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Blogs

  Repetition: Not That Bad After All
by Adam Bishop on 10/12/09 11:18:00 am   Featured Blogs
9 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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I've recently been playing Assassin's Creed again.  In virtually every discussion about the game there's one thing that almost always gets mentioned by at least one person - the game's mission structure is too repetitive.  It's a criticism that I agree with.  For all the things the game does well - and there are some things that the game does do very well - in the end it feels like you're more or less doing the same thing nine times.

But at the same time, there are games that I love that are essentially built on repetition.  Between EA's NHL series and 2K Games NHL 2K series, I've played I'd guess over 1000, maybe 2000 games of video hockey over the past 15 years or so and logged a few hundred hours in the process. (And as an aside, it's kind of scary when you break down your gaming habits like that, isn't it?) 

So what's the difference?  Why am I willing to play the same game of hockey a couple hundred times but feel ripped off when I have to perform a pick-pocketing mission for the fifth time?  I think the main difference comes down to a topic frequently discussed on this site, narrative vs gameplay.

Repetition in Narrative Based Games

I think the main reason we get bothered by repetition in narrative based games is because it breaks the narrative. The team that made Assassin's Creed's Holy Land spent a lot of time creating detailed, believable, life-like cities.  They set up a potentially interesting story spanning multiple time periods and covering some interesting topics like the role of pharmaceutical companies, the motives of invading armies, and the roles of memory and ancestry.  And then they throw you into that world and ask you to do a bunch of standard video game fetch missions.

This breaks the player's expecations for the game.  The player wants to push the story forward.  The player wants to become a part of the world they've been placed in.  Instead, the player finds that what they thought might be an interesting, believable world is actually just a set-up to get them running through a city full of generic soldiers harassing exactly the same citizens in exactly the same way, requiring exactly the same techniques to defeat them, and producing exactly the same results.  This produces the exact opposite of what the game wants - the player feels like they aren't a part of the story or the world.

The end result is that the game feels too much like, well, a game.  Your actions don't feel like they're part of a world or a plot, they feel like arbitrary obstacles placed in your way because the game needed to provide you with a set of challenges to complete.

Games with a heavy narrative element succeed largely by creating a varied and constantly shifting set of tasks for players to complete.  In the Metal Gear Solid games, virtually every room has you using your skills in a different way than the previous room did (the Legend of Zelda games, not really narrative in the same way, are also an excellent example of this type of design). 

In the Grand Theft Auto games, even though the core gameplay of stealing cars and driving around can be somewhat repetitive, the variety of tasks that you're given to do within that framework is actually pretty huge (and San Andreas may have even taken it too far, providing more things to do than most players can likely manage). 

In God of War, individual enemy types require different strategies and move sets to defeat and behave in different ways, and the structure of the levels themselves change a fair bit as well.  In narrative games, players need to feel like what they're doing matters, and repetition breaks that.

Repetition in Non-Narrative Based Games

If all of that is true, though, doesn't that mean that repetition is bad and that games should avoid it as much as possible?  Not necessarily, and I can think of a few genres that actually clearly benefit from repetition.  Sports games, racing games, and fighting games all immediately come to mind as games whose actions are highly repetitive and are better, not worse, for it.

One reason for this is that they are all in a very literal sense games.  That is, they are competitions under a set of clearly defined, mutually enforced rules.  All cars on a race track have the same victory condition - completing the required number of laps before any other car does.  Both teams in a baseball game have the same victory condition - score more runs in nine innings than the other team. 

But the characters in a game like Assassin's Creed do not neatly break down into opposing factions, and even those who do (like Altair and his targets) are operating under very different rules and victory conditions.  Assassin's Creed is not really a game in the traditional sense, so much as it is a story that uses some of the trappings of a game.

And since sports, racing, and fighting games are all games in the literal sense of the term, they are not only suitable, but actually designed to be repeated.  This allows players to develop their skills as part of an ongoing process of learning and refinement over the course of many plays. 

An individual hockey match is in one sense a complete game, but it is also part of an ongoing process of developing skills and strategies to compete in other discrete hockey matches.  In a narrative game, losing breaks immersion and causes the player to have to re-do sections of the game they have already completed.  In a hockey game, losing is not only accepted, but expected.  This is largely because a loss, especially early in a season, has very little impact on the player.  It's a learning experience, and if the player wins the next three games then it doesn't really matter.

