I wrote a bit about the iterative design process which all the creative industries evolve through before, which was originally going to be this piece. When things change and grown by copying and learning from one another there are sometimes hangovers from previous ideas. As gaming is a relatively young medium, its process of evolving and changing is still younger, fresher and rawer. This leads to even more hangovers and leftovers than we see in other creative media, as gaming struggles to find its identity and to establish the norms and conventions which will define it. But there are things we’ve been left with which have become conventions and are included “just because” despite them not being very relevant to a lot of game types. Including things because they’re in other games is stupid if they don’t suit your game and don’t add to it. “What things?!??” I hear you screaming? These things.
1. Starting with the shit guns
Does this sound familiar? “Hey, Jimmy Bigballs, it’s Colonel Labia here calling to ask you out of retirement for one last mission. Yeah I know you did those other three missions since you retired and saved the world from the space cats and the nuclear threat posed by the evil foreign people, but we need you again. There’s nobody else who can sneak into your evil twin sister’s secret volcano base and steal back the plans which show the vulnerable exhaust port which could blow up America. It’s going to be a dangerous mission which will involve you alone facing hundreds of well-armed, highly trained soldiers. But don’t worry, you’ve got the entire support of the US military behind you, so it won’t be so bad. We’ll be on hand to turn up during the final cutscene, and before you go we’re going to outfit you with this 9mm pistol and 50 bullets. That should be good right? You can find more weapons while you’re there, but not on the soldiers you fight because you can’t pick theirs up and use them. They’ll either disappear totally or just fall on the ground and you won’t be able to use them. That good for you?”

No! Fuck you is it good for me, I’m a fucking specially trained soldier being dropped into a hot zone. I have magic fucking pockets that let me carry 40 guns without being slowed down and you can’t give me a fucking M4 to start off with? Where’s the logic here? I get that games always feel the need to have you start off weak and get stronger, so you feel like you’ve progressed. That’s fine if I’ve got no backstory, or if my backstory is that I’m just some guy thrown into difficult circumstances. Maybe I’m trapped somewhere with no guns available to me, but if I’m getting a briefing from the military I should be getting a fucking gun and maybe some air support. If I’m using guns to fight, I should be able to pick them up from the people I killed. If I’m the new criminal in town, mixing with the seedy underbelly of the city I should meet people with a variety of weapons, not only people with pistols for the first few hours. Why would that happen? Did they all agree that when you’re an amateur criminal you’ll only use weaker weapons. I’d love to see what happened to that criminal empire when someone figured out that they could use their index finger to fire a machine gun without training it for three years with a pistol first. If you want me to be a new person learning to fight, then make that the story. If I’m a grizzled war veteran, I’ve probably already been trained with different weapons, and I bet I didn’t decide after years on the battlefield that a 9mm was exactly what I’d always need. How about increasing the challenge as the game goes on by designing more interesting challenges based around the skills I’ve been acquiring throughout the game, instead of artificially making it feel like I’m improving my shooting by locking away better guns? Maybe you could make the better guns harder to control, fire or use somehow, so that there’s a trade-off to having the extra power and it’s realistically more viable for a new player to start out using a pistol. Retards.
2. Turn based battles
I love JRPGs, probably more than most sane adults are willing to admit to in public. The hours I’ve cumulatively spent playing Final Fantasy, Pokemon, Dragon Quest, Golden Sun, Fire Emblem, Star Ocean, Wild ARMs, anything with Level 5 written on it and Mother would make most adults weep when they looked back upon them, but I genuinely and regularly reminisce about the “good old days” when my lack of responsibilities meant training my Blaziken to level 100 or finishing the Judge missions in FFTA was a viable option. But turn based battles were a thing that was invented when the idea of simulating a battle between two groups of four people was a never ending ballache, and there was no other viable way to do it. On the SNES, and up to the GBA where handheld consoles were still using that amount of power, any other method of creating an engaging group battle mechanic wasn’t really possible. Games on these platforms which had more in depth simulations of group battles (like the early home console and handheld tactical RPGs) used up so many of their resources creating these battles that they didn’t have room for the exploration and dialogue which made up the bulk of other JRPGs at the time.

