Thursday, January 29, 2009

Reward Schedules

One of the fundamental things I expect from a game is that it rewards me in proportion to the amount of time I spend playing it. This is why I can't stand games that are too long, because the rewards tend to come too far apart. But there are other ways that game designers miss the point and fail to reward in proportion with play time.

Wipeout Pulse is a pretty standard racing game. You do events, collect medals (ideally gold); collect enough medals and unlock more events. One of these events is a Tournament, which is a set of several races back to back. The problem is, you only get one medal for the tournament. There isn't any more or less or different skill than a single race, but I'm only rewarded 1/3 or 1/4 as much per unit of time played. This is really annoying, and I've now cleared the first nine (out of 12 and 4 bonus) race grids having played exactly one tournament. I understand the need for tournaments in an online game, to test player performance on a variety of tracks - but in the single player game, you've already done that by making me play all of them against the same AI controlled cars I'll play against in the tournament. [I wrote this paragraph before Wipeout HD came out. It has the same problem.]

There's a fine line between rewarding players for time invested and for skilled play, and I also get no satisfaction from rewards simply for time invested. David Sirlin has already written everything I want to say on this subject:
Here is what World of Warcraft teaches:

1. Investing a lot of time in something is worth more than actual skill.

If you invest more time than someone else, you "deserve" rewards. People who invest less time "do not deserve" rewards. This is an absurd lesson that has no connection to anything I do in the real world.
The problem isn't specific to WoW, though. Too many games, MMO and not, reward time investment over skill improvement. Skill improvement is often the result of time investment, so it's hard to distinguish sometimes. Still, there are clear cases of games that have unmotivating rewards, not because the rewards aren't interesting, but because they're handed out in the wrong ways.

My desire, which I don't think I've seen a designer formulate explicitly before, is that I want to be rewarded a number of times proportional to how long I play, but with a quality of reward proportional to how well I play; additionally I want my reward magnitude to diminish as I play things far below my demonstrated skill level. This is an oversimplification in some ways - varying the reward frequency randomly is much more effective than a reward every hour, for example - but is what I basically want. If I play a level for an hour and get 100 points, playing for two hours should get me about 200 points. If I play a level further in the game, I should get at least as many points, and also a special hat; if I play that level twice, I should get two hats.

To bring this back to Wipeout: Tournaments should reward me proportional to the number of races in them. A gold medal in a tournament should be worth 12 points instead of 3. The game already does a good job of doling out rewards with magnitude proportional to my skill level, by unlocking new harder, faster tracks when I beat the old ones. To balance that, playing levels from grids before my current one cannot unlock future ones, only raise my raw score.

Although the application for Wipeout and other arcade-style games is obvious, the general principle works when analyzing other games. In Sim/Tycoon games for example, it's easy to get a stable supply of money and rake in profits slowly forever. But you can keep building more and more complex parks, taking on more risk to prove your skill at the game and get a bigger reward - manifesting as more money faster, and a chance at an even more complex environment. Design elements like tech trees also make sure that to get the coolest things in the game, you need to task those risks and not just amass money.

In RPGs, I can grind for XP and level up my characters. But superlinear level progression means this stops being effective unless I push myself, and I'll never see new content - plot, environments, items, and so on - unless I move past the area I'm in.

Poor reward handling has hurt a lot of games for me recently - Assassin's Creed was enjoyable except the game's main reward mechanism is making you better in combat, when a key element of the game is avoiding combat. Fallout 3 stopped handing out primary character advancement 20 hours into an 80 hour game (by contrast, my Oblivion character has a dozen stats I could increase after 120 hours, but it stopped giving me exciting equipment, which Fallout managed up to hour 50).

Saturday, January 24, 2009

They Only Met Once

What we found out is that each of us is a bro, and an athlete, and a princess... and an onnagirai, stripper, crossdresser, and... some sort of bear thing? Plus the dude who seems to be an empty shell. I guess that doesn't really answer anything. Sincerely yours,
There's two things I want to point out about Persona 4.

It has the emotional maturity of a John Hughes film. It's pretty obvious in this case because of the similar setting and themes, but we're staring at a bog-standard high school coming of age story; not just standard in its themes but also its structure and presentation. Game designers should be pushing more comfort zone boundaries and offering a deeper analysis, especially in a game like this where the game is going to sell to the same group of people regardless of its content.

