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Game Design Isn’t Rocket Science — In Some Cases It Is Harder
April 21, 2008

It is safe to say that I’ve played quite a few computer and video games over the years. As a reviewer for nearly 20 years, I’ve conquered worlds, explored new lands and in the course of it battled monsters, zombies and Nazis over and over. My big pet peeve remains innovation, a non-stop hot topic in the world of video games. 

Gamers constantly clamor for innovation, while game developers continually promise it. Yet more of the same is what routinely sells. Note that Halo 3 was huge, Grand Theft Auto IV will be huge and other than the upcoming Spore, everything else sounds like even more of the same. So what’s the problem? Well, I’ve broken it down into a list of a few problem areas. Most of these affect action games, but these are where innovation is promised most, and yet rarely delivered. 

Now With 50 percent More Nazis …

It doesn’t matter whether it is Nazis, zombies, Nazi zombies, invaders from another world, creatures from another dimension or just the local street gang … the point is that most sequels simply pack in more bad guys. If Call to Honor (a made up title that sounds like a World War II shooter) is a hit, than Call to Honor can do it again, often times just by reusing a few maps and packing in even 50 percent more bad guys to shoot. 

The problem is that this doesn’t make for improved gameplay, but gamers might think it does in the short term. Challenges can be very fun in games, and often times more can translate to games. But after a few levels what was once fun can get a bit tedious, especially if the game is especially linear — which most first-person shooters tend to be. Why can’t game designers understand that the 10 villains we don’t see can be more challenging than the 100 we do see? This could make for a more intense experience where stealth and cunning is a better course of action than direct charges against a ton of enemies. 

There Is No “I” In Team

If you’ve played any first-person shooter that puts in a role where you’re part of a team — and it doesn’t matter if said team is a World War II platoon or modern mercenary team sent to take down aliens – you probably wonder exactly why the other guys came along! Game designers routinely add these computer controlled “buddies” to make you feel like you’re part of a group. The problem is that almost all of the time you draw the short straw. OK, the game would be no fun if you waited for the computer to go on the cool mission, but why do you always have to play the willing go-to guy? 

Worse is the fact that these teams are meant to make it feel like your character has some bond with these AI troops. In fact, most of the time they’re annoying and get in my way. I frankly wish I could shoot them in the back before they get me into trouble!

Here at least we’re seeing some progress. Games such as Brothers in Arms have allowed you to issue orders to these guys, so they’re not just following an unchangeable script. Designers need to take notice. If I can’t play a co-op mission with a real-world friend (which I do have, I think), then I want someone watching my back. 

Mercenaries, Aliens And Gangsters: What A Motley Mix

The writing in games needs to improve. The back-stories for World War II games can’t change that much of course, but anything that involves alien invaders usually includes some sinister black-ops organization, double crosses, and hidden agendas. This is all there to make for more excitement, but you know what would shock me; how about a game where the aliens invade and I’m part of a regular U.S. Navy SEAL team, where we take down the bad guys, save the day and there is no secret motive. That would almost seem original! 

Likewise, are games imitating life, or is life imitating art? For nearly as long as there have been games a common theme is a private mercenary army fighting far off wars. With events in Iraq unfolding, maybe this isn’t so far-fetched, but I still have to question why just about every near future game involves mercenaries and more of the aforementioned double crosses? If video games are to be believed there will be no national armies in the future, and mercenaries should watch their back. Cry havoc indeed.

 Jump, Run And Hop Like Mad

Unless you regularly play a shooter, you might have a hard time understanding this complaint. In real life well-fit men and women can run and jump. Yet in too many action games characters can jump up and down endlessly to dodge bullets. I’d like to get a volunteer to try this in real life … it might be fun to watch. 

So why after more than 15 years of development have game designers not figured out how to stop this bunny hopping? It is annoying and it gives an unfair advantage to those who have mastered the skill. The argument is that as with other facets of games, this is something that should give the talented players an advantage. But I don’t recall seeing any hopping in “Saving Private Ryan” and I don’t do it very well in the games, so let’s get it rid of it! 

Those are just a few of the things that need to be improved. Feel free to add any other items that you think need to be addressed to improve game innovation.


Posted by Peter Suciu on April 21, 2008 | Comments (2)


April 21, 2008
In response to: Game Design Isn’t Rocket Science — In Some Cases It Is Harder
NeonKnights commented:

Bunney hoppers need to be made into hasenpfeffer!




May 1, 2008
In response to: Game Design Isn’t Rocket Science — In Some Cases It Is Harder
noodle commented:

That little bit of poison in original game design's coffee each day has a name: "profit margin". Unfortunately, it's really cheap to take the same game engine and toss in a few more bad guys and a weapon or two and call it a new game. Almost as easy is taking the same game ideas and putting them on new hardware, with which the hardware companies will be thrilled to help. Talent and creativity, on the other hand, are much more rare ...and expensive - game companies simply aren't going to pay for talent until it becomes necessary to sell games. As for the superhuman jumping abilities, there is a rather mundane area of realism that game designers overlook: fatigue. If jumping around like a cheerleader with a nose candy fix would actually make a character tired and require them to rest or recharge, we'd see a sharp reduction in the technique. From the gamer's standpoint, it might also be nice to have a weapon or aiming upgrade that lets me annihilate the little ____s in mid-air. (I second the call for a real-life volunteer - just TRY that ____ with me on a real paintball field...)





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