The Clockwork Bard

Tinkering with the Cogs of Gaming

Guiding the Player (Skyrim Do’s and Don’ts)

In keeping with my last post, I thought I would keep the Skyrim theme going.  This one will focus on teaching and leading players in a game through design, using Skyrim for good and bad examples.  I’m not the first to touch on this subject.  It’s pretty central to game design theory in general.  For further examples, I recommend Sequelitis:  Mega Man Classic vs. Mega Man X by Egoraptor.  He will, as he says, “blow your f@%&ing mind!”

Let’s start from the beginning of the game.  I’ll try to stay vague where possible, but let thee be warned: Spoiler Alert!

Tutorial Levels

In the early days of gaming, we didn’t have your fancy “tutorials”.  We learned by fire, and we liked it!  Okay, that isn’t really true.  Much like Portal, the entire game was a tutorial.  We learned what the game had to offer as it happened.  The goal is to introduce game play elements in mostly sterile environments that integrated well into regular play before expecting the player to act upon them in a challenging scenario.  The idea is that once you have seen something once, you can recognize the patterns and know what to expect when you see it again, because things should be consistent like that.  More advanced games have made it harder to do this in a sane fashion (or have gotten lazy, your pick), and thus we have the “tutorial level”.

Skyrim has multiple areas that I would call tutorial levels.  The first is the obligatory opening scene, which begins with you able to do little more than look around.  Nothing pops up saying “look here, now look here”.  Things simply happen around you, and you are compelled to turn and look at them.  You aren’t treated like this is your first game.  Yet if this was your first game, this sequence is excellent, intuitive practice.

When the dragon attacks (more on him in a bit), you are free to move and the game gives you points to run to.  There’s no disembodied voice or massive text box informing you to walk to some virtual reality waypoints.  There is a waypoint, but the reason for being there is anything but arbitrary.  A dragon is wrecking all hell, fire is raining from the sky, and there is only one safe place to find cover nearby.  There is a sense of tension and meaning to the tutorial.

Shortly after, you are introduced to jumping when asked to leap from the hole in a tower to a building below.  You aren’t just being taught jumping, however.  Notice that the leap is just far enough to hurt.  Your health bar appears on screen, slightly diminished, and then slowly fills back up.

Wha’zabahuh?  What’s that red bar?  I grunted as I landed.  I think I just got hurt.  I see, it hurts if you fall too far.  Oh, but look, it’s filling back up.  Ah, your health fills back up in this game.

Well aren’t you just a friggin’ genius.  Figued that all out by yourself, did you?  No text box popped up to say, “zomg, datz yur helf bar, dont dye!”  We just learned about the game, entirely through level design.

Help Text (or “Can we just kill that damn paperclip already?”)

Once you get your hands unbound, the game opens up the more complex matters like menus, equipment, magic, and the like, all in a very sort of “here you go kid, have fun”, hog wild fashion.  Unfortunately, most of the menus have pop-ups with little explanation windows.  In general, we don’t like these.  They’re annoying, rarely as informative as we wish, and easy to accidentally skip.  If an interface need explaining, then it is more likely a problem with the interface.

These pop-ups also lack context.  They display a wall of instructions before the player even gets to see or interact with the things being taught.  In general, the human brain just doesn’t function in a “bank random knowledge now, apply later when useful” sort of fashion.  Our brains sort through information given to us and quickly drop what isn’t relevant to things we already know.  We’re relational thinkers.

Monkey See, Monkey Do

Later on, you walk down into the torture chamber.  You encounter a fight in progress and a character launching bolts of lightning.

Look, lightning!  That’s friggin’ sweet!  I wanna do that!

After the fight is over, you get treated to your first bit of lockpicking as you are asked to open a cage with some gold in it.  But, what is this?

This dead guy is wearing robes.  They give me magicka?  Magicka regen?  Those sound like magic.  What’s this book.  Spark?  Oh, if I try to use it, it says I’ve learned the spell Spark.  Hmm, spells come from books.  Good to know. Now to test out my new Sith Lord awesomeness.

Just down the hall is a room with lots of soldiers.  Most are at a range, and there are more of them than you have encountered thus far.  It is extremely likely you will run out of magicka tossing lightning bolts around.  Through this, you quickly learn your limits.  I promise you that was no fluke.  That’s level design.

Dragons See, Dragon Do?

I could go on highlighting these things, but I’ll leave it to you to go back through and catch them.  The last part of the tutorial I wanted to call attention to was the dragon.  The dragons are presented amazingly in this game.  Your first encounter, you can only watch as he springs (albeit in a very scripted fashion) around the town, making havok.  But everything the dragon does, those are things a dragon you will encounter later might do (shy of maybe the Kool-Aid man stunt through the side of the tower).  In fact, the first thing you see the dragon do is shout, which turns out to be a critical mechanic in the game.

The second time you meet a dragon, you have a group of guards and a burly housecarl at your side.  The game even makes it a point of never spawning a dragon until you’ve had this second trial.  The prequel, Oblivion, did much the same thing with Oblivion gates, in which you learned how the gates can be closed.  Here, there is terrain tailor made to expose what fighting a dragon is like.  There are walls and rocks to use for cover and perches for the dragon to cling.  And if you just can’t take him on alone, Irileth and her guards are more than capable, given enough time.  You now know what you are up against, when the next dragon catches you alone in the wild.

Now, a small complaint.  When you defeat the dragon, you absorb the dragon’s soul and it unlocks the “Unrelenting Force” word you discovered in an earlier dungeon.  This lead me and many others to come to the assumption that this would be how all dragons work from that point on.  Kill a dragon, unlock a word.  As it turns out, you bank dragon souls, and must go into the menu and unlock the ones of your choice by hand.  The inconsistency leads to confusion.  It teaches the player, but teaches them wrong.  Sure, there is a text box that sets the record straight.  Remember what we said about text boxes?  These are the moments that make games frustrating.

