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Honor Thy Player's Time
by Ben Serviss on 10/15/13 11:26:00 am   Expert Blogs   Featured Blogs

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

This article originally appeared on dashjump.com.

Chrono Trigger clock
It’s a glorious Sunday morning. You stir and stretch in your bed, a mess of wonderfully soft sheets and covers. The whole day is open. Will you laze around for a bit more? Get up and go for a walk, or to the gym? Make plans to meet up with friends? Whatever you decide, this moment is the birthplace of the day’s possibilities, when just thinking of the wide expanse of possibility makes you smile.

Jump forward 100 years. Unless dramatic advances in cryogenics are discovered, it’s highly likely you’ll no longer be among the living, and your lazy Sunday afternoon from so long ago will now be one fixed event of the myriad fixed events known as your life. However insignificant your choice may have been, your decision on how you used some of the finite time at your disposal can never be unmade – for better or for worse.

Now, say you decided to play a game that Sunday morning. Whether you got stuck in a 10-minute long unskippable cutscene, a stultifying yet mandatory mini-game, a frustrating sequence replete with long loading times, or even if the game was exactly what you wanted, your experience is logged as another fixed life event.

In a world of seemingly unlimited free-to-play games, browser games, Steam sales and trial versions, players will never be bereft of games to play. Choosing to honor your players – and acknowledging that they have chosen to share some of their limited time playing your game – can be a surprisingly effective way to help cut out filler and make a sharper, more rewarding play experience.

Player Time: The Rarest Resource

When video games were still an oddity favored by teenagers and pre-adolescents, the higher the hours of gameplay to cost ratio was, the better. Now, with tons of games constantly coming out on all sorts of platforms, there are more games than ever vying for our time. Suddenly, the prospect of a 40-hour game doesn’t seem as appealing as it once did.

Choosing to consciously honor the player’s time and investment aligns well with recent trends of aging gamers, who have less and less free time to devote to their favorite hobby.

So how do you go about doing this? In theory, the steps are simple.

→ All gameplay must serve the aim of the game. Most games strive to create fun or joyful scenarios for their players. These games would be best served by adhering to their mandate for the entire experience – no excuses. Just as Nintendo famously focuses on making the simple act of moving your character entertaining, everything the player does in your game should serve its purpose.

Steel Battalion Controller
The Steel Battalion controller. Not pictured: Foot pedal controls.

The Xbox mech combat simulator Steel Battalion was notorious for its mammoth real-life controller, with over 40 buttons to manage, and an involved ‘start-up’ sequence that involved manipulating its buttons and switches in a precise order before you could even take a step. This sequence may seem like it arbitrarily takes time away from the player, but in fact this only helped to reinforce the game’s purpose – to simulate what it actually would be like to pilot a giant robot of war.

→ All gameplay must build towards the narrative theme. This only applies to games where narrative and story are a focus. If you’re trying to craft a compelling story around your game, does it really make sense to have one set of rules that apply during gameplay, and another that apply only during ‘story sequences’?

For example, if you spend the majority of a game killing faceless enemies, only to have your character mortified when faced with a corpse in a cutscene, would you realistically think that makes any sense? The fact that this double standard is still the norm in games is a huge reason why an overwhelming majority of game stories are looked upon as inferior to other media. By doing this, you compromise the story you’re trying to tell, and weaken the overall power of the game.

→ Don’t show how good you are at making other things. Cutscenes that go on for way too long, cutscenes that are unskippable, cutscenes that have little to do with the plot – this kind of indulgence is often more fun for the creator than the player.

While there are exceptions, and some designers like Hideo Kojima are celebrated for their signature, if not meandering cinematics, unexpected ones deliver a clear message to the player: Keep waiting, and maybe you’ll get to play later. This can’t help but be disappointing to someone who entered your game for the purpose of actively playing, not passively viewing.

The cinematics for the summon spells in Final Fantasy VIII caught flack for being unusually long as well as unskippable.
The cinematics for the summon spells in Final Fantasy VIII caught flack for being unusually long as well as unskippable.

This also applies to anything not in the game’s main field of expertise. Shallow mini-games and tacked-on puzzle elements only detract from the central gameplay promise your players came to fulfill.

→ Avoid player downtime. Whenever the player is ready and willing to play but cannot due to the game getting in the way, that is active player downtime. This includes routine loading times, which generally can’t be helped, but can sneak up on you with ill-conceived respawn times, cooldown times, failure state cutscenes and un-optimized forced loading screens.

Whenever there is a way to get the player back to active play as soon as possible that is consistent with the narrative, appropriate difficulty balancing and technical constraints, take it.

