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  Why It’s Bad To Try
by Benjamin Quintero on 08/03/09 04:56:00 pm   Expert Blogs   Featured Blogs
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  Posted 08/03/09 04:56:00 pm
 

I recently started up a new game of Dead Space.  Overall I recall having an enjoyable time the first go around and thought I'd play the role of completionist and pick up a few extra achievements.  The first time I played Dead Space, it took me about 11 hours to beat the game, but I poked in ever corner and picked up just about every item I could along the way.  I also played the entire game with just the plasma cutter; using the ammo from the other weapons as sale items to help feed my need for power nodes. I suppose this was made easier by the download for the Elite Suit on Live. It felt kind of like cheating to start out with a level-5 armored suit but it was free and I guess that means they wanted me to use it =). 

There were a couple minor flaws in the game, like not knowing the subtle distinction between fear and anxiety...  The constant loops of pipe banging were more nauseating than fear inducing.  They often left me muting the game; especially while in a menu.  Fading the environment sounds while navigating through the store or upgrade kiosk would have been a much welcome addition. 

Other than that little nuisance, I'd almost call it a perfect 5/5 game...  Almost... which leads to the point of this post!  Games should not try to be something they were never meant to be; they should focus on what makes them fun and exploit that nugget of goodness.

There is fine line that we have to dance as developers; how do you make a game that is 6+ hours and keeps the player involved?  Some may argue that variety is the spice of life; and in life I would agree, but in games it removes us from what we've been trained to believe as reality. 

Dead Space for example, is a game that requires you to understand the strengths and weaknesses of your character.  This is something that you slowly develop over the hours you spend playing as that character.  You learn that he is clearly never meant to be a bare knuckled fighter, but instead a dead shot gun slinger.  You learn the limitations of his mobility and adapt to them as the game progresses and enemies become more bountiful. 

You develop strategies over time once your knowledge of his alternate abilities become second nature.  Hitting an enemy with Stasis then Force pushing them into an active air vent simply becomes another weapon in your arsenal.  So why, after all that time training; honing your skills, would you throw it all away for one of the most nonsensical pieces of game play?

I was extremely annoyed by the obligatory “I’ll drive, you shoot” sequence that was shoe-horned into the game; it would have been a better game without that mandatory plot part. I don’t see how they could have justified it in their heads that it was a good idea to go from a suspenseful horror game to an arcade style 3D Asteroids and think, "perfect, ship it!".  It was the one time I seriously questioned if i even wanted to continue playing. 

Beyond the fact that the sequence had no reason for being there, most other problems up to this point were resolved with simple puzzles, button presses, or clearing out any enemy threat with an iron fist.  I had to forget everything I learned up to this point and basically try to play a new game that I had no interest in.  Instead of simply hitting a button to, "manually reboot the weapon systems", and fight off a few bad guys, I was forced to play a game where I battled the perspective matrix from Hell.  Things flying directly at you in first-person is never a good idea.

To contrast this point I tried to think of other games I enjoyed that broke the pattern and still kept me in the game.  Halo came to mind.  The first time I jumped into a warthog it was the gunner seat.  I learned that this was a bad idea and promptly kicked the driver out; taking control of the game again.  I now had the freedom to completely abandon the warthog if I wanted to, or keep driving.  Either way, I was in control of my own destiny. 

My teachings to this point still applied since I could have easily jumped out and gunned down an enemy if I felt it was the best way.  Master Chief was never strapped into a chair and forced to shoot rocks for 5 minutes.

I had almost forgotten about this frustrating experience.  It took me this long to purge it from my mind and here I am again, standing at the front door of an asteroid theme park in the middle of a pet cemetery in space; debating if I really want to go through the numbing pain again... 

It's amazing how 5 minutes can ruin the next 5 hours of a game, isn't it?  I'm only this upset because it could have been a great game and this tiny barricade between me and the rest of the story has devalued my experience to just, a good game.

[Reprinted from a August 2nd, 2009 Blog on my website.]

 
 
Comments

Bob McIntyre
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I totally agree. So many games try to force in special modes, and they almost always suck because they take the player away from the core game-loop...you know, the part of the game that is the entire reason the player bought the thing and continues to play it. On-rails levels, vehicle sections, stealth areas, and underwater zones all just plain suck unless those areas are central enough to the game's core mechanic that they make sense. If there's a level in Metal Gear where you have to fight, or are not allowed to be spotted, that works. Putting a room where you can't be spotted in Jedi Knight 2...not so great. And I share your feeling, too. Whenever I get to that part of the game during a replay, I just want to skip it. Sometimes I even stop playing the game right there.

Luis Guimaraes
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I've always hated everything like this, personally the Tank mission in CoD2. So you need to play another (annoying) game to have your game back.

Christopher Wragg
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That said, I loved CoD4s Heli mission. That was an amusing diversion that was executed quite well, which I know is the exception rather than the rule....and yes, the tank section did suck. As do things like RE5s "I’ll drive, you shoot" section. I'm happy for other game modes to be placed in my game, they "can" break up the monotony a bit....but they have to be well executed, or they break game flow far to much to be at all appealing.

Raymond Ortgiesen
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@Christopher

I think CoD4s game diversions worked well because they were derivatives of the standard game play, rather than completely different games. In the AC130 gunship for instance, you're still focusing on finding targets, avoiding friendlies, and making accurate shots. It's just from a new interesting perspective.

