Weapons - i.e. swords - start out blunt, so slashing at an opponent and slowly taking down their health incrementally works in a real-world sense as though you are just brutally beating the person down until they cave from being the one with the most damage. As upgrades and better weapons arrive, the opponent begins getting real-world damage like cuts and possible amputation depending on the quality of the weapon. At this point the opponents also rise in skill and are better at defending themselves. Enemies start losing their "damage sponge" quality and become serious opponents who can one-shot you, which also demands that you as a player become better at defending yourself.
The implementation of this needs to be quite a gradual learning curve as each new enemy will be a lesson in either strategic attacking or strategic defence. The goal is to make third-person mêlée combat far more dynamic by adding realism.
This idea is derived from seeing so many fantasy-based games treating swords and their ilk as mere batons that have different levels of damage and the enemies themselves not being affected by the actual real-word concept of that weapon, e.g. a sword stabbing or cutting an actual hole in someone.
An argument against this might be the idea that combat could end up very short at later stages of the game if all it took was one correct swing to connect and cut an enemy in half. Realistically, the sword would probably only slash a gaping hole, but the enemy would still go down because of it.
An answer to this, is to make the later stage enemies very good at defence, and make the swords themselves degrade as steel connects on steel.
Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts
Sunday, 3 July 2016
Wednesday, 25 March 2015
In reply to 'Rules of the Game' by Daniel Golding
Note: In 2012 Hyper magazine published an article by Dan Golding titled 'Rules of the Game'. I'm not sure (that is can't remember) what position he was taking in the article but this was my response. Having discovered this in my files yesterday, I thought it was written well enough to be posted here.
I
think we can safely say, and agree upon, that video-gaming is not a
sport. Sports, in my opinion, require physical activity beyond
twiddling your fingers and exercising the synapses in your brain. I
believe that a game needs competition, and that competition must be
an adversary of some type. This begs the question, is chess a game if
you are playing against yourself? Well, I would argue, yes, because
you are facing the adversary who just happens to be yourself. Fair
game, I guess.
It's easy to view sport
orientated videogames such as Wii Sports and Tekken or Street Fighter
as games because they inherently take the forms of sport and
apply them to the computerised world, thus taking out the 'sport'
but retaining the game. So by that definition, game is form, not
activity.
Any sports-modelled videogame
still requires a competition-based form to involve yourself in the
playing of: whether you are playing against your flatmate or the
computer, you are still playing against an adversary that you may not
win against.
When we enter the world of
story-based videogaming, we are not entering a game,
as there is no other competition, no one I am competing against; I am
simply taking part in an exploration of a story-based entertainment.
By picking up a console controller, customising my character and
deciding which reply my character will answer with, I am no longer a
passive viewer accepting another person's story as it is told to me,
but an active part of the story who makes sincere and often involving
decisions about how
another person's story is going to be told to me – that is
interactive entertainment. It is not a game, there are no rules, but
there is a specific storyline that must be adhered to to get the full
entertainment value out of.
The problem with viewing
story-based videogames as a 'game' is knowing that it is a forgone
conclusion that you will win, when essentially, all you are doing is
concluding the story that you begun by opening your videogame box
and inserting the disc – practically no different than picking up a
DVD and inserting the disc, or via a different medium, picking up a
book and opening the first page.
No matter what setting you
play the story-based videogame on – even on the hardest setting –
you can win if you put in enough time. The reality of the true game
is that another player just might be better than you no matter how
much time you put in. In that sense, only the videogame itself is
your adversary. Can
I really beat Dead Space 2 with only three saves allowed? I
certainly can! (The question is, can I be bothered?)
Online
is different though. Online we have competition. We have many players
playing against each other, racking up high scores and at times
competing for prizes. And, although I have never played online, are
there not rules that accompany how you play online? Or perhaps, codes
of conduct would be a better phrase.
A game of chess, or tennis,
dictates how you play simply by the rules that have been created to
accommodate the form of the game. Yes, it is possible to cheat, and
there in lies the necessity to acquire a judge or adjudicator to
impart impartiality.
