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Monday, November 20, 2006
 
Mistakes in Game Design
Mark Rosewater has written up a great article about the common mistakes made by aspiring game designers in Magic: The Gathering (tip o' the hat to Damion Schubert at Zen of Design for pointing this one out).

The principles Mark lays out are 100% applicable to computer and video games. Here's my effort to convert these to the digital gaming medium:

Mistake #1: Making the Player Do Something They Don't Want to Do
Gameplay is all about risk and reward, and balancing the good with the bad --- then allowing the player to make the choice between choices, hedging their bet and trying to stack the odds in their favor. They may have a prime sniper position that gives them an awesome vanatage point to gain some easy kills, but it also allows them to be easily taken from behind.

That's all good.

But making the players engage in un-fun activities in order to get bonuses to make the game more fun later? Not cool.

Perhaps the most un-fun activity of all is... waiting. Not pausing for the best moment to act (which was lots of fun in the Thief and Rainbow Six games), but actually sitting waiting for something to happen or actually being able to do something.

The worst example I can think of is EverQuest --- the whole sitting in front of the spellbook thing to meditate. Massively Multiplayer Online RPGs have it tough - they have to prevent people from racing through the content faster than they can generate it. So much of the balance has to be focused on progression over time. But did they have to make it so overt? And stuck looking at a little 2D picture for minutes at a time in the middle of what was (for the time) a really cool 3D virtual world?

Granted, they whittled away at that later, and most games nowadays have learned their lesson from that embarassing little gameplay mechanic.


Mistake #2: Making the Player Do Unnecessary Work
Because computers are capable of automating so many of the player's book-keeping tasks, this one kinda blurs into the first mistake. But the evil comes when there are tasks the computer really should automate (or allow the option to automate) micromanagement tasks.

An example: Well, these are rare nowadays, but RPGs without automapping. Yeah, automapping takes out some of the tricks that you could pull off on the poor player (like the old teleporting squares and reverse-direction squares of the old Wizardry days), but those tricks were more of an irritation than a fun element anyway.

Another example, also from RPGs: The need for food and drink for character maintenance. Sure, a constant flow of gold for character upkeep is a fairly interesting mechanic, especially for low-level characters. Gotta keep 'em hungry so they keep hunting for gold, right? But keeping track of food stores (and their associated inventory slots or whatever) is usually a pain in the butt. I give an exception to the Ultima Underworld games... where actually trying to survive and find food was a part of the game.

I also recall the painful experience of putting task forces together in Master of Orion 3. Shamefully, they put one of the most entertaining elements of the original game... building fleets - and made it painful and frustrating with all sorts of limitations on what ships could go together in what sort of task force mission.


Mistake #3: Putting Things The Player Cares About Out of His/Her Control
Fortunately, in single-player games, control is rarely more than a "Load Game" menu option away. But that is a meta-game element, not a game mechanic, and ideally shouldn't be a key part of the player experience.

An example of this is old-school (non-LucasArts) adventure games, where you could die by making an unfortunate choice. Later graphical adventures did a pretty good job of easing the player's transition from (usually amusing) death scenes to restoring from a previously saved game. Many RPGs borrowed this trick, having the player character instantly resurrected upon death.

Excessive randomness in a game is also a mistake. Some randomness is okay - even desireable - but when it gets to the point where it gets out of the player's ability to manage, it's a problem.

Another thing to watch out for is a condition where certain combinations of actions are undefendable against. The game that comes to mind is the original Command & Conquer. I don't remember all the details (it's been HOW MANY YEARS since I've played it), but I seem to remember that your starting building was not something that could ever be rebuilt. Two opposing players could team up on you with the Light of Nod (or something like that) and destroy that building INSTANTLY, effectively ending the game for the victim. This wasn't too big of a problem, as this particular weapon took a while to build... so while the victim might not be able to defend or recover from it, it was still at least preventable.



Mistake #4: Forcing the Player's Hand Too Much
This mistake comes into play where one style of play or one strategy has a clear advantage of any others, rendering the entire gameplay a one-dimensional exercise in optimization. Much of the fun in games comes from the player making decisions that appear equally attractive, but the player may be able to nudge some factors to be more in their favor.

Some of the early (and lower-quality) RTS games had this problem, where the entire game became exercises in who could make the most effective early-game rush.


Mistake #5: Making The Gameplay Match the Wrong Audience
This is a pretty common one, and probably merges with mistake #1 a lot. This is frustrating as a game designer, because you are at once trying to add variety to the gameplay to keep it fresh, AND deal with the expectations of the audience. It CAN be done, but it takes a light touch, a skilled hand, and the proper presentation. But you always have to aske youself what your target audience wants to play, and why they are playing your game instead of a different one.

