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Fallout analysis (the recipe) 27 November 2008 by Mike Rozak Discuss on www.mXac.net/forums
As anyone who reads my write-ups
knows, I like looking at the elephant from every angle (see the blind men and an
elephant anecdote, http://en.wikipedia.org/wiki/Blind_Men_and_an_Elephant), so to
speak.
I keep coming up with different theories (angles to look from, or parts of the elephant
to feel out), and testing them against successful games.
Recently, I’ve been playing Fallout 3 for fun…
and at the same time, seeing how well my theories match what Fallout is doing design-wise.
(For all those Fallout/Oblivion bashers: Yes, Fallout has many flaws, but I don’t
expect perfection and can look beyond the flaws.).
Fallout is “fun” to play because it does a decent
job of meeting a few basic requirements:
Making a world that’s
interesting and relevant to the player
If players could use a device to teleport them
to the alternate reality of Fallout (yet not be subject to injury by the alternate
reality – radiation, bullets, etc.), what would make the alternate-reality Fallout
“fun” for players?
o
Escapism – From the escapist’s POV, Fallout is fun simply because it isn’t the real
world… and it isn’t yet another cliché Tolkien-based world either.
o
Identity experimentation – Players can experiment with being evil (or good).
o
Growing up – For teenagers, the game is about growing up: Freedom, learning, becoming
more powerful, and making your own choices.
o
Fallout answers the question, “What is it like to live in a post-apocalyptic world?”
(I suspect people were more concerned with this question in the 1950’s than the
2000’s.)
o
Memelets – Memelets are small ideas that are scattered throughout the
game world, such as observations about the sanitized 1950’s culture, thoughts about
the fragmentation of society, human behavior under difficult circumstances, etc.
o
Mystery – The world is filled with conspiracies and unknowns, attractive to many
players.
o
Combat – Excitement, frustration, success.
o
Stories that tug on emotions (through quests and NPCs) – Better NPC and story design
could have produced a greater emotional impact.
o
Satisfaction when quests/goals are completed
o
A sense of wonder from the scenery and memelets scattered
throughout the world.
o
NPCs – If players can be made to care about some of the NPCs, then players care
what happens to the NPCs, and will “fight” the rest of the world to help the NPCs.
The recipe
In other words, here’s the generic recipe that
Fallout and other CRPGs follow:
Games don’t need to follow this recipe exactly,
but (I suspect) leaving out ingredients will result in a less-successful game.
Notice how Richard Bartle’s explorers,
socializers, killers, and achievers appear. According to this theory,
player types are people who prefer one ingredient in the recipe more than others…
kind of like chocoholics or sweet-tooths.
The events coordinator
Any good holiday resort has an event coordinator,
who is tasked with making the visitors’ experiences enjoyable and memorable. Partly,
the event coordinator makes reality more fun than it normally world be.
The event coordinator also keeps the tourist/player
busy so they don’t get bored and start whinging about
how rainy it is, or how the local bakeries don’t make pasties like they do at home.
Fallout keeps the player’s brain (and virtual body) constantly occupied so that
players don’t notice they’re not a real world:
o
Lots of visual stimulation (eye candy), and motion
o
Acoustic stimulation (sound)
o
Language center stimulation – Not only do NPCs speak, but a radio is playing in
the background.
o
Movement requires that the player concentrates so they don’t get lost
o
Traps further encourage players to pay attention
o
Monsters also require concentration
o
Players must keep an eye out for resources (like ammunition)
o
Puzzles bar the way – Although limited in Fallout
o
Players must remember and recall the layout of the land.
o
NPCs and their relationships with other NPCs must be remembered
o
Players must remember what objects and monsters do
o
Memelets are scattered
around
o
Players must learn and master combat techniques
o
Quests and goals – In Fallout, quests handed out by NPCs
and
the radio station.
o
Players must decide which resources they will need in the future.
Note: The concentration, memory and learning,
and planning aspects tie in with Raph
Koster’s “A Theory of Fun”.
Making the virtual world
feel like a real world
What if the hypothetical alternate reality (step
through a machine and get to the alternate reality of Fallout) were more of a Disneyland-like
theme park in the real world? The world would still be in real, but located on real-life
Earth, populated by robot monsters, and run by real actors, all for the benefit
of players. What would the requirements be for a “fun” world?
·
All of the above.
·
The props department would
have to manufacture realistic costumes, monster robots, and sets… also known as
“eye
candy”
·
An Earth-sized Fallout-land
wouldn’t be possible. Fallout-land would still need to be fairly large though, with
plenty of manufactured detail. A few thousand acres might suffice,
large enough that boundaries
aren’t easily encountered. The world would need to be detailed
enough that it looked “real” to a casual observer.
