Friday, September 12, 2008

Game Design - Using Limitations

When one looks at what makes a given game compelling or unique, one often points to that game's features. GTA lets you steal cars. Mirror's Edge provides a free-running system. Portal lets you break one of the laws of physics with a new tech. However, games are also often defined as much by what they don't do or don't allow as by what they do.

A simple example of this are the different game modes in Geometry Wars 2. Underneath all of these modes is the same core game: you fly in one direction, shoot in another direction, and try to survive while racking up points. What makes each mode different is the set of limitations that it places on the player. In Deadline, you get unlimited lives but only three minutes to build up your score. In King, you can only shoot when you are in certain zones. In Pacifism, you can't shoot at all. These limitations sculpt the core game into specific, worthwhile challenges.

In the past, I've tried to defend the position that Resident Evil 4 isn't really an FPS, and one of the arguments that I've used is about the limitations that RE4 places on the player. The control scheme of RE4 isn't a "broken FPS" control scheme--it is different by design. RE4 presents a combat system where moving while shooting is extremely difficult, if not impossible. The game also emphasizes exploration and resource management over action.

Somebody who is critical of RE4 might point out that a crippling control scheme is an arbitrary challenge. What is to stop somebody from, say, making it impossible to shoot while moving in Unreal Tournament III and call that a new game mode? What indeed. I would argue that essentially all video game challenges are arbitrary. What's the point of shooting things in UT3, RE4, or Geometry Wars 2 at all? The real question isn't whether or not the challenge is arbitrary; it's whether or not the challenge is fun.

Personally, I find Resident Evil 4 to be extremely fun. I don't play it for the same reasons that I play Unreal Tournament or Counter-Strike at all. Right from the very beginning of the Resident Evil franchise, I've taken the games for what they are rather than what they're not. A comparison against RE4 and FPS games didn't even occur to me until other gamers I know brought it up.

It's important to recognize that criticizing a game for what it doesn't provide isn't always rational. What matters is whether or not the game is more fun because of its limitations, and on that issue there will tend to be a lot of disagreement. One of the reasons that video games are so diverse is because players look to get different experiences out of them. A limitation placed on the player may be the very thing that shapes the game into something worthwhile.

Sunday, September 07, 2008

Disgaea 3

Oh the hypocrisy! In my previous post about Battlefield: Bad Company, I said that I can't stand the stereotypical spiky-haired anime style protagonists of JRPGs. Then I promptly went out and bought Disgaea 3.

I haven't gotten very far yet, so these are just early impressions, but Disgaea 3 seems to carry forward the Disgaea formula well. There are some changes to the game that distinguish it from Disgaea 1 and 2, but overall it's simply the next iteration of the same deal. Disgaea was one of my all-time favourite PlayStation 2 games, so this is definitely a good thing.

The characters and story aren't bad by Disgaea standards. Let's face it: the original Disgaea has the best characters that any Nippon Ichi game is probably ever going to have(*). Laharl and Etna are classic, and frankly, I'm glad that they're not the stars of every Disgaea game, because that would just get tiring. As it stands now, I enjoyed those characters, and I want to keep it that way.

So when I say that Disgaea 3 has good characters by Disgaea standards, what I really mean is that I was relieved to find that the little kid with spiky hair on the cover of the game box turned out not to be foreshadowing that the game itself is terrible, which is what I had feared. Instead, Disgaea 3 happily joins my slowly growing library of quality PS3 games.

The PS3 count is now up to four disc games and two Sony Store downloaded titles:

- Metal Gear Solid 4
- Gran Turismo 5 Prologue
- Ninja Gaiden Sigma
- Disgaea 3
- Tekken 5 Dark Resurrection
- R-Types (PS1)

Excluding the PlayStation original game, I can count my PS3 titles on one hand, but that is one happy hand. The great thing about the PS3 is that I had only moderate-to-fair expectations for each of the titles on that list, and they all surprised me in some way. In comparison, my Xbox 360 library is bursting at the seams, but a lot of the 360 games that I play are throw-away fare--titles that are fun for a couple of weeks and then tossed aside. Within that library of mostly mediocre games, the 360 has a respectable selection of essential classics, so it's not as if the PS3 has it beat. Still, the PS3 has something going for it, and that's nice.

(*) The cast for La Pucelle Tactics was good too. It should go without saying, but turning on the Japanese voice acting is a must to get the proper characterization out of these games. Prier is a fucking badass.