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Mission variety. It is an essential component of what keeps most games engaging. Keeping gameplay fresh and exciting is a baseline expectation that drives developers to continually imagine and implement new ways for the player to interact with the game world. The only problem is that many times they don't.

I'm not entirely unsympathetic. Faced with a task like "come up with 50/70/100+ side quests or levels", I can see how it would be very easy to get halfway in and run out of inspiration. The temptation at that point is very clear -- either create slightly altered duplicates of the mission types you already have or go back to mission types that have been used before by other games, even if they weren't successfully implemented.

The sacred cow we're butchering today has a venerable tradition of fail in level/mission design for many years. I speak of games that take superheroes and secret agents and turn them into wet-nurses. I speak of games that ask a player to become a kindergarten teacher -- giving them the equivalent in gameplay of shepherding rambunctious cherubs with ADHD through a Toys 'R Us with candy spilled on every aisle. I speak, of course, of escort missions. 



Escort missions -- worse than Arnold's acting.

Conceptually speaking, the escort mission does seem like an excellent idea. From a narrative standpoint, it makes perfect sense. Most games put the player in the shoes of a hero, and what does a hero do? They save people.

The formula of Mario and Link travelling through countless dangers and enemies to a fixed endpoint to rescue their loved ones is both worthy and compelling, but it has gotten stale over time. The idea of an escort mission adds an additional level of drama and tension to the equation. Not only must the protagonist stay alive and defeat their foes, but they must also ensure that the object of their protectorship remains safe as well. The concept of defending your charge in real-time provides immediacy of concern that forces the player to take their actions more seriously.

Escort missions also are theoretically sound from a gameplay perspective. Once a player has mastered the mechanics of a game and the difficulty is reduced, having to provide for the safety of a follower is an excellent way to change the way a player approaches combat. They are usually forced to take a slower pace, abandoning the run-n-gun mentality they may have previously employed.

Escort missions force players to think about who they target and when. They push players to avoid explosive or area-of-effect damage that could go awry and kill an escortee in closed quarters. They ask a player to step up and take damage intended for the escortee at times. They provide additional levels of difficulty and layers of strategic concern.

So why, if escort missions are so conceptually sound, do they end up so irritatingly pathetic when we actually play through them?



Playing as a bodyguard is more painful than watching The Bodyguard.

The reasons escort missions fail in practice are legion, my friends. In the interests of brevity, however, we'll confine our exploration to a few important elements.

Let's start with the woeful state of AI present in escort missions. What is it about escortee programming that makes them all behave like paint huffers in need of a fix? These NPCs simply aren't equipped with a sense of self-preservation.

The appearance of an enemy or the eruption of gunfire should be an automatic trigger for the escortee to make a beeline for the nearest cover. This is realistic and would force the player to take the NPC's hiding place into strategic consideration. Instead, they just stand in the line of fire like Robert Duvall in Apocalypse Now.

Collision detection and pathfinding are another major issue with the AI. Nothing breaks the immersion (yeah, I used the 'I' word, what are you gonna do about it?) of an otherwise tense and satisfying escort mission than to realize you've left your NPC behind. Especially when you turn around to see the nimrod running full bore at a wall or a piece of furniture.

It's enough to make the player question their desire to save someone, when they can't navigate the environment without the player screaming "POLO!" every 5 seconds.



Dead Rising, you know I love you, right? We really need to talk about your sequel.

Speaking of the desire to save a NPC, here's the other failure of 95% of all escort missions : the developers are mostly unable to make us genuinely care for any of the people we're supposed to be risking life and limb for.

Escortee dialogue is poorly written and poorly acted -- based on stereotypes and caricature, or simply so thinly characterized that it is impossible to to feel any kind of genuine empathy for them. When you care in some way about the person, failing at an escort mission gives you additional drive to go back and get it right for their sake. When there is no emotional investment in the character you're trying to save, a failure results only in frustration.

In terms of the story, we are also given very poor reasons for attempting to save these unfortunately impaired souls in the first place. In the majority of cases, we need the character in question to open a door, create an item, or provide a vital piece of information.

If that's the only purpose of the individual, then an escort mission simply isn't the proper means of pushing the story forward. Simple suggestion : If the NPC in effect only acts as a door key, then why not just make an item fetch mission instead and save us all the aggravation and broken controllers?



This escort is more likable, and gets better mileage.

For those developers that just can't bring themselves to slaughter this particular sacred cow, here are a few suggestions to make your escort missions a little less wrinkle-inducing.

