Is Your Game Underwhelming?

May 15, 2009

Have you ever played an underwhelming game?  It might be a lack of choice, depth, emergence or fun.  Today I’m going to discuss why many games lack that key ingredient to succeed, giving specific examples of how Dawn of War II (DOWII) and Battlefield Heroes (BH) both miss the mark.  I’ll finish up by giving you an exercise to find out whether your game is underwhelming.

Limited choices

Sid Meier once said “A game is a series of interesting choices”.  This is the root cause of underwhelming games.  It’s as simple as that.  Games lacking enough interesting choices are doomed to fail.  I’ll dive straight into a couple of concrete examples then we can move out to a more abstract look at the situation and general ways to keep your game moving in the right direction.

Case Study 1: Dawn of War II

Dawn of War (one) is a great game.  It spawned the Company of Heroes series and solidified Relic’s position as one of the best RTS developers in the world.  It was elegant, with plenty of choice and plenty of emergent behaviour.  Company of Heroes took that to the next level adding more depth in many areas, while simplifying other parts of the game to make a cleaner experience.  DOWII tried to take the simplification too far with the following core problems:

  • Linear tech tree cake
  • Not enough unit types

Side Note: Notice I didn’t mention base building as a core problem.  Having no base building is a sure way to piss off a small, fanatical, part of the RTS market; however it isn’t enough to ruin your game.  It can be replaced with a tech tree that serves almost an identical purpose.  The problem arises when this abstraction is then hacked back so there is no choice in the progression through the tree.

Just to mock us, Relic gives us a huge printout of the tech tree.  But it’s not even a fraking tree; it’s just got tiers, like a cake!  The issue with this cake is that it’s the same every single game.  There’s no point even having this cake if the player isn’t given the choice.  The FPS world has a name for it, rail shooter.  I guess the best way to sum it up is “Rail-Time Strategy”.

The second core problem is the lack of unit types.  Once again, there simply isn’t enough choice.  The major problem here is the lack of emergence.  When there are such a limited number of unit types there’s no room for deep strategy, let alone emergent gameplay.

Limited choice in tech tree reduces strategic (high level) choice while limited unit choice reduces tactical (low level) choice.  Limiting one or the other is problematic, but limiting both is a sure way to under whelm.

Case Study 2: Battlefield Heroes

The core problem with Battlefield Heroes (BH) is the lack of emergence.  One of biggest drawcards for the Battlefield series has been the sandbox nature of the game.  Playing an FPS where a designer has scripted a hand crafted experience can be great.  Even better is playing a sandbox game where something new and exciting happens most times you play based on the small building blocks set out by the designers.  By limiting the choices too far, BH lacks this emergence without replacing it with a heavily structured gameplay experience.

There are too few class types and their differences feel superficial.  The core idea of classes has been watered down so the choice really doesn’t matter any more.  The strengths and weaknesses of the classes are also too watered down.  Is this to make the game easier to balance?  When there are so few classes, having an overpowered class can be disastrous, so the safest option is to make them all very similar to each other.

So complexity is the answer?

Obviously, adding a bunch of complexity to these games isn’t going to solve the problem.  The key is finding the right balance between too much complexity, and not enough choice.  Also, note that complexity and choice are not necessarily opposites.  You can add large amounts of choice without adding overwhelming complexity simply by making smart choices in gameplay and UI.

Automating no-brainer choices is a great way of reducing the burden on the player and leaving them to make only interesting, meaningful choices.

Bejewelled is a great example of a simple game that works really well.  Love it or hate it, it’s enjoyed by millions of people the world over.  It’s a great example of a game that’s extremely simple to understand, but gains in complexity and depth as you continue to play.  The player is simply swapping one gem with another, that’s it.  Yet layered on top of this is such great depth that players keep playing it for hours.  This is the perfect example of deep gameplay that is abstracted into the most perfectly simple interface.

Is it a cop out?

Is having less choice/depth easier to develop, balance and test?  Is this cut-back going to solve the problem of games costing millions of dollars to develop? No.  There are two ways to reduce the cost of developing games.  Make them simpler, or get smarter with how they are made.  With the right people, and the right processes in place to develop games, we can achieve deep, emergent games without blowing millions of dollars.  Agile development is a great way to reduce the cost of games while still producing extremely high quality.  Focus on making the game fun first and then decide how much money needs to be spent to polish the game up before it is released.

By having the core game created as soon as possible play testing and balancing can begin very early in the project.  This reduces the risk of many choices being difficult to balance as you have longer to make it work.

Making a game simpler to reduce cost is like changing the gameplay to make it easier for the programmers to implement something difficult.  This is the wrong way around.  Choice and fun need to drive the development of your game.

Check your game, right now

Here is a simple exercise for you to try on your current game:

  1. Find someone that hasn’t played your game before, ever.
  2. Sit them down in front of the game and get them to play
  3. Ask them to say “choice” every time they make a choice in the game.
  4. Keep a record of how many choices they make, either for each different part of the game, or grouped per minute of gameplay
  5. Help the player if they get stuck, this isn’t a focus test

Once finished, have a look at your results.  What you want to see is a good distribution of choices throughout the entire time they were playing.  If there are large gaps, why wasn’t the player making a choice?  How could this be resolved?

