March 2001

THE STEALTH DESIGNER’S HANDBOOK PART 2: FIVE MORE WAYS TO SNEAK ORIGINALITY INTO YOUR GAME WHILE MANAGEMENT ISN’T LOOKING
By
François Dominic Laramée

Missed Part 1? Click here

No time for a pithy introduction this month; let’s get right to the heart of the matter. Last time, we discussed five ways to make a game stand out from the crowd without straying too far off the beaten track and scaring away marketing, management, retailers, customers and the gaming press. Here are five more; some of them will help you create a better game, others, to make an already good game more cost-effective (which may in turn lead to more leeway for you next time around.)

6. Flat Characters Are Your Enemies

A "flat character" can be described, completely and accurately, in a single short sentence. Flatties are pretty low on the human-interest totem pole, barely above the spear-carriers and the stereotypes, who don’t even require a one-sentence description because they are so cliché that anyone will recognize them at first glance (and groan). All of them, flats and stereos and window dressing, are your enemies.

Well, not always. It’s ok if your "cast of thousands" is made up of stereotypes. For example, if Cannon-Fodder Monster 127-B from Sublevel Alpha Bravo Tango is supposed to look like a zombie and act like a zombie and think like a zombie, and if your player is supposed to shoot it on sight, no questions asked, then let it be a zombie; anything more elaborate would be a waste of the player’s time, not to mention yours. Similarly, comic relief, in the form of a dumb sidekick or enemy, is always welcome; remember Gollum from The Lord of the Rings, or the Spemin from Starflight (and their direct descendants, the Spathi from Star Control).

However, major characters should be a little more difficult to define, and here we often do a pretty terrible job. Case in point: the mad scientist who wants to destroy or conquer the world for no particular reason had worn out his welcome even before the time of Plan 9 From Outer Space. If you need a uber-baddie in your game, try to give him at least a shred of motivation, like revenge (i.e., Arnold Schwarzenegger’s Mr. Freeze in the Batman movie) or the need to understand and overcome unspeakable suffering (like Samuel L. Jackson’s brittle wacko in Unbreakable).

As for your heroes, making them disgustingly handsome and pure of heart works fine if your game is targeted to children of fairy tale-loving age; and even then, the most popular video game characters among kids 10 years old and younger, Mario and the Pokemon, are a rotund little freak and a bunch of wild and somewhat ferocious critters, respectively. The lesson: perfection is annoying. And before you conclude that we have this one all figured out, consider that the male teen equivalent of Prince Charming is the absolute badass, impossibly muscular (or mouth-wateringly bodacious), capable of performing corkscrew piledrivers and triple backward Saltos while balancing on a tightrope suspended over an erupting volcano, talking in Stone Cold Steve Austin-caliber catchphrases and packing enough firepower to take out the entire Libyan army. We’ve all seen enough of those, please move on. Again, remember that gameplay is at least as much a function of what you can’t do as it is one of what you can; create a realistic hero (or even, God forbid, one who has a serious physical limitation) and you’re going to turn your favorite genre on its ear in a heartbeat.

7. Vaccinate Against The 1950 Syndrome

If you watch a lot of old sci-fi B movies, you’ll be familiar with this one: the far-future world where people travel in space and deal with hundreds of alien races, but where everything else works exactly like it did in the American Midwest when the movie was shot. (Or rather, in what Hollywood wanted people to believe the Midwest was like back then; no place on Earth was ever as aseptic and shallow as Leave it to Beaver. Ever.)

In movies of the 50’s, galaxyfaring astronauts live in suburbs, every single male citizen is either a member of the military or a police officer (and none of them remotely impeachable, of course), etc. An even better example: Battlestar Galactica is pretty much unbearable to watch these days because of all the 70’s crap they crammed into the show. (Polyester bell-bottoms are flammable; not the best uniforms for fighter pilots!)

No matter how much you try, you can’t buy into these movies and TV shows because the worlds they describe are so impossible to believe.

Today, the syndrome’s virus has mutated into a carrier of dystopian cyberpunk disease. Neuromancer was groundbreaking, but that was 20 years ago, and the odds of a complete social breakdown on a planetary scale are pretty slim, orbital anti-missile shield propaganda notwithstanding. And no matter what the scientists do on Mars, they won’t open up a Hellgate and let hordes of demons flow in. Let’s try to come up with gaming worlds which make a little bit of sense, and our stories will carry more emotional involvement (and therefore, matter to a wider audience).