Consider adding in more responsive/intuitive controls to let the player determine when a NPC should follow, stay, and take cover. I have enjoyed a few of the escort missions I've played where I had to lead the escortee by hand and then drop them off where I wanted them to stay.

Two words -- more checkpoints. There's simply no excuse for making a player redo a huge chunk of gameplay because luck was a factor due to AI unpredictability or ineptitude. Infamous did an excellent job of this during the bus escort mission -- Sucker Punch knew that there was no way to tighten up the gameplay enough to take the element of that random shot landing at the last second out of the equation.

In conclusion : whether the failings of escort missions lie in the realm of technological limitation or developer implementation is a matter still up for debate. I'll admit that tech limits probably do play a factor, but there is sufficient evidence to support the position that those are a relatively small slice of the blame pie.

It's my personal belief that if Alyx Vance can be crafted lovingly enough to genuinely care about and designed competently enough to act as MY escort through large portions of a game, then there's no excuse for creating unlikable NPCs that can't even manage to master the 5 'D's of dodgeball for a single mission. Do it right, or leave it out.







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37 comments | showing # 1 to 37
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ShadokatRegn's Avatar - Comment posted on 10/26/2009 10:37
ShadokatRegn
Oh man, I love you. This is my biggest pet peeve in video games; Well, that and QTE's. Well done!
Andrew Kauz's Avatar - Comment posted on 10/26/2009 10:55
Andrew Kauz
Cookies? Who told you you could eat my cookies?

Escorting is the main reason that Dead Rising was such a disappointment to me. In fact, I really do groan any time I encounter an escort mission. If you ask me, they really can't be saved. I'd much rather simply have an A.I. companion that cannot die, forgetting about the realism in favor of avoiding insane frustration. I like how Fallout 3 and Oblivion handled important NPC people--give them health, but make them impossible to kill, instead just going unconscious. This could be made even better if these NPCs provided some important support in tough situations, so that if they did go unconscious, it would make it that much more difficult to get yourself out of a bind. As for those NPCs that are totally useless in combat and just need to be led around on a leash...they can die for all I care.
bluexy's Avatar - Comment posted on 10/26/2009 11:16
bluexy
I have to disagree with you. Kevin Costner is super dreamy in The Bodyguard.

ps nice stuff :)
Elsa's Avatar - Comment posted on 10/26/2009 11:17
Elsa
Excellent blog!
... nothing much more to say... I was going to mention Alyx, but you even covered that! :)
Chris Carter's Avatar - Comment posted on 10/26/2009 11:54
Chris Carter
See you on the front page: as usual!

Destructoid: you're getting free weekly editorials!
CelicaCrazed's Avatar - Comment posted on 10/26/2009 13:58
CelicaCrazed
Good blog!! It's always frustrating trying to save someone who doesn't understand the concept of "bullets hurt a lot". In real life that person will be down on the ground and crawling away to cover, not standing in front of my gun waiting for me to move to the next area.
Arkhon's Avatar - Comment posted on 10/26/2009 15:02
Arkhon
"rambunctious cherubs with ADD through a Toys 'R Us with candy spilled on every aisle."

As a person with ADHD, I am offended...

That you couldn't get the name right. ADD is no longer considered a condition. It's so similar to ADHD that the international medical consensus is that they're the same thing presenting in two different ways.
Sean Carey's Avatar - Comment posted on 10/26/2009 15:11
Sean Carey
@Arkhon -- thanks for the humorous correction! Fixed! :)
Jenks's Avatar - Comment posted on 10/26/2009 15:15
Jenks
When will those floating laptops learn, they just can't stand in front of you when you have a shotgun and it's pitch black out! It's just bad business. Any idea how much it costs to BUILD a floating laptop, AND implement a shielding system into it. That one's coming out of your paycheck, Jo.
VitaminH's Avatar - Comment posted on 10/26/2009 15:59
VitaminH
Nice blog! And all this time I thought I was the only person who hated escort quests!

... that's a total lie. I have never known anyone who did not greet an escort quest with anything but profanity. Is there anyone out there who actually enjoys these things? Anyone?
Stevil's Avatar - Comment posted on 10/26/2009 16:16
Stevil
I remember the exact moment I hated escort missions.

It was during Fade To Black (the sequel to Flashback).

