The Value Proposition of the Point and Click

July 22nd, 2010

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I started playing the classic point and click adventure game, Lure of the Temptress, today and after an hour of play subsequently decided to end my session and probably never load the game up ever again. As I said in my Eternal Darkness post:

The inherent nature of the [old school adventure] genre (fetch questing and rubbing items against random pieces of the environment) relies on the solid construction of puzzles and contextual bits in between to make itself enjoyable.

The reason why the point and click adventure game died out is because the puzzles were so arcane and, as the stories in games from other genres improved, the context (the writing, graphics and characters) was insufficient enough to keep players interested in what is ultimately tedious gameplay. Fortunately this isn’t the case with most modern point and click adventure games such as the ever-continuing Monkey Island and Sam and Max series. Both of these franchises have remained contextually interesting, streamlining interface contrivances and being careful with the way puzzles are structured. The point and click adventure still a bit of an acquired taste—and of largely little interest to younger players—but one sustainable enough to keep itself commercially afloat, and that’s all that matters, really.

In thinking about the old-school adventure games that I’m currently willing to invest in, I’ve been running through this entire thought process of whether my interest in the contextual outweighs the possible staleness of the puzzles and clunkiness of the interface in the mechanical. Revisiting the old Monkey Island games (NOT in HD) is worthwhile, since they’re nostalgic. Beneath a Steal Sky is on my Windows partition, because of my interest in artist Dave Gibbons, the interpretation of a dystopian, overpopulated Australian society and because the interface is stupidly excellent and easy to use. The Resident Evil games are still on my list because I have a fondness for PS-one era pre-rendered backdrops and get a kick out of the story. Grim Fandango interests me because its so damn funny that its worth the torment of non-sensical puzzle design.

In a way, it’s kinda sad that I weigh up the value proposition of games of this genre in such a manner. But there is no denying that the elements which previously illuminated point and click adventure titles (beautifully illustrated graphics, clever dialogue, solid length) have been eclipsed by other genres and that the brick and mortar premise requires fundamental updating and reinvention.

PS. If you are interested in sussing out more of this genre, Kurt Kuluta over at Hardcore Gaming 101 has been covering the genre extensively over the past few months. Maybe you’ll find something you like, even though I’m a bit adverse to the genre, I wouldn’t dissuade you from taking a look see.

PSS. My opinions here are a bit skewed by fact that I haven’t taken the liberty of actively trying some of the great adventure games from the indie scene, many of which excite me and perhaps also evidence the recent growth in the genre. This article is the start of something on-going, I hope.

Tutorials: Do You Understand? (Y/N)

July 13th, 2010

[I will start to post my material from Kombo here on DanielPrimed as well. Please enjoy it as it’s basically business as usual, but just a tad slower.]

Several months ago, I took an intensive course in ESL teaching (English as a Second Language). Before we began our immediate practice lessons – by which the school roped in non-native speakers off the streets with the ploy of free English lessons – our teachers provided us with a list of common Do’s and Don’ts for teaching English as a second language. The most contentious dot point, of which there were many, was to never ask students “Do you understand?” as students would inevitably answer “Yes,” even if they weren’t entirely sure. The solution isn’t to ask whether they understand, but to instead test them so that you, as a teacher, know precisely whether they understand and if not why not.

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Video games are systems which contain rules and facilitate mastery; as much as mainstream media would assure you otherwise, games are inherently education-orientated. Think about it: every game you play begins with a tutorial and concludes with a test, the latter often masked as a final boss. The design of video games and the principles of education are therefore very closely interlinked. 

Good video games are good teachers and good teachers ought to obey sound teaching principles. Now to return to the question of “Do you understand?” Just recently, I was reminded of this question when playing deBlob (Wii). 

Right at the beginning of the game and every time thereafter when Blob encounters a new form of enemy or is introduced to a new mechanic, a short multi-paged tutorial covers the screen, complete with diagrams and forward prompts, concluding with the question “Do you understand?” and the options “Yes” and “No.” The problem is obvious, right? Forgoing the interactive qualities of the medium, deBlob falls back on passive text and images as its means of communicating rules. It’s a confounding move, particularly as deBlob otherwise follows a “form meets function” approach to design where you almost immediately understand how to defeat INKT Corporation’s black and white goons based purely on their visual character. Furthermore, deBlob only has two primary mechanics (roll and pounce), so it would be difficult for players, even inexperienced players, to misinterpret the game world. The information is completely needless in the face of the already clear design. 

