Sunday, March 9, 2014

16 Game Mechanics & Tropes That Need to Die














Video games are as much a science as they are an art; for every subjective opinion there also exists objective fact. Much of video game criticism stems from personal taste, with different individuals liking different games based on their past experiences and their own preferences. As with any art form, beauty ultimately lies in the eye of the beholder, but there are occasions when we can look at a certain aspect of a particular game and universally agree whether it's good or bad. If an advertised mechanic doesn't work the way it was intended, it's both fair and accurate to say that mechanic is broken and hurts the game's overall quality.

Over the years, a lot of mechanics have worked their way into the games we play. A lot of them are welcome innovations for the sake of convenience and have contributed positively to games as a whole. Some mechanics, on the other hand, show up with the best of intentions and ultimately prove disappointing and underwhelming. Some of these mechanics have stuck around and become so prevalent that their presence in games has started to annoy me, while certain other longstanding tropes have really begun to wear their welcome with me. The following are, in my opinion, 16 game mechanics and tropes that need to die.

Disclaimer: most of the things I'm about to list aren't inherently bad, but they're frequently used in a bad way. I don't actually mean that these mechanics should die completely (although there are a few that probably would be better off disappearing from existence), but each of these can definitely be improved and thus require some careful reconsideration from developers. Fixing some of the problems is admittedly easier said than done but these suggestions are at least a step in the right direction, I hope.  


Checkpoint save systems

The justification: checkpoints came into existence as a way to make games a little easier, allowing players to restart from somewhere further into a level when they died, rather than having to restart from the very beginning each time. Checkpoints and auto-saves are a welcome feature in games, serving as a backup in the event that you forget to save or die suddenly without warning.


The problem: checkpoint saves become an issue when they're the only way of saving your progress. They often force you to continue playing past the point when you need to stop just so you can reach the next save point -- most people don't want to replay segments of a game, but you don't always have time to push forward to the next checkpoint when real life calls. Despite their intention of cutting down on time spent replaying sections of a game, they still force you to complete the exact same mundane tasks over and over again if you reach a tough encounter and die repeatedly. They also prevent players from reverting back to prior save-states if they make a mistake or if they want to experiment with another approach to a situation.

The solution: if a game must rely on checkpoint saves, don't make each checkpoint overwrite the previous one, and allow the player the very basic courtesy of a "save and quit" option that will let them resume right where they left off if they must quit the game. Quick saves and hard saves are ultimately much more desirable options to allow players the freedom to come and go as they please while letting them experiment with the game on their own terms.


Doors that close and lock behind you

The justification: the idea, I suppose, is to prevent players from backtracking away from the story and getting lost, while pushing them along the intended path and maintaining the narrative pace of the story. They can also be used in things like boss encounters to create a more tense scenario, wherein the player has no escape and must deal with the conflict before him to advance.

The problem: often used in conjunction with checkpoint saves, doors closing behind you can seal you out of game content you had every intention to experience if you accidentally choose the correct path to advance the main game, when you meant to save the main path for later. It's infuriating leaving something that you want to come back to, only to poke your head around a corner and find you can't go back for it. Auto-locking doors prevent creative use of backtracking, such as to use a health kit you passed but didn't need at the time, or if you realize you don't like the weapon you picked up and want to go back for the one you dropped. It's very restricting, and you usually want players to have as much freedom as possible.

The solution: just don't include doors that automatically close and lock themselves behind you. They're fine when used in the proper situation (ie, boss fights and similar dramatic scenarios) but absolutely should not exist in ordinary gameplay and exploration.


Regenerating health

The justification: regenerating health allows players to suffer the tension of near-death experiences while not slowing down the overall pace of the game by having them scrounge for health packs between encounters. It's also useful for making sure that players will never find themselves trapped in a situation where they're low on health and unable to move forward in the game, since they can just wait it out and be back on their way.