Videogaming requires no
referee, no adjudicator to check if I am cheating or not. That,
assuming cheat codes are available, is entirely my choice, and at the
end of the day I only answer to myself.
When playing a traditional
game in competition with another, you cannot afford to stand around
and do nothing, otherwise your adversary will take advantage of your
slack and begin scoring points against you. Many videogames I have
played, I have allowed my character to stand around doing nothing, or
hide in a corner to generate more health.
I
believe
that developers need to ask themselves whether they are building a
'game', or an 'interactive entertainment'.
If developers really want
their products to be viewed as games, they need to stop making every
mission and quest so easy to complete by providing instructions,
cues, markers and arrows that make the story and puzzles nothing more
than a walkthrough.
On
the other hand, if developers are only making interactive
entertainments, then it is the attitude of gamers themselves that
need to change. The reason Prince
of Persia (2008) flopped
was not because of the game, which was a beautifully rendered
semi-cell shaded enjoyable romp through an imaginary fairytale land, but
because of the voices that decried its 'easiness' and the resulting
criticisms towards the gameplay (and rather thin plot). For once, I
had an interactive entertainment that obeyed its own internal logic –
if the story requires my character to win-out in the end, then it
makes complete and utter sense
that
he doesn't die during the story. PoP
(2008)
I believe, is the first true example of an interactive entertainment
through the videogame form without relying on the actual 'game'
element whereby it is necessary for you to try not to die or be
'beaten' by the computer.
- 2012, Whangamata
Labels:
Critique,
Essay,
Games,
Narrative,
Opinion,
Story-telling,
Video Games,
Writing
Sunday, 15 February 2015
Monday 1st December, 2014
What’s been happening Mr.
Stubbs?
Far Cry 3 has
been happening, that’s what.
Was it any good?
Well, it was a lot of fun once
the story pissed off. The worst thing about this game was being
locked into missions. Second to that, I think, was the story itself.
I felt so bored by all the cutscenes. I did like Vaas as a villain
though, but like some forum commenters, I too thought he was
under-developed. Hoyts turned out to be nothing interesting so it
would have been far more interesting to see Vaas still alive and
trying to kill Hoyts as well. The player then could have had the
choice to let Vaas do it himself, but making him more powerful, or to
try to kill Hoyts first to stop Vaas from gaining power, but having
to deal with Vaas at the same time as a consequence. Or something
like that. Overall, the story theme, that of slave-trading, was fine,
but I thought the whole mushroom tripping and amazon-warrioresque
aspects were generally pretty dumb and pointless. So many times
through a cutscene I was pressing buttons on the controller in hope
that the apparently non-mapped ‘skip cutscene’ button would
suddenly spring into existence. But it didn’t, and I was left to
voice my non-caring attitude out loud.
The
story might have had more impact if the player character was one of
the local islanders themselves and had to pick up weapons to save a
bunch of white-American holidayers, or even make them a bit of a
mix-up: French, Canadian, American, etc. In some ways, it could test
the player as to how much they need to care about some random people
opposed to their own fellow local inhabitants who were also in danger
of being kidnapped by Vaas and his pirates. Or even, if the fellow
inhabitants were getting disillusioned and slowly going over to
Vaas’s side, so then some of the missions would revolve around
collecting evidence through the kidnapped holidayers, or otherwise.
And with that idea in place
you could even throw in the twist of if you save the foreigners, they
call their parents/family to say that they are okay, but if you
don’t, the families come in with their ‘big foreign weaponry’
(government sanctioned, or private) and completely fuck shit up but
in doing so bomb you and the locals, thus turning them into the new
and more powerful enemies.
Hmmm. Sounds like a completely
different game now.
Far
Cry 3
just needed to stick to its basic slave-trading template with one
insane villain who was growing more and more powerful.
Here’s another way of
getting around the “white guy saving the locals” colonialism
aspect of the game:
- Player is local guide that takes holiday foreigners on their trip,
- Player is kidnapped with the foreigners,
- Player is constantly being taunted by Vaas to become a pirate like him,
- Player is constantly asking themselves how important saving the foreigners are, opposed to the player-character’s local community who are also in danger of being kidnapped, or losing faith and going over to Vaas,
This would have then given
greater impact to the final choice of taking the life of the
foreigner at the end, especially if she was the first one you saved
and became a love interest who actually fought along side of you.
