Power Vs. Force

One of my fundamental issues with modern game design is this niggling sense that the games I play are trying to pull my strings rather than the other way around. It’s like I’m performing for the guy who coded the encounters rather than having spontaneous, self-actualized fun. Every year the line between good games and great ones becomes more distinct, because while some companies are getting better at giving me what I need to have a good time, others are regressing into tropes best left to old arcade games like Time Traveler and Dragon’s Lair.
If you think I’m about to launch into a tirade against quick time events, you’d be wrong. Those awful little sequences are just a symptom of a much larger philosophical problem that’s taking hold of the industry.
I’ve begun to sort my gaming experiences into two categories. On one hand we have powerful game design built on a solid foundation of fundamental gameplay. The weapons, environments and enemies all play off each other because they were built under a unifying theme. My actions in these games, while often linear and directed by the game designer, give me enough freedom that I still retain the essential spontaneity that plays such a big part in having fun. Grabbing a saw blade with the gravity gun and firing it at zombies in Half-Life 2 is a good example. It’s deeply satisfying because I’m combining the environment, my weapon and the enemies into an explosion of limbs brought about by my own ingenuity.
On the other hand, we have forceful game design that attempts to shove fun down my throat. Star Wars: The Force Unleashed is a great example of this. The fundamentals are immediately on shaky ground, because the basic light saber controls are clunky and lack flow. The camera, which is a mix of environment and control, often misses important context and leaves me vulnerable to attacks from unseen enemies. These same problems also mean that aiming force attacks can be a pain unless you’re willing to run away and setup for a good blast. It’s hard to be spontaneous when you never feel like you’re really in control to begin with.
This is why we’re seeing more and more games grasping for the “cinematic” style of long, convoluted attack animations and quick time events. If a developer really wants to allow the player to use the saw blade to kill zombies but he can’t quite get all the elements of the game right, the only options are to cut the feature or do it automatically. Thus, seizing control and spontaneity from me and serving up the action on a stale platter. Rather than make it something I create for myself in a moment of inspiration, it’s sterilized and repackaged as a glowing object and a big “PRESS A NOW” button.
Even titles that owe a great deal to powerful design have begun flirting with a more forceful approach. GTA IV, the usual gold standard for open gameplay, spends more time forcing the player to jump through specific hoops than its free-roaming predecessors. It’s not a question of sandbox games vs. linear ones; a heavier reliance on scripted sequences and invulnerable enemies during car chases has arguably made for fewer awesome GTA moments than in previous titles. An open world doesn’t matter if you’re going to fail me the moment I turn off the path you’ve decided I should take.
It’s not easy to get past these issues. Getting all of the elements of a game singing in harmony is a monstrous task in the current landscape. The problem is that there’s less incentive to try harder when the easy way out is fairly profitable. The Force Unleashed is clearly not suffering under the weight of quick time events, “action camera” moments and flashy physics. If anything, it thrives thanks to the franchise label and one of the most perfectly executed, misleading demos ever made. In a sort of game design reverse maneuver, Lucas Arts gave us the best environment suited for the gameplay and amped up all the powers to mask the problems that are plainly visible in the full version.
Lucky for me I don’t have to end on a downer because the real difference between powerful and forceful game design is longevity. Games like Fallout, Half-Life, Civilization, Baldur’s Gate and even Tetris still reside in our collective consciousness because they’re built on more than just gimmicks and cheap tricks. Every generation of designer will ultimately be influenced by powerful ideas that give them authorship over their experiences rather than those who try to rub manufactured “fun” in their faces.
Sooner or later the mainstream consumer is going to notice that “cool looking” and “fun” are different animals. I just hope the talented and passionate people making the games figure it out first.
- Shawn Andrich


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This change will come about as soon as people realize that spit and polish is just spit smeared around to an even thickness. What use is shine if it does nothing but blind us? When polish is false, it only serves to place all the flaws into greater contrast. We see ourselves reflected and our image is that of the deceived, dissatisfied gamer.
The mainstream gamer does not need to know the difference between cool and fun, because the mainstream gamer is not an individual. Cool is what a collective intelligence believes is fun. But to quote Calvin and Hobbes: "flatulence could be all the rage but it would still be disgusting". Fun is what we think would please us as individuals. I think I am having fun, therefore I AM. The only way I can know if a game is fun for me is to ask myself a question: "am I having fun? Y/N?". No one or amount of reviews, personages, or group entities can or ever will convince me otherwise once that choice is known and remembered.
