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Game Design
Analysis
Arcade Berg
June 15th 2009
v.1.0
1
Introduction
The game Terminator
Salvation, released spring 2009 has been getting less than great reviews. My intent
has been to do a basic game design analysis based on the factors one can
discover by simply playing the game.
The current
Metacritic scores
are: 56 (PC), 45 (PS3 ) and 47 (360).
Reviews
tend to only describe the subjective experience one had while sitting down with
the game.
Ignoring
art, performance and audio, what can be discerned about the gaming experience
related to game design with an emphasis on basic game design theory and
uncomplicated cognitive science?
2
Summary
The
analysis refers to Terminator Salvation’s core gameplay, it’s Risk Vs.
Reward-system, the created need and appreciation from the player as well as
other game design related issues. Topics including internal logic, climax, rail
sequences and difficulty are all brought forth in a discussing manner.
2.1
Analysis
Result Summary
While
debating both some of the good and the bad, the analysis suggest that while
several elements are working on their own, they collide with each other, making
for a somewhat confused end product.
The player
is being handed new tools to utilize before such a need has been created,
making a great feel of appreciation absent.
Overall,
the game is lacking focus and for all the parts to work in harmony for a
greater result.
2.2
Game
Summary
Title: Terminator Salvation
Platforms:
PC/Xbox360/PS3
Genre: Third Person Shooter (Cover Mechanics)
Developer:
GRIN
Publisher: Equity Games Productions AG, Evolved Games
Released: US – 19/5-2009. EU – 29/5-2009
3
Prerequisites
The
following text will not show and tell about the game’s fundamentals and it is
assumed that you as the reader have a basic understanding of the game, the
genre and an interest for game design.
4
Analysis
I intended
to perform the game design analysis by dissecting it somewhat and discuss
various segments in more detail. The result is something similar to a form of
bullet list with game design related topics and my thoughts about it.
I have
tried to stay objective to a certain extent in way for me to present facts that
are undeniably true along with an assortment of opinion based information of
what I think makes for good or bad game design.
Meaning? I
will not argue whether or not a certain enemy takes too much damage according
to my skill level as a gamer, but I will debate against making a weapon useless
a few minutes into the game.
At some
occurrences in this text, I will touch upon the discipline of level design, as
with many cases in games it’s difficult to differentiate the two apart forcing
the inclusion of the other.
Of course,
people don’t have to agree with me on what I from now will present. In fact, I
hope there are many people who won’t. That’s one of many things that make game
design more than just cognitive psychology and empiric science; it’s also about
going with your guts.
4.1
Game
Length
Let’s get
the game length issue out the way. The game can and is considered to be short
and I agree with that. My personal record for beating the game is 1 hour and 26
minutes, by skipping cut-scenes but having to wait during load times. I got
that time playing the PC version.
However, a
short game doesn’t constitute a bad game per default and I have no intent on
discussing the retail price value as it is more affiliated with production,
rather than game design.
4.2
Risk
Vs. Reward using Cover Mechanics
The game is
a pretty standard Cover Mechanic based Third Person Shooter, like one of GRIN’s
other games; Wanted: Weapons of Fate
and Epic’s Gears of War.
Something a
game within this genre gets for free is a working Risk Vs. Reward mechanic. This is also the case for Terminator
Salvation.
While in
cover you’re pretty much safe from all attacks, unless you’ve taken cover in a
really exposed position. From cover you have a few options of what to do.
For
relocating yourself to a more advantageous position, you can slide between
covers, showing yourself during a much shorter time span than you would if you
were to “detach” from cover and using regular moving/running to reach the next
cover and attaching to that one. The risk level is very depending on the
current layout of the battle. Very low to a potentially high risk vs. a low to
high reward.
You can
choose blind firing, meaning you fire the weapon over the cover without
exposing yourself but with a tremendously bad accuracy. Low risk and little
reward.
If blind
firing isn’t your cup of tea, you can chose to raise yourself and take a steady
aim. This exposes your body for enemy fire, but also gives you the possibility
to execute precise aiming, having the bullets go where you want them to. This
technique is, of course, recommended when you’re located outside of the
enemies’ vision. This way you can yourself affect the risk element.
Because the
most common ground enemy, the T-7-T (Spider) has a weak spot on his back you
can also greatly affect the reward outcome of the reward by positioning
yourself in a good spot before taking aim. If placed right, you can achieve a
low risk scenario with great reward!
Looking at
this, my personal conclusion is that Terminator Salvation has a well working Risk
Vs. Reward mechanic.