However, it has the emotional maturity of a John Hughes film. Standing next to the Porky's standard of the video game world - whether that's the incessant whining of a 15 year old Final Fantasy protagonist, or the precocious and unrealistic maturity of a 16 year old Final Fantasy protagonist - it's a huge leap forward in the same way Hughes's films were. For as little as it pushes, it's much further and harder than its contemporaries. Especially contemporaries in the same genre.

Monday, January 19, 2009

2008

I realize I'm a bit late to the new year's party, but trying to summarize an entire year is hard enough. If I tried to do it before the year actually ended, I'd be doing a disservice to DJ Max Portable: Black Square, which came in the mail December 30th. While one of my favorite games of the year, it's not going to make my "game of the year cut", for reasons I'm not entirely sure of myself. When talking about the best games of the year, how do I measure that? Disregarding that game preference is subjective, what priorities do I give to innovation (successful or otherwise), graphical polish, longevity? At least for me, there's a tendency to consider the ratio of my enjoyment to my expectations, which is why Black Square and others, like Metal Gear Solid 4, don't make the cut. Not unlike information theory, the games that meant the most to me this year are those that surprised me. Even if Black Square is what I'm still playing at the end of 2009, it'll have blurred together into itself and other DJ Max iterations. In reality the games of 2008 are not going to be decided here and now, but sometime in 2011 or 2012 when I say "holy crap, wasn't it awesome when I shot that barrel?" (I hope that never happens.)

There is another tendency which people have noticed, and this list is guilty of. It contains more games released near the end of the year than games from early in it. Pessimists claim it's because these are the games played more recently. I'd like to posit that, just maybe, we're getting better at designing games over time. The alternative is incredibly depressing.

No More Heroes
I cannot praise this game enough. While it's come under fire from many reviewers for its supposedly shallow open world and linear level design, those are exactly what makes it a perfect example of a game's narrative themes being reinforced by its game mechanics (and vice versa). Travis's world is stark and existential. Literally the only things to do in the game are kill, sleep, eat, consume, and (the ultimate goal) fuck. The existential crisis of a Final Fantasy character is shallow, because they will invariably face down their destiny - their purpose - sometime around hour 60. The existential crisis of Travis is very real, and the player faces the same one. Have you found an exit?

And aside from that, or maybe because of it, the game dodges the pretentiousness of MGS2 or Braid and is fun on a visceral level. Whether it's beating down a hundred goons or avoiding a crotch laser, you're enjoying yourself the entire time playing it.

Mega Man 9
For all the handwaving about "nonlinear gameplay", "player-driven narrative", and "immersion", here is a game that does them all with aplomb and no one even realizes it. The choices you make in Mega Man are those that really matter - the ones that affect the game mechanics, not the ones that change some text in a dialogue tree or chance the appearance of an otherwise irrelevant NPC. The Mega Man universe is immediately familiar to anyone over the age of 20 (and many of those under it) and the game leverages that to draw the player in with as much meaning (i.e. none) and far more emotional investment (how many broken contollers?) than most other games this year. As for immersion - do you seriously think about something other than this game while playing it? There's no downtime to rest and no mercy for the distracted.

The marriage of new design ideas to tight and polished old games that we saw in Bionic Commando: Rearmed and Pac-Man: Championship Edition is here as well. Downloadable expansions, time trials and leaderboards, and achievements - many of which acknowledge the game's fundamentally old design (can you imagine Halo 3 having a "beat this game five times in a day" achievement?) - all drive home the fact that we really did have some good ideas back in the 1980s.

Fallout 3
I wrote of the ratio of expectations to reality earlier; my expectations for this game were insanely high. Bethesda overdelivered. The game is deeply flawed, from technical and design views. But there's an equally deep satisfaction to be had crossing the D.C. ruins, seeing familiar landmarks, and exploring areas that feel genuinely undiscovered. In a year where level design took a backseat to flashy graphics and writing in so many RPGs, Fallout 3 shows just how much good level design can carry a game just as last year Mass Effect showed how poor level design can destroy one.

Soul Bubbles
A victim of the recent retailer-exclusivity trend, Soul Bubbles is a puzzle-"platformer" with a focus on a slow pace and accessibility. It should be studied by anyone who wants to know how to make a game with a shallow learning curve appease nearly everyone regardless of gaming preferences.

