Vertigames

The Power of Game Design

Feb
24

Drawing Things Out – Part 1

Posted by Patrick

I’ve been playing Resistance 2 lately, taking in its new cooperative mode on the recommendation of a couple of friends.  Co-op in shooters has a long but spotty tradition, so it was neat to see Insomniac deliver a non-competitive experience with a different feel. This one gives the player one of three classes that can be leveled up independently by matching up to play short missions. Each class has a different loadout and responsibility when played: grunt, medic, supply. In addition, there is a resource that can be gathered during matches in order to purchase upgraded abilities and weapon packages.

It was a fairly addicting experience, as I pushed to each successive level like I might grind an MMO.  The matches themselves were entertaining on their own, with tangible sense of achievement every few rounds.  Unfortunately, I eventually ran out of gas, not because the game itself wasn’t fun enough…  but rather because each creature had 5-10 times the health of their single-player counterparts.  The campaign was a well-balanced shooter with crisp control aim and a great sense of power, but coop had me holding my machinegun on what should have been “popcorn” enemies for several seconds, watching XP pile up as I waited for each bag of hit points to fall down.  Quite simply, it didn’t feel at all like the shooter than I played when not online.

I cannot fault the concept of jacking up the time to kill each enemy…  it’s a time-honored tradition from many classic games.  In Resistance 2, it was clear that they needed to extend the experience and increase the effort required to bring each one down.  It’s probably a useful excercise to discuss why this might be.

The Numbers Game

One reason for enemies to soak up bullets in coop is to match the level of difficulty to the number of players.  If 10 players entered a level that was intended for just one, they would slaughter everything with their added firepower.  Some games ship this way, whether due to limited resources or to reward the effort that used to be involved to connect multiple PC’s for a coop session in the first place.   These days most do their best to notch up the challenge when new players join a session, and sometimes this is done by increasing the enemy toughness.   Diablo did this in the most overt fashion, by reporting to the player that “the enemy forces have grown stronger” when each additional player joins the game.  Behind the scenes it was increasing the experience level equivalent of all the enemies in the world.

Another reason for enemies feeling more invulnerable are in games with a progression track…  ones that reward the player for each hour of play with upgrades in ability and potency (like Resistance 2 does).  Unfortunately it’s easy to forget that in order to build a game where the player feels more powerful over time, you must hold back some of the most potent player abilities at the start of the game.  The player certainly feels a sense of achievement as he gains all the new kick-ass stuff over the course of the game, but sometimes that means he also feels anemic at the very beginning, where he has the least capability.  The damage potential for his weapons are less, his health is less.  His weapons aren’t as flamboyant.  Even the most basic enemies might take far longer to kill than they will later on.  This is a dangerous practice that must be handled with care…  these are the crucial early hours where a player should be falling in love with the product rather than feeling emasculated.

The Numbers GameSomehow this is an acceptable practice in RPG’s…  Those games are almost entirely about progression and acquisition, so it is expected that the player will evolve tremendously over hundreds of play hours (or thousands in an MMO).  But because of these incredible progression arcs, most RPG’s play what I call The Numbers Game.  You’ve doubtless seen it…  when players start off their game doing tiny amounts of damage to wimpy rats, but eventually grow to deal thousands of points while fighting giant dragons.  In these situations there is a continual arms race between the damage you deal and the health of your enemies.

For example:  I’m playing an MMO and start with a character who can deal an average of 20 points of damage to an enemy who has about 100 health. About 5 hits will take him down.   After some play time, I level my character to level 20, and can now deal 100 points of damage. Good for me! …except now most of the enemies have around 500 health. I guess it’s still 5 hits to kill one.  Finally, after months of investment I reach the coveted level 50, and I’m clobbering opponents with 1000 points per hit. Of course, you guessed it, my enemies have 5000 HP (or more).

This shouldn’t be a big surprise, because as you gain power, it would be anticlimactic to see a lessening difficulty…  we all want to grow up to finally beat that huge, scary thing that we fled from many hours of play ago.  Keep in mind what this means, however:  In a combat-centric game, a player’s primary metric of power is the number of hits per kill. (This abstracts to “the ratio of time investment per reward”… but that’s fodder for a later post).   But when I play the Numbers Game, do I really feel better about taking down a Level 50 Hoary Drake with my Level 50 character than I did taking down the Level 1 Scrawny Rat with my Noob?  The answer in RPG’s is often “yes”, but in shooters you can get in a lot more trouble.

