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World/Player
Interaction
I'd like to explore the relationship between a
game's focus on explicit goals and the degree of world-interactivity
it offers the player. As examples of different points on the
spectrum, I'll take 3 console games: Metroid Prime (GameCube), Mario
Sunshine (GameCube), and Tony Hawk's Pro Skater 4 (I played the PS2
version). Along the way I'll also point out the seeming trend
towards extreme tedium in games.
Of these 3, Tony Hawk offers the most
interactivity with world, by far. In this game, you control a
character on a skateboard. You can move quickly through the
environment, and you can interact with practically every object in
the entire world. The levels are littered with vertical ramps that
let you catch huge air, wires and rails to grind across, and a
myriad of objects to trick off of.
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| Tony
Hawk 4 gives the player a rich world and a rich combo system
to explore. It offers more world-interactivity than perhaps
any other game. (But damn those tedious missions!) |
The game has a fairly complicated (and
extremely well-implemented) combo system allowing you to string a
huge number of tricks together as long as you never let all four of
your skateboard's wheels touch the ground during a combo. The huge
number of tricks and maneuvers combined with the huge number of
interactable objects in the world make for nearly endless
exploration of the combo system. Remember that you don't crawl
through this world; you skate quickly, meaning there's an unusually
high number of interactions per second in Tony Hawk.
So far, I've covered only the world-interaction
offered by the game Tony Hawk. What about the explicit goals of the
game? These come in the form of missions, most of which pervert or ignore the
brilliant underlying mechanics of the game. I believe the main crime
of the missions as a whole is that they are too
"creative." When a game has such a rich interactivity as a
base, many players will simply want to explore the combo system and
the levels. Other players need explicit goals, but they'd be much
happier with goals that play to the strengths of the game system
rather than circumvent it.
The irony is that best missions in Tony Hawk 4
are the "boring" ones such as "Get 1 million
points" or "Do a 300,000 point combo". (Shame on
ign.com for knocking the boring missions.) Instead, the game is jam
packed with such "creative" missions as "perform a
manual [balancing trick] for a ridiculously long distance" or
"find the 33(!!!) items scattered across this huge level in
under 2 minutes." There are even "mini game" missions
such as "ride a police car around London, reducing the entire
game to a balance meter and a Dragon's Lair-like flashing light that
requires you to occasionally move left and right." I mean,
there's not even any skating in that mission! And don't get me
started on the bug-ridden "tennis mini-game", which easily
wins the award for "worst implementation of a tennis game
ever."
There is certainly something to be said for
missions that focus the player's attention on a particular aspect of
the game (balance meter, air tricks, manual tricks, whatever), but
it's quite a different thing to create dozens of missions which
don't actually let the player PLAY the game.
Another notable feature of Tony Hawk 4, in fact
the main innovation that version brought to the series, is the
feature called "start, down, x." I have even joked that
the entire game is the result of someone's bet: "I bet I can
get 1 million people to press start, down, x on their PS2
controllers 30 times in the course of one minute." That
"code" (which is merely pausing the game, going down once
in the pause menu, then confirming) instantly takes you back to
either the start of your last mission, or to a point in the level
you configure. Since this feature is so fast and so good, it allows
the design to get away with more difficult missions. The player can
cancel out of a mission the *moment* it goes wrong. This is
sometimes as little as 1 second into the mission...over and over.
I'm not sure what this has to do with world-interaction, but it's a
damn fine feature, and I wish more games let me instantly restart
missions with no loading time.
And then there's Mario Sunshine. It certainly
has less world-interactivity than Tony Hawk, but it still has some.
Mario can run, jump, swim, hover, and more. Hovering with a strange
water/jetpack is the game's main feature, and it's a pretty clever
addition to the platform game genre. It's reasonably entertaining to
just run around the main town and wall jump off the buildings to get
onto the roofs, then hover around from rooftop to rooftop. It's not
something you'd spend hours on end doing or make videos of to amaze
your friends (like you might for Tony Hawk), but there is some fun
to be had.
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| The
hover pack is Mario Sunshine's main contribution to the
platform genre. After playing it, it's hard to imagine not
having a jetpack. |
Mario Sunshine, like Tony Hawk, has a huge
number of missions to keep the player busy with goals. The goals in
platform games usually involve finding hidden and hard-to-reach
objects (they're called "Shines" in this game), and
fighting the occasional boss. For some strange reason, I tend to
enjoy these types of games even though they are based entirely on
collecting and picking things up, whereas in the real world I
collect nothing, and anyone who's seen my apartment knows I don't
pick up many things either.
