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Posts Tagged ‘Game Design’

The Problem With Saving

January 27th, 2010 Eckyman No comments

Most modern games allow the player to save progress at any time they wish. Gamers do not expect to be thrown back to the start of a level when they fail to complete it, and often this kind of gameplay can lead to players losing interest rapidly.

Giving the player the ability to save whenever they want can also influence the difficulty of a game in ways the developer may not have intended. For example, Splinter Cell Double Agent allows the player to save at any time and this results in the ability to trial and error your way through sections of the game that may have been intended to be much more difficult. The other issue with this mechanic is when developers recognise it as causing a problem, rather than solve the issue by limiting the amount of saves they begin designing level difficulty around this ‘infinite save’ mechanic.

Back in the 80′s games did not have saves. It was pretty rare to even get an option to continue your game in fact. Most games operated under a ‘three lives then your out’ system, with some (Treasure Island Dizzy) opting for just the one life. I have personally witnessed a good friend of mine reach the end of Treasure Island Dizzy only to die as he picked the very last Gold Coin required for completion. At 9 years old swearing is not as fast and thick as it would have been had he done it now, but the disappointment on his face stays with me forever. Of course, a few years later he would have his revenge when I would reach the end of Fantasy World Dizzy, and fearing a death at the hands of a badly timed jump towards a screen containing a dragon (which I might add, I had already subdued but feared perhaps it had awakened in the meantime), I instead chose to blindly leap in the opposite direction only to land in the gears of a lift and lose my one remaining life! I had literally completed the game, all I had to do was make my way to Daisy and I’d have been home free. Needless to say, my friend gleefully reminds me of such gaming disasters whenever the opportunity arises.

Of course, in today’s gaming world the above incident would not be a problem, you would simply load up an earlier save and jump in the other direction. Is this a good thing? Allowing players to prevent the loss of several hours of hard work? Or is it diluting the challenge to a degree that completing it is just not as satisfying as it once was?

I’m a firm believer in risk vs reward gaming experiences. There can be no great reward if the risk is minimal. It is a simple fact of life. If a game holds your hand all the way throughout, allows you to save whenever you want, grants any number of continues, what achievement remains upon completion of the game?

The recent Super Mario Brothers Wii has a feature that allows the console to play the game for you. Today’s Mario experience says “don’t worry, if this bit is too hard for you, we’ll do the work for you”.

Not too long ago there was a huge fuss made over the fact gamers had to complete Guitar Hero in order to unlock all the songs. If I want to listen to a particular song, I have the CD for that.

The worst offender to date (that’s right Alone In The Dark I’m looking at you) allows the player to skip levels entirely. I’m not even kidding, it is advertised as a feature on the back of the box. Don’t want to complete the game? Fine, skip all the way to the end, watch the pretty cut-scenes then put the game away never to be played again. If that is the experience you want, watch a movie. The only barrier to content is sticking around till the end, knock yourself out.

Take a look at the majority of children’s games today on the DS for example. When I was a kid just about everything in a game could and would kill you. A blade of grass, a gust of wind, a pixel to the left of the correct spot and OOPS you’re in the spike pit. Start over.. and over… and over again, till the point that when you did manage to complete the game the achievement was something worthwhile. A challenge met head on and bested. Something to be proud of. My father still fondly recalls clearing every puzzle/difficulty settings of the original Lemmings. A feat that was only achieved over long frustrating nights punctuated with rapid fire swearing. Words I had not heard used in such obscene combinations till years later. But the day he completed it a calm fell over our house, he smiled for weeks and even now, years later, if I should ever remind him of this achievement I can visibly see his eyes glaze over in happiness.

That is fulfilment, that is what we play games for. I know its not a popular thing to say in regards to current attitudes to gaming difficulty, but you didn’t get a medal for just showing up and doing your best in my day.

Inconsistency in Games

October 15th, 2009 Eckyman No comments

Driving back from the Stewart Lee gig last night, the conversation turned to gaming, retro games we enjoyed, an attempt to list our top 5 games of all time.. the usual stuff. Then someone brought up a very valid point I’d not given much thought to at the time.

Why is it, in Fallout 3, you can do everything right, be the saviour of the wasteland, help out many, many people along your way, basically become a living god in the eyes of Fallouts inhabitants.. but if you so much as swipe a carton of smokes from someones table by pressing the wrong button, then the whole population nearby will mobilise against you and cut you down where you stand. You might have just saved that guys daughter from rape and slavery but if you DARE to take a spanner from his pile on the shelf, you are going to regret it sunshine!

Why is this? A game like Fallout, which does so much right, cant include some variable in the code that deals with this. Surely something as simple as checking the players karma level and adjusting NPC’s reaction accordingly cant be that hard? They obviously have a way of tracking your karma based on the missions you accept and complete.. +10 karma for a ‘good’ quest, -10 karma for an ‘evil’ quest or something? How hard could it be to check that counter and adjust NPC behaviour accordingly?

I don’t know, maybe it’s harder than I imagine, I’ve only barely scratched the surface of coding so I’m not one to call people on this stuff but it’s things like this that can ruin the immersion you have spent so long on and worked so hard to achieve.

If I act like a bastard enough, I expect people to run from me screaming. If I save your family from slavers I expect some understanding if I mistakenly pick a spanner up from your shelf because I hit the wrong damn button.

So many sprites!

October 12th, 2009 Eckyman No comments

Hand drawing sprites is bloody tedious! No wonder so many people just recolour existing characters in games and reuse them.

Lots of progress on the point-and-click game yesterday. Rough outline laid out with a handful of detailed scenes, objects, characters. Got a few backgrounds sorted and the sprites for the main character movement are now in place. Can start messing around with room scripts now.

If anyone is looking to use Adventure Game Studio, a great set of video tutorials can be found here