Game Design


25
Sep 07

If a game can make us cry, then why can’t it make us kill?

Another suit (from Jack Thompson) against Take-Two/Rockstar regarding GTA and a murder. The standard “informed” rebuttal: games don’t make people killers… if he didn’t have access to guns… it’s the parent’s responsibility… he was a 13yrold playing a 17+ M rated game…

The problem: arguing that he’s a 13yrold playing a 17yrold’s game kinda concedes the point that the game may have caused the problem. While that may be possible, I kinda doubt it…

Another problem: arguing that playing a game can’t have a negative impact on you (can’t make you a killer) kinda goes against the assertion that games are art and can have impacts on the audience, express emotion, etc.

We can’t have our cake and eat it, too: games either have emotional/psychological impacts or they don’t. And if they do, the question is whether the game in particular has a positive or negative one (or if its even related to the case). Of course games have emotional impacts. The best ones aim for it. That does not mean they bear responsibility for its audience’s actions.

Games, like all media, broaden the consumer’s palette of experience. It’s experience-by-proxy. I wasn’t alive during WWII, but I feel as though I have some degree (incredibly slight, to be sure) of experiential understanding of it due to movies like Saving Private Ryan, Schindler’s List, or video games like Medal of Honor. We have to admit, though, that 2 hours of Saving Private Ryan delivers a far deeper emotional impact than 20 hours of Medal of Honor.

Of course, most video game players focus on the mechanics, with the thematic elements being secondary. Thematic elements become repetitive. Much like a movie may revolve around its characters and their development, a game revolves around the mechanics and their application.

Of course, someone predisposed toward violence or who is desensitized to it or amoral for whatever reason may focus on the thematic elements. In fact, they may be attracted to the game because of the thematic elements, as opposed to the mechanics. And if they play obsessively, it may be a kind of “wallowing” in the themes, as opposed to “exercising” the mechanics.

Porn is an apt comparison, a slightly more socially acceptable pursuit that most males will (hopefully) have more experience with than violence. It’s base, just like violence, and is considered a socially undesirable (if not wholly unacceptable) recourse for certain “urges”. One can probably see the distinction between viewing porn “to get your rocks off” as opposed to becoming obsessed and entrenched in it. There’s a difference between getting aroused by hearing a woman moaning as she’s brought to (a likely faked) climax and being aroused by the male-dominating, misogynistic “fake rape” that can be found in some dark corners. It may be a thin line from some perspectives, and their may be no distinction in the eyes of others, but I’d guess most guys can see the difference.

The same applies to video games… the vast majority of the consumers are relishing the mechanics primarily and the themes secondarily. It’s not the life of a real mob assassin that we’re enjoying thematically, it’s the idealized, sanitized version. And we know it’s different. Hell, a 13yrold should know its different. If he can’t make that distinction, then there’s something wrong. A parent shouldn’t be oblivious to that.

So the parents do bare some responsibility, not so much for the child’s actions, but for the contributing factors to those actions. Now, if Rockstar was advertising GTA during Saturday morning cartoons, including it in cereal boxes, and distributing demos at elementary schools, then they’d be doing something wrong (though still not *responsible* for the actions of the players). But rating a game as M, selling it for $60 for a $200 game machine puts reasonable barriers to entry up, particularly for a 13yrold.

In other words, I’ve got absolutely no problem with the existence of pornography. I would absolutely have a problem with my 13yrdold son watching pornography. But if I bought it for him, and let him watch it, could I really turn around and sue Vivid when he got a girl pregnant? Could I honestly blame the makers of the porn for that?

Please note my comparison between porn and video games: the comparison is apt because in the eyes of those defaming video games they are on equal footing, yet they would never think of suing the porn makers (or maybe they would, but no lawyer would give them the time of day ’cause they’d lose). They are not the same thing, though. Porn is like a documentary: it is real people having real sex. GTA is crudely modeled and animated, very clearly not real people doing very clearly not real things (like running from one end of a city to another, and dying, and being resurrected, and getting hit by cars and not getting hurt, etc…).

