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Opinion: Sweating the Small Stuff - What's Still Wrong With Games
by Brandon Sheffield [PC, Console/PC, Exclusive]
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February 22, 2010
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[In this development-oriented opinion piece, Game Developer magazine editor-in-chief Brandon Sheffield lays out some all-too-common bugbears that have plagued games for too long.]
With 2009 come and gone, we enter a new decade of new challenges. But some of the old pet peeves still linger in modern games, and most of them can be fixed now. We needn't wait until 2011!
Lack Of Stereo Downmixing
I still play games on a two-speaker television, and so do a whole lot of other folks. Until the entire world has 5.1 surround sound -- which might take a while -- there needs to be a viable two-speaker option.
It surprises me how many big-budget games have this problem. Just the other day I was playing Army of Two: The 40th Day, I didn't realize until halfway through the intro cinematic that there was a narration track, because it was buried so low in the mix.
The in-game cut-scenes were a bit better, but not by much; critical dialog about what to do and where to go was hard to hear unless I turned my character to the side of the character speaking. From blockbusters like Far Cry 2 to smaller titles like BlackSite: Area 51, games continue to ignore the default audio setup of the average consumer.
Contextually-Different UI Buttons
You know those Windows Mobile smartphones that map the same buttons to different options in different contexts within the same program? And you know how everyone hates that? Consider that when designing menus and user interfaces, because a lot of games look a lot like Windows Mobile.
I love Dragon Age: Origins -- I put more than 60 hours into the Xbox 360 version -- but its menus are atrocious. Switching which buttons do what depending in whether I'm in a store or in the field, not allowing use of items in organizational menus but setting them to a separate subset of a different menu wheel -- these are not great ideas.
It says something about the maturity of our industry that a game can have an interface with that level of inconsistency and still be critically and commercially successful -- and which I will play through to completion anyway.
Poor Texture Streaming
Storage has increased over the years, in terms of physical disc media size as well as RAM and hard drive capacity. So why are we still waiting several seconds for normals and textures to properly appear in many big-name titles?
Texture pop runs rampant through the industry, even when it comes to the largest and most accomplished companies. Some teams can do it, some can't. It does depend on what type of game you're making at times, but really, I'm not sure there's a context in which a studio absolutely couldn't fix this, given the time and dedication.
No Tutorials
It's amazing that in this day and age, some games still don't offer proper tutorials. Tutorials that are fun and properly integrated into the narrative are ideal, but even something that just tells me how I should play would be great. Some games simply throw you to the wolves.
To pick on Dragon Age again, the game presumed a certain level of knowledge which, when combined with the confusing menus, led to me not knowing how to use an item to heal my injuries until about 10 hours in. I just decided to fiddle with menus until I could find the option. The game did inform me that I should heal, but gave me no indication of how I should do it.
Some players made fun of the gated tutorial in Halo 2, in which you had to independently test your left and right analog sticks before proceeding into the single player campaign. But just last week I played Left 4 Dead 2 with a person who had never touched a twin-stick first-person game before. For him, such a tutorial would have been useful. Even though he intuitively knew where he wanted to go and where to aim, never having used both sticks before, his learning curve was very steep.
Long Load Times On Consoles
I thought I'd end with something to make everyone feel a little better about themselves, because this is tough to fix, and it's easy to shift the blame onto console makers. Load times are incredibly difficult to get rid of, and I don't expect they'll go away anytime soon. But there are things we can be doing with background loads, loading during cut-scenes, using more advanced streaming, or even reusing or recombining assets as is often done in open-world games.
In the old days, we used to fear the "juggling monkey," the animated monkey that appeared on the loading screens of old Neo Geo CD games. Back then, we were waiting for several of megabytes of data to load. Iin the Dreamcast and PlayStation 2 era loading came down a bit, but now it feels like I'm staring down that old juggling monkey once again.
High Fives For A New Future
Games are getting more engrossing, more varied, and more complex, and I think the industry is moving in impressive directions. Every once in a while, though, it's good to take stock of the things we still haven't fixed before we move on to what's next. And this was only a fraction of what we need to work on. As luck would have it, there are only so many words I can fit in one article!
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If we used all this awesome power to make last gen games run fast then we'd be sitting pretty right now.
In my opinion, tutorials should be accessible either from the main menu or immediately from the beginning of starting up a new game. But if you go the second route, it should be skip able.
One other thing that bugs me is how in some games you are supposed to be a war worn soldier and the tutorial treats you like a new recruit. It would be more inline with the setting to have your character teaching someone else the ropes.
