***Very mild spoilers for Uncharted 2 to follow – no plot stuff***
This blog post by Kauza got me thinking. He discussed the “mediocre” shooting gameplay of Uncharted 2 sort of smudging the otherwise brilliant image of the overall package. He argued that the situational happenings (ala the train climb in the beginning) aren't as compelling as the game itself. I disagree.
The reason: I am a passive gamer. You probably are too and just don't know it.
Consider all the mechanics built into the combat in Uncharted 2:
You can slide into cover, stop and pop
You can hang on a ledge, pop out and shoot.
You can hang on a ledge, and pull enemies over cliffs.
You can drop a grenade on unsuspecting enemies.
You can sneak up behind enemies and perform silent takedowns.
You can melee attack, and counterattack.
You can run and gun.
You can blind-fire.
You can throw gas tanks into crowds to use as impromptu explosives.
You can use riot shields to slowly advance on foes, firing with your pistol.
You can snipe.
You can use RPG’s.
You can mow down waves of foes with a Gatling gun or Stationary Turret.
That’s all well and good, but I ignored most of these mechanics. On my first play-through, I just stuck to my “win” strategies from the first Uncharted: Take cover as far away from enemies as possible, lob grenades when necessary, stop, pop, rinse, repeat. I was probably ¾ of the way through the game before I even started using run and gun, or blind-fire.
I ignored several weapons too. I’m finding I still need the kill count trophies for weapons like the Wes-44, Desert-5, M32 Hammer, and the FAL. I just never cared to use these weapons, really. Sure, I used the grenade launcher when I had to beat the helicopter, but avoided it other times because it had such a limited ammo capacity. Same goes for the handguns I mentioned. I came into the game with a bias for the M4, 92FS 9mm, and the Moss-12 that carried over from the original; so I used these as often as possible and generally ignored the rest.
This is the behavior that needs to end, and what I believe contributes to the mediocrity that we experience in many games. I purposely avoided tools (in this case, weapons) that were built into the game because I had already chosen favorites. This myopic thinking doesn’t just apply to Uncharted. Think of your favorite FPS. Let’s assume I’ve never played that game before. Without ever having played it, I can still tell you what my two favorite weapons are: The Sniper Rifle, and whatever the one-shot kill weapon is called. Be it the torque bow in Gears, the Bolt Gun in Killzone 2, the Crossbow in Uncharted 2/Half Life 2/Bioshock/Killing Floor, whatever. I will always seek those weapons out, and ditch the rest.
I know I’m not the only person who does this. But why? Isn’t it more fulfilling to explore all options in a game? Yes, it definitely is. The reason I often don’t? Comfort.
Here’s the rub: if I have decided to play the game then I have a responsibility to my own fun. If I'm not having fun, is it Uncharted 2's fault? Perhaps, but it's more likely that I'm simply not challenging myself to explore all options laid before me.
So I’m going through Uncharted 2 again on hard, and this time I’m switching my character model every chapter break just for the hell of it, and I’m trying to swap weapons as often as possible by not picking up ammo for the weapons I’m currently using. Once the ammo runs out, grab something new. I’m also trying to use different tactics. Would Drake sit tight behind the same piece of cover and methodically, drudgingly pop out and shoot enemies one by one until the room was clear? No? Then why the hell am I doing it?
I like to think that before, I was “passively” playing Uncharted 2. Sticking to norms, comfort zones and weapons I was used to. This time around I consider my “active” play-through. Long awaited thesis: there is no reason the “mediocre” gunplay can’t be just as cinematic as those scripted “holy shit” moments, it’s likely that I just wasn’t doing MY job as the player of this badass game. Self inflicted mediocrity is no fault of Naughty Dog’s.
I don't consider it a flaw that Uncharted 2 allows its players to be passive and stick to what they know; that's actually a selling point. I just find it to be contradictory to the idea of gaming in general.
