Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [16]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [11]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Airtight Games
Art Director
 
Telltale Games
Core Technology - Senior Systems Engineer
 
High 5 Games
Technical Artist
 
XEOPlay Inc
Game Developer (Mobile)
 
Kabam
Lead Software Engineer - Flash
 
Kabam
Lead Software Engineer-Ruby
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Web Fiesta Revolutionizes
Browser Gaming with
Full...
 
The greatest videogame
endings of all time...
 
TRION WORLDS AND CHINESE
ONLINE GIANT SHANDA
GAMES...
 
Dragons vs. Unicorns Goes
Solo
 
Spidermann named our game
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Analysis: How Assassin's Creed 2 Teaches Us To Make Our Own Fun Exclusive
by Connor Cleary [PC, Console/PC, Exclusive]
10 comments
Share on Twitter
Share on Facebook RSS
 
 
July 26, 2010
 
Analysis: How  Assassin's Creed 2  Teaches Us To Make Our Own Fun

[In this Gamasutra analysis piece, Connor Cleary discusses the importance of balancing logistical necessities with emotional engagement in gaming, using examples from Assassin's Creed and StarCraft to show that the ways players choose to personalize their game experiences greatly impacts their experience.]

I have heard several people complain that the combat system in the Assassin’s Creed franchise is too boring; anyone who has played either iteration will understand what I mean when I say that you can win any fight with one hand. But if you haven’t played them, here’s a quick explanation: you have the option of simply holding the block button and activating a parry against any incoming attacks, and since parries are also automatic counter-attacks there is no need to fully engage in any battle.

But it should be noted that Assassin’s Creed 2 offers a very wide variety of weapons and gimmicks and tactics to choose from which, if utilized, can produce some really interesting and epic battles. The drawback is that making use of that variety is not the most efficient way to fight.

So you might take some damage if you decide to try breaking the enemy’s arm to steal their spear, or if you try to jump up on a ledge and rain throwing knives down upon your pursuers. These are more risky than the simple block, parry, block, parry, block, parry—but they are also infinitely more fun, and making your own fun is important.

So where exactly does the division of responsibility lie between the game studio and the gamer in creating an entertaining experience? Clearly the game studio has to produce a quality title, and no amount of personal engagement can save a terrible game. But is it reasonable for us as gamers and consumers to expect every iota of entertainment to be served up on a platter with absolutely no involvement on our end?

The short answer is clearly “No.” That is not reasonable. Games are not movies; we are supposed to get involved.

Remembering The Real Sandbox

The longer answer, obviously, depends on the type of game being discussed. A highly linear game generally requires just a suspension of disbelief and a desire to keep playing. Simple silly-fun games—while great—are another story entirely. But as for the open-world type games, there is a reason we have attached the adjective “sandbox” to them.

Remember being a kid in an actual sandbox? An active imagination and a few simple toys were all you needed for hours of fun. That is essentially what the open-world design gives us. But in this case, our sandbox is a finely crafted alternate reality, and our toys are swords and bows and magic, or guns and bombs and gadgets.

We are given the ability to create our own events in these worlds, and to act out those events in ways that satisfy and entertain us on a deeper level. Did someone say something nice to you in Fable II? Go ahead, give them a jewel, or some chocolates. Did someone say something mean to you in Fallout 3? Go ahead, slip a live grenade in their pocket. But if there are no in-game benefits to doing such things, then why bother?

Because it makes you smile.

Sometimes these actions may come back to haunt you—like in Mass Effect or Heavy Rain—but this can also create a more engaging experience. If you’ve ever played Dungeons & Dragons or any similar pen-and-paper RPG system, you probably already know the satisfaction that comes with developing a complex character.

It involves exploring and detailing your invented character’s psychology and background, deciding his or her strengths and weaknesses. But it also means role playing both their virtues and their flaws, even to the potential detriment of yourself or your party—because it’s interactive fiction, and perfect heroes are boring.