Just to ram it into your skulls, you remember that shout I talked about?  You saw a dragon do it first.  But, between that point and when you learn it, you fight a boss who uses that very same shout against you.  You know, first hand, what it does by time you unlock the ability to use it.

No Fist Bump for You

Historically, the ability to settle matters with your fists has been a thing with the Elder Scrolls series and spin-offs, since the second game or so.  It has never been the best option (though it was more than competitive in Fallout 3), but it wasn’t without its uses.  The decision not to continue that tradition was unpopular, but not a poor one in itself.  The problem was that they didn’t really tell us it was gone.  Quite the opposite, the game made us feel like the option was totally valid.

At character creation, your first option is your character’s race.  If you look at the Khajiit, you’ll see their abilities described as, “all Khajiit can see in the dark at will and have unarmed claw attacks.”

Oh, snap.  Unarmed attacks.  That’s a thing in this game.

Whether you chose to be the catlike Khajiit or not, this is now in your head.  Before your hands are even unbound, you are already regarding them as lethal weapons.  You may have even decided to try them out, and lo, things die when you punch them.  This is, indeed, a “thing” in this game.  Shortly after, you gain your first level.  You have a perk point to spend, and you look over what your options will eventually be.  You see a perk called “Fists of Steel” under the Heavy Armor category.

“Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.”  Unarmed attacks are a thing, and if I’m serious about them, I should consider taking this.  But where is the “Unarmed” skill?  I don’t see it.  Well, there is a “One-handed” skill.  I am hitting them with one of my hands.  You can’t get much more literal than that.  I should put some effort there as well.

Not only do we begin to absorb what we are told, but we begin to fill in the gaps, based on what we now know.  Like I said, humans are relational thinkers.

The problem with everything I put in the little player thought quote blocks above is that they are all wrong.  Unarmed attacks are not a “thing” in Skyrim, at least not a supported thing.  Aside from one more enchanted light armor glove in a sewer in the far corner of the map, that is all there is to unarmed attacks.  The One-handed skill does not influence unarmed attacks.  No skill does.  ”Fists of Steel” is the only perk that does, and it only considers the base value of the gauntlet, not any improvements or skill you have with heavy armor.  By the mid-levels, unarmed attacks barely scratch a pixel from enemy health bars.  They serve no use to a character, long term.

Again, this would be fine, in and of itself.  It is the developer’s prerogative to remove support for unarmed attacks.  The deadly sin here is leading a player to think otherwise through your game’s design.  Gameplay elements speak, and players listen.

Free Will is an Illusion

“Free Will is an Illusion”.  ”Player freedom is an Illusion”.  Wow, yeah, these are very charged statements in the video game world, and you’ll find lots of industry papers on the topic, if you look around.  But since this isn’t an industry-facing blog, I’ll level with you.  It’s a loaded statement designed to spark debate and one, zen-like conclusion: Games, like life, are defined by their limitations.  Game code is, at the most basic level, a long list of rules.  What makes it an interactive experience is what the player does within those rules.  We resonate with those rules.  We can respond and interact with them in a ways no other media can do.  With books and movies, we can only empathize.  With games, we are pulled into a unique universe with its own rules and customs.  We do not dwell on the impossible in a game anymore than we do in life.  Even our fantasies are simply wishful variations of the world we know.

I say all of this, because I want you to understand what you might be feeling, when you feel frustration at a game’s lack of “freedom”.  Is it likely that you feel the game should give you more options?  Do you play Super Mario Bros., and lament that Mario cannot walk around an enemy?  At the end of the third stage, does it frustrate you that Mario can’t simply walk past the castle, knowing that his princess is still 7 castles away?  We may joke about these things, but they are not truly restrictive feeling moments.  The rules and narrative are consistent, and it just feels right.

So, why does Skyrim feel so restrictive at times?  Well, this next segment here is going to be a spoiler, because I want to share the moment in the game that hit this home for me.  If you have not chosen to side with the Stormcloak rebellion and don’t want it ruined, feel free to skip past.

How I Saved Whiterun (Mega Spoiler Alert!)

If you follow the main quest out of the beginning, almost immediately you will find yourself at the doors of the town of Whiterun.  The events that follow put you in very good graces with them and you can even buy a house.  While this is possible anywhere, the game makes it a point to make this town the most accessible.  You become familiar with it.  These are the otherwise unimportant NPCs whose names we remember, just from seeing them so often.  They are your friends and neighbors.  You may have even joined the Companions, who call Whiterun their home.  Undeniable effort is made such that you will feel at least some bond to this place.  And though a civil war rages all around, they have made efforts to remain neutral in the conflict.  If you ask the kindly leader of the hold his allegiance, he will even tell you that he is on the side of his people.

Should you join the side of the rebellion, their leader, Ulfric Stormcloak, will eventually send you to try to convince Whiterun to side with him.  With the Jarl’s hand pushed, he will deny Ulfric and turn to the Imperial Legion.  Ufric answers the betrayal by announcing they will storm Whiterun by force, and that you are to help.

At this point, I was visibly shaken.  I felt the story had done an amazing job of setting me up for this crossroads.  Would I side with the rebellion, whose beliefs struck a chord with me, despite Ulfric’s less than open-minded demeanor?  Or would I stand by my trusting friends and neighbors who called me their Thane?  If nothing else, Whiterun was kind of where I kept my stuff.  The dilemma weighed heavy on me as I turned off the game to sleep on it.