*as a brief aside, I'd like to note that Uncharted 2 does have a bad tendency of forcing you into a gunfight when it deems one necessary. As lauded as these new stealth mechanics were, I had hoped they would have given you the option to more or less finish the game without resorting to tons of gunplay. This isn’t really the case. On more than one occasion I would go to great lengths to avoid a gunfight, being careful and killing silently, only for the game to decide arbitrarily that a firefight needed to happen to keep the excitement up. In pour the enemies and suddenly all that sneaking around I’d done was a waste of time. Sigh.
A perfect example of a game that gives you the tools, and lets you decide whether or not to use them is the Prince of Persia trilogy. Most notably the “freeform” combat offered in Warrior Within:
There are a ridiculous amount of moves in this game. Easily more combos than you can memorize. But I remember memorizing as many as I could so that each combat encounter would feel brand new. The passive gamer in me could have easily found one sick combo that worked 95% of the time on every enemy and spammed it to beat every level, but why? To beat the game? If that’s all I cared about, why play games to begin with?
Another example: I’ve trained up with Kilik in Soul Calibur(s) 2 and 4. I know a decent amount of his combos, and I try to throw as many of the ones I know into any given fight. However, despite how many hours I’ve spent training, I still lose to button mashers and spammers. Be that as it may, I don’t mind losing because I’m actually playing the game, and not just mindlessly trying to win. I find absolutely no joy in a button mash/Spam victory. Button mashing is passive gaming. It’s like yelling “Bingo” after every number is called. Maybe at some point you’ll actually have Bingo, but you clearly don’t understand the game and you’re going to annoy the shit out of everybody. If you’ve made the decision to play a game, at least respect the process enough to learn the rules.
You likely know someone who ALWAYS chooses Falco in Super Smash. Or they ALWAYS choose Ken in Street Fighter. Maybe you are this person. This is another passive gaming behavior; and frankly, it’s just a waste of money. Would you pay full price to see a movie and only watch the first 15 minutes? Those 15 minutes may be your favorite part of the movie, but you’re still not getting the whole picture, or your money’s worth.
When it comes to competitive multiplayer, I’m actually pretty good about being “active”. In Super Smash I tend to suck in 4 player matches when I play as Fox. One on one, I can kick my fair share of ass with McCloud, but in a 4 person fight I seem to have more accidental or just plain stupid deaths. So if I know I’m going to play a 4 person brawl, I usually switch it up to Donkey Kong – a stronger, heavier character who I feel is more tailored to fights with more combatants. A passive gamer doesn’t do this. They stick to the character they’ve trained the most with, and don’t mix up their strategies to accommodate the game.
Same goes for Team Fortress 2. So often I’ll jump into a game and find that no one on either side is a Heavy, or Demoman, or Engineer etc... Instead of jumping into my comfort zone and choosing sniper, I’ll usually try to choose a class that my team could use more of at the moment. And it almost always pays off.
Short story long: you can’t make a shitty game a masterpiece, but you can exercise what agency you have to avoid making your game as bland as white toast. Next time you pop in a game you consider mediocre, try surprising yourself with some Strawberry jam on that toast. And by Strawberry jam, I mean: Don’t Use Falco. Or do. If you don’t normally, I mean. It’s a broken metaphor, shut up.
Nice post, and you definitely bring up a good point. I think my problem, though, was that the game seemed to pigeonhole you into certain behaviors, especially late in the game when it starts throwing enemies like the minigun guys at you. Here, you won't have a ton of options in the way that you approach the situation. However, some of those earlier firefight are better: you have more choice as a player, and you're afforded a greater chance of creating memorable experiences yourself.
I thought the gunplay in the city streets levels, for instance, was pretty good, because it seemed like you had the most tools at your disposal, and it wasn't obvious what the game wanted you to do. You'd have more opportunities to use propane tanks, run and gun, blindfire, stealth melee kills, etc. Later on, I feel like a lot of these options were taken away in some of the bigger firefights because the enemy design required you to do one thing in a very specific way.
First point: The counter attack from Assassin's Creed.
If a move works every time, why change it up at all?
I think this is the main reason I have not picked up the game yet. While there are a ton of fun looking elements in the game, why give the gamers a single move that beats all and works every time?
