Steering

One frequent game-design error that almost takes the wind out the enjoyment consists in games that seem to think that they're too good to let the player play as they want such that the game feels compelled to steer the player in whatever direction the game considers to be legitimate.

Steering leads to a whole string of problems, including:

  • Even if the player finds an "inventive" way to defeating an enemy, for example, by knocking them off a ledge such that they fall to their death, the game does not accept that as a solution and resets the fight from the beginning.
  • Resistance to player orders, even downright to moving a character around. One good example is The Wither 3 where just rotating the player around takes the proverbial hour, a good example of bad design shared by the concept of too accurate design although we would gander to say that the game is just narcissistic and overly pretentious.
  • Games that become un-enjoyable, perhaps like Mafia 1, where the developers defeat the principle of least surprise given that the player would expect the game to be a Grand Theft Auto-like game but during the prohibition, when in fact the game is one endless stream of steered mission-after-mission with little liberty left over to the player to do as they like. Similarly, we would argue that this is not the accuracy problem, but rather one of pride where the developers need to steer the player to complete actions in a certain order, similar to telling a story but with little liberty left over.
  • Games that look like endless tutorials, in which, even though the game seems great, for some reason the developer substituted exploration and curiosity with fully-blown classes and lessons on how to actually play the game. These are perhaps some of the funniest examples where some players are not sure whether they'd want to "sit through class" or, given that this is entertainment after all and not a competition, just go out and explore in order to try things out on their own.
  • Bunny hopping, acting like a moron around other NPCs, teabagging or dry-humping NPCs (out of the sheer fact that there is nothing to do more-or-less than watch the game, well, "play itself" because it is not game anymore, it's just a visual novel).

It is impressive how many games slant this way, and, grantedly, most of these games are the "new" RPG games that are more of a novel with some combat scenes. However, it is worth mentioning that RPG modernly means a blend of adventure and action, or what used to be an "action-adventure" game, either perceived as the first or third person in terms of perspective, yet even adventure games allow a player to fool around, even if there is just one single solution in an adventure game.

Index


fuss/game_design/role-playing_game.txt ยท Last modified: by office

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