GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 19, 2013
 
2K China
2K Concept Artist - 2K China
 
Wahoo Studios, Inc
PR and Marketing Director
 
2K China
Senior Rendering Programmer - 2K China
 
2K China
Senior Server Programmer - 2K China
 
2K China
Senior Game Designer - 2K China
 
2K China
Artist - 2K China
spacer
Blogs

  A Defence of the Walkthrough
by Mark Filipowich on 07/04/12 10:39:00 pm   Featured Blogs
2 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.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

While playing through a pre-release version Resonance for review, I came across a number of obstacles that I struggled to overcome. The difficult line that puzzle games have to walk is that the player must be stumped—but only for a little while. Unfortunately, given that my review was time sensitive, getting stuck lost much of its charm in the last few days before its release. However, just before its official release, developer Wadjet Eye Games sent an email offering a walkthrough to any reviewers that thought they might need it.

 

I hadn’t come across a puzzle that I couldn’t figure out, but I worried that that time was coming. So, with a slight sense of shame, I asked the developers to pass along the walkthrough. It was an interesting offer that is pretty unique to games. It felt almost like getting offered a ten page summary for a book review or an extended “highlights” trailer for a film review. It felt like cheating. But walkthroughs can add a layer of depth to games.
  
Conventional practice seems to be that only the resources and information provided in the game are “allowed” to be used and that any time that outside resources must be used is an indication of poor design. Walkthroughs and cheats are for second playthroughs. The first time through a game ought to be done blind. Yet the first Legend of Zelda included a real-life map included with the instruction manual to find all of the dungeons and there has been no backlash against it over time. Since then, using strategy guides for contemporary games is regarded as cheating. With the internet’s proliferation of walkthroughs (most of which are actually very good), it would make sense for walkthroughs to play a more important role in games.

 

I maintain that telling a game’s story outside of the game cheapens the narrative.  However, having the gameplay explained in step-by-step instructions can make an unplayable game enjoyable—and an enjoyable game immersive. Walkthroughs (or rather, any in-game challenge that requires the player to write notes on a pad or draw out a map or write down instructions) breaks the fourth wall. It ceases to be immersive because the player steps out of the game world rather than being drawn into it.

 

Games can’t work without a player, and generally the more that a game includes the player, the better the game works. But developers seldom use the real world as a resource anymore. The fight against Psycho Mantis in Metal Gear Solid may have been gimmicky, but everyone remembers it. The special characteristic of games is that they deliberately make the audience a part of the story, and there is a surprising lack of ingenuity in approaching that uniqueness. It would be interesting to have a game where a notepad was as necessary to completing it as the controller.

 

Even though walkthroughs are a major part of playing games, there’s almost a taboo against using them. Walkthroughs should not just be used as a last resort before giving up, and games that present information in such a way that you need a calculator or a list of notes to play them are not necessarily lazily designed. Games are becoming more important, their place in the real world is becoming more pronounced, and it makes sense that they should be designed with an awareness of that.

 

Originally posted on Popmatters.com

 
 
Comments

Kenneth Blaney
profile image
A major thing to keep in mind about "Resonance" specifically is that is was designed by people with two very different ideas about adventure games. Dave Gilbert of WadjetEye has a very straight forward "navigate the conversation tree/use the right items on the right things" adventure game philosophy. A lot of his games (very notably the Blackwells) are pretty good about dropping a bunch of subtle clues about what should go where and how. His use of professional voice acting helps a bunch to get those subtleties in. However, Vince Twelve stated that he is a bigger fan of the Myst like "mechanical" puzzles. There are a small handful of mechanical puzzles in "Resonance", but all save two are optional (without giving much away the boxes and the tunnel).

I think the key difference between the two is what happens when you get stuck. For the Gilbert type puzzles, the solution is to keep clicking on things to get more and more hints about what you might have to do. Ask yourself, "What information is being repeated?" because that is likely the info you need to solve the puzzle. The Twelve puzzles are the kind that stick with you even after you turn off the game. They've broke the 4th wall, as you say, but it is a type of 4th wall break that seeps into your brain because they are fundamentally about pattern recognition and abstract algebra.

That said, I absolutely got stuck in "Resonance" and I'm glad I was able to find a good walk through to get me back on track.

Roger Tober
profile image
Adventure games are a horse of a different color and walkthroughs or hint systems are pretty much a necessity. Personally I think they should be included and selectable from the menu. don't agree with ingame hint systems where you just push a key because it becomes too easy. Also, it's much better to give a layered hint system than a walkthrough. I consider walkthroughs to be a lazy answer.
But yeah, lets do more of these mental challenges. Gamers are getting older and I think it's time for a return to thinking games.


none
 
Comment:
 




 
UBM Tech