
August 2003
POWER-UP
NOMENCLATURE PART 1: THE ACTIVITY / PASSIVITY AXIS
François Dominic Laramée
We designers are our players' greatest allies. Sure, we expend
considerable effort crafting enemies and traps that present increasing
levels of challenge for the player, and sometimes we get carried away and
don't stop until the latter stages of the game require the skills of a
minor deity. But at the same time, we mitigate the impact of these growing
challenges by giving the player new powers and abilities to toy with.
Recently, I have been thinking about the properties of the various
kinds of power-ups we see in games. I have identified three orthogonal
axes of design (to follow Harvey Smith's very useful terminology) that can
be used to classify them into a cubic grid. I will present the results of
my analysis in a three-part article; the first axis, Activity/Passivity,
will be the topic of this month's installment, while the other two will be
covered in the next issues.
Note: for the purposes of this discussion, my definition of "power-up"
will include everything that improves the player's character, army, or
palette of options. Thus, magic-resistant armor, bonus hit points, new and
improved units, inventory items, and special combo moves will qualify just
as naturally as super-jumps and explosive ammo.
First Axis: Activity / Passivity
A power-up's position along this axis measures how much or how little
its activation depends on a conscious decision process on the part of the
player. As we will see, different levels of player involvement appeal to
different audiences and are suited to different circumstances.
Passive
A passive power-up is always on, no matter what
happens during the game. In other words, once the power-up has been
acquired, the player can just forget about it – he'll receive benefits
without having to perform any specific action to do so, as often as
necessary, until the power-up wears out. Examples of passive power-ups
include hit points, a temporary invulnerability to poisons, area keys in
most platform games, and better arm strength in a football game.
Passive power-ups are an effective tool in every designer's arsenal
because their presence or absence can serve as barriers and guides for the
player. Sometimes, the barriers and guides are explicit: a door is locked,
so an area of a level is off-limits until the player has found the key
(and presumably accomplished other preparatory tasks). A subtler approach
is just as effective: a fire-breathing dragon or a wide ditch can push
players away from an area until they have acquired fire-resistance or
super-jumping abilities.
Extensive use of the passive power-up is especially well suited to
casual gamers and children, because a passive power-up constitutes an
effective reward in itself: it confers new abilities, and it requires no
effort. No need to figure out how to use a new weapon or how to combine
ingredients into a potion: being able to walk through a pit of lava
without catching fire is cool right away.
However, passive power-ups do have a serious drawback: they remove
strategic choices from the player's control by making all tasks of a given
class automatically easier.
Suppose that Gorg the Unready, 2nd-level barbarian, has
strolled through the first few levels of a fantasy RPG in typical
barbarian fashion, i.e., through a button-mashing, hack-and-slash
slugfest. But now, Gorg suddenly finds himself standing in front of a
sleeping dragon of massive proportions.
Gorg's trusty Plastic Spoon of Maiming wouldn't score much more than 1
point of damage in every round against such a behemoth. As a result, the
designer has planned a really clever way for Gorg to sneak past the
sleeping dragon without getting caught. If the player examines his
surroundings carefully and figures out the optimal strategy, he'll avoid
the fight AND feel wonderfully smart.
However, if Gorg has somehow achieved 100% fire resistance through the
acquisition of passive power-ups, then nothing would prevent him from
spending the next five hours bashing the dragon to death with his spoon,
because the enemy would have no way to fight back – the passive power-up
has removed the challenge and the fun from the encounter.
Since using passive power-ups requires no skill, the designer must be
careful that they do not provide too many easy ways out of interesting
challenges, or the game will quickly lose its flavor.
Active
An active power-up is one that the player must put
into action himself at the precise moment of need. New spells, demolition
charges and a unit-building budget are all good examples: if Gorg the
Unready is waylaid by a pack of feral sparrows, no fireballs will
mysteriously materialize out of thin air to extract him from the
predicament unless Gorg actively casts a Fireball spell himself.
Active power-ups provide an excellent way to give players tools with
which to figure out solutions to problems. You just found a length of rope
and a cowbell? Tie them together into a long-range weapon to whack a deaf
monster upside the head while staying out of reach of its giant tentacles.
