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What Makes a Game? by Jerry Whorebach 07/07/2012, 9:05pm PDT
This guy has it all figured out.



Enemies of the Decision

As I see it, we've got three major issues that are most guilty of threatening the meaningful decision in games. These are also examples of problems which would naturally be avoided if game designers adopted my philosophy for games. They are character growth, saved games, and a story-based structure.

Character Growth. Ideally, a game should be increasing in difficulty as a game progresses. However, we've now got an expectation that our character -- our avatar -- will gradually increase in power as the game progresses.

Of course, designers try to make up for this by cranking the late game difficulty further, but this is a very bad position to put yourself in, and it's one of the reasons why we in video games have such trouble balancing our games.

Essentially, you're trying to hit a moving target. Assuming that the player can become better at the skill of the game, and the character can also become more powerful, and both of these can happen at somewhat irregular rates, the prospect of balancing late-game difficulty becomes impossible.

Anyone who's played a Final Fantasy game through to the end can back me up on this (I remember the final boss of Final Fantasy VII being pathetically easy for my Cloud to take down.) I think the designers of such games are aware of this issue and prefer to err on the side of "too easy".

Of course, if your game is too easy, then your decisions are no longer meaningful (as my decisions weren't meaningful in my Sephiroth battle -- I think it was a foregone conclusion just based on character stats alone).

Saved Games. I call the quicksave/quickload (or any similar system) "the most powerful weapon ever wielded" in a video game. This one is so straightforward that I can keep it short: essentially, a player's job is to try to play his best; to try to make optimal moves. The game allows you to save and load whenever you want. So, when faced with a difficult decision, what is the logical thing to do? Save the game, then make the decision. Well, looks like that was a bad idea! Re-load the game, and try Door Number Two. Hooray! I'm so good at this game!

The issue with saved games is that they insulate us from ever having to make a meaningful decision, a decision that has effects on the game. If you can reload after making a bad choice, then that choice gets no chance to have effects on the game. If you can save the game right before every challenge, then it is no longer a contest. Once again, it's a foregone conclusion. It's only a matter of when you win, not if.

I should mention that there's a common counter-argument to this argument that goes something like, "well, if you don't like to reload the game after messing up, don't do it". The issue with this is that I am having to create extra rules, "house rules", if you will. I am having to do part of the game designer's job, and that isn't fair. Furthermore, many games are actually balanced with this in mind as an element of gameplay, and due to my next item, it's actually rather unavoidable...

Story-Based Structure. Never before video games was there this idea that games get "completed". Instead, games were played in "a match". Now, all games are expected to have a long campaign, capped off by a credits reel. This completion-based mindset has dire effects on our friend, the Meaningful Decision.

Firstly, most story-based games are quite long, with regards to games from throughout history. While most games historically have taken between ten minutes and a couple hours to finish a match, modern video games aren't considered "finished" in any sense of the word for twenty or more hours.