When I returned to the game, I found that no such choice existed.  My choices were:

  • Join the assault on Whiterun, overthrowing the leadership, but otherwise having no immediately obvious impact on anyone’s lives.  (The blacksmith even continues to talk about her father being the Jarl’s advisor, despite him being quite violently removed from office.)
  • Ignore the matter entirely, effectively leaving the quest in an eternal, unresolved limbo.  My fellow Stormcloaks would wait at the ready for me to initiate an assault that would never take place.  Everyone would continue to talk about a raging civil war that would forever be.

You Can Open Your Eyes Now (Mega Spoiler Over)

This happens in Skyrim a lot.  (Yeah, I put that line in just so some of you would go, “what happens a lot?!  I skipped that part like you said I could!”  Yeah, I’m a stinker.)  You are set up with difficult sacrifices that purposely resonate with our moral beliefs, but when it comes down to it, the feeling of sacrifice turns shallow when we realize that we do not actually have a say.  They ask powerful questions.  Would you sacrifice your immortal soul to a higher power to protect those you call friend?  Would you invite into yourself a savage presence, compromising who you are, for greater power?  These are deeply personal questions that the narrative and mechanics make strides to highlight, and then you are not given an actual choice other than to walk away, never to involve yourself with these people or situations ever again.

I find this disjointed reaction vs. mechanics in even the tiniest of moments.  I was once attacked by hired thugs.  On their body was a contract telling them to rough me up, with the name of an NPC I knew (I had stolen his sweet roll; I wish I was joking about that).  It was a hard fight and I died twice before finally defeating them.  Naturally, I went to the NPC and gave the old gruff a piece of my mind.  And a piece of my fist, for good measure.  As it turned out, he was considered “essential” to some quest, and could not die.  He got back up and chased me to some guards, where I died.  Why was this letter present, if I was not able to react to it?

This is the very essence of lost freedom.  It isn’t the lack of choice that is so infuriating.  It is the lack of choice in the face of a game asking you to make a choice.  These are the invisible walls that we players hate so much.  It is the visible path we are shown, but cannot walk, that drives us to cry for freedom.

Conclusion

This whole article has been dedicated to leading players with the mechanics of a game.  I hope I hit enough examples to demonstrate what I mean by that, and to give you an idea what to look for on your own.  It is in the controls, the score, the goals, the level design, the story and everything else.  Games are only rules.  It is the player and how they react to those rules that makes the experience.  When we are mislead about those rules, the very foundations of that interaction is jolted.  We lose trust in them, we become confused, and we become frustrated.  Keep an eye out, next time you are playing.  You’ll see the gremlins of gaming at work too.

Happy Gaming,
The Bard

Post-post Addition:

I was dabbling about on the GameFAQs forums, and got into a bit of discussion on a related topic, when one user caught me well off guard with some factors I hadn’t even touched on.  In the interest of spreading the joy, this is that post:

by hunterofjello; Posted 12/15/2011 1:05:13 PM [original thread] (It’s mostly a topic about graphics vs. content, but some decent stuff, as casual Internet discussion goes.)

The way that the game catches your eyes and ears to direct your attention is very subtle. If you look closely you’ll notice that each of the important characters in the game have had more attention paid to them and have interesting details to them. This includes each of the companion characters. Many of the voices of the common people are the same, but often the key characters and companion’s voices are completely different.

Unique buildings and structures are also very impressive when you discover them because you’ve been walking through so much scenery that is all the same (although pleasing to the eyes) for so long.

The use of music and sounds is also very well done. Different types of battles use different music. Fights against dragons will start by you hearing a distant echo of a sort of muffled roar. Then you hear an actual roar as the Dragon Fighting Music begins to play.

All of the unique items in the game also feel so much more unique when you find them since all of the rest of the items in the game are so similar. You can find your 10th Ebony Sword of Whatever in a row (that is albeit cool looking) and then obtain a sword like Dawnbreaker and get blown away by how awesome it looks.

Why Skyrim Got Perks Wrong

I am loving Elder Scrolls V: Skyrim.  It is a great game.  Not a perfect game, just great.  If I had to give it a reviewer’s score (which I do not do, so don’t take this with any seriousness), I would estimate maybe a 8.5 out of 10.  That’s assuming we graciously ignore the worst of the glitches, bugs and broken patches (or that the game is practically unplayable for some PS3 users).  It misses the mark in some areas and has a few glaring annoyances.  But as marred experiences go, it is an epic one that has sucked hours upon hours of my life into a demonic plane from which I can never retrieve them.

I may not rate games, but I do talk about where I feel they stumbled.  Perks in Skyrim‘s spiritual predecessor, Fallout 3, were pretty free form.  With each advancement to a new character level, you got to pick a perk.  These gave some unique benefit, either in the form of a small boost to some character attribute, or a change to the way you interacted with the world around you.  For example, one increased the damage you deal with your bare fists, while another let you walk over landmines without triggering them.  More choices became available as your skills and level went up, but you were otherwise free to pick them in any order or fashion that pleased you.

Skyrim Perk Constellations

My Archer's progression in the Archery constellation. With all of these perks, she is a deadly shot.

Skyrim eschewed this design in favor of something a little more advanced.  Instead, each of the character’s skills has a constellation associated with it.  Each star in that constellation is a perk.  To take one of these perks, you must have both a high enough score in that skill as well as have already taken the perks below it.  This essentially makes it a tree, in which you begin at the base, working up the trunk while taking the branching paths that appeal to you.  In fact, the Alteration magic constellation is a tree.  I love it when a metaphor comes together.

While I have a strong dislike for perk/skill/talent/feat/upgrade trees, that is a rant for another day.  No, my main problem in Skyrim‘s perk system is that taking many of them is mandatory.  I don’t mean “mandatory”, like the game starts sending death threats to your grandmother should you fail to comply.  I mean “mandatory” in a much softer, grandmother-friendly fashion in that, if you are a knowledgeable person who knows the rules of the game and are trying to do well, then you will take them for their obviously superior benefit.

