Friday, February 5, 2010

Game design from a gamer's perspective

This is a multi-part series on successful game design from a gamer's perspective. This article series will encompass such topics as story, models and texturing, lighting, artwork, gameplay, genre choice, audio and many other subtle aspects of creating 3D based video games. This article will also discuss what game techniques work and what to avoid. So, let's get started.


Successful games

Let's get right into the meat of this and discuss what makes a successful game. Clearly, success is nearly always measured by dollars. Specifically, how many units sold and how much profit was made. Even more, did the game pay off its debts that were generated during creation and did the revenue rise above those expenses to actually make money? For executives of gaming companies, this is the goal of a video game. But, was the game actually successful for the gamer? For the C-level executives, I'm sure they'd respond a resounding yes (assuming it exceeded its dollar goals). From their point of view, apparently enough gamers purchased the game to make the dollars at least work. But, was the game a success for the gamer? That's a completely different question.

From the gamer's perspective, the game may not actually work. An overhyped game from a brand resting on past successful history can produce games that appear successful, but only because a gamer was 'tricked' into the purchase. So, success of a game is measured both in dollars and in how the game was received by the gamer. The adage is still quite relevant, "Once bitten, twice shy". If you burn the gamer with a bad title, you likely won't get much respect from future titles. So, don't burn the people who keep you in business by producing bad titles.

So, that means you should measure success in two ways. First, money. Second, longevity. Money describes how well the gamers decided to adopt the game immediately. Longevity describes how long the gamer played the game before giving up or trading it in. If there are massive trade-ins within a few days, the game failed as a game. That's when the developers need to understand why it failed.

No longer can developers sit in a bubble and develop games without listening to gamer comments. With social networks like Twitter and blogging, it is more important than ever for developers to review forums, read critical reviews, listen to complaints and understand just what problems gamers have found in a game. These are issues that must be addressed, preferably in patch updates to the existing game if possible. If not, then these issues definitely need be addressed in any sequel games.

So, while sheer numbers may describe immediate monetary success, this does not tell the whole story. Executives who are simply bean counters fail to see the bigger picture. Gamers are finicky and will choose with their wallets. Once bitten, twice shy applies to game titles. More than this, it also applies to game development company loyalty more and more frequently. As a gamer, I know what companies to avoid. For example, I simply will not purchase any more Square Enix titles. I've been burned too many times from this company. I've about had it with EA as well. The quality of EA titles is so widely varied that it's too much of a risk. So, before I buy any EA titles, I must read reviews and play demos, if possible. I also feel this same way with Activision's and Atari's hit and miss strategy.

Game development: Ideas that work and techniques that don't

As a game developer, it's important to solidify the game style and format up front. All too many times, the gaming engine that is chosen dictates the game's play style. The choice, for example, of using the Havok engine may have serious consequences on the success or failure of the final game. So, choose your engine wisely based on game genre and understand its downsides carefully. For example, licensing the Havok engine for a full RPG is probably not a good idea. At least, it's not a good idea without some recoding effort.

Health Status Indicators

As an example of what doesn't work, there are some licensed engines that don't offer a health meter. Instead, the engine opts for a blood or out-of-focus halo around the screen. As health diminishes, the halo increases. For a gamer, this aspect can make the game frustrating and unplayable. Halos obscure the play view, so you can't see what you're doing (see Perfect Aim / Perfect Vision). Worse, some games inhibit the character's ability to play after a certain point. So, you can't move or respond correctly to enemies. This just leaves the gamer to stop right there and reload from a saved game. There's no point in continuing to play when you can't even control the character properly. Mass Effect 2 is the perfect example of a blood halo done poorly. In 2010, if you can't provide a health meter on the screen, don't bother creating the game. There is no reason not to provide a health status indicator (more than a blood halo). All too many times, especially in health screen halo engines, once you see the blood halo, your character has 1-3 hits left before completely dying. Worse, you can't properly see the screen to maneuver your character out of the way.

On the other hand, having an actual meter on the screen so you can see how many hit points you can take before dying is much more useful. It helps the gamer decide how strong a given enemy is by how much damage they deal. Having this information allows the gamer to create a strategy to beat that enemy and know their relative weapon strength.

Save Game Locations

There are many styles of game saves. These include checkpoint saves, save anywhere, pause save screen options and in-game save points (obelisk saves). Game developers need to understand that saving the game is not and should not be part of the game play. Don't weave in saves as part of the story or challenges. Saves are there for convenience to the gamer. They are there to allow the gamer to save progress and also allow the gamer to stop the game at selected times and/or prevent losing the work up to that point. Therefore, game save points should never be treated as some kind of obstacle, challenge or in-world treasure. Never.

