Good Games, Bad Design – Episode 1: What’s at Stake

by Eric-Jon Rössel Tairne

There are two basic ways that video games communicate ideas — through the actions allowed the player, and through the environment on which the player may act. The player’s every action changes the player’s immediate relationship with the environment, which in turn shapes the player’s potential for action. Let’s say you shoot an asteroid. Although the immediate obstacle is gone, now you’ve several smaller rocks to deal with, moving faster, in different trajectories.

The more you do, and the more feedback the game gives you, the more you adapt your behavior. When an action results in success or a reward, you tend to repeat it. When you get an unpleasant result, you tend to avoid repeating yourself.

A successful game environment does four things:

  1. it teaches about the player’s relationship with the environment;
  2. in doing so, it directs and focuses the player’s behavior;
  3. generally it obscures this manipulation from the player; and so
  4. through the invoked behavior it evokes in the player a certain mood or mindset.

If the player doesn’t know why he picks the routes and actions he does, yet in picking those routes and actions he comes to adopt the intended perspective, you have successfully communicated. Think of all the moments in Half-Life 2 where you think you’re being clever under pressure, and you’re actually choosing the only possible path — or how The Legend of Zelda keeps you on-track by making the woods scary and dangerous, so that you will tend to leave them until you’re stronger and more experienced.

Is level design everything? Only if your game has something to say. If you’re retreading old ground, and you expect the audience knows the routine, then you can toss them any old nonsense. Of course then few of the player’s actions will have real consequence, so the game will feel unresponsive and dull. Still, maybe if you add some flashy features or cutscenes you can distract the player for a while. If you’re afraid of putting people off, you can patronize them with elaborate tutorials.

There’s no fooling the outsiders, though. If your game fails to communicate on its own merits, then no one besides the fans will bother with it. And even within that audience the conversation will narrow and turn from big, nourishing ideas to minutiae — as if the differences between one leveling system and the next really matter in themselves. This heads-down view leads us away from meaningful representation, and toward thoughtless copying and repetition, abstracted and regimented genres, fractured markets, and eventually a whole medium that is impenetrable to outside eyes.

As in any human endeavor, sloppy or thoughtless design is perhaps more the rule than the exception. And that’s fair enough, when that design is a part of a lousy game that no one is likely to take seriously. More worrisome are the otherwise good, solid games that a student of design may well look to for inspiration. Games don’t have much of a critical history; their culture treats anything “good” as model of perfection that everything new should strive to imitate down to the pixel. It’s hard to break out of that mindset, and to look at design in terms of problems and solutions.

A solution, of course, only makes sense in context. In a game, each mechanism serves to illustrate to the player some concept, or to solve a logistical problem in the game’s premise. Anything that serves neither of these purposes is extraneous — and the key to communication is if you don’t need it, cut it out. It is in this spirit that some case models may be illustrative.

( Continue reading at Game Career Guide )

(July 9th, 2010 @ 5:54am)



The Nephew Set

If I were to give someone a Famiclone or one of those NES handhelds, and… let’s say ten, fifteen, twenty games, which games should I choose? Here’s my current list:

  1. Zelda 1,
  2. Super Mario Bros. 2,
  3. Simon’s Quest,
  4. River City Ransom,
  5. Life Force,
  6. Tetris,
  7. Dragon Warrior,
  8. Mega Man 2, and
  9. Blaster Master all need to be on there.

Runners-up include:

  1. Balloon Fight,
  2. Jackal,
  3. Goonies II,
  4. Bionic Commando,
  5. DuckTales,
  6. Ninja Gaiden II,
  7. Solomon’s Key,
  8. Rygar,
  9. Sky Kid,
  10. Wizards & Warriors,
  11. Marble Madness, and
  12. Lode Runner.

Maybe something like Rolling Thunder or Dr Chaos, if I want to be strange.

