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  • Mattias Gerdt, Music For IGF Nominee Cobalt: Part 1 [Interview]

    Oxeye Game Studio’s action platformer Cobalt has received honorable mentions in the technical and visual arts categories for the 2011 Independent Games Festival. It is also a finalist for excellence in sound design. IGF’s judges had this to say about Cobalt: “The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of [...]

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  • DIYGamer.com State of the Site + Updates

    Hello friends, fellow readers and indie game lovers. You may have noticed a distinct lack of content and updates from yours truly these past few months. Truth of the matter is that we’ve struggled to gain traction in a world dominated by up-to-the-minute news from mega blogs like Kotaku.com, Joystiq.com and, yes, even IndieGames.com/blog (for [...]

  • Same Ol’ Ball Game… Mount & Blade: With Fire and Sword [Preview]

    Earlier this year I had my first experience with a strategy series called Mount & Blade, and it’s successive sequel Mount & Blade: Warband. Despite being a huge strategy and RPG fan prior to playing these games I had, for whatever reason, completely passed them over when they were initially released. So, when I finally [...]

  • Nintendo Doesn’t Want “Garage” Developers, Who Don’t Need Nintendo

    Everybody wins! During this past GDC Nintendo of America President, Reggie Fils-Aime, told Gamasutra that the company wasn’t looking to “do business” with the garage developers of the world. Essentially, anybody who doesn’t consider themselves a full time game developer, either by choice or because they need another job to make money and support themselves. [...]

  • Have Many Laughs, Shoot Many Robots [GDC 2011]

    The Game Developers Conference is more than just showing off new technology for aspiring game developers and industry folk. In many ways, it’s a great place for developers to show off their work they’ve already completed to other developers and to people like us, the press (if we can so be called). So it was [...]

  • Mattias Gerdt, Music For IGF Nominee Cobalt: Part 1 [Interview]

    Oxeye Game Studio’s action platformer Cobalt has received honorable mentions in the technical and visual arts categories for the 2011 Independent Games Festival. It is also a finalist for excellence in sound design. IGF’s judges had this to say about Cobalt: “The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of [...]

    Related Posts with Thumbnails
  • DIYGamer.com State of the Site + Updates

    Hello friends, fellow readers and indie game lovers. You may have noticed a distinct lack of content and updates from yours truly these past few months. Truth of the matter is that we’ve struggled to gain traction in a world dominated by up-to-the-minute news from mega blogs like Kotaku.com, Joystiq.com and, yes, even IndieGames.com/blog (for [...]


  • James Back in my review of Daniel Remar’s Hero Core, I ruminated on the game’s unusually dignified management of the player’s progress. After the first ten or fifteen minutes, nearly the whole map is available to the player; from there the player’s exploration is bound and guided only by the logistics of the terrain and natural risk assessment.

    Since games have gotten complex enough to involve multiple action buttons, large persistent maps, and countless variable flags, developers have done their best to keep the player from getting too far, too fast; from wandering outside the proscribed zones where the designer has accounted for all variables, or feels that the player can safely wander without getting frustrated or confused. Part of the idea is to pad out the play experience, allowing the designer to spin a sense of scale and scope from a relatively small amount of material. Part of it is damage limitation, either for the player’s or the developer’s ostensible benefit.

    Progress limiters

    Most of the common methods to limit progress come off as either patronizing, disingenuous, or simply transparent. The laziest simply say “no” to the player’s actions or queries, and fail to provide any sensible justification. These limiters take away from the game’s sense of verisimilitude, in that the game’s responses to player action feel arbitrary rather than consistent and organic, and they also undermine a player’s attempts to learn and apply the game’s logic — which again robs the game of verisimilitude, in that without an intuitive grasp of the rules the player has difficulty growing past indoctrination phase and accepting the experience at face value.

    The omnipresent standby is the unconvincing blockade. Nearly every game since the advent of the memory card contains at least one invisible wall, or line of police tape that the character should be able to just step over, or orange cone or chair that could easily be kicked aside, or other obstacle that any healthy person could climb over or under or through or wedge past. Especially galling is when non-player characters can easily do these things — or even the player characters themselves, when the game switches to cutscene.