At the same time of complaining of that, I think to your stories of The Force Unleashed. You are uber powerful for a fraction of a second, then the game takes that away by sending waves of dudes who can rip you apart. Unfortunately, this is not a new thing in Star Wars games... Look at Dark Forces 2 Jedi Outcast. You gained a lightsaber, now fight some snipers!
I think Fable II wouldn't have been as enjoyable for me, if I had been passive in this way.
Separately, I find myself doing this on RPGs (Dragon Age included), where I'm content to spend as little time as possible on tactic planning. Yet, I pay for it by becoming very familiar with the game over screen (Load Last Save, Load game, Change Difficulty...)
This is also one of the worst things that I read in reviews for action games. "X set of moves work fine for most situations. The rest of the moves are not needed." Part of the fun in some games is the option to get fancy with your fighting and break out of pure utility.
I'm sure this is something that keeps game designers up at night. The whole goal of balancing a game is to avoid that one set of combos or spells or guns that create an infinite command loop for the player and let them glide through the rest of the game on autopilot, while still offering powerful abilities that make the player feel like they can kick ass.
I'd say that Arkham Asylum pulls this off pretty well. The fact that you keep unlocking new combat moves throughout the game helps you stay fresh, and the fact that you get to pick WHICH moves to unlock as you go encourages you to experiment.
@Kauza - Yes, Uncharted 2 did limit the player a bit more than I would have liked (like with the stealth gameplay). This post was less of a rebuttal to yours and more meant to draw attention to how passively I play certain games. That said, I'm enjoying U2 a lot more this time around.
@Fyamand - Assassin's Creed is far from perfect. Supposedly they've fixed everything for the 2nd. Here's hoping.
@Tubatic - Exactly. I remember reading the Spiderman web of shadows review where they complain that the web sling move owns all. Maybe that's the case, but SHOULD you play that way? This is what I'm getting at.
@Thomasthecat - Still waiting for Arkham to go on sale. Grr, do want that game.
Um, if you switch up characters a lot in fighting games, then you can never really learn the character, and thus never get into the higher levels of play where fighting games truly thrive. For example, I'm very good with grappler characters, so I tend to stick with guys like Potemkin, Zangief, and Iron Tager. However, I always make it a point to learn something about the character with any match. Just because I pick the same character all the time doesn't mean I'm being "passive" and not using 90% of my game. It means I'm trying to learn how to play my game with the character I like to the best of my ability.
Although I will agree with you on the Uncharted thing. While I made it a point to try and switch up my weapons, I almost -always- picked up the Magnums and Pistole weapons over anything else(although I definitely was not afraid to go with whatever was around), and in almost every gunfight I was rooted to one spot unless an enemy threw a grenade or flanked me and forced me to move. After a gunfight I'd move through areas and notice all the awesome hiding spots I could've used, and groaned that I hadn't found them in time to use them.
The moral of the story is: if you do the minimum to get by, rarely will you be truly satisfied.
I can't count the times I've re-loaded saves in games just to see what would happen if I approached something differently. I've gotten so much replay value out of games simply by giving myself the opportunity to explore every option I can find. The Metal Gear series, the Splinter Cell series, Far Cry 2, Crysis, SOCOM (1, 2, 3, FTB2, TS), Company of Heroes, Mercenaries, Red Faction: Guerrilla inFAMOUS, Force Unleashed, Dawn of War 1 and 2, Street Fighter IV, Dead Space, Mass Effect, Valkyria Chronicles, Bionic Commando (ReArmed & Next Gen), the list goes on and on. Many games have 10x the replay value that most gamers give them credit for.
Nice read! ... I really -do- know someone who used to play Falco all the time in Super Smash... damn that kick-smash! *shakes fist* When playing Brawl, I'm the kinda guy that keeps choosing retarded caracters (DeDeDe/Olimar/Mr.GaW) and still finish second (to Lucas/Ike...). I like to prove to the others that the underdogs are still worthy! I also played a non-healer druid at the beggining of World of Warcraft, haha.
As an aside, I'm printing this Ken Flowchart and pinning it to my cubicle. It's just so awesome :P
I really only skimmed this, because I'm an asshole, but I definitely agree with your point. When people say the shooting in U2 wasn't good, I can only think back on my experience of popping location to location, switching weapons, breaking necks and wreaking all sorts of varied terror.
