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  Analysis: Design Lessons For Uncharted: Drake's Fortune Exclusive
by Manveer Heir [PC, Console/PC, Exclusive]
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August 13, 2009
 
Analysis: Design Lessons For  Uncharted: Drake's Fortune

[In this column, Raven Software lead designer Manveer Heir analyzes the monsters of Naughty Dog's Uncharted: Drake's Fortune, and gleans some design lessons for how to improve them.]

Monsters are a key part of our culture. Whether it's vampires, werewolves, zombies, or any number of weird creatures we've created in video games, monsters have always been a huge draw. Much of Greek mythology revolves around the slaying of monsters such as the Hydra and Medusa.

The concept of something wholly sinister, wholly inhuman, and wholly foreign to us scares and enthralls us. These creatures don't exist in the real world, so instead we read about them, watch them on film -- and of course, kill them in video games.

The thing about monsters is they often represent something very supernatural and different. As a result, they can act any way we want them to and players will buy it. A monster can fly, teleport to any location, or turn you to stone by looking at you and players are willing to suspend any disbelief because monsters don't need to act like humans.

However, when we put monsters in a game, this freedom can pose a problem. Uncharted: Drake's Fortune, by Naughty Dog, exhibits this problem towards the end of the game with the introduction of monster enemies.

Design Lesson: When introducing new enemies, it's important to build off of the original strategies of combat instead of creating a completely different style of combat that is at odds with the player's original combat strategies

That's a long way of saying "don't make me change the way I play your game completely when you've taught me to play a certain way for the last six hours." Uncharted: Drake's Fortune spends a lot of time teaching you to use cover. It teaches you to stay behind cover, to move from cover to cover, to pick your shots and execute them carefully. It's not Halo, where you run around circle-strafing and firing from the hip.

That is until you get toward the end of the game and the monsters show up. Let's ignore the fact that monsters didn't fit my narrative view of the game world (I viewed the game world as being a realistic world, whereas I've had friends tell me that they viewed it as more of an Indiana Jones-style world where monsters do exist).

The issue is that the monsters' behaviors and the optimal way to defeat them is completely at odds with the combat for regular enemies.

The monsters have a melee attack only, and frankly it's rather powerful. They also have a tendency to swarm you and move fast, making it hard to aim and take them out methodically. They will attack you at once and kill you fast. You cannot sit still. The monsters encourage a frenetic set of behaviors. In fact, they encourage behaviors that are the exact opposite of what you do the rest of the game.

The first time I encountered the monsters, I tried to line up my shots and aim faster, not moving much from where I was. I died an awful lot doing this. Then I picked up the shotgun, started to run around in circles and fired from the hip instead of aiming, letting the auto-aim take control.

This is how I succeeded. Combat completely changed with these enemies. There I was running around in circles like an idiot just firing over and over until everyone was dead, instead of jumping from cover to cover, thinking about how to flank the enemy, and being patient.

So why is the run and gun strategy to kill the monsters so bad? Because nothing in the game ever prepared me for this style of combat. In fact, the game actively discouraged this style of combat, by killing me if I tried to run and gun.

I was taught, and fast, that I needed to be cautious. Instead of having their monsters build upon the basic behaviors and strategies I had already learned, Naughty Dog opted to have me change the way I played the game dramatically.

Instead, it would have been better for the game to encourage new behaviors and strategies that built upon the previous ones. For example, the monsters could required me to quickly move between cover and take shots instead of being cautious and biding my time, due to a ranged attack they have.

This would still have me using cover, trying to take the careful shot, but make me do it at a far quicker pace and up the tempo of the game. Or the monsters could have been used in conjunction with other enemies to make them stronger and more powerful, making it so I needed to take out the monsters first to make my own life easier. The game would force me to prioritize my enemies due to threat.

There are a number of ways the monsters could have been implemented better in Uncharted: Drake's Fortune. It's a shame that they weren't. Fortunately the monsters aren't introduced until late in the game and they aren't too prevalent even late. It certainly didn't ruin the game experience, but there was potential to take the game to the next level and I think the game missed that potential with their decision.

Having the monsters' AI force the player to build upon already taught strategies would have made the enemies more fun, engaging, and fit the game better. Instead, they feel out of place. Hopefully, this will be fixed in the upcoming Uncharted 2: Among Thieves. Until then, I can only hope any monsters reading this column will heed this advice and try to “play nice” with the rest of the game.

[Manveer Heir is currently a lead designer at Raven Software. He worked on the upcoming first-person shooter Wolfenstein and is currently on an unannounced project. He updates his design blog, Design Rampage, regularly and frequently discusses game design on Twitter. He is interested in thoughtful critique and commentary on the gaming industry and helping advancing the medium to the next level.]
 
   
 
Comments

Michael Nischt
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I have to disagree completely. Actually, I loved the change in 'tactics' (or just having to screw them, if you prefer).

