Friday, September 12, 2014

Game Design


Something that comes up often with gaming and people commenting about what is good and what is bad is the term "game design." People on the internet are full of opinions, and they will throw this term around all willy nilly without really understanding what they are doing. They will cry foul over the choices a developer made with regards to how your character levels up, or discuss bad AI, and then they'll say this was "bad game design." In some of these arguments they could very well be right, but you have to carefully phrase what you are talking about when you toss around this term and many do not understand this.

What is "game design" after all? Can't it be applied to everything about the game? Yes and no. The overall idea of game design asks a simple question, "What is the goal of x?" X can be anything from level layout, characters, weapons, graphics, etc. But the most important thing to understand when discussing game design is we have to look at what the game is trying to accomplish, what is the goal, and does that design choice accompany that goal in a positive way, or hinder it. Judging game design on this merit is far less subjective and much more objective, whereas just saying something is "bad" or "good" is entirely subjective.

A perfect example to use here is Metroid Prime 2 where they attempted to throw in multi-player combat. If you were to look at the game design of Metroid Prime you'll find that the game is entirely designed around player versus enemy AI, or what we call PVE. From the lock on system, to how Samus moves, the game is designed as a PVE experience and without heavy modification to this structure a PVP (player versus player) mode will ultimately not accompany the goal set out by the designers when they developed the game very well at all. To wit, the multi-player of Metroid Prime 2 was indeed, "badly designed."

It can be difficult to separate one's own personal opinion versus the objective view you should have when discussing whether a game was badly designed or not. Another example would be Ninja Gaiden Sigma in any section where platforming around the environment unsuccessfully can lead to a detrimental setback for the player. This is badly designed because platforming in Ninja Gaiden was poorly implemented and does not fit with the game's overall design well, and then to punish the player for attempting to jump around the area skillfully when it doesn't control right is really bad design. The difference here is the subjective statement of the game having bad jumping mechanics, and the objective statement that the game also has bad level design because of this badly done mechanic. Having a jump mechanic is in and of itself not a "bad design" but the implementation of it in levels that don't accent it certainly is. The level design needs to accent the game's strengths, and when it fails to do that, then you can say it was badly designed.

Most gamers will agree that any mission involving having to protect an AI is another good example of bad design and they would be right. In most cases, games have not developed AI well enough to work in the situations they are attempting. And, in most cases the game's central goal is rarely that of "protecting" something but instead of "killing everything." It would be apt to call that segment poorly designed as they are not supporting the game's central goal with this mission type, nor does the game possess the infrastructure to handle it well.

To further assist in understanding the difference, take this hypothetical example. The goal of designing a soccer ball would be to make one that rolls well, bounces, and can go a good distance when hit. In thinking of how do I make such an object, the first thing you should consider is that you should make it round. A poorly designed soccer ball would therefore be square as it is not adhering to the goals of what this object needs to perform in use.

Needless to say that doesn't mean an opinion on "design" is entirely objective either, because it does include some subjectivity. Take for example an upgrade system in a game. Someone may feel that the upgrade system supports the design of the game very well, while someone else may feel otherwise. Both can have their logically reasoned points, but the difficulty in the argument comes in ensuring you are removing your personal preference in which upgrade system you'd like to see versus how well it works with the game.

A great example here would be Final Fantasy 8. Subjectively I can discuss all the many ways FF8's upgrading system is heavily flawed. How it homogenizes all the characters making them blank slates for you to dictate how they'll perform which removes personality to the characters, how the levels don't matter in the slightest, how tedious it is to acquire materials for the upgrading system, etc. While I'd vastly prefer the design used in previous titles, I have to once again ask myself if the design of it is "bad." Though I still think even this is still somewhat bad design, it's much less harsh of a review than my personal opinion of it. Did the developer succeed at what they were trying to accomplish with it? I would say they very much did. This is a game where you can fully customize your characters how you see fit, equip them with spells, dictate their health, strength, resistances, speed, etc, to such a meticulously high degree and it's done fairly well with minimal tedium. Where the bad design might come in to play here, is it was very confusing early on. Otherwise the system does work.

So there you have it, my overly complex understanding of game design and how it should be viewed more objectively than people tend to on the internet. Am I being a little too picky here? Absolutely, but I find it all fascinating none the less.

*Why is my character's sword 8 times his body length? What dumbass designed it this way?*

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