Learn What's Fun

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ProfessorLayton

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Nov 6, 2008
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Learn What's Fun: An Open Letter to Game Designers

I was playing Dead Space the other day when I came across a certain level. It was a part in level three or four where they had you sit in a chair behind a huge cannon and you shot at asteroids flying at you. After my tenth attempt at this, I believe I said aloud "Whoever thought that this was a good idea needs to be fired." That's when it hit me: I've played many games in which there's a level that I didn't like and I don't think anyone liked.

This happens in many games, the biggest, perhaps, being Resident Evil 4. While Resident Evil 4 is still one of my favorite games of all time, one thing that everyone encountered and everyone hated was Ashley. For those of you who haven't had the joy of playing Resident Evil 4, Ashley is the president's daughter and it's up to you to bring her to safety. She is unarmed and very dangerous, because if she dies, you fail and have to start wherever you were over again. She will sometimes stand behind you or, if you tell her to, inside of a trash can. Most of the time, however, she's standing right in front of a zombie. A zombie that will pick her up or more than likely kill her. Her only mean of defense is you and if you shoot her, she's injured. I have yet to mention her and have someone say, "I honestly believe that Ashley was an important addition to the Resident Evil universe and was completely necessary."

Escort quests are more of a hassle than fun, and fun is the only reason why people buy games. Raise your hands if you bought Grand Theft Auto 4 because you honestly wanted to take your cousin bowling. No one? I didn't think so. No matter how many people complain about them, developers still put escort quests in their games. There are many other ways you could have made your game longer. I'm not just trying to pick on escort quests, here. As I mentioned earlier, there are so many games with completely unnecessary sequences like the asteroid shooting level in Dead Space. There is no reason to have a boring, frustrating scene like that in any game, nonetheless my survival horror games. There is nothing more flow breaking and immersion destroying than a silly unneeded mini-game like that. Yet again, I bring back Resident Evil 4. Why would I want to take ten minutes out of my game to have some target practice? Once again, nothing against Resident Evil 4, because these were optional, but it did not belong in a game like that. People who like to play mini-games will buy games like Mario Party which is almost strictly mini-games. It does not belong in a third person survival horror game and it most certainly doesn't need to be necessary to move on in those games.

The escort quest isn't the only type of hated quest, however. There is also the dreded fetch quest, in which a character will ask you to go from your current position, find an item, then bring it back to the character that asked you to get it for them. These are very tedious and frustrating. Not because they are difficult, but because many fetch quests force you to walk a very long way to find something, and the thing that you have to find is predictably guarded by many people who you have to kill before you can recieve the item. After you defeat these enemies, you must take the item on it's long journey back to the person who asked for it. Many RPGs are guilty of this, but they can show up in any type of game. BioShock had many of these, and the only reason they're put in the game is to make it seem longer than it is. The developers run out of ideas to fill the ten hour plus time frame that it takes to beat the game. I can understand why this would be a good idea for the developers, but these types of quests are hardly accepted by the players. For some reason, these still exist.

Another nemisis of the gamer is the unskippable cutscene. Many of these are opening credits in which the games developer and publisher are shown. These can be quite annoying, especially when you are just trying to start up a quick game of Gears of War. You must sit through about a minute of the game telling you who made it, even though the game reminds you in as many places as possible such as the box or end credits. Although you're very proud of your game and we all know it, you don't have to force us to know that it's yours. Now, it is drilled into my brain that Gears of War is brought to you by Epic Games and Microsoft. While this is an effective way to make you remember what studio made which games, it is very annoying and sometimes it makes me less likely to want to play a game. I might want to play Crackdown and then remember that it takes about ten minutes to load up and then decide to play Mercenaries 2 instead. What's worse than the unskippable intro cutscene is the unskippable in-game cutscene where no matter if you have played the game and already know the plot points explained in the cutscene, you must watch them a second or even third time because the game just feels like making you watch it. There is absolutely no reason to make the in-game cutscenes unskippable. Possibly to prevent accidental cutscene skipping but in that case, you could just make it some sort of button combination that would prevent accidents but still make it possible to skip the cutscenes. These, and cutscenes that need to load are problems. An example is in Dead Rising where, in the beginning, it needs to lay down the basic plot points through cutscenes and while these are skippable, many of them have to load to be able to continue. This takes forever and since there are a bunch of cutscenes in a row, you'll end up sitting there pressing the start button waiting for the long string of cutscenes to load and then skip. If you thought that was as bad as it gets, it gets worse. The worst type of cutscenes are the ones that happen either before or after boss fights. Boss fights are specifically designed to make you die and make you die a lot. When a game has you watch a cutscene whenever you die, it takes up unnecessary time and space. Metal Gear Solid 2 is very guilty of this. You will die and then it will show you a cutscene that you will end up watching more than once. Yes, it's skippable but it has to load up and that takes time. Maybe making them show up the first time you die would be acceptable, but watching a ship explode and hearing "Snake? Do you read me Snake? SNAAAAKE!!!" gets really old after the fifth time you run into the invisible lasers that are all over the place.

