for a while now I've been writing for small magazines and the like but I'm gonna try my hand here a bit and see how people react. First article is a rant on escort missions.
A mission in patience
One of the glaring problems these days is when game developers think they can take an inherently annoying aspect of gameplay and make it fun and new through subtle or even ground breaking changes. No where else is this as evident as in escort missions. Lets get this straight shall we? Escort missions are good once or twice a game and they had better be for good god damn reasons too.
"Oh noes" spouts generic action hero man "my love interest, the beautiful princess Kidnapme, has taken by the very plain forces of double plus ungood. I must pull/carry her through this level to safety."
That is an example of an expectable usage of an escort mission. However this
"Oh noes, that dumb as a bottle of stupid juice survivor is standing around in a crowd of unoriginal monsters. I better go get him to follow me and dawdle behind only to be poked to death while I fight every monster from here to Styx."
(here's looking at you dead rising)
Is unacceptable.
Ok 3 things have to happen for a good escort
1. Tight and intelligent AI, or at least one that will stay with you like the memory of walking in on your parents fornicating. That unfortunate party in need had damn well better either be no more then a foot away at any point in time or at least know when its time for a tactical retreat. Countless times a easy mission has become a exercise in keeping your sanity as your escortie wanders into clusters of enemies, land mines, spikes, angry llamas or just about anything else that can do them serious harm. Seriously, tighten the AI or give us a leach
2. I know you want to make it cinematic and exciting, dragging your ward through hails of gunfire or legions of hell's finest or mutant poodle ranchers or whatever, but lets keep it reasonable. Its not uncommon to see MORE enemies then normal in an escort mission raising the question "do developers think we can actually perform better when having to juggle keeping an moronic absent minded cart driver alive and killing swarms of enemies?" The short answer is no. So if you really do wish to make it very nerve wracking while not completely impossible, try these simple ideas. If you want to add a butt brick worth of enemies, make them weaker then normal, if you want hails of bullets, make sure they're non interactive and ALWAYS land a few feet away from the main character.
3. They have to be few and far between. Lets face it, even if everything is done right, they still get boring, and if not it just makes it an insufferable delay between sections of real gameplay.
There are exceptions of course, Ico being the most prominent one, but by and large escorts are a pariah of gamers, a time we tend to like to forget about. So do us all a favor developers, either kick it into gear or stop with the damn things.
Now if you excuse me, I have to help some midgets get a magical doodad somewhere
-piecewise
A mission in patience
One of the glaring problems these days is when game developers think they can take an inherently annoying aspect of gameplay and make it fun and new through subtle or even ground breaking changes. No where else is this as evident as in escort missions. Lets get this straight shall we? Escort missions are good once or twice a game and they had better be for good god damn reasons too.
"Oh noes" spouts generic action hero man "my love interest, the beautiful princess Kidnapme, has taken by the very plain forces of double plus ungood. I must pull/carry her through this level to safety."
That is an example of an expectable usage of an escort mission. However this
"Oh noes, that dumb as a bottle of stupid juice survivor is standing around in a crowd of unoriginal monsters. I better go get him to follow me and dawdle behind only to be poked to death while I fight every monster from here to Styx."
(here's looking at you dead rising)
Is unacceptable.
Ok 3 things have to happen for a good escort
1. Tight and intelligent AI, or at least one that will stay with you like the memory of walking in on your parents fornicating. That unfortunate party in need had damn well better either be no more then a foot away at any point in time or at least know when its time for a tactical retreat. Countless times a easy mission has become a exercise in keeping your sanity as your escortie wanders into clusters of enemies, land mines, spikes, angry llamas or just about anything else that can do them serious harm. Seriously, tighten the AI or give us a leach
2. I know you want to make it cinematic and exciting, dragging your ward through hails of gunfire or legions of hell's finest or mutant poodle ranchers or whatever, but lets keep it reasonable. Its not uncommon to see MORE enemies then normal in an escort mission raising the question "do developers think we can actually perform better when having to juggle keeping an moronic absent minded cart driver alive and killing swarms of enemies?" The short answer is no. So if you really do wish to make it very nerve wracking while not completely impossible, try these simple ideas. If you want to add a butt brick worth of enemies, make them weaker then normal, if you want hails of bullets, make sure they're non interactive and ALWAYS land a few feet away from the main character.
3. They have to be few and far between. Lets face it, even if everything is done right, they still get boring, and if not it just makes it an insufferable delay between sections of real gameplay.
There are exceptions of course, Ico being the most prominent one, but by and large escorts are a pariah of gamers, a time we tend to like to forget about. So do us all a favor developers, either kick it into gear or stop with the damn things.
Now if you excuse me, I have to help some midgets get a magical doodad somewhere
-piecewise