Friday, October 12, 2018

Kick the cover box

A soldier hiding behind a gray box in a futuristic lab, from Deus Ex Human Revolution (2011)
The room pictured above from Deus Ex: Human Revolution is, I argue, bad level design.

The playable area consists of an open flat floor with lab counters, yet all the counters are the same height (they have to be, so the player can recognize them as "those boxes I can hide behind") and each box offers basically the same affordance to the player. (Hide behind it! Look over it! Shoot the NPC that's programmed to pop his head out every 7 seconds!)

Any given object becomes bad design when it is numerous, redundant, and lacks context to the rest of the game. If you automatically repeat any type of shape throughout your game world, as a catch-all solution to fill a space, then that object is basically functioning like the dreaded video game crate. Whether it's a pallet of barrels, or a stack of bricks, or a concrete road barrier, it all boils down to a "cover box"...

Level designers often place these objects in the same faux-haphazard way, like tasteful glossy interior design magazines forgotten on a coffee table. But they're mostly responding to the game design they've been given, especially in a AAA system where combat systems feel like immutable facts. Water is wet, crunch must happen, and shooters need cover boxes. It's going to happen, live with it.

So whose fault is it, really? Well, I blame Steven Spielberg.

Friday, October 5, 2018

Queer Futures in Game Feel


This post is adapted from a talk I gave at Queerness and Games Conference 2018.

Game feel is most known through indie game developer Steve Swink, who wrote an influential article and a book about it. While I like Swink's book and methodology, I also think it limits itself to a very narrow subset of games and feels -- focusing heavily on platformer action games, but never really thinking about the game feel of strategy games, interactive fiction, or dating simulators, etc. There's a lot of pages on the input curve in Super Mario Bros, or the camera feel in Gears of War, or the animation in Symphony of the Night, but it omits something like The Graveyard or World of Warcraft. Do those games not have game feel?

Claiming these other genres and games under the banner of game feel might've weakened Swink's argument for closely coupled cybernetic loops and virtuosic traversal across game worlds back in 2008. But now ten years later, I think the time is right to expand game feel's concerns.