Honor Thy Lifetime

Of course, this concept applies to everything else in your life – especially interactions with others. Even if you’re in the middle of an interaction that is banal or routine, remember that it is always a remarkable one because it is the one that is happening right now.

As long as someone plays it, the same will be true of your game – even if it’s a modest indie project you made on your own just for fun. Even if you don’t make it obvious, when you respect the player’s time, they’ll know.

Ben Serviss is a game designer and producer at NYC indie developer collective Studio Mercato. Follow him on Twitter at @benserviss.


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Comments


Christian Nutt
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You left off one of the biggest ones, IMO, or one that's quickly becoming one of my "main causes" so to speak -- which is a quickly navigable UI.

This is more of a point for games like JRPGs, I guess (though given the RPG elements creeping into most games, it's ever more relevant.) Basically, games should respect your time by having everything accessible and easy to get to in the menu system, and eliminate wasted actions (either physically walking to shops, or just having to manually move items one-by-one, etc.)

Basically, portable RPGs have really pioneered UI speed and flexibility and it's starting to become something I would look for in any game. Good examples: Crisis Core FF7, Shin Megami Tensei 4.

Also I've noticed that Pokemon XY has put a BIG premium on making the game overall faster to accomplish something compared to prior Pokemon games -- the game structure and activities are largely the same, but they've made a lot of tweaks to make it proceed quicker and more smoothly. There could be more, but it's a great start.

Anyway, that's my 2c.

Jonathan Ghazarian
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This probably sounds really nitpicky, but in Spelunky, starting up the game and getting to the daily challenge takes way longer than it should to me. I cringe every time I have to wait for the elaborate animations in the main menu to finish so that I can play the game.

Brian Peterson
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Great to hear about Pokemon XY making improvements on the UI side. My pet name for "overly long UI that isn't worth the time invested in navigating it" is actually based on the Pokemon franchise:

Watering a berry patch in older Pokemon games required skipping through several dialogue boxes and answering multiple Yes/No questions, all to do an action with minimal gameplay impact. When I see something like this in any UI, I call it "watering berries".

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Christian Nutt
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Easy on the Dwarf Fortress stuff. I don't know why this became your personal crusade, but there's no need to compose a symphony of hate for the game across our entire website.

Thanks.

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Chris Clogg
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I don't know how applicable this is to most games, but with Stratosphere (on iPad) we had no load screens. It wasn't a plan from the start, but the way the game was built just happened to end up that way (which was great).

On mobile especially, people are going to have shorter attention spans, so I think this article can be especially true for that platform.

Ron Dippold
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Nothing worse than a long unskippable cutscene just before a cheap boss - and of course the reload point is right before the cutscene. It wasn't even that good the first time!

Okay, that one's too easy, how about this one, since it hasn't been mentioned yet - confirmation dialogues on everything doing with game saving or loading. Gravity Rush is a recent bad one here - choose 'Load', it brings up the list of save games, you navigate, click game, would you like to load this game?, click YES, Okay game has been loaded, click Okay to confirm it has been loaded, then it finally gets around to loading the actual game. Just load and start the game! On game saves, the only thing you might want to confirm is saving over an older game. But after saving, jump right back to the game.

Of course this doesn't apply to most mobile games, or many other games now because other people realized how silly this dance was. But it does still come up, mostly from Japan.

Alfa Etizado
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Wish everyone would be okay with shorter and cheaper games. Lots of people still complain about shorter campaigns this generation, which isn't even true, and games avoid that with tons of padding. I'm okay with short games, 1 to 5 hour games, that's okay.

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Dane MacMahon
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This is why I can't stand MMOs.

Matthew Moore
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And why my wife can't stand games with combat.

(I assume I can piggyback here because you were making your comment to show how different mechanics can be seen as a waste of time by different types of players, thereby putting the onus on the developer to identify their audience when applying dictum "Honor thy player's time" rather than arbitrarily labeling certain features as time wasters.)

Brian Tsukerman
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I fully agree with this. There are still many cases of games padding their play time to convey a better value, but it feels more and more like a holdover from the time before high-speed internet. Even so, I find it hard to fault the mechanics, as these are often used with much more effect when they're developed for seriously. For me, the line between "fun" and "grinding" comes down to the first thing mentioned here: serving the aim of the game. When the actions I'm taking feel irrelevant to the characters goal, or when significant time has to be spent for little sense of mastery or reward, it's hard not to attribute the experience to padding, rather than consider the possibility that someone actually found that to be an enjoyable and worthwhile addition to the game.

Andreas Ahlborn
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And this is why most players I know hate QTEs.

A QTE is practically the abomniation of a cutsence disguised as gameplay.
And the reason why "getting a QTE right" feels as satisfying as skipping a cutscene.

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