Your Own Personal History

Take Dragon Age: Origins, for example: Maybe your Elf character has a seething hatred for Humans (because Humans enslaved the entire Elven race in the past) but is otherwise a good-natured hero. Your sharp tongue with Humans might cause you to miss out on certain opportunities, but it will also contribute to the feeling that this is your story, that you have created a unique experience for yourself.

But this kind of personal involvement actually isn’t limited to sandbox or character-driven games. Our imaginations are powerful story-crafters, and if we’re not afraid to use them we can add deeper immersion to all kinds of games.

A while back, I was playing StarCraft with a friend of mine—let’s call him Greg—and I found out something really interesting about how he plays. We were playing as Terrans (Humans) against computer opponents of unknown race. When we discovered they were Zerg (Bug-like monsters, think Starship Troopers’ arachnids meets the aliens from Aliens), he gasped and said “Zerg!” under his breath. He sounded genuinely scared, so naturally I laughed at him.

Greg later explained that when he plays StarCraft, he prefers to conjure up a little fiction for each round. He says, for example, it’s more fun to pretend that he is the leader of a group of human settlers trying to colonize a new world—rather than thinking like a detached, calculating, omniscient overmind. Because he had invested in that little fiction, the discovery of a Zerg base provoked a sincere emotional response. In taking it upon himself to add another level to the game, he created a more fulfilling experience.

Let’s take another medium as a final example: A psychologically charged movie is going to be a far more compelling experience for the audience members who allow themselves to be fully immersed and emotionally invested—while intentionally ignoring the fourth wall.

The same can be said of games and gamers. Meanwhile, if we spend every moment of our in-game time focusing on game mechanics and calculating how to maximize power and minimize loss, we will be seriously stunting our capacity to be moved and entertained in a genuine and more deeply satisfying way.

To be fair, leveling is important, damage output is important, and having enough money is important—no one wants to be a weak hero who is also broke. But having a fulfilling experience is important too. I think that creating a truly excellent gaming experience for yourself means finding a balance between logistical necessities and emotional fulfillment—and come to think of it, same goes for real life.
 
   
 
Comments

Tiago Costa
profile image
I cant agree more. I've finished Assassins Creed 1 (yes ONE) a couple of days ago, the game got into me. I loved every bit of it. I loved it so that I bought Assassins creed complete edition right away, and Im playing it now.
One of the thing that sold me the game, was the ability of actually creating my own mission structure for every assassination. I loved to climb every observation point, as I was making a short recon of the area, After that I tried to "liberate" the city (help the citizens)in order to make them back up my cause, after that I made the regular missions to get the information and only after that I would meet my mark. I Made 1 assassination per day, creating a story in my head for every assassination (not the assassination story itself, but how Altair got to his target) and I have to say that no game this year got to me as much as Assassins Creed did, it felt as good as Far Cry2.

It made me think on this matter exactly, the last time that I role played anything in a computer game was when my squad in XCOM would enter a mission. I was writing the story of my game, it was my OWN experience, and no one else. It was a completely unique game that I played that I could never share anyone. It was the story of Commander Spiegel and its squad against the invaders, the same way it was the story of Altair in which he alone stopped a conspiracy.

I've come to realize that games do not need stories.. games need plots, and you (as the player) fill out the blank spot through gameplay. And with this you create a unique game for yourself, and have fun.. lots and lots of fun..

Samuel Wissler
profile image
I agree. Assassin's Creed (both of them) are rough games for people who are just trying to optimize their way through them because they let you do that quite simply. I really appreciate the AC series though because that easiness allowed me to play more elaborately with pretty low risks. Since AC wasn't a punishing game I could fight very aggressively and do some pretty suicidal bits of free running that looked amazing when they worked out.

I definitely prefer that style of game; one that doesn't require much at a base level, but then rewards you (intellectually / outside the game) for trying more difficult methods. I think too many gamers these days expect games to feed them complexity for entertainment rather than leaving it up them to choose how to enjoy the game.

