
[For his Monthly Musing, ThaJinx shares his dislike for what he views to be overly-complicated games, and tells us why he thinks simpler is better. Want to post your own Monthly Musing? Post your own blog now! -- JRo]
It's important to me for you to know that I'm not a troll. I'm going to say things in this article that will irritate a good chunk of you, and I need you to understand why. Pulling a page from Douglas Adams, I will alleviate you of any stresses or anxieties you may feel while reading this by saying that I've played the titles I crucify in this article, from start to finish, multiple times, and enjoyed doing so. I need you to know this so that you will understand when I say that these are terribly designed games, and that the quality of a game's design does not directly correlate to the amount of fun one may have while playing it. Fun is subjective. Quality of design is objective.
I was asked some months ago by a friend of mine whether I felt that large, complex games lacked the ability for strong design and construction that seems almost implicit in more minimal titles, and while my answer to that question was and still is "no," it certainly raised the issue of a possible bias, which I'm willing to acknowledge here and now. It's true, I'm more likely to buy a game made by Team ICO than I am nearly any other group or developer, but it's not because I have loyalty to the brand so much as what they've put out into the industry.
I prefer the simpler things in gaming. I would absolutely qualify that preference as a bias.
There's a (perhaps unfair) perspective that the more a company attempts to hype a game before its release, the more likely it is that that game will probably not be too great. Whether deserved or not, I tend to feel that same way about the level of production value that goes into a game. Knowing that a company has dumped millions of dollars into licensing fees, voice acting, and technology almost always makes me immediately suspicious of the true quality of a title. This apprehension, I suspect, stems from the feeling that a well-designed game relies on a solid construction of control and level design, as well as an ingenious implementation of story if necessary. If the money and time are being dropped into celebrity voicing, new technology, and orchestral scores, then clearly the much more important foundational elements of the game should be polished to perfection, right? I've seldom found this to be the case.
Take, for example, Super Mario Galaxy, a game that has received what should certainly be called unanimous praise and tremendous commercial success. I hate it, honestly and sincerely. I've gone so far as to consider putting a bounty on my soul, because to hate a game that everyone loves means that I must not have one, or that it's at least vacated its vessel. But it's true, I view Galaxy as a terrible example of quality game design due to its spoon-feeding puzzle and level construction, its arbitrary gameplay mechanics, and its unnecessary control decisions. So much of the experience is based on the wow factor supplied by the game's impressive musical score, visual gusto, and technical wizardry that it is so incredibly easy to completely miss the fact that it mostly plays itself and treats its players like idiots.
An easier example could be found in Metal Gear Solid 4: Guns of the Patriots, one of the most expensive games ever made (around $60 million), as well as one of the most terribly designed. So much was piled into the theatrics of the title that it somehow managed to digress into parody, collapsing under its own weight because the mechanics of play couldn't support the indulgences of the plot.
I've even stated my apprehensions about Metroid: Other M, which has yet to even be released. It's a title that appears to have more production value pumped into it than any of the preceding titles in the series, one that will focus much more on story and the communication of plot, which I fear has the potential to completely unmake the gameplay that I treasure and revere in the Metroid franchise. I haven't played it, and I haven't read any reviews of it. Do I have a reason to trash-talk it? Absolutely not. But I am suspicious.
My qualm is based in a theory of necessity, that the elements that do not directly enhance gameplay will instead hinder or distract from it. These unnecessary additions should be purged, stripped away, until such a time that they are valuable to the overall experience instead of trying to be the overall experience. In other words, I am a minimalist.
It should be no small wonder that games like Another World, ICO and Shadow of the Colossus are landmarks of game design to me. I don't feel that Mario has quite reached the bar he set in Super Mario Bros. 3. I still feel that Super Metroid is one of few uniquely sublime game experiences. What sets these games apart is that their mechanics and controls are simple but compelling, their level design brilliant, their environments telling what story you actually need to know. You are not constantly buried in exposition, forced to endure cutscenes that rob you of the experience of plot through play. You are not told how you should feel, you simply do it.