It is preferable if game saves be allowed anywhere in the game. This style is the most efficient for the gamer and allows the gamer to prevent starting over time and time again. The game save style to completely avoid is the one that forces you to play through an incredibly long, hard and complex level with lots of chances for death before you reach an in-game save point. This style of gaming is frustrating and extremely bad design. It ensures the gamer will give up before they finish the game. Don't do this.

Checkpoint saves can be useful as long as there are enough checkpoints. Again, this goes back to in-game saving. If your team has decided that checkpoint saves will be the only mechanism for saving progress, then your team better make sure there are enough of them along the way. Otherwise, your game will end up in the same boat as the immediate example above. Keep in mind the pitfalls of using checkpoint saves, though. Checkpoint saves overwrite the previous save. So, the gamer can only start at the most recent checkpoint. This means they cannot step back two or three checkpoints and redo those sections of the game. If your game is the type where you can make choices that affect the outcome of the story, then checkpoint saves are not appropriate for this gaming style. Checkpoint saves are intended for mindless zombie killing. They are used where outcome of the game is irrelevant. For RPGs where choices can be made that affect outcome, do not use checkpoint saves. Instead, RPGs should always use save-anywhere saves. This allows the gamer to save before critical choices or battles and restart the battle from seconds before.

It's fine to combine save styles, though. If you allow save-anywhere saves and want to also create checkpoint or restart mission saves along side, that's fine. Again, though, beware of pitfalls. If the character dies on the level, let the gamer choose which save point to restore from. Do not automatically start loading from the checkpoint immediately after a character death. This is especially true if there is a newer save-anywhere save present. This is waste of the gamer's time as he/she will need to wait through that load sequence only to reload again from their own save. Mass Effect 2 is a prime example of this behavior. Do not do this!

Other saving issues include how much data is saved to the save file. For example, the best games store everything including character position in game, character level, inventory items, etc. With this save type, your character starts exactly where you left off. This is the best style of save format there is and the least disruptive to the gamer. Always choose this style of save when designing. Other save game file formats include starting over at the checkpoint. So, this file format stores only the start point and nothing else. In this case, the gamer starts the level over with a clean slate (no previous weapons, armor or whatever). This is frustrating because all of the stuff you'd found to that point is lost. Don't do this... especially on an RPG. Don't force the gamer to backtrack in a game to get goodies a second, third or fourth time. For shooters, it may be acceptable, but even here I wouldn't recommend it.

Time Savings

As part of the game, don't waste the gamer's time on irrelevant or unnecessary things. These things include long loading screens, long death sequences or unskippable cinematic sequences. In this goal, the pause button on the controller should work 100% of the time in game. Granted, certain times you can't, like intro loading screens, game saving sequences and other operations that can't easily be interrupted. But, as long as it's in game, pause and load panels should be available 100% of the time. Again, Mass Effect 2 is the prime example of not doing this correctly.

Coming up in part 2:
  • Bosses (when is too much or not enough)
  • Character Deaths
  • Loading screens
  • Loading times
Parts: 1 | 2 | 3 | 4 | 5

Monday, January 11, 2010

Xbox 360 - Assassin's Creed II

Assassin's Creed II by Ubisoft

Assassin's Creed (series) is interesting and unique as a story. It is definitely adult oriented, so parents may want to review the content prior to allowing children access. With that said, let's get going...

Assassin's Creed II is a reasonably well done game. The flaws and repetitive nature have been mostly removed from this sequel. The game plays pretty much like the first game, but with some improvements. I was hoping for more, but Ubisoft didn't improve the game substantially over Assassin's Creed.

Story

The game starts in the present with Lucy and Desmond. Desmond had been kidnapped by Abstergo to probe his mind using a device called the Animus. During probing his mind, the Animus brings to life past historical events. So, Desmond lives as Altair in a distant past and inherits some of Altair's powers.

In this second installment, Desmond and Lucy escape from Abstergo and set up shop as rebel present-day assassins using an different kind of hacked-together Animus devised by a hacker. In this game, Desmond goes back to the time of Leonardo Da Vinci in various cities in Italy (during the Renaissance). The game's new character is Ezio. Ezio has all of the abilities of Altair (climbing, assassinating, weapons and even now armor). There is a fighting arena that lets Ezio learn new skills. In addition to what Altair could do, now there's the ability to build out a town and spend money on things in the town (to improve it). As Ezio improves his town, his 'salary' goes up. The salary is placed into a chest about every 20 minutes of play. The more you improve the town, the more money you make every 20 minutes. So, spend the money on improvements if you need cash.