That said, I'm glad they're upping the AI aggressiveness in Brotherhood. It'll make the combat a bit faster paced more fun because the counter-kills should roll in a bit faster.

Corvus Elrod
profile image
Good essay, thanks Connor. I said the same about AC2's combat system and I'm making much the same argument about Fable 2's expression system in an essay I'm writing for Well Played 3.0.

From talking with a varied group of gamers, it seems to me that we have been trained to exploit systems for maximum efficiency and expect, often demand, that developers place constraints on their systems to keep us from doing so. I don't agree as I believe there's an important lesson inherent in the fact that, like in life, game systems can be exploited for greater external gain, but lesser personal satisfaction.

Sylvester O'Connor
profile image
I have to say awesome article Connor. I too have probably had 3 games do this to me. AC2 (which I only started playing 3 weeks ago and can't stop), AC, and my most favorite RPG experience, Elder Scrolls Oblivion.

Just for comparison, Oblivion allowed me to think about my character that I was playing and give him his own backstory for moving forward. With all the exploration it was awesome. I bought the GOTY edition and I will start on Knights of the Nine after AC2. The game even allowed me to buy a house and literally put my sword down and just explore and help people without always resorting to violence. I felt like a TV character or a character from a novel that in each book, continues on their journey of self exploration.

In AC2, I have heard many complaints about combat, but there is so much variety that I love it. I was able to aggressively beat off one opponent while another attacked, and I was able to counter with my hidden daggers and stab him in his neck. Immediately after that I was able to break someone's arm and take their sword. After that I stabbed and killed them while another with a hammer attacked in which I countered and staked them to death. After I dropped their weapons, and I hoisted myself to the top of a roof and looked down while other soldiers asked who did it. I ran off as nightfall was approaching like a properly trained ninja.

So I agree with everyone in the comments as well that sometimes, you can't leave the developer to create immersion into a sandbox game. When I was a kid, I owned plenty of toys regardless of how I obtained them. :-) But I had all 7 characters from Star Trek the Next Generation. I also had the miniature ships that came 3 in a pack. I had about 10 of them with some repeat ships. I was able to carry my crew from the Enterprise to planets that they had never been to and use other figures that were not part of the Star Trek universe as my new breed of aliens. It was so much so that I used Teenage Mutant Ninja Turtles as a breed of creatures on a planet that was mostly water filled. And Data was chosen to fight their master of combat. Not sure if anyone even remembers the turtle that was mutated but was a combination of all 4 of the others.

Another example of using our own imagination to power our thoughts. AC2 was challenging in every to me because everything you were able to do, you can do according to how you saw fit. We have to think on our own at some point instead of always being force fed. :-)

Gregory Kinneman
profile image
Connor, I definitely liked your point about Dragon Age. It's one of the few games (with Fallout being another) where I did 'bad' choices because they fit my character. The normal me would never insult a king, but here was my level 2 elf commoner telling him to go to hell.

I'd also say that part of what made games like Deus Ex and D&D so much fun was choosing less-than perfect ways of defeating your enemies. However, simply offering multiple routes or strategies is pointless if you don't provide the player with a few incentives to use those techniques. If it's too easy to parry all the time, and it's too hard to pull off other moves, you've created a bad gameplay situation. My guess (having not played it) is that AC2 makes it too difficult to try other techniques, so most players will find the combat boring. People may clear system shock 2 with only the wrench, but forcing the players to set meta-game constraints on themselves to have fun is clearly not the right way to solve the problem.

Corvus Elrod
profile image
I don't know, Gregory. I think it might be exactly the right way to solve certain problems. But I can see that providing in-game incentives for participating in the systems more organically would be a smart move.

Alex Franco
profile image
He's saying what were all thinking. Very well done.

Bart Stewart
profile image
> I think that creating a truly excellent gaming experience for yourself means finding a balance between logistical necessities and emotional fulfillment—and come to think of it, same goes for real life.

Yes.

