By Edge Staff
March 25, 2009
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"When we strive to understand a game to bend it to our will, we arrive at mastery. And when we master a game, we destroy it."
Some gamers enjoy a good thrashing. But Far Cry 2 creative director Clint Hocking is tired of mercilessly penalizing players who just want to experience some interactive entertainment.
In his GDC presentation, “Fault Tolerance: From Intentionality to Improvisation,” Hocking said, “We as a community should reject the idea of punishing the player.”
His philosophy is clear in his game design. Far Cry 2 used a buddy system in which if the player’s character is shot down, an AI partner would drag the player to safety.
Such design isn’t necessarily meant to dumb down the game for accessibility’s sake. In an open-world game like Far Cry 2, that kind of system actually encourages players to try different approaches to the game’s challenges in order to reach a goal.
The same can be said for BioShock’s design, which didn’t force players to reload a save point after being stomped by a Big Daddy, rather dispatched gamers just respawned in the closest Vita-Chamber to continue the challenge.
Other games, for example, Call of Duty 4, are well-designed games, but are rooted in “intentionality,” in which players intend to devise goals through his or her understanding of clear game dynamics, formulating meaningful plans to achieve goals using the information and resources provided by the game.
Those kinds of games give players the feeling that they must conquer or dominate a game instead of feeling like they’re a part of the game, Hocking argued.
Improvisational, open-ended games like Far Cry 2, on the other hand, can give gamers a different sense of accomplishment. “When I play this kind of game, it feels like I accomplish something that I had done, not something that was imposed by the game,” Hocking says.
“While intentional play is a beautiful and wondrous thing, it is grounded in … domination. When we strive to understand a game to bend it to our will, we arrive at mastery. And when we master a game, we destroy it.
“Mastery is not a prerequisite to improvisational play any more than being able to sing is a prerequisite to being in a punk band.”
Sande Chen contributed to this report.
"When we strive to understand a game to bend it to our will, we arrive at mastery. And when we master a game, we destroy it."
Try telling that to Wow devotees. Or poker players. This comment seems utterly naive to me - is he suggesting that once we win at chess we would never play it again? Very few games of any real note contain a level of mastery that kills the game - most these days are built to be almost endlessly replayable.
A game like Prof Layton is destroyed by mastery - it's hard to go back through puzzles you have already completed. But then a game like that is an oddity these days, and is charming in its own way because of it.
"Mastery is not a prerequisite to improvisational play any more than being able to sing is a prerequisite to being in a punk band."
But there's a difference between singing in the shower and singing in a band. If you put yourself on a stage, or participate in a game, you are in some way opening yourself up to being measured in some way or another. The only natural response it to cope in some way - however you are expressing yourself it is your own way of overcoming the challenge you are facing.
In Far Cry 2 players may do things their own way and at their own pace, but only because of the circumstances set upon them. Mastery or self-improvement to achieve goals is still the overriding factor. I see very little difference in practical terms between that game and COD4 in terms of the skillsets used and the challenges to the player - Hocking is underestimating that game, and vastly overestimating his own. It's nice to give players options - games do that in a variety of subtle ways.
Noby Noby Boy is a game that features almost aimless improvisational play, and I enjoyed it very much (for a while). But does it point to the future of gaming? Not at all. It's a cheeky challenge to convention. A novelty item, like silly putty.
(I do note that Hocking is being represented by soundbites here - it would be interesting to hear his full presentation on the topic.)
"A game like Prof Layton is destroyed by mastery - it's hard to go back through puzzles you have already completed. But then a game like that is an oddity these days, and is charming in its own way because of it."
I think that is the point he is trying to make. I got the impression that he was talking about single player games primarily, so Prof Layton is a good example, however WoW and Poker are not the type of game he appear to be talking about - the human element is what makes those games interesting, playing Poker against a computer quickly get's boring, it's playing against people (and unpredictable factor) that makes it interesting.
Of all the games to namecheck when trying to provide an example of why the other style of accomplishment is not as satisfying, Call of Duty 4 strikes me as a very poor choice. Why purposefully compare your title to one of the most successful games of recent years, especially when trying to say that they could have done things better?