But then, in this version
there’s no mushroom tripping either, so that choice might not work
as well.
But it could.
Imagine if the syringes that
the player crafted became the trip sequences whenever they were
injected, and the game twisted everything around so it felt like you
were fighting your own people until the effect wore off. Some players
might enjoy that and do the syringes heaps, others would never use
them again, but the final mushroom trip you were given took you over
the edge forcing you to question everything and making that final
decision more potent.
As it was I just wanted to
throw my controller at the wall because the designer or writer had
dared to expect me to think a final choice was hard to make when
throughout the entire time I was completely invested in saving the
lives of my friends. Liza’s whining throughout did nothing to
change that.
Labels:
Critique,
Far Cry,
Fun,
Games,
Narrative,
Story-telling,
Video Games
Sunday, 19 January 2014
Healing, Injury and Death in Video Games
There is/was an interesting
discussion at AWTR1
about the healing mechanic in games and their ability to break
verisimilitude in games “in a way that magic, dragons and
sword-fighting don’t.” Personally, I find just dying breaks
verisimilitude in games. Every death reminds me that I am just
playing a game after all, and not living through an immersive
experience along with the character I am controlling.
The discussion focuses
intensely on RPGs because the author is “less interested in
[FPS-type games] in general” but I would like to look at two games
outside of RPGs as ways of exploring the idea of realistic healing,
or injury, mechanics.
The first is Dead Space.
One of the aspects of losing health in Dead Space
is that Isaac Clarke’s body slows down and at it’s lowest starts
staggering with heavy breaths. It’s a great mechanic that adds
intensity to the game when you are also low on ammo and you know that
the last batch of necromorphs were a struggle to dispatch and if you
don’t find health soon, those next lot of necromorphs down that
dingy looking corridor are going to be the ones dispatching you. It’s
intense and at least semi-realistic. That is, until Isaac finds
health and all of a sudden he’s back to his old boot-stomping, leg
and arm decapitating self again. It’s amazing what Med-Packs
can do in the future!2
Could Med-Packs actually work
that quickly in the future? Well, I guess it’s possible. With a
little adrenalin mixed into the concoction, I’m sure a standard
Med-Pack could get you back into tip-top condition almost
immediately.
I
would like to propose a way of getting around that in a more
contemporary scenario without the mechanic causing frustration for
the player. Imagine being injured; you struggle, you limp, but you
can still shoot
– that’s important of course, and no programmer would be daft
enough to take that away from the player. But what about after
finding your health pack? Do you just spring back into action like
you have just been injected directly with heroin? Perhaps. If the
health pack had heroin in it … So let’s assume that it doesn’t.
Maybe it takes time to heal properly. Not an overly long period of
time, but just enough for the player to still be cautious about what
they do with themselves, where they tread, how often they recklessly
poke their heads out from behind cover, knowing
full well that they need to nurse that wound like their life
depended on it. Because after all, that’s exactly what an in-game
injury should simulate.
There
is also the scenario of
being able to mix different concoctions.
Say a Med-Pack is slow
working but heals you fully when the healing is complete, and an
adrenalin pack gives you that much needed stamina boost. Mixing those
two together would literally cause you to spring back into action
allowing the healing pack to still do it’s work in the background3.
I
like the idea of healing
having a real-time consequence, especially in games like Dead
Space, where your injury causes
tension in high-strung scenarios. It seems to have a lot less
consequence in Fantasy-based RPGs when
magic is flying all over the place and healing happens as quickly as
inflicting damage. In fact I want a game where being injured is a
huge factor, and where injuring an NPC is just as consequential for them – they stagger,
they limp, you get an easier target, but at the risk of being hit by
the stray bullets that the
NPC is now recklessly firing
at you to try to keep themselves covered. Although I may not be a
huge stealth game fanatic, Dark Souls definitely
tested my patience (I passed!), while Deus Ex: Human
Revolution gave me the enjoyment
of choosing stealth if I desired it. Maybe it’s a case of
programming, where the logistics of dividing pixel bodies up into
parts that are affected accordingly might end up taking up all your
programming resources. However, if Fallout 3
could do a minor simulation of it in an open-world, I don’t see why
a linear shooter couldn’t do it to an even greater extent.