A good example of this is Dragonball Z Budokai 2. This game had a tutorial accessible from the main menu and in the tutorial you had Goku and others teaching his son to fight.
http://kotaku.com/5477343/red-steel-2-has-live-action-but-not-how-youd-think
I should add that while there might be a little schadenfreude operating here, the point is not some self-indulgent “PC > consoles” chestthumping. My view is that the whole game industry, of which the PC games I prefer are a part, does better when console games are designed to be as much fun to play as possible.
And I believe the reverse of that is true as well. So it’s nice to be able to comment positively on something -- in this case, that recent PC games in my experience haven’t been suffering from most of the problems that Brandon describes.
Stereo downmixing hasn’t been a problem in any PC games I’ve played lately, although I did have to twiddle Dragon Age: Origins a bit to properly orient dialogue on my quad-speaker system. Maybe needing to fuss with audio options before jumping into the game is a problem for gearhead PC gamers as well, and we’re just used to dealing with it?
Contextually-Different UI Buttons -- I have long despised modal controls since the days of vi and emacs, so I agree in principle with this complaint. But it’s usually not a problem on a PC with a keyboard and mouse; one-to-one mapping of actions to individual keys/buttons is almost always possible. On the other hand, PC controls can be a problem in incomplete ports of console games. Mass Effect 2, for example, refused to display remapped key values in on-screen text, which made early gameplay unnecessarily confusing. And Dead Space failed to allow some keys and mouse buttons to be remapped at all, which is inexcusable for a PC game. So this criticism might be a wash.
Poor Texture Streaming -- generally not a problem for the PC. The only time I see texture pop in BioShock 2, for example, is for a few seconds after restarting the game and loading a save. Even a fast-moving outdoors game like Crysis Warhead didn’t suffer much from this at all. My PC is probably a little burlier than the current average machine, however, so it’s possible that this could be more of a problem for the PC than I’m personally seeing.
No Tutorials -- because this is a question of game design, rather than technology, it’s something from which both PC and console games suffer equally. But I suppose I don’t want to complain too loudly on this one, as it’s starting to become a minor miracle to find a game that’s deep enough to *need* a tutorial....
Long Load Times On Consoles -- enough said.
On balance, Brandon’s concerns leave me feeling that maybe the worst problem for PC games -- other than the ongoing attempts to starve the platform to death -- is not technology, but design.
And on that score, there are still some old problems that continue to afflict both console and PC games.
Grist for another opinion piece, maybe? ;)
And Benjamin - Personally I'd choose longer (clever) load times over texture pop. It's certainly a complex issue!
@Benjamin: I'll pass on doing the math, I basically see what you are saying. We are creating games that are way too demanding of even the increased technology like what is in the PS3. The solution then is to scale back the tech requirements. Can the game be made without normal maps? Go for it then! This will also alleviate many business-related issues like over-working employees, understaffed companies, difficulty with management. I'm playing a lot of my older PS2 games again and thinking, was it really released so long ago, this stuff still looks really good! It's strange that being primarily an artist I appreciate gameplay more and think that often art requires a huge investment and grants minimal benefit increases to the end user.
Lots of these things are really just stupid to still have. Do I really have to wait 10 minutes or more when I want to visit a different area of MGS4 on PS3, so it can install? I realize the load times would be atrocious if not, but the install time doesn't help me much. Unless, like @Bart was saying, you look at PC games. Ok they take a few minutes to install, but none of that need be done again and again as I progress through the game.
Another interesting thing I'd like to note on the issue of tutorials: Games used to come with instruction manuals by default that covered the basics in a readable manner and often covered the advanced stuff too. I know no one reads them, but I used to, and still do if they are worth anything. And I have purchased quite a few digital distributions that have this content in softcopy for all consumers. So digital downloads aren't excuses. If you think about the instruction manual, it's actually sort of nice to be able to continue playing the game while reading tips from a book in your lap. No break from the game, no need to wait to get to the tutorial or to revisit a certain part. How do I do that combo move? Oh yeah, it's on p.16 flip flip, read: ^X<[]O ok, that's easy enough let me try it. Most of the time now I see instruction manuals that don't have anything or enough or aren't clear. Well, no wonder no one uses them. They buy strategy guides or go to gamefaqs.com, so it can't be the medium itself that has failed.
Stereo (or lack thereof): this is most definitely a problem for PCs, particularly laptop users (and there are more and more of them with the increase in availability for desktop replacement laptops at reasonable [but still too high] prices). At the same time, I use my old simulated surround system on my stereo with consoles and DVDs because I simply like the sound from my old, 30 year old speakers (and my 20 years old bookshelf speakers, too). ^_^ Of course, that doesn't address the TV speaker issue, either, so I agree with the point in that aspect.