DeBlob ought to have instead constructed scenarios which guide the player into solving the problem for themselves, allowing them to deduce solutions from the clear “form meets function” design. When players realize rules and mechanics for themselves, they feel independence and ownership over what they’ve learned; the game makes them feel smart. deBlob‘s tutorials state the obvious, nothing that can’t be understood in under 30 seconds of play. The text tutorial thereby feels obvious and patronizing. 

An ideal example of how rules can be communicated clearly through design is in Super Mario Bros. In the first 10 seconds of play, the player knows that you’ve got to jump over or on top of enemies and that the mushrooms hidden inside the question blocks increase your size and life. You can’t make any progress if you don’t jump over the first Goomba and the player will always receive a mushroom since it travels to the right hand side, bounces off the pipe and corners you making it impossible to avoid. In just 10 seconds, the main rules are explained without any need for words. 

The best games are those which teach through practice and participation, that embedded the instruction manual into the experience, rather than paste it wholesale in front of you. Don’t get me wrong, text as a visual medium along with sound are very important in tutorial, however, they should work in conjunction with the experience and not in replacement of it. That way, players don’t need to be asked whether they understand.

Looking Back at Anticipated E3 Games

June 18th, 2010

Since I’m now writing for Kombo (articles have been pending for 2 months now), I lent my ideas to a recent list of anticipated games for E3 and sadly none of my comments were added to the article. So, in the mantra of reduce, reuse and recycle, I have decided to post my pre-E3 ideas here, followed by some short after-show impressions.

Zelda: Skyward Sword

Zelda: Twilight Princess was the apotheosis of the Ocarina of Time-era design—a template which was ultimately a 3D culmination of the prior 2D games up to that point. Perfection is nice and all, but it’s been 12 years since the franchise’s last major revision. Aonuma-san and crew must be wary of this, so I most look forward to the way they’ll attempt to reinvigourate the franchise. Wii Motion Plus will obviously be at the heart of their attempt, but I’m also curious as to whether they’ll tinker with the orderly, dungeon-per-dungeon design that has characterised the series since its existence. Okami tried this and mostly failed, I think that Nintendo can reinvent themselves better.

After the show: As expected, the design sensibilities from the DS games have been wisely adapted to the Wii. Won’t know if they’ve made any fundamental changes to the franchise until it’s released.

Dead Space 2

Having interjected the original Dead Space narrative with a supporting comic, animated movie and stand alone game (Dead Space: Extraction), Dead Space 2 stands to represent whether EA are genuine or will waver on their commitment to Dead Space as a trans-media franchise. Dead Space: Extraction worked well as a conduit in connecting the various pieces of narrative, Dead Space 2 has the potential to turn the franchise into a cross-media universe.

Dead Space 2‘s place in the narrative seems to suggest that Visceral Games will finally explicate on the franchise’s psychological elements. Again, I think that there is much potential here and I hope that it ascends beyond mere graphical tomfoolery and blind sided plot twists.

After the show: Meh. More of the same and no commitment to diversification.

Metal Gear Solid Rising

It’s curiosity above all else that has me anticipating the reveal of Metal Gear Solid Rising. How on Earth can Konami develop a Raiden sub-story without narrative complication? The placeholder pic used in Microsoft’s E3 press conference last year seems to suggests that Rising will take place around the events of Metal Gear Solid 4. So, they’ll either focus on Raiden’s rescuing Sunny from the Patriots or go post-MGS4 with a bionically configured Raiden. Either way, expect Devil May Cry-flavoured action in a cybernetic landscape.

After the show: Uncertain as to how Konami will smoothly integrate the slicing controls without killing the pace, but at least it has found something of a niche (“cut!”), even if I disapprove of the violence.

Estpolis: The Lands cursed by the Gods

Already released in Japan, I’m just looking forward to reading more hands-on impression of the action RPG remake of Lufia 2: Rise of the Sinistrals. I’m not sure whether the deviations, such as the screen-filling boss battles, will meld well with the original design, so I hope that the reporters at E3 can find me an answer. Regardless, Neverland, the developers of the SNES original, have recently restored my faith in another SNES RPG classic Harvest Moon through their sublime Rune Factory sub-series, so I am not overly concerned.

After the show: Haha! As if anyone would cover this game when they could write about slow motion headshot and decapitations.

Bionic Commando: Rearmed 2

I don’t like the way Capcom have part ridiculed Bionic Commando: Rearmed by flamboyantly promoting the inclusion of a jump mechanic in its sequel. I guess it’s a pretty funny jab, but the lack of jump wasn’t just an incidental exclusion in BC:R or the original game. The absence of a jump mechanic supported the titular swinging functionality, so I imagine that by including jump, Rearmed 2 will only further the challenge in dexterity.

After the show: Like Zelda, won’t know until it’s released. Nothing else worth commenting on.