In the discussion of Yahtzee's review of Uncharted 3, a topic of discussion was raised that I thought was worth looking into a little more closely. Apparently, in their discussion of the game process, the designers of Uncharted 3 said that they first decided what the set pieces would be, and then created the game around those. Yahtzee took exception to this, and several of his readers did as well, saying that this was bad writing 101.
My response to that was that MOST writing figures out the big moments first, and the connecting material second, if any pre-writing was involved at all. It then occured to me that one could see there as being two basic approaches to Game Design, depending on the emphasis one takes. Do you design the set pieces first, or the general process? I think I even have two timeless examples: Mario and Zelda.
In pretty much every traditional Mario game, it is the process that is important. For the most part, Mario has his complete skillset from the beginning of every game. Sure, he may not have the stars (or whatever) to get into every level from the outset, but the meat of what he does, the platforming, is there from the get go. The game is a process of raising the difficulty curve, adding challenges without necessarily adding new dynamics. Power-ups tend to be optional ways to decrease the difficulty... you could theoretically get through most Mario games without even a single power-up. That said, it tends to lack "Oh HELL YEAH!" moments... sure, it may be difficult to, at full speed, hit a jump perfectly, weave between two floating Koopa Paratroopas and then hit the flag... but it isn't hugely more difficult than the thing that came before it, or the thing that came before that. Boss fights might change things up a little, but they tend to be little more than highly animated obstacles.
The Legend of Zelda, on the other hand, has worked differently ever since A Link to the Past. In Zelda, power-ups are necessary to advance, and the dungeons, (always the set pieces of the series) are exquisitely designed to use the new tools. A power-up doesn't make life easier... it makes life POSSIBLE, but in so doing it unlocks a whole new range of techniques that have to be learned an mastered. Link at the end of the game barely resembles the hero who starts. As a trade-off, though, the stuff between the dungeons can sometimes lack panache. There is usually a story present, but that isn't what pulls you along. You want to get to the new areas, find the new toys, unlock the new powers, and get to the "Hell Yeah" moments when you use your new equipment in awesome ways. Combat in the open world tends to be underwhelming, simply because the enemies do not adapt the way Link does... a problematic goblin becomes a hilarious (and short lived) bump in the road.
My point is that neither approach is BAD. They each have weaknesses, and biases that have to be overcome, but they CAN be overcome.
This isn't a defense of Uncharted 3... haven't played it yet to see if it even needs defending. But my point is that just because the set pieces were designed first doesn't make the game bad inherently. It is very possible to take a bunch of "This would be AWESOME" moments and create something breathtaking as a whole... just as it is also possible to take a game about world experience and process and give it some "AWESOME!" moments (See: Skyrim.)
My response to that was that MOST writing figures out the big moments first, and the connecting material second, if any pre-writing was involved at all. It then occured to me that one could see there as being two basic approaches to Game Design, depending on the emphasis one takes. Do you design the set pieces first, or the general process? I think I even have two timeless examples: Mario and Zelda.
In pretty much every traditional Mario game, it is the process that is important. For the most part, Mario has his complete skillset from the beginning of every game. Sure, he may not have the stars (or whatever) to get into every level from the outset, but the meat of what he does, the platforming, is there from the get go. The game is a process of raising the difficulty curve, adding challenges without necessarily adding new dynamics. Power-ups tend to be optional ways to decrease the difficulty... you could theoretically get through most Mario games without even a single power-up. That said, it tends to lack "Oh HELL YEAH!" moments... sure, it may be difficult to, at full speed, hit a jump perfectly, weave between two floating Koopa Paratroopas and then hit the flag... but it isn't hugely more difficult than the thing that came before it, or the thing that came before that. Boss fights might change things up a little, but they tend to be little more than highly animated obstacles.
The Legend of Zelda, on the other hand, has worked differently ever since A Link to the Past. In Zelda, power-ups are necessary to advance, and the dungeons, (always the set pieces of the series) are exquisitely designed to use the new tools. A power-up doesn't make life easier... it makes life POSSIBLE, but in so doing it unlocks a whole new range of techniques that have to be learned an mastered. Link at the end of the game barely resembles the hero who starts. As a trade-off, though, the stuff between the dungeons can sometimes lack panache. There is usually a story present, but that isn't what pulls you along. You want to get to the new areas, find the new toys, unlock the new powers, and get to the "Hell Yeah" moments when you use your new equipment in awesome ways. Combat in the open world tends to be underwhelming, simply because the enemies do not adapt the way Link does... a problematic goblin becomes a hilarious (and short lived) bump in the road.
My point is that neither approach is BAD. They each have weaknesses, and biases that have to be overcome, but they CAN be overcome.
This isn't a defense of Uncharted 3... haven't played it yet to see if it even needs defending. But my point is that just because the set pieces were designed first doesn't make the game bad inherently. It is very possible to take a bunch of "This would be AWESOME" moments and create something breathtaking as a whole... just as it is also possible to take a game about world experience and process and give it some "AWESOME!" moments (See: Skyrim.)