So, the next time you witness a “games don’t kill people, people kill people” kind of debate, be clear about the point you’re arguing. Don’t diminish games by arguing they don’t have the emotive substance to effect their audience. Its a double-edged sword that we must be quite careful in wielding.


19
Oct 06

Movement Mechanics in “The Legend of Zelda”

Let’s start our deconstruction with the most basic feature of the player’s character, Link: his movement. Link’s movement displays a surprising amount of subtlety. If you play The Legend of Zelda for a while, you’ll notice that Link doesn’t ever get hung up on obstacles due to unexpected collisions, nor do you ever just miss a bad guy by a pixel or two when attacking him. Yet at the same time, you’ll notice that Link moves fluidly through the gameworld; even tough the environment is tile-based, you can tap the directional pad and link will move a single pixel in that direction. If you’re moving to the left and decide to go up, down or right, Link instantly moves in that other direction when you change directions on the gamepad.

What’s happening here is a very neat trick. While Link can move a single pixel at a time, in any direction, the longer he continously moves in any direction the more he gravitates toward aligning himself with the underlying grid of the screen. The tile grid for LoZ is 16 tiles wide by 14 tiles high (including 3 tiles for the status display at the top of the screen). Each tile is 16×16 pixels. Link operates on a half-tile grid, though (32×28 tiles, 8×8 pixels each). As Link moves, if he’s not currently aligned with the half-tile grid, he is adjusted, one pixel at a time, toward the closest correction. As a result, if Link is 4 pixels off alignment he’ll line back up with the grid after moving 4 pixels.

In case that description doesn’t make sense, here’s an exercise to help demosntrate the technique:

Assume Link is basically in the center of the screen, lined-up with a tile. In other words, Link occupies a whole tile, just as he would in a strictly tile-based game (like a traditional boardgame or wargame). If you tap on the directional pad to the left, Link will move one pixel to the left. If you tap again, he’ll move another pixel to the left. This is pixel-fine control, which makes Link’s movement feel fluid.

Now, if you hold the directional pad to the left, Link will move continously. As soon as you let up, he stops. If you hold left then immediately reverse to hold right, he instantly changes direction (as he does for up and down as well). This is basically lag-free, which makes Link’s movement feel responsive.

Okay, return back to Link sitting squarely on a tile. If you tap left twice he’ll be two pixels over the left edge of his starting tile. Now press up four times. You’ll notice that after each press Link will move up one pixel. But, he’ll also move to the right one pixel, either the first two times you pressed up or the first and third times you pressed up (I don’t have the game in front of me and I can’t remember the rate at which it corrects). So, even though you never press right on the gamepad, Link has now returned to the same horizontal position as he was when he started (before you moved him left two pixels). This is the built-in correction.

What does this correction do for you?

The correction prevents the subtle but annoying problem wherein the player would “snag” on the corners of objects that he anticipated passing by. The more the player moves contiously the more aligned Link becomes, which has the same effect as speed-sensitive steering in a car.

The correction also has benefits for attacking as well. When Link attacks (with his sword, for example), the “kill zone” lies in the tile(s) immediately along his facing direction. Since enemies align along a similar half-grid as Link, the correction serves to line up Link with his enemies (as opposed to missing the enemy by a few frustrating pixels).

Observant readers will observe (as they are known to do) that this “feature” doesn’t appear in the SNES sequel, The Legend of Zelda: A Link to the Past . Even though the gameworld is still tile-based, player (and enemy/NPC) movement is not strictly aligned on any grid. We get the same corrections though, but using different mechanisms.

Movement is corrected by “rounding” the corners of most things Link can collide with. Thus, when he encounters them the “physics” of the game deflects him at a 45-degree angle along his direction of movement (e.g., if he was moving north/up and encountered a corner he would move northwest/east until he passed the corner).