The secret and the method towards perpetuating this stupidity is to drive us into such collective ferret shock that we never ask ourselves that all important question. All of this spit and polish, hype and cool, whatever name you choose to give it. Its sole purpose is provide the means towards that end. This will continue until we as Gamers, capital G, look ourselves in the eye and say three words. This ends now.
The reason I think a lot of these problems have started cropping up as of late is what Shawn Elliott referred to as the "No Gamer Left Behind" strategy. Developers are trying to make their games so even the largest of dullards can still make it through their games. This is of course so they can appeal to a larger audience and make more money. Games like Fallout and Baldur's Gate were two of my favorite series of all time because they didn't hold your hand. They expected of you over time to learn the basics of combat and exploration and were never afraid to just say "figure it out" no translucent arrows for you! or "ya you are in trouble you are going to die." The most recent example of a game that I loved which didn't hold your hand and let you do things how you wanted was Stalker. For some reason the first time I played that game I felt like I was playing Fallout all over again maybe it was just the atmosphere and how much the game pulled me in but when I was waiting until nightfall to take a bandit base or just barely pulling through a battle, and yes even dying constantly in spots it felt like the good old days again...
Great article Certis
Fallout is a great example of that. "But no one told me that trying to pickpocket Brotherhood Paladins was a bad idea!"
Oh miniguns, what a mess you make. Also yeah, great article. Forgot to mention.
I totally agree. Making you own game is much more fun than being forced into a game. That is one of the reason I love multiplayer so much.
I don't watch, I interact!
This "certis" guy ain't half bad. Is he new or sumthin'?
Anyway, I like to think there are a few instances of "forceful" game design that work. Call of Duty 4 is an exercise in "clear objective, watch thing happen", but all of it works so well towards making a genuinely thrilling experience. I had no control over the political prisoner, save for the ability to look around, but that was kind of the point. Likewise, running from a sinking tanker ship, which is completely scripted, is a very harrowing ordeal to start the player off with.
I consider the two somewhat like movies. On some days, I may want a Solaris or The Fountain to puzzle over. Other days, I'm quite content with Bloodsport or Commando taking my hand, kneading my shoulders, and saying "there there, just sit and watch. Here's a hot dog and some nachos."
What, no mention of The Bourne Conspiracy? That's like candidate Prime for Forceful game design!
I do like being smug. - Certis
I think we'd probably need a psychologist with a penchant for dangling pocket watches to dig the memory of that game out of Certis' brain.
Certis wrote:
Zigguratbuilder wrote:
PSN name: DoubtingTom396 Frie-hend meeeee uuuuup!
While we are at it, the moneymen could also figure that out. There's not much of a point if a game designer realizes that and doesn't have the resources to get it done properly.
Sometimes you must do what you are paid to do.
Excellent read!
Cavalgando a Égua-Trovão
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What in the world makes you think this?
Looking at any other medium that I can think of this seems to be false. Some of the top grossing movies are drek plastered together with no thought other than to trap the most people in the theaters using licensed material, special effects and star-power. Television's most profitable genre is reality television and romance novels make up the vast majority of paperback book sales while top forty robo-DJs control most of the radio space and pump out the same pop music whose artists have little to no talent and whose producers don't care about the lack.
Sure, the quality will be more influential to new producers than the popular products, but that isn't the mainstream consumer. The mainstream consumer is easily distracted by shiny objects and I don't see how that's going to change.
XBL ID: bnpederson PSN ID: bnpederson Steam ID: bnpederson IRL ID: Brian Pederson
Pithy Saying and/or Out of Context Quote
Well said. This is why I like System Shock 2 over Bioshock, even though SS2 was often unforgiving or outright buggy/unbalanced.
Roo wrote:
feeank, wooing Anne Hathaway wrote:
I haven't played the Force Unleashed demo, but it sounds like it provides another connection to the movie analogy. The action flick "demo", the trailer, usually is made by cherry-picking the best effects and one-liners to convince the public that a quality product is on its way.
I wonder what the game version of "straight-to-video" will be.
Certis,
I'm still confused how you could have been duped by the SW:FU demo. It was clearly a portent of things to come.
What he said!! Anyone writing about spreading saliva is ok by me.
I find I am getting more picky about the games I play in my old age. I haven't bought a LucasArts game since Jedi Knight 2, although I truly loved KOTOR 1 & 2 which I believe Bioware did.
If this is the case then are we headed toward a similar situation happening with games as what happened to Television? Programs geared towards the most common demographic? Are we doomed to having 500 games released a year with none of them playable??
