Author Topic: Game Theory: The X Problem  (Read 450 times)

In the background, one of my little sub-projects is writing a big book of game design tips and hints. One section of this guide is about identifying issues in games. What I want to do is generalise some games into their biggest issue, because it's a bit easier for the audience to digest the problem if they can relate to a specific example where that issue was a fairly big part of the experience.

Usually, when we think of "The X Problem", we're thinking of a maths problem that needs to be solved. That's kind of what I'm doing here, but I want to let the readers solve the problems themselves; I only give them insight into what the actual issue is.

What I'd like is for people to post some examples of "The X Problem", followed by a description of what the main fault of that game was.

Two examples:

The Minecraft Problem: A game which lacks an end goal handed to the player, meaning that most players will become bored and quit once they feel they have nothing to work towards. While this is a common occurrence in games, most games have a relevant goal handed to the player at the beginning of the game, and thus player interest decays at a slow pace and is continuously spiked up with new player motivations, such as story content or the player unlocking new game mechanics. A game without a goal, like Minecraft, entirely relies on the player being creative enough for them to learn enough mechanics to then set themselves with a goal to complete using the mechanics they've learnt.

The issue lies in that most players don't know what they want to do, and have an expectation that the game will give them a specific task to accomplish. This is the natural order of how the brain works, and prior to video games, every single game since their creation has had a goal as part of the experience. Players in Minecraft are not told about The Nether, so unless they do prior research, it is unlikely they will be able to stumble into the specific steps required to progress towards the end. Many players describe Minecraft as "boring" after a while, which can also be said of games like Garry's Mod.

The Saint's Row Problem: In order to add a selling-point to the game's box about the length of the experience, developers add "padding" which stretches the game-time. These usually come in the form of collectible hunts, side missions, special tasks (Achievements/Trophies) and other non-critical-path activities. The Saint's Row problem occurs in SR2 when the game will not allow the player to progress through the storyline (called the "critical-path" as it is the least amount of steps required to complete the main game) unless they complete a number of these non-important activities first. Players who find difficulty with specific mechanics or are solely interested in progressing on the main story goal become frustrated and quit, as they cannot progress as they intend.

A thing to note about the SR problem is that it counts as a type of rail-roading, a much broader concept whereby developers force players to progress through the game exactly as they designed, without the player's consent or decision.
« Last Edit: February 15, 2015, 06:19:58 AM by McJob »

"oh cool, a big open world! holy forget there's gonna be SO MUCH VARIETY AND stuff"
"why is this waypoint forgetway across the map why couldn't it be next door forget this."

The Sonic Rush Problem

or The Dimps Problem

Bullstuff sections in a level that you can basically never predict unless you have godly reflexes.



This flying dude in huge crCIA act 1 always gets me like holy stuff. There's a straight section right before it, so you get a natural instinct to boost, but you run right into a wall and the enemy right above you shoots while you're dumbfounded.



And this loving room. Like in the above example, there was a long, straight section here also, but it leads right into a wall and a crushing, insta-death piston.

forget you, Dimps.

Also, don't get me started on motherloving special stage 7.
« Last Edit: February 15, 2015, 06:29:11 AM by Zanaran2 »

The SRIV Problem

You get super powers. Super speed, super jump, glide, all that stuff.

But that makes cars useless. Literally just a decoration. There is NO point for cars to even be there because you can just throw yourself across the map.
The GPS doesn't even align itself to the roads when you're not in a car!

The forget are you on, Volition?

"oh cool, a big open world! stuffs forgetin amazing"
"why is this waypoint forgetway across the map why couldn't it be next door forget this."
Because it's late night, I've been drinking and those two things make me want to write long paragraphs, I'd like to expand on that.

The Grand Theft Auto (may need to change this since GTA has quite a lot of issues) Problem: In an open-world game, developers give the player an environment to move around in, and then give them missions to complete within that environment. One issue with this is that missions generally need to have some level of scripting for story/gameplay reasons, and therefore need to be placed in a specific area. In some games, simply activating the missions from a menu will "warp" the player to the starting point, bypassing the need for players to travel all the way to the objective.

In GTA, missions need to be manually activated by entering a start point before they can be triggered. Since the game loads in content with a load-screen and does need the player to be far away so that NPCs, vehicles and so on can be spawned in, this cannot be explained as a technical reason. In many cases, players will need to travel vast distances in order to reach the next mission trigger point, and unlike games such as Fallout, where exploration is a theme of the game, and quick-travel is a gameplay mechanic, GTA doesn't have a strong world character (the game world itself being interesting enough and constantly changing to be considered its own character) to make players want to take the "long way around".

The SRIV Problem

You get super powers. Super speed, super jump, glide, all that stuff.

But that makes cars useless. Literally just a decoration. There is NO point for cars to even be there because you can just throw yourself across the map.
The GPS doesn't even align itself to the roads when you're not in a car!

The forget are you on, Volition?
So, the problem isn't itself the super-powers (that's just a story justification for new gameplay elements and animations/particles etc), it's more that old game mechanics become useless, instead of being updated to actually still be relevant to the player.