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Game Design

July 14, 2006

Feature Complete

Ernest Adams, game pundit, regular speaker and professional top hat owner has a new article up of Gama Sutra.

Looking at aspects of game design, he picks out particular gameplay mechanisms or design issues which seem to crop up again and again.

Normally the column is pretty solid.  Good common sense stuff, which every designer should be aware of.  However, today's piece highlighted an issue which is not neccessarily true (warning: opinion ahead).

Novelty is one of the many ways that video games entertain, and a quality that sets video gaming apart from, say, board gaming. Mahdi Jeddi writes to complain about games that present all their features in the first few levels, and then don’t have anything new to offer in the later stages of the game. As he says, “If they have budget limitations, they can spread the introduction of new features across all levels, and maybe make some special levels for one feature. This way the game will maintain its freshness to its end and the player will be saved from boredom.”

This is becoming more common, making players struggle through level after level to find new toys or access new skills.

In some cases it works, if there's a logical reason for it.  Look at a game such as Half Life 2.  You don't find certain weapons until you meet the troops who use those weapons.  It makes sense.

In many cases however, it's shoehorned in, with no regard for logic, plot, storyline or any other damn thing.

Even the best games can suffer from it.  Metroid Prime (1 & 2) both let players ooh and ahh over Samus's abilities and weapons before taking them away and making the player slog through hours of gameplay to retrieve them all.

It's not necessary.  It's annoying and it immediately penalises the player before they're had a chance to do anything.  It's not a quest - it's a punishment.

As games grow more complex, increasingly movie-like (and god forbid 'realistic') having characters find or unlock capabilities like jumping a little further, learning to swim or new attacks, just destroys the carefully created consistency of the game.

Finishing a chapter and 'unlocking new moves' highlights a flaw in the original game design rather than rewarding players for a job well done.

Next week: John Romero V. Mark Rein, in a masked FPS circus of pain...

July 05, 2006

Superman Returns

A good point from 1Up.com:

Why does every single Superman game feature a Health Bar?

The Superman franchise has some bad luck on the gaming market, and not just Superman 64, considered by many to be one of the worst games ever made. After taking a look at 1UP's feature chronicling the worst Superman video games, one thing was made abundantly clear: developers don't like to make Superman ... well ... super.

Every Superman title shown had the Man of Steel burdened by a health bar, fighting to protect himself against countless thugs and hackneyed plots. The hackneyed plots are fine, but Superman has only one weakness, and it is not a punch to the face. Developers put too much emphasis on a health bar, prevalent in almost every game now (even Mario gained a health bar when he went 3D).

Let's make one thing abundantly clear: Superman needs no health bar. He's Superman.

That's not to say a Superman title should be a walk in the park; far from it. Note the recently-released movie, Superman Returns. Our cape-loving superhero is invincible for at least 135 minutes of the film, yet the film still has suspense. Why? Because Superman must save others, and that would be a great start for a Superman game -- no more "defend yourself" scenarios, but save as many people during a natural disaster as possible. If developers want a health bar, make it the current population of whatever location you happen to be saving. In this regard, a Superman game could be an intense, real-time puzzle, jumping from disaster to disaster, making split-second decisions, in order to save as many lives as possible.

Next week: Why do EA movie licences only feature the fighting and driving bits?