Attacking is corrected in a similarly interesting way. Instead of Link’s sword having a killzone along a straight line down his facing direction, his sword “swipes” in a large arc, an arc that happens to be pretty close to full two “tiles” in the gameworld (one directly in front and half above and half below). This allows the player to attack while slightly mis-aligned with an enemy and still land a blow.

The result for both actions in both games is the same: the player’s desire is successfully expressed in the gameworld, regardless of the potentially pedantic ways of the computer.


18
Oct 06

Deconstructing “The Legend of Zelda”

It’s no secret that the Legend of Zelda (NES) was a watershed game. The game still has an open-world feel that titles to this day fall on their face trying to emulate, even in this post-GTA design world. This was the first game I ever played that truly was open in the sense that I could go anywhere in the game and basically approach (or avoid) any obstacle as I saw fit. The game also fits the bill as the prototypical example of an action-adventure video game, and the series (with a few minor exceptions) has continued that tradition since.

What is there to learn from a game that originally released in 1986? Twenty years later, there are still design subtleties in LoZ that are overlooked. The game is a perfect example of simple mechanics played out on a vast and varied playing field. From a complexity perspective, the game represents something achievable by any single individual given today’s technology and tools, yet we have the efforts of huge teams with comparitively bottomless budgets failing to capture the subtle qualities that simply make this game work.

In what I hope to be an insightful series of essays, I’ll be deconstructing the elements that I feel make LoZ a relative Citizen Kane of the genre, and see how those successes can translate to useful lessons in today’s games.

As a bit of a preface, let’s look at the game’s premise and detail the overall mechanics of LoZ. The premise follows the classic Hero’s Journey, with Link (the player-controlled character, who was so-named because Miyamoto saw him as the player’s “link” into the game world) out to save Princess Zelda from the evil clutches of Ganon. To achieve this goal, Link must acquire the objects of mythical power (the tri-force) and the one weapon that can kill the ultimate evil (the master sword). To this end, Link travels to many different locales (deserts, forests, mountains, dungeons), doing battle with many monsters and finding many unique weapons.

The mechanics are straightforward. Link is represented onscreen in an top-down view. The player has direct control over Link: the directions on the gamepad (left, right, up, down) correspond to movement onscreen (west, east, north, south, respectively). The A & B buttons are mapped to various actions, usually one of which is mapped to Link’s sword while the other is mapped to a special weapon or inventory item. There’s no jumping. To pick-up an item, Link simply collides with it.

The gameworld is divided into two sections: the Overworld and the Underworld. The Overworld is composed of mountains, trees, bushes, rivers, lakes, rocks, etc., what you’d expect from a classic outdoor adventure landscape. The Underworld is represented by dungeons whose entrances are hidden throughout the Overworld. Each dungeon (of which there are 9) is self-contained with one entrance/exit, each one containing a boss monster and usually an item of significance near their end. The dungeons don’t have to be visited in any particular order, but some of them have accessibility barriers that require attaining items of significance from other dungeons in order to be successful. The final dungeon is home to Ganon, whose defeat is the final goal of the game.

The gameworld is viewed one screenful-at-a-time. When Link hits the edge of the screen (or a doorway on the edge of the screen when in the dungeons) the game “pauses” momentarily while the view shifts/slides to the new screen, at which point player-control resumes. Each “screen” is usually transient, with enemies regenerating and other elements “resetting” when a player exits then returns to a screen. Enemies cannot pursue Link out of one screen and into another, nor can Link attack from one screen into another. Thus, each screen represents a self-contained segment of gameplay, rarely dependent on what came before it.

Enemies are generally very “stupid” and normally just follow set movement patterns. Outside of bosses, few of the enemies actually pursue the player, and most are killed in one or two hits from the player’s sword. Most enemies attack the player with “contact damage,” though some launch projectiles along whatever direction they are facing. Often, enemies leave behind some kind of reward on their death, usually a coin (or “rupee”), heart (representation of Link’s life or hit points) or other refillable items (arrows, bombs, keys).