The problem: regenerating health removes resource management from games, which is an integral mechanic in genres like survival-horror. While still allowing for short-term life-or-death tension, regenerating health removes long-term tension in survival; since you either survive (effectively) without a scratch or die in an encounter, you don't have to worry about being left low on health afterwards and aren't rewarded for efficiency. It also takes the tension out of combat in shooters when you're able to hide behind cover for a few seconds and be back at full fighting strength. Static health encourages players to explore the environment thoroughly in search of healing resources and promotes a stronger sense of risk vs reward, with more player states than simply "alive" or "dead."

The solution: if you're going to incorporate regenerating health, make sure there are still long-term consequences for taking damage. Perhaps only allow partial health regeneration, so that sustained damage progressively lowers your maximum health and thus the maximum amount that can regenerate, with opportunities along the main game path to restore yourself back to full capacity and/or allowing the player limited-use items to remove the cap reduction. Perhaps restrict health regeneration to occur only during calm downtime between encounters, or make it so slow that it can't be exploited.


GPS quest markers/waypoints

The justification: quest markers and waypoints show the player where they have to go so that they're not stuck wandering around aimlessly, thus making tasks more streamlined and efficient.

Image source.

The problem: quest markers and waypoints take away a lot of the satisfaction that comes from problem-solving and figuring things out for yourself. They often streamline the gameplay to such a degree that you're not expected to use any of your own input in solving a quest or navigating the game's world; instead you just shut your brain off and follow the waypoint. Compounding this is the fact that in some games the worlds are just so large and unmanageable to explore that they absolutely require waypoints, otherwise locations would be virtually impossible for players to find. They emphasize the final destination more than the path to the destination, making their worlds feels transient and fleeting as you get stuck with tunnel vision homing in on the waypoint.

The solution: design worlds that are navigable, with distinct landmarks and layouts, and have characters describe directions and locations to the player. Use a journal system that keeps track of these directions. When a marker is absolutely necessary, put it on a static map that the player has to consult and study, rather than automatically showing him where to go constantly.


Scaled difficulty

The justification: games are often played by a wide variety of audiences, and developers don't want to preclude anyone from enjoying their games by making them too difficult or too easy. Including difficulty settings which make the game easier or harder, or which actively tailor the difficulty to match the player's skill level, allows casual and "hardcore" gamers alike to enjoy the same game.

The problem: games are fundamentally designed around a default difficulty, and more often than not different difficulty settings only adjust statistical sliders -- making enemies have more health and deal more damage while reducing the player's health. If a game feels too easy on normal mode, bumping it up to hard won't necessarily make the game more satisfying, since it'll provide the exact same gameplay experience but just make it take you longer to achieve your goals. These changes feel cheap and superficial. Games that feature level-scaling enemies often reduce the level of challenge one experiences in a game since everything is designed to be appropriate for your level wherever you go, and you therefore feel less satisfaction from getting stronger and leveling up.

The solution: design the core gameplay experience around a certain level of challenge with fixed statistics, and empower the player to choose their own difficulty through their in-game actions such as where they go, how they play, and so on. If you must include difficulty settings, make sure there are gameplay rewards and incentives for playing on higher difficulties, not just achievements/trophies.


Scaled loot

The justification: scaled loot ensures that no matter where the player chooses to go in the game, he'll find gear appropriate for his level and be able to feel the constant progression of getting better gear as he levels up.

The problem: like with level-scaling enemies, scaled loot takes a lot of the psychological reward out of RPGs. It doesn't really matter where you go or what you do, since everything will be tailored for you. There's no satisfaction from getting a rare bit of high-level loot or the subsequent anticipation of getting the right stat requirements to use it. There's no reward for meta-gaming in replays, the concept of using prior knowledge of gear to min/max. In some cases you're actually punished for the way you explore game content because you get the "epic" quest rewards at a low level, which stay fixed at the level you acquired them and quickly become obsolete. There's no real depth to such loot systems since the item threshold remains a flat line as you progress; it's difficult to feel any sense of progression when everything is only ever marginally better than what you already have.

The solution: don't scale loot to the player's level. Make items have fixed statistics and place them in the game in such a way as to encourage and allow players to carve their own path, going after easier or greater rewards with proportionate challenge, relative to their level.


Stealth take-down cutscenes

The justification: in stealth games, the take-down cutscene animation provides a more visually interesting appeal, making the gameplay look more cinematic and exciting.