bad_designer.txt


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                      "Bad Game Designer, No Twinkie!"
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          By Ernest Adams
          Gamasutra
          March 13 , 1998
          Vol. 2  Issue 11
          Lately I have been playing a number of old games, and IÆve noticed
          something interesting in comparison with todayÆs games. The
          technology has changed enormously, of course. But some of the
          design mistakes we made in the past are still being made in modern
          games. The same irritating misfeatures and poorly-designed puzzles
          that appeared in games as early as fifteen or twenty years ago are
          still around.

          Herewith a list of game misfeatures that IÆm tired of seeing. This
          is a highly personal perspective and your opinion may differ, but
          to me, these are a sign of sloppy, or lazy, game design.

          Boring and Stupid Mazes

          The original text adventure, Colossal Cave, had two mazes. One was
          a series of rooms each of which was described thus: ôYouÆre in a
          maze of twisty little passages, all alike.ö The other was a series
          of rooms described as, ôYouÆre in a twisting little maze of
          passages, all differentö (or ôYouÆre in a little twisty maze of
          passages, all different,ö or ôYouÆre in a maze of little twisting
          passages, all different,ö etc.). These were the prototypical
          boring and stupid mazes. Colossal Cave was the first adventure
          game ever, though, so I cut it a little slack. But that was over
          twenty years ago; thereÆs no longer any excuse for doing that now.
          Somebody gave me a copy of The Legend of Kyrandia a few years
          back, and I played it with some pleasure û right up until I got to
          the maze.

          Mazes donÆt have to be boring and stupid. ItÆs possible to design
          entertaining mazes by ordering the rooms according to a pattern
          that the player can figure out. A maze should be attractive,
          clever, and above all, fun to solve. If a maze isnÆt interesting
          or a pleasure to be in, then itÆs a bad feature.

          Games Without Maps

          I have a notoriously poor sense of direction inside buildings, so
          maybe itÆs just me. Still, in the video game world where all the
          walls and floors use the same textures, places look too much
          alike. In the real world, even the most rigid cubicle-hell office
          building has something to distinguish one area from another û a
          stain on the carpet, a cartoon posted outside someoneÆs cube. I
          played Doom and had a great time. I fired up the Quake demo, found
          out there was no map, and dumped it. I want a map. ThereÆs no
          reason for withholding a map from me unless itÆs just to slow me
          down, and thatÆs a poor substitute for providing real gameplay.
          Bad game designer! No Twinkie!

          Incongruous or Fantasy-Killing Elements

          Sometimes an adventure game will present you with a puzzle, or
          other obstacle, that is completely outside the fantasy youÆre
          supposed to be having. In my opinion, thatÆs a case of the
          designer running out of ideas, and itÆs disappointing to the
          player. If youÆve taken me away to a magical world where IÆm a
          heroic knight on a glorious quest to rescue the fearsome princess,
          donÆt make me sit and play Mastermind with the dragon. If I
          absolutely must play a game with him, it should be Nine MenÆs
          Morris, but frankly, it would be more appropriate just to thrash
          the scoundrel soundly.

          This leads quite naturally to my next complaint, which isà

          Pointless Surrealism

          A number of games have come out which eschew the standard
          SF/fantasy worlds and instead plunge the player into a twisted and
          disturbing realm of yadda yadda yadda. Let me tell you something
          about the capital-S Surrealism of the capital-A Art world: itÆs
          not just randomness. Real Surrealism seeks to shock the mind into
          a new awareness of [ the human condition | the nature of God | the
          meaning of compassion | etc. ] through the juxtaposition of
          seemingly unrelated objects and ideas û the key word being
          ôseemingly.ö Although appearing bizarre and perhaps even
          nonsensical at first, true Surrealism is informed by an underlying
          theme.

          I havenÆt seen any surrealism in computer games that could claim
          such noble goals. Most of it has looked to me like somebody said,
          ôà and when you reach the control room of the Doomsday Machine,
          thereÆll be a clown in there! Yeah! ThatÆll be cool!ö Surrealism
          is like prose poetry: easy to do, but extremely hard to do well.
          ôItÆs surrealismö is not an adequate excuse for a poorly conceived
          vision in the first place.

          Which takes me effortlessly toà

          Puzzles Requiring Extreme Lateral Thinking

          These are puzzles of the ôuse the lampshade with the bulldozerö
          variety. The designer may think heÆs being funny or even surreal,
          but heÆs really just being adolescently tiresome. ItÆs lazy puzzle
          design û making a puzzle difficult by making its solution obscure
          or irrational. You can add to the playerÆs play-time by creating
          ridiculous obstacles, but youÆre not really adding to his or her
          enjoyment, and thatÆs supposed to be the point.