4.3
Introduction
Table
A game
always consist of features and content, obviously. In Terminator Salvation,
I’ve defined all gameplay related things introduced into one of three
categories:
1.
Gameplay
– When the actual gameplay is changed.
2.
Weapons
3.
Enemies
All
chapters in the game are somewhat alike when it comes to length, mostly thanks
to the games short overall duration, therefore I will simplify it a bit by
saying that each Chapter is 1/9 of the game. The game consists of 9 chapters.
In total
the game consist of 21 smaller parts:
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Gameplay
Modes
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2
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(“Normal”
Third Person and Rail Sequences)
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Weapons
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11
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(5
Carried, 2 Grenades, 1 Mounted and 3 Rail Specific)
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Enemies
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8
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(4 Normal, 1 Boss, 3 Rail
Specific)
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I think of
all these components as gifts that you, the player are given as tools to keep
enjoying the game. Therefore, I also think that these gifts should be scattered
evenly along the way as you progress throughout the game, constantly feeling
that things are fresh and interesting. Mega Man is a
prime example of this effect, giving you a new weapon after each finished boss,
as well as hidden energy tanks and other power ups that you can gain here and
there.
In
Terminator Salvation; 10 of the parts are presented in the first chapter.
Meaning? During the first 11% of the game, you get to experience 48% of it.
Once done
with 33% of the game; you’ve found 15 gifts equivalent to 71% of the game’s
gameplay content.
After
finishing 55% of the game, you’ve gained 100% of the Third Person gameplay’s
gifts. All that remains are a few news in the two subsequent rail sequences.
Personally,
I find this balance a disaster.
Agreed, one
should put a bit of extra juice in the beginning because of many reasons. It’s
the first thing most players get to experience and you want the player to get
hooked on the excitement and variety. A lot of people never actually finish the
games they play, hence putting too much goodies in the end might also result in
the player not getting to know about them.
However, I
don’t think it’s fair not to treat the player with anything new after finishing
half of the game. No weapon, no enemy nor any boss battle.
With only
minutes between each new introduction, I think it becomes too much for most
players to appreciate each one and I find it to be a devastating way to, as a
developer get the most out of each feature.
4.3.1
Created
Appreciation
Just like
when getting a gift for a friend, you’ll want to be as sure as possible that
the friend actually wants what you’re offering.
Let’s say a
man goes to work and the sun is up, he probably won’t give a thought about the
sun keeping all evil vampires at bay. That same man on a meadow at night along
with a vampire would definitely appreciate if the sun were to rise.
It’s the
same in games when providing a new tool, such as a weapon in a shooter.
Overall,
Terminator Salvation fails miserably on this, what I choose to call Created
Appreciation except for one occasion:
The
introduction of the pipebomb.
When you
first encounter the T-600, aka. Endo/Endo Skeleton in the middle of Chapter 1
you have nothing but a rifle and a shotgun and can cause it no damage. The only
thing to do is escape. This creates a feeling of inadequacy. Later on, in
Chapter 3 you once again find yourself face to face with the T600 and even
though you have grenades and a machine gun at this time, you still can’t hurt
it. This creates the need for a way to defeat it. The player craves it.
Minutes
thereafter you’re presented with the stronger type of grenade in the game, the pipebomb
and finally you can defeat the T600! The player feels a sense of accomplishment
and satisfaction. He really appreciates the pipebombs. He really appreciates
the gift.
4.3.2
Lack
of Weapon Appreciation
According
to me the introduction of all the weapons in the game (excluding rail
sequences) except for the pipebomb and the starting rifle, has unfortunately a
negative effect on the gaming experience.
4.3.2.1
R870
Shotgun
You start
out with the M16 Assault Rifle. Of course, being the first and only weapon you
have at the beginning it’s a given weapon of choice to use.
Just about 100 meters into the
first level the player encounters a few Aerostats which he is to defeat using
the said M16. Directly after that very first enemy encounter the player gets
the Shotgun.
After only
one enemy encounter, there is nearly no possibility for the player to feel the
need for a new weapon. The Shotgun also just so happens to be the weapon best
suited for taking out Aerostats, bar none. It is also very capable of
destroying T-7-T and is easier to aim with when using blind fire than with the
M16.
Thus, the
M16 is already made old and a less capable weapon after only a few minutes into
the game.
4.3.2.2
RPG
After
getting the Shotgun, there’s yet again, just one enemy encounter containing a
few Aerostats before the next weapon is introduced; the RPG (Rocket Launcher).
