Tuesday, May 27, 2003

in response to "On Splinter Cell and Other Linear 3D Games"

(in response to "On Splinter Cell and Other Linear 3D Games" at joystick101.org)

It sounds like two issues are being addressed here: Linear level structure, and bottlenecks in gameplay.

We have been training players for years that the way to get ahead is to explore the environment as much as possible. We give them bullets, powerups, invincibility, candy... there is no reason for them not to do so. If we put extraneous information into an area, the player will likely explore it all, and will expect to be rewarded. It has now become ingrained. It also makes non-linear level design very difficult.

What is needed is an intense, pressing reason to stay on task. A fair criticism of the later Tomb Raider games would say that it rewarded players for lingering but provided little incentive to move on. The same can be said for FF8+, where players are best advised to linger as long as possible until their boredom compels. What we need is an old trick in new masks.

Having finally experienced Starship Titanic last week, I can say the saving grace of the game (besides the excellent writing) was the use of a rather large, rather formidable bomb as a motivating factor. It made the experience much more pressing, and prevented the user from exploring the 3,000 or so empty rooms in the game. If this were Final Fantasy, every single one of those rooms would be a mess by now.

Further examples of the classic timer revisited can be found throughout gaming. Rising lava tides, collapsing buildings, bombs, etc, all provide motivating factors. Crazy Taxi was only Crazy because of the pressure exerted upon the player by unruly customers. Given an entire world of bonuses and interesting crevices, the player remains focused upon the task at hand. Hence, the designer can fill the world without making every single possibility riveting.

Crazy Taxi brings me to the next point, that non-linear levels require goals rather than distance. Too many designers feel that levels are completed when a player A: gets to a location or B: defeats a boss. This is necessarily lazy on the part of the designer, but it is quite overused. If the goal of the level was to "Damage enough buildings so that the power grid for the city goes down" or "Steal $2000 (from purses, wallets, bums)" or even "defeat enough of the invading hordes so they leave," then the design becomes necessarily freeform. Tenchu's level designs worked so beautifully because they had created an interesting system of goal-boss, rather than scroll-boss. This broke down in Tenchu 2 on the Tiger boss, when the player was given a non-linear level and asked to traverse it linearly. The uninteresting goal of "getting there" bogged down what otherwise was a great game.

Some might even argue that the obsession with collecting items is in direct support of the "get there" goal, and without stating at the very least "complete your goal in X amount of time," the player's goal is best served by being as slow as possible.

The other issue that you mention, bottlenecks, are unfortunately enough to kill the enjoyment of many games. Tomb Raider, again, was notorious for this. During Chronicles there were at least 2 places where the player was being asked to interact with a texture on the wall, a non-intuitive challenge which the engine was not up to (each took roughly 10 tries to achieve, once you knew it was there, and was as trivial as opening a sewer drain cover). The Cantina boss in Star Wars for the SNES was only killable if the player had acquired a sufficient number of weapons power-ups since the last death, a number unfortunately higher than the number of power-ups between the respawn point and the boss.

Shooters solved this admirably years ago with the invention of the use-limited destructo-bombs. If a player was so inclined, they could use their get-out-of-jail-free card on a boss, swarm of enemies, or just anything that they so chose. Similar emergency cards to be played in games are the jetpack with low fuel, smoke bombs, "time freeze" devices, chaff, floating bonds, hint books, and so on. Another key to remember here is that you are not trying to kill the player, and you are not necessarily trying to challenge the player, you are trying to give the player an enjoyable experience. Many games have been successful without any way to actually kill the player. The ability for the player to get through your game without dying isn't a sign of too low a difficulty level, unless that is what you are trying for.

I distinctly remember an article on the usability testing that went into the last Spiro release. Non-professionals were recruited and recorded playing the weeklys, and the points of death were noted. If there were any statistically significant bunching of deaths at any one point, that point would be smoothed out. Sadly, I have seen too many games where such usability testing is never attempted, or tried (an NPC in Starship Titanic can't respond to "bring me the bulb," "grab the bulb," "change the bulb," "take the bulb," but will release the bottleneck with "get the bulb").