This is definitely a game where your own creativity with the environments influences your fun level.
@Gen Eric Gui - it actually sounds like you agree with me on the Fighting game issue. You say you've trained up with at least 3 characters, which is my point. You've branched out and at least tried different characters. In a game like Soul Calibur (which I personally only know moves/combos for 3 or so characters), the combo lists alone are so dense that learning as much as you can about one character IS NOT being passive. Choosing to simply button mash, and NOT learn those moves would be the passive behavior.
However, in a game like Super smash, this isn't the case. The button mapping is the same across the board, so there's not really any excuse for using exclusively one character. You can prefer a character (as I do with Fox), but I tend to get bored if I don't switch up characters in that game. Just my take.
It's definitely a problem but I tend to conclude that if a game gives you a dozen ways to do something, and 90% of people are only using 2 of them and get bored, then that isn't the players' fault for not making enough 'effort' to enjoy the game. Rather, it's the designers' responsibility to provide compelling reasons to explore that range more. More compelling than 'if you do it the game is more fun, honest!' I mean actual game-design reasons.
It's only natural to take the path of least resistance, even when having fun, so it's up to the designers to make sure that path is varied and fun enough to work on its own.
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Nice post, and you definitely bring up a good point. I think my problem, though, was that the game seemed to pigeonhole you into certain behaviors, especially late in the game when it starts throwing enemies like the minigun guys at you. Here, you won't have a ton of options in the way that you approach the situation. However, some of those earlier firefight are better: you have more choice as a player, and you're afforded a greater chance of creating memorable experiences yourself.
I thought the gunplay in the city streets levels, for instance, was pretty good, because it seemed like you had the most tools at your disposal, and it wasn't obvious what the game wanted you to do. You'd have more opportunities to use propane tanks, run and gun, blindfire, stealth melee kills, etc. Later on, I feel like a lot of these options were taken away in some of the bigger firefights because the enemy design required you to do one thing in a very specific way.
First point: The counter attack from Assassin's Creed.
If a move works every time, why change it up at all?
I think this is the main reason I have not picked up the game yet. While there are a ton of fun looking elements in the game, why give the gamers a single move that beats all and works every time?
At the same time of complaining of that, I think to your stories of The Force Unleashed. You are uber powerful for a fraction of a second, then the game takes that away by sending waves of dudes who can rip you apart. Unfortunately, this is not a new thing in Star Wars games... Look at Dark Forces 2 Jedi Outcast. You gained a lightsaber, now fight some snipers!
Agreed with this (what I read of it)
I think Fable II wouldn't have been as enjoyable for me, if I had been passive in this way.
Separately, I find myself doing this on RPGs (Dragon Age included), where I'm content to spend as little time as possible on tactic planning. Yet, I pay for it by becoming very familiar with the game over screen (Load Last Save, Load game, Change Difficulty...)
This is also one of the worst things that I read in reviews for action games. "X set of moves work fine for most situations. The rest of the moves are not needed." Part of the fun in some games is the option to get fancy with your fighting and break out of pure utility.
I'm sure this is something that keeps game designers up at night. The whole goal of balancing a game is to avoid that one set of combos or spells or guns that create an infinite command loop for the player and let them glide through the rest of the game on autopilot, while still offering powerful abilities that make the player feel like they can kick ass.
I'd say that Arkham Asylum pulls this off pretty well. The fact that you keep unlocking new combat moves throughout the game helps you stay fresh, and the fact that you get to pick WHICH moves to unlock as you go encourages you to experiment.
@Kauza - Yes, Uncharted 2 did limit the player a bit more than I would have liked (like with the stealth gameplay). This post was less of a rebuttal to yours and more meant to draw attention to how passively I play certain games. That said, I'm enjoying U2 a lot more this time around.
@Fyamand - Assassin's Creed is far from perfect. Supposedly they've fixed everything for the 2nd. Here's hoping.