You need a Positronic Hyperspatial Relay? (Who doesn't?) Grab the
components in the spacedock junkyard and build it yourself. Simple, yet
wonderfully stimulating for the inquisitive player.
However, before one can make effective use of an active power-up, one
has to learn how to use it, which isn't always obvious. Sure, a magic
missile spell is pretty much self-explanatory, but what about a quirky new
RTS unit that can deconstruct enemy buildings and salvage resources? How
much protection does it need? Is building a couple of these units and
sneaking them into the enemy's base camp to sabotage his war effort
cost-effective? More pointedly, is it more efficient than simply blasting
him to smithereens, or less so? Who knows?
As a result, novice players may find some of the more arcane active
power-ups confusing and refuse to use them – from these players' point of
view, the power-up is a wasted design effort. Therefore, when using an
active power-up in a casual game, give the player plenty of time to try it
out before pitting him against a challenge that requires its optimal use,
and especially before introducing the next such active device.
Equipped
Sitting midway between active and passive power-ups along this
axis, the most typical of equipped power-ups are passive
improvements that may be switched on or off because they are associated
with devices that can be lost or exchanged instead of being tied to the
player characters themselves.
The classic example of an equipped power-up is the magic item in
fantasy RPGs. If you own a suit of Chain Mail of Highly Refined Asbestos
and a rare Full Plate Armor of Great Grounding, you can protect yourself
(passively) from fire or lightning, but not both at the same time. As a
result, using an equipped power-up requires more strategic thinking on the
player's part than the passive equivalent, but it also demands much less
of his attention focus than an active power. In many cases, the trade-off
is optimal.
Equipped power-ups provide support for a variety of gaming styles. If
your character packs a flame-thrower, an assault rifle and a Giant Bazooka
of Extreme Aggression, he ain't going to sneak into any buildings unseen.
Replace the arsenal with night-vision goggles, a silent tranquilizer dart
gun and body heat concealment clothing, and you've got an entirely
different way of playing the same game. Games that support many different
devices may even let players devise strategies completely unforeseen by
the designers!
As a side benefit, the placement of equipped items in a game can also
serve as a powerful foreshadowing tool. If an astute player finds
Snakebiter the Dragon-Slaying Rapier in a dungeon, he will expect to see
dragons at some point in the near future. Conversely, some form of
foreshadowing of the contents of the next level may help a smart player
decide which of his many hoarded items to pack for an adventure. For
example, if a soldier's briefing includes eyewitness reports of blue-white
lights, short-circuit noises and sparks coming out of the enemy site, he
may infer that electric obstacles (some of them possibly malfunctioning)
are standing between himself and his mission objectives. Certainly, from
the player's perspective, such an in-game acquisition of relevant
information is much more fun than running into a room, looking around,
getting killed, re-loading, equipping for the obstacles he has just
discovered in his "previous life", and starting all over again.
However, one must remember that foreshadowing is a dish best served in
small portions. If, in addition to Snakebiter, you plant a fire-retardant
suit of armor, a Ring of Fire Extinguishing and a Helmet of Personal Air
Conditioning in the same level, that poor dragon will come as absolutely
no surprise to even the dimmest of players (and he won't last very long
either). On the other hand, if you plant all of this stuff and then
fail to include a dragon, you are messing with the player's head, and
he won't be happy about it.
Next Issue
In this first part of the series, we have examined the role of the
player's active involvement in the gameplay mechanics of power-ups. Next
time, we will take a look at the second axis, Permanence/Immediacy, before
we wrap up the series the following month. See you there!
BIO
If you aren't really tired of FDL by now, don't say so
in public unless you are looking for a serious beating.
He's been the bane of the game industry for over 10
years, during which he cajoled and threatened his way
into over 20 credits as designer, producer, programmer
and writer. For some reason, magazine and book editors
seem to like him; his Game Design Perspectives
and Secrets of the Game Business are available
now from Charles River Media. With
the dozens of articles he has contributed to other
industry publications and the roundtables he hosts at GDC every year, it is getting really hard to avoid him
these days. But there is hope; FDL has been freelancing
for 5 years, so we expect him to starve to death any day
now. Visit his mediocre web site,
http://pages.infinit.net/idjy, at your own risk. |