The most powerful weapon in the game presented in Chapter 1.
As
discussed above, a need should be created before offering a new gift. During
Chapter 1 you face what could be called a Boss. You’re introduced to the big,
flying Hunter Killer at the same time as the most ideal weapon for taking it
out; the RPG.
The need
for a weapon stronger than the M16 and the Shotgun never occurs.
Hence, when
getting the RPG no great sense of gratification takes place.
Because of
this, even though faced with this huge Terminator machine, you’re not at a
disadvantage for a second. The player is not required to achieve anything in
particular to be rewarded with the weapon making it possible to win the fight;
instead it just lies there before your feet for you to pick up along with a
pile of infinite ammunition.
In addition
to this, it’s very likely that you’ll have some extra ammunition when finishing
the battle which makes you an incredibly strong foe when meeting the first
T-7-T on the following level, destroying them without having to flank them as
the game suggest. This in turn lessens the respect felt towards this new enemy
tremendously.
There’s
also an RPG placed in late Chapter 2, making it probable that you’ll have one
in Chapter 1, 2 and 3.
Voila, the
game’s strongest and most ferocious weapon is now turned into an everyday item
and all the “Wow!” is gone.
4.3.2.3
Grenades
At the
beginning of Chapter 2, you encounter the first T-7-T, aka. Spider, in the
game. The encounter contains three of them. A ground based enemy with a weak
spot on the back, making flanking a recommended tactics. That is, unless you
have a few rockets left from Chapter 1.
Fighting
and flanking a new kind of enemy that encourages a different approach than the
Aerostat helps keep the game fresh for a while. However, before you meet
another T-7-T you already have the Grenades!
Grenades
make it possible to ignore the flanking procedure and simply throw a grenade
head on instead.
After one
measly encounter with the T-7-T I find it questionable if they already need a
new device for defeat? A device that makes the recently introduced enemy much
easier and the procedure for defeating it much more simple minded, risking the
sense of achievement to occur less often.
I imagine
that the game would do well with keeping the grenade secret for a little while
longer, as there, yet again was likely no feeling of a need for them yet.
4.3.2.4
M249
Machinegun
Early on in
Chapter 3 you get the M249, a machinegun with greater damage, higher fire rate
and greater size of the clip than the M16. The M249 is better than the M16, it’s
as simple as that. From there on extra ammunition is scattered enough for the
M16 to turn utterly meaningless.
What’s
silly about this is that you’ve been provided with a vast amount of grenades
since they were introduced in addition to a few rockets, so the T-7-T still
hasn’t rose to be a real problem and the need for a stronger weapon hasn’t come
about.
But the
real problem with this introduction is that as mentioned, by now the player has
been exposed to the Shotgun, ideal for defeating Aerostats, RPG, grenades and
the M249.
I don’t
think it’s too far off to assume that they player hasn’t spent many minutes
using the M16 and from now on, there is absolutely no use in doing that. The
end result is that in some cases the M16 will only be used to shoot the very
first Aerostats in the game and nothing but.
The M16
isn’t nearly as encouraged as it ought to be.
4.3.2.5
M79
Grenade Launcher
The M79
Grenade Launcher is presented within a very weird contextual frame.
It is
introduced in a hefty enemy encounter against Aerostats, T-7-T and T600. The
problem is that it is presented alongside with several RPG’s. Since the RPG is
a better weapon, the result is a suppressed feel of appreciation. If it were to
be presented as a weapon stronger than what you already have, I believe the
player would be very thankful for this new tool in the midst of battle, instead
of let down by its lack of efficiency compared to the weapon lying next to it.
Presenting
the M79 along with some RPG’s makes it a disappointment.
4.4
Internal
Logic
It is very
important to maintain an internal logic within all games for the player to be
able to learn and adapt.
If you only
were able to crush some of the bricks as Super Mario, while
other were indestructible but looking exactly the same, how are you supposed to
plan your route?
If buttons
you can interact with normally shine with a red light, how are you supposed to
know that there a few grey and matt buttons in the game that you also can
press?
The
internal logic is never to be broken!
Terminator
Salvation breaks it.
When first
faced against the T-600, you’re equipped with the M16 and Shotgun. You cannot
damage the enemy and must escape.
The second
time you encounter it, you have the possibility to carry a M249 and a RPG. You
still can’t damage it and must yet again escape.
Shortly
thereafter you get the pipebomb, it is now possible to defeat the very same
T-600 as before with any weapon in the game, including the M16!