Texture pop: My understanding of this issue is that it is often an engine issue (Unreal... perfect culprit). And yes, it happens on PC, too, quite often, even on high end machines (perhaps not ultra high end, but almost no one owns one of those, anyway... too expensive even if you try to build one, and most want to play, not build). I think perhaps the more important point is that having super-demanding images and high end sound doesn't have much to do with a game actually being worthwhile and, as was pointed out, is that games from the past are often better than what is currently being offered as far as enjoyability factor (and other areas, too, in some cases). Then again, that's why they still sell, even as rereleases, let alone secondary market.
Tutorials: I wouldn't use Dragon Age as an example to illustrate this problem because the manual for DA was pretty all inclusive except for Tactics (which is broken anyway, but I digress... they should've used Tales of Vesperia's tactics system, much better, imo, or even Star Ocean's). More importantly, as far as the menus on DA are concerned, the console version has (and had) bugs as a shipped product, Bioware has agreed with various posts about the problems, and still has not managed to work with Edge of Reality or anyone else to offer a patch to fix the problems (Rogues selection wheel broken due to not counting traps, poisons, etc correctly? great move...) Bioware obviously wants to compete with Bethesda as far as building a good modding community, but releasing a broken product isn't exactly a good way to start, especially not when you keep releasing DLC rather than fixing the product. All that being said, there are plenty of examples of lacking or poor instructions, of course, in game and in manual (or not in manual, actually).
Long load times: Bethesda managed to fix this, more or less, on Fallout 3. Granted, they built on prior experience. However, other companies with prior experience should be able to follow suit, at least theoretically.
I agree with Bart about attempts to kill the PC, but we all know that isn't really possible from a practical viewpoint. I doubt anyone wants the industry to go into a controlled environment... not as controlled as console-only development, anyway. I don't think that will ever happen within the entire global context, though. There are way too many tools and options on PC that will never be on consoles. Plus... well, there are games that simply work much better with mouse and keyboard, anyway, just as there is some validity to the view that some games work better with a joystick or other type of controller on console.
Really, though, this generation skyrocketed the console pricing due to the push to HDTV and all the other paraphelia. Used to be that a console system would be $200 or so and simply hook up to the TV you had. This generation has many games that really do not work on SDTV despite claims of "compatibility" (hah... when you can't even read the text, that's not really true). When games are made for 30 inch or larger HDTVs that cost another few hundred $$$ (for inexpensive ones) plus console prices of $300 (or more, originally), that's quite an incredible jump.
... and then there's rereleasing a title a year later on a different console but with content that should have been on the original release for the first console... but again, I digress....
If this kind of stuff confuses hardcore gamers who just are unfamiliar with one particular genre, then things must be extremely annoying to casual gamers who will probably not be patient enough to put up with dying multiple times at the beginning as they go through a strenous task of trial-and-error. This kind of thing needs to be addressed to expand their audience overall. Just do it like Gears of War did, though, and make the tutorial completely optional for those who are veterans.
I can relate to Ephiram's sentiment, once I get into the flow of gameplay, I don't like having my play interrupted so I can go back to school again. My preferred method is the initial tutorial level. Put me on a very linear path I can't deviate from, put progression blockers in my way, throw me a quick "Press Z or R twice" prompt up on the screen, then make me use those abilities to get past it.
I like my tutorials to be short, sweet, condensed and as close to the very beginning of the game as possible.
Also, I agree on the props to the Bayonetta loading screen. Though I really wish there was some sort of idle enemy with infinite hitpoints I could have practiced my combos on. You could only tinker with them while loading, trying to hit enemies with them is a much different experience requiring specific timing you can't get while whiffing the air.
I'd also add
Don't waste the players time!
Too often check points that force to watch the same cutscene or experience 10 minutes of game content to be able to try again is still present in many great games that I play through. Hell just reloading the level after a failure and waiting for nearly a minute or more feels like an eternity!
The amount of audio streaming has also increased (more simultaneous streamed sounds such as voiceovers, background music, etc.) which means current-gen games waste more time seeking back and forth between streams than previous gen games did. PS3 games often use hard-drive install to mitigate this. They can also afford to put multiple copies of data on the blu-ray to reduce seek times, but Xbox360 games often can't afford that size increase because of DVD size limitation. Some games (open-world games for example) need to load data sets that change very dynamically based on game conditions, so they have no choice but to seek back and forth numerous times to get to the data they need, and every seek takes 1/10th of a second or longer. Some types of game can reduce seeks by packaging their data more intelligently, but it only works if you can predict accurately at packaging time what assets will need to be loaded together, which really depends a lot on your game.