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Randy Smith's picture

By Randy Smith

December 9, 2008

A Few of My Least Favorite Things

Randy Smith is a lead game designer at EA's LA studio. His current project is a collaboration with Steven Spielberg.
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Videogames. There’s so much to love, and yet there’s so much to ridicule. As a player, encountering one of the old chestnuts is deflating. As a designer, I stress that all this reliance on unimaginative solutions blocks our ability to evolve beyond them. Just to keep it fresh, I’m going to avoid talking about crates. Harshing on crates is too cliché.

Health packs: One design challenge with combat gameplay is resolving the need to support partial failure against the need for fictional consistency. Suppose you’ve decided that gaping axe wounds don’t stick around and heal over the course of several weeks. Therefore it follows that eating fried chicken every 20 minutes makes wounds close up like a blessed miracle. I’m sure you’ve noticed that the regulars at KFC are always jumping around and whipping candles.

Vent gameplay: Everyone wants choice and freedom in their game. As an example, either you can confront the challenges or, since it’s such an open-ended game, you can avoid the gameplay entirely by pounding around in an enormous aluminium tube. Someday, to really capitalise on this design feature, we’ll figure out how to make a vent that takes you from the intro straight to the last room.

Swaying idle animations: Idle animations add life to scenes when characters are just standing around. It was clever when Sonic kicked the dust off his shoes the first time, but now all the townsfolk in Zelda are constantly swaying back and forth hypnotically. What’s the deal, do they have to go potty? Did they spend most of their lives on boats? Are they about to perform a cobra strike? They make me dizzy.

The handler: I know I’m just a lost, confused player, but maybe you could find some way to help me stay on track other than an invisible, omniscient being lurking over my shoulder and talking me through every situation I wind up in. It’s creepy. What if I have to go to the bathroom? “Look around, the flush button might be a floor switch. Push 1 because you only took a leak.”

Fighting is the only way we can think to get the player involved: Violence is bad. World leaders are blinded by bloodlust. Watch this half-hour movie about nuclear proliferation. OK, now strangle and knife a bunch of goons from behind. Shoot everybody. You’re saving the world.

Boss monsters that you can only hurt when they open their mouths:
Actually, I kind of like that. What if they have armoured skin? It makes perfect sense.

Invisible walls: Don’t walk off the edge of the screen, that’s not where your character would go. He’s not interested in what happens outside the village right now. Play nice.

Crates: Personally, what I like to do is buy a giant ceramic pot, or a huge crate, then stick maybe one roast chicken in it, or ammunition for a gun I don’t own, then leave it around the apartment for those occasions when strangers who walk in to ask me about a cave in the hills need to start smashing my shit before they feel ready to leave. Oh right, I wasn’t going to talk about crates. But this isn’t about stacking them or pushing them on pressure plates. Totally different.

Quick-time events: I’m Jason Bourne. I can make a deadly weapon out of a box of tissues. I can improvise my way out of the tightest scrapes. Push exactly these buttons at the right time to watch this cutscene of me beating some guys up really fast. Games traditionally haven’t been able to figure out how to give players adequate control over beating guys up really fast, so we had to rely on cutscenes. But at least you get to push the buttons during the cutscenes. That’s because it’s your game.

Animals have pockets filled with gold and equipment:
Is it really necessary to reward players for literally every accomplishment?

Data logs: It’s the future. When we need to capture some fleeting thought, we get out a fancy metal box the size of a briefcase, covered in lights and tubes. It can record seconds of speech with a crackling, tinny sound. Then we drop them to the ground and wander around the space station, because being organised is so 20th century.

The hero/loser: You’re the best field agent in our organisation. But you won’t get to evolve your character if you actually start off as powerful as we claim you are. So we’re sending you in with the weakest gun we have. And only a few rounds of ammo. When you get to the mission, try to look around for some body armour or something. Also, you should really acquire some skills. You kind of suck.

Jason_Seip's picture

While it's valuable to keep track of cliche'd mechanics, I'd be interested in hearing people's grievances with cliche'd developer/publisher behavior.

For example, developers have a knack for believing that just because their game features characters taken from a revered literary or film source, that all of a sudden it becomes a mature work of artistic achievement. Case in point: EA is publishing a game based on Dante's Inferno, but we all know that the experience is going boil down to the player beating the crap out of demons and monsters (watch the trailer on the website if you need proof). What iritates is hearing the executive producer state, "The time is right for the world of interactive entertainment to adapt this literary masterpiece." Um, if all we can do with the subject matter is turn it into a gory brawler, then no, the time is not right. Sorry if that comes off as mean but I can't hold my tongue any more.