Of course, all of this is probably not news to anyone reading this, as I would hope everyone is familiar with this classic. It can be easily located in ROM form to play in your favorite NES emulator, or you can grab the version for the GBA (the re-released NES classics). I have both, in fact!

Our first topic (which will be posted either later tonight or tomorrow night) will be some observations on the movement and attack mechanics of Link.


10
Oct 06

Stuck in Limbo

I’m looking forward to getting stuck in Limbo. He’s looking for C++ programmers, but I was first struck with how perfectly this game could be done in Flash. With Flash’s new filters and improved performance, I’d guess he could get the exact same results, cross-platform and with a lot less development pain than C++.

It’s a great example, though, of the kind of results we’ll see as more people with classic art and graphic design backgrounds (with a sprinkling of programming experience) are brought into the gamedev fold. The in-development footage on his sight is hauntingly beautiful, and an inspiration to say the least. Makes me remember those first few hours playing Out of this World, still one of the few games to deliver so much on so little.

Speaking of Out of this World, I’ve always thought it’d be awesome to see that game remade in Flash (it’s largely rotoscoped with a vector-like graphic style, very applicable to Flash development). Hell, if it fit on a 1.44MB floppy and ran on a 286, surely it can run full-speed in Flash on a modern day machine? Those are the kind of side-scrollers people need to be making… there’s a lot of life left in that very simple mechanic! (And the side-scroller view? Well, that aesthetic has worked for “comics” for a hundred years.)


15
Sep 06

Perfect and Simple

TonyPa first came to my attention with his impressive tutorials on tile-based games in Flash. Later, I discovered his games page, which includes a maddening simple and addictive game called “Gear Taker.” If you go to his site, click on “games” then click on the first game in the list “GEARTAKER” that’ll lead you to it (sorry, no direct links available). This is the finest example of a “one button game.” To play the game only requires pressing a single button (the left mouse button, of course). Yet with only that one means of input the gameplay is as addictive as any good game of Tetris or Bejeweled. And the aesthetics… well, the visuals are black-n-white, stick figures and gears (as simple as it gets), and the music has a single sample played at various pitches and tempos. And while the aesthetics perfectly understate the simple design, the music perfectly understates the incredible tension induced as your hapless stick figure flies across the screen.

Two words: perfectly simple. TonyPa, your creation serves as an inspiration to the rest of us. Thank god I don’t have this on my mobile phone.

I would only add one option, an advanced mode for the masochists that involves timing. But it’s probably for the safety of the masses that he didn’t include something such as that.

My best score is between 2500 and 3000, around level 6 or 7. Good luck!


1
Sep 06

It’s just a game, Alice…

Raph Koster teaches the Theory of Fun. Eric Zimmerman teaches the Rules of Play. Chris Crawford teaches the Art of Interactive Design. But they all need to take a step back and look at the bigger picture, the underlying psychology — not the “what” of games, and more generally play, but the “why.”

A Theory of Games for Just About Everyone by Aaron Ruby

Excellent article. In fact, so good that I am already eagerly anticipating the next article (he’ll have a series at Next Generation). Yes, so good that I am actively lamenting the fact that I think I gave away my copy of Smartbomb without reading it… To be honest, from the book’s cover (yes, I know I shouldn’t have judged…) and based on who gifted it to me, I had assumed (yes, I’m an ass) the book was more business, more shallow and less practically informed than what I’d be interested in. If it’s anything like this article, than I made a serious mistake.

Aaron suggests that play is part of what philosophers call “intentional attitudes.” While Koster, Zimmerman, Crawford, et al, prefer to define play (and by extension, games) through the physical actions that compose play/games, and by the context in which they occur, Aaron rises above those definitions and points out that play, like art, really is in the eye of the beholder. In other words, play is defined by the player, not by the specifics of his actions.