See, many of the skills do not stand up on their own merits.  If I put the time and effort into my One-handed skill, and advanced it all the way to the maximum level of 100, my one-handed swords would deal +40% more damage over their base score.  However, at the very base of the One-handed perk constellation is a 5 point perk that gives +20% damage with each point added, up to +100%.  The damage difference between two individuals of varying skill level is utterly insignificant compared to how many points either put into their first perk.  If you wish to deal meaningful damage, instead of slowly chipping pixels away from your foe’s lifebar, you’d be out of your mind ignoring those perks.  You can then find equipment with more bonus damage, allowing upwards of +160%.  The way these values are multiplied together, a player focusing entirely on this value can do 5 times more damage.  +40% is looking pretty weak by comparison.

Magic falls into a similar trap.  Each of the 5 schools of magic breaks their spells up into 5 ranks.  Each constellation has 5 perks, one for each rank, that reduces the cost of casting those spells by half.  Higher level spells cost so much that not having these reductions makes them either difficult or impossible to cast usefully.  So, right off, it will cost you 25 perks if you wanted to be able to cast all of the spells in the game.

This may not seem like a lot, but you don’t get many perk points.  Most characters will realistically see 50 in their entire lifetime, since levels past 50 are a chore to obtain.  This has to be split between the 251 possible choices you have available to you.  Were you a total boss, and managed to get all 18 skills up to 100, you would reach the level cap of 81, still only letting you fill out a third of them.  Now, recall that many of these skills are just not that useful without at least some perks spent on them.  To reach higher levels, and thus get more perks, you’ll have to use and advance more skills.  If the skills do not feel useful, then you are just leveling them for the sake of doing so.  The game turns into a skill grind.

The Point

Optional upgrades should never feel mandatory.  Dungeons & Dragons learned this with their feat system.  If a player feels that they must spend a feat on something that is necessary to fulfill their role, a meaningless prerequisite to something they actually want, or is vastly superior to any other option; then it no longer feels like a choice.  The D&D crowd called this a “feat tax”, because it feels exactly like being taxed.  These are the pivotal moments for our characters, where we get to decide what makes them special.  They should give us new ways to play our characters, not block off others.

In keeping with that, your core game play elements (your skills) should be able to stand up on their own merits.  I shouldn’t be able to learn a spell, only to find that I can’t cast it because I need to take upgrades and equipment to reduce its cost.  I shouldn’t put hours into practicing Enchanting until I’ve mastered my skill completely, only to find it still creates items weaker than what I found in the tutorial level (and for that matter, weaker than a brand new character’s enchants that just put their first perk into Enchanting).  I shouldn’t need a perk to have fun, when there just aren’t enough of them to go around.

Graphs!

Who doesn’t love graphs?  Don’t answer that.  I want to give an idea just how much of an influence is happening with weapon damage here.

Effect of Perks on Damage of a Steel Mace

The growth on the red line (without perks) crawls along at a snail’s pace.  10 to 14 over the course of the item’s lifespan.  The yellow line shows the player taking the Armsman perk at each level they are able to.  Because this value is multiplied in, any increase in the strength of the base weapon will only further split the two values.  A +10 damage will be worth +20 to the perk user.  You’re essentially hamstringing yourself when you don’t spend all 5.

Speech produces an interesting effect as well.

Effect of Perks on Sell Value of a 100 Septim Item

Before we even look at the perk interactions, I want to point at the shape of the red line.  See how it kind of curls upwards faster towards the end?  We see that a lot when we break things down in Skyrim.  There’s this tendency for values to increase faster as they get further along.  Armor is a prime example the community uses, as each point is worth progressively more protection, up until you reach the cap just under 600, where it skyrockets out of control.  In RPGs, we tend to prefer the opposite.  We like diminishing returns, where piling onto a single attribute gradually produces less and less gain.  It still gets better, but not by as much.  It makes for more rounded characters, and helps to keep those huge number spikes in check.

I wanted to point that out, because the Haggle perk is otherwise fairly tame.  It gives a +10% boost at first, then +5% for the other 4 ranks.  I believe they did this because they had to try and wrangle the numbers in for item price.  If allowed to scale out of control, players would be able to buy an item from a vendor, then sell it right back at a higher price.  That would just be silly.  This diminishing gain from the perk means players are only going to take more ranks from it if this is where they truly mean to specialize.

Theoretical Change in Bartering Formula

 

Let me illustrate a slight tweak, to show what I mean by diminishing returns.  I created a new formula to make the above chart.  It isn’t my ideal progression, but I wanted the start end end values to match for comparison purposes.  The old progression chart is shown in a blueish shadow.  Notice how the area around 50 is much higher.  I also changed how Haggle worked.  Rather than give +10%/+5%, I simply added 15 Speech skill each rank.  The overall gain automatically curls back down as the player piles it on.

This is important, because the player is also able to add on armor pieces that further increase this value.  Skyrim‘s default method of handling equipment bonuses is to multiply the bonus with everything else.  The result is that a +20% gear bonus and +20% perk bonus is actually worth +44% total.  This goes through the roof at higher levels.  +100% from gear and +100% from perk nets you +300%.  This is how we get videos on YouTube of characters killing dragons in a single hit.  The bonuses just snowball into an avalanche.

Summary

This sort of design is far more common in the modern RPG than I think we are aware.  In the interest of promoting character/class roles, we have gravitated towards significantly promoting specialization from our player’s character choices.  While I understand the desire, I personally believe that specialization is its own reward, and doesn’t need mechanical reinforcement.  There will always be a perceived benefit from being the best at something.  Dealing more damage than someone else, even at significant expense in other areas, will always produce some desirable results.  I like having character options, but only when they feel like options.  Make every option feel rewarding in its own way, rather than cookie-cutter paths that punish you for straying too far, and your players will feel much more attachment to their dragon-slaying avatars.