Anyway, Mario Sunshine certainly has a good
formula: at least a moderate amount of world-interactivity with
goal-oriented missions thrown in to keep you busy. The main problem
(well, other than the atrocious 3D camera) is that the mission
design eventually becomes a pure exercise in tedium. I believe it's
fun to find, say, one really well-hidden object on a level, and
maybe 3-5 semi-hidden or guarded objects. That's a reasonable
number. Mario Sunshine has 15 Shines to collect on each level. Let
me put this in perspective, though: 1 of these 15 always requires
you to find 100 yellow coins (they aren't really hidden), and 3 of
the 15 always require you to find a total of 30(!) blue coins (these
are hidden). The blue coins are so arbitrarily hidden that I defy
anyone to find them all without a hint guide. I am quite averse to
hint guides, but even I had to give in at some point due to the
sheer arbitrary placement of blue coins.
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| Nintendo
wanted to make absolutely sure you realize how great their
jetpack concept is. They locked one designer—the
one who kills ants with a magnifying glass—in
a dungeon for one year where he devised these bonus levels,
sprinkled throughout the game. They deprive Mario of his
familiar jetpack, and place him in an absolutely
sadistically difficult world of floating, rotating,
disintegrating blocks. |
Now let's turn to Metroid Prime. Of these 3,
this one offers the least amount of interactivity with the world.
Don't get me wrong: I'm don't mean that statement as anything
negative against Metroid. Samus (the main character) can run, jump,
shoot 4 different guns, use 4 different "visors" to view
the world, roll into a ball, and drop bombs. Samus has a good number
of actions, but in the absence of actual game goals, there's less
fun things to do with Samus than with Mario, and there's way less to
do than with Tony Hawk. This is no indication that Metroid is a bad
game though. It just means that game elements must be introduced to
keep the player interested. Metroid's premise is that you are in a
large, fairly continuous world without "levels" or
"missions." You explore this world and find upgrades that
give you more moves and allow you to access more parts of the world.
The world is peppered with fairly easy monsters and the occasional
boss to spice things up. There are also a whole lot of hidden
objects (upgrades to your missile capacity and health capacity) that
are purely optional to find.
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| Metroid
Prime, like all games, has a snow level. |
Metroid works as a game because its fairly
simple interaction model is complimented by just enough
goal-oriented elements to keep the player going. Even then it's
admittedly sparse, but I enjoyed it.
But Metroid Prime didn't escape the trend of
tedium that's going around games these days. The game requires the
player to trek across already explored areas of its huge game world
time after time after time on the way to new areas. Interestingly,
Metroid uses the exact same formula as another game: Castlevania:
Symphony of the Night, which avoided this problem. That game
featured a large number of teleporter rooms throughout the world,
allowing the player to skip past areas he's already explored.
(Actually, Castlevania borrowed the formula from the original
Metroid and Super Metroid.) Metroid Prime would have done better to
replace all its save rooms with teleport rooms. By the way, why does
it even have save rooms? I thought this was the 21st century, a time
where game makers realize that the user should be able to save his
progress at any point, not force the player to play another 20
minutes to find a save room.
So where does all this leave us? Three games
that all have some level of world-interactivity combined with
explicit game-like goals. Tony Hawk, the game with the most
interactivity with the world (the best "toy") was somewhat
ruined by missions that obscured the underlying game system. Mario
Sunshine and Metroid, each with less world-interactivity,
complimented their base systems with game-like goals, but again,
Mario's ran somewhat wild, forcing the player to find literally
hundreds of arbitrarily hidden objects. Meanwhile Metroid forced the
player trek endlessly across its fairly barren world.
I think the lessons are these: 1) the more
world-interactivity your game offers, the fewer game-like objectives
it requires (the inverse is also true), and 2) for heaven's sake
stop making games so damn tedious.
Postscript
I just finished playing Zelda: The Wind Waker (GameCube),
which fits nicely into the interaction framework described above.
Your character has a medium amount of interactivity with the world,
but he's given such an insanely large list of things to do that that's
ok.
I can't help but point out the continued emphasis on
tedium in games though. My least favorite entity in the history of
video games is Hyrule Field in Zelda: Ocarina of Time (Nintendo64).
It's an incredibly large, empty field that the player must cross
many times, with basically nothing to do. The GameCube game Zelda:
The Wind Waker takes this to a whole new level. Rather than just a
field, we have an entire huge ocean that the player must constantly
sail across, which is—you guessed it—mostly empty. On the one
hand, it gives the game an immersive feel, like you're really
sailing on the seas across this huge world. On the other hand, I
played much of the game using my picture-in-picture feature on my TV
while watching old episodes of Friends and Seinfeld. I enjoyed the
game, but I don’t recommend it to adults who have a job.
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| Here's
a screenshot of Zelda: The Wind Waker. I hope you enjoy
sailing, as you'll be doing a LOT of it. |
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