As others have already stated, a little challenge and difficultly is no bad thing, and a few more games could suffer to add a bit more. That said, one thing that has been bothering me recently is that a lot of games seem to still be relying on cheap tricks and tactics to ramp up the difficultly.
Ramping up the difficulty usually involves a very good AI and this can be draining on the resources. As a result, at the moment they use tricks to ramp up the difficulty.
Farcry 2 has to be the most underated game of last year. Its genius lies in making the journey to the mission as exhilirating and exciting as the mission itself. Far cry 2 offers you the tools and then allows you to choose how to use them. No one teaches you to use the I.E.D's (Improvised explosive devices) but they can be used to take out convoys, cover retreats, distract whole bases full of enemies so you can steal their vehicles from under their noses. Into this it injects the thrill of suprise, guns breaking down, reinforcements turning up, jams, malaria attacks. Because of this balance it offers a stealth attack can transform into a running retreat, laying traps, into a buddy supported ambush of the following troops, and so on. Farcry 2 asks for your involvement, your creativity and your intelligence, and in return it offers the most adaptive FPS in existence. The buddy system is an integral part of this, and long may this continue.
New video games, with all the quicksaves are indeed way to easy. But how crippling the gameplay gonna help that? No checkpoints and long travels just for the purpose of being realistic will just make people lose interest.
Whatever happened to good ol' Game Over?
It belongs in the 80s/90s.
There's a line between frustration and challenging - it's not that fine of a line that developers can't find it.
I agree. At the price they're selling games nowadays, all "game over"s should be replaced with infinite respawns at least NEAR the same spot that you died. With the old "Contra" games, the 99 lives trick still wasn't enough for some less agile players to beat the game.
Personally, I loved Far Cry 2 and the open ended approach to each confrontation. I can honestly say it is one of the best games I have played. The sense of immersion was on par with, if not better than Bioshock managed.
It is precisely this sense of immersion that made the typical computer game devices stand out so starkly: the map felt strangely video-gamey, the setting and atmosphere was so believable and coherent that you expected to run into 'real' people rather than enemies who shot you on sight.
I think you're dead on there.
I loved it too but alot of people just didnt get that game at all and complained about having to travel about etc !. My most enjoyable mision on Far Cry 2 was when i spent 1 hour and only fired 1 round , i got the job and had too travel right across the territory ,reconed the village and decided it was a night time job went to a safe house and returned in the small hours crept in and took the target out with 1 shot in the back of his head with the silenced mrarakov pistol and melted back in the night with no one alerted .Awsome i love the fact that i could plan out exactly what and how i was going to do this , i think this aspect went over the heads of some people .
A lot of people didn't seem to know how to deal with it. A lot of people I know played it on my 360 and they stuck firmly to the roads, and went running in shooting as you would in most FPSs, not realising that the entire map was available for play. They even ignored some of the genius weapons like the flamethrower and the mortar.
And that's the problem, with this style of game, a lot of people will simply not get it. Some prefer to be herded from bottleneck A to boss B until they reach the end.
Of course, this style of gaming is probably harder to make and devise. There's safety in having only one way of doing things, after all.
I think he's got a point, but its not a blanket, all-encompassing thing. It can't be applied to every game or every genre. There's room for both extremes (full freedom versus perfection in play), with lots of leeway in-between. And, in all honesty, there's no reason why the two can't be used together when/where appropriate. A plethora of options, each with varying levels of required focus, technical proficiency and specialization, would be nice in some games.
It's hard to improvise in a game when everything is shooting you on sight. And you have to "Press X not to die" every 15 minutes. But I do have a Diamond radar, I guess I can improvise with that.
There should also be a rule that whenever you buy a game, it is not allowed not start with the bad guy giving you perfectly sound reasons to stop playing the game.
As opposed to all those other shooters where you can idly chit-chat with Hellghast/Covenant/Combine/Etc?
Or you regain your health by making an appointment with your doctor, going to the appointment, having tests, getting a prescription and taking your medicine for 2-3 months?
Or even having a tangible health 'bar' to gauge your health?
You're confusing games with real life. Far Cry is still a game so it is still bound to have game mechanics.