These are titles that prove that the mechanics of a game don't have to be incredibly complex to be good, they just have to be strong, sturdy, capable of holding up the structure of the entire game. Just as a car without an engine is just a shell, a game that's not propelled by play is not a proper game. Without strong gameplay, you can't have the type of level design that truly takes advantage of those mechanics, and if you don't have that then why should anyone actually care about the type of story you're trying to tell? These games tell their stories through the worlds that they pull you into. Those worlds are communicated through the atmosphere of the game's levels. Those levels are made possible by strong, fundamental design.
Maybe you could understand how, after years of watching games of this caliber float under the radar while truly mediocre big-budget games reap big profits, I have begun to equate production value and hype with a notable lack of quality. Believe me when I say that while for the most part I feel this is typical, I also realize that this is simply not fair to hold it as a rule.
It's so easy for me to overlook true quality in games with a high degree of production value. The Gears of Wars and the Half-Life 2s are easy for me to ignore when they garner such a high degree of universal praise, as though the recognition of the world at large absolves me from recognizing their greatness. It is truly an elitist stance to suppose that I must champion the more experimental and minimal games, upholding them as the model of what every other game in the world should aspire to be like. It rarely dawns on me that the fact that these games are the exception is part of what makes them exceptional.
Minimalism is not a guarantee that a game will be any good, but the ones I prefer tend to have minimalistic qualities to them, which indicates my bias against games with greater production values. I must constantly remind myself that large, complex games are not unlike Howard Hughes' H-4 Hercules, in that the scale or weight of the undertaking is well and truly irrelevant; so long as it follows simple rules, it can fly.
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"Well, I can't really jump on this idea because storytelling that is exclusive to gaming - that is, told through game mechanics - happens to be fairly minimalistic as far as narrative goes. If you consider your examples of SotC, Silent Hill and GoW, the storytelling-as-mechanics is largely relegated to an extrapolation of theme which, while sophistocated in form, does not offer a gripping experience to the player. It's good and nice but unless good storytelling is supplementing a story, you need something else (which is where, for me, 'fun' comes into... play)."
I find this minimalist style to be compelling in the form of gameplay, but in story there still needs to be that "something else" to make it truly engaging. I don't know if I'm the only one who feels this way. Nonetheless, good blog.
Play occurs within games, but at what length games go to impose rules directly affects player freedom.
I understand your point of view when you mention Mario Galaxy(1?), a game one would expect to should encourage play. Instead imposes linearity and limits exploration.
I agree a strong design should give you room, and freedom to just play, this is not to say Noby Noby Boy is the pinnacle of good design. As we all play games in search of around four different outcomes; victory, play(exploration), social interaction or to combat others.
To give you an example in the opposite direction, I felt that Bioshock was, for the most part, a very decently designed experience, but I never once in the two times I played it thought that it was a fun game. I honestly couldn't play it for more than 45 minutes to an hour, because it was not, for me, personally, a fun game to play. I really like Bioshock, but I hated playing it.
I honestly agree that it sounds absurd to say that a good game can be not fun to play, and a terrible game can be a lot of fun to play, but I mean it when I say that it can be true in a completely non-ironic sense. I hate comparing films and games, but this sort of warrants it: have you ever seen Live Free or Die Hard? I love that movie, but I would never, eve under pain of death, say that it was a good film. But I don't love it because it's *bad* either, it was just a fun ride while it lasted. I feel that when you strip away Metal Gear Solid 4's more masturbatory constructs (namely the cutscenes) the gameplay experience tends to be a lot like that: still full of the unnecessary puzzle and design decisions that don't make any sense, but still a lot of fun in a lot of places.
Obviously, I feel that a well designed game should be fun. But I don't think that having a well designed game ensures that said game is fun. Either way, you made some great points that I really need to spend some time thinking about. Thanks a lot for the response.
I've become more and more distant and less enthralled with gaming today, it just doesn't really have much to interest me these days.
Again, great article.
I've been pondering recently why, for example, a game like Modnation Racers has me currently wanting to repeatedly play it, as opposed to the 'get it done' approach I've found myself taking with so many other blockbuster titles recently.