·
NPCs (actors) would need to wander around the world
and ostensibly live their own lives, pretending that the world is real whenever
players are watching.
·
Players must be able to
change the world (to an extent) with their actions.
“Please ignore the man behind
the curtain”
What issues would occur if the Disneyland version
of Fallout were converted into a virtual reality simulation (aka: computer game)?
As a game,
Fallout tries to NOT remind
players that they’re playing a game:
o
The “most important parts” of reality are simulated, such as the 3D, the ability
to move around, etc. (Eye candy)
o
NPC AI is critical. If quality AI isn’t achievable (which it isn’t), then the world
needs to have fewer NPCs, or use NPCs in ways that don’t require much AI (such as
combat).
o
Fallout employs realistic-looking graphics (although a bit to grey for my tastes)
o
Fallout’s NPC speech is audio, not just text scrolling across the screen
o
The
screen is completely filled with world-simulating 3D graphics.
§
Displays like the compass and player hit points have minimal visual impact.
o
Even when stats and maps are pulled up (on the Pip-Boy),
they’re made to look like
an in-game object.
§
Note: Thinking about how Fallout minimizes clutter on the screen caused me to change
my game UI. I now hide the auto-map until players specifically ask for it, and even
then it only appears temporarily. After making these changes, I immediately noticed
an increase in my game’s “immersion”.
Semi-relevant random thoughts
Random thought #1:
Many of the design goals are in conflict.
For example: Making the control mechanism simpler
(increasing immersion) reduces the number of choices that players can make, which
makes the virtual world feel less real (reducing immersion).
For example: Allowing players to make choices
(increasing immersion) reduces the quality of eye candy that’s available (reducing
immersion), and vice versa.
Game designers must make tradeoffs between the
many conflicts.
Random thought #2:
In any game,
eye candy can be improved
by using more cut scenes, or by turning the game into a Choose Your Own Adventure
(CYOA) experience. However, CYOA reduces the player’s
choices, which counteract much of the “immersion” produced
by providing the eye candy.
Historically, CYOA has only been successful when the
eye candy provided by the CYOA experience has been MUCH better than the eye-candy
provided by the contemporary game-like (procedural) experience.
For example:
·
CYOA and Fighting Fantasy
books – They eye candy was only verbal (see below). There were no alternative game-like
experiences to compete with, so CYOA and Fighting Fantasy books sold well.
·
Dragon’s lair – The eye-candy
was cell-animated, stored on laser disc. The alternative procedural games were Robotron and Pac Man, both with poor eye candy.
·
Phantasmagoria – The eye-candy
was pre-rendered 3D graphics combined with video of live actors. The alternative
procedural games had sprite-based characters, or extremely primitive 3D characters,
both inferior to the CYOA-based Phantasmagoria eye candy.
As far as I know, those are the only successful
CYOA “games”. Since Phantasmagoria’s success in 1996, 3D accelerators have improved
enough that no subsequent CYOA has been able to produce vastly-superior eye-candy.
Hence, no CYOA since 1996 has been successful.
Random thought #3:
Why do books “work” if don’t have any eye candy?
Two reasons: (a) We’re
trained from an early age (and perhaps even genetically enabled) to use words as
substitutes for realistic visuals. (b) Writing is the “eye candy”, or at least good
writing is.
To illustrate: Think of a paragraph from a good
writer (like Dickens) and then consider that same paragraph as it would be displayed
in a text MUD/IF, procedurally generated from smaller text snippets.
Dickens:
The evening arrived; the boys took their places.
The master, in his cook's uniform, stationed himself at the copper; his pauper assistants
ranged themselves behind him; the gruel was served out; and a long grace was said
over the short commons. The gruel disappeared; the boys whispered each other, and
winked at Oliver; while his next neighbours nudged him.
Child as he was, he was desperate with hunger, and reckless with misery. He rose
from the table; and advancing to the master, basin and spoon in hand, said: somewhat
alarmed at his own temerity:
'Please, sir, I want some more.'
The master was a fat, healthy man; but he turned
very pale. He gazed in stupified astonishment on the
small rebel for some seconds, and then clung for support to the copper. The assistants
were paralysed with wonder; the boys with fear.
Versus procedural MUD/IF English:
> Go south
You are in a dingy dining room. The room contains:
Bill. Ted. Oliver Twist. The Master. Exits are: North.
> Examine master
The master is a fat, healthy man.
> Wait
Oliver Twist eats a gruel.
> Wait
Oliver Twist finishes eating
a gruel.
> Wait
Oliver Twist approaches The Master.
> Wait
Oliver Twist says, “I’m still hungry.”
If a text MUD/IF could write as well as Dickens,
I suspect it would be successful. |
Copyright 2008 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
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