    The Legend of Zelda: Wind Waker is lousy with these moments, often to the point where the game point-blank talks back to the player. For the first third of the game, if the player tries to diverge from the expected path the game will yell back that the player is going the wrong way. The game rarely even provides a thematic excuse, like a pressing need to stay focused and beat the clock. For all its strengths, Silent Hill 2 often bewilders the player with apparently clear paths that the game deems inaccessible until the player trips some random story flag.

    The end message is that the player’s ability to assess and respond to a situation doesn’t matter; the only thing that matters is what the game expects of the player at any given moment. This message leads to a mentality where the player’s pervasive question is not so much “What can I do?” as it is “What am I supposed to do?” Aside from going against the fundamental spirit of videogames, this mindset is counterproductive both to the individual game and to the broader medium. Whereas people have a desperate need for direction, they tend to hate expectations. Although in principle every game is an attempt to manipulate the player’s behavior, unless the game’s object is to make the player feel like she is being played, a game should at least maintain a pretense of player control.

    A similar technique is to remove or limit aspects of the player’s fundamental control set until the game deems the player ready. In an extreme form you will find this in poorly designed tutorials, that lock away commands until the game has introduced them. When the tutorial is brief, as in Halo, this technique isn’t so bad. That game only takes a minute or two to explain, is forgiving in its instruction, and is simple enough that in that time it covers everything. Worse examples are games like Twilight Princess or Assassin’s Creed, that might take half an hour or longer to open up entirely, or Mirror’s Edge, which says “follow me” then in effect screams at the player for every error and throws the player back to the start with no constructive feedback. The result is that the player can go through the whole tutorial, and indeed much of the game, without understanding several key concepts. Result: the game comes off as harder and more confusing than it is, and despite huge pre-release interest it was a bit of a flop.

    An offshoot of both the control and the path limitation is an overzealous or clumsy implementation of Metroid-style lock-and-key power ups. Even in the best cases this mechanism can be painfully transparent, and reduce a game to the block-hunting of Metroid Fusion. In that game the player is often stuck in a room, and left to find the single block that the current move set can destroy. Other games are reduced to a question of “Where do I find [X power-up] so I can continue?” When you get to the point where the player knows the precise solution to a problem and is merely waiting for the game to grant it, you have a recipe for tedium. Again the player loses immediate control over consequences; until the game concedes that control, the player’s every action is meaningless.

    Again Wind Waker is especially weird in this regard; its inventory is filled with redundant or largely useless items. When an item does prove functional, its use is generally limited to a narrow portion of the game. Take the grappling hook, which covers the same territory as the hookshot; the only important difference is that you fire one at pegs, and you fire the other at circles. And the moment the game hands you another tool, such as the deku leaf or the boomerang, it forgets all about the earlier mechanics, leaving an inventory full of useless items and leaving the player to wonder why the game often ignores an equally logical solution to the one it expects.

    Furthermore, Wind Waker ridiculously pads out the acquisition of these items, leaving the player to suffer through hours of inconsequential back-and-forth quests before the game grants access to the next interesting nugget of design.

    Again, the justification for these techniques varies from overzealous hand-holding, out of paranoia that the player will be overwhelmed and reject the game as too difficult or complex, to simple pacing out of the game’s content, to an unwillingness to account for every possible consequence of the player’s actions. These are all poor excuses, and inevitably that’s what they come off as: affectations, designed to get in the player’s way.

    Of Risk and Resource

    Compare to the original Legend of Zelda, which lays its overworld and dungeons largely open from the start. I believe the player only needs two items (found in early dungeons) to explore the last corners of the overworld and two other items (each available from the start) to enter the remaining dungeons. Instead of locking the player away, generally the game uses psychology and resource management to keep the player on track. The woods and hills are dangerous, and so after some gentle prods most players will leave those areas until guaranteed a significant chance to survive, or to exhaust as few resources as possible. Thus as the player gradually increases in strength and ability, so does the player’s range of exploration and command over the environment.