This system made these games and genres possible, but that doesn’t mean it’s a good idea to still be using it now. There’s nothing quite as jarring as watching a beautifully rendered cutscene where fully voiced actors explain that the fate of multiple worlds hangs upon the battle you’re about to have, then watching those same characters neatly line up opposite the group of monsters and patiently wait for their turn to slash one another brutally through the torso with their oversized sword before a little “miss” pops up on them. It’s bizarre that Kingdom Hearts and Final Fantasy XII have already shown us how to mix traditional stat based battles with a more real time approach to create a convincing and engaging hybrid, but most games in this genre just ignore that and stick with what they know. Whilst there are fewer and fewer traditional JRPG games appearing on home consoles, the 3DS and Vita, and even the original DS where most RPGs live now, are powerful enough to try new things and be working towards evolving this mechanic. Surely we’re past the point where making a traditionally designed RPG with exploration and dialogue options, but a battle system like the ones in tactical RPGs would be a viable game design? But nobody is doing that because tactical RPGs and other RPGs are different things and they don’t belong together. WHY? Don’t even get me started on Pokemon.
3. Boss fights
Boss fights are stupid. Tactically, if you have a near invincible super soldier who can suck up bullets and spit the fuckers back into someone’s face, who is made of pure Kevlar and can jump 80 feet whilst firing rockets out of their arse, you send that motherfucker in first. Why would you build the perfect soldier/monster, then decide to send in all the shit soldiers/monsters that you inexplicably also created first? Maybe you thought the shit soldiers would get the job done, but after ten or fifteen of them died, maybe you could’ve spared the families of the others some grief by sending in that 12 foot tall, electric lizard man you build instead of sending another 4 soldiers with small guns? Who the hell is commanding all of these troops, Zapp Brannigan? At what point did people start putting their best soldiers at the centre of their base, rather than along the perimeter so nobody ever gets into the base?

Back in the day, side scrollers used boss fights to add in enemy encounters with additional tactical depth. On the NES it was hard to get enemies to do anything other than run left and right, jump a bit and maybe shoot at you, so bosses were added to give the designers a chance to create more intelligent, interesting enemies to fight. Having one enemy with better AI, usually alone in a sealed room with nothing else to sap the resources of the machine the game was running on, let the end of levels offer a more realistic challenge for the player. Bosses had better AI, more interesting attack patterns and hidden weaknesses because it wasn’t possible to include that much depth and detail in the bulk of the enemy encounters that made up the game. You know what would make generic Xbox FPS 5000 more interesting than having a single enemy at the end of the level with interesting attack patterns and better AI? If all the enemies had interesting attack patterns and better AI. Just like with the turn based battles, we’ve got another mechanic created to solve a problem that we no longer have.
4. Locked areas
Even more than with the other things on this list, this one I don’t get at all. I understand that games are often designed so that they give you a feeling of accomplishment and progression. Games create virtual places beautifully, and the feeling of exploring and discovering is one of the most rewarding and exciting things about playing games. For years, games have been released with vast open worlds which are free to explore, where finding a new place or seeing something and travelling there was a reward in itself. But for every game that lets you feel that, there are 50 that don’t. The only thing in the world more disappointing that discovering that the beautiful place you’ve been trying to reach since you saw it on the horizon is an image which you can’t reach is discovering that it is a real place that you could reach, but you can’t because you need to do two hours of shitty missions first. The bridges are closed? Fuck you. I haven’t discovered the memory for that yet? Fuck off. I can’t cross the river without a boat, I can’t shoot through the door because I need the key, I can’t go that way because some twat won’t more until I’ve done something else, I can’t swim across without the army attacking me, I can’t climb over because that bit isn’t climbable, FUCK YOURSELVES YOU LOGIC DEPRIVED FOOLS. Make an interesting world which I want to explore with coherent rules for moving and navigating through it and I’ll love you for it, it’s not that hard. If you manage to create a beautiful, exciting world which I want to explore don’t lock me out of bits of it until I’ve watched your shitty cutscenes and done what I’m told. Make it possible to navigate through using my wits and skills and ingenuity.
5. Unrealistic Damage
Ever been shot? Me neither, but I’m pretty sure that it fucking hurts, and probably makes it pretty hard to do stuff. I can’t imagine taking a bullet to the chest, then being able to drive without it distracting me a bit. Similarly, I imagine being shot five or six times in the arm, whilst being horrible, probably wouldn’t kill me. I’m fairly certain that there’s no finite amount of gunshots people get hit by where they then keel over and die. On the other hand, people generally don’t get sliced through their torso by a four foot long sword and then continue to fight. When Metal Gear Solid: Rising was initially shown there was a lot of footage of Raiden slicing through things properly, with them falling in half and shit, vaguely like what happens with an actual sword. I’m aware that most people wouldn’t have the arm strength to slice through a human torso, so have the blade stick in their flesh or cut to their bone. If you get cut/shot in the arm, that arm shouldn’t work anymore. Cut to the new version of Rising that Platinum is developing and the trailer, whilst awesome, is filled with shots of Raiden slicing through people, his sword passing directly through them with no effect whatsoever, aside from a little spatter of blood.

