Showing posts with label common. Show all posts
Showing posts with label common. Show all posts

Wednesday, June 2, 2010

The 10 most common mistakes made by Game Designers - Part 4

Welcome back for this our last in a line of the top 10 most common mistakes made by Game Designers. Part 1, part 2 and part 3 can be found here, in which we detail the good and the bad. But this week, we're rounding up the list with the ugly. The top two most embarassing mistakes made by everyone, Game Designers included. This week we look at the silly mistakes, the ones that break a game, that seem so minor when you're making the game but stand out so obviously when your player gets their hands on the finished product. Let's roll up our sleeves and dive right in to:

2. Bugs, Glitches and Typos
The game starts. A man named 'Sir Charles the Nite' appears, instructing you to "hant down teh Goulden Mask fo Power". You hop on your trusty steed and head into the dark forest, where you encounter horrible Blood Spiders who aren't so horrible when they just stand there like that or bump into each other. You can just walk right past them! You find the Golden Mask of Power and return it Sir Charles, who takes it gladly then asks you to 'hant' it down again.


"Hant it down and brung it bak too me!"

High-profile sinners:
Zero Wing, Max Payne

Why it happens:

Making a whole game takes a lot of time and effort and it's a nightmare working with a deadline looming and your publisher screaming for a finished product. It's amazing that through all this a game gets made at all, so you can forgive the little typos that manage to sneak their way in here and there, right? Of course, it's not only games that fall victim to this. I've submitted many a uni essay, last minute, without bothering to check for typos in the important things, like the heading.

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You don't notice it, and frankly you're glad to see the end of it. But your player does (or in my case uni professor). They see these silly mistakes and it's all they can think about. The game itself could be amazing, but somehow your game Dwarf Spelling Forterss has lost some of its glamour. Or maybe it's not spelling, maybe the terrifying Nightmare Guards of the Beyond aren't quite so nightmarish considering they keep bumping into walls and keep getting stuck in invisible holes in the ground.

How to avoid it:
When it comes to avoiding spelling errors, bugs and glitches, the simplest and least helpful response is don't make them in the first place. But not only is that impossible, it ignores the important role of testing your game. Sure, you might be the only person designing or building your game, but you shouldn't ever be the only one testing it. Grab your friends, your parents, your neighbours. Show your game to everyone who will sit still in front of a computer screen long enough. Make them play your game again and again, until they're dead bored with it, and then make them play it again. This isn't about showing off, this is about ironing out the bugs and getting everything absolutely right. And to be honest, it's exactly what professional Video Game Testers get to look forward to every single day.

1. Hogging all the fun
You turn a corner in this dank cave. The sound of dripping water echoes unseen from deep within. Tiny yellow eyes watch your every move from the shadows. You push on, unafraid, towards the mysterious green glow that pulses and hums in the dark. You take one step, then another, and another. And then you might as well put the controller down and make a cup of tea because the next fifteen minutes are going to be dedicated to one long cutscene. Don't get me wrong, this is one incredible cut scene. There's explosions and magic whizzing through the air, and there's a dragon! But the question remains - if this is so cool, why can't we be playing this?


"Hey, I've got this awesome new game, it's called DVD!"

High-profile sinners: Bayonetta, Devil May Cry, Metal Gear Solid 4: Guns of the Patriots

Why it happens:

What is a game if it's not letting you have any fun? It's not a game anymore, it's a movie that stops running if you stop moving your thumbs. Suddenly your player feels a bit like a mouse on a wheel, running round in circles, disconnected from the game. As a side note, these obtrusive cut scenes at their worst dump the player right into the middle of some huge boss fight and expect you to sit through the whole overblown, dramatic fifteen minutes again when you lose - which you will, again and again.

How to avoid it:
Less is more when it comes to cut scenes. There should always be an initial cut scene to quickly introduce the main characters and show off the world. After that cut scenes are handy to show emotional interactions between the heroes and the villains, and that's it. Anything more exciting should be gameplay. It's more engaging and more rewarding and your player will end up caring more about the story when it is shown (through gameplay) and not told (forced down their throat by awkward cut scenes).

And there we have it, the top 10 most common mistakes made by Game Designers. I hope you've enjoyed it, and maybe even learnt something. Next week we'll be looking at how to turn a good game into a great one. Looking forward to seeing you all again next week.

Stay tuned!

Anthony

Monday, May 10, 2010

The 10 most common mistakes made by Game Designers - Part 1

When you're designing a game, you've always got to keep in mind the poor player. Your poor player is the entire reason you're making a game. Sure, you could be making a game for yourself but that's a bit like writing a book or drawing a picture for yourself. You're already going to know how it turns out and there isn't any sense of discovery when you play it.