There are so many factors to consider. I’ve discussed them with Amandeep, somewhat. I don’t want to repeat myself here, if just for impatience on my part. But yeah, it’s kind of like constructing a mix tape. You want all of the elements in harmony. Not too much of this or that, be it the developer or the perspective or mechanics or tone. You want to cover all the bases without bowing too much to convention. It’s more about giving a broad range of ideas than about checking all the boxes of a typical curriculum, if you will. If that means leaving out some obvious choices and including some seriously weird shit, all the better. Though I’m not sure I’ve done an excellent job of either, in this case. Maybe I need to think about this a little more. If by “need” we mean “am liable to”.

(January 30th, 2010 @ 2:58am)



Mobility (Tangent)

The last few days I’ve been playing through old Castlevania games – first Harmony of Dissonance, then Simon’s Quest, then Castlevania. Now I’m working on Aria of Sorrow.

The structure to Simon’s Quest – I’d never noticed before, as the game is so obtuse in directing the player around; if you know what you’re doing, the game has some genius level design, both within the mansions and in the overworld. The game is always directing you where you need to go next, and unless you’re a dunderhead and fight the obvious clues the game goes by very quickly, and rather elegantly. The only catch is in how well the game obscures some of its “keys” – the crystals and Dracula’s Heart, in particular.

The elegance here shows up Dracula’s Curse all the more. I should really finish cursing that game out. So to speak. I wonder if anyone would be interested in publishing my manifesto.

(January 22nd, 2010 @ 2:35am)



The Playlist / Those Tenuous Twos

by Eric-Jon Rössel Waugh

You may have read the first part of this column in the December 2009 Play Magazine. It was intended as a single article, and the start of a whole series of such lists. In the event, I was asked (due to my incorrigible verbosity) to break the article into three pieces; only the first found its way to print. Here is the column in full.

Used to be, when a game was successful enough to demand a sequel, the design team would do its best to avoid repeating itself. Though I’m sure they mostly wanted to keep their job interesting, the practical effect was that if the games were different, they would both remain relevant. In an arcade, Donkey Kong Jr. could stand handsomely by its father, each shilling for its own share of the coin. You might call them companion pieces, rather than updates or replacements.

When home consoles hit, design teams were even more modest, and were generally left to do their own thing. So starting on the NES, you will see a certain trend: successful game spawns weird, only tenuously related sequel; fans of the original scratch their heads; a greatly expanded dev team releases a third game, which is basically just the first again, on steroids; fans think it’s the best thing ever, because it’s exactly the same, except better! And to hell with that weird second chapter.

Thing is… usually the second game is the most interesting you’ll ever see.

( Continue reading )

(December 14th, 2009 @ 8:23pm)



Portrait of Rumination

You know, having initially dismissing Portrait of Ruin — I only played for maybe half an hour before rejecting it; hadn’t played it in a year and a half — I went back to it the other day. And… it’s actually pretty good, once you’re past some of the initial tedium. Thanks to Mr. Koshiro, the music is the best since Harmony of Dissonance. It controls really, really well. The animation is pretty good, actually. A lot of the enemies are redrawn — though there’s a big disparity in style between the new ones and the recycled ones. The new ones all look like they’re by the Circle of the Moon guys, and the old ones are so clearly Sorrow carry-overs.

There is actual, legitimate level design in places — which is novel. More of it than in Dawn of Sorrow, in fact! It’s just, 1/3 of the real level design in DoS was right at the start, whereas in PoR it doesn’t come in for a couple of hours. (Until then it’s a combination of tutorial and convoluted system introduction, against monsters-on-shelves design.)

And it does actually feel different enough as not to just feel like another GBA/DS Castlevania — which is the fate suffered by Dawn of Sorrow.

I’d say this is definitely not the worst handheld Igavania. Harmony and Aria still compete for the best; Harmony for its feeling and Aria for its reason. I’d have to play some more, but I think I’m now enjoying this about as much as Circle of the Moon…

(July 21st, 2008 @ 8:44pm)