Wednesday, August 22, 2018

Categorizing Faults to Playability

Video games are much more enjoyable if they are replayable.  But before they are even replayable, they need to first be playable in the first place.  This pertains to limiting and mitigating distractions to playability.  Distractions can include a wide array of faults and poor design decisions that hinder the player's ability to enjoy the game.  Hence, an enjoyable video game must provide strong playability.  Here, we try to categorize a few of these hindrances.

The Rules Change

Imagine playing a game where some rules are clearly define early.  For example, falling into a pit means that the player loses the game and must start from the beginning.  This is a form of punishment and through negative reinforcement, the player learns not to do that again.  Now, imagine later in the game, it is necessary to jump into a pit to advance the game.  The player will probably reach this point and not know what to do, unless by accident, they fell in the pit where the rules have changed.  This happens in Super Pitfall (NES), where the player must jump into a flying bird enemy to active a warp zone to continue advancing the game.  All other instances of the bird will kill the player and cause the player to lose progress, so the player has already learned to avoid birds.  With the rules changed, most players are clueless on how to advance the game and will give up.  Upon learning that the way forward was to jump into the bird, the player will feel even more frustrated, because now they realize they have to jump into every bird just to see if it kills them.  This is brutal when punishment is also brutal.

The rules change in other games as well, for example, in Bill and Ted's Excellent Video Game Adventure (NES), where jumping into grass typically causes the player to fall.  But in some cases, jumping into grass has no effect.  In Rocky and Bullwinkle (NES), the rules also change when stairs typically touch the top edge of the screen if they lead you to the next room above, but in one instance, the stairs don't touch the top edge of the screen and yet they still function like any other steps.

Imbalanced Punishment

Punishment is one way of teaching the player what not to do.  When the punishment is too severe, it can cause the player to quit.  Imagine playing through an arduous level, and just near the end of the stage, you have to try again from the beginning.  This can make the game near impossible to win, although the excitation effect of finally winning can translate into immense euphoria.  This fault to playability also fits in with the model of the Flow Zone, in which most players expect the game's difficulty to fall somewhere in between "too difficult" and "too easy".  Harsh punishment can make the game too difficult, and a lack of punishment can make the game too easy, and in some cases, a very confusing and non-intuitive game.

In Fester's Quest (NES), anytime the player dies, they must start from the very beginning - there are no "check points".  This also happens in a lot of games, including Ninja Gaiden (NES) - if the player is defeated while facing the final boss in Act 6-4, they must, contrary to the norm up until that part, begin again from Act 6-1.  Usually upon defeat, the player just begins at the previous checkpoint of the same stage, in which each stage typically has many checkpoints.  Because Act 6 is one of the hardest in the game, this kind of punishment led to many players quitting before they ever beat the game.

Non-Intuitive

Intuitive games can be played with little to no direct guidance.  These are games that "make sense" and lead the player where they need to be going.  A game that isn't intuitive will cause the player to wonder what they need to do.

In Super Pitfall (NES), there are items which are invisible.  The player must visit everywhere, jump everywhere, touch every spot to determine where they are.  Without any clear direction or sense of where to go, the player will start to lose their sense of intuition, which is a serious detriment to video games.  If a player feels like they don't know how to play it, then they're going to stop playing.  If the items were visible, this would give the player a sense of direction and a clear guidance system in what the player needs to do.  This way, the player can feel a sense of accomplishment in knowing what to do, and experience in the mystery of discovering new items and finding out what they do.

Something similar happens in Castlevania 2 (NES) where the player must kneel down in a corner to summon or wait for a tornado to carry them off-screen.  Since the wait time is more than just a second, this can become really confusing.  The same thing happens in Earthbound (SNES) where the player has to wait behind a waterfall for 3 whole minutes to advance the game.  At this point, some of these can feel more like interruptions to the game rather than actually playing and enjoying the game.

In many games, another common pitfall is when you can't see where gaps and death traps are.  If the floor appears whole, but there are actually holes there, this can be real frustrating to the player.  This might be fine for secret areas as long as they aren't necessary to advance the game, but when this becomes the norm for playing a game, it can seriously break the playability.

Interruptions

Interruptions are moments when the game stops the player from playing or slows their reactivity because the game needs a few moments to do something or display something.  This can be related to network latency or perhaps poor system performance.  But it can also be caused by poor game design or inefficient implementations.  When the player is stopped, they can no longer respond and are forced to watch.  In some games, this may be appropriate, such as with cut-scenes that show the reader how the story advances.  However, such interruptions need to be kept to a minimum, and as always, different players have different tolerances to these kinds of things.