This on its own isn't a problem, but it also means that it becomes a bit cruel and harsh to actually ever give a player a meaningful "loss" condition. So, that means all that they can do is win -- therefore the meaningfulness of their decisions is destroyed. All they can do is beat the game slower or faster; it's no longer a competition.
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What Makes a Game? by Jerry Whorebach 07/07/2012, 9:05pm PDT NEW
    First comment? Wittgenstein. by Worm 07/08/2012, 12:12am PDT NEW
    I read the original article. He's full of bullshit, or rather, his premises are by Tansin A. Darcos (TDARCOS) 07/08/2012, 1:34am PDT NEW
        SHUT THE FUCK UP YOU PERPETUALLY BANAL FUCK by Caltrops.com 07/08/2012, 2:28am PDT NEW
            Get lost and stay there by Tansin A. Darcos (TDARCOS) 07/08/2012, 3:46am PDT NEW
        In your case, it may not be Portal that's challenging you so much as life itself by Jerry Whorebach 07/08/2012, 7:07am PDT NEW
            is life a game? Or is it something else? by Tansin A. Darcos (TDARCOS) 07/08/2012, 7:44am PDT NEW
                Remove the faulty concept of "self" or "I", and... NT by ...all your questions are answered. 07/08/2012, 6:41pm PDT NEW
                Re: is life a game? Or is it something else? by Mischief Maker 07/08/2012, 8:11pm PDT NEW
    That diagram is lifted verbatim from "Chris Crawford on Game Design" NT by mark 07/08/2012, 5:46pm PDT NEW
        This one, right? by Jerry Whorebach 07/09/2012, 7:54pm PDT NEW
            It's a pretty good book. by mark 07/10/2012, 6:25am PDT NEW
    Why do shitty designers hate saves so much? by skip 07/08/2012, 6:53pm PDT NEW
        Re: Why do shitty designers hate saves so much? by Ice Cream Jonsey 07/08/2012, 8:14pm PDT NEW
            Does this apply to every multiplayer game as well, or do some of those get a pas NT by s? Jerry Whorebach 07/08/2012, 8:34pm PDT NEW
                What I mean is... by Jerry Whorebach 07/08/2012, 8:38pm PDT NEW
                    Re: What I mean is... by Ice Cream Jonsey 07/08/2012, 10:49pm PDT NEW
                I agree with respect to multi-player games not having saves:Ontological Inertia by Judge Tansin A. Darcos (TDARCOS) 07/09/2012, 9:16pm PDT NEW
            Then why did everyone hate Dungeon Siege? NT by Mischief Maker 07/08/2012, 8:35pm PDT NEW
                The complete lack of interesting choices. NT by Ice Cream Jonsey 07/08/2012, 10:50pm PDT NEW
            Re: Why do shitty designers hate saves so much? by cowdrops 12/23/2012, 6:09pm PST NEW
                Re: Why do shitty designers hate saves so much? by Ice Cream Jonsey 12/23/2012, 6:20pm PST NEW
        I don't think he's talking about all saves, just PC-style save-anywhere systems. by Jerry Whorebach 07/08/2012, 8:28pm PDT NEW
            Savestates on emulators haven't taken anything away by skip 07/08/2012, 11:16pm PDT NEW
                Saying any game would benefit from quicksave/quickload is like saying any game by would benefit from noclip mode. 07/09/2012, 9:45am PDT NEW
                    Quicksave/Quickload fixes as much shitty design as it creates. by Worm 07/09/2012, 11:38am PDT NEW
                        Well, what if the worst happens, and you lose an entire hour of "progress"? by Jerry Whorebach 07/09/2012, 7:29pm PDT NEW
                            Re: Well, what if the worst happens, and you lose an entire hour of "progress"? by Tansin A. Darcos (TDARCOS) 07/09/2012, 8:33pm PDT NEW
                                This post is a pretty scathing indictment of grinding, mandatory tutorials, and by Tropic Thunder. 07/09/2012, 8:54pm PDT NEW
                            Well the worst is having the part you can't do an hour after the check point. by Worm 07/10/2012, 10:07pm PDT NEW
                    Game Save is very important for at least one reason by Tansin A. Darcos (TDARCOS) 07/09/2012, 7:57pm PDT NEW
                        Since when did you stop doing anything to go to the bathroom? by Jerry Whorebach 07/09/2012, 8:37pm PDT NEW
                            Let's try again by Judge Tansin A. Darcos (TDARCOS) 07/09/2012, 9:01pm PDT NEW
                                It might be useful if we had some way to distinguish between games and by complex economic simulations. 07/09/2012, 10:14pm PDT NEW
                        Hoe do you extract "NO SAEVS WTF!!!" from a post about save-anywhere? NT by Entropy Stew 07/11/2012, 4:55pm PDT NEW
            Don't leave home without it. The Save function, not the American Express Card. by Tansin A. Darcos (TDARCOS) 07/09/2012, 11:02pm PDT NEW
        The save system drastically alters game difficulty by Entropy Stew 07/09/2012, 1:54pm PDT NEW
            Power outages. NT by Ice Cream Jonsey 07/09/2012, 3:02pm PDT NEW
                That's always the first thing I take into account when designing a game by Entropy Stew 07/09/2012, 3:48pm PDT NEW
                    Re: That's always the first thing I take into account when designing a game by Ice Cream Jonsey 07/10/2012, 7:29am PDT NEW
                        It's not worth ruining good games to mitigate the awfulness of bad ones. by Jerry Whorebach 07/10/2012, 11:57am PDT NEW
                            behind the current score JOHN NT by Ice Cream Jonsey 07/10/2012, 10:24pm PDT NEW
                My thoughts exactly by Tansin A. Darcos (TDARCOS) 07/09/2012, 8:05pm PDT NEW
                    Re: My thoughts exactly by HOT TUB TIME MACHINE JURY 07/09/2012, 8:18pm PDT NEW
                        Re: My thoughts exactly by Judge Tansin A. Darcos (TDARCOS) 07/09/2012, 8:48pm PDT NEW
                            Holy fuck even your one liners wrap to two lines by Arbit 07/10/2012, 9:25am PDT NEW
        Here's an unexpected take on the subject! by Mischief Maker 07/10/2012, 6:50pm PDT NEW
            How is that unexpected? by Jerry Whorebach 07/10/2012, 9:05pm PDT NEW
                The worst thing about quicksaves is that you never have to recover. by Gutsby 07/11/2012, 9:53am PDT NEW
            Here's my solution to saves by fabio 07/11/2012, 8:12pm PDT NEW
                Re: Here's my solution to saves by Ice Cream Jonsey 07/12/2012, 10:20am PDT NEW
                    Just DON'T READ MY POSTS if they are hated so much by Tansin A. Darcos (TDARCOS) 07/12/2012, 11:31am PDT NEW
                        Re: Just DON'T READ MY POSTS if they are hated so much by Ice Cream Jonsey 07/12/2012, 12:38pm PDT NEW
                            Jonesy finally realizes his error and regrets his attempt at playing forum god NT by Narrator of Caltrops: The Play 07/12/2012, 9:07pm PDT NEW
                    Spoken like a man who makes his own games. NT by Jerry Whorebach 07/12/2012, 5:32pm PDT NEW
                        Re: Spoken like a man who makes his own games. by Ice Cream Jonsey 07/13/2012, 6:46pm PDT NEW
 
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