    Other games that employ a similar blend of risk and resource assessment include Dragon Warrior, Phantasy Star II, and Lost in Blue. In most of these, the risks and the resources are different. Lost in Blue is particularly clever, in that the player starts out weak and famished, and so needs to constantly watch the time and energy spent on his daily hunt for food and materials. Thus avoiding the traditional threats of violence, the player’s only real opponent is the environment — well, that and the player himself.

    R&R progression also rears its head in Riven and Shadow of the Colossus, albeit in more abstract forms. In Riven, the player — an outsider — is only limited by a lack of understanding. As the player learns of the native culture, history, geography, and language, solutions present themselves as self-evident. Shadow of the Colossus takes a more existential turn by luring the player into questioning his motivation and purpose in relation to the game, thereby drawing a contrast between a search for meaning in exploration and a search for closure in completing the assigned tasks.

    I’m going to take a dangerous proscriptive leap and say that R&R progression is the ideal and correct structure for a videogame. I’m not saying that we need any more Zelda or Dragon Quest clones. We’ve had more than enough of those, thank you. I’m saying that the narrative sensibility to these games — however that sensibility might manifest itself — is as pure as a videogame gets.

    As a macro model of cause and effect, the Legend of Zelda overworld closely reflects the moment-to-moment dynamics of Ed Logg’s Asteroids or Centipede. It is a projection of the study of loss and consequence you get in every path not taken, in every jump misjudged. R&R progression is pure videogame, and until the end of time, whatever the genre or premise or ambition, anything meaningful to come out of this medium is going to in some way be rooted in this structure.

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    • TheCube 1 comment collapsed Collapse Expand
      Ah, gotcha, that makes more sense. I suppose I misinterpreted the article.

      So, I agree with you wholeheartedly, and can't think of anything more to say! Sweet.
    • Eric-Jon Rössel Tairne 1 comment collapsed Collapse Expand
      I'm not sure that it's so much a question of linearity as it is of the structure within the given canvas. Braid, for instance, riffs on the tropes of the platformer in order to ask what happens if you take away the reflex-based difficulty and causality, and replace it with a more studied understanding of the world's systems. As far as resources go, this isn't too different from Riven; you are limited not so much by artificial barriers as by your own grasp of the scenario. And the game, wisely, allows the player to weigh these resources. If you can't wrap your head around an area, and feel yourself getting frustrated, you're free to just waltz forward to the exit. Indeed, if you like you can walk almost to the very end without engaging with the world. Which in its way also reminds me a bit of Shadow of the Colossus.

      It's not like Braid locks the player in an area, and says that to escape or move ahead you need to figure out exactly what the game wants -- and then with no rational explanation disallows several solutions. The only part of the game that forces your hand is the very last world, which first requires that you have finished all the earlier tasks. Until then you are free to skip around and attempt the challenges whenever inspiration hits you. Indeed, the time mechanics mean you are free to fiddle with no repercussions aside from the loss of your own personal resources (time, energy) that tie into that primary limiter, understanding. All concerned, it's a fairly organic progression.

      Super Mario Bros. is essentially a linear game (far more so than Braid), and yet the entire game is a slow tutorial filled with easy outs and more advanced paths and techniques. Crucially, despite being limited to always walking right, you can touch and fiddle with almost anything in the game. It's not like the game arbitrarily walls off paths in order to keep a leash on you. It's understood from the off that the structure is straight ahead, and within that the game plays fair and respects the player's will.

      So I think I'm talking about more of an attitude toward the player's liberty than a strict narrative structure.
    • TheCube 1 comment collapsed Collapse Expand
      This is a great article, and for the most part, I agree with you. A video game with this mind set is probably the most respectful to the player's ability to make informed decisions and choose their own path. It also gives a real feeling of accomplishment and agency, even if the player is being guided in a way.