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Today, we're going to get to know your poor player. We're going to take a look at the 10 most common mistakes made by Game Designers, and how to avoid them. These aren't just 10 mistakes I've seen teaching Kahootz in schools, or 10 mistakes I alone have made while designing games. These are the top 10 mistakes that are being made by even some of the best designers.

10. Making the game too hard
You've created an elaborate puzzle game where the player has to pit their wits against a series of fiendishly difficult riddles, math problems and logic patterns, but your player has just spent the last hour trying to work out the code to get in the front door.

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High-Profile Sinners: Myst, The Castle of Dr. Brain, The Legend of Zelda

Why it happens:
You've got some great puzzles for a game. They're going to really confuse your player but they're obvious if you think about it, right? Unfortunately you aren't always going to be around if your player can't work out why the door knob won't turn, even though you know it's obviously because they need to pick the lock.

Hot to avoid it:
Simply put, your player might need a little bit more of a hint. Is there a way you could use sound and pictures to suggest that the door is locked? Maybe a thunking sound or an animation that shows the door getting caught on something just as it starts to open? This is called player-feedback, and it lets your player know what reaction they see whenever they try to do something in the game. Player-feedback is critical, it helps the player feel more involved in the game and teaches the player some of the rules of the game (such as, sometimes you have to pick the lock to open a door).

9. Making the game too easy
You've got another great puzzle, but if you make things too difficult you're going to end up with a frustrated player. You give them hints and make everything as clear as possible. Suddenly you find no one wants to play your game because it's too easy. What went wrong?

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High-Profile Sinners:
Red Faction: Guerilla

Why it happens:
It happens when game designers try to make their game easier, but accidentally go too far and take away all the challenge by giving the wrong kinds of hints. Players are very happy to play a game that is challenging or difficult if they have clear objectives. Hints and player-feedback should not patronise the player by giving away every little secret or lighting the way to each little hidden treasure. Learning and exploring is what makes a game fun, don't let the hints take away the fun.

How to avoid it:
Be careful not to give too much away when your giving hints. Game Designers have to be very careful to balance what hints they give out and when. Hints and player-feedback are important, but it's the way you give those hints that are the key. As any writer will tell you: show don't tell. Instead of using huge swathes of text to signpost every little part of your game, maybe you could use sounds or images. Let's say, for example, that your player walks into a toxic gas cloud and falls ill. A game might flash a warning text on the screen telling the player where to run to for medical attention, but a good game might make everything you see turn green and the character might start limping and struggling to walk in a straight line. This sudden change leads to a sense of urgency and forces your player to engage with your game, to remember where they last saw a first aid tent for example.

8. Teasing the player
Your player has just discovered a wonderful new magic power, or a fantastic new piece of equipment that suddenly makes even the most difficult enemy a mere distraction. It's fun playing with their new 'superpowers'. But then they're taken away, without warning, never to return.

Where did I put my black-hole anti-matter blaster? I had it just a second ago...

High-Profile Sinners: Half-Life, Splinter Cell

Why it happens:
It's cool when you get a new toy, especially when that toy is a powerful mega-robot with hover jets and invisibility.

There it is, hovering behind the other invisible mega-robot.

Game Designers love giving players new toys, and players love getting new toys. When done well getting a new 'toy' revitalises the game and gives the player more enjoyment out of familiar, predictable environments as the player effectively relearns how to interact with the game. The problem is that sometimes these toys are too powerful. Nothing is a threat to the player anymore. The game is no longer any fun without the threat of defeat. The Game Designer has realised that they've made a mistake by letting the player get so powerful. So the game pulls a swifty: a contrived reason is found for the player to lose these new-found toys - whether that be theft, betrayal or unexpected catastrophic meltdown. It's not clean and it's not pretty, but it happens.

How to avoid it:
Let me clarify that the problem isn't giving players these toys in the first place, in fact offering treasures and toys like this can be a great way to reward your player and keep them engaged in your game. The problem is the way in which these toys are suddenly yanked out from under your player. It's perfectly acceptable, and in fact quite fun, if there's a good reason for suddenly losing all your hard earned treasures. Good Game Design encourages a strong story. If you're going to give your player a toy, make sure they know why they're getting it and make sure they understand the limits you've placed on using it. For example, a catapult would be great fun to roll around a medieval battlefield in, reigning down unmitigated destruction. But once the battle is won, there's no use in a lumbering catapult when your actual job (monster-hunter) requires stealth and good aim. In fact, you only have such a machine because the King lent it to you, he may well order you to return his expensive contraption once you've saved the day.

We'll continue the list over the next few weeks until we reveal the number one most common mistake a game designer can fall foul of. Hopefully we'll see you all again soon.

Stay tuned!

Anthony