Every game with guns in seems to allow the player character to take 15 gunshots with no visible or discernible damage aside from a red bar depleting and then recharging, or re-filling when you pick up an item. Metal Gear Solid 3 forces you to carry multiple healing items, tracks what injuries you’ve sustained during combat and forces you to use combinations of the items to heal yourself. Been sliced with a knife? You need something to clean the wound with, something to stitch it closed with and a dressing to put over it and keep it clean. If you get shot you use your knife to dig the bullet out, clean the wound, sew it and dress it. Got a leech on you? Burn the fucker off with your cigar, clean the burn up and you’re good to go. Worse wounds have more effect and are harder to heal, like the real world. How many other games since have used this idea? Precisely fuck all of them, not even MGS4.
Another (non-MGS) example? Bushido Blade. Anybody who’s ever played Bushido Blade just cheered, because they played a PSone game 15 years ago which was a more intelligent simulation of sword fighting than any other game ever, and they tell people about it because they can’t figure out why the hell nobody has ever tried this again. In Bushido Blade, you play a samurai who fights with his big, cool katana. If you stab someone in the arm with your katana, their arm doesn’t work anymore because they got stabbed in it. Revolutionary right? Unlike another weapons based fighter, like Soul Calibur, you don’t spend your time repeatedly slashing people with swords without it affecting them at all. Games do this shit all the time, shot in the face? Health pack! Sliced across the torso? Small amount of your red bar gone! Blown up by a mine? You better crouch behind a box until the colour comes back to the screen and the heartbeat sound stops! What a way to make these things feel important and give them real impact. But in Bushido Blade, you haven’t got a red health bar, or a timer. The fight might last 2 seconds if the other person doesn’t guard at the start and you stab them in the face. Because you stabbed them in the face, so they died and lost. Or if you play it against someone good, it might go on for half an hour as you both carefully parry and block each other’s strikes. You don’t need a health bar to tell you that you’re almost dead because you’ve been cut three times and you can barely hold your sword. How many fighting games do you think took these great ideas and iterated on them? None, because this fighting game didn’t sell that well and the other ones that did sell well aren’t like that, so the great idea gets shoved away and forgotten in favour of ideas that we’re already familiar with.
6. Everyone is neatly arranged in order of their ability from worst to best
This brings me onto my next gripe. In a fighting game, assuming that the single player mode is telling the story of your fighter progressing through a tournament, there is a logical reason why each opponent you fight would be harder than the last. It doesn’t stand up to any deep analysis (what if the two best people in the tournament were both newcomers, and were drawn against one another in the first round? Their bout would be the best and hardest of the tournament, and what if you suck and you draw the winner in the second round? On the off-chance you beat him the rest of the tournament would be easier), but it’s got some, vague, loose logic to it. Now imagine you run a Bond villain style crime syndicate. How much effort would it take you to test which of the people in your organisation are most effective. Sure, you might offer quick promotions so the best henchmen climb the ladder quickly, but chances are you might get decent new people. No way would all the guards in the outer room of your fortress be the exact same skill and strength, with that skill and strength rising exponentially the further you get into the base, that’s a fucking logistical nightmare to organise.
These examples are the ones that make the most sense. Starting your journey to become a Pokemon master? Lucky that you live in a small town with the only Pokemon researcher in the country who is giving out starter Pokemon. Even more conveniently, he’s giving out ultra-rare, extremely powerful Pokemon that only he has access to, even if he’ll only let you have one (go back with a million Pokemon dollars and he’ll still just leave that Squirtle on the fucking table instead of selling it to you). Also, in another convenient twist, you happen to live in the area with the weakest wild Pokemon in the country, and the wild Pokemon, the Gym leaders and the trainers looking for battles get gradually harder if you walk in a straight line from where you live to the Pokemon league. How the hell does that work? The vague logic that as you go on your Pokemon journey towards Victory Road people train along the way and get better at fighting only works if everyone lives in your town and starts from where you do. But the Professor only has three started Pokemon and nobody even gives enough of a fuck to claim the third one. What if you’re born in the last city before Victory Road? You get trapped in the city where you were born because terrifying, super powerful monsters live in the grass between you and the other cities and you can’t avoid it or cut it down without a super powered monster of your own.

