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	<title>LimitlessUnits.com &#187; video game design</title>
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	<description>Various musings about games, books and life by Tony Huynh, video game designer.</description>
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		<title>God of War III Combat Enhancements and Additions</title>
		<link>http://limitlessunits.com/blog/2010/03/30/god-of-war-iii-combat-enhancements-and-additions/</link>
		<comments>http://limitlessunits.com/blog/2010/03/30/god-of-war-iii-combat-enhancements-and-additions/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 22:55:07 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[God of War 3]]></category>
		<category><![CDATA[god of war 3 combat]]></category>
		<category><![CDATA[god of war combat design]]></category>
		<category><![CDATA[god of war III combat]]></category>
		<category><![CDATA[God of War III Combat Enhancements and Additions]]></category>
		<category><![CDATA[GoW3]]></category>
		<category><![CDATA[gowIII]]></category>
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		<guid isPermaLink="false">http://limitlessunits.com/blog/?p=127</guid>
		<description><![CDATA[Posted by Tony Huynh.
While I was not the Main Hero designer for God of War III, that honor belongs to Jason McDonald, I do have some insight into the new enhancements to the combat system in God of War III that I’d like to let you guys in on.

QTEs (Quick-Time Events)
Here is a little explanation [...]]]></description>
			<content:encoded><![CDATA[<p>Posted by <strong>Tony Huynh</strong>.</p>
<p>While I was not the Main Hero designer for <em>God of War III</em>, that honor belongs to Jason McDonald, I do have some insight into the new enhancements to the combat system in <em>God of War III</em> that I’d like to let you guys in on.<br />
<strong><br />
QTEs (Quick-Time Events)</strong><br />
Here is a little explanation on how we attempted to improve our QTEs, or as we refer to them internally, Context Sensitive Moments.  For <em>God of War III</em> we attempted to remove the clutter away from the center of the screen to give the player an unobstructed view of the action.  To do this we made two improvements to the QTEs.  The first thing we did was move the button prompts for the QTEs to the edges of the screen to correspond with the button placement on the PlayStation controller’s layout.  </p>
<p>•	Triangle appears at the top of the screen<br />
•	Square appears on the left side of the screen<br />
•	X appears at the bottom of the screen<br />
•	Circle appears at the right side of the screen </p>
<p><img src="http://limitlessunits.com/images/PlayStation3_Controller.jpg" alt="PlayStation 3 Controller" /></p>
<p>The second key improvement from previous God of War titles and even <em>God of War III</em>’s demo that you should notice is that along the edges of the screen there are a series of white flashes that accompany the button prompts.  This was specifically designed to take advantage of the way the human eye works to make QTEs more intuitive.  A little scientific explanation to follow, you’ve been warned.  </p>
<p>The human eye is made up of rods and cones.  The rods are more sensitive than the cones, but are unable to discern color.  The rods are also concentrated on the edge of the retina.  The flashes on the periphery of the screen are designed to be picked up by the rods and help the player to quickly determine the appropriate button prompt while not having to shift focus away from the center of the screen.  </p>
<p>Article on rods and cones.<br />
<a href="http://hyperphysics.phy-astr.gsu.edu/hbase/vision/rodcone.html">http://hyperphysics.phy-astr.gsu.edu/hbase/vision/rodcone.html</a></p>
<p>With these improvements to the QTEs, we found that players could focus on the center of the unobstructed screen (where the action is) and intuitively pick up which button input was necessary to succeed in the QTE.</p>
<p><strong>New Weapons That Players Want to Use</strong><br />
We used a multi-prong assault to address the fact that most players in our previous games have doggedly refused to use any weapon besides the default blades.  The following is the list of changes designed to promote the use of other weapons by the player.</p>
<p><u>1. Increased orbs to make weapons easier to upgrade</u><br />
We purposely gave players more red orbs (experience) than in the past in an effort to encourage players to be less reluctant to experiment and upgrade other weapons in their arsenal.</p>
<p><u>2. Tied magic to weapons</u><br />
We tied the magic to the weapons so that there would be greater incentive to switch weapons to use different magic.  In addition, this helped us streamline the controls and remove the redundancy of the separate weapon and magic system that was in previous God of War titles.  </p>
<p><u>3. Made on-the-fly weapon switching accessible</u><br />
This was the most important change in my opinion.  We put the weapon selection on the directional pad where the player could easily switch their weapon on the fly.  The other addition is L1 + X also cycles weapons and produces a new attack.  These two mechanics made weapon switching much less cumbersome.</p>
