Recently, I’ve been reading a lot of stuff about game design and I even started playing a few of the games that have been lying around here for positively ages now (アウターワールド (originally Another World), SMB, Dig Dug 2, plenty of stuff on the NDS). I started notticing a small set of Deadly Sins. If a game commits one, it stinks. If the rest is done exceptionally well, it might still be enjoyable, but there already is a bad aftertaste. Commit two or more and it’s hopeless. The game is shit. Interestingly, most of them apply to TV as well.
1. Shut up already!
Aka Navy syndrome aka All Players Are Retards. Never, ever tell me how to play your game or how all that stupid stuff works or what I’m seeing. “Hey, I bet you can JUMP up there!” “Hey Link, that’s a VASE. You can TOUCH it and then THROW it on the ground to SMASH it.” Will you shut up already! I can figure it out myself! If your game is so complicated that it needs half a college course to get used to, than your design stinks. If you think I might be to stupid to understand the simplest of concepts, than I don’t anything to do with you. If you fear I might miss some part of your awesome game and you need to explain everything to me, than this might be because your game is shallow, stupid and boring!
This applies to more than just gameplay. Ever heard of “show, don’t tell”? Doesn’t look like it. Never use text (or worse: speech), when you can show. Learn a thing or two from Half Life 2. Instead of telling me about oppression, show it. You could go on hours and hours about your angst and loneliness, or you could show me one woman desperately waiting at the train station for her husband that will never come. One of the two approaches works, the other is annoying. Can you tell which is which? Never explain and tell, when you can imply and show.
Now, this doesn’t mean “don’t talk”. I’m a pretty big fan of Planescape: Torment and Arcanum and boy do these games talk. But what they have to say is interesting. PS:T never explains any game mechanic. It never explains stuff to you, the player (though it does explain a few things to the main character). Many main plot points are never made explicit at all and lots of information can be missed. If you are not actively looking for it, you might even miss 2 of the 3 classes your character can be. So “Shut up already” and ‘talky” are not opposites. But when you can do without words, do so.
2. Sure, take your time
Yeah, you have this awesome feature. Say, in your game, you can reverse time at any point. Then it’s a good idea to take it slow and don’t give me this feature or anything. Let me do a dozen or so tutorial levels first. And talk to me. Maybe a nice, long intro. Or really long loading times. Anything goes, as long as you can prevent the player from actually enjoying your game. I’m looking at you, Braid. A couple of minutes before the first enemy, really?
When I play a game for the first time, I give it about 30, maybe 60 seconds. During this time, something cool has to happen. If it doesn’t, that’s it. The game is over, it’s boring and it can bugger off. Mario’s main skill is jumping. How long does it take to jump? A couple of seconds, at most. You move a bit, start running to the right, press a button and there it is. You jump.
Or take Another World. You get a short establishing shot of some research lab and the character, 10 seconds later, some weird shit happens and you are sucked into a parallel dimension. You don’t know what the fuck is going on and without warning materialize in a pool of water. If you don’t react immediately, and you won’t because you will still try to figure out what is going on, a bunch of tentacles grabs you and you are dead. Not even a minute in and already dead. You continue, this time swimming up. A strange world awaits you and you are attacked by a beast right away. From this moment on, you will be constantly on the run, trying to survive. You are never given a chance to get bored.
If it weren’t for the intro, I’d mention God of War, too. You are thrown right into a battle and encounter your first boss within 2 minutes or so. That’s how it should be.
You know what? It’s not enough for something cool to happen. I, the player, must do something cool. Which brings me to Sin number 3.
3. Don’t let me play the game
Take control away from me at any time you feel like it. Throw in a cutscene! Let the character do something automatically that I could have done instead. Even better, let another character do it for me! In a cutscene!
I get it. You are way cooler than I could ever be. It’s for my own best if you do all the awesome stuff and I just watch. Like in Oblivion, where the final battle is fought between two NPCs in a cutscene. Don’t get any of this hideous game stuff in your movie, Mister Game Designer. It could be, you know, fun.
4. Big Numbers
It’s really important for any self-respecting game to have as many Big Numbers as possible. You must have 16x anti-aliasing and anisotropic filtering, 50,000 polygons per character, not just one, but several layers of shaders and at least 10 different buttons and if you can count the number of axes on one hand, than it’s not enough and you need to throw in another analog stick. NOT.
Pick one feature. Do this one feature well. SMB has 2 buttons and one D-pad. Portal can do with 3 buttons (blue / orange portal and grab). If you need much more than that, you are doing it wrong. If you think that a top-notch graphics engine matters at all, you are doing it wrong. Many designers seem to think that the less people can actually play their game, the better. Especially PC games are affected by this. Many modern games run on less than 1% of all machines. That’s, like, really smart. And don’t even get me started on DRM and digital distribution (read: renting games). But anyone who thinks that publishing games on the PC is a good thing in the first place must be insane.
5. I like buttons
This is the one that I understand the least. Don’t people play the games they make? Then how come many are so cumbersome and slow to use? Buttons after buttons, multiple seconds of blackout between each screen and a HUD that was seemingly designed on LSD. The one that really annoys me right now is Scribblenauts. If you want to change your avatar in the middle of the game, you have to go through5 menus and then go all the way back again. Fail a puzzle and you have to not just watch the introduction again, but click away a pop-up, too. Every. Single. Time. How do they test this? Didn’t someone try to smash their NDS after a week or so of playtesting and trying a puzzle over and over again?
6. Rape the setting
To be fair, this Sin is not as common as the other ones, but it’s so horrible that it is a complete deal breaker for me. I’m not talking about “Don’t dare to be different when working in an established franchise!” bullshit. What I mean is the sheer lack of respect for what you are creating. A good example would be Jade “make it Asian, but not too Asian” Empire. Or Fallout 3. Inconsistent worlds that don’t have any kind of respect for themselves. Throw in whatever crap you can think of. Pile stereotype on stereotype. I don’t want to drift into a violent rant about constant sexism, racism and just plain ignorance about anything, or offering “moral choices” that only a 3 year old could think of as intriguing (“Do you want to be a NICE GUY or a BIG MEANIE?”), or making characters expendable and “funny”, or throwing in stuff because a market analysis indicates that the target demography might want it (and not because you like it or anything), or confusing violence with maturity, or…, so I’ll stop here.
Just… don’t. I’ve played enough games that even /b/ couldn’t have made more stupid and offensive. Just stop it already, ok?
7. Bad Actors
Voice acting. Nuff said. Bad writing is one thing (and not necessarily a show stopper because games don’t always need writing). But bad actors physically hurt. In my paradise, I’m allowed to club 3 line-readers to death with a metal reinforced Model M keyboard per day. I’m going to start with Bethesda, then work through the entire JRPG genre and finally take out however voices the people in FPS cutscenes. You guys make my ears bleed. Take some classes, seriously. You suck. And insist on getting your lines in context, please, so that you can at least pretend you could convey any emotion at all.