New Things

Now you can buy paintings and obtain weapons and armor. The paintings improve the value of the palace that Ezio owns. The weapons and armor also improve the value, but at the same time give Ezio more armor and strength. The reality is, these new features are more apt to provide income potential. The new armors only improve the amount of health points you hold. The armor really doesn't do much for protecting you better (i.e., take less damage)

There are now 'leap of faith' points all over town that are easier to spot. Whenever you see pigeons sitting on a roof, that's a 'leap of faith' point. In Assassin's Creed, they weren't as easy to distinguish.

There are other additions like locating symbols throughout the level that compiles a database of the artifacts of Eden. These are side quests and really don't factor into the main story.

Things Removed

Inevitably, some things have been removed. For example, the eavesdropping puzzles in Assassin's Creed are now gone in Assassin's Creed II.

Gameplay / Controls

Overall, the gameplay is similar to Assassin's Creed. So, if you're familiar with climbing and assassination, then you'll already be familiar. The main problem I found with the controls is that they don't always work as well as you would like. I found this same issue in the first game. Worse, as the game progresses and adds more upgrades, it becomes increasingly harder to control Ezio properly. So, he'll jump off of high buildings all the way to the ground when I didn't control him that direction. This control behavior of Ezio is very frustrating.

Repetition

I didn't find this game quite as repetitive as the first game. The repetition is there, but the stories feel much more like Grand Theft Auto IV (the way they begin) than Assassin's Creed did. There are plenty of side quests and some of them are repetitive. There are also side quest areas that reset. So, even though you may have cleared a codex page, the guards will reappear around the doorway even though there's nothing there to get a second time.

Overall

I enjoyed playing this game and it's better than Assassin's Creed. But, it still hasn't fully resolved the issues of being overly repetitive in places. The main problem, though, is the controls. I found, as I did with the first game, that the control of Ezio gets increasingly harder and harder as the game continues. Some of that may be because they are overloading the controller with new skills that are easily triggered, but some of it just seems to be the game.

Score
  • Sound: 8/10
  • Graphics: 8/10 (needs more realistic shaders)
  • Gameplay: 8/10 (good, but not substantially better)
  • Story: 9.5/10
  • Bugginess: N/A
  • Controls: 7/10 (controls get increasingly harder)
  • Bang-to-buck: 3/10
  • Play Value: $15 (rent or buy)
  • Overall: 8/10

Xbox 360 - Batman Arkham Asylum

Batman Arkham Asylum

by Eidos / Rocksteady / Brady Games

This game is a third person fighting and questing style game. You play as
Batman (Dark Knight). As Batman, you enter the Arkham Asylum to ensure the Joker is properly restrained and placed into a cell. Batman is taking no chances and goes into Arkham Asylum. Of course, the Joker has other plans... and that's when things go wrong.

So, of course, the plan to secure the Joker fails (otherwise there would be no game) and that's where you begin this Batman game.

Problems

This game has many problems. From the 'death screens', which are incredibly long and annoying with their 'Sorry you're dead' speeches, to the game constantly cheating and ultimately to bad control over Batman during critical times. Ultimately, the game does not give the gamer a fair shake. While Batman has limited abilities and aim, the enemies have perfect aim and perfect skills. Combining this with overly broad collision detection (bullets always find Batman), and you've got a winning (or losing, as the case may be) combination to make this game entirely frustrating to play.

Worse, the game is designed as a 'death trial and error' style game. So, Batman ends up dying over and over and over and over until you're sick of this process (or you figure out how to get through). Frankly, there is no point in this. It takes far too much time to cycle through all of those 'death' screens waiting to get back into the action. On top of that, you have to wait through intro screens before you can press B to skip the cinematics.

Story

You play as Batman to re-secure the Joker properly into a cell in Arkham Asylum. Along the way, you gain skills and unlock Batman features. To get these skills, you gain Experience Points (XP) which unlocks upgrades. As you upgrade your character you can add armor, weapons and skills. Unfortunately, these upgrades come far too slowly for my liking.

Health

This is one of the biggest flaws in this game. While you play, there is no real way to add health to Batman. Instead, as you unravel quests or subdue 'bad guys', your health meter is increased (if you've lost health). Unfortunately, a single action never adds enough. So, you spend a lot of time trying to gain back lost health. There are no 'health pickups or medicine packs' in this game. So, you have to rely on subduing people and finishing quests to get health back. If you've already cleared the level of enemies and quests, you're kind of stuck.