I'm so glad you mention Mario Galaxy to as I think its a prime example of a game that hampered by its self-confidence in a way earlier iterations never were. It convinces the player (like a game show host) that they're having a great time with a great game when in actual fact they're staring at a levitating, star-swirling Mario who's filling them up with a bitter hollow sense of accomplishment.
I wonder what kind of esteem the blogger holds KD in...
I think I am the opposite of you in some regards. I tend to buy into hype for games I love such as Mass Effect 2, Brutal Legend, MGS4, etc. and get disappointed with them afterwords. There's only one game I've played that truly lived up to all of my expectations and more and that is Valkyria Chronicles.
Have you played that game? I think that it strikes a balance between minimal controls and compelling gameplay. It's the only game I've played that has a story that works in tandem with the gameplay mechanics.
Sorry, but you sound like an idiot. Did you play anything beyond world 1? Because I have a hard time believing you did. Did you get the purple coins in the toy galaxy? I would bet money you didn't. And why on earth would you cite Mario 3 as the best one, but ignore 64, and Sunshine? Sunshine was super difficult at times.
You have every right to not like the game. But if you actually want to say that Mario Galaxy is bad game design, then that's just contrarian bullshit. Galaxy is one of the most polished and original games in recent memory. Did you ever see the matter splatter galaxy? There are 100 different reasons why you're wrong on this one.
I believe another title which this shows is MW2's multiplayer. IMO they took the shooter out of the shooter, and made a MP experience that more or less plays itself.
As much as I love the MGS series and enjoyed MGS4 I couldn't help but feel the same way. When I completed the game the first time I felt that I had spent something like 80% of the game watching and 20% playing.
As much as I want to like Bioshock I still haven't finished the first game! I keep putting it in occasionally and after an hour or so I'm usually done. I'm often confused on where to go next. There's an almost constant barrage of security bots coming after me and MOST of the time I'm not sure what I did to trigger them. When a mix of security bots and/or splicers and/or big daddies get together the combat is so visually bat shit fucking crazy insane that I can't see what the hell is going on and the game becomes all about firing blindly and hoping I have enough health packs to survive. Trying to switch between weapons and plasmids on the fly is a frustrated mess (especially considering the afore mentioned visual meltdown happening on screen during fire fights) and I finally figured out that it was much better to rely on using the weapon/plasmid selection wheel to effectively pause the game so that I could choose my desired smite tool.
I just realized that maybe I DON'T want to like Bioshock as much as I thought as I could continue that rant with several more points. ha.
Half Life 2 is another one that I really want to love (and in a lot of ways I do love it), but I can say that I had almost no fun whatsoever playing that game.The premise, the environments, the characters, etc all call out to me, but the gameplay usually just made my head hurt. It's a fantastic game and I'm happy to say I've completed all the episodes thus far, but I look back on my time with that game as a total chore. Pace was the trick with that game and imho the pacing was way out of whack. Most of the cool stuff was over in a flash while most of the tedious stuff tended to go on forever (driving sections anyone?). What I liked most about Half Life 2 was... Portal. hahaha
I've been pretty addicted to Fallout 3 lately and that's another game that feels a lot more like work than fun. GTA IV and Red Dead are in that same basket for me as well.
I feel like with a lot of these games I want to immerse myself in their worlds only to find that existing in those worlds isn't really very fun at all.
I'll stop rambling and just say again, awesome article.
I included a precursory disclaimer for people just like you. I played Mario Galaxy all the way through (120 stars) twice. So yes, I did play beyond world 1, I did get the purple coins in the toy galaxy, I did play the matter splatter galaxy. I did all of it with Mario, and I did all of it with Luigi.
I'm not trying to be contrarian. I said, straight out, that I had fun playing it. And I did! The best parts of it were those part that you've described, the elements that do rely on the player to have good reflexes and a firm understanding of the game's controls. I do, however, feel that overall, the game is poorly designed, and I'm totally willing to talk with you about why.