It wouldn’t be that hard to have a game where enemies might be strong or weak, and you don’t know until you start fighting them. Sure, have areas of only weak enemies that lower level players can fight to train, and places where there are only super powerful enemies so that higher level players can train as well. But don’t put them in a line of ascending power across the world. And at least Pokemon has some sort of logic in that the world and it’s economy rely on an organised league and system of people battling the same way you do. What about Final Fantasy? You just happen to start your adventure to save the world somewhere were all the monsters and enemies are weak and then the circuitous route you happen to take around the world is also the order in which the enemies are strongest? In Call of Duty, if you’re flying all over doing different operations how come the soldiers in each country get stronger as you go? Especially if the plot of the game involves you investigating something so there’s no way that you knew where you were going. If I didn’t plan to make my route through the world from strongest to weakest enemy because that would help me become the best combatant possible, and this mystery I’m investigating lead me to random places then it’s a coincidence that I came across the enemies in this order?
7. Stuff happening in cutscenes which doesn’t resemble the game I’m playing
Another one everyone recognises, and that I assume is based upon a time when technical constraints forced this solution to a problem that no longer exists. You’re Badass McMurderer, a mercenary with a heart of gold who just wants to find his dog and bring it home to his daughter. In the opening scene, you go to ask the local authority for dogs if they’ve seen your missing dog, but it turns out that they’ve been replaced by evil robot ninjas from another planet. 5 ninjas attack you and in order to clearly demonstrate the protagonist’s skills to the player he fights them all using super cool Kung-Fu and then decapitates the last one with a blade he had hidden in his butt. He sees it’s about to explode so he dives out of the window, does a commando roll and runs away down the street. The game kicks in here, where the ninja robots are chasing you and you have to fight them. You’re ready for the badass Kung-Fu, but it seems that you can only punch, kick or hammer punch and kick repeatedly to do the same combo over and over. You can pull the blade from your butt, but it doesn’t decapitate anyone, it just slices through them and some sparks come out. You try to dive through a window into another building, but you can only just up or forwards and when you do it at the window it turns out the window is painted onto the way and the building is a solid block. You can’t get over a head height ledge because you can’t climb properly. In a later cutscene you can lift a car off a pregnant woman, but in game you can’t push some fallen beams out of the way of the door you want to go through.

This kind of shit is basically a massive middle finger stuck up at anyone who was hoping for some sense of immersion. If all you can do is punch a guy or kick him, have the cutscene involve him only punching or kicking. Even better, let me fight the first five ninja robots myself so the unrealistic expectations are never set. I know that the designers wouldn’t get to include their ham-fisted, hackneyed dialogue ridden shitpile cutscenes which make them feel like they got a bit closer to their dream of creating “cinematic” action in a game. But we might actually get to do something fun. Cutscenes were for when it was impossible to create dramatic tension or meaning through gameplay. They’re done, and they can fuck off. If you’re going to include them, get someone competent to write them and don’t include any action. Any. At all. Ever. If there’s action to be had, it should be played.
8.Nothing breaks
Lots of games have things that break, you’re thinking to yourself. You can shoot the windows out of buildings, and you can smash the TV screens and in Red Faction you can dig fucking massive, miserable, pointless tunnels until you want to die. In Metal Gear Solid 2 you can shoot a bucket of ice off the bar and the cubes scatter realistically and then melt faster or slower depending on how close they are to other cubes and the cold they create. Brilliant, except in the same fucking room is a table that can take a shot from a rocket launcher with no damage. If there’s a flamethrower, everything except people is fireproof. Red Faction sells us the fact that you can shoot a wall and something happens as a major feature. Far Cry 2 told us on the back of the box about how if you set fire to grass it burns. Why the fuck are those not the norm? Can you imagine a world where you picked up CoD and on the back of the box it said “new! Graphics that vaguely resemble the human face!” and you though “awesome, I was kind of distracted by the fact that everyone looked like a fucking potato with a face drawn on it in the last game”? No, because we’ve spend years making sure that games look as much like the real world as possible, in the most shallow way we can.