The difference is in the essences of the genres…  RPG’s deal with skill advancement primarily on the character itself, as he “levels up” and increases his capability through higher numerical stats.   The player himself has less pressure to hone his actual playing skill, aside from juggling the new options presented to him when new abilities are unlocked.   He makes choices about how he wishes to advance, working with figures like “strength”, “speed” and “willpower”, even though they often just present different ways of hurting an enemy.  These various axes of advancement give the player something to aim for, a vast possibility space that he can explore and achieve in.

Since advancement is so tied to how the player’s capabilities are represented, the player keeps a much greater awareness of the numbers and how they affect him.  He understands and accepts that an enemy that is 5 levels above him is extremely dangerous, because the numbers say so.  This is totally fine, because most RPG’s are not about combat…  they’re about advancement, acquisition, and a bit of exploration.   (If you really believe that you played Diablo for the click-and-kill combat, I think I have some real estate you might be interested in…)

Shooters by comparison leave skill advancement largely to the player’s mind and body.  Your manual aiming ability is your primary “accuracy stat”, and timing, dodging and area management are all critical traits that don’t live in the game itself.   In most shooters the player’s character is just as effective with a pistol at the beginning of the game as he is at the end…  even though the game progressively demands more of the player himself with larger groups of foes and challenging level layouts.

Shooters also are tuned for action experience, living and dying by their weapon balance and ammunition management…  Killing one enemy is usually 1-3 shots, and an FPS starts to instinctively know which weapon is best for each situation.   This is the biggest reason that shooters are so seriously wounded by the Numbers Game. By increasing enemy health arbitrarily, the choice of weapon eventually becomes less important. Enemies that used to be demolished by a shotgun blast take several hits, causing players to switch from surprise or flanking maneuvers to attrition tactics. Pistols go from being the standby for taking out weak enemies with minimal ammo investment to becoming basically useless. Different skills and sometimes abhorrent tactics are adopted in order to succeed because the game becomes increasingly “unfair”.  Players might even start to think in terms of DPS (Damage per Second), a major metric in MMO’s and a strong symptom of the Numbers Game.

More Than Just Digits

So this argument does nothing to help out the intrepid FPS designer, who still needs to solve these difficulty issues…  He’s willing to do anything to make the game as fun for 10 players as it is for one, and to make gamers feel increasingly awesome for each hour he plays.  I don’t blame folks for falling back on the numbers when they need to; Diablo II is still my favorite game of all time, and when working X-Men Legends I personally applied the Numbers Game to near-excess (more on that another day).  

Solving this problem through other means is really hard, but going the Bags o’ HP route should be a last resort.  I’ll see if I can scrape up some alternatives in the next post.

Jun
19

Weapons of Awesome Power (and some less so)

Posted by Patrick

Marine with Pulse RifleLast week I got a nagging feeling that I needed to catch up on some of the latest games… I’d played and enjoyed Grand Theft Auto IV, as well as some other open-world and RPG titles, but occasionally there is a “huge” title that I just plain miss. This fall was a busy time…  while I’d played Bioshock and some (but not enough) of Assassin’s Creed and Mass Effect, I’d completely breezed by Halo 3. As a long-time shooter fan/developer I figured I owed it to myself to put in a few hours and catch up with what’s held up as state-of-the-art.

As I played through the first few levels, I got reminded of weird thing that always bothered me with the Halo series. The weapon you start with, the Assault Rifle, always starts the game on the wrong foot for me.  It always felt anemic and ineffective against enemies, and the third installment wasn’t a whole lot better.  I have no doubt that some of this might be a design choice, since it would be foolish to give the player a powerful weapon at the start of the game.  Of course you need a lot of room for growth so that the player feels a sense of achievement as he/she finds new weaponry. However, for a weapon so obviously inspired by the Pulse Rifle from Aliens (one of the coolest movie guns ever), it’s always been tremendously disappointing to have my anticipation have this gun look and sound so subdued, with little apparent effect on my opponents.