“The
healing mechanic is perhaps small fry in relation to the overall
issue of integrating storytelling and gameplay. […] But when I look
at such actions from a distance, they do affect the degree to which
I'm immersed in the story, and looking ways to increase immersion is
never a bad thing.”(sic)
I
would argue that the healing mechanic is only ‘small fry’ because
no one has found a way to integrate it
with a story that continues
to move forward. This is where every environmental object has weight
and is able to be used as cover, something to lean up against,
something to rest and inject yourself with a health pack, or drink
water and allow for the time to heal; a chance also to check
directions, clues and inventory items. Like in Dark Souls
and Dead Space where
inventory checking does not pause the game, it would seem logical not
to be doing this out in the open but in a secluded or safe area –
the bonfires as an example in Dark Souls.
Waiting for your leg to heal might be a good time to check some
details with that sidekick of yours that hangs around also. I
just like the idea of an injury that takes real-time to heal,
creating a cautionary play-style for the player. It’s something
that could do wonders for the stealth game, or the tactical horror
game.
Down
on
page 3 of
the fifteen (!) pages of comments, CultureGeekGirl
says:
“I
feel that the idea of death and respawning in a video game is more
immersion-breaking to me than any other mechanic possibly could be.
The death mechanic is deeply engrained in the way games have worked
from the very start, so you have to have that to some extent, but
dying always kind of jolts me out of any reality I may have invested
myself in - even in really game-y games”
But
no
mention
was made of that much maligned
game
Prince of Persia
(2008)
where death was skipped altogether and whenever you screwed up you
were saved by the comforting hand of Elika. While many saw this as
making the game too easy by not dying therefore not learning a
lesson, few realised that it was the gameplay that didn’t make the game challenging enough, i.e.
‘teach the player anything’.
Dark Souls
has one of the most integrated versions of
respawning to
story and setting that I know of,4
but despite the ‘YOU DIED’ in red fading into my screen, I never
actually felt like I died in Dark
Souls.
Sure, my humanity was stolen from me, but respawning is respawning;
it’s still
not
dying
and the game loading to a previous checkpoint as though nothing
happened. Instead,
it’s
like being killed figuratively but still being able to keep all your
memories and inventory of collectibles and losing only your souls
(‘money’) and humanity (‘human spirit’), and then restarting from a previous checkpoint.
With
Prince of Persia (2008)
I had finally found a game that made internal sense in relation to
the story that it was telling. If the character is going to win,
because that’s the role of the hero in the story, then he literally
can’t die. In Prince of Persia (2008)
the Prince doesn’t die, he is saved each time by the hand of Elika.
“Where is the fear of dying to create the challenge for
the player?” asks the
detractors. Admittedly, in this game, there was little challenge. But
that had nothing to do with the ‘no-death’ mechanic I would
argue. That had everything to do with the environmental challenges,
the boss battles and the general fighting mechanics themselves being
too one-button easy to traverse.
What
the ‘no-death’ mechanic did was not
only eliminate the loading
screen, but also keep the
player’s story immersion intact. Very
rarely did I ever feel like I wasn’t a part of the game.5
Also, just as a minor note,
PoP (2008) had an
injury mechanic, though very basic and pretty ignorable. If the
Prince was hit while in battle, he would clutch at one arm.
“The
death mechanic is deeply engrained in the way games have worked from
the very start.” We know,
as discussed in a number of other online critiques,
that win states are a simple
part of gaming that drives player accomplishments, and dying seems to
be tied up in the failure state. But that certainly doesn’t mean it
has to be. It’s just there because so many games are combat based
and death seems the logical failure of playing these games - “you’re
supposed to stay alive, idiot!!”