          Puzzles Permitting No Lateral Thinking At All

          You come to a locked door. The obvious solution is to find the
          key, but itÆs also the most boring, so maybe the game provides
          some other way to get it open. But like as not, thereÆs only one
          solution, whatever it is.

          In text-adventure terms, this was known as the ôfind the right
          verbö problem û you were dead in the water until you figured out
          exactly what verb the game was waiting for you to say. Break? Hit?
          Smash? Demolish? Pound? Incinerate? And a lot of games today have
          the same problem: an obstacle which can only be overcome in one
          way. The game doesnÆt encourage the player to think; it demands
          that the player read the designerÆs mind.

          In the real world, think of all the things you can do with a
          locked door:

             * Find the key
             * Pick the lock
             * Force or persuade the person who has the key to open it
             * Trick someone on the other side into opening it (maybe just
               by knocking!)
             * Break the door down, burn it, cut it, dissolve it with acid,
               etc.
             * Circumvent it û go through a window instead, or cut a hole in
               the wall.

          The list is limited only by your imagination.

          OK, I know this is a tall order. As a developer, itÆs difficult
          and expensive to think of all the ways that someone could try to
          get through a door and to implement them all. Still, now that we
          have the have the power to create ôdeformable environmentsö û that
          is, your gunshots and explosions actually affect everything in the
          real world and not just your enemies û itÆs time to add a little
          variety to our worlds, to reward players who do some lateral
          thinking.

          Puzzles Requiring Obscure Knowledge From Outside the Game

          I owe this one to my friend, the genius puzzle-master Scott Kim
          (http://www.scottkim.com). I didnÆt think of it until he read a
          draft of this column and pointed it out to me. This is a cheap
          trick, and even more irritating than inside jokes. No, I donÆt
          know the name of the third track on Sgt. PepperÆs Lonely Hearts
          Club Band, and if itÆs vital that I know it for the game, then the
          game is just weird. (Trivia games like You DonÆt Know Jack are of
          course excluded from this gripe û with them you know what youÆre
          getting into.)

          A Switch in One Room Opens a Door In Another Room A Mile Away

          Nor does it have to be a door û I mean any item which affects a
          game obstacle a long way off. Doom was guilty of this a lot, but
          the worst example ever was in The HitchhikerÆs Guide to the
          Galaxy, an Infocom text adventure. In that game, if you didnÆt
          pick up the junk mail at the very beginning of the game, it was
          unwinnable at the very end. This misfeature is profoundly and
          pointlessly irritating. With the exception of refineries and
          nuclear power plants, in most places in the world the knob for a
          door is û wonder of wonders û in the door. ItÆs another example of
          lazy puzzle design, making the problem difficult not by cleverness
          but artificially extending the time it takes to solve it.

          Only One of [some large number] of Possible Combinations Is the
          Right One

          More lazy puzzle design. At the end of Infidel, which was another
          Infocom adventure, you had to do four things in a certain
          sequence. The number of possible combinations is 4! (four
          factorial, or 24). There was no clue whatsoever as to the correct
          sequence; you just had to try them all. Yuck. Yet another
          time-waster with no enjoyment value.

          Kill Monster/Take Sword/Sell Sword/Buy A Different Sword/Kill
          Another Monster

          ...or in other words, the canonical RPG experience. You may have
          heard John F. KennedyÆs joke that Washington D.C. is a city of
          southern efficiency and northern charm. Well, in my opinion most
          RPGÆs combine the pulse-pounding excitement of a business
          simulation with the intellectual challenge of a shooter. I play
          games of medieval adventure and heroism to slay princesses and
          rescue dragons; I donÆt play them to spend two-thirds of my time
          dickering with shopkeepers. I want to be a hero, but the game
          forces me to be an itinerant second-hand arms dealer. Earning
          money by robbing corpses doesnÆt make me feel all that noble,
          either.

          You Have 30 Seconds to Figure Out This Level Before You Die

          With the length of time most games take to load their core
          modules, this isnÆt clever or challenging; itÆs just frustrating.
          If thereÆs a trick to the solution for which no clues are
          provided, then itÆs just another annoying trial-and-error
          time-waster. If clues are provided, then you need a reasonable
          amount of time to think them over. The military doesnÆt charge
          blindly into unreconnoitered territory û or if they do, they
          usually regret it. Expecting your player to do it is unreasonable.
          If youÆre going to place your player in imminent danger from the
          very first second she sees the screen, then at least one out of
          every three of her possible choices should lead to safety.