C’mon, watch this and tell me that you don’t want that rifle to be this badass sounding (around 3:00):

While I got past it and am now churning through Halo 3, the experience got me thinking about what elements make up a weapon that is satisfying to wield. Sure, making a weapon do more damage is what you’d expect, but there are a large number of intangibles that can add to the player’s shooter experience without disrupting the balance of the game.
Most of my roots are from Raven Software, where shooters are (mostly) a way of life. If there’s one thing that members of the studio preached constantly, most particularly my boss Brian Raffel, was that “the player must feel powerful”. It seems obvious, but a lot of times games don’t do enough to make the player feel like the gun in his/her hand is an unstoppable tool of destruction. This is about gratification and player expectation… Movies have trained audiences to expect that guns shoot massive plumes of flame and sparks and are accompanied by tremendous booming sound. In comparison, the sharp, loud crack or pop of a real gun can be a disappointment (although obviously they are intimidating nonetheless in person). Usually just modeling the audio and visual reality of a weapon isn’t quite enough.

Most games that have contemporary-style guns have a few standbys in their arsenal … the pistol, the machinegun or automatic rifle, and the shotgun. As an exercise, I cracked out a bunch of different first-person shooters and captured their weapons on video for the purposes of comparison. These games were:

  • Halo 3 (Xbox 360, 2007)
  • Resistance: Fall of Man (Playstation 3, 2006)
  • Half Life 2 (PC, 2004)
  • Quake 4 (PC, 2005)
  • Doom (PC, 1993)
  • Deus Ex (PC , 2000)
  • Bioshock (Xbox 360, 2007)

The Games

In each, I took shots of the weapon firing at a surface, and follow with shooting at a “common” opponent. The choice of a “common” opponent is arbitrary (and sometimes driven by convenience when I was capturing footage), but suffice it to say that I wanted to choose an enemy that the player was going to face frequently with a given weapon. A few of these weapons also have “upgrades” that make them more effective, but I wanted to provide feedback on how the weapon would be seen upon first picking it up… will the player be glad he did? Will he or she keep using it because it’s just awesome? Read the rest of this entry »

Mar
20

EQ the Return Part 3: Legitimizing your “Mistakes”

Posted by Patrick

After an exploratory return to the game, we mulled last time over how “abhorrent behaviors” in Everquest became acceptable, reasonable tactics for players.  As silly as they were in the game, the players were still having fun, perhaps only at the cost of detracting from the immersion in game’s fiction.  Of course Everquest’s world seemed to be pretty much a lump of 20 years of the creators’ favorite Dungeons and Dragons campaigns (Racial languages? Foraging skills?) so there wasn’t a whole lot of immersion to break. 

Spawn campingOf course that was okay!  They were forging new territory…  While Ultima Online was the first large-scale success in the online space, with Everquest it got even more widely-accepted…  and new gamers were still enamored with this persistent multiplayer combat-and-socialization model and discovering what they enjoyed doing.  If people found, say, staking their virtual claim on a small collection of huts, systematically killing every orc that appeared there to be effective (that is, spawn camping) perhaps there’s something to it.  These gamers didn’t want to wander around and trust that a patrolling creature might not jump them at the wrong time, but rather find an area of a reasonably predictable challenge and socialize while they waited.

Subsequent games tried to change that habit.  Dark Age of Camelot gave players an extra XP incentive to kill creatures that hadn’t been killed in a while, encouraging them to move between spawns rather than stick to a single one.  Star Wars Galaxies had the interesting take of creating monster “hives” that continuously spawned its supply of mobs until it culminated with a boss fight, after which the hive was destroyed.  A shame that the world wasn’t an interesting place to venture out in otherwise. :-/

But in both those cases they tried to change the core behavior of those gamers, which was to seek out a location of stability where they could grind in peace.  In most cases MMO’s since Everquest has tried to create alternatives, but I’m not aware of any (with the possible exception of Galaxies above) that tried to create new gameplay around it.