Looks like everyone wants to chuck the challenge out of games and create a casuals-only market. Saves on programming decent A.I. I suppose ;)
Farcry 2 was terrible, uninspired and *gasp* unoriginal, of course his "philosophy" is to not punish the player, the player is already being punished, he is playing Farcry 2. I'm so sick of this 'lets make games easy' trend, it RUINS gameplay, why not at least include difficulty options for those who aren't 5 years old and have experience playing video games, its insulting. If the game is fun, I don't mind re-playing, adapting, learning and overcoming that challenge, its a good character building experience. I re-played Megaman 2, Ikaruga, DMC and failing didn't bother me because I had fun in the process and what joy it was to finally overcome certain challenges. The exhilarating tension was healthy. Developers shouldn't promote and celebrate incompetence, we hope these kids will explore Cosmos one day, with this sort of training they wont be inspired to push their limits. Working hard doing something you love is fun, lets not diminish the great potential. Culturally it's not that surprising that the most challenging games come from Japan.
anything that's TOO (relatively) hard can't be fun....until you are a sadist or something similar...
(read: Ninja Gaiden)
The same can be said for BioShock’s design, which didn’t force players to reload a save point after being stomped by a Big Daddy, rather dispatched gamers just respawned in the closest Vita-Chamber to continue the challenge.
...and what is a Vita-chamber if not essentially a save point?
/b
If you get a Big Daddy down to half of his health, then he kills you, for example, after you respawn in a Vita-Chamber, his health is still half, if I recall correctly. In other words, the game doesn't completely reset to a certain point when you die; it doesn't completely break the space-time continuum like a save point.
That's correct Kris. When you die, the game world remains the same as it was before. All enemies' health is as it was when you died.
That may be more realistic than reloading (well, if you consider the idea of your consciousness being teleported to a new body or something 'realistic', at least). However, it's problematic from a design perspective, as it makes boring and sloppy wars of attrition into strong strategies. I think meaningful setbacks (or 'punishment') are fundamentally necessary to allow games like this to have any kind of depth.
This has to be a joke. Games have gotten so much easier over the past 10 years, and what bothers me is that it hurts games. Challenge is *integral* to a game being fun. If someone fails at your game, they will try again, if the game is fun. The problem many game developers today have to deal with is that most of the games being made aren't fun at all, and so they have to make it very easily, basically to minimize the amount of time the player has to play their new waste of 60 dollars. If you make your game fun, people won't mind failing, and they won't mind starting over, because it's FUN.
I think it has more to do with the expected length of games these days. People don't seem happy unless they are getting 10+ hours out of a game, and I don't think many would be best pleased to get killed by a boss 9 hours in and be told to go back to the beginning, no matter how much fun they were having!
Sometimes the games I miss most were from the Sega Saturn, which seemed to get a glut of arcade games which by their nature weren't overly long. Virtua Cop, Die Hard Arcade, even Sega Rally, were not long games but they were fun, and I thoroughly enjoyed playing them through many many times. These days I hardly ever play a game through more than once.
Great ideas indeed, except that after I carefully plotted my attack out in Far Cry 2 for 90 minutes to slip off an edge and die and have to do everything over again because there's no check point system, I felt a little punished. Maybe your buddy should throw his arm down and catch you every time you fall down...^^
To be fair though, I loved Far Cry 2's open ended system (the atmosphere was amazing), it was the closest to what I think it'd be like to really be there. No real fast travel system, had to take busses to far away bus stations, had to dive for 5 minutes sometimes to go to where I'm going, no real inventory system (or at least no unrealistic video game one). But those are some of the same things I also grew tired of. Being realistic is only good in some aspects, in others (the tedius drives everwhere, no fast travel system) wore on me. And having a hard time getting weapons, being stuck between either a sniper rifle or an assault rifle unless I wanted to use broken down enemy weapons also took it's toll on me. If I had more time I probably would have finished Far Cry 2. I guess I kinda contradicted myself there a little bit.
The man raises some very interesting points.
[Added] I've also raised some points of my own on my blog here, if anybody would like to check it out (it's quite long).