For the majority of the game, whenever you pick a star to pursue, all of the unnecessary portions of the level are blocked off or otherwise absent, effectively roping you off into only the are of play that the designers feel you should be taking advantage of. If there are any props nearby, like a branch, or spring, or swing, then they are only there because at that exact moment, for that exact objective, they are absolutely necessary for you to use. As actionbutton.net put it, because you CAN use them, you MUST use them. If that knowledge is not enough, the camera pans or zooms to focus on those props and how they relate to the rest of the landscape, putting the pieces together for you before you can put 2 and 2 together on your own. Blue stars are always within view of the camera when necessary. There are characters literally everywhere to offer you hints on exactly what you're supposed to be doing, when you're supposed to be doing it.
The power-ups are no better; when this game was released, there were more power-ups in it than there were in any other Mario game ever made, to the point where the only way they can be implemented is when they are absolutely necessary. They are not bonuses, like in other Mario titles. They are there because you have no other choice but to use them, and you can bet that when you see one, that the puzzle is meant for is literally right next to it. You are given absolutely no other recourse.
This is not gameplay. This is an interactive instruction manual. A painstakingly designed interactive instruction manual, I should add. Yes, it's polished, but you are literally led by the nose through the majority of it, and that is bad design.
I find it interesting that you call me out on feeling that Super Mario 3 is the superior title in the franchise, though, because that's not something I'm alone on. I don't talk trash on Super Mario Sunshine, because the hidden platformer levels in it were as perfect as anything in the Mario world could possibly be. But even Destructoid has had a vote cast on the series (http://www.destructoid.com/game-debate-to-the-death-super-mario-series-part-2-156071.phtml), and both Super Mario Bros. 3 and Super Mario World were favored to Mario 64. This is not just me being a retro junkie, and I'm not alone on it. It's fine that you disagree, but there's no reason to hurl personal insult into the mix.
I just can't believe you said it plays itself. I beat Ninja Gaiden 2 on Master Ninja and some of the stars on Galaxy were driving me insane. Lots of others were easy of course.
"It's fine that you disagree, but there's no reason to hurl personal insult into the mix."
All right, fine. My bad for doing that.
Is trial and error gameplay the spectral opposite of having your hand held? Because if it is, in that case you may be right. I don't feel like it's wrong of me to prefer to be able to examine a situation and figure out the answer to a problem on my own. If a game is going to present you with a problem, and then systematically show you how to solve it, what exactly are you getting out of playing it? That's the qualm I have with Super Mario Galaxy, and it's one I've arrived at through the experience of having played it to death.
You and I both know this is trolling. Saying "I'm not trolling" is not the same as not trolling.
"I'm not trying to be contrarian"
Saying Mario Galaxy is poorly designed is being contrarian. It's the very definition of doing so.
What? Trolling - if I'm not mistaken - is the citation of inflammatory opinions with the sole intent of receiving inflammatory responses - for the lulz, if you will. Examples include (sometimes) sexualchocolate and (arguably) Jim Sterling. He's using this admittedly unpopular and uncommon opinion in the process of proving a point. Trolling would be "Super Mario Galaxy sucks, anyone who thinks otherwise is a retard."
And that statement IS contrarian, you're right. Contrarian in the sense that it's contrary to the popular opinion. But what I'm sure he meant was that it wasn't his intention to be contrary, but rather it was an accidental outcome. He formed an opinion, it just happened to be the opposite of the popular opinion.
now, i've got to say that i do agree with your idea that current day games hold your hand too much of the time. it is an element that detracts from gameplay, and i would also like to see these tendencies of the industry go away. the thing is, it's never going to happen. as more people pick up the hobby, it forces devs to make games to the least common denominator, games for dumbasses. for the rest of us, that love what gaming used to be, there are indie games.
both your article and comments have given me a reason to actually think today, thanks for that.
Having the solution not immediately next to the problem is not the same as trial and error. If you have to resort to trial and error, it's a poorly designed game.
If anything the article did make me think, I'll give it that. Maybe I'll be back to articulate on stuff if I can wrap my head around everything.