You had to rescue this old scientist, escorting him slowly back through this huge level map...the long way around. This would be okay if it wasn't for the fact that if you moved more than three steps at a time, the old codger would stop and shout in a weird German accent:

'SCHLOW DAHWN! I'M AN OHLD MAAAAAN!'

Then he would refuse to move until you turned Conrad (who played like an unresponsive tank) 180 degrees and brushed against him...and this wouldn't happen every so often...oh no, this would happen every damn time you went more than a few steps. Considering there were no checkpoints in the level, you had to spend at least an hour before meeting the guy, clearing out all the rooms full of Morphs (who could kill you within three-four hits anyway) in case of an ambush later on.

It's probably not the worst escort mission ever created, but it's definately the one that pushed me over the edge back in the day.
RBinator's Avatar - Comment posted on 10/26/2009 20:25
RBinator
How come you haven't used your "promote to front page" button yet?

Oh god, escort missions and how I hate them. This hardly ever gets done well even to this day. Although it may not be likely, I hope Dead Rising 2 does away with these or somehow do a much better job of them, although I don't know how they could pull that off aside from not having them.

Plus, the person you end up escorting often ends up dead later anyway outside of your control.
Joanna Mueller's Avatar - Comment posted on 10/26/2009 21:06
Joanna Mueller
I've actually turned around and killed annoying escort NPC's the second I got confirmation of completing the quest. Some NPC's are simply too stupid to be left to their own devices so the more they screw around and hinder my process the more likely they are to take a sword in the back the moment they casually wave me away in lieu of throwing themselves to their knees in gratitude for me saving their worthless behinds.

Great musing as always.
Nicojay2's Avatar - Comment posted on 10/26/2009 21:09
Nicojay2
Excellent clog.
I would like to see a game design team make a whole game where one is escorting a person/people. This would really force them to make the AI work (I'd like to think) and create some interesting scenarios within the generally thought as limited mission variant. As it is I often feel escort missions are simple ticking one of the 'mission types a game should have' box, and so no real love is put into them. Where's the love?
Jack Maverick's Avatar - Comment posted on 10/26/2009 21:56
Jack Maverick
A.I. can be a dick at times. Especially if you are trying to guide them through an area filled with enemies, making sure neither of you attack them, but your escort decides to fight anyway. Sure would have made my Fallout 3 playthrough a bit less aggravating, if that didn't happen frequently.

Good stuff.
grafkhun's Avatar - Comment posted on 10/27/2009 09:25
grafkhun
Last line you said, 'Do it right, or leave it out' basically sums up my feelings towards escort missions as well.
WankerJist's Avatar - Comment posted on 10/28/2009 18:54
WankerJist
This is great. Dead Rising is an otherwise great game, just marred by the AI of the survivors. I guess they like being munched on?

Some games do escort missions that matter. MGS2 made me really care about escorting Emma Emmerich.
Andrew Kauz's Avatar - Comment posted on 10/28/2009 19:16
Andrew Kauz
Another day, another promotion!
AfroWalrus's Avatar - Comment posted on 10/28/2009 19:17
AfroWalrus
Modern Warfare had an interesting escort mission in which you were escorting someone who a) previously was the one helping you out and b) was not a bag of potatoes. He actually helps you out by shooting enemies and calling out when people are approaching. The fact that you can either fight or run but not both at once adds a nice strategic element.
fulldamage's Avatar - Comment posted on 10/28/2009 19:28
fulldamage
I think you pretty much nailed it. In order for an escort mission to work, your escort has to A) Make you care about their welfare as a character at some point BEFORE the mission starts, and B) Not maniacally try to get you killed or failed by diving headfirst into mobs of enemies or staring stupidly as a hail of bullets explodes around them. Without these things, escort missions are always fail - they inherently feel like being punished for someone ELSE'S actions.
GEMPadre036's Avatar - Comment posted on 10/28/2009 19:31
GEMPadre036
Great Blog, even thought I very rarely encounter escort missions in the games I play personally. Although I agree with your opinion on AHHHNOOOLD's acting, why did you have to use a pic of him from T2? He was good in that! I still cry a little bit at the end!
elysse's Avatar - Comment posted on 10/28/2009 19:32
elysse
eugh, escort missions. The only escort mission that was successfully done was Ico, and that was pretty much the whole goddamn game.. but at least the adorably dimwitted Yorda was actually good for something from time to time.
ninjalegend's Avatar - Comment posted on 10/28/2009 19:38
ninjalegend
Hear that game industry, what he said.
TheStripe's Avatar - Comment posted on 10/28/2009 19:42
TheStripe
Dead Rising Protip: give your survivors weapons! Good ones. Especially those small chainsaws the clown drops. Escorts can't break weapons, so let them chop away.