Sadly, too, designers often believe that the cleverness of the player will mirror their own cleverness. As a legendary example, level 5 (6?) of X-Men for the Genesis could only be completed if the player walks up to and resets the console. No NPC tells the player to do this, and very few people figured it out. That's what happens when you are on a project for a very long time: you have an intimacy with the gameworld that no player will ever share, and which fogs your ability to understand the players' reactions. Repeat the solution to a puzzle enough times, and it becomes an obvious solution. "Of course you bake the sun talisman in the oven. Don't you get it? Sun? Oven?"

As the point-and-click puzzler flashcards have fallen out of favor with most people, many games have incorporated that type of puzzle with all of the skill of a fat-fingered typist. They do so by having a one-use, specially coded move, either triggered by the action button or by another button the player is not likely to know about except when first configuring the keyboard. In the first case, the player has to accept that the "open doors and talk to people" button is really the "do what I want you to do" button, even though it hardly ever does. The second case is even less forgivable.

Action puzzles in modern games are never pulled off with the same flair as Miyamoto pioneered them with. In A Link To The Past, Link's "push" action was almost as common as his sword swinging. In many other games, "push" is needed only once or twice, but the player will be required to both have mastered it and, more troubling, to remember that they can do it. No player of the aforementioned game could miss the fact that you could cut grass and bushes with your sword, and no puzzles requiring knowledge of this were presented to the player before it had been well established. In Chronicles, the player was required to make an acrobatic post spin to advance, without any prompting that the character was even able to do such a move. Movies have trained us to believe that retinal scanners can be fooled if you rip your victim's eyes out, but in MGS2* you are required to choke-hold your victim, then drag them to the scanner. The problem is, of course, that nothing in-game ever explains this choke hold thing, and nothing explains why retinal scans fail for dead or sleeping opponents.

Apparently, you can't teach a new designer old tricks, as these problems with classic solutions are cropping up more and more these days. Perhaps it's not that we haven't advanced beyond adventure, but that we keep forgetting the lessons we've learned from it.

-Chris Canfield

*The Metal Gear series is a model for non-linear level design and gameplay, and should usually be looked upon for inspiration in design and execution. It is only mentioned here because of a particularly frustrating and memorable flaw.

Thursday, May 22, 2003

How to rescue the modern arcade

Arcades have traditionally been a distribution medium for new software, not a cultural medium facilitating communication. While there were cultures of PacMan, Super Mario Brothers, and Q-bert players, the games were very solitary in nature. The lone guy with a row of quarters playing space invaders is a perfect example of this. Games in those days were single-player affairs on jamma-compatible boards, utilizing a 4 position joystick and two or (gasp) three buttons. Because such hardware was so expensive to own personally, people needed to go to the arcades to have the best play experience, and to play a wider variety of games.

That is no longer the case.

During the NES / SNES period, arcade conversions were getting to be "good enough" that one didn't really need to go to the arcade to play excellent games. While the 2600 may have choked on Pac Man (and don't even bring up Q-bert), the Genesis could reasonably approximate NARC, and the SNES did a great job with Teenage Muntant Ninja Turtles. It was during this time that arcades transitioned from distribution centers to competition centers, thanks in no small part to the phenomenon of fighting games. The 4-player TMNT: Turtles in Time and the 6-player X-Men were all hits in the arcade, as were a plethora of multiplayer shooting games, fighting games, and car racing games (polygons were an arcade-exclusive back then).

But that changed with the Voodoo 3dfx and the rise of the computer as a competitor to the console, as well as the coming of networked gaming. Not only were computers capable of delivering compelling realtime 3D to rival (though not, at the time, beat) arcade gaming, but it also could connect separate players to people across physical boundaries. At first this led to neighborhood games of Bolo, later to direct dial-up competitions, and finally to the remote multiplayer frag-fests and Massively Multiplayer Role Playing worlds we see today. The anonymous instant competition with strangers of similar skill levels previously provided by arcades is now available right at your desk. Likewise, the graphical advantage once held by arcade machines has eroded to nothingness... To reduce overhead the machines are based heavily on existing console and computer equipment, which in turn leads to low acquisition costs and very low porting expenses, but leaves little to differentiate the two platforms. Add in direct competition with rental industries, and you have very little reason to go to the arcade.

