
I'm not convinced by TFS. The answers are, roughly:
Am I the only one who finds arbitrary restrictions in games, either because the technology couldn't cope, or because the game designer knows how you want to play better than you do, or just because, really annoying? If there's a door there, it should open. If it won't open, there shouldn't be a door there. How hard is this? Putting a door there that's never going to open just frustrates the player and destroys the suspension of disbelief. It reminds them that they're not really in this world they can see, they're in some arbitrarily limited construct devised by a "product manager" at some company to try to screw a few bob out of them. Of course there need to be some limits on the world, because the technology isn't infinite; good game design should make those limits look natural so that the player never even notices that the limit is there.
Tomb Raider games are amazingly annoying - some things you can jump and grab, some things you can't. The only way to tell is to jump and try grabbing it. If it doesn't work, maybe you can't jump and grab that thing, or maybe you just didn't quite get it right. I know, I know, this is not the point of Tomb Raider games, Lara is, but still...
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Not the case for every game ever. Maybe not even a majority
Do we even want access to every single room? We may want to illustrate that we're in a corridor. It would make no sense to be able to open all the doors and it would requitre a lot of level design time and memory space to have something on the other side of each door.
If no doors are locked then why do we need to remove this this expectation?
This is one solution. Should we have a message saying the door is locked? If so, what message? Should all doors make the same thud? Does that make sense for a metal door? If we go for different thuds, is the inconsistency too jarring? How much space do the thus assets take up? Is a keypad the correct design given the setting of the current level?
So which events will cause the door to unlock or lock for both players and which will cause the door to lock or unlock for only one?
Yes. Now, how do you propose we deal with the memory issue created here?
What if the door is only usable by players with a certain key or character type?
It's not a question.
Sucks for those who didn't pre-order. We're now the subject of an internet hate capaign because our game is broken. Or, we don't get as many pre-orders as we otherwise would have.
Every one of these questions is a decision that has to be made. The decision depends on the type of game, the resoucrces avalable (both in terms of hardware and developers), and all the decisions you'e made already.
And the point is, this is just doors. You have a similar lot of questions for any other item in your game.
Doors infrequently have windows in video games because they are used to block visual information from the renderer and gameplay information from the player. But doors with windows do exist. Even Half-Life 1 had some.
I don't think so. What makes a good simulation of real life doesn't tend to make for a good game. Real life is mostly boring, which is why people turn to games in the first place.
There are categories where maximum reality is desirable, but they tend to have "simulator" in the name. Flight Sim, Formula One Sim, Train Sim, Theme Park Sim.
But what people usually want in games is problems to solve, and/or skills to develop, to make progress, all at a level that tests their ability at nearly all times, but doesn't overcome them. And trying to be more realistic only limits the amount to which you can do these things.
Take the article's example of a door, and the question of how you can tell if it's a locked door or not. In reality, you can't tell whether a door is locked without trying to turn the handle and push it. But in games it's usually better if you can tell by looking whether a door is unlocked and openable. There are plenty of games that go for the reality route, and you have to try to open all the doors to find the openable ones. And it's a tedious task that rarely adds anything to the gameplay.
Another example is the concept of health levels, multiple lives, and re-spawning. Remember the US army created a game of their own called "America's Army". It was as realistic as the could make it, including the fact that you get shot once, and you are dead, and you couldn't rejoin the multi-player game until it was over. And that made it a dull game, as you typically spent half the time waiting rather than playing.
As you say, you like Metroid (I guess Metroid Prime?) which was far from realistic. But yes, a great game.
It's funny. In he intervening years, text adventure authoring has come a long way. It's now possible to create games in a near English functional programming language.
http://inform7.com/
BUT the games compile down to the age old Infocom game file format, and so are limited to the ancient concepts of wandering between rooms and manipulating objects. And whilst the range of user input that can be understood has expanded, it's still just combinations of "verbing" and "object" or moving by compass directions.
Still, some authors have managed to be creative even within this limited game engine, and create games that don't APPEAR to be simple rooms and objects games.
I wonder, would a truly unlimited interactive novel be fun to play? It could be tested out by a kind of Turing test scenario. Have a player play such a game, and have a real novelist provide the "game" text. Of course such a thing would entail the player waiting a considerable time between "moves". But it would mean that their input would be boundless, they could do anything in the "game".
Considering how hard it is for most authors to get things published and make a living whilst they are writing, this might even be a feasible real way of gaming, allowing authors to make a small income whilst doing their chosen activity. Though it would need to be a pay-per-move system.
I wonder, would a truly unlimited interactive novel be fun to play? It could be tested out by a kind of Turing test scenario. Have a player play such a game, and have a real novelist provide the "game" text. Of course such a thing would entail the player waiting a considerable time between "moves". But it would mean that their input would be boundless, they could do anything in the "game".
Well when I've thought about it in the past, I imagined it a bit like having an old-school D&D game with a dungeon master. Of course, that'd be a hard thing to do.
I always loved the old text adventures, but it's annoying that they were restricted to canned responses. You might come up with a great solution to a problem, but if it wasn't what the programmer had anticipated, you'll get get a message saying something like, "I'm sorry, but you can't do that." I would think coming up with something that allowed you more freedom would be an interesting problem to tackle and a good challenge for an AI researcher.