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Designer's
Notebook

"Bad
Game Designer, No Twinkie!"
Lately
I have been playing a number of old games, and Ive noticed something
interesting in comparison with todays games. The technology has
changed enormously, of course. But some of the design mistakes we made
in the past are still being made in modern games. The same irritating
misfeatures and poorly-designed puzzles that appeared in games as early
as fifteen or twenty years ago are still around.
Herewith a list of game misfeatures that Im tired of seeing. This
is a highly personal perspective and your opinion may differ, but to me,
these are a sign of sloppy, or lazy, game design.
Boring and Stupid Mazes
The original text adventure, Colossal Cave, had two mazes. One
was a series of rooms each of which was described thus: Youre
in a maze of twisty little passages, all alike. The other was a
series of rooms described as, Youre in a twisting little maze
of passages, all different (or Youre in a little twisty
maze of passages, all different, or Youre in a maze
of little twisting passages, all different, etc.). These were the
prototypical boring and stupid mazes. Colossal Cave was the first
adventure game ever, though, so I cut it a little slack. But that was
over twenty years ago; theres no longer any excuse for doing that
now. Somebody gave me a copy of The Legend of Kyrandia a
few years back, and I played it with some pleasure right up until
I got to the maze.
Mazes dont have to be boring and stupid. Its possible to design
entertaining mazes by ordering the rooms according to a pattern that the
player can figure out. A maze should be attractive, clever, and above
all, fun to solve. If a maze isnt interesting or a pleasure to be
in, then its a bad feature.
Games Without Maps
I have a notoriously poor sense of direction inside buildings, so maybe
its just me. Still, in the video game world where all the walls
and floors use the same textures, places look too much alike. In the real
world, even the most rigid cubicle-hell office building has something
to distinguish one area from another a stain on the carpet, a cartoon
posted outside someones cube. I played Doom and had a great
time. I fired up the Quake demo, found out there was no map, and
dumped it. I want a map. Theres no reason for withholding a map
from me unless its just to slow me down, and thats a poor
substitute for providing real gameplay. Bad game designer! No Twinkie!
Incongruous or Fantasy-Killing Elements
Sometimes an adventure game will present you with a puzzle, or other obstacle,
that is completely outside the fantasy youre supposed to be having.
In my opinion, thats a case of the designer running out of ideas,
and its disappointing to the player. If youve taken me away
to a magical world where Im a heroic knight on a glorious quest
to rescue the fearsome princess, dont make me sit and play Mastermind
with the dragon. If I absolutely must play a game with him, it should
be Nine Mens Morris, but frankly, it would be more appropriate just
to thrash the scoundrel soundly.
This leads quite naturally to my next complaint, which is
Pointless Surrealism
A number of games have come out which eschew the standard SF/fantasy worlds
and instead plunge the player into a twisted and disturbing realm of yadda
yadda yadda. Let me tell you something about the capital-S Surrealism
of the capital-A Art world: its not just randomness. Real
Surrealism seeks to shock the mind into a new awareness of [ the human
condition | the nature of God | the meaning of compassion | etc. ] through
the juxtaposition of seemingly unrelated objects and ideas the
key word being seemingly. Although appearing bizarre and perhaps
even nonsensical at first, true Surrealism is informed by an underlying
theme.
I havent seen any surrealism in computer games that could claim
such noble goals. Most of it has looked to me like somebody said,
and when you reach the control room of the Doomsday Machine, therell
be a clown in there! Yeah! Thatll be cool! Surrealism
is like prose poetry: easy to do, but extremely hard to do well. Its
surrealism is not an adequate excuse for a poorly conceived vision
in the first place.
Which takes me effortlessly to
Puzzles Requiring Extreme Lateral Thinking
These are puzzles of the use the lampshade with the bulldozer
variety. The designer may think hes being funny or even surreal,
but hes really just being adolescently tiresome. Its lazy
puzzle design making a puzzle difficult by making its solution
obscure or irrational. You can add to the players play-time by creating
ridiculous obstacles, but youre not really adding to his or her
enjoyment, and thats supposed to be the point.
Puzzles Permitting No Lateral Thinking At All
You come to a locked door. The obvious solution is to find the key, but
its also the most boring, so maybe the game provides some other
way to get it open. But like as not, theres only one solution, whatever
it is.
In text-adventure terms, this was known as the find the right verb
problem you were dead in the water until you figured out exactly
what verb the game was waiting for you to say. Break? Hit? Smash? Demolish?
Pound? Incinerate? And a lot of games today have the same problem: an
obstacle which can only be overcome in one way. The game doesnt
encourage the player to think; it demands that the player read the designers
mind.
In the real world, think of all the things you can do with a locked door:
- Find
the key
- Pick
the lock
- Force
or persuade the person who has the key to open it
- Trick
someone on the other side into opening it (maybe just by knocking!)
- Break
the door down, burn it, cut it, dissolve it with acid, etc.
- Circumvent
it go through a window instead, or cut a hole in the wall.
The list
is limited only by your imagination.
OK, I know this is a tall order. As a developer, its difficult and
expensive to think of all the ways that someone could try to get through
a door and to implement them all. Still, now that we have the have the
power to create deformable environments that is, your
gunshots and explosions actually affect everything in the real world and
not just your enemies its time to add a little variety to
our worlds, to reward players who do some lateral thinking.
Puzzles Requiring Obscure Knowledge From Outside the Game
I owe this one to my friend, the genius puzzle-master Scott Kim (http://www.scottkim.com).
I didnt think of it until he read a draft of this column and pointed
it out to me. This is a cheap trick, and even more irritating than inside
jokes. No, I dont know the name of the third track on Sgt. Peppers
Lonely Hearts Club Band, and if its vital that I know it for
the game, then the game is just weird. (Trivia games like You Dont
Know Jack are of course excluded from this gripe with them
you know what youre getting into.)