Cut scenes ala COD 4 and Company of Heroes and even World In Conflict enhanced the gaming experience and kept the flow and immersion going. But when the game elements (like cut scenes, quicktime events, camera angles or inventory management) get in the way of this flow then somebody in the development of the game didn't do their job.
"Do. Or do not. There is no try." - Yoda
I like to think of it as "Must do" versus "Can do"
Half-Life 2 is an extremely linear game, you simply are not going to get to the end without jumping through the required hoops and even some of the level design puts you on rails.
Yet somehow the game always lets me retain just enough control that it feels like my actions have some kind of effect on the outcome, like I am truly part of the story. While there is plenty in the game that is "Must do" they often leave the details to me, which is where I think it should be.
I think many gamers look to "sandbox" games as a way of creating their own custom experiences, but we had our own stories and unique experiences long before GTAIII made open world games mainstream. Even then, we've seen attempts at open world games that were no better than their more linear cousins.
What I do not want as a gamer is the exact same experience as everyone else. To some extent I enjoy the shared experience of taking down the big boss in "Major Mainstream Shooter IV" but I'd like to have something that differentiates my experience from everyone one, and I don't mean by collecting trinkets that other people didn't bother with.
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Nice to see you back on the front page Certis.
(@)
The sawblades and grav-gun combo in Half-Life 2 are a great example of spontaneous fun, but there are so many examples of artificially restricted gameplay in HL2 as well. Best example: I have a high-tech environmental suit and weapons that let me do all sorts of neat things, but I can't climb a chain-link fence (or blast a hole in it either). Another thing I keep wishing I could do in HL2 (I'm still playing through it the first time) is to pick up ANYTHING with the grav-gun, not just arbitrary inanimate objects. Why can't I pick up a headcrab and throw it at an enemy combine soldier? Why can I blast back cars but not zombies or soldiers with the grav-gun?
I agree with you, but how do we enact some change in the industry.
Syldar wrote:
If there was a GH:Metallica, I wonder if you would have to play at the expert level at the start then work your way through the years to the easy mode - just like the real band did!
I always thought that there was an evolution towards games (and more specifically controls) that feel more organic, immersive. And this is generally the type of game I prefer. But some games show that there's another trend. One that doesn't shy away from a certain level of abstraction, and puts a layer of arcade style gameplay between the player and the virtual world.
I wonder if there's a line to draw between these two design trends. The one which aims to create experiences, and the other which tries to provide good gameplay with more arcade roots.
The Force Unleashed is very symptomatic of that. It just seems to go in a completely different direction than Jedi Knight. I won't try to give too many examples because it can mean different things to different people, but for me, recent MMO's are also moving from "MMO's as a world" to more videogamish roots.
It's mostly food for thought though, because the flawed controls of The Force Unleashed are probably the main reason why you felt somewhat disconnected from the experience.
I'm still trying to kill of Madagascar. Word to the wise -- if there's ever a superbug, make sure you book a one-way ticket to Madagascar. They are awfully twitchy about shutting down their ports at the first sign of the common cold.
Well, Cooking Mama didn't help me become a better cook, and Trauma Center certainly didn't help me become a better surgeon. I have the proof of both sitting in my freezer. -- imbiginjapan
Great article, but don't sell the mainstream gamers short. After all, the Sims is the ultimate example of using the environment you build and tools you find to construct your own experience.
However, Spore, which was to be the ultimate extension of this idea, seems to have retreated from this freedom in the way you suggest. The ability to build 'a galaxy' is reduced to an infinitely extensible variation of toothpaste flavors and characteristics.
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LucasArts did not develop JKII, they only published it.
The Unofficial IRC Channel for Goodjers- come hang out with all of us!
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Certis wrote:
Fedaykin98 wrote:
Hear hear. I think that you've nailed down what very often makes the difference between excellence and mediocrity in game design. I want games that, from moment to moment, let me make choices and employ tactics that have varied and important consequences. The alternative--canned, push-button gameplay that rewards players with impressive visuals and scripted events--is far less satisfying.
I think some developers design levels and gameplay backwards. They start with a fixed idea about what they want players to see and do, build levels around these rigid goals, and then just plug the player into the game so that they're little more than puppets in their big, clunky, inflexible machine. Valve does the opposite - they create an engaging world, give the player tools to make cool things happen in that world, and then build levels that let the player exploit the hell out the system.
XboxLive: Fly GWJ | PSN: The _Fly | Twitter
Well looks like I haven't bought a LucasArts game then.