Dying

This is another in a long list of games that just simply and plainly drives me nuts. Again, the developers have designed the game so Batman must 'die' in order to replay the level again and again and again. So, you find Batman is constantly dying only to restart the level from the last checkpoint in order to muddle through the strategy of the level. Not only does this become frustrating just from the 'starting over' perspective, you have to endure incredibly annoying taunts from the Joker and Poison Ivy (among others) at the 'death screens'. That part of the game frustrated me so much, I turned voice audio off. I simply did not want to listen to this anymore.

Fighting

The style of fighting in this game is limited and, again, the game cheats. There are far too many times where you press the buttons on the controller, but it doesn't respond and the game takes away health anyway. I really despise games that cheat and this is one of them. So, for this alone, this game loses one point immediately from its overall score.

Disarming Enemies

Unfortunately, Batman cannot do this. Instead, you have to keep hitting them until they drop their weapon. However, even though they've dropped the weapon, they can pick it right back up. Batman has no control over discarding, destroying or throwing away weapons laying on the ground. Batman also cannot use these weapons. So, the weapons continue to lay there for some other thug to pick up and use on Batman again.

Bosses

The levels get progressively harder and harder. The bosses also get progressively bigger and bigger (thanks, in part, to the Titan formula.. which you find out more about as the story progresses). The Titan formula (which comes from Bane) increases soldier sizes to much larger soldiers (bosses). As you progress, the game throws more and more of these at you in waves. So, you might fight one big boss and five fighters early in the game, by the end you might have 3 waves of 10 fighters combined with two big bosses (all at the same time). The fights get longer and longer and are extended by the 'death trial and error' gaming process.

Trial and error gaming

I despise games that force the gamer into using trial and error to play through the game. As a gamer, you waste lots of time trying to find the proper 'strategy' to defeat the bosses rather than focusing on the game and story. So, you might spend a day working through a boss level rather than actually progressing in the game. For me, making the story come to a complete stop by requiring trial and error gaming tells me that the story isn't important. It also tells me that the game developer doesn't value the gamer's time. A gamer's time is critical to use properly. Wasting a gamer's time is the quickest way to the death of a quality game. Don't do it. Don't use trial and error as a gaming strategy. Don't require dying as a strategy to play the game. Don't use annoying repetitive dying screens and death taunts that are unskippable. Let the gamer get immediately back into the game.

The End (of the game and of each level)

The endings of the levels and of the end of the game needs work. You work through fighting the bosses, but when it comes time to finish off each boss, it's a complete letdown. Instead of getting to put the finishing moves on the character, the game moves to a pre-recorded cinematic that shows the final blow. Taking this approach is a complete letdown. I've spent the better part of an hour or two fighting through the level only to see a cut scene?

This issue is present on each level and even on the final Joker showdown. Ultimately, this is extremely frustrating and a huge letdown not being able to give the final blow in game.

Audio

The music is tolerable, the chatter is not. After about 1/3 of the way into the game, I quickly realized the trial and error nature of this game. Worse, though, is that during the death trial and error sequences, you have to sit through annoying taunts from the enemies during cut scenes. You can eventually cut these scenes short, but not before the annoying taunt is mostly finished. I ended up turning off the voice audio about halfway through the game and that simplified the game dramatically. It also made the game much more bearable. Otherwise, I would have probably put this game down completely.

Graphics

The imagery used in this game feels an awful lot like Bioshock. The game isn't as dark and moody as Bioshock, but there is still enough feel here for me to think of it while playing Arkham Asylum. But, even as much as the game may look like Bioshock, that's where the similarity ends. This game plays nothing like Bioshock and is a weak wannabe contender to Bioshock.

Overall

This game is a reasonable game that contains some nasty flaws. The levels are reasonably well done. The Bat tools are well thought out and work well. But, the annoyances far outweigh the coolness of playing as Batman. I realize this is the first installment to this series, so the first one will have problems. For the developers, the takeaway is to get rid of these annoyances and let the gamer move forward in the game (and story) without them. Also, you should never ever stop the progression of the story at the expense of a boss level. Never. Let's hope Batman Arkham Asylum 2 fixes these issues.

Score
  • Sound: 7/10
  • Graphics: 9/10
  • Gameplay: 7/10 (a mixed bag)
  • Story: 8/10
  • Bugginess: N/A
  • Controls: 7/10
  • Bang-to-buck: 1/10
  • Play Value: $5 (rent)
  • Overall: 6/10

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