<p><u>4. Nemean Cestus</u><br />
We purposely made the Nemean Cestus overpowered to ensure that players used something besides the default blades.</p>
<p><u>5. Hades’ Hooks</u><br />
Reasons to use the Hade&#8217;s Hooks.</p>
<p>Summons<br />
o	The single most powerful magic is the Centaur Soul summon.<br />
o	Gorgon Soul summon is useful as well.</p>
<p><u>6. Nemesis Whip</u><br />
Reasons to use the Nemesis Whip</p>
<p>•	Builds combo meter fast<br />
•	Titan mode (Blade of Olympus) meter builds up fast<br />
•	Enemies drop orbs on occasion when hit by the Nemesis Whip<br />
•	Easy air juggles</p>
<p>Regarding the Hades’ Hooks and Nemesis Whip, I think a byproduct of having weapons that look similar to the traditional blades is that it entices people to put them to use more often.</p>
<p><u>7. Made enemies that require a specific weapon to defeat</u><br />
Siren’s require the Helios’ Head to make vulnerable.  The shield carrying grunts require the Nemean Cestus to defeat.  These design choices were made all in the hope that we could entice players to mix up their weapon usage routines.</p>
<p><strong>New Items and Item Meter </strong><br />
We added a self-recharging item meter and tied it to the following weapons, Apollo’s Bow, Hermes’ Boots and Helios’s Head.</p>
<p>We found that players in previous God of War titles were largely ignoring items like the bow because it was tied to the Magic meter.  Players tended to horde their magic for really difficult fights and bosses.  To combat this we added a self-recharching item meter.  This opened up the combat system, as players were no longer limited by their magic while also giving the combat designers a way to limit and balance the use of these weapons.</p>
<p>In my opinion, the Hermes’ Boots and the ability to Air Evade is the single greatest new addition to the game.  I personally rely on this mechanic constantly and don’t know how I ever got along without it.</p>
<p><strong>Combat Grapple</strong><br />
The combat grapple is an important new addition to Kratos’ repertoire.  The combat grapple makes the combat in God of War III a bit more accessible to players as it allows the player to more easily string together combos and worry less about player positioning to maintain combos.  </p>
<p><u>Pro tip:</u> Using the combat grapple against Wraiths that are underground pulls them out.</p>
<p><strong>Ridable Creatures</strong><br />
This is another new combat feature that puts a different twist on encounters.  The areas we struggled were to make the creature feel responsive while selling that the player is indirectly controlling the creature through attacks.  This was a tough balancing act, but I think the final product succeeded.</p>
<p><strong>More Enemies</strong><br />
Our switch from the PS2 to the PS3 has allowed us to greatly increase the number of enemies that the player faces at any given time.  Now we are able to have the player fight up to 50 enemies at once.</p>
<p><strong>Target Selection</strong><br />
We wanted the player to be actively engaged and making decisions during combat.  One way we did that was to encourage the player to decide which enemy to deliberately target during a combat engagement.  For instance, if the player is fighting a group of enemies and one of them happens to be a Gorgon, he can decide to focus on the Gorgon and kill her first and unleash an area effect stone blast to dispatch the other enemies.  The Siren works off of a similar concept.</p>
<p><strong>Framerate</strong><br />
Lastly, I wanted to talk about the framerate.  Framerate directly applies to combat because it affects how a responsive a game feels.  The game runs at 45+ frame rate for the most part and in my experience anything 45+ is hard to distinguish from 60.  In other words, what we noticed is that the difference from 30 to 45 fps is tremendous, but the difference from 45 to 60 is not as discernible.  So, wherever we could we tried to keep the frame rate close to 45.  The <em>God of War III</em>’s framerate on the PS3 is at least on par with <em>God of War II</em>’s on the PS2.  <em>God of War III</em> shouldn’t have any screen tearing (which is an improvement over GoW2) and the new motion blur we are using masks the variable framerate very well.  </p>
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		<item>
		<title>How to Make Your Shooter Level Successful</title>
		<link>http://limitlessunits.com/blog/2009/06/04/how-to-make-your-shooter-level-successful/</link>
		<comments>http://limitlessunits.com/blog/2009/06/04/how-to-make-your-shooter-level-successful/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 04:00:43 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[Comparison]]></category>
		<category><![CDATA[First-person Shooters]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[limitless units]]></category>
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		<category><![CDATA[limitlessunits.com]]></category>
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		<guid isPermaLink="false">http://limitlessunits.com/blog/2009/06/04/how-to-make-your-shooter-level-successful/</guid>
		<description><![CDATA[



Posted by Tony Huynh.