The arcade does remain, however, and with one last, best reason. Hardware. Light-gun games, dance mats, digital batting cages, etc are prohibitively expensive for the average person to afford, yet can provide fun and unique experiences. Likewise, they are intuitive enough to be picked up and used without instruction by the casual or incidental gamer, the kind that is not likely to have access to many other distribution options at home (consoles or up-to-date graphics cards).

Sadly, as a distribution medium the arcade is faltering badly, in no small part due to the inefficient economic model behind it. 'Core gamers often go to the arcade looking for the "latest and greatest" in entertainment, but find perhaps one or two first run games, with a smattering of older games they don't wish to play. This would be like a movie-goer wanting to see Die Another Day, but only being able to watch Tomorrow Never Dies because the movie house couldn't afford to buy a new reel of tape from the studios. Game distributers still sell boards to the arcade owners, who in turn try to recoup their investment from the gaming public. This is a very inefficient way of going about making the highest profit, as the distributers feed from the arcade owners, who (in their financially weakened state) attempt to feed upon the customers. But it is the customers who bring money into the system as a whole, and it is they whom both the producers and the providers should be focusing upon.

For example, a Capcom vs. SNK machine may lay dormant in an arcade for most of a day while a Capcom vs. SNK 2 machine can still attract many customers per hour. As the difference between the two machines is largely software, and the software development costs are already sunk, what advantage does it provide Capcom if the arcade continues to provide the older game instead of the newer one? If Capcom were to enter into a profitsharing agreement with the arcade owner, the difference in the amount of quarters taken by the updated game could be split between the two parties to the betterment of all. Such profitsharing agreements are what allows Blockbuster video to have 20 copies of the latest movies available for rent... an arrangement that would have been impossible under the older 100-dollars-per-rental-movie paradigm. They realized that they should be looking for ways to maximize income from the consumer, not the business serving the consumer, and that they were in a unique position do to so because they were in an industry, like videogames, with high sunk costs and low materials costs.

If such an agreement could be struck amongst arcades and gaming companies, the consumer might return to the arcade as a "latest and greatest, premium" model showcase, just like theaters are used for today. Instead of being static, with few games coming in or going out, arcades could be dynamic new adventures for all comers. Instead of being irrelevant, arcades could be focal. Instead of hemmoraging money, arcades and the producers they partner with could return to profitability.

Are arcades dying out? Obviously. Are they an evolutionary dead end? Hardly. The next generation arcade will be better equipped to face the realities of business in an entertainment economy. And with such a change the industry could thrive.

Tuesday, May 13, 2003

Sims Online:

Sims Online: Hi! I have a great licence! I'm a game you can play while going to get a sandwich. My creator appologized for me, but we promise I will get better! Wanna play? I'm only $10 per month.

Consumer: Umm... So I sit around and click on a book for six hours until my character gets reading +3? No thanks.

Sims Online: No really, I will be a great game someday. You will be able to pick your character's color while clicking. Yay! Doesn't that sound like fun? Hey, where are you going? Awww....

Analyist 1: Hmm. The Sims Online is a terrible failure, only raking in one million dollars per month. I wonder what it could be?

Analyist 2: They have a great licence. They're positioned well to get the elusive 20 to 40 year old female market. We spent 20% of the budget on advertising. Yet we aren't seeing the return expected.

Consumer [knocking on window]: Dude, your game sucks!

Analyist 1: The market must not be ready to support online gaming. Everquest, Asheron's Call, and all of Korea must be a fluke.

Consumer [knocking on window]: Dude, take this crappy thing back!

Analyist 2: People just aren't prepared to pay monthly fees. Perhaps if we abandoned the service-provider model and moved to a cable TV model we could see synergies dwarfing those of AOL Time Warner.

Analyist 1: A 50 dollar a month fee to play a catalog of online titles... That just might fly. We just need to hire a college intern to program an emulator in Java and we will have all of the content we need!

Consumer: Dude, this Sims thing is worse than Clippy. Get it off me!

Sims Online: No, just give me one more chance! I swear I can change!

Analyist 1: Yes, the industry is headed for dark times indeed. How's your golden parachute looking?