I actually find that surprising because in many cases game developers are pretty good about taking an odd bit of unexpected gameplay and turning it into an asset.  Take the practice of kiting, for instance, where a player uses a combination of damage and incapacitating powers to keep a powerful creature at a distance while they slowly whittle them down to their eventual death.  In Everquest, this was seen as an abhorration that allowed players to kill things that were genuinely higher than their appropriate level.  A series of nerfs ensued to try to rectify the situation, but the tactic (there’s that word again) entered the basic toolkit of the everyday MMO player. 

These days, kiting is less often frowned upon and considered more of a valid tactic in games like LOTRO and City of Heroes, although maligned by some.  It still bears the mark of being player-driven, however…  there are occasions where players accomplish feats that the designers never even dreamed of, like these WOW players that awesomely kited a devastating boss into the main human city of Stormwind.  My hat’s off to you, lads. 

Anyway, games are full of unexpected surprises that delight gamers and even their creators.  When id Software added knockback damage to rockets to Doom and Quake, they didn’t initially do so with the intent of creating the technique of rocket jumping (that is, to fire your own rocket at the ground to blast you high into the air).  This only became apparently through play.  However, once it happened, they didn’t shut it down.  In subsequent games like Quake III they made it easier, and better balanced the risk-reward of liftoff versus damage taken.  These days, Team Fortress 2 has turned these antics into practically a twisted, explosive ballet.


Consider also the “errors” that gave us attack canceling in Street Fighter II (brilliantly explained in this article by God of War’s Eric Williams) that led to the lengthy combos that are integral to tourament play over 15 years after the game’s creation.  The ridiculous pistol juggling seen in Devil May Cry, where a “bug” caused a damaged creature to stop falling, was embraced by its creator and set itself as the hallmark move of the game.  The entire game of Deus Ex relied on emergent gameplay (whose very definition implies unforseen uses of gameplay elements) to deliver the player an experience made unique by their solutions to problems placed before them.

Without these “accidents”, gaming might be a lot less interesting these days.

Oct
20

The Halo Shields Rock

Posted by Patrick

Thumbs up to Halo shieldsAh Peter… I see you like making a statement. Awesome, this blog is a mix of all our opinions, and you’ve done a good job of backing up your own point of view. I’m not particularly suprised about your reaction to Halo’s health mechanics though… You’re an old-school online gamer, forged in the searing online fires of Mount Quake.

In contrast, as I’ve stated before, I like to play shooters (starting with Doom and its awesome shotgun) balls-out fearless, working out interesting ways to leap into the fray and rely on guts and skill to get the job done. Sure I like sessions of strategy too, but there are times where I just enjoy acting like a hero and being rewarded as such. I don’t even mind getting mowed down in tragic fashion if it’s due to my bravado. Such an approach does play havoc with my survivability in certain online contests (notably against Mr. Carlson), but I have fun doing it nonetheless.

The classic 100% health model, however, played a bit at odds with my play style. For me, each room or area of Doom is a fairly self-contained challenge, but upon completion I might have lower health than is practical to move onto the next session and still survive… you can’t always rely on the placement of health kits to get you back up to snuff. I’d often load up a save and try to get through that area with more health. This honed my skill and let me practice new ways of clearing a room, but as time went on, I found myself starting to play the game very “safe”… luring enemies around corners, slowly harassing opponents and so on. Doom suddenly became a very slow game to me. I enjoy tactical exercises like Rainbow Six as much as the next guy, but it wasn’t what I was looking for in a classic action shooter. Read the rest of this entry »

Jul
09

Making the Rules: Realistic Battles vs. Fun Fights

Posted by Patrick

There are things that developers grow used to over the years. One of them is the regular appearance of articles that basically say “Make better games!” or “Where’s my next-gen, bitch!?” They generally contain a laundry list of expectations, such as this one:

Where are the FPS bad guys who can adapt their strategy on the fly? Enemies who themselves have six different guns and switch up according to what the situation calls for? Bad guys who work in teams, who strategize, who create diversions to distract you? Where’s the enemy Solid Snake who sneaks up on you with the silence of a ninja’s church fart?

We have seen this argument since the days of Wolfenstein 3D, and it’s our own fault, really… We’re the ones who push the player into more and more realistic places. What should players expect from an incredibly realistic environment, except an incredibly realistic experience?

Read the rest of this entry »