I absolutely agree with this definition, and I also agree with Aaron’s suggestion that by applying this definition, by looking at our medium through this lens, we can better understand both when/why we are successful with certain elements and in certain contexts, and where we can go to broaden our medium.

How can you argue with a definition that encompasses football, SimCity, Doom, Barbies, D&D and sex?


23
Aug 06

User Interface Metrics

Last spring, I decided that the next game I work on should have user interface metrics. By this, I mean I would gather metrics on how the user interacts with the game (where they move the mouse, where they click, when they click, etc.). Given a deterministic game engine (which is how I generally like them to be), one could theoretically playback the UI metrics log to reproduce the exact game session. While I hadn’t spent a lot of time thinking about specifically what information I would gleam from this data, it sounded like a useful (and interesting, and lightweight) metric.

A few weeks ago, I saw this cool utility of TechCrunch: Clickdensity. With just some simple JavaScript inserted into your web pages, Clickdensity builds heatmaps for your web pages. Very cool. I saw another bunch of script earlier today (can’t find it now, though), and just now saw a mentino of CrazyEgg, which does the same thing as well.

And to complete this meme, today on Gamasutra was this fine article on RTS interfaces, Too Many Clicks! Unit-Based Interfaces Considered Harmful. Around page 5 or 6 he makes the suggestion of user interface metrics, describes weighting them, and even provides some references on prior research in the topic.

How’s this more broadly useful to games, particularly the heatmap tools? Well, first of all, games are all about interface design. A game’s UI can make or break its usability, and by extension, its fun (as opposed to it becoming a chore). A heatmap can reveal those parts of the UI where the players consistently click with some expectations but are left wanting. They can also indicate organizational problems: if you have a big cold spot in the middle of your UI, then it’s a likely candidate for simplification. Or, if you find a stray UI element that is consistently as hot as your main UI elements, then perhaps the two need to be better integrated (or at least brought spatially closer).

Given the proper UI metrics, one could look at them plotted over time, specifically their frequency. The developer would want to closely investigate any spikes (or valleys) as they are potential indicators of pacing issues, or confusion on the part of the user.

[Update: I found the other clickmap/heatmap site I mentioned above: The definitive heatmap.]


11
Aug 06

I have no sprites, and I must design!

Last Friday afternoon, I put forth a challenge to my readership (did either of you read that post?) to grab a copy of Game Maker and make a game with it over the weekend.

I did my part and sat down several times over the weekend to put together something. My plan was to see how quickly/easily I could put together a Zelda clone. I spent the majority of the time not making a game.

Similar to the trials of real game developers, the real work was in generating all of those assets one needs for making a game. Sure, there are tons of video game sprite resources out there. The problem is that the sprites are rarely complete, usable sets. You’ll find plenty of characters, particularly single frames, but very little in the way of background tiles. Of course, background tiles can often be the easiest to create, but the attempt was a bit frustrating.

When it comes to code, I can trivially find a huge wealth of freely available resources. And these are not “ripped” code snippets from commercial games, they are honest-to-god free software that I can directly leverage. Finding something like that in the art world, particularly in the world of sprites, is very, very rare. In fact, I couldn’t find a single complete set of animated characters and background tiles. (There is Reiner’s isometric graphics, but I’m looking more for that 8-bit/16-bit aesthetic, not the Diablo-esque aesthetic that he produced with a 3D package.)

Does the “open source” vibe not afflict the budding pixel artists out there in the same way that it afflicts many programmers? Or is just a lack of pixel artists? I’ve not exactly seen an overwhelming amount of free 3D art, other than some of the repositories of Quake III avatars, etc.

Any pixel artists out there who may be able to point me at a good resource? Any designers care to share their secrets for attaining artwork? Do I need to just bite the bullet and spend some time in Photoshop?