Last but not least, I have to bash the quicktime events. If you don't know what a quicktime event is, it is possibly the worst addition to gaming of all time. Imagine you are playing a game and it then the game takes away your control and plays a cutscene. You're sitting back, possibly grabbing some Doritos, watching Chris Redfield shout witty insults at Albert Wesker when all of the sudden a big image of the B button appears on screen, suggesting that you press it and press it fast. You wipe the Dorito dust off of your hands, jump to the controler and mash the B button, but you're too late. Wesker probably just snapped your neck. That's not the worst part, though. You then have to watch the cutscene again and again until you hit the button fast enough and sometimes even have to press many combinations of buttons. You will most likely not make it on the first time through unless you are ready for it, yet these are near impossible to be ready for. What's worse is when it's randomly inserted into a game. Resident Evil is known for its quicktime events so when you enter a cutscene, you will most likely be ready for it. When it's in games like F.E.A.R. 2 which is not known for its quicktime events and Alma appears out of nowhere and you have to hit the B button a million times to get her away, chances are you won't be ready the first time. It was put in there for absolutely no reason at all and if it was removed, it wouldn't affect the outcome of the game at all. Except it possibly might be more fun. Another thing that has been bothering me about unneeded quicktime events are when they are use to hijack vehicles. Games that do this are Prototype and Mercenaries 2. The thing is, it's not a different quicktime event. It's the same exact one every time and it is extremely easy to do. Maybe if they just changed it up slightly, I wouldn't hate it as much. The thing is, hijacking vehilcles is a main point of each game. You have to hijack a whole lot of helicopters and tanks in both games and when the quicktime event sequence is the same exact thing every single time, it stops being fun, although it's not like they were fun in the first place.

I do believe that all of the things I pointed out have been mentioned many times before by other people and I was just trying to compile as much complaining as I could into one big article. The thing is, even though everyone hates them and it's been made fairly obvious to the game developers that the things I mentioned are unliked and need to stop being incorporated into good games. Even though I doubt a game developer will get his or her hands on this, if by some miracle it does, please take into consideration to not put these aspects into your games. I liked Dead Space, Resident Evil 4, Crackdown, Mercenaries 2, and all of the other games I mentioned, but these had little flaws that kept it from perfection. No one has ever liked these, and just by doing them more and more doesn't make people like them.

Once again, I'd like to see what the Escapist thinks about this article. What parts did you agree/disagree with? What do you think I left out? Feedback is greatly appreciated and feel free to correct my grammar. Sorry for the wall of text and once again ripping off the code from the news room.
 

Gerazzi

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megapenguinx said:
Pyre00 said:
Opinions.
I agree with this.
As for the unskippable cutscenes, I wish more credits were skippable.
or at least fast forward able.

You sound really ignorant to be saying "learn what's fun"
You're going by your own opinions and that's not what everyone else in the universe thinks.
Especially game designers.
 

BoxCutter

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Jul 3, 2009
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I actually enjoyed the escorting in RE4 it could have been worse.

As for your article the only thing that I can honestly say I agree with you on is the "go fetch" type quests. And even those in moderation are not all that bad.
 

dashiz94

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Apr 14, 2009
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You make a lot of good points. I too, hate, escort missions, with a burning passion! They are incredibly unnecessary and usually end up in a lot of frustration. As for quicktime events, sometimes they work and other times it doesn't. Gears of War does that perfectly while as you mentioned F.E.A.R. 2 sucks a fat one on that. Again, a lot of this is opinion. But I DEFINITELY feel that escort missions should be erased from games forever.
 

TheLastCylon

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Without upskippable cutscenes we wouldn't have Unskippable! However, I agree completely with you on your points on quick time events and fetch quests.
 