Honorable Mentions
I'm reserving final judgement on Mirror's Edge until the DLC comes out. I think that's the game this really wanted to be, even if the developers didn't know it until after they wrote such a horrible frame story.

Rock Band 2 per se is only an iterative improvement to last year's version. The key this year was that Harmonix showed they knew how to manage a community that now dwarfs most other online games in players and dollars.

LittleBigPlanet is the tip of an enormous iceberg. I think by the end of 2009 I'll know whether it should've been here or not.

Persona 4, Valkyria Chronicles, and World of Goo are simply games I have not played enough yet. They probably belong here.

Wednesday, December 31, 2008

"Live" Blogging the Endless Setlist 2

Here at Thwomp Factory we decided to ring in 2009 by playing the Endless Setlist 2 in Rock Band 2. Last Christmas many of the same people played through the original Endless Setlist, but this time it's 20 songs longer, and we're not allowed to pause (we went out to dinner in the middle of it last time). We're still optimistic that with ten of us, we can pull it off.

Since in the past we've randomly bumped start buttons every hour or so when playing, we've taped bottlecaps and dixie cup bottoms over the buttons on the guitars and drums. We don't have a wired controller for the singer's controller (the major flaw in our plan), but we made sure the battery was fulled charged.

We're six songs in now and everyone is still going strong; that means 78 songs to go. We estimate we'll finish at 1:16 AM.

10:37PM: Whoaaaa, we're halfway there! And actually halfway, not the definition found in Bon-Jovi Algebra.

12:48AM: Less than ten songs to go! We had a DVD reading glitch that made the game literally stop for about 15 seconds, but as far as we know that doesn't count as a pause.


Not much has changed, really. We're dreading the last couple songs, but this is definitely tractable.

1:19 AM: Hot. Malted. Chihuahua pants.

Sunday, December 7, 2008

Make Your Game and Play it Too

Because we like candy, and because she's German and the cover of the out-of-place box on the shelf promised a Hexenhaus, my girlfriend and I picked up a gingerbread house construction kit at the grocery store today. On the walk home she mentioned the resemblance between the cover of the box and Little Big Planet's art style.

HexenhausThe appeal of LBP and a gingerbread house (and some other toys, like Lego or Meccano) are much the same. The end product is something you really like - a video game, fancy candy, or a pirate-themed dollhouse - but it's even more fun because you've got some creative investment in it yourself.

It's a tricky balance thought. If you make something like Garry's Mod you get something technically impressive but without a lot of mass appeal. Garry's Mod is a fun physics playground but there aren't that many people that can take a raw physics playground and have long-term fun in it, let alone make a fun result for others. If you offer people a box of eggs, sugar, and ginger and see what they can do you'll probably get some nice cookies, but the number of people that'll make a great house is small, and the ones that can do it probably bought their own ingredients already. Given a box of generic primary color Legos with no instructions some people will do amazing things, but most will have more fun and make more fun things given a pre-built parapet or spaceship shell.

It's also easy to fail in the other direction. In Dungeon Maker: Hunting Ground it was really fun to build out my dungeon, but then playing through it was some of the worst grindy dungeon crawling I've done in years. Fighter Maker videos are a perennial Internet favorite, but watching crotch-punches for a minute an a half is all the enjoyment you're going to get out of hours spent creating your fighters. It's like building a gingerbread house only to find it actually tastes like cardboard. And no one wants to get a Lego post office when you could play with whatever a wall rocket racer is, or launch dwarves at trolls.

Lego Catapult
Gingerbread houses, Lego, and Little Big Planet let you start with primitive pieces if you want, but also give you high-level tools and plenty of big pieces and examples to fall back on when your skill or imagination falter. They're also capable of producing things that are desirable independently of their personal creative origins. I think these are the two qualities that we're going to need to see in modding tools and level editors before they really catch on.

Friday, December 5, 2008

Don't Show, Don't Tell

When someone asks "Why is writing in video games so bad?" the standard response is failure to follow the writing maxim "show, don't tell." I'm not buying it anymore. From Donkey Kong's opening cutscene to Left 4 Dead's tutorial, there have always been a number of games that understand the importance of showing.

The point of the "show" directive is it's generally better at conveying emotions than telling. That justification is useful for figuring out when telling might be better than showing in a book or film. So approaching video games, we need to ask - do you actually get much more emotional impact from watching a prerecorded cinematic, even if it does "show" instead of "tell"? Final Fantasy IX had an unexpected level of maturity in the direction of its cinematic scenes, but to people who already didn't like Japanese menu-driven cutscene-heavy RPGs there wasn't much more appeal.