But why can’t it be “You’re
supposed to traverse that area without the walls collapsing around
you and setting you back at the start and needing to find a new way,
idiot!!” Sounds
like too much thinking would be involved. But I do like the idea of
being injured setting you back as a failure because now you have to work
harder to achieve the goal that you could have achieved easier if you
weren’t injured. See, now that’s an injury that makes sense and
would become a challenge to overcome: “Don’t get shot!
No, you’re not going to die, but you are going to have to work a
whole lot bloody harder at this section now that your injury is
slowing you down, idiot!”
Thursday, 4 April 2013
Bioshock: Infinite - Linear gameplay trapped inside a non-linear story
*End of game theme and story spoilers below*
Any story that
has to wrap things up with extended scenes that explain what you have
never taken part in (as a game player), hasn't done the job properly.
Spec Ops: The Line
wrapped things up by explaining the reality of what you had played
through and thought you
had experienced, whereas Bioshock: Infinite merely
takes you through from A to B and there is very little that you can do or have an opinion on about any of
that. In all, if not at least some, of the scenes used at the end,
there was opportunity for the player to play through those scenes as
part of the developing story rather than take you through them
briefly at the end as a sequence of explanations. This game could have had instead Booker and Elizabeth going backwards and forwards
through time trying to understand what was happening rather than just experiencing
straight forward linear action sequences.
It would have been really interesting as a player to have been able to utilise the vigors to open up special tears that thrust you into gameplay that extrapolated on the Rosalind and Robert Lutece influence and separate involvement in the creation of Columbia. Some might say "but that interrupts the separate realities of Booker existing with him appearing in the same time-frame as himself", but in Infinite that happens anyway - Booker appears in the revolution where he was killed and became a martyr. So what we have is a character who infiltrates different realities that he already does exist in or has existed in, but much of that is mere framework, or even wallpaper to some extent, rather than strong narrative building.
Other
things I have and had issues with:
- Daisy as a strong female revolutionary character was reduced to 'crazy black female'
- I really hated the moment when Elizabeth killed Daisy. I sat there with my controller in my hand thinking 'yip, the white folks save the day again...'
- Sure, if you put it in context of Booker being the racist Comstock, then it makes a lot of sense, but at that point, you're actually supposed to sympathise with the revolution. I mean, that universe's Booker is a flippin' martyr for crying out loud!
- Or are you supposed to sympathise? It's certainly a discussion point, I guess.
- Gameplay aspects like Elizabeth not opening any doors or pulling any leavers, waiting for you to do it instead even after she has just said “are you going to open the door or am I going in alone?” at which point she waits forever for you to open the door. Nice one!
- Bullets having a physical effect on ghosts.
- Okay, so if a ghost can have a physical effect on you, why can't you have a physical effect on a ghost? That's good reasoning, but it still seems really silly in terms of gameplay when a ghost is supposed to be able to move through walls but takes direct damage from bullets.
- Using vigors exclusively, or combined with ammunition (like transferring shock jockey to your gun), would have made that fight far more interesting and less of a recycled combat moment.
Actually, there's nowhere near as much to gripe about as I'd like to think. My 'exploration with sky-hooks' has been covered.
Overall you could look at both
Bioshocks as extrapolating on the pitfalls of idealism and the
downfall of civilisations or societies based on exclusivity. And
those are good things to discuss, but Infinite,
however, left me with my alternative title: Bioshock: The
virtues of suicide*. Because,
even though there was revolution going on, the player was constantly
fighting both sides of the revolution just to stay alive, and was
reducing the concepts that could have been exploited in that idea to
triviality, or 'not important', because the player has to get from A
to B (constantly), and then finely discover his own role in the whole
sordid mess.
But is it worth all the discussion
going on over at Paul Tassi's two articles? I think any multiverse story can generate
that kind of speculation if there is no closed loop or specified
number of universes; Infinite spreads
its net wide, though traverses only a few of the extended
possibilities within the narrative. My general answer to that
question is 'no, it's not worth it' but that's personal more than
critical, as I would rather have a story teller be definite within
their framework of multiple possibilities. As an example of this
statement, a novelist may never state a character's age thus allowing
the readers to speculate on the moral ambiguity of their actions
within a clearly defined framework. It allows discussion to open up on the act itself and whether age actually is relevant in discussing [that] act. Infinite merely opens up discussions on possibilities.