Massively Minstrel: “The Holy Trinity”

The Holy TrinityI am a fan of roleplaying games.  I don’t simply mean computer roleplaying games; I mean old, dice-chucking, pen and paper roleplaying games as well.  Long before people were gathering in groups of 25 on their computers to take on their hordes of the undead and towering dragons, they gathered in groups of 4 or 5 at the kitchen table or in the garage.  It has been a social tradition from its very roots.  Many such table top roleplaying games have graced my attention and bookshelves over the years.  They vary widely.  Some don’t need tables.  Some do.  Some use dice.  Some use cards.  Some use little more than creative wordplay.  Nothing is sacred in a tabletop game except the players.  So, when I talk game mechanics with MMO fans, I am often taken aback by the zealous way we tend to cling to certain paradigms.  Of those ingrained design choices, one keeps keeps regaining my attention: “The Holy Trinity”.

The “Holy Trinity” is an endearing/sarcastic term given to a design mechanic popular among the RPG world, named for its emphasis on dividing players between three key combat roles: tanking, healing and damage.  In an equally affectionate title, it is also commonly known as “tank & spank”.

A Brief Role Review (see also: things you probably already know)

  • The tank is the front-man of the party.  She focuses heavily on survival.  Her job is to gather up all the enemies and force them all to deal damage to her.  Since she is the best at mitigating damage, this defuses damage that would otherwise do far more harm to her allies.
  • The healer hangs back and monitors the other party members’ health, single-mindedly restoring their ability to continue fighting.  Most often, this will be the tank, since if she is doing her role, she will be taking most of the damage.
  • That leaves the rest of the characters now very well protected.  These DPS (which stands for the term “damage per second”, but it is colloquially used both as a verb meaning “to deal damage” and a noun to refer to a character designed with a damage dealing focus) can put all of their resources into defeating their enemy at the exclusion of all other concerns.  In the wider roleplaying genre, we often call these glass cannons.  Such concepts work on the idea that if you defeat your enemy fast enough, it does not matter how fragile you are.

The first misconception I need to brush away, before I dabble in any form of reflection, is that this is a game design decision, not a player tactical decision.  Game mechanics must very specifically support and encourage this style of play.  In older roleplaying games, a character that sacrifices offense and utility for raw defensive survivability is not more likely to be attacked.  If creatures have any intelligence at all, they attack these characters less often.  They take more resources to bring down, and the benefit of doing so is less beneficial.  It hinges very heavily on an artificial mechanic commonly called “threat”.  The tank’s attacks and abilities artificially tell the enemy AI that they are significantly more of a danger to them than they really are.

One drawback of this mechanic is immediately obvious.  In the absence of this AI, be it a specially scripted fight or a player versus player encounter, the character is unable to fulfill the same role and becomes instantly less useful.  Without the game saying “you must attack the character least worth your time”, then common sense takes over and they don’t.

Tanking Roots

“But Mr. Bard”, you might say (if you were being unusually formal), “the idea of tanking dates as far back as early editions of Dungeons & Dragons.”  And you would be right.  Back in an era before digital drama, there was the Fighter.  The Fighter had more armor and more hit points than anyone in the party, and yet he somehow managed to keep the party from harm.  This is due in part to the fact that the D&D Fighter was actually threatening.  In a party of Fighter, Thief, Wizard and Cleric, the Fighter was likely to be the hardest hitter in a general situation.  He had the biggest weapon, the best accuracy, the most strength, and sometimes even multiple attacks per turn.  He was a beast.  He was old reliable.  He did not have the limited or situationally useful extra abilities of his comrades.  Instead he was a constant threat that would dog his enemies round after round after round.  Though recent renditions of D&D have seen dramatic changes in the Fighter, this fact has not changed.  He will hound you to the grave and simply cannot be ignored.

A Touch of Healing

The second portion of the Trinity, the healer, has strayed far from his old school roots as well.  What was once a well armored, holy warrior standing toe-to-toe with his foes, mace at the ready to smite down the abominations of the underworld, has since embraced his secondary function to a mind-blowing degree.  Healers in modern MMORPGs can often single-handedly heal the damage put out by multiple (sometimes 10+) monsters all at once, and do so from the safety of a few dozen meters away using a self-replenishing resource that can potentially never run out if well managed.  Comparatively, the early Cleric wasn’t healing more than a few dozen hit points over the course of an entire day.

That isn’t to say the Cleric’s healing was not useful.  It was extremely useful.  Some would argue that a party could not survive without it.  But by the dynamics of the game, it was not how he typically spent his time during a fight.  A Cleric fought, and was pretty good at it.  Healing took time, time that was better spent eliminating the cause of the damage.  It came out mostly between fights and to prevent eminent death.  If you sat back and just healed, you would run out of spells by the second encounter.

I don’t make this comparison to say that the “all I do is heal” characters of many MMO games are wrong.  I point out the difference to point out that the mechanics of the game are driving that behavior in those games.  There is this dominating preconception that a multiplayer roleplaying game must have a dedicated healer in every serious party.  It is the idea that, no matter the game design, a party will always benefit from a dedicated healer, therefore the game is required to provide one.

An example that comes to mind is that of discussions that kept cropping up on the Champions Online forums shortly after its launch.  By its design, Champions Online gives players a wide array of abilities for a great number of uses and situations.  Being a superhero themed game, their goal was to make characters far more self-sufficient, without completely eliminating the benefits of teamwork.  Support-driven characters got a host of abilities to aid allies and inhibit enemies, some of which included healing.  The healing abilities, while not highly resource-intensive, could not be fired off in rapid succession.  There was a cooldown period in which they would have to use their other abilities if they wanted to be effective.