When it comes to games, we don't want to show or tell - we want to do.

Do, or do not.
"Show" is boring.


I play a lot of horror games, which is a genre that figured out "show, don't tell" long ago. But Baroque, a horror roguelike, managed to trigger more controller-gripping moments than any of the recent Resident Evil or Silent Hill installments because it does as much as it shows. The player is dropped in a grotesque confusing world and given choices you have no information about - but the character is in exactly the same situation. As the character's abilities and knowledge grow, so does the player's, a narrative feedback loop that complements the Japanese roguelike numerical growth loop. (Awesome graph from John Harris in @Play.) The character's emotions are easily translated to the player because the player is doing something similar to the character. This kind of opportunity is absent from a film, where there's no interaction (in Baroque's case, mostly exploration).

An example from a more mainstream game is James Clinton Howell's analysis of Metal Gear Solid 2. Dense enough I can hardly summarize it, it frames the game's timeline as the relationship between player objectives and avatar objectives. When Raiden is frustrated at his inability to kill Vamp so is the player; when Raiden is naked and powerless the player's choices at each encounter are reduced; when Raiden breaks free of his personal hangups the player's formal abilities change and grow.

How can this actually improve games that already do a good job of "showing"? The romance between Zidane and Garnet, the primary and secondary protagonists in FFIX, is one of the key plot elements. It's told with a surprising amount of subtlety and nuance for an otherwise by-the-numbers Japanese RPG. For most of the game the player identifies with Zidane, and so is meant to feel some degree of romantic longing/attachment for Garnet. But Garnet is a fixed object, and if spunky black-haired princesses aren't your type, that emotion is missing and Zidane remains "that guy I'm watching" rather than "that guy I'm acting as". If the player had some indirect control over Garnet's dialogue and appearance (through in-narrative cues rather than a "girlfriend creator" at the start), the attachment is more likely to stick.

Tuesday, December 2, 2008

Faith rennt

As usual, I am ages behind everyone else in commenting on this. (To start with, I almost forgot I had this blog!) But the Guardian article on Mirror's Edge and the Videogame Aesthetics article on (lack of) realism in art direction ended up in tab proximity in Firefox.


Suspend disbelief for a minute and consider Mirror's Edge to be the licensed game for Run Lola Run. Both works feature a desaturated but still bright palette, using red to highlight key objects to interact with. But the similarities extend beyond the art direction. Both use a conventional-unconventionally-attractive female protagonist; both have an environment, a city, as an antagonist as much as any individual person. Both have a thematic focus on repetition until perfection.


That last part interests me most, because that's the part where the game takes a theme of a movie and does something medium-specific with it. It doesn't borrow the plot and it doesn't borrow any characterization; it doesn't need to. What defines Run Lola Run as a film is the use of repetition for unique (relative to other films) visual and emotional impact. What defines Mirror's Edge is its use of repetition in its interaction, its focus on speed runs and time trials. When most games are advertising the depth of their dynamic worlds this is one that challenges the player - sometimes almost mocking - with the staticness of it. The mechanical essence of the film has been translated, making a game experience as fresh within its medium as the film did in its.

When Keith Stuart says
Because, if it were a movie, Mirror's Edge would be critically lauded by the specialist film press – it would be considered a forward-thinking masterpiece.
We don't need to consider it an "if" - Run Lola Run won over two dozen awards.



I guess this post wouldn't be complete without me chiming in about the game like everyone else did. Mirror's Edge is one of my favorite games of this year, but I think it copped out at the end. It's not the only game that started out combat-light and gave in during the climax, whether for lack of a better idea or as a concession to sexy trailers and mass appeal. Thief and Dead Rising come to mind as non-standard-combat games that stumbled at the end. Gun and Bioshock went from mostly freeform combat to a heavily scripted final boss battle that bore no relation to the rest of the game. I'd hold up Portal, Fallout 3, and Metal Gear Solid 4 as recent games that delivered a climax and ending up to the standards of the rest of the game while making them memorably different at the same time. A few false steps is no reason to discount Mirror's Edge - the game delivers what it promises, you just have to play through an hour or so of bullshit in the middle of it. Compared to the amount of bullshit you'll find in the middle of other games, that's nothing.