What makes a first-person shooter level successful.  While I can easily fill a few books with the answer to that question, I will instead narrow the focus to two aspects that I feel are important in the creation of a good level.  The first is building and maintaining an interesting [...]]]></description>
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Posted by Tony Huynh.<br />
What makes a first-person shooter level successful.  While I can easily fill a few books with the answer to that question, I will instead narrow the focus to two aspects that I feel are important in the creation of a good level.  The first is building and maintaining an interesting world and the second is to construct good pacing and varied player experiences.  I will begin by defining these concepts and then use a walkthrough of <em>Bioshock</em>&#8217;s brilliant opening level Welcome to Rapture as an example of how to do both of these aspects well.</p>
<p><strong>Build and maintain interest in your world</strong><br />
<u>Story</u></p>
<p>The first thing that builds interest in your world is story.  <em>Bioshock </em>constructs a mystery story by asking questions and providing answers slowly.  Mysteries not only build interest in your game, but also serve as an impetus to pull players forward through the game.  A good mystery needs to strike a balance between asking questions and giving answers.  Ken Levine stated, &#8220;We think of the mystery balloon, you have to tap it up to keep the audience interested, but if you tap it too high you&#8217;ll lose your audience&#8230; and if it gets too low. I underestimated the impact of resolving the &#8216;who is Andrew Ryan?&#8217; question too early. We learned a big lesson there.&#8221;  When the player is unraveling a mystery, interest is generated and maintained through making the player ask questions and slowly answering these questions as the player progresses.  While questions are more interesting than answers, answers need to be doled out regularly to prevent the player from becoming frustrated and giving up. Giving too many answers solves the mystery which causes the story to lose its pull. </p>
<p><u>Mise-en-scene and Set Dress</u><br />
Story can also be built through the use of mise-en-scene.  Mise-en-scene literally means “putting on stage,” but in the case that I am using it now it is the placement and arrangement of set dress objects (signage, props, ragdolls, etc.) to tell a story.  These little touches help flesh out the story and draw the audience into the world.  Set dress and interesting things for the player to look at also serve to slow down the player and the pacing as the player will have to stop in order to look at them.  Set dress objects are best served in areas that have low tension that do not provoke urgency for the player to move.  I will be calling these instances out in the walkthrough of the level.</p>
<p><u>Immersion</u><br />
Immersion is when players lose themselves and forget that they are playing a game.  To do this successfully the level, AI and mechanics of the game have to look, behave and react as realistically as possible so that the player is not reminded that they are playing a game.  Realistic water, particle and physics as well as AI that interact with each other and are doing things outside of waiting for the player to show up go a long way in selling a living world and creates an immersive experience.  <em>Bioshock </em>also maintains its immersion by never breaking the first-person perspective.  While this is a system and not a level mechanic, it is vitally important to how successfully <em>Bioshock </em>sustains the game’s immersion.  </p>
<p>One often overlooked way of supporting immersion are player objectives.  When objectives make sense and are rational to what the player would do if placed in the same situation it helps greatly in maintaining immersion for the player.  When objectives fail to make sense to the player, immersion is broken.  While <em>Bioshock </em>generally does a good job with objectives, one example where it seemingly failed was the objective of stabbing yourself with a syringe and injecting yourself with an unknown substance (plasmid) in the level Welcome to Rapture.  Although this action is explained later in the game, at the time I thought to myself why would any rational person do that?  It tore away my immersion with the game, but was effective for the later story plot and was memorable because of how out of place it was.  </p>
<p><strong>Varied Player Experiences</strong><br />
The level Welcome to Rapture largely owes its success to how many different well-constructed player experiences it provides.  Pacing, atmosphere and mood tie into player experiences directly.  When players speak about pace, atmosphere and mood they are generally describing how they feel while they are playing.  I will start by listing a few ways that a level can dictate the player’s experience and then go on to show how <em>Bioshock</em>’s opening level uses these elements to vary the experience for the player.</p>