A Switch in One Room Opens a Door In Another Room A Mile Away
Nor does it have to be a door I mean any item which affects a game
obstacle a long way off. Doom was guilty of this a lot, but the
worst example ever was in The Hitchhikers Guide to the Galaxy,
an Infocom text adventure. In that game, if you didnt pick up the
junk mail at the very beginning of the game, it was unwinnable at the
very end. This misfeature is profoundly and pointlessly irritating. With
the exception of refineries and nuclear power plants, in most places in
the world the knob for a door is wonder of wonders in
the door. Its another example of lazy puzzle design, making
the problem difficult not by cleverness but artificially extending the
time it takes to solve it.
Only One of [some large number] of Possible Combinations Is the Right
One
More lazy puzzle design. At the end of Infidel, which was another
Infocom adventure, you had to do four things in a certain sequence. The
number of possible combinations is 4! (four factorial, or 24). There was
no clue whatsoever as to the correct sequence; you just had to try them
all. Yuck. Yet another time-waster with no enjoyment value.
Kill Monster/Take Sword/Sell Sword/Buy A Different Sword/Kill Another
Monster
...or in other words, the canonical RPG experience. You may have heard
John F. Kennedys joke that Washington D.C. is a city of southern
efficiency and northern charm. Well, in my opinion most RPGs combine
the pulse-pounding excitement of a business simulation with the intellectual
challenge of a shooter. I play games of medieval adventure and heroism
to slay princesses and rescue dragons; I dont play them to spend
two-thirds of my time dickering with shopkeepers. I want to be a hero,
but the game forces me to be an itinerant second-hand arms dealer. Earning
money by robbing corpses doesnt make me feel all that noble, either.
You Have 30 Seconds to Figure Out This Level Before You Die
With the length of time most games take to load their core modules, this
isnt clever or challenging; its just frustrating. If theres
a trick to the solution for which no clues are provided, then its
just another annoying trial-and-error time-waster. If clues are provided,
then you need a reasonable amount of time to think them over. The military
doesnt charge blindly into unreconnoitered territory or if
they do, they usually regret it. Expecting your player to do it is unreasonable.
If youre going to place your player in imminent danger from the
very first second she sees the screen, then at least one out of every
three of her possible choices should lead to safety.
Stupid Opponents
Another thing Im tired of is stupid monsters who lumber towards
you until you shoot them. This was the Doom technique, and that
of a million video games since the dawn of time. Instead of providing
you with an intelligent challenge, the game seeks to overwhelm you with
sheer numbers. Yawn. Space Invaders may have been brilliant and
addictive in its day, but its time to move on.
So lets get imaginative! How about some cowardly monsters who take
one potshot at you, then run away to fight another day? Or maybe some
monsters who duck in and out of cover? How about one that runs off at
the first sight of you and brings back half a dozen friends if
you can nail it on its way out, then it cant raise the alarm. Or
what about some who try to sneak around and come up behind you? Or who
offer direct battle, but run away when theyre injured, rather than
fighting idiotically to the death? Maybe we could have some monsters whose
job is to lure you out of cover so their friends can shoot at you. (That
was the role of the flying saucer in the original coin-op Battle Zone.)
Or even gasp! some monsters who are smart enough to do all
these things, like, say, people are! Zounds!
None of these ideas are new; its just that we dont see them
that often. Why? Laziness again. Dumb monsters are easy to program. Smart
ones arent. And its easy to balance a game with dumb opponents.
You just figure out the appropriate ratio of monsters to health
powerups. To make the game harder, you change the ratio. But its
boring. Lets put a little thought into monster design, give
our customers a new challenge.
Two other things Im tired of these are aesthetic rather than
design elements, but Ill throw em in for good measure.
Poor Acting
Bad acting is a distraction, no less in a computer game than in a movie
theater. It breaks your suspension of disbelief. When a bad actor is surrounded
by good actors, its especially noticeable, and you find yourself
praying that their character will be killed off. And most of the acting
in computer games is still pretty poor.
Fortunately, this is a problem that will probably take care of itself
in the end. Competition will force us to develop some competence in this
area. If we can manage to get up to the TV-movie-of-the-week level, Ill
be happy. John Gielgud and Katharine Hepburns talents would be wasted
in a computer game, where the point is supposed to be interactivity anyway.
Its better to do without acting in a computer game than to include
bad acting, and usually cheaper and easier as well.
Neat, Tidy Explosions
Look closely at a picture of a place where a bomb went off. Its
a mess. A real mess. Things are broken into pieces of all sizes,
from chunks that are nearly the whole object, to shrapnel and slivers,
down to dust. And theyre twisted, shredded, barely recognizable.
Things that are blown up by a bomb dont fall neatly apart into four
or five little polygons theyre blasted to smithereens.
I suppose for the sake of our stomachs well have to preserve the
TV and film fiction that people who die violently do so quickly and quietly
rather than screaming and rolling around; but I dont see any need
to pretend that high explosives are less than apallingly destructive.
Bombs ruin things lives and buildings. They leave the places
theyve been shattered and unattractive. Lets tell the truth
about them.
Conclusion
Scott Kim tells me that Im being a bit harsh by labeling some of
these misfeatures as lazy puzzle design. He points out that
puzzle design is hard work to begin with, and unless youre quite
familiar with the games of the past, its easy to make the same mistakes
again without knowing it. In addition, a lot of people come into puzzle
design from other fields like programming or art, and so dont have
much experience at it.
Ill buy that. But now that you have this handy list, at least you
neednt make these mistakes, right?
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