Another behavior that frustrates is hearing from developers about how they are taking great risks with their latest game, yet when it comes out it looks like every other game in the genre but with one or two minor twists. Case in point: as the game Dead Space was under construction, I kept reading developer accounts about how bold and daring a direction they were taking with it's sci-fi setting. Now, I like the game, I really do, but it's Resident Evil 4 in space. That's all. Yes, the limb-severing mechanic is unique and the HUD incorporation is clever, but there's nothing in there that felt like a huge risk (or even a small risk) in terms of gameplay innovation.

Anyway, I'd love to hear other people's pet peeves about the developer community. You know, for the good of developers. :)

P.S. For more in-depth write-ups concerning the above topics, go here: http://blog.jasonseip.com

squazzil4's picture

I like idle animations, especially in the new tomb raider when Lara has a stretch. That was great.

top 5 idle animations
1. Ico - Yorda is the perfect girl, completely naive and weak. But her wanderings r brilliant
2. Jet set radio - dance like its 1992
3. Taz-mania (megadrive) "wah-rg-gghh-rw-gg-gg" - just like zed from police acadamy ftw
4. Yoshi-safari (snes + drainpipe bazooka) - oops I just shot Yoshi in the back of the head. But he was asleep
5. Pit-fighter from Tengen - Was that a frame of idling? - no just 6fps of digitized spazzing - totally studly

thethinman's picture

Funny article. I have a lot of fond memories of what are now idiosyncratic game mechanics. I could probably write a longer response than the original article but here are a few notes I felt compelled to share.

Boss monsters that you can only hurt when they open their mouths: As a kid I really loved dropping bombs and watching the rhino's in Zelda swallow them and explode. I suspect I'd still enjoy this as an adult although I can't remember the last time I played a game with this particular type of enemy.

Health packs: I typically prefer health packs over the reddening screens found in games like Gears and Dark Sector. Maybe it's because I prefer numbers or maybe it's because games like Lost Planet kick so much ass. I couldn't imagine playing LP without "health packs".

Someone said air humping. HAH! So true.

Brambrambram's picture

What I truly truly hate in games is that epic (f)art style with the giant pumped up morons in space arm suits

ceiltsei's picture

Idle animation is one of my biggest peeves. A lot of NES era games have horrible breathing animation I call 'air humping'... and nothing like that guy who continually walks in top down RPGs.

John_Evelyn's picture

I struggled a little with this article, not least because it offers no insight into potential work-arounds.

“Animals have pockets filled with gold and equipment: Is it really necessary to reward players for literally every accomplishment?”
My answer – a resounding “YES!!!!!” games are about accomplishment, reward and spurring on the player...my question would be “Is it really necessary for us to bother completing your game when you don’t feel the need to provide any encouragement to do so?”

“Swaying idle animations:”
Yes imbuing a world with a constant sense of life and breath is pretty essential.

“Fighting is the only way we can think to get the player involved:”
Almost every game I can think of poses the player with some kind of struggle which they need to overcome – the most literal of which is an actual fight.

“The hero/loser”
Kind of borrows from my previous points – challenge, reward accomplishment. A game where you are the ultimate being and face no odds to overcome will remain in the bargain bin – potentially see latest PoP for case in point?

E. Zachary Knight's picture

Wow, Just about everything here has been said before and better by Ernest Adams in his Bad Game Designer: No Twinkie series.

http://www.designersnotebook.com/Design_Resources/No_Twinkie_Database/no...

I do agree with everything, but it has been said.

squazzil4's picture

I guess Randy forgot to email this to the Dead Space design team. QTE's and crates... anyone

alex.court1987's picture

I agree with everything in this list and possibly more, game developers have got sloppy, even I could come up with decent work around for say a medipack. They rely too much on what is already out there rather than finding something unique.

Bleak Corner's picture

I guess it's the same as telling script writers not to use amnesia... yet, they keep doing it - and well... it *does* work. Funny article - I just wonder what "solutions" the author will come up with that do not feel like they are mere substitutes. ;)

Alexander Cederholm's picture

Hehe, this article really made me smile in the lastest issue of EDGE. Good points and nice writing! Keep up the good work!