Although I (like most of the commenters) would be inclined to use a more RPG-driven game than AC to make this point, I think the final point is excellent... with some tweaks. :)

Tweak 1: Why stop at logistical and diplomatic gameplay? How about tactical and strategic play as well? A phrase I've caught myself using lately is that a really balanced game exercises not just hands (logistics) and glands (tactics) but hearts (diplomacy) and minds (strategy) as well.

Tweak 2: While I agree that it's reasonable to expect the player to expend some effort in a sandbox gameworld to experience those diplomatic/strategic/logistical/tactical gameplay moments, the game developer has to provide the fundamental systems that allow players to express those playstyles. It's no good saying that players need to tell their own stories if tools for telling unique stories aren't implemented; likewise for the other playstyle preferences.

This was part of the grumpiness among roleplayers when substantial chunks of the RPG system in Mass Effect were deleted in the sequel: the tools needed to tell a unique story (through the abilities chosen for one's character, which affected the problem-solving approaches taken) were weakened. ME2 was still fun... it was just more like the same kind of fun that every other player had. Why was it necessary that my Shepard be very similar to your Shepard?

...

Those are just tweaks, albeit ones I think do matter. That said, excellent essay, and (FWIW) strong agreement on the conclusion.

David Hughes
profile image
I haven't played AC or AC2 yet--my back catalog is already big enough! I can, however, speak to how much I enjoy sandbox gaming, especially ones like Oblivion and a "sort of" RPG like Red Dead Redemption that allow you to approach the story at your own pace. In fact, though vastly different in terms of scale and pacing, the relatively non-sequential nature of those two games is an interesting parallel.

For those who haven't seen it, a while back I wrote an article about how Red Dead Remption's pacing succeeds here: http://www.examiner.com/x-56957-Milwaukee-Video-Game-Examiner~y2010m7d7-Pacing-R
ed-Dead-Redemption-succeeds-where-GTA-IV-failed

And in my review, where that pacing failed (somewhat) at the end: http://www.examiner.com/x-56957-Milwaukee-Video-Game-Examiner~y2010m7d15-Red-Dea
d-Redemption-Final-Review

Great article!

Evan Moore
profile image
While I loved AC2, I definitely had some criticisms. For one thing, its too damn easy--once you get the biggest medicine pouch and armor of altair/get all the codex pages, its pretty much impossible to die. I thought games were supposed to get harder as you progress? The final battle against Borgia was SO EASY. (Hopefully, they fix this in Brotherhood) For another, game mechanics get introduced that you will need to use maybe once or twice--instead of expounding and elaborating on the use of existing techniques. Furthermore, there's not enough stealth in the game. If you desynchronized whenever you got caught in an assassin tomb, that would have made things a lot harder and more interesting. In most missions, it doesn't matter whether or not you are seen. I wanted to sneak around a bit, and be penalized for not using stealth, personally. And yes, combat is much too easy, and it doesn't really make use of most of the mechanics they introduce. If you use the hidden blades, you can pretty much counter every attack without fail. I like to use the dagger and taunt a lot, just to make it harder, but its still easy.

For another, there aren't enough music tracks in the game. I hate how being notorious "takes over" the music; as in only that one track will play, even if other music would normally play that would better suit the mood. There are maybe 3 different tracks for normal city themes, and while the music is not bad, only 1 of those tracks seems to get played the entire game.

Also, I really despise how they cut out 2 chapters from the campaign so they could later sell it as a DLC. That's just bullshit. We paid $60, let us get the complete game. Invent some new content, instead of cutting it. Without the DLC, there's not a whole lot to do in Forli.

I hope in the next installment, they will make it possible to miss ledges, slip, or otherwise screw up your acrobatic manuvers, because that would make it more interesting, rather than being a master climber from the outset of the game. Or at least have some kind of trade-off for your abilities; if you want to be good at one thing, you have to be bad or mediocre at another. Rather than being the bomb at every single thing you can do. That would make "do things as you see fit" a lot more prevalent, since you could choose your abilities and actually have to use the strategies you picked out. Rather than being able to be successful using any strategy.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.