Assassin Xaero

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Jul 23, 2008
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Yeah, what isn't fun for you may be fun for others... like, for example, I find Halo multiplayer incredibly boring, yet there are probably millions of people out there who love it... Simple solution... if you don't like it or don't find it fun, don't play it...

And I did kinda like the asteroid shooting mini game type thing... they did come a tad fast, and it wasn't really the easiest thing in the world, but it was doable...
 

ProfessorLayton

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Nov 6, 2008
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Well I'm just saying here that "Learn What's Fun" was more of a joke. I was kind of poking fun at the phrase "Get good" but it obviously wasn't taken well over the internet... I'll change it then.
 

Librarian Mike

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May 16, 2008
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megapenguinx said:
quack35 said:
I didn't think escorting Ashley was that bad.
Me either actually. Least she ducked when you pointed a weapon at her.
I agree. Not only did she have enough sense to get out of the way, she stays put. Also, you can just stick her in a box until the coast is clear.

The girl from Ico, however...God, I will never understand the love affair people have with that game.
 

Eclectic Dreck

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Sep 3, 2008
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I will generally agree with the OP, but not really for the same reasons I suspect.

One thing that really, REALLY bugs me in video games is when the rules are suddenly changed without warning. In Dead Space, I felt as though I was being trained to slowly and methodically move throughout a level, conserving my health and ammunition resources as much as possible. Then, you come across sequences where this entire theory of operation is thrown out the window, and it never seemed to be a change for the better. Fighting the giant monster in the washing machine room was even less successful at being scary than the rest of the game, and instead the entire thing just felt incredibly tedious. The asteroid section at least worked to an extent - because of the sheer difficulty of the sequence (compared to the rest of the game) I actually became quite worried that I wouldn't survive (and indeed I didn't the first two times I gave it a try). When games change the rules suddenly it always feels like the game is trying to cheat.

RE 5 is my favorite example of this. While I generally enjoyed the game (apparently I'm a sucker for co-op), once I finished the game I found something immensely disturbing - I never once died outside of a quick time event. 99% of the game involved lining up my laser on the monster of the moment and reducing it to a gooey pile of sludge with bullets. Yet, from time to time a cut scene would force me to press some combination of buttons so that my character could do something reasonably badass (i.e. not die). The trouble is, the game wasn't terribly good about broadcasting the imminent occurance of a QTE, meaning that I would regularly fail to make it through on the first go.

I don't MIND QTE's as a rule, I just despise how they are commonly used. If you're going to use them, then use them in ways the player can predict. In games of yore, there was a similar problem with the death trap. There was nothing wrong with a death trap per se, but if the player had no capacity to tell that a particular action was going to be lethal they felt as though the game had cheated.

Mercenaries actually did QTE's right as far as I'm concerned. Though they were at least pretty easy, they were also consistent. The game didn't arbitrarily change the rules and decree that only some vehicles require them, and even then only some of the time. That they were easy is irrelevant here. In the original game all it took was getting close to the vehicle and pressing "Y", leaving the player free to jump from vehicle to vehicle without a care in the world. At least adding a QTE meant that there was a possibility of failure.

In short, I'm fine when games change the rules, but this needs to be clearly broadcast and well thought out. If the changes don't actually further the type of gameplay you want to foster, then why make the change in the first place?
 

squid5580

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Feb 20, 2008
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megapenguinx said:
quack35 said:
I didn't think escorting Ashley was that bad.
Me either actually. Least she ducked when you pointed a weapon at her.
I would have rather escorted Ashley than gone through that Krauser knife fight for the 100th time.

I do agree the Dead Space asteroid field thing was hard I don't think it was poorly implemented. I don't mind when a game attempts to break its own repetitious nature. It may be harder and there have been times where a developer throws some whack level or minigame into a game. I do have to give them credit for trying something other than killing the same guy the same way for the 1000th time.
 

MetalGunBlade

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Jul 16, 2009
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I don't mind QTE's either.

I do mind not knowing a game has them, or having them be inconsistent

UNCHARTED ANYONE?

That game dropped QTE's on you randomly two or three times. Its like... its one thing to do that a lot so i know to pay attention but once or twice? That's just being a dick about it.
 

Radeonx

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Bible Doctor said:
I actually enjoyed the escorting in RE4 it could have been worse.

As for your article the only thing that I can honestly say I agree with you on is the "go fetch" type quests. And even those in moderation are not all that bad.
Definitely this. And OP, next time, try to not label your opinions as law, and look at other people's. I for one loved the escorting, and I'm sure there are some other people who did too.