In my opinion, not being able to take cover make sense for monsters because they won't. Also, I really was afraid when the zombies were showing up and just kept firing in every direction I noticed one. Being put into such an unprepared situation was a great deal of the experience for me.

Joel McDonald
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The original Far Cry is renowned for having the same exact problem. For the first half of the game the player is being trained on how to covertly sneak through the jungle in order to find just the right spot to snipe from. The dense brush of the jungle and the large distances are your friends. But then they throw the quick, melee-only Trigens at you and everything about "hiding in the jungle" you'd learned up till then is made null and void to a large extent. For a lot of players (including me), this ended up being a very frustrating experience.

Christopher Plummer
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I'm with Michael, I liked the change in style. And I'll go one further, I feel that it was necessary to keep the pacing of the story and the intensity of the moment. Reading this is giving me an awful feeling that designers are going to try and over analyze Uncharted in the way Resistance was over analyzed and stripped of a lot of its character.

Manveer, please remember that gamers that finish games aren't being trained. In the early levels, you're educating us on what we can do. But by mid-game we probably know more about your game than you do. Change it up, challenge us, and overall make it believable.

I got my butt kicked by the monsters at the end the first couple of tries because they created a sense of panic in me and I hadn't yet figured out how to deal with them. Well guess what? I figured out how to deal with them! I used the environment just like I had been all along. I backed in a corner and used the shotgun to maximum effectiveness, I climbed on platforms and led them into narrow hallways.

If anything, you should have given us some new mechanisms to deal with them like environmental traps and escape areas. But forcing a cover system not meant to deal with running enemies on players because that's what we learned early on will have the exact opposite response you are looking for.

Jason Conaway
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Manveer, your "analysis" is really just an opinion. You have failed to support your "design lesson" assertion with any substantive evidence. Instead, you have provided only your own personal experiences with just this game. One person's opinion of just one game, does not provide enough of a basis on which to draw such a general conclusion as you have made.

There's nothing wrong with expressing your opinion, but please don't misrepresent your opinion of one game as if it were a rule of design that might be found in some text book. Instead, it would be better to express your opinion and call for a debate on the subject. Ideally, though, I’d prefer to see a scientific study performed on design hypotheses, like yours.

Personally, my opinion of this design issue more closely matches Michael's opinion. I think that requiring players to significantly change tactics is a potentially useful design choice. I believe it should be done only after the player has had a chance to master the previously learned tactics, and preferably with some sort of warning to the player that their old tactics may no longer be effective. Personally, I've found that mixing up the style-of-play in this manner can mitigate player fatigue.

Lastly, please consider my comments as a criticism of this one article, not as a personal attack.

Darren Schnare
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I agree that changing the strategy of play can be a good thing. However, in my opinon it should be done only when the player has learned the new strategy. From my understanding this is exactly what we're all taking about here, including Manveer.

... "don't make me change the way I play your game completely when you've taught me to play a certain way for the last six hours."

Nowhere does this say that it's ok to change the strategy of play WITHOUT teaching the player the new strategy.

So let's keep our inner monsters at bay and play nice eh.

Michael Edwards
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The worst example I can think of is the final level of Lost Planet where you are expected to go from a ground-based 3rd person shooting experience to some sort of air-based mech experience with slightly different controls while fighting the final boss. There's no time to get used to the new controls and no real explanation as to what you're capable of, or need to do.

Christopher Wragg
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There's nothing wrong with changing the way a player plays the game completely, but you can't switch it up without some sort of learning curve. Saying, "oh well if the payer dies once or twice working this out it's ok" is the wrong way to think about it. The player shouldn't die because they're learning, while this will work, why make the player play the same section of game 2-3 times and call it "design" when you can give the player a short introductory sequence and reduce the impact of this shift, without any real reduction in pace.

To use a simple analogy, it's like grabbing a player from Gears of War on hardcore, dropping them in the final levels of Halo on legendary and expecting them to succeed without having any time to experience the different play style. Sadly there are a few games that suffer from this problem.

Ava Avane Dawn
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Darren: If it didn't say anywhere that is was ok "change the strategy of play WITHOUT teaching the player the new strategy", it does now. A hint system would be a given, perhaps by level design. I haven't played Uncharted, but in this case making the architecture surrounding the cover system symmetric, systematic and most importantly different from before. Making the monster rushing against the architecture and destroying it would still suprise the player but it would also be a very strong hint at what does NOT work in this specific situation.

Gustav Ziolkowski
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I agree with Michael and others. Changing up how the player has to approach combat keeps the game fresh. Also from a designer's perspective, I find it difficult to intensify the action while maintaining the same patterns/ai routines over the course of a whole game. The only problem Uncharted has in that regard - and it's a minor one - is that the monsters are not introduced properly.

Ironically, switching up the enemy behavior in Uncharted made me enjoy the last hours of the game even more. Normally, I suffer from player fatigue in the last hours of most games, since they just become harder and thus more frustrating. Uncharted is one of the few instances i dind't want it to be over already.


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