<p><u>Objectives</u><br />
Objectives can push the pacing of the level.  An objective that is clearly defined and is rational for a person under the circumstances like Welcome to Rapture’s &#8220;get to higher ground&#8221; helps drive the player forward eagerly and with a purpose.  </p>
<p>Objectives not only impact immersion and pacing, but also the tone of a level.  Compare the tone of “Escape from Rapture” and “Kill Andrew Ryan” and you can see how the tone has been changed.  When the objective is to “escape,” it places the player in the role of the prey, while “killing” has the player in the role of the predator.  In this instance the objective of “get to higher ground” and escape from Rapture helps support the type of frantic tone and mood that the developers intended for the beginning of the game.</p>
<p><u>Setting</u><br />
Changing to different settings will help with both pacing and maintaining interest in your world.  A new setting prevents visual fatigue and helps the player feel like they are making progress through the game.  The more dramatic the shift in scenery the better.  The shift in surroundings should make logical sense otherwise immersion will be broken.  Note the frequency in which settings are changed in the first level of <em>Bioshock</em>.</p>
<p><u>Tension Level</u><br />
Tension is the player’s perceived level of threat.  There are a number of ways to manipulate tension levels as I will illustrate in the following sections.  Keeping the tension level high is interesting and exciting for the player.  However, keeping the tension high for an extremely long period of time without a periodic release causes the player to become numb and the tension will start to lose its power.  Occasional releases in tension will actually ease a level designer’s ability to create tension.  </p>
<p><u>Physical Space and Lighting to Increase and Limit Options</u><br />
One of the most important tools in directing pace is the use of physical space and lighting.  Tight linear corridors focus the player and create a faster pace by reducing the player’s options.  On the other hand, larger spaces or spaces with multiple routes slow down the pace and promote decision-making and exploration.  A proper mix of different sized spaces helps keep the experience varied.</p>
<p>Lighting plays a large role in how large a space feels.  Absence of light dissuades players from going to and exploring areas.  A level designer or artist can actually shrink levels and spaces gameplay-wise by taking out lights on the periphery, thus creating a tighter and more directed path.  Conversely, brightly lit rooms inherently feel safer and encourage players to linger for longer. </p>
<p>Large elevation changes can inspire awe by enhancing drama and scale.  <em>Bioshock</em>’s first level uses this technique to great effect in both the bathysphere ride down into Rapture as well as the elevator ride up to higher ground.  </p>
<p><u>Lighting and Color to Set Atmosphere and Mood</u><br />
As I have already mentioned brightly lit rooms tend to feel safer, conversely darker rooms promote a feeling of tension because the surroundings are unknown to the player.  In general, levels in <em>Bioshock </em>are dark with contrastingly lit areas to enhance a feeling of paranoia and tension.  <em>Bioshock </em>varies the level of tension by sprinkling in brightly lit rooms as a release and the occasional scripted event where the lights turn off altogether to dramatically ratchet up the tension.</p>
<p>Mood can also be created with the color of the lighting and environments.  People generally connect colors like red with danger, green with sickness and blue with security.   </p>
<p><u>Landmarks, Lighting and Audio to Direct Player Movement</u><br />
Landmarks, lights and audio can provide navigational reference points for the player and draw attention to specific areas of a space.  The player will move towards a light, landmark or sound and then pause to take note of their surroundings before moving to the next navigational point.  These guideposts can be used to encourage or discourage player movement and exploration; therefore they can greatly affect a scenario’s pace.</p>
<p><u>Music and Audio</u><br />
Music and audio can be used to enhance the experience that the level designer intends for the player to have.   Whether the mood you are trying to create is creepiness, action or awe, music and audio are very useful ways to help in achieving it.  </p>
<p><u>Item Collection</u><br />