Try this exercise yourself on other successful and unsuccessful games and compare with the results of your own game.

Conclusion

Have you played a game recently that’s been underwhelming or that you’ve loved?  Add a comment about it and we can continue the discussion.

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  • Mark

    I enjoyed Dawn of War II because it felt a lot like playing X-Com in a real time environment. (Although Apocalypse actually introduced real time play as an option) However, I do agree that the game was underwhelming in its execution but for a slightly different reason.

    It wasn’t so much the lack of units but lack of flexibility in the units. Each unit had a very clearcut role that the tech tree/cake improved on. If you look at a game like Go for instance, there is only one ‘unit’ type, the stone. Each stone has a myriad of strategic options though, especially when combined with the other stones on the board. This is what I felt Dawn of War II lacked. Although there was a rock-paper-scissors relationship between each unit type, there was no variation that allowed you to create new strategies by combining units. It was simply, ‘If you are fighting this unit, use this unit’.

    I agree with the whole balancing act though. I find that indie and casual games are generally good examples of this due to their nature. You only have a limited amount of resources so you only choose a few core gameplay concepts and build the game around those. This in turn fosters a sense of doing more with less and keeps you from over complexifying but can also lead to the trap of not doing enough because you are so limited in resources.

  • http://www.weaselfeet.com weaselfeet

    Your measure of a new players choice distribution to test your game goes some of the way, but there is certainly more that needs to be considered; the value & impact of the choice.

    Heroes of Might & Magic IV
    This one stripped a bit of scope from the troop tree compared to HoMM3. They removed the upgrading of troops (Minotaur -> Minotaur Kings) and, on the surface of it, replaced this with either-or choices (Cyclops or Thunderbirds … choose one and lose access to the other).
    This meant that players playing the same faction could field different armies. These are interesting choices, but in practice this dynamic was nerfed by poor unit balance … the player was forced into making a choice, but the choice came down to “I pick Cyclops or I gimp myself”, the choice had a high impact on your ability to succeed, but no value … it was no real choice at all.
    On the topic of this game, this low-value choice was taken further by allowing the player to make up armies consisting of a band of heroes rather than a single hero and stacks of troops. These hero x5 armies could wipe the field even if the opponent fielded an army of thousands.
    For choices, even interesting ones, to have value they must be supported, in this case by unit-balance. Many games pull this one off but as an example of something that did it particularly well; Dungeon Keeper provided constant interesting choices that were loaded with value to player.

    Fury; AoC; StarWars X; Fable
    Many games provide constant, varied and meaningless choices … they have no impact on the game. Fury’s Skills list where there were many and constant choices but they had little impact on the gameplay is an example. Likewise the gear available in Age of Conan had little to no demonstrable impact on the gameplay. These factors did impact the players experience as they were essentially ‘flavour’ choices and players felt that they mattered … up until it became apparent that they had no impact and then (some) players felt cheated.
    Fallout 3’s companion choice for the final stages of the initial storyline had a real value to the player, until it became apparent that it didn’t matter, it didn’t impact the game to the extent they thought it might. Various games (Fable, a few Star Wars titles come to mind) feature player choices that are polarised as light\dark, good\evil etc and these have little or no impact on the gameplay … again, they appear to matter but then it becomes apparent that the player has been duped again.
    Choices, even interesting ones, need to matter – see anything made by Troika to see how to implement interesting choices that impact the game and the users experience of the game.

  • http://www.doolwind.com Doolwind

    Mark-
    The lack of unit flexibility was another underwhelming part of DoWII. I think this mixed with the lack of unit types was a real killer. Sure, in the single player you can level up your guys and give them different weapons, however this felt like a really weak choice and was only made outside of the “game proper”. Once in the levels you were locked into your choices and it just felt like moving from one side of the map to the other, over and over.

  • http://www.doolwind.com Doolwind

    weaselfeet-

    Heroes of Might & Magic IV:
    I think a choice is only interesting when it is supported by unit-balance or gameplay in general. If there is a “best” option given a situation then the choice is limited and if a choice leads you to always losing (such as non-Cyclops) then there really isn’t any interesting choice at all.

    Fury et al:
    Once again, I don’t class constant, varied and meaningless choices as interesting choices. Having a superficial choice is ok as a secondary part of the game, however there must be more depth.

    I’ll check out games by Troika Games. +10 points for the Fury reference :)

  • http://davidgillespie.wordpress.com David Gillespie

    I’ve recently been revisiting the original Advance Wars (GBA) and am in love all over again. Much as you mention above Dools, it drops the traditional idea of base building which I’m sure met with some resistance from the strategy crowd. In place of it however come bases you can occupy to heal units and generate new ones, and along with the ability to earn income it balances resources in a way that allows strategic choices about what to build while ensuring owning bases is provided a tangible purpose.

    Combined with terrain multipliers and units with distinct reasons to exist, it breaks the central tenets of strategy down to their core, to the extent that I don’t realise I’m playing a turn-based title. Traditionally I can’t stand them, but there’s something about the recipe in Advance Wars that makes it a tasty, tasty treat.

  • Sneech

    Battlefield Heroes!? That’s an awesome game! And being free it just manages to fit into my budget. Just…

  • http://gamerboom.com/archives/36199 实例分析选择不足对游戏产生的消极影响 | GamerBoom.com 游戏邦

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