I
understand making a game is hard, but you seriously cannot cut
corners during the process. It's called being lazy. Granted, laziness
might have actually invented a few things (i.e. the TV remote), but
so far it hasn't helped game design. From what I have seen, there are
several ways a game can be lazily designed, and when it happens, the
player's experience is dwindled down to absolute boredom from lack of
engagement.
Ever
notice how a mob looks just like another mob, just purple instead of
red? This is what we call a “palette swap.” The model isn't
changed except for the color textures. In some games this is
acceptable due to limitations, but the majority of companies can do
better. They can have a different model built for the enemy, even if
it looks a little similar. Giving them attack variety helps as well.
Maybe make them do something crazy such as wield two weapons and
attack twice as fast.
Another
example of being lazy is repeating boss fights. Sure, your typical
first boss might go across the screen a few times, fall down, take a
hit, then repeat the same mistake two more times before it dies, but
this better not happen again. When it happens again with a very
slight difference in tactics, it just becomes boring. You can kill
that guy with a glazed over look on your face. You could probably
beat him up with your eyes shut! Bioshock Infinite did something like
this with a boss. They have you fight a spirit who sends waves of
enemies after you and periodically attacks you herself. They have her
show up once, and again, and once more. If her tactics were a lot
more varied between encounters (or you only had to fight her once),
she would be a good boss. However, she is remembered for the wrong
reasons.
Does
that level look a little familiar? It has a night filter so that it
takes place at night as opposed to the day? That is a level repeat.
Keeping with the theme of the world is fine, but making it look
virtually the exact same with a moon instead of a sun isn't viable.
Just level repeating in general gets annoying. I noticed in One
Finger Death Punch the scenery changes and the game modes have some
variety, but there are a ton of Mob Rounds and too many levels to
progress through. It is at this point I just want it to be over with.
How
about those mobs that die in one hit? You aren't necessarily
overpowered. The AI just sucks. Terribly. They have bad accuracy, run
straight for you, and take too long to aim. These enemies provide
virtually no entertainment other than free potshots left and right.
That gets old after five or so minutes. Don't be afraid to make the
player have to change their strategy to win a fight.
Music?
Yes, even music can be lazily done. Just look at the Rambo game that
recently released. There is a part where this epic flourish of music
comes in, then fades out only to repeat itself on an endless loop.
Feels like the developers found an mp3 file with a nice part, ripped
it out, then slapped it into the game with little though given.
Story?
Even the story can suffer. In some cases, having a careless narrative
hardly affects the game, especially if it is in a genre with very
little emphasis on story. Story behind Pac-Man? Beats me. He munches
on dot shaped crackers until he runs across a Power Pellet (a.k.a.
Jawbreakers), then sends those ghosts back to hell? No clear
narrative, but no one cares. It worked for that game. As for other
games that try to rush the story or fail to explain certain events,
those are the lazy narratives. Rushing a story might make sense in an
action game where you need to know what is happening quick so you can
jump back in the gameplay, but skipping critical details leaves the
player lost. Best bet is to make the story simple and easy to convey.
If it is meant to be deep and emotional, take things slow and
carefully explain everything. Spewing out random words with no
coherent meaning makes no sense and hoping the player will figure it
out later doesn't help matters.
Developers
get lazy from time to time because either the game they are working
on has a short window of time before it gets released or the
employees might be working on a game they really dislike. It might be
their job, but they're mostly artists. Artists are just naturally
lazy and need a schedule to keep up their work. Even I get lazy and
procrastinate with stuff I don't like doing such as making this model
chair. As of writing, I have blueprints, but no actual model standing
yet. Which reminds me, I should get to work on that... tomorrow.
Sonic the Hedgehog 2006
ReplyDeleteGood example. However, I think the devs were rushed on that one.
ReplyDelete