25
Jul 06

Interactive Storytelling

I was commenting yesterday on Patrick’s blog about interactive storytelling. As evidenced by my multiple comments, I was having a bit of trouble expressing my opinion. Thankfully, Ernest Adams came to the rescue with an article today over at Next Generation: Secrets of Interactive Storytelling.

First, the storytelling I described in the aforementioned comments would fall under Ernest’s label of “emergent” storytelling (duh). Second, he boils down gameplay into three phases that neatly explains what I was trying to get across… that from the player’s perspective, all stories are linear because time is always moving forward. The debates in the interactive storytelling community are really all about the implementation of the storytelling, not the definition of it.


8
Jun 06

Emotion In Games: Why Is It So Elusive?

Something I’ve found difficult to reconcile lately is a sneaking suspicion that interactivity is not a source of emotion, in games or in real life. Rather, emotional responses come from reflection on past actions or anticipation of future actions, but action itself does not seem to spur emotion.

You may think I’m splitting hairs, but think about the most basic emotional response, fight-or-flight, one that is fairly universal in the animal kingdom. This is the basis for most “violence” oriented games (and action movies). The literal rush of adrenaline that underpins fight-or-flight is not a byproduct of actually fighting or flighting, rather it’s triggered by the anticipation of having to do either. Surprise is an emotional response that basically results from the fight-or-flight mechanism having to catch up with an action that’s already occured.

Sex, well, it’s even more basic and instinctive than fight-or-flight (or at least equal). As has often been stated, anticipation of sex contributes as much or more than the actual physical act itself to the emotional response. Sure, sexual “interaction” has plenty of rewards built-in that go hand-in-hand with the participants’ actions — (god that sounds dry and academic) — but most of the instantaneous ones are mechanical in nature and not necessarily emotionally driven. In other words, thinking about sex elicits the emotional response, having sex elicits the physical response.

That’s where movies (and most non-interactive art) have the leg up on games: they’re all reflection or anticipation, all the time. Because the audience does not have to actively make decisions they get to switch into a continual alternating cycle of reflection and anticipation. Those are the fundamental components of drama.

Games, on the other hand, necessitate breaking the reflection/anticipation cycle by needing to insert interaction at some point. The drama doesn’t come from the interaction itself, but rather from the bookends of the interaction: either reflecting on the actions you took (or their results), or anticipating the actions you (or others) will take (or their results). This is why drama is almost universally seen in only the cutscenes, or more broadly, the narritive parts of games; it’s the point where the game formally reflects on or anticipates past or future actions.

Of course, drama does occur at the meta level of the game. As a player, you have a train of thought and awareness that runs parallel to your avatar in the game. While the avatar is acting out mechanically in the game world, even as you actively control those actions, you are passively “experiencing” the game as would a non-participant. In other words, game players simultaneously participate in and act as audience for their games.

The misguided pursuit is the idea that we can create game mechanics or interactivity that is emotional. The common wisdom is that “innovation” will provide this one day. Of course, while most focus on innovation as new mechanics, I’ve previously made it clear that I don’t think our mechanics are necessarily the failure. It’s not the interaction that will spur the emotional response, it’s what the player does before and after that ineraction that will bring about the tears and laughs.

In other words, the reason most games have no significant emotional quality is the same reason that a bad movie lacks emotional quality: poorly developed or unsympathetic characters, poor pacing, stilted acting, etc… The reason games get away with it and movies do not is because movies rely on drama as a defining element, whereas games rely on interaction as a defining element. Emotions are just icing on the cake, like good photography or special effects in a movie.

So, in response to this recent post on game girl advance (Sex Games Should Make You Feel Sexy… Right?), I’d argue that we shouldn’t be worried about whether or not the mechanics in a sex game become unsexy. Honestly, the mechanics in real sex is pretty unsexy. The emotional response, the “sexy” feeling, comes from the context surrounding the mechanics, the anticipation of the act, and the reflection on the act the next morning.