"Do. Or do not. There is no try." - Yoda
Actually, I think it was apropros as an example of gameplay that has a solid foundation for gameplay as opposed to the spit and polish pixel pushers that seek only to impress with eye candy and depress with gameplay.
Well, Cooking Mama didn't help me become a better cook, and Trauma Center certainly didn't help me become a better surgeon. I have the proof of both sitting in my freezer. -- imbiginjapan
Hmm I'm not sure I agree wholeheartedly. It does apply to games that are badly designed but, take for example Braid, there are very few different ways to complete it. In fact it's very linear yet I found it to be one of the most satisfying game experiences of my life.
I think the real problem with the Force Unleashed is that the entirety of its design thrives on a single gimmick, which isn't even put to good use. Why give us force powers if we can't use them in creative ways to complete the game?
From the demo I knew I couldn't play a full game designed like this. It never challenged you. All you could do is beat up people with it and when they could've put it to use in creative ways, they did QTE sequences. And from what I've heard, to ramp up the difficulty further along they make troopers that are resistant to your force powers. what?
That's just bad design.
I think it's possible to make a very linear game, even one that uses quick time events a lot, that is a lot of fun-- if the game challenges you in a manner that is fair. Take God of War for example. It works. I know we always bring up GoW but it's really the best example.
FedoraMcQuaid wrote:
XBLive: Interstate 78 / PSN: Interstate78 / [url=http://steamcommunity.com/id/I
I never said it was a question of linearity vs. open world design. Half-Life 2 is a linear game that empowers the player regardless.
Braid is a puzzle game and nothing gets done without my ingenuity and creative puzzle solving. At no point does it seize my control and tell me press a few random buttons to proceed or have him do slow motion back flips to make up for a lack of good puzzles to solve.
Before you can respond to this though, you must collect 12 donkey rectums. - Pyroman[FO] deflating all arguments.
At the same time, Braid doesn't give you any of the answers. It gives you a rule set, presents you with a puzzle, and then leaves it to you to solve the puzzle using the given rule set. Half-Life 2 does much the same thing: there is generally a single path through a given area, but you still have a variety of options so far as finding your own way to progress from point to point.
The key to me lies in that both games, Braid and Half-Life 2, never exempt themselves from their own rules. When I find a particularly neat time trick in Braid or use the gravity gun to, for example, blow up a group of zombies with a barrel, there's a thrill of discovery because I've found a way to use the game's rules to do something special. If either of those was broken down into a "press A to do blah" format, it wouldn't be nearly as exciting for me because it wouldn't feel like something that I had done. By exempting themselves from their own rules, games take away a player's sense that he or she has done something skillful or inventive.
Shawn Andrich had it just right in his post: games have to exempt themselves from their rules if those rules are broken either at conception or implementation. Platformer games have to resort to quick-timed jumps across pits if the camera system is buggy and prevents players from performing difficultly-timed jumps. Combat games have to resort to "cinematic" animations if their controls are buggy or if combat itself is boring without elaborate, tacked-on combos.
EDIT: Eh, "Certis beat me to it." And said it better.
trueheart78 wrote:
Like many here, I just feel like there's a true reward to figuring out something for yourself as opposed to the hand-holding, transparent arrow displaying, QTE forcing trend that has cropped up recently. I'm not saying that every game has to be Ninja Gaiden difficulty. I'm just saying that I don't need a QTE to finish off an AT-ST in the Force Unleashed.
Games are our playground. Define a set of rules, stick to them, (I'm looking at YOU, GTA IV) and then let us play. Give me the ability to use the environment to my benefit. Allow me multiple paths to accomplish the objective. The boss only has one weak point that can only be damaged by a specific attack? Fine. Give me some contextual clues and I'll work it out. But for the love of all that's good and holy don't flash a bloody button on the screen and show me a F'ing animation that takes me out of MY PLAYGROUND!
Randall Graves wrote:
I don't think its all doom and gloom. Good TV still gets made. Well rarely in Australia but it does I'm sure. Weeds, Battlestar Galactica, Arrested Development, gosh even NCIS at times (bubblegum but fun - kinda like an OK XBLA game). Britain still makes great TV especially frock dramas and historical adaptations. The sd thing is that it is usually the exception and not the rule.
As gaming gets more mainstream it will get watered down and I think that's where both the PC and the indie developers have an edge, because like film a Sins of the Solar Empire or a The King of Kong can still be made.
Cheers
Dave
Twitter - @davemonkey
XBox Live ID - Davemonkey71
Playing - Empire Total War, Oblivion (again!) and a bunch of other stuff.