Spring-Loaded
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Piggybacking off of this thread by AgentOtaku
A few years back, 1UP did an interview about Uncharted 2 with Amy Hennig (creative director for UC2) and Evan Wells (co-president of Naughty Dog). Right off the bat, Thierry Ngyuen brings up the ludonarrative/cognitive dissonance that some player's react to in the game, in which the player controls an average everyman-type character who has to shoot hundreds of enemies while racing to find a lost city/treasure. Here's what Hennig responds with
Uncharted 2 is a shooter. From what I've seen played and played firsthand, the most recent Tomb Raider and Bioshock Infinite are, to a considerable degree, shooters as well. However, a lot of people went into these games expecting to play as treasure hunters, survivors or rescuers rather than killers.
The adventure elements of these games frequently take a backseat to the combat, rather than letting the combat compliment them. While these games may have been intended to have such heavy focus on shootouts from their outsets, it's still something to consider since these games have sold/shipped millions.
So, is making your action-adventure game revolve around combat unavoidable? How do you make the action engaging without such reliance on combat?
I always found Hennig's points to be reasonable. That doesn't excuse when UC2 or other games feel like they have a disproportionate amount of forced killing on the player's part, however. People say that giving the player options other than just rushing head-on into battle would help and I agree. But how feasible is that really?
How much balancing goes into designing a straight-forward enemy encounter, let alone an encounter that allows the player to sneak past, fake-surrender or bargain? Uncharted's combat itself isn't as punishing as in, say, Deus Ex: Human Revolution; you can quickly be killed in DE:HR, at least early on. There are immediate and latent consequences to choosing a lethal/head-on approach in that game which makes the option of having a stealth option actually matter. What could be done to give the player true choice when it comes to action.
And finally, how would games like Uncharted, Tomb Raider and Bioshock be able to retain player agency without the amount of attention the devs gave to combat? If there is a way, would this way result in the same game(s)?
A few years back, 1UP did an interview about Uncharted 2 with Amy Hennig (creative director for UC2) and Evan Wells (co-president of Naughty Dog). Right off the bat, Thierry Ngyuen brings up the ludonarrative/cognitive dissonance that some player's react to in the game, in which the player controls an average everyman-type character who has to shoot hundreds of enemies while racing to find a lost city/treasure. Here's what Hennig responds with
Yeah, it's funny -- it's actually a dilemma that we're going to face more in this medium now that characters are getting more well-rendered -- I mean in all forms, not just visual rendering -- in characterization, in acting, the performances, and all that stuff. I've heard some people refer to this as a sort of "uncanny valley of characterization." I'm not sure how we deal with it in the industry. Because you don't want to constrain yourself to saying, "well, we can only tell certain kinds of stories and games, and it's all got to be soldiers; they've all got to be hard-bitten, and it's all going to be post-apocalyptic and grim; there can't be any humor or any romance or anything like that because it's still a game, and you want to be shooting things and having combat."
Now, if you made a game that matched a movie... Let's use a literal example -- let's say you made a game out of Raiders of the Lost Ark. It wouldn't be any fun. Because [gaming's] an active experience; you have to have that interaction of shooting and having combat. On one hand, I almost take it as a compliment, that we've done our characterization so well that people have that potential cognitive dissonance of, "I'm this character, yet I'm doing these things." On the other hand, [sigh] you almost have to take the gameplay as a metaphor. Maybe that's going to sound like a cop-out, but, we want the game to be fun at the end of the day. It's not to be taken seriously. Yes, it's maybe a little bit over-the-top in the sense that when you compare it to a film -- or in our case five or six films because of the length -- you wouldn't have that body count. But it's a different medium, and you almost have to take all of that and say, "we want to keep the tone of that genre that we're trying to match." But if we only had you fight three guys over the course of two hours, you'd say, "this sucks." So I think we need a little bit of slack in regards to that cognitive dissonance. Otherwise, the only kinds of games anybody's going to get are...
Evan Wells: Military.
Uncharted 2 is a shooter. From what I've seen played and played firsthand, the most recent Tomb Raider and Bioshock Infinite are, to a considerable degree, shooters as well. However, a lot of people went into these games expecting to play as treasure hunters, survivors or rescuers rather than killers.
The adventure elements of these games frequently take a backseat to the combat, rather than letting the combat compliment them. While these games may have been intended to have such heavy focus on shootouts from their outsets, it's still something to consider since these games have sold/shipped millions.
So, is making your action-adventure game revolve around combat unavoidable? How do you make the action engaging without such reliance on combat?
I always found Hennig's points to be reasonable. That doesn't excuse when UC2 or other games feel like they have a disproportionate amount of forced killing on the player's part, however. People say that giving the player options other than just rushing head-on into battle would help and I agree. But how feasible is that really?
How much balancing goes into designing a straight-forward enemy encounter, let alone an encounter that allows the player to sneak past, fake-surrender or bargain? Uncharted's combat itself isn't as punishing as in, say, Deus Ex: Human Revolution; you can quickly be killed in DE:HR, at least early on. There are immediate and latent consequences to choosing a lethal/head-on approach in that game which makes the option of having a stealth option actually matter. What could be done to give the player true choice when it comes to action.
And finally, how would games like Uncharted, Tomb Raider and Bioshock be able to retain player agency without the amount of attention the devs gave to combat? If there is a way, would this way result in the same game(s)?