Having an item collecting and scavenging mechanic like the one present in <em>Bioshock </em>will slow the player down and promote exploration.  Limiting your player&#8217;s available ammo and health and constantly keeping them on the brink of running out raises tension.</p>
<p><u>Wow Moments</u><br />
Large scale scripted events a.k.a. wow moments can raise a player&#8217;s excitement level and inspire a sense of awe.  They are generally expensive from a production standpoint, but add a real punch to varying the player&#8217;s experience.  The Call of Duty series is well known for exploiting the power of wow moments.  Wow moments tend to slow players down as they watch the event unfold, but this is not necessarily always the case as I will point out in the level walkthrough. </p>
<p><u>Combat</u><br />
Combat provides an easy way to raise the pace of a level.  The player experience during combat needs to be mixed up to prevent boredom.  There are many techniques to mix up combat, but for this article I will only touch on the introduction of new weapons and enemies.  For more information on improving combat through variation please see my article <a href="http://limitlessunits.com/blog/2009/04/05/how-to-make-your-shooter-combat-better/">&#8220;How to Improve Your Shooter Combat.&#8221;</a>   </p>
<p><u>New Weapons</u><br />
New weapons extend the capabilities of players and offer a new experience for a period of time as the player experiments with the weapon to discover its strengths and limitations.  </p>
<p><u>New Enemies</u><br />
Together with new weapons, new enemies are some of the most important ways of changing the dynamic of combat.  When faced with a new AI, players must experiment and discover the strengths and weaknesses of the new enemy. The player must then adjust their tactics to deal with the new threat. The new enemy AI offers scenario designers the opportunity to mix in the new enemy type with the already introduced AI thereby creating new variations on old encounters.</p>
<p><strong>Welcome to Rapture Walkthrough</strong><br />
<u>Airplane Cabin</u><br />
<strong>Narrative questions</strong>: Who am I?  Where am I?<br />
<strong>Narrative answers</strong>:  I am Jack. It is 1960. I’m on an airplane above the Atlantic.</p>
<p>The first setting that the player is in is aboard an airplane.  The scene begins with a shot of a smoke filled cabin of an airplane.  The strangeness of this fact creates a moment of unease in the player.  The player’s unease is lifted immediately when Jack raises a lit cigarette up and explains away the smoke.  The sight of a person smoking inside of an airplane immediately roots the player firmly in the 1960 setting.  Jack’s monologue and back story subdues the pace.  </p>
<p><u>Atlantic Ocean</u><br />
<strong>Narrative questions</strong>: What is a lighthouse doing in the middle of the Atlantic Ocean?<br />
<strong>Narrative answers</strong>: None</p>
<p>The setting changes from the plane’s cabin to underwater for a few tense moments as the player watches in first-person as propeller blades and various other objects float through the scene and the player struggles to the surface of the water for air.  The player associates the green water underneath the surface with a feeling of sickness.  The setting transitions again to the surface of the ocean.  The playable space here is small being hemmed in by fire and the path out is clearly marked.  The opening in the surrounding fire beckons the player to keep moving.  Fire races across the screen directing the player to look right to see the lighthouse landmark.  The blinking light is another navigational cue to keep the player directed.<br />
<img src="http://limitlessunits.com/images/Bioshock_UnderWater.jpg" alt="Bioshock Underwater Green" /></p>
<p><u>Lighthouse Interior</u><br />
<strong>Narrative questions</strong>: Who is Andrew Ryan?  What is this place?<br />
<strong>Narrative answers</strong>: None</p>
<p>Another big setting change occurs here as the player transitions from the water into the dark interior of the lighthouse.  The door closes behind the player and the player is in near complete darkness.  When the lights turn off the player will generally pause and stop.  This creates a moment of tension and builds fear through the unknown.  After the lights turn back on the pacing slows down.  The space offers the player a lot of things to see like the Andrew Ryan bust and art deco wall decorations and consequently slows down the player.  The brightly lit bathysphere draws the player to it.<br />
<img src="http://limitlessunits.com/images/Bioshock_Andrew_Ryan.jpg" alt="Bioshock Andrew Ryan Banner" /></p>
<p><u>Bathysphere Ride</u><br />
<strong>Narrative questions</strong>: Why is there a city built underwater?<br />
<strong>Narrative answers</strong>: The lighthouse is an entrance to the city of Rapture.  Rapture is a utopian city based off of objectivism founded by Andrew Ryan.</p>
