Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for June, 2010

12 Reasons To Play Alpha Protocol

Posted by Ben Zeigler on June 30, 2010

I just finished my second complete playthrough of Alpha Protocol, and I thought it was an appropriate time to drop some knowledge: Alpha Protocol is a very good game. Sure the controls could use a bit of work, the central plot could be stronger, the bosses are frustrating, and it has a few bugs, but Alpha Protocol is a unique game that does stuff no game has done in years. I highly suggest you play the game on Novice Easy the first time through, and pick up either Pistol or Assault Rifle. If you do, you will avoid most of the awkward bits.

So why’s it so awesome and cool and stuff? Here’s an arbitrarily numbered list of cool things you can do in Alpha Protocol that I haven’t been able to do in video games for years!

  1. Instead of having a “morality” system, the game’s method of scoring individual character preferences allows you to selectively be a jackass to people. Taunting someone into a duel to the death is very satisfying when there’s an actual system behind it.
  2. The PC version features some very sharp textures and some attractive character models. The Saudi Arabia safehouse is particularly beautiful.
  3. The game has a few forced “save a baby or do your mission” choices. But, if you’re playing with the unlocked Veteran background you use your superior gruffness to subvert that annoying video game morality cliche and do both!
  4. You get an in-game perk for being an asshole and hanging your futuristic spy phone up on people. Always wanted to do that.
  5. You can directly ally with Islamic terrorists who want to destroy America. The game doesn’t seem particularly interested in making you feel bad about doing so. Or, you know, you can murder all of them.
  6. The in-game emails feature brilliantly hilarious writing. Whoever created them should write all things ever. Earth has 4 corner simultaneous day.
  7. The information you learn about characters from exploration or conversations with others directly affects your interactions with them. Uncovering their horrible secret will either make them like you more or cause them to try and murder you in your sleep.
  8. It’s got way better loot than either Mass Effect. A variety of basic items open up due to conversations or story choices and there’s a wide variety of weapon customization fiddly bits to play with. And like 10 types of grenades if you’re into that kind of thing.
  9. After spending the whole game patiently stealth killing hundreds guards the top level stealth ability is ridiculously fun. It gives you 30 seconds of invisible stabby power that confuses the hell out of the already brain-damaged AI.
  10. Nolan North plays a completely psychotic intelligence agent and manages to act nothing like Nathan Drake.
  11. You independently choose the order of tackling 90% of the missions in the game and it subtly affects both the plot and gameplay objectives. My second playthrough was pretty drastically different just from this.
  12. This spoiler-filled YouTube video of the various ways you can be a giant dick.

If you’re into this kind of thing go buy it. I recommend the PC version for Steam, as it’s been relatively bug-free compared to other branching narrative RPGs on the PC.

Posted in Game Design | Tagged: , | Leave a Comment »

A Decade of Deus Ex

Posted by Ben Zeigler on June 23, 2010

10 years ago yesterday, Deus Ex was first released. I’ve discussed my irrational attraction to Deus Ex before, so I can’t help but be a bit emotional when I see the loving treatment Rock Paper Shotgun gave it yesterday. The roundtable verdict is particularly relevant. I have the exact feeling as the guys in that article: I am afraid to replay Deus Ex, as I know it won’t be the same now as it was when I first played it. Hacking around the Deus Ex mod tools (worked on an aborted Deus Ex Fortress that went nowhere), being a professional game-sausage maker, and being an adult know ensure that.

PC Gamer has also been running an entire Deus Ex-themed week, with some nice articles and previews of the Deus Ex 3. If you’ve never played Deus Ex, Taking Liberties is the best attempt I’ve seen to break down why Deus Ex is so important from a game design perspective. It has convinced me to go back and play the first level of it again, because I know that will hold up. As for Deus Ex 3/Human Revolution, I am largely avoiding all media out of a fear of getting overhyped or overcynicaled by it. It is a game, it sounds like it may end up being pretty cool. Art is pretty nice.

Oh, and it’s on sale right now on Steam for $3. $3! I already own 3 copies of it or I’d buy it again.

Posted in Game Culture, Game Design | Tagged: , , | Leave a Comment »

Why Can’t I Jump? The Perils of Player Autonomy

Posted by Ben Zeigler on June 8, 2010

A few years ago, I bought Guild Wars and mostly enjoyed it. It had a well crafted world and an interesting combat system, and should have been right up my alley. But every few minutes I would instinctively hit the space bar and deflate when my avatar failed to jump. Having come right off City of Heroes and a series of FPSs, the game’s rejection of my will instantly pulled me out of the experience. I know I’m not the only one, as most reviews of Guild Wars mentioned the inability to jump Guild Wars 2 previews inevitably emphasize the ability to leave the ground on command.

Research I’ve been exposed to recently has made it abundantly clear why this disturbed me so: Guild Wars was not meeting my need for Autonomy. Basically Autonomy or Volition (well named game company!) in this context refers to the need of players to feel like they can make real choices. Individual choice and open ended game design is associated with increased autonomy but is not required, because research (working to cite a source, this is based on my notes from a presentation) has shown that the important bit is that a player feel like they made a choice, and not that they actually did.  It is incredibly vital to do as much as you can to align the game’s available choices and the player’s expectations. When they get out of sync, the long-term engagement of players with your game will plummet, which basically means no word of mouth or sustainability.

Despite being a supposedly open-ended game with lots of player choice, Grand Theft Auto 4 violated my Autonomy repeatedly. They introduced a compelling character interested in changing his life, and I bought into the premise. But then the game forced me to murder hundreds of people for threadbare reasons. Sure I could run around and shoot pigeons if I felt like it, but when it came to anything important I was strait jacketed into highly scripted and linear missions. This is a very real problem recently as this has popped up in other games (Uncharted 2 left me cold for the same reason) that are attempting to mix real character motivations with slaughterhouse gameplay contexts.

Games that focus on satisfying player Autonomy can create drastically variable responses in different players. Let’s take a game like Alpha Protocol, which by all accounts is quite bad at satisfying the Competence need (the action is pretty bad) but like every Obsidian game tries to really embrace player Autonomy. For a reviewer like Scott Sharkey of 1UP, the game obviously satisfied his Autonomy in compelling ways, while for a reviewer like Jim Sterling of Destructoid it completely missed the mark. Recent games like Deadly Premonition and Nier share identical review score profiles for arguable similar reasons. If you want a universally well reviewed game, you’re going to have to work overtime to craft the expectations of players (and reviewers) to match with the choices the game provides.

Back to Jumping, I think there’s one thing every game designer needs to learn about Autonomy: If some reasonably large percentage of your audience keeps trying to do something and is frustrated when they can’t, you either need to let them do it or change your presentation so they stop trying. For instance Gears of War does a great job of setting the expectations properly (the physicality of the characters and terrain flatness make it so you never want to jump), but if your game looks and controls like a PC MMO your audience is going to need to jump. Yes, this will mean a reduction in the autonomy of the designer, but hopefully we can learn to deal with that.

Posted in Game Design, Game Development | Tagged: , , , , , | 2 Comments »

 
Follow

Get every new post delivered to your Inbox.