It looks like a person, or a car, or an explosion. But it almost never acts like one. People react properly to explosions, and get thrown across the room, but you throw a grenade in an enclosed space and the guy next to it is the only thing that reacts, except for maybe a cup on the table. No matter how realistic the man and the room and the explosion and the reaction of the man are, the immersion is shattered by the fact that you just threw a grenade into a living room and the living room looks exactly the same. Much like you taking 50 bullets and still walking because you had a plaster, or you slicing through a man’s neck and then being told it was a “miss”, this sucks the feeling out of the world. You might not notice, especially if you play a lot of games, but the feeling of realism the world struggled so hard to portray by spending 5 years carefully modelling the nasal hairs of some guy you talk to for three seconds is being eroded every second. Games don’t have to strive towards realism anywhere, but they almost constantly do with visuals. A portion of the uncanny valley syndrome is created by the lack of realism in everything about the CGI world we see that isn’t a person’s face, a car or a gun.
9.Everything only does one thing
Remember how you got the bullet out of the wound in MGS3 with your knife? That knife also served as a stealthy close combat weapon. Your character carries a single item, of a conceivable and realistic size, that performs two functions within the game. It probably does three things because it’s in MGS and I just forgot one of them. Metal Gear Solid also has the box, which you can hide from enemies inside of and use to transport yourself around the game. I’m fully aware of the failings of the Metal Gear games, and I understand that my enjoyment of them is a matter of personal taste but the ideas are just interesting. I know that making things more realistic doesn’t just make them fun, but we’re struggling so hard for realism in a few places and ignoring simple ideas that we see in the world around us.

You need the blue key to get through the door. The door is a regular looking door made of wood. You’ve got a railgun powerful enough that it punched a hole through the side of a giant robot. Do you go looking for the blue key in any scenario that isn’t a videogame? Fuck no, you shoot through the door until there’s nothing left but a hole in the wall full of splinters. You rode your giant panther to the cave where the bandits are holding their prisoners. It’s about 5 feet tall and has massive teeth, so you jump off and leave it outside, heading in with your knife drawn. WHY? Why can’t an animal transport you and fight with you? Why can’t you hit someone in the face with your flashlight as well as using it to see? Why can’t I open a crate with my crowbar instead of smashing it?
10.The world exists for your convenience
This is the real base of all my whining that games are designed like a theme park ride. You walk through or more often you ride through on rails and stuff happens to you. You’re in a spooky house and skeletons and vampires and stuff jump out, but if you take more than three seconds to actually look at any of it the illusion is shattered. Except instead of the ride whipping you through quickly it takes 10 hours and you have to keep picking options and answering questions and engaging in skill tests, which are fun but are broken up by more of the ride. Lots of games give you dialogue options but never do anything with them. Why? Lots of games include QTE sections over cutscenes. Why? If the choice or interaction you’re being offered means nothing and nobody even remembers if you did it or how well, why bother with it. Just stick a cutscene in, at least then I can put the controller down and go on Facebook on my phone. The thing about QTEs is that you’re staring so hard at the space where the button prompts will appear that you don’t watch the cutscene.

Most virtual worlds aren’t worlds at all, they’re little virtual Truman Shows. And like in the Truman Show, you know there’s something slightly wrong, like the whole world is designed around you and what you’re doing. Nobody goes anywhere unless you go with them. Nobody does anything unless you ask them to and show them where it is. And what’s funny is that when someone makes a game where the AI and elements of the game interact organically it’s fascinating, but somehow there’s been a move toward filling these virtual worlds with real people, rather than working on better AI. There are two problems with that though, firstly that you could have had loads more people in the world if they were made up of AI and online players. Secondly, I fucking hate people which is why I’m inside playing videogames instead of out at a bar, watching football in a shirt or some shit. AI is a big deal though, and I’m going to cover it in the future. Of all the other things on this list, it feels like we’re not progressing fast enough. But this one? We used to do this, Morrowind and Deus Ex and Half-Life did such a good job of creating worlds that felt real and characters in those worlds who felt three dimensional. People are still doing this, Dishonored did it a few weeks ago. Skyrim is a complex mess of different AI systems working together. But I want more because I’m a greedy, entitled bastard who’s never satisfied.
Posted in Games, Games Industry, Technology
Tags: game design, games, games industry, gta, kojima, metal gear solid, resident evil, skyrim, the truman show, the uncanny valley