<p>Lots of exposition by Andrew Ryan answers questions regarding the founding of Rapture.  The bathysphere ride is designed to inspire awe and wonderment for the city of Rapture.  As I mentioned before, changes in altitude can aid in selling drama and scale.  The blue surroundings of the ocean and city promote a mood of security.  The ride accomplishes the mood and atmosphere of awe through the use of music, changes in altitude and a synched to music beautiful reveal shot. </p>
<p>The first clue that something might be amiss is when the sign “All good things of this Earth flow into this city” blinks and shorts out.</p>
<p><img src="http://limitlessunits.com/images/Bioshock_Bathysphere.jpg" alt="Bioshock Bathysphere Ride Blue" /></p>
<p><u>First Encounter</u><br />
<strong>Narrative questions</strong>: What happened here?  How did Rapture meet its downfall?  Why did that mutated freak kill that Johnny?  Who is Atlas?  Why is Atlas helping me?<br />
<strong>Narrative answers</strong>:  None</p>
<p>The tension and pace here is ratcheted up incredibly high in a hurry.  There are a number of reasons for this that I will call out specifically.  </p>
<p>The Spider Splicer is revealed.  A blinking light gives the player brief glimpses of a Spider Splicer killing a man with hooked weapons.  Following that the Splicer leaps atop the bathysphere and attempts to penetrate the hull of the vessel to attack the player before giving up and leaping into the darkness.  The bathysphere’s door opens and the unarmed player is told by Atlas to keep moving and to “get to higher ground”.  </p>
<p>Getting to higher ground is a reasonable objective considering that the player just witnessed the Spider Splicer gruesomely murder a man and the player has no weapons.  This makes the pacing and tension high, which is a good change from the awe inducing bathysphere ride into Rapture.</p>
<p>Outside the door of the bathysphere the tight linear corridors reinforce the fast pace implied by the objective.  It does this by focusing the player and reducing their options.  The space is shrunk further by being darkly lit with the exception of the intended path.  The absence of light on the edges of the space makes it feel tighter than it actually is and the darkness dissuades players from going to and exploring areas.  </p>
<p>The mood is even tenser because of the disappearance of the Spider Splicer.  Audio is used to great effect here in creating a sense of tension.  The player is able to hear the Spider Splicer singing and taunting the player, but the Splicer is nowhere in sight.  A blinking television screen serving as a navigation marker draws the player to it.  Here the player pauses to assess the situation, but not for too long because of the implied danger.  A light turns on showing the Spider Splicer.  He is chased off by a security bot relieving the tension.  With the Spider Splicer gone, the pace lowers and the new light draws the player to the next area.  The player is given a safe environment to go through the Jump, Pick Up and Melee tutorials, which is a release and slows the pacing down further.  </p>
<p>The arranged protest signs placed outside of the bathysphere serving as clues of dissention against Andrew Ryan are lost on the vast majority of users because the perceived danger from the Spider Splicer above, the tight corridors and blinking light from the TV cause tension to be high and the player to be directed.  The player is encouraged to move fast out of this space.  To really get the point across I would have placed more signs closer to the flashing television screen.  Players tend to stop moving to take in their surroundings once they reach a destination. </p>
<p><img src="http://limitlessunits.com/images/Bioshock_Protest_Signs.jpg" alt="Bioshock Protest Signs" /></p>
<p><u>Desk on Fire</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: None</p>
<p>The flaming desk pushed down the stairs scripted event raises the tension and pace.  Combat with the Splicer keeps the pace high.  After he is defeated the pace drops back down. </p>
<p><u>Gatherer’s Garden Room</u><br />
<strong>Narrative questions</strong>: What is wrong with everybody here?  Who is that little girl and big guy with the drill?<br />
<strong>Narrative answers</strong>: Plasmids give the player powers.</p>
<p>The physical space of this room is wider than the previous room.  The size of the space coupled with the scavenging mechanic promotes exploration and slows down the pace.  The sparking electricity on the door draws the player’s attention to it, but the player quickly realizes that the door is not yet an exit.  The use of audio calls from behind the player helps them pinpoint the location of the Gatherer’s Garden vending machine. The giant arrowed plasmid sign does not hurt either.  As I previously mentioned the objective of stabbing and injecting yourself with an unknown substance breaks the immersion.  The first-person cinema creates tension because the player is helpless to defend themselves and his life is threatened twice during the sequence.  The Little Sister and Big Daddy are introduced.  The Electrobolt Plasmid is introduced.  </p>
