David Sirlin is a familiar proponent of increased simplicity and usability in video game interfaces. It's a principle he put into practice rebalancing Street Fighter II for Super Street Fighter II HD Remix. At Montreal International Game Summit, he continued the theme with a polemic that used the famous writing handbook The Elements Of Style by Strunk and White to argue that a design must do its best to avoid needless effort on the player’s part.
Using one of William Strunk’s celebrated style rules, “omit needless words,” as a basis, Sirlin took the audience through an entertaining series of case studies demonstrating obvious pitfalls overlooked by many developers.
One such obvious mistake? Needless effort needing to be expended when restarting a task in restart-heavy titles such as Burnout 3: Takedown. “If you make a single mistake in a Burning Lap you generally have to restart if you’re going for the best time. To restart, you have to press start, push down twice to skip past the options, and then press restart. I took a look at what these options are that I’m skipping past every time I had to restart, and they were music and sound effects volume sliders. I can’t imagine fiddling with those more than once or twice, yet I restarted levels hundreds of times in this game—with hundreds of needless extra button presses.”
In comparison, a title like Tony Hawk 4 got it right in Sirlin’s eyes, with restarting the first option after resuming, and a selection to simply quit the current task directly, minimising the number of button pushes for the most important options.
Another example that gained Sirlin’s ire was the otherwise widely beloved Psychonauts. Apologising and promising that he “loves Tim Schafer”, he found the game to be one of the greatest examples of an “excruciatingly long start up.” With clicking past all of the game’s intro movies, title screen and file selection, to begin the first section of actual play takes over twenty button presses, a stark contrast to what Sirlin called “the best example in the entire game industry” of instant game accessibility, Braid, which includes no clicks to begin playing.
“It’s unheard of. Braid is a landmark in interface and I really wish Jon Blow was here to talk about how he made this happen, because I know that starting a game like this — without a title screen, without intro — is a violation of Microsoft’s certification standards. More people need to have this kind of self belief on issues that directly benefit the consumer.”
Perhaps Sirlin’s most strident example was used in discussing Resident Evil 5, a game that Sirlin claimed to “absolutely love” and especially in Mercenaries mode. “In Resident Evil 5 there’s a very odd occurrence in that certain weapons have a very long reload time. Mercenaries is entirely about making the most points in a set amount of time, so in order to get the best scores, you must first each time you play pay a eight-click ‘tax’ — to rearrange your inventory — and then you can reload your weapon via a five-click button combination without having to view the reload animation. In fact, you can reload during other animations!”
The thing Sirlin took particular exception was that this interface quirk was “completely foreseeable”. “They explain how to do this in the official strategy guide for the game, so they knew all about it when they shipped. It’s the optimum way to play the game for the highest scores, in fact you cannot compete if you don’t do it. Now, to many gamers this is a positive part of the experience, that they’re ‘beating the game’ using the interface. But you’re actually just fumbling around in the menus a lot when you should be trying to do your best playing the game, not the interface.”
Excellent - so I'm not the only one who ponders this.
Reading the comments on Psychonauts - Okami has a TERRIBLE, PAINFUL intro lasting up to 20 mins before you can start playing! The subtitles can't be hurried at all - I read much faster than they display - and the 'voice' NOISE that accompanies them is atrocious.
Anyone looking at why the game didn't achieve its deserved success can look at the lack of marketing, and the terrible intro.
I was hardly going to recommend the game to anyone, when I had turned it off 3 times before even beginning to play the damn thing out of annoyance and not having the time to sit through the intro. Perfect example of an awful interface.
Its funny he menions Tony Hawk 4, i gave myself naussia from start restarting that game on the final custom character mission. Ended up seeing flashing blobs and throwing up Skips everywhere
What about continuing that line of thought into the actual gameplay itself. Why should I have have to input two whole circles on a controller in order to perform a character's special move?
Because Zangief being able to piledrive somebody with the ease throwing a jab would be game breaking powerful.
It is the condition of the move, a double 360 has to be input while in the process of another motion. The simplest would be hopping at the person, which telegraphs "Zangief is trying to use his super".
You can also input it while getting up, meaning that anyone standing right next to a Zangief waking up is in danger. It can also be input while Zangief is being attacked, meaning he can absorb light blows to execute a punishing counterattack, so you have to knock Zangief away with a heavy hit.
This is why a double 360 motion is in Street Fighter, it is a core element of the gameplay mechanics, to take it out is not "simplifying", but turning it into another game.
Well this is a separate discussion in itself but let's go:
First of all, everything you say is true, I am not disagreeing with you about how street fighter works.
"This is why a double 360 motion is in Street Fighter, it is a core element of the gameplay mechanics, to take it out is not "simplifying", but turning it into another game"
Yes. Another, better game. See, I believe that the fun of a fighting game comes from the strategy, timing and psychology. And of course a mastery of when to use which moves when playing as a certain character. The extra layer of making the controls require mastery is something I DO NOT enjoy. I can lose a match in Street Fighter because, even though my strategy, timing and understanding of the moves was perfect (say I lured my player into the effective range of my special somehow) ,I failed to correctly input the double 360 causing my character to do a simple punch or kick instead of the move that would have made me win.
Now when that happens I don's feel like I'm Zangief, but rather somebody trying to control Zangief and failing at that. If that layer if control problems is removed and the characters in the fighting game always do what I want them to do when I want them to do it, I as a player feel empowered and much more immersed in the game, because if I lose it will be because the opponent had a better strategy, was faster in deciding what move to use or tricked me with a feint or whatever.
I realize that if all the specials in Street Fighter where performed with a simple button press their power would have to be re-evaluated. I just believe that fighting games in general are better the more they succeed in removing the control barrier between the game world and the players.
Practice makes perfect and the SF series would be nowhere near as rewarding or satisfying if you could perform the special moves by pressing one button over and over again.
Then Smash Bros is the game for you, it sells well and many people who I know play it have your view point too.
Actually, my favorite fighter is the Naruto GNT series for the gamecube (haven't played the wii versions yet). But that is probably due to the insanely fun three and four player fights as much as it is due to the simplicity of the controls.
For some reason I don't like Smash Bros very much. It's a fun game, but I somehow cannot take it serious as a fighter.