It's another
week and it's time for me to talk more about game design. I began
this last week, and I have since learned a lot more.
There
is an amazing Youtube channel, Extra Credits, and if you are even a
little bit
interested in anything I said last week, or what I'm about to say
now, please go watch some of their videos. They are really excellent.
So,
why do we play games? The easy answer is: to have fun of course!
But
there is more to it than that. Many have said that This War of Mine
is in fact not a fun game, but that it is both compelling and thought
provoking. These things can be fun in and of themselves, but it goes
beyond that. This War of Mine makes you reflect on yourself and your
morals. It explores consequences, good and bad. As such this is a
good game, even though it's not exactly fun.
If
we however stick with fun for now, the question becomes, what is fun?
A very subjective question indeed, but there are a few things the
great majority of gamers do agree on. The best selling games
regardless of genre, have a few common denominators.
- They are approachable.
- They are challenging but fair.
- They have both depth and complexity.
What
does approachable really mean? A good example of an approachable game
is World of Warcraft. No one needed to know the first thing about
mmorpg's or indeed Azeroth to sit down and play. There was nothing
that was too hard to do or understand in the beginning. They even
sneaked tutorial elements into the starting area without you ever
noticing. It's no coincidence that WoW had 12 million players at it's
peak. It was good design.
An
unapproachable game is Crusader Kings II. I've tried, oh how I gave
tried. There are so many things you need to be aware of as soon as
the game starts and failure here, can spell doom. A good example is
the very first thing you have to do: pause the game. If you don't,
the AI will steal all the best available brides in Europe, leaving
you with the “dregs”. The game, to my knowledge, doesn't explain
this. You simply have to know it.
So
how is a game challenging and fair? Well, for one, it's always
consistent. Enemies can be brutally difficult to beat, but should
never exhibit new abilities they have never used before at convenient
locations, just to dick you over. A jump can be terribly hard to
manage, but it mustn't have an invisible wall because “you are not
allowed to go there”. If you can get there, you are allowed to go
there. The Dark Souls games are fine examples of tough but fair.
Another
example of fairness, is consistent power use. I talked about this
last week, but it bears repeating. Don't give the players abilities
that suddenly don't work for no reason. That's wrong and unfair. Give
a reason if you need to handicap the character. It also infuriates me
when a scripted event overrides my skill. In Fallout 3, I had a
character with maxed stealth skill. I could sneak up on anyone, and
escape from anywhere, without being seen. Except towards the end
where the Enclave manages to both detect me, and sneak up on me while
they are wearing power armor, in order to kidnap me. Bull---shit!
Depth
and complexity is a tough point. And since it requires both space and
time, and I don't want to ramble on for too long, I'll save that for
next time. Until then, have a fun week!
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