Dead rising did what too few games do; give the escorted NPC some offensive capability. Being able to fight helps cut useless and annoying down to just annoying.
John B's Avatar - Comment posted on 10/28/2009 19:51
John B
{applause}

Escort missions, quick-time events, and lack of manual saves are the disgusting, red-headed stepchildren that need to be totally ripped out of all video games.
Excel-2011's Avatar - Comment posted on 10/28/2009 19:52
Excel-2011
Knight 30 is the one thing I hated about Half-Minute Hero. I don't know why they even bothered since it's so easily broken.
RBinator's Avatar - Comment posted on 10/28/2009 20:03
RBinator
So you finally used your "promote to front page" button.

There needs to be one or two great games that does escort missions right so that other games can steal from them, although hopefully stolen properly. Since developers will keep feeling the need to add them, they should at least get it correct. This reminds me of how many action games these days add in a poorly done stealth segment in an attempt to "break up" the action.
Eficent's Avatar - Comment posted on 10/28/2009 20:04
Eficent
Only game where I feel the escorting added a lot to the game play was Resident Evil 4. Ashley did exactly what you told her to do, but you still had to take where she was into account. The escorting actually added to the tension in that game and I loved every minute of it. By contrast Resident Evil 5 took a lot of that away by just throwing 2 badasses in there like some zombie killing army of two...but I digress. My point is escorting can be used for great good, but sadly is mostly used for teeth grinding frustration.
Kaspar's Avatar - Comment posted on 10/28/2009 20:17
Kaspar
Oh god, don't get me started on this one...

The escorts in vanilla WoW....Unghh.
KaL YoshiKa's Avatar - Comment posted on 10/28/2009 20:19
KaL YoshiKa
Resident Evil 4 was 25% escort mission and that didn't make me want to kill myself since the game was balanced not to instant slaughter her. Resident Evil 5 on the other hand manages to be a game long escort mission that never stops hurting.

Dead Rising escort missions are the pits...god escort missions suck.
sqlrob's Avatar - Comment posted on 10/29/2009 00:07
sqlrob
I hate escort missions with the fire of a thousand suns.

It's also why I hated Ico. I wanted to like it so much. If I didn't have to worry about that dumb princess, I would've kept playing. But nooo, she was an idiot I couldn't stand. Didn't make it very far before I said "screw this".
BalloonFighter's Avatar - Comment posted on 10/29/2009 00:47
BalloonFighter
First escort mission I remember is from Goldeneye. Natalya is hacking into a computer while bullets are pounding her back. Why are you smart in some levels but brain dead in others.
Benson's Avatar - Comment posted on 10/29/2009 01:35
Benson
This. This article right here is what it's all about. I also hate it when you want to have a group of people follow you who are optional(y'know, to give you back up) and most of the time you end up backtracking to go save them.
Korinthian's Avatar - Comment posted on 10/29/2009 02:39
Korinthian
Regarding escort missions: I think a big part of them being so useless (besides the crappy AI) is that the player usually don't have any defensive skills, or if they do, defensive skills that can be projected to be used without having to stand in teh way of enemy fire.
Sexualchocolate's Avatar - Comment posted on 10/29/2009 06:42
Sexualchocolate
Great blog, escort missions "could" be awesome, if as you say, the escortee had an ounce of self preservation instinct, i can imagine, a pussy cowering in one spot behind a wall as you pop enemies over their head, before shouting at them to join you and you moving to the next cover.

Come to think of it, it's not your stereotypical escort mission, but uncharted 2 did a brilliant job with the "carry the wounded" guy bit. i really enjoyed that part.
teke367's Avatar - Comment posted on 10/29/2009 10:35
teke367
I know its not really the same thing, but I did like the "escort" mission in Uncharted 2. Perhaps since you're carrying the guy, there is no AI to screw things up, but overall, it does change the gameplay for a little bit, such as there is no jumping, and taking cover is much different.
Jokerman89's Avatar - Comment posted on 12/23/2009 20:59
Jokerman89
Manhunt had the best escort mission

You had to escort a tramp. You were in a positions that if the tramp died and was not with you the next gate would not open....it was all for the main villains amusement. You did not care for the tramp and you were not meant too....he was vile. But when cruely killed at the end i felt something haha
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