I think that's the main difference between narrative and non-narrative games in terms of why repetition damages one and improves the other.  In a narrative game it is extremely important that the player feel like they are a part of the world, and repetition can often break that.  In a non-narrative, competitive game, repetition is actually a part of the basic design, and is intended as part of a process of learning and skill definement.  The truth is that repetition isn't bad for games, it's bad for narrative.

One type of game that I can't fit into this model, though, is JRPGs.  Games like Final Fantasy and Suikoden are popular largely because players are so involved in their characters and stories, and yet the underlying gameplay is as repetitive as that of virtually any other genre.  I think I have a decent explanation of why that's acceptable to players of JRPGs (and I'm an avid player of the genre), but that doesn't really fit into the game/narrative dichotomy that I've been discussing here, so I'll leave it out of this discussion.

 
 
Comments

David Hottal
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You hit it on the head... repetition in narrative games is (usually) bad. Look at Halo, the first one was criticized for the repetition. In narrative based games, the player usually earns new weapons, power-up, moves, and locations. The escalation of the game plateaus, or worse, declines during repetitive moments. The player wants and expects the experience to keep evolving, and it is jarring, or boring when that expectation is not met.



On the other hand a game like Zombie Apocalypse for the PS3 and XBLA is pretty good, and built solely on repetition. Where this game falters a bit is that it repeats everything. If the gameplay was repeated that's fine, but the levels and zombies were all repeated as well. Half way through the game there wasn't anything new for the player.



So, no matter what type of game, the developers need to take care with repetition and make sure it's acceptable to the player.

Christopher Wragg
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Hrm, well sure the Assasins Creed Repetition was bad, but I only really felt that way about view points, challenges and rescues (of which there were a lot). I loved pickpocketing and listening in on conversations, hell even the interrogations, as those furthered the narrative. They each gave you insight into the actions surrounding the man you were to assassinate and actually gave you useful information about the actual assassination attempt. Also in truth one only had to do a few of each before the assassination attempt.



Either way the point raised here is still a valid one. Perhaps Assassins Creed would have been better served if you were able to just rush in and try with no prior information....Or perhaps even if listening in on a conversation required skill, for instance locating and getting to a viable point (outside a window, on a ledge above the talkers, having to follow them subtly down the street while they talk). Simply so that the actions you undertook weren't so monotonous.

Chan Chun Phang
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It sounds more like problem-solving vs perfection vs experience, actually. (though pure experience games are extremely limited)

Jason Smith
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Christopher,



I've been a visitor of Gamasutra for some time now but I just joined now to say, you stole my comment! I absolutly agree with you. I think the repetition in Assasins Creed is given the spot light via the extra side missions, specifically the view points and rescues. In my opinion they should have scrapped those completly. Even though it was more content, it was boring and repeatative content. That said though I still loved the game. It was the first game I played on the 360 and it was definatly a cool experience.

Adam Flutie
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One added pet-peeve of mine is when sometimes you do a repetitive task and get rewarded with additional narrative, and other times nothing happens. Then you feel like you have to do all the repetitive tasks or miss out on some important sub-plot or information...

Christopher Wragg
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@ Adam Flutie

That has Mass Effect written all over it...I felt like I had to do everything or I'd miss out on some important location or some important quest that could affect my paragon/renegade alignment, and well guess what, you do have to do everything or you do miss out on some really important stuff. Just like you need to talk to your team mates at every possible moment to foster a relationship with them. It'd be really nice if they could indicate which things are pure fluff, and which things lead somewhere meaningful.

Reid Kimball
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I think if narrative in games will evolve it will happen when designers aren't afraid to rule out repetition. I've touched on that in my older blog articles. Designing a game around repetitive gameplay limits the broad spectrum of experiences one can have in a game.

Chan Chun Phang
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Just an addendum: the issue most people have with repetition is that most of them ultimately feel like an unnecessary timesink to lengthen a game. Unless the focus of the game is on said activity, people do not want/like to repeat actions. Sometimes I feel that the "unnecessary fluff" is used to make games meet playlength requirements/thresholds and/or keep players playing longer artificially, without contribution to gameplay.

Christopher Wragg
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True, after all many games we wouldn't claim as being repetitive actually are, any first person shooter has you fighting the same enemies repeatedly, but a slight change of context and the feeling your progressing towards something remove that feeling that dogs a "pointless timesink'.


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