Not to deride that in itself of course, after all, many people find that a fun and rewarding task. And that's fine. Bioshock: Infinite just might
become a classic for the ending alone.
But I'll still want a prequel to the original Bioshock!
Monday, 1 April 2013
Bored with Combat: Part 2
The
tedium of combat in a world that you can't explore via the new
sky-hook mechanic has turned what could have been a wondrous
exploration of both narrative and world building into a boring task
of objective completing. The sky-hook works great as a melee weapon –
gloriously violent – but that is a secondary use and its main
reason for existing is never fully explored. I find myself bored every
time I reach a new area and have to fight my way through it just to
open a new door, only to be greeted with more combat – which I have
to fight my way through just to open another door...
In such a world where everything is floating high in the
sky and there are rails that connect certain sections, I wonder where
the ability to use those rails to explore and travel between areas
is. This great new mechanic has been completely underutilised in
favour of combat and action. What we could have had instead was the
challenge of finding the right rail to land on and not be swept away
from the target by the wrong rail, using the freight hooks to swing
between buildings with more of a fun free flow effect that could have
been part of a puzzle that unlocked the next area – rather than
having to constantly battle through enemies to reach the next area.
There's just no genuine fun
in this game.
There's no genuine
exploration in this game.
There's no genuine
character development because
all the characters ever do is fight their way through enemies, as
though that alone is going to develop them. I could see both Booker
and Elizabeth having greater development if they were allowed to
genuinely argue, or at
least disagree, on a path to take using either the freight hooks or rails,
having them part ways, end up in the same place and then challenging
the other to go back and try the other route. When the player completes both
routes and gets through the obstacles in their way (not
combat obstacles!), while also collecting collectables via the alternative route, there would
be genuine appreciation at the end of it, a genuine feeling of "Oh, okay, so you can do it. Maybe I have a bit more faith in you now ...oh hey, what did you find?". There's always an opportunity for some great banter in interesting situations that video games seem to completely miss.
The linearity isn't stifling,
because good narratives have linearity, but the ability to explore
and have a fun and wondrous time exploring is stifled through not
allowing sections to breath without combat, not allowing characters
to get to know one another outside of combat; and what seems most
important to me at the moment: not allowing the narrative to be
developed without the constant interruption of combat.
The tedium of combat has made
Bioshock: Infinite boring.
Bored with Combat: Part 1
Bioshock:
Infinite may be the last action
orientated game I play. I seem to be far more interested (but not
distracted) by the sky-hooks that take you around the place, while
all the shooting is just so par-for-course that it's become boring. I
still remember fondly the intense action scene in Dead
Space 2 when Isaac is riding on
top of the giant drill and having to fight off a constant barrage of
necromorphs, but that was kind of a special moment amongst quite a
lot of action that probably wasn't necessary, but was still fun. In
such a visually impressive environment, I wish Bioshock:
Infinite had taken the Prince
of Persia (2008) route and
delivered a more relaxed journey with less frequent combat.
But the sad fact is that most video games are specifically built
around combat. Game mechanics may be first on the list, and these may
vary from travel mechanics, to weapon mechanics, to puzzle solving
mechanics; but invariably they are melded with combat to create
action.
Of course, it's not my goal to disparage combat, only to question
whether it should be so prevalent. We know it's prevalent because of
the amount of 'war-shooters' that continuously are made at the same
rate that barrages of enemies are launched at players in-game, and
also, because that's about the same rate that they get purchased on.
There will always be a market for that. I think, due to younger
players requiring action to constantly feed their rate of imagery
intake, whereas, perhaps, us older generations don't need to feel
hammered over the head constantly by gunfire and explosions. The
younger generation will always have the numbers.
But when will game designers make the games that they want to make
and nothing else? No publisher breathing down their necks demanding
that the game needs to reach a wider audience, therefore needs to be
simplified... Obviously I'm no longer talking about Irrational Games,
since apparently they were given free-reign by 2K Games.
Hopefully with the intervention of Sony aligning the PS4 with Indie
developers, games will become exactly what the developers intended.
That would be a grand old thing to see.
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