In Kid Kool (NES), the game appears to be a common side-scroller that slides left and right as the player advances forward and backward.  However, there is also another screen to the top, and if the player visits that screen, the game has to scroll the window all-at-once resulting in a full second delay.  This could be fine if the stages were well-designed.  However, many of the stages result in the player visiting and leaving the top screen quickly, such as when they're on a high platform on the lower screen and have to jump across a pit - the jump transfers the player to the upper screen and as they player character falls, they are immediately transferred back to the lower screen.  A jump should be a fluid action, and certainly and distractions along the jump are serious detriments to playability that make the game that much harder to complete.

In Castlevania 2 (NES), the game cycles from day to night.  When this happens, the game freezes to display a message with very slow text that tells you just that.  This provides about a 5-second delay to the player, and it can happen at anytime - including right in the middle of a jump or while combating an enemy.  At least in some games, like Dragon Warrior (NES), the player is given the option to change the speed at which text is displayed.

In Eartbound (SNES), the same thing happens as the player's dad can sometimes call to "check-in".  This results in a dialog pop-up and the text is long and arduous.  As it happens repeatedly, it can be very frustrating.

In many games, the player moves too slow which can result in a disconnect of fluidity between the player and the game, essentially creating an interruption of sorts because the human mind can think faster than the game takes to actually execute the requested action.  This ties into our next category.

Lack of Fluidity

Fluidity is important in games, because as the player immerses into the game, there is an expected fluid interface between the player and the game.  If this interface is lacking, the fluidity isn't optimal and it can be difficult to remain immersed.

Take driving a car for example - you never have to look down to see the pedals and as a result, you can keep your eyes focused on the road.  The pedals provide a fluid interface between you and the car, meaning that you aren't too distracted while behind the wheel.

Sometimes, a game can be lacking in providing a fluid interface.  These are distractions and they can seriously decrease the game's playability.  In many games, there is a common complaint that the player can't kneel while they shoot, or that they can only shoot in so many directions.  This lack of "full control" is a detriment to fluidity, as it can remind you that you are playing a game with limitations and must adhere to the decreased control.

Another comment is that which was mentioned in the previous category - that the controls are too slipper or that the character is too slow.  Both of these again remind the player that they are inside the game and can break immersion.

In Fester's Quest (NES), sometimes the shots are curved, as in many other games.  The shots become difficult to "aim" so that the curved shots impact enemy targets.  These are also limitations that become distractions.

Why do games fail playability?

After categorizing some of the common pitfalls to playability, one has to ask themselves, how did the game developers ever produce a game with these kinds of detriments?  Some research suggests that the project leads or product owners don't actually play any games, so they don't really know what makes a game great or not.  At the same time, they insist on owning the direction of the game and don't listen to any suggestions.

Sometimes, quality assurance is to blame.  While developers and testers might be reporting these issues and even glitches, the developers don't fix them either because the bugs get listed as "As Designed" or a lack of funding or responsibility.

Even more frightening, sometimes developers come together without any game idea or story.  Totally unprepared, its hard to imagine what they were thinking of coming up with.

Without a playable demo, a game is essentially untested before it goes down a path it cannot return from.  Unfortunately, many games lack proper demos.

Sometimes companies can feel like they have experience and mastery over fun, such as with toy developers.  But when it comes to games, that experience has no carry-over.  Unfortunately, sometimes the the managers don't feel the same way.

Other times, games fail because of infrastructure and internal employee issues.  If there is any kind of block on communicating suggestions or what some may feel are bad game decisions, perhaps because there is a risk in being reprimanded by the frightening bosses, then these suggestions are never effectively communicated and a bad game is produced.

In any case, it seems clear that the way forward to better games is to learn from the mistakes the past. If these summarize very briefly those mistakes at all, then perhaps newer developers can learn without these kinds of failure.

Tolerances to Playability

Every player is different.  Some players have a high tolerance for faults to playability, and others have low tolerance.  It suffices to say however, that minimizing these faults is a good start for any game developer.  A successful game relies on players being able to play the game over and over.  The more hours played, the better.  At some point, the high hours of play turns into positive reviews which increase the virality of the game and generates more sales.  Hence, playability is an important aspect of game development, even more important than replayability, because if you can't play a game in the first place, how can you expect to play it over and over?

Saturday, May 5, 2018

Rating games according to the aspects of replayability - Deadly Towers

For more info on the game - https://en.wikipedia.org/wiki/Deadly_Towers
For more info on aspects of replability, refer to my technical journal paper, located at https://file.scirp.org/pdf/JSEA20120700001_38193851.pdf.