          Stupid Opponents

          Another thing IÆm tired of is stupid monsters who lumber towards
          you until you shoot them. This was the Doom technique, and that of
          a million video games since the dawn of time. Instead of providing
          you with an intelligent challenge, the game seeks to overwhelm you
          with sheer numbers. Yawn. Space Invaders may have been brilliant
          and addictive in its day, but itÆs time to move on.

          So letÆs get imaginative! How about some cowardly monsters who
          take one potshot at you, then run away to fight another day? Or
          maybe some monsters who duck in and out of cover? How about one
          that runs off at the first sight of you and brings back half a
          dozen friends û if you can nail it on its way out, then it canÆt
          raise the alarm. Or what about some who try to sneak around and
          come up behind you? Or who offer direct battle, but run away when
          theyÆre injured, rather than fighting idiotically to the death?
          Maybe we could have some monsters whose job is to lure you out of
          cover so their friends can shoot at you. (That was the role of the
          flying saucer in the original coin-op Battle Zone.) Or even û
          gasp! û some monsters who are smart enough to do all these things,
          like, say, people are! Zounds!

          None of these ideas are new; itÆs just that we donÆt see them that
          often. Why? Laziness again. Dumb monsters are easy to program.
          Smart ones arenÆt. And itÆs easy to balance a game with dumb
          opponents. You just figure out the appropriate ratio of monsters
          to ôhealthö powerups. To make the game harder, you change the
          ratio. But itÆs boring. LetÆs put a little thought into monster
          design, give our customers a new challenge.

          Two other things IÆm tired of û these are aesthetic rather than
          design elements, but IÆll throw Æem in for good measure.

          Poor Acting

          Bad acting is a distraction, no less in a computer game than in a
          movie theater. It breaks your suspension of disbelief. When a bad
          actor is surrounded by good actors, itÆs especially noticeable,
          and you find yourself praying that their character will be killed
          off. And most of the acting in computer games is still pretty
          poor.

          Fortunately, this is a problem that will probably take care of
          itself in the end. Competition will force us to develop some
          competence in this area. If we can manage to get up to the
          TV-movie-of-the-week level, IÆll be happy. John Gielgud and
          Katharine HepburnÆs talents would be wasted in a computer game,
          where the point is supposed to be interactivity anyway. ItÆs
          better to do without acting in a computer game than to include bad
          acting, and usually cheaper and easier as well.

          Neat, Tidy Explosions

          Look closely at a picture of a place where a bomb went off. ItÆs a
          mess. A real mess. Things are broken into pieces of all sizes,
          from chunks that are nearly the whole object, to shrapnel and
          slivers, down to dust. And theyÆre twisted, shredded, barely
          recognizable. Things that are blown up by a bomb donÆt fall neatly
          apart into four or five little polygons û theyÆre blasted to
          smithereens.

          I suppose for the sake of our stomachs weÆll have to preserve the
          TV and film fiction that people who die violently do so quickly
          and quietly rather than screaming and rolling around; but I donÆt
          see any need to pretend that high explosives are less than
          apallingly destructive. Bombs ruin things û lives and buildings.
          They leave the places theyÆve been shattered and unattractive.
          LetÆs tell the truth about them.

          Conclusion

          Scott Kim tells me that IÆm being a bit harsh by labeling some of
          these misfeatures as ôlazyö puzzle design. He points out that
          puzzle design is hard work to begin with, and unless youÆre quite
          familiar with the games of the past, itÆs easy to make the same
          mistakes again without knowing it. In addition, a lot of people
          come into puzzle design from other fields like programming or art,
          and so donÆt have much experience at it.

          IÆll buy that. But now that you have this handy list, at least you
          neednÆt make these mistakes, right?

          -----

          Ernest Adams is an audio/video producer for Electronic Arts,
          currently working on the Madden NFL Football product line. Once
          upon a time, he was a software engineer. He has developed on-line
          games, computer games, and console games for everything from the
          IBM 360 mainframe to the Nintendo Ultra 64. He was a founder of
          the Computer Game Developers' Association, and is a frequent
          lecturer at the Computer Game Developers' Conference and anyplace
          else that people will listen to him. Ernest would be happy to
          receive E-mail about his columns at eadams@ea.com. The views in
          this column are not necessarily those of Electronic Arts.

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