      However, I do think that there is a place for linear games. Braid is a good example of this, there is very little in the way of choice (other than what to play), but it's an amazing game and doesn't feel insulting to the player in the least. Braid functions entirely on linear interaction, and has no real resources to speak of. Yet, it's not copping (too much) from other media, and is still a great representation of the potential of video games as a whole.

      Also, I miss the days of glitches and really really weird stuff. It makes me think of Link's Awakening, where you could skip around on the maps and go places you really shouldn't be...it was actually a bit nightmarish, because tilesets would get swapped, and you'd end up stabbing an arrow-shooting grandmother or some such.
    • Adam Rotmil 1 comment collapsed Collapse Expand
      Oooh... A game entirely based on glitch logic. I like it! If I were in grad school, I might even call it post-modern. So suppose the apparent game has nothing to it, just one course, like those driving games with a background of Los Angeles that you can never ever get to, no matter how far and fast you drive. Hmm, boring, in fact, where's the finish line anyway? But then... People have to figure out that driving on the road doesn't lead to much of anything. How long would it take before someone figures out, hell with it, the road has nothing for me? I'm going over here. Okay, flowers are apparently stronger than cars. How about over here? And then... it opens up and you find the real game. Was there ever really a minus zone? Everybody wanted to go there and I spent hours with some kind of vine, trying to do what everyone said. Never found it, but wanted to. Malavolent intent... I like that. Sink through the grass and end up underwater, drive up the sky by ramming against invisible limiting areas that push you up. It would be tricky (but awesome) to deliberately code non-freeze glitches with slight possibilities, still without required courses of action, and huge terrains outside the boring fascade. To make it a platforms where people can make their own terrains would be even more cool. And eventually, you've gotta reach that background of Los Angeles, even if that means driving through a mass of giant pixels that unfold and you find yourself in a world of twisted and stacked flatland of helpful and harmful giant pixels.
    • Eric-Jon Rössel Tairne 1 comment collapsed Collapse Expand
      Glitches are another level entirely, both wondrous and creepy. I've long thought it would be neat to have a generic licensed game in an established genre -- say, a Mario Kart clone or a platformer -- that was subtly not-right in a few places. You'd see clipping or collision problems, say, or geometry tearing. Most gamers, who know how the bugs work, would ignore them and work around them. Yet if you were to slowly pick away, you would find yourself in a whole different world, a whole different game.

      Ideally for a while it should be unclear whether any of this was deliberate design. You might get the odd bit that feels a little arbitrary and out of place; graphical elements and sounds and bit of text or geometry that weren't in the normal game, then wouldn't have been, then should never have been.

      Everything there would operate on a mix of glitch logic and a hint of some malevolent intent. It would be like forcing your way backstage and finding yourself in increasingly unfriendly territory. You're clearly not supposed to be there, and yet you're forcing your way in, apparently making your own rules.

      This reminds me of dreams I used to have about The Legend of Zelda when I was ten years old.
    • Adam Rotmil 1 comment collapsed Collapse Expand
      It's a frank proposal, and I love that you are thinking deeply about gaming from the player's perspective, as in experience design. You've rightly pointed out the shortfalls of arbitrary and contradictory limiters. Although I am currently on a kind of old-school kick, your thinking is interesting because you propose to adapt from those early game-defining titles rather than clone them. Personally, I enjoyed Final Fantasy II on SNES, for a few reasons. You had to go out and fight to build up energy, but you wanted to. It was a goal, different from finding where the heck some golden key is (who likes searching for missing keys? I don't.). Aside from what you've say, I always did enjoy passing through a bug in early games, especially driving games like Stunts, where you ended up where you weren't intended to be, sped around for a while, and then some polygons would fly all over the place and you'd end up somewhere else. Not a solution, but it was fun to break the rules, at least for me. Your idea of commandless guidelines that rely on thought and assessment, rather than imposed rules of pathways, is exactly why the first movie-like version of Final Fantasy left me cold and I didn't bother with most of it. Shouts to SquareSoft though. It was brilliant that you had to cast a healing spell on the most evil enemy in FF2. Brilliant.

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