Title: Warning Signs
1Warning Signs
- Indicators of Poor Game Design
2Warning Signs
- During early play testing, there are several
possible indicators of faulty game design.
- Both internal and external testing can uncover
these warning signs.
- If caught early, they can be properly dealt with
before release and disaster can be averted.
- If they are missed or ignored, the game can be in
serious trouble.
3New Players Cannot Play Without Assistance
- If the development team must constantly provide
help to an outside party to play the game, there
is a problem.
- They need help on controls, the user interface,
the roles of in-game objects, or game goals.
- Needing some game information is natural since it
may not be complete or well documented yet.
- Excessive difficulties, however, are indicative
of deeper problems that need to be addressed.
- For example, a specific part of the game
requiring frequent guidance should be eliminated
or made easier to understand.
4New Players Cannot Play Without Assistance
Screen shot of Star Wars Rebellion. Initial
tactical design made the game incredibly difficul
t for new players to play without assistance.
Several simplifications improved gameplay signifi
cantly.
5New Players Cannot Have Fun Without Assistance
- If players are unable to enjoy a game without
being guided by the development team to do the
right things or go to the right locations, there
is also a problem. - The game should be self-contained and provide
this direction itself.
- Players should also be able to eventually find
fun on their own, once they become familiar with
the game.
- The solution is to build this guidance into the
game, and potentially eliminate the non-fun
activities or areas of the game the players find
themselves dealing with constantly.
6Excessive Loading and Saving
- Excessive loading and saving during certain
sections of a game indicates that the game might
be too difficult.
- It might also be the play style of the player.
- If all players do this, however, it is a bad
sign.
- To resolve the situation, determine the locations
of excessive loading and saving.
- The frustrations in gameplay that result in this
situation will not be far away.
- These frustrations should either be removed or
somehow lessened in an appropriate way.
7Excessive Loading and Saving
Screen shot from Quake II. A common strategy in
the FPS among some players is to save after every
kill and restore after every time damage
is taken. If everyone did this, it could be a
bad sign.
8Popularity and Unpopularity
- If players choose the same characters, weapons,
units, and strategies again and again, it is a
sign of game imbalance.
- Likewise, if something is consistently not chosen
by players, it is another sign of game
imbalance.
- Such imbalance can be detected by tracking player
preferences and compiling statistics for later
analyses.
- Do not overreact early on, as players tend to
cluster around certain approaches to the game as
they are learning and gaining experience. Be
patient.
9Popularity and Unpopularity
Screen shot from Street Fighter 2. The Dhalsim
character was introduced to balance the Ken and R
yu characters who proved too popular (and
powerful) among testers of the game.
10The Best Offense is a Good Defense
- If characters use only offensive tactics in
conflict situations, this could be an indication
of problems in the game.
- There are too many health, weapon, and shielding
power-ups so that the player need not worry about
taking damage in combat games.
- Defensive moves are too slow, too difficult, or
too ineffective to use in the game.
- The players are not given the time to react to
employ defensive measures.
- Appropriate gameplay tuning to overcome these
situations is required.
11The Best Offense is a Good Defense
Screen shot from NBA ShootOut 2003. Like many
sports games, defense is quite ineffective, so ma
ny people just ignore it. (Do a web search
on video game no defense, and the results are
almost all sports titles!)
12Players Frequently Reconfigure Controls
- Many games wisely offer the ability to
reconfigure controls.
- If most players reconfigure the default controls,
it is a sign they need changing.
- If players spend a great deal of time beyond this
tuning controls, it could be a sign of a poor
control scheme in general.
- Remember to work with and follow genre
conventions in control schemes. For example
- The Quake II style for the first person shooter.
- The Warcraft style for real-time strategies.
13Players Frequently Reconfigure Controls
Screen shot from Unreal Championship. It is
interesting that this Xbox title
has been criticized for a poor control scheme
requiring many reconfigurations,
while its PC cousin, Unreal Tournament 2003, has
been hailed for its controls and gameplay at the
same time.
14Players Frequently Reconfigure Viewpoint
- If players are spending as much time adjusting
the view of the game as they do playing the game,
this is a bad sign.
- The players viewpoint should be adjusted
automatically to keep up with unfolding action.
- Manual tuning should be allowed, but should not
become a requirement to playing the game.
- Automatic viewpoint adjustments must be done
carefully, however.
- Too often makes gameplay difficult.
- Not often enough, and you lose track of the
action.
15Players Frequently Reconfigure Viewpoint
Screen shot from Splinter Cell. A very
impressive game, but some people
find they spend as much time moving the viewpoint
as moving their character.
16The Vulnerability-Invincibility Cycle
- Many games cycle between periods where the player
is weak and then nearly invulnerable.
- The player acquires weapons and power-ups that
make them almost invincible.
- When the effects wear off or the player dies,
they are totally vulnerable.
- The most interesting gameplay occurs when the
player teeters on the brink of victory and
destruction.
- Players in the vulnerability-invincibility cycle
move from one extreme to the other and never
experience this kind of gameplay.
17The Vulnerability-Invincibility Cycle
Screen shot from Unreal Tournament 2003. Even
though it has lots of power-ups, it never falls
into the vulnerability-invincibility cycle. No
one is ever helpless or unstoppable, as this shot
shows.
18Becoming aTechnology Demo
- If public testers show off the technology in your
game to others, but put it away when it is time
to actually play and have some fun, your game is
in serious trouble. - You have essentially made a very expensive
technology demo.
- This is an indication that your game is not fun
to play, despite its great visuals, sounds,
artificial intelligence, new features, and so
on. - This needs to be fixed as soon as possible before
the game is released.
19Becoming a Technology Demo
Screen shot from TrickStyle. One of the earlier
Sega Dreamcast titles. It was cool to watch and s
how off to your friends, but its gameplay was
fairly boring, repetitive, and not much fun. A
nice technology demo though.
20Becoming a Technology Demo
Screen shot from Kakuto Chojin. This fighting
game supposedly began lifeas a technology demo
for the Xbox, and it shows. Reviews give credit
to thegood graphics but claim it otherwise has
no redeeming qualities whatsoever.
21Take Your Time
- If warning signs indicate enough problems in game
design, do not rush the game through anyways.
- To quote a Nintendo executive
- A late game is only late until it's released. A
bad game will be bad forever. How many people
remember when Super Mario 64 was supposed to be
released versus when it actually shipped? - It is better to be late than bad!
22Take Your Time
Screen shots from Super Mario 64, left, and
Ataris E.T. The Extra Terrestrial,
Right. Super Mario 64 delayed shipping for
months, but came out with a smash hit. E.T. was
rushed out the door to meet a Christmasdeadline.
Rumour has it that there are copies of it still
buried somewhere in the New Mexico desert it wa
s really that awful.
23The Bottom Line
- Give your testers the freedom they need to
accurately assess your game.
- When they are done, make sure you listen very
carefully to their feedback.
- If early testing indicates potential game design
issues, address them.
- The earlier game design issues are fixed, the
easier it will be and the better the game will
be.
- If design issues are left unresolved, you will
have a flawed implementation, and that is more
difficult and more costly to fix in the long run.