Remember: Mechanics Make Experiences

Well, that did not go over well at all with many players.  The dominant argument was “I should be able to play the kind of character I want, and I want to play a ‘healer’.”  The validity of that demand could be its own topic.  There is no clear line when trying to balance familiar and unique experiences.  I’m not really in a place to qualify that right here.  But the debates got… confused as things went on.  It evolved into claims that “The Holy Trinity” was used by players because it will always works best in all situations.  Recall the earlier points, because I purposely made them building up to this moment (review: “The Holy Trinity” is a design choice, not a player tactic).

The claim itself is easy to debunk on the simple premise that using “my way is best” to argue the point of “make my way better” is a circular and counter-productive argument.  The real problem lies in that these demands are boldly counter-productive to very obvious design choices within Champions Online.  There must have been modivational posters up everywhere at Cryptic Studios saying “diversity is king”, because it took me very little time playing the game to see the repeated benefit of splitting my focuses.  There were diminishing returns on almost everything.  I would find myself making decisions such as the choice between an item that granted +7 to one ability score, or alternately one that gave +5 to two scores.  All scores gave less and less benefit as they reached upper limits (never capping completely, instead growing so slowly as to be a waste of resources), and almost all of the scores were useful to most characters in some way or another.  Even the powers emphasized a mix of tactics and a willingness to react to multiple situations. Though the game had the ability to tank and heal, the deepest core of the game rejected the specialization necessary to use them to the exclusion of all other things.

While the nature of MMO gaming makes them maliable, I personally feel an analogy to do with heads and brick walls coming on.  There is a degree of “arguing with god”, so to speak, going on here.  I touched on this very briefly in my RoadBlasters review, when it came to the mechanics rewarding behavior that goes against the initial instinct of the player.  The response is going to go both ways.  It can create a new experience when the player embraces the rules of this world, or it can distance the player from the game as they refuse to adopt the change in perspective.  Neither response is wrong; these reactions are as valid as any we feel when we interact with the world around us.  I encourage gamers to try and slant towards the former, but that is for their own personal enjoyment, not out of some moral high-ground.  It’s a constant concern in game development (and movies, comics, home appliances…) that necessitates we follow some existing conventions with anything new.  Familiarity is vital to a user.

“If it ain’t broke, don’t fix it.”

Of course, Cryptic Studios did ultimately release a healing-focused set.  They’re a business.  Meeting demands makes money.  The resulting Angelic set of powers were dominantly abilities that healed when targeting allies and dealt damage to enemies.  Despite being quite versatile at what they did, they ultimately did little more than make green bars go up and down.  It was mostly well received, though the developers didn’t give ground completely.  You still got far more out of the character if you spread yourself out a little, including a buff that actually improved damage based on your Presence (the stat that normally improved healing) and improved healing further off of a completely different stat.  That got some community backlash about how it “didn’t make sense”.  There is always going to be community backlash.

I ultimately think this “feet dug in the sand” fan reaction is what pushes developers to simply mimic the successes of the past.  It isn’t unique to the MMO market.  It’s why shooters churn out the same game month after month.  It’s partially why the vast majority of games in the 90′s starring licensed characters were unpolished platformers.  There were animated cartoons in the late 80′s that went largely unknown, simply because they couldn’t sell toys (I highly recommend Adventures of the Galaxy Rangers, if you’re looking for just such an under-appreciated gem).  Taking a risk isn’t always about whether the idea or execution are ever good.  Quality and innovation are less often the metrics for success than they ideally should be.

I could honestly go on about things like battlefield control and party support, and what all that means to “The Holy Trinity” on a far more granular level.  I spent many years discussing such things with both video game and tabletop game developers.  (Luckily, the people working on Guild Wars 2 have already done a bit of that for me.)  My goal, as is the goal of this entire site, is to ask players to pause and look at the game they are playing.  Look deeper than a player.  Don’t just look at the best way to play a game.  Look at what the game is doing to have made you subconsciously come to those conclusions.  Look at how that was done differently in another game, or even another genre.  These are the hinges that define our experiences in gaming; we should expect them to bend, or else we will never experience anything new.

Happy Gaming,
The Bard

RoadBlasters (NES) Review

I want to kick start things with a review of a game near and dear to me.  I don’t play it a lot anymore, but when I do, I can’t put it down until my eyes are blurry with sleep deprivation.  That game is RoadBlasters.

Background

RoadBlasters Title Screen

RoadBlasters  was a car combat arcade cabinet by Atari, released in 1987 (not to be confused with Road Blaster by Data East from 1985).  It fared well, considering it was the twilight of the arcade’s golden age, and popular driving games like Out Run, Hang-On and Spy Hunter were already out on the market.  It earned enough success to see the game ported to over half a dozen home consoles and computers.  Even the ill-fated Atari Lynx got in on the action.  For this review, I will be using the NES port as my point of reference.

Beam Software (you will hear me bring them up more than once in the future, as I have very polarized opinions about them) handled the port for the NES version for publisher Mindscape, who released it in early 1990.  This was during a significant turning point for NES games.  Nintendo’s MMC3 chipset had been out for just over a year, and was finding its way into more and more games.  The MMC3 made it easier to produce larger, more complex games.  Games that mimicked the simplistic style of 80s arcade games were on their way out.  RoadBlasters‘s recognition suffered as a result.

The gameplay premise is simple, but effective.  You drive a car with mounted artillery across up to 50 tracks, destroying enemies in your path and trying to reach the end before your fuel runs out.  You’ll have to split your attention between collecting fuel, driving fast and vehicular homicide if you are to survive.