Portal, that's game design. And so are old school games like UFO: Enemy Unknown (also known as X-Com... and don't even get me started on the FPS remake), Braid, Half Life 1, Street Fighter IV, Rez and Castlevania: Symphony of the Night.
I never mentioned Super Mario Galaxy 2, because I've never played it. And I never said that I didn't enjoy it's predecessor, I said it was poorly designed, and that that's why I disliked it. The same goes for MGS4; I played through it several times, and loved doing it, but I don't identify it as the pinnacle of gaming that others might.
There's seriously no need to get huffy and call names; this article wasn't about those games, it was about admitting to a bias in terms of the games that I prefer. People should play what they like, and anyone who tries to tell them otherwise, or rob them of the pleasures they get from the experience, should be ashamed of themselves. I've only tried to state my own opinions and back them up with logical arguments, as I would expect anyone else to when stating a case. I'm sorry if I've upset you, but your opinion is still your own, and I'm not trying to change your mind.
I can't say I 100% agree with you (Mario) but you totally have some good things to say. Probably why I've traded so many next gen titles once I finished them while I still hold on to older cartridges and re-purchase classics on virtual console. I think you'd be more a Maniac Mansion type of person.
Re: hostility...that's what happens when you transcend the c-blogs.
Yet here you are. Clearly your staggering superiority has not been significant enough to warrant your leaving.
Simplicity is not a word I'm equating with ease of difficulty. Mario 3 has basic commands of run, jump, shoot, and that structure is simple enough to enable designers to make a lot of really incredible levels to form good gameplay.
I have also elaborated on my position on Super Mario Galaxy in this thread, so you're welcome to take the time to read the comments section.
On a personal note, I just want to make sure that I understand your perspective to mean that because it is highly likely that someone in this post will act like an asshole, you are entitled to do so, without any other good reason.
*Obviously both ICO and Shadow of the Colossus featured plenty of acclaim after they were released by ICO was still undermentioned until SotC and there was plenty of skeptism all the way to the release of SotC.
Quality of design is objective
Because it isn't, definitely not in the way you are using it (or at least in the way it reads like you are using it.) I would say SMG is near perfectly designed because it does exactly what it sets out to do in making the game as fun as possible for the largest amount of people possible. It walks you through most of the "puzzles" because it isn't a puzzle game and many players need that help. But that is why I would say it is an example of quality design and you would not. Thus making design subjective.
I concur. Good call, I really appreciate your response.
If the money and time are being dropped into celebrity voicing, new technology, and orchestral scores, then clearly the much more important foundational elements of the game should be polished to perfection, right? I've seldom found this to be the case.
Also, two things:
1. I can't make any correlation to Douglas Adams, and trying to soften the blow;
2. 'The Spruce Goose' did fly.
Yes, ICO and Shadow of the Colossus are sublime games. Yes, they show. Yes, this design decision works for those games. But it's not because video games are inherently better that way: it's because those games were designed with minimalistic, atmosphere-building elements from the ground up. It works in that style of game.
Persona 4 is also a sublime game. Sure, it shows (through often great dialogue), but in terms of gameplay elements it mostly tells, and that's a damn good thing. I personally think that figuring out the mechanics of Persona fusion on my own would be more frustrating than gratifying, and I think a majority of gamers agree with me.
It's funny that you say that Out of this World and Super Mario Galaxy are so disparate in quality when they're so similar gameplay-wise. In both games, you do the same basic actions over and over in slightly different ways. They're both hyper-linear, they both discourage adventuring (no, looking out the top window on the elevator does NOT count as exploration) and they're both beloved by the gaming community. I also played Super Mario Galaxy 1 (and 2) to completion, and I will tell you that the game did not play itself. Sure, the game told me how to do something on numerous occasions, but it was up to me as the player to do them. Out of this World lacks this, which often results in puzzles having questionable solutions. If this one arbitrary designation is what keeps these two great games so far apart in quality, then I highly suggest you reconsider your opinion on the matter. I also suggest you stop reading actionbutton.net, as it's pretty much the most pretentious (and bitter) gaming site out there.
In short, tutorials are a good thing 95% of the time, and I don't understand why people like you disagree.