8. Manage Your Scope

This is easier said than done, but some of us have been doing it well: Give the player the impression that the world they are exploring is infinite, while gently keeping them corralled within pretty tight boundaries so they’ll never get lost.

Diablo II does this very well. The storyline is absolutely linear, the major quest structure almost so, and yet you never feel confined because there is always much (but not too much) to see and do; most wilderness areas contain many monsters and a small subsidiary dungeon which you can visit at your leisure, which creates the illusion of non-linearity, but sooner or later you’ll return to the main plot.

Baldur’s Gate was a little more difficult to work through in that sense, because it was easy to open up half a dozen side quests or more at the same time and lose track of what was important. It took me well over 100 hours to reach the final stages of the game, and sometimes the main plot didn’t advance at all for long periods of time.

And at the far end of the spectrum, a game like Elite II can be frustrating for the uninitiated, because you can spend dozens of hours wandering about the galaxy, trying to pick up a shred of a main plot, and never manage to do it. (If there’s anything beyond little individual jobs/quests in that game, I never discovered it, and that wasn’t for lack of trying.) After a while, a game which is too free-form will begin to seem pointless and lose its appeal.

9. Keep The Archetypes At Bay

Remember this: the first thing that comes to mind when thinking about a solution to a problem is usually a cliché. Not good. If it seems obvious to you, it’ll seem obvious to the player as well, and he’ll think that you’re just a hack trying to pass off a rehash of a clone of a copy as something new.

To avoid this, try to think of gameplay devices which will turn a game inside out. For example, how about creating a superhero character who is supposed to dive in front of bullets to save civilians, instead of shooting the bad guys himself? Clay Fighters were a fun alternative to the traditional fighting games; how about a real-time strategy wargame featuring Looney Tunes duking it out with ACME weaponry? Or how about this personal favorite: say that your game is in fact a reality show on some TV station of the future, with instant ratings computed every second, and kill off your player if the ratings dive below a certain level because he spends too much time thinking instead of taking stupid risks for the viewer’s entertainment? Wouldn’t it be cool to punish the player for constantly using that Holy Flame-Thrower Of The Bat on every enemy, and rewarding him for sneaking up behind one with a Swiss army knife instead (and unnecessarily putting himself in harm’s way in the process)?

10. Avoid Pointless Features

Finally, a personal peeve: if a feature won’t change anything to gameplay, leave it out; it’s annoying. If the NPC you meet on the bridge leading to the village has nothing useful to say to you and will attack no matter what you say to him, why bother implementing a conversation?

That doesn’t mean that you can’t have many features in your game, only that they should matter. Master of Orion 2 has a bewildering array of weapons from which to choose while designing new ships, but they all have their quirks (i.e., some kill extra marines, others pierce shields and armor, etc.) and therefore the choice is a valid one from the player’s perspective. As a corollary, try to assure that one of the features will not upset your game’s balance too much; if the player absolutely, positively needs help from a certain lady NPC to accomplish the quest, make that NPC a forgiving creature who will accept the player’s apologies (after a quest or two, maybe) if he makes a lewd pass at her before realizing just who he’s dealing with.

That’s it for this month. Oh, before I go: I’ll be hosting one of the IGDA’s roundtables at the GDC (Editor's note: See the GIG Spotlight for details on FDL's roundtable)., so if you feel like discussing the plight of freelancers in this business, don’t hesitate to drop by on Friday morning. (Or, if you see a big oaf with a buzz cut and a goatee roaming the corridors with a forlorn look in his eyes, stop and say wazzup, will you?)

Bio

François-Dominic Laramée is a freelance interactive game designer, developer and producer.  He has been involved in one form or another of the game industry, whether PC, console, online, set-top box or even play-by-mail, for the past decade, including more than 8 years of experience as Head of Studio, Game Designer, Software Engineer, Producer and Quality Assurance Manager in the interactive entertainment and spoken dialogue interfaces industries.  Learn more on his website at: http://pages.infinit.net/idjy/ 

 

 

 

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