Perhaps the most common example of this mistake is the practically obligatory jumping puzzles in first-person shooters. Many FPS players hate them. Others tolerate them. A few players at grudgingly appreciate the change of pace and variety. But I don't know if anybody actually looks forward to the jumping puzzles. If they did, they'd be playing a different game. Probably on a Nintendo.


(Vaguely) related comments on other fun mistakes!
* How to Avoid Making Money Making Indie Games
* Rules of Game Design Part 1
* A Counter-Manifesto
* More Bad Game Design Decisions
* What Kind of Gamer Are You?
* How Do You Create "Fun"

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Comments:
You can rebuild the construction yard in C&C; I think it's a vehicle you can build (MCV or something like that). It's not available in all missions, and can be toggled off in multiplayer.

So you can build redundant construction yards, and also redundant bases for a pincer attack. It's rare to see someone doing that in multiplayer (since it effectively drains your resources twice as fast), but it is possible.
 
How about this one: Lack of creativity.

One of the big beefs I have with a lot of the mega-FPS and RPG games is the striking lack of creativity in game design. So much energy appears to be focused on the graphics and engine optimization, but game play is often relegated to the bottom of the to-do list.

The best example I can think of is where levels are just extended repetitions of the same thing over and over again. Halo did this quite a bit. Need another level? No problem, coming right up.

I thought Neverwinter Nghts was a fun game, but after a while some of the tasks just bored me due to the repetition. Another culprit is Dungeon Siege. I enjoyed it for a while, but I had to quit because I couldn't take the level design anymore. You could just look in the distance and see the battles set up for you, and they were nothing more than nuisances after a while.

It will be interesting to see if Vespers can avoid some of the issues you mention, though. Since it's based on an interactive fiction game, it will inherit many of the problems of IF games -- like sudden death, for one. We'll see if we can avoid that.
 
Ravuya - was this true in the original Command & Conquer game? I confess that's the last C&C I ever played (in 320 x 200 pixel glory, baby! Or was it 640 x 480? That was HIGH RESOLUTION back then...)
 
Rubes -

Oh, man. Dungeon Siege. I wanted to like that game so badly. I guess I did like it... but I tried to play through it TWICE and kept getting too bored to keep playing.

The task thing in RPGs is a big deal. For the most part, RPGs are often a series of combats wrapped in some kind of a "quest" meta-game. Now, that's all good & exciting and everything... I mean, X-Com was pretty much the same thing, and it rocked. But I'd like to see something more.

That might be part of why I keep harping on Cute Knight so much --- it seems to have found a good fusion of elements. Not perfect, by any stretch, and it's certainly freely borrowed from more than one source. But it's one of those outta-left-field things that served to remind me that there's a LOT of room left to explore within the genre.

And I'm fully expecting Vespers 3D to demonstrate the same thing with adventure games!
 
My #1 peeve right now: “Railroad” missions or levels where the player is forced through a level at a set pace (e.g. by being stuck in a vehicle) and the “gameplay” consists solely of shooting stuff. I keep seeing this in games – who thinks this is fun?! Yeah, 20 years ago maybe.....

For example, I’ve been playing through Quake 4 again and there are several levels like this; one in particular involves defending the rear of a tram with a mounted gun. That’s it – shoot stuff and pray that the level will end soon. To further irritate, although the player has a vast arsenal at his disposal – plasma rifle, rocket launcher, railgun, etc. – he can’t use any of it! And jumping off isn’t even an option! Nope, his hands are superglued to the mounted gun and his feet bolted to the floor. Apparently the designer’s creativity ended at: “You WILL shoot stuff and you WILL LIKE IT!” Lame.
 
Yes, I've played the original C&C in multiplayer (although just a few times), and you could build MCVs.

Also, when a player lost the construction yard, the next "random" crate (these appear around the map) that player catches is a MCV.

I remember a game where my ally and I (4 player multiplayer) had just destroyed the construction yard of an enemy using an Ion Cannon and a Temple of Nod (launches nuclear missiles). The enemy got a MCV from a crate a bit later and we noticed, at which point we destroyed the new, heavily guarded MCV with the Ion Cannon and a few choppers.

It was a LAN game, and we could hear the loud Argh! from the other room. :-)
 
Okay. I stand corrected. Darn. I'm going to have to come up with another example, then... I've got several, but nothing quite as blatent.
 
the biggest problem is that the temple of nod is quite expensive. if they manage to fend off your attacks AND build a superweapon, then charge it, they deserve to pretty much win. It's like complaining that if someone has 20+ mana, they can total you with a fireball. don't let them set it up, it's not easy to do.
 
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