RoadBlasters Screen1Presentation

I don’t want to linger here too long.  Bashing on one of my favorite games is not my preferred hobby.  But some things do need to be said.  If RoadBlasters has a weakness, it is in its presentation.

The visuals are, at very least, somewhat detailed.  Driving games, even today, tend to put a little extra effort into making your car look good.  It’s the same here, with a little added shading and highlights.  The little details show, and it’s appreciated.  Objects on and around the road show similar details, and are easily differentiated from each other, which matters when you only have a split second to decide whether to shoot or dodge.  The quality isn’t anywhere near the original arcade cabinet or the Sega Genesis port, but this sort of thing is to be expected with limited resources.

Where the visual presentation really suffers is in repetitive terrain and bland backgrounds.  These weren’t highlights of the arcade game either, but they suffer just that much more here.  The only visual change between the 50 levels in the game are different backdrops on the horizon and a change of color for the flat terrain on either side of the road.  Visit such lush locals as grassy plains outside futuristic city with roadside boulders, desert plains near mountain range with roadside boulders, and inexplicably blue plains near mountain range… with roadside boulders.  The whole aesthetic is yawn-inducingly monochromatic.

The audio is weak as well.  There is no music what so ever during gameplay.  Instead, you only have the dull hum of the engine to fill the silence between bullets and explosions (which serve their purpose well enough).  It has some play to it, with changes in pitch as if it were revving and shifting gears, but it isn’t quite as good as the peppy, sporty sounds of Rad Racer.  I wouldn’t normally pick on something so insignificant, but without music, something has to step in to fill the mood, and this doesn’t do it.

But while this nag gives a D grade performance at the pony show, she walks tall where it counts in the action.  You get a firm sense of speed here.  Things whip by when you’re redlining it, and it doesn’t take long at all to accelerate to an appreciable speed after a crash.  Explosions are animated and exciting (something the arcade version did very well).  Though not the game that did it best, there’s a sense of destruction and carnage in what you’re doing.  It’s a poor overall presentation package, but the effort spent is at least in the most meaningful places.

Interaction

If you were to play RoadBlasters under ideal conditions, it would be on the sit-down, cockpit-style, arcade cabinet where the graphics are better and you man your death dealing dragster with a full steering wheel and set of petals.  If I had unlimited money, power and influence; I would ensure just such a thing was installed in ever home living room, whether you liked it or not.

The NES gamepad is a poor substitute for the original, but it gets the job done.  If you’ve played a driving game at all in the last 15 years, your analog stick conditioning may find itself swerving you about drunkenly for a time.  But once you found your directional pad thumbs again, you’d discover that RoadBlasters handles as well as can be demanded.  The car is responsive to your inputs and the turns in the track are navigated much like Rad Racer, in which you can typically power through them at a respectable speed, adjusting it to ease yourself left and right within the turn.  This is opposed to Rad Racer II, which demanded write love letters to your break petal.  This works really well in this game, since you’ll find yourself constantly adjusting your position on the track for dodging, firing and collecting.  It allows you to focus on where you are in a turn, as opposed to whether you can clear it at all.

One hang-up worth mentioning is the mapping of the gas and break.  Since the A and B fire buttons are busy handling weapons, the directional pad gets to handle both steering and speed.  This has been the birth of many thumb blisters.  It’s an unavoidable evil, given that the NES gamepad only had so many buttons, but it’s still worth noting.

RoadBlasters Panel

I want to call special attention to the display panel at the bottom of the screen.  This is an example of well designed feedback, and what I mean when I say, “nothing is placed without purpose”.  The fuel meter is the most important feedback to the player.  It fluctuates constantly through out play, and if it is empty, the game is over.  It is placed top-center, directly below the player’s vehicle.  The eye does not need to wander to retrieve this information.  The less vital a piece of information is, the further towards the edge of the screen it is placed.  Score, which has little baring on a decision in the heat of the moment, is far to the side.  The current stage number, which doesn’t change at all during the level, is off to the top-right, completely off of the panel and away from anything of interest.  This is the kind of thing we want to look for in other games.

Player Narrative

RoadBlasters plays like a late ’80s arcade game.  This shouldn’t be a surprise, since it is a port of a late ’80s arcade game.  Mission accomplished, good night everybody!

Right, not a famous Internet star yet.  Can’t phone it in like that until my first shoe deal.

RoadBlasters has a repetitive, minimalist style in keeping with early arcade games.  The presentation suffers from it, but the mechanics flourish.  These narrow-scoped mechanics give the developers the time and big picture view to polish it down to a brilliant shine.  At face value, RoadBlasters is a game where you drive a car and shoot other cars, while trying to make it to the end without running out of fuel.  Simplistic, yes.  But it’s under the hood that the fun is teased out.

Disregard Females, Acquire FuelFirst and foremost, this is a game about fuel conservation, though in a more delightfully violent way than real life would have you believe.  You have two fuel gauges, your main fuel and your reserve fuel.  Main fuel is the supply given to you at the beginning of a track.  You’ll have to collect fuel orbs to keep this from running dry between checkpoints and the finish line. Fuel orbs can be found lying on the track, or sometimes pop out of destroyed enemies.  The latter will require you to chase them down at high speed or they will get away.

Reserve fuel follows you from track to track and serves as backup in case the main fuel runs dry.  The only way to restore reserve fuel is between tracks, when the game totals up the amount of destruction you caused.  More points equals more reserve fuel.  This will greatly be influenced by your score multiplier at the end of the stage, which can be between 1x and 10x.  Each time you destroy an enemy with your primary gun, it goes up by 1.  Should you miss an enemy with your main gun, it will decrease by 1.  Accuracy is therefore key to survival in the long run.  That isn’t the case with special weapons, however, which will periodically be dropped on you and have a limited use.  They do not influence the multiplier up or down, but they can make racking up points much easier.  You lose them if you get hit, so no hording.  Go nuts.