How come
previously ineffective weapons are suddenly fully capable?
Fortunately,
it’s a one-time-switch and from there on all T-600’s can be defeated with all
weapons. Being a strange occurrence, at least it doesn’t change back to
invincible machines later on.
4.5
What’s
expected and awaited doesn’t happen – Harvester
During a
cut-scene at the end of Chapter 2, helicopters are taken down a by a gigantic
machine; the Harvester.
The human
NPC’s already talks about the machine during Chapter 1 and its incredible
threat. After the said cut-scene the player escapes the Harvester while dodging
its plasma projectiles, as there is no way to fight it.
That’s the
first and last time you see the Harvester in the entire game.
I’ve read
several reviews questioning as to why you never encounter it again.
If you
present the Harvester, Skynet’s super robot early on in the game; common
narrative dictates that there should be at least one more meeting. It’s
probable that players feel left out when the game ends and the Harvester not
once showed himself again. The thing that many expected to be a final boss.
The game demonstrate
a highly dangerous enemy, bigger than anything else in the game, feared by the
avatars companions and equipped with a versatile weaponry but only let you
experience him for at most, a couple of minutes without being able to interact
with it.
That’s not
a tease, that’s dissatisfaction.
4.6
Rail
Sequences
Including
rail sequences in shooter games seems to be standard practice nowadays. Gears
of War, Wanted – Weapons of Fate, Uncharted, Blacksite and Terminator Salvation
to name a few. They all have it.
It’s a
clever thing to do as it consist of a different gameplay than the “normal”
parts of the game. It helps breaking up the game, keeping it from turning to
repetitive and monotonous.
This is
also the effect achieved in Terminator Salvation, which is good.
However, I
have three things to mention regarding the rail sequences that I don’t think
are satisfactory. Three complaints, if you will.
4.6.1
First
rail – Too early to matter
There are
three rail sequences in total.
Based upon
that the assumption that they are tools to be used for breaking up a game’s
gameplay; the first rail is too early and its effect is negated.
Before the
first rail, you’ve only been in a total of three enemy encounters. The time to
reach the first rail is without exaggeration less than 10 minutes of game time
(not counting cut-scenes) for many players.
The improbability
for a need of gameplay variation at this point is high.
4.6.2
No
gain for the pain
If you were
to split the first rail into three sections, the middle one would be where you
are to destroy different parts of a flyer Hunter Killer in a predetermined
sequence.
1.
Damaged
Engine
2.
Sensor
Pods
3.
Plasma
Cannons
What I’m to
discuss is not as big of a problem on the hardest difficulty as each part can
take more damage before being destroyed, thus being able to “survive” longer.
First you
are to shoot at the Hunter Killer’s right engine until it explodes and if he so
wishes; destroy some Aerostats, after that’s completed the player has nothing
to do but wait until the game tells him to destroy the Sensor Pods.
Why can’t
the player start destroying the pods at once, after being done with the engine?
If he were to be able to do that, he’d be rewarded for his skill and speed by
having more time to finish the remaining parts.
What
happens when he has nothing to do but wait is that he’s being punished for
being skilled! It’s not fun doing nothing.
This happens after destroying the engine,
after destroying the sensor pods and after destroying the plasma cannons.
If the
player actually wants something to do all the way of the rail, he’d better miss
a lot while shooting.
4.6.3
Unable
to evade injury
The
following is more of a problem as you increase the difficulty level.
During the
second rail sequence you’re equipped with an RPG with infinite ammo.
At the end
of the level, when the player is probably already injured a bunch of Aerostats
descend from the sky attacking you.
As you’re
equipped with the RPG it’s pretty near impossible to hit them, making you hope
you have enough health left to survive their attacks until they retaliate on
their own.
I can only
speak for myself on this, but I’ve spent hundreds of hours with the game and I
can’t hit them.
The player
should always have a (reasonable) possibility to evade injury. If not, it’s a
guaranteed death for the player if he’s been too injured previously during the
level.
4.7
No
climax at the end
Imagine
this:
You’re at
the last stage of a game. You encounter a bunch of the type of enemies you’ve
already killed dozens of. You defeat them and run to parked helicopter. The
game ends.
There’s
that. There’s Terminator Salvation.
Everybody
likes to feel good for achieving something, to overcome an obstacle.
When you
leave home and close the door behind you, you don’t think to yourself; “Yes! I
managed to shut the door!”, but when you finally beat that difficult final boss
in a game you actually feel kind of good. You feel a sense of accomplishment.