Kevin Wei
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Okay, so you're arguing about the on-rails feeling. Basically, the player is stuck in a stationary mode, which you say sucks.

But what about the helicopter section from Modern Warfare or the kryll section in Gears of War? These are all shooters, and they focus on shooting. You can or cannot be moving while shooting. In the helicopter section you simply can't move at all; the only movement is in your gun. In the kryll section you can control the junker, but the level is linear so you're only going one way, and you cannot get out of the junker. So why is it that -these- particular examples are well received (see above comments) but Dead Space is not? I am curious.

Kevin Wei
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By the way, I was thinking co-op in Gears of War. I think you can only shoot in single player while the AI drives...but it's still fun. Why is that?

Luis Guimaraes
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The choper mission in CoD4 went bad for me, but just because I was playing in Veteran difficult. The bomber is quite easy but the tank one doesn't let you have too much to do.

Those game mode in RE4/5 and GoW are case where you still have your main gameplay and control scheme working.

Luis Guimaraes
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The choper mission in CoD4 went bad for me, but just because I was playing in Veteran difficult. The bomber is quite easy but the tank one doesn't let you have too much to do.

Those game mode in RE4/5 and GoW are case where you still have your main gameplay and control scheme working.

Raymond Ortgiesen
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@ Kevin

Because like I said in my earlier comment, those games are derivatives of the game's core gameplay. In Deadspace, that kind of shooting has nothing to do with the rest of the game, and feels quite out of place.

Rob Bergstrom
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This scene could have still worked if it wasn't so punishingly difficult. You yourself state that the character should be played like a deadshot gunslinger, so why not jump in a giant gun and shoot some targets for a while? It was just incredibly hard to see the rocks, very touchy controls, and I couldn't figure out how to pace my firing to not overheat the guns. I imagine thousands of less than dedicated gamers gave up on the game on their first go right there, or had to buy a new controller to replace the one the sent through the drywall. Crom knows I was close.

Kevin Wei
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I have not played Dead Space, but I am assuming that the mini-game of discussion is this asteroids thing: http://www.youtube.com/watch?v=T6QN5KQ42m0

Comparing Dead Space with Gears of War...both are over the shoulder shooters, and the shooting gallery sections of both games are similar. I don't see how the kryll section in GoW is well received (?)and the asteroids section in Dead Space is not. As you've said Raymond, shooting stuff is core gameplay, but blasting asteroids is not? I don't understand. I might be wrong here.

Benjamin Quintero
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I think that Rob nailed it; the punishing difficulty of Dead Space's asteroids game is what made it less bearable, and only harder by the fact that it was random with each attempt. This means that practice gained you nothing and that you can only hope for a good role of the dice.

Even the Gears' drive-shoot sequences were questionable at times. I especially thought the tank driving sequence in Gears 1 was misplaced. Gears 2 tried to resolve some of this by allowing the player to ride on a large platform and continue to use their own weapons and tactics to keep the enemy off of their rig. Not perfect, but better. Not to spoil any Gears 2 levels, but the sequences that were almost entirely drive-shoot through a fixed tunnel were fairly painful for me. Thankfully the difficulty was manageable and I didn't have to look back once the level was beaten. The Brumak level was enjoyable only because it was so empowering.

Maybe that's the solution :) if you are going to completely break away from the core, make it easy enough to beat quickly or simple enough to pick up and feel as empowered as you did before that point.

An Dang
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I'm not a fan of "mini-games" unless they're awesome games in and of themselves.

I did not like riding in that mine cart in the first Gears of War. And I don't like the majority of the side quest mini games in Final Fantasy X (dodge 200 lightning bolts? chasing butterflies that are near-impossible for a color-blind person to tell apart?). But I guess everyone has their preferences since some folks like Blitzball in FFX and some don't.

Dave Smith
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i've quit many a game because of rail shooting missions. The hacking and lockpicking in Bioshock was a tedious bore as well. if you cant make it fun, dont bother.

Jamie Mann
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I think Benjamin and Raymond have accurately pegged this one: the asteroids section in Dead Space was overly difficult to complete, frustrating to play and didn't fit in with the general flow of play. There's also an element of insult to injury, when the automated guns take over at the end.

It makes perfect sense to throw a bit of variety into the game, but it's equally important to ensure these don't jar the player out of enjoying the gameplay.

Blake Nicholas
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The only thing that makes the asteroid game hard is that there is a graphical "glitch" I guess it could be called in it. If your brightness is too low on your TV or set too low in game the asteroids don't appear as soon as they should so it gives you less time to destroy them. I turned the brightness up for this part and you can see them so far away that you can destroy most before they ever get remotely close.

Also, I played the game with the plasma cutter the first time and used other weapons and ammo as money as well. After playing it a second time, I came to the conclusion that the plasma cutter is actually the best gun. As far as recovery time and time to kill enemies it is the fastest and safest. I could pretty much go through the entire game without being hit and just using the plasma cutter.

Plasma Cutters
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I have also played the game with plasma cutters the first time and used other weapons as well. These new weapons could be more useful and helpful for those some one who really wants to play game with these weapons. if any body wants to know more about plasma cutters then they can visit flowing website www.longevity-inc.com

Thanks

Plasma Cutters


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