Speaking of getting hit, enemies can destroy you with a single hit or collision.  This does little to hinder your continued existence, since a new car will simply rise from the ashes.  But fuel works more like a timer in this game, rather than following any normal fuel-usage conventions (like blowing up in a fiery ball of death with your car).  So, death does cost you precious seconds.

Fuel + Danger = Good News!What this amounts to is a chalkboard worthy example of a risk/reward mechanic.  Everything you do in the game is in the name of fuel.  You cannot succeed without fuel.  But fuel does not come without risk.  Risks resulting in failure cost fuel.  You’ll drive fast to shave off seconds on your time or chase down an enemy fuel orb.  You’ll swerve dangerously close to deadly obstacles in order to gather fuel.  You may find yourself waiting until you’re right up on an enemy’s bumper to shoot, to ensure your accuracy and preserve your score multiplier, which will get you fuel.  It is human nature to risk on an impulse.  It’s why a child will steal a cookie from the cookie jar.  The allure of getting a cookie and not getting caught can sometimes outweigh the threat of getting caught.  Any game mechanic that can exploit that element of human psychology well is very powerful.  It’s danger, it’s rewards, and it’s fun.

You could argue that almost every game is based on this idea, and you would not only be correct, you would have also stumbled onto why I want to emphasize it so much.  You’d be hard pressed to find a game that didn’t challenge you with a danger and reward you when you succeed.  So, the question then becomes, “How do the game’s mechanics support this goal?”  Are you simply completing an objective, to then be rewarded with progress?  Are their smaller moments within gameplay that entice you to flirt with danger, and are you immediately rewarded?  Are they legitimate risks, or are they just traps (which discourage risk taking over time).  Think about the risks in a game of Tetris, like trying to swing a piece across the screen that may not make it in time.  Or there’s the larger scoped risk of trying to set up a four-line Tetris clear, knowing that long piece may not come in time.  These moment to moment risks are what we want to encourage in our design.

Summary

RoadBlasters has a rusty, unimpressive exterior that has only further lost appeal with time.  But underneath the crust is an absolutely fun and addicting arcade experience that has earned its place as one of my favorite games of all time.  It possesses a risk/reward design that defines the whole experience and is executed well.  I commend the NES version for keeping the gameplay intact, but you should really keep a few quarters on yourself at all times, just in case you cross the original arcade version.  If you’re looking for a halfway point, Midway Arcade Treasures for the XBox, GameCube and PlayStation 2 has the original arcade version, reformatted for your modern gamepad, along with several other titles worth your time.  Some will no doubt show up on a future Clockwork Bard review.

Soap BoxDiscussion and Thoughts (and Mini Rant)

There are not a great many reviews out for this game, but of those that are out there, many make me cringe.  For each video I see of someone firing their gun wildly, or each comment of “the UZ CANNON is worthless, because it’s the same as your regular gun”, a small part of me dies inside.  It shows that they really don’t understand how the game works, and a reviewer really should do their research on something like that.  I believe a game experience always suffers if you don’t know the rules of the game.

That doesn’t mean this isn’t a learning experience, however.  This is an arcade game.  ”Pick up and play” is important.  Though the game explains about multipliers, points and reserve fuel in little hints between levels, this obviously wasn’t enough to catch the eyes of our players of journalistic integrity.  They didn’t make that connection.  They also didn’t notice that while using the UZ CANNON, your multiplier doesn’t change.  It is located on the edge of the panel, away from the action, so it would be less noticeable.  Whatever the cause, this is an interaction problem.  The game is not giving useful enough feedback to make the more foreign game rules obvious to the player.

What makes these rules foreign?  Well, RoadBlasters diverts from a few major conventions.  There are paradigms with which we come pre-loaded when approaching a known genre.  If we aren’t given reason to believe these are broken, we have no reason to approach the game as if they are.  These are the ones I notice:

  • Score is always secondary to survival.  Prior to Achievements offering us both immediate and lasting acknowledgement of our deeds, score had little meaning.  Even in the earliest arcade games, where reaching the top of the high score board was your ultimate goal, this came second to survival.  If your character takes damage, your game comes closer to ending.  If your game ends, you can’t collect more points.  Some incentives were often added, such as periodic extra lives for certain point thresholds, but this isn’t enough to reinforce a risky play style.  In RoadBlasters, this isn’t the case.  Score equates very strongly to continued life, and taking damage results in a fairly minor setback.  The traditional, defensive gameplay style is sub-optimal here.
  • There is no reason to let off of the fire button.  This is a very common trope among arcade shooters.  The main gun is unlimited and every wayward bullet could be the death of a target.  If the option is available to you, why not bulldoze the competition at full speed while remaining sheltered inside your flying bunker of  hot lead?  RoadBlasters mechanics reinforce accuracy, however, by means of the score multiplier.  While some may become aware of the score multiplier, if they were following “score is always secondary to survival,” then they still wouldn’t let go of this tactic.  There’s also a fun-factor to wanton bullet hell, in keeping with that short burst of intense action arcade games are designed to instill in their players.
  • If I can run out of it, I should horde it.  People like to feel prepared for what lies ahead.  So, we have a tendency to collect and conserve finite resources.  This isn’t specific to RoadBlasters, by a long shot.  Think of the average RPG.  How many healing potions do you find?  How often do you use your more easily restored magic to cast healing spells instead?  In this game, special weapons are lost if you get hit or if you find a new one to replace it.  Yet, until the player incorporates that shift from the norm into their play style, it’s hard to willingly let loose with that ammo bar glaring at you.

There, one irate rant turned into a productive game analysis.