Social: 1
Challenge: 10
Experience: 8
Mastery: 8
Impact: 4
Completion: 6
Playability: 2

Deadly Towers is a notoriously horrific game of the NES era.  It features many reasons why it may be hard to continue playing, such as starting from the beginning when you die.  Most of these affect the game's playability and overall enjoyability.  Placing the game on the Schemico spectrum actually gives the game some positive merits, and with some improvements to the playability of the game, its sounds and enemy interactions, the game might've been one of the greatest NES hits.

Social


For social reasons, there's typically very little reason in playing classic NES games, except for the off-chance of playing with a group of friends.  While we don't play directly against one another, we might play by taking turns or by watching each other play.  For that reason, I give the game a single point in the social category.

Challenge


The level of challenge in Deadly Towers is quite high, simply because the game is actually pretty tough to beat.  The maze-like dungeons can be quite large and difficult to navigate (although a mini-map would help playability).  Shops for the purchase of potions, better equipment and other required items are sporadically located in those dungeons with very little direction on how to achieve.  Enemies can do quite a lot of damage, in addition to the knock-back effects that they incur.  Bosses can be quite punishing and difficult.  And overall, to reach a boss and destroy each bell tower, while deaths can take you back to the beginning, is quite a hurdle to overcome, although this could be a hit on the game's playability.  Overall, if one were able to beat Deadly Towers and see the ending credits, that would be quite the accomplishment - although it may be more of an achievement in patience.  For these reasons, I placed the game's challenge level all the way at the top, at a 10.

Experience


The experience in playing Deadly Towers is quite unique.  The gameplay offers a unique style of play, and the music is somewhat catchy (https://www.youtube.com/watch?v=JYIJzJb_r4w), although grossly repetitive (and it also restarts as you visit each different "room" in the game).  The story is somewhat interesting, although there is no interaction with the story throughout the game until defeating the final boss: you play the character of Prince Myer on the eve of his coronation, who is given the ominous warning by a strange shadowy figure that Rubas, "the devil of darkness" is soon coming and plans to use the seven magic bells to summon an army and overtake the kingdom.  Hence, Prince Myer must journey to the northern mountains, venture into each tower, collect the bells and burn them to prevent this from happening, and then finally defeat the devil Rubas himself.  For all this, I give Deadly Towers an experience placement of an 8.

Mastery


For mastery reasons, players may have a few good reasons to play Deadly Towers.  Speedruns are usually a fun resource to study for this category.  While TAS (tool-assisted speedrun) tools may exploit some of the game's bugs, RTS (real-time speedruns) generally offer a better glimpse of how people master the game.  See the link below for a decent speedrun by Youtuber WebNations on how Jeff Feasel plays the game.  I place Deadly Towers an 8 on mastery because the game is very challenging, not only on the enemy scale, but also in terms of finding difficult to locate items, navigate maze-like dungeons and find the best gear in the so-called "Parallel Zones" and "Secret Rooms".

https://www.youtube.com/watch?v=SfSngofeaus

Impact


Impact is a reason players may stay in the game because they want to experience the game in different variations.  Deadly Towers is essentially a game about journeying to several castles and towers, but fortunately you can choose the order in which you do the towers.  You can also choose which gear you want to quest for, and you certainly don't need any - although most probably make the game easier, defensively and/or offensively.  For these few points, I place Deadly Towers low on the scale at a 4.

Completion


Lastly, the completion aspect is a reason players may play because they want to obtain everything possible.  In Deadly Towers, there are hearts that you can find that increase your maximum life.  There are also "Parallel Zones" and "Secret Rooms" which are hidden points on the map that you find just by wandering into them.  Usually those places house some of the game's best gear.  Additionally, there are maze-like dungeons which are also hidden, and can be difficult at best to exit.  The game's variety of items also offer reason to explore and discover what they all do - as some teleport you different areas in the game.  For all these reasons, I rate Deadly Towers as having a moderate level of completion, at a 6.

Playability


The playability aspect of Deadly Towers is the game's low point.  Any time you die, you return to the beginning in a world where journeying to each tower is pretty arduous to begin with.  There are at times, too many enemies on the screen which make it difficult to advance for the normal player who has not spent much time mastering the game.  These enemies can knock you back, sometimes into death pits.  There are also hidden zones you may haplessly wander into without much hope of exit.  The music restarts its loop on every map change - and in the maze-like dungeons, you will be restarting the music every few seconds.  Items are hard to locate, and better gear is hidden in "Parallel Zones" and "Secret Rooms".  The sword mechanics of a slow flying sword are questionable when you can only have one sword at a time on the screen (without extra booster items).  Some enemies take an unusually large number of hits to kill.  The in game menu can be confusing to use.  These all hurt the game's playability, an even with great touches on the aspects of replability listed above, a poor level of playability can override all of that.  For all these reasons, I rank the game's playability fairly low, at a 2.