@Tubatic - Exactly. I remember reading the Spiderman web of shadows review where they complain that the web sling move owns all. Maybe that's the case, but SHOULD you play that way? This is what I'm getting at.
@Thomasthecat - Still waiting for Arkham to go on sale. Grr, do want that game.
Um, if you switch up characters a lot in fighting games, then you can never really learn the character, and thus never get into the higher levels of play where fighting games truly thrive. For example, I'm very good with grappler characters, so I tend to stick with guys like Potemkin, Zangief, and Iron Tager. However, I always make it a point to learn something about the character with any match. Just because I pick the same character all the time doesn't mean I'm being "passive" and not using 90% of my game. It means I'm trying to learn how to play my game with the character I like to the best of my ability.
Although I will agree with you on the Uncharted thing. While I made it a point to try and switch up my weapons, I almost -always- picked up the Magnums and Pistole weapons over anything else(although I definitely was not afraid to go with whatever was around), and in almost every gunfight I was rooted to one spot unless an enemy threw a grenade or flanked me and forced me to move. After a gunfight I'd move through areas and notice all the awesome hiding spots I could've used, and groaned that I hadn't found them in time to use them.
The moral of the story is: if you do the minimum to get by, rarely will you be truly satisfied.
I can't count the times I've re-loaded saves in games just to see what would happen if I approached something differently. I've gotten so much replay value out of games simply by giving myself the opportunity to explore every option I can find. The Metal Gear series, the Splinter Cell series, Far Cry 2, Crysis, SOCOM (1, 2, 3, FTB2, TS), Company of Heroes, Mercenaries, Red Faction: Guerrilla inFAMOUS, Force Unleashed, Dawn of War 1 and 2, Street Fighter IV, Dead Space, Mass Effect, Valkyria Chronicles, Bionic Commando (ReArmed & Next Gen), the list goes on and on. Many games have 10x the replay value that most gamers give them credit for.
I have been using the Scout a LOT. I need more people to stop being wusses and be spies at least.
Nice read! ... I really -do- know someone who used to play Falco all the time in Super Smash... damn that kick-smash! *shakes fist* When playing Brawl, I'm the kinda guy that keeps choosing retarded caracters (DeDeDe/Olimar/Mr.GaW) and still finish second (to Lucas/Ike...). I like to prove to the others that the underdogs are still worthy! I also played a non-healer druid at the beggining of World of Warcraft, haha.
As an aside, I'm printing this Ken Flowchart and pinning it to my cubicle. It's just so awesome :P
I really only skimmed this, because I'm an asshole, but I definitely agree with your point. When people say the shooting in U2 wasn't good, I can only think back on my experience of popping location to location, switching weapons, breaking necks and wreaking all sorts of varied terror.
This is definitely a game where your own creativity with the environments influences your fun level.
@Gen Eric Gui - it actually sounds like you agree with me on the Fighting game issue. You say you've trained up with at least 3 characters, which is my point. You've branched out and at least tried different characters. In a game like Soul Calibur (which I personally only know moves/combos for 3 or so characters), the combo lists alone are so dense that learning as much as you can about one character IS NOT being passive. Choosing to simply button mash, and NOT learn those moves would be the passive behavior.
However, in a game like Super smash, this isn't the case. The button mapping is the same across the board, so there's not really any excuse for using exclusively one character. You can prefer a character (as I do with Fox), but I tend to get bored if I don't switch up characters in that game. Just my take.
I don't know whether to agree with you or disagree. Maybe that's a testament to your writing. Goode Show!
very nice write up. good job.
you can do alot of u2 in stealth, its hard but worth it when you're learned the enemies paths and formulate a small plan.
It's definitely a problem but I tend to conclude that if a game gives you a dozen ways to do something, and 90% of people are only using 2 of them and get bored, then that isn't the players' fault for not making enough 'effort' to enjoy the game. Rather, it's the designers' responsibility to provide compelling reasons to explore that range more. More compelling than 'if you do it the game is more fun, honest!' I mean actual game-design reasons.
It's only natural to take the path of least resistance, even when having fun, so it's up to the designers to make sure that path is varied and fun enough to work on its own.