In movies,
comics, books and games alike, people want that very last thrill. The final
joyride before letting go of the controller.
Unfortunately,
there’s nothing of the sort in Terminator Salvation.
The very
last fight in the game consist of a group of T-600 walking down a straight line
towards you while you’re standing behind cover having access to a great amount
of pipebombs and RPG ammunition.
Players
don’t get that very last dose of endorphins.
4.8
Difficulty
Level
Discussing
the difficulty level in a somewhat objective manner is a tough one, as
difficulty per default is mostly a variable relative to your skill as the
player.
In any
case, I’ll bring forth three points of interest affecting the overall
difficulty vastly.
4.8.1
Completely
safe behind cover
I can
finish the game in coop on the hardest difficulty by myself. Not to say that’s
necessarily a bad thing but let’s examine why it’s possible.
While in
cover, unless placed in a really awkward position you’re completely safe. This
applies for all encounters except for very few including the T-600.
4.8.2
Let
the NPC fight for you
Your allies
in combat have no restrictions concerning what they’re allowed to fire at or
not, making them very helpful when fighting Skynet.
This
alongside with the fact that they’re unable to die (unless otherwise dictated
by a mission objective) and you being safe behind cover makes it possible for
you to sit tight and just wait until the NPC has won the fight for you. Alas,
it might take a while.
Nor are
there any normal enemy encounters where there’s an infinite amount of enemies.
It’s a set amount.
Because of
this, there is no incitement to risk your neck if you don’t want to.
4.8.3
A
large amount of explosives
The levels contain
a lot of explosives ammunition, period.
Grenades,
pipebombs, M79 and RPG ammunition.
Assuming
explosive weapons are better than none-explosive ones, great availability of
course makes the game easier. But making a game easy isn’t wrong, per se.
The problem
is that there is such a vast amount of explosives in the game, in every chapter
that on normal and easy difficulty, you can finish the entire game without
using the none-explosive weapons much at all.
The
gameplay halting consequence of this is that the need for tactical thinking and
flanking is obsolete. The previously encouraged way to play using flanking is
now redundant, which is against the games explicit instructions on how to play.
In addition
to this, the sense of greatness for acquiring these strong weapons is dulled by
far.
4.9
Weapon
Switching
The
following is restricted to the Xbox 360 and Playstation 3 versions of
Terminator Salvation.
You can
carry two guns and two types of grenades at the same time.
To quickly
change between the carried guns, a quick tap on a button does the trick.
It is also
possible to change gun by holding the button and then pulling a stick towards
the icon of the other gun once it appears on screen. This technique has no
advantage over the much quicker alternative.
To change
type of grenade however, you’re obligated to use the press and hold technique
which is strange, because the quick tap method would be faster and more
straight forward to use. In addition to this, there is an unused button on the
controller, which would be ideal for this function. Not to say that simply
because there is an unused button, one must assign something to it.
The main
issue with having to hold down the button to bring up the weapon menu to change
grenades is that it forces you to stop moving, making it impossible to change
grenade while running and evading the enemy.
I can’t see
the necessity for the slower and limiting weapon-menu as you always have one
gun and one grenade active with only one other of each available.
4.10 Health Recovery System
A very
common system for health recovery in third person shooters is that if the
player manages to keep out of harm’s way and not get hit for a set amount of
time, the health starts to regenerate until full or injured once again.
Terminator
Salvation does something similar but with a twist. While in combat, the health
does not regenerate. Only when safe is the recovery system activated.
In effect,
this makes it impossible to just sit tight behind a cover to wait for the
health to fill up, as it is possible and common practice in e.g. Gears of War.
The player
is required to finish a fight with the amount of health had at the beginning of
it, making the player less prone for taking great risks. He will not be as
likely to trade causing damage to the enemy in return for taking damage
himself; a usual tradeoff used in Gears of War.
Unfortunately,
because of the NPCs being able to finish battles for you, you can still opt to
duck and cover and just wait.
5
Conclusion
Terminator
Salvation has a working foundation with its cover gameplay as core mechanic,
offering a user friendly Risk Vs. Reward-system. Unfortunately other aspects of
the game does not fully align with the encouraged play style, as different designs
collide and contradict each other.
The game
has a selection of different goodies for the player to look forward to although
most of it is introduced early on and the occurrence of something new to happen
is more and more seldom as the player progress.
Overall,
the game is lacking focus and for all the parts to work in harmony for a
greater result.
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