<p><u>Tube Flooding Wow Moment</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: None</p>
<p>While most wow moments slow the pacing of the game down as players stop to observe these events, the plane crashing into the tube actually raises the sense of urgency by giving the player the feeling that they are in danger.   </p>
<p>The linear corridor presents few options and keeps the player moving.  The tension is amped up by the cracks appearing on the glass wall and vault door buckling followed by water pouring through the cracks.  All of these events imply danger and encourage constant movement by the player.  The realistic water effects preserve the immersion.  This wow moment does the job of creating a memorable and exciting scene that varies the player’s experience.</p>
<p><img src="http://limitlessunits.com/images/Bioshock_Tube_Wow_Moment.jpg" alt="Bioshock Tube Flooding Wow Moment" /></p>
<p><u>One-Two Punch Tutorial</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: None</p>
<p>Entering into this room the player will see that the room is bathed in red light, which warns the player of danger.  Combat ensues and the pace is raised for its duration.  The arrangement of the corpse underneath pouring water with the protest sign, briefcase and liquor beside him tells a story and keeps player interested in the world.  </p>
<p><img src="http://limitlessunits.com/images/Bioshock_Mise-en-scene.jpg" alt="Bioshock Mise-en-scene" /></p>
<p><u>Elevator Crash</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: None</p>
<p>Once inside this room the player will see an elevator crashing.  This wow moment slows down the pacing.  A brief combat encounter with a man on fire ups the tempo for a short time.  The space opens up into a well-lit larger room.  Larger spaces have more area to explore and slow down the pacing and well-lit rooms promote players lingering in a place for longer.</p>
<p><u>Elevator Ride Up</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: Atlas is helping the player because his family is trapped and he needs the player’s help to free them.</p>
<p>The elevator ride provides an opportunity to update the objectives as well as remind the player of the scale of Rapture.  The altitude change emphasizes scale and drama.  Music is incorporated to sell this awe factor.  The player’s objective is updated from a plea by Atlas to go to Neptune’s Bounty to rescue his wife and daughter.  This objective will set the stage for animosity between the player and Andrew Ryan when Ryan kills Atlas&#8217; family, thereby easing the player into accepting (as not to break immersion) their next objective and the tone change that accompanies &#8220;kill Andrew Ryan.&#8221;   The overall objective of escape from Rapture still stands.</p>
<p><img src="http://limitlessunits.com/images/Bioshock_Elevator.jpg" alt="Bioshock Elevator Ride Up" /></p>
<p><u>Baby Carriage</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answer</strong>: The inhabitants of Rapture were driven insane by the use of plasmids.</p>
<p>Here the player finds a brief scripted moment where a woman is hovering over a baby carriage and singing a lullaby.  The shadow of the female Splicer and baby carriage are splashed along the wall and can be seen well before the actual Splicer and carriage.  The shadow forewarns the player and allows them to stop and become a voyeur.  By listening to the lullaby and woman speaking to the baby carriage the player witnesses the extent in which plasmids have deranged the populace.  Eventually the player must engage in combat with the Splicer.  This scripted event hints that there is a living breathing city here and maintains the immersion.</p>
<p>The pistol is introduced.   </p>
<p><img src="http://limitlessunits.com/images/Bioshock_Splicer_Shadow.jpg" alt="Bioshock Baby Carriage Splicer Shadow" /></p>
<p><u>Kashmir Restaurant</u><br />
<strong>Narrative questions</strong>: What happened here?<br />
<strong>Narrative answers</strong>: There was an attack by Fontaine’s men on New Year’s Eve.</p>
<p>When the player enters into the Kashmir restaurant they find a male Splicer banging on a door and in an argument with a female Splicer.  This is another very simple scripted event that goes a long way in building the player&#8217;s interest in Rapture.  It gives the illusion of a living world by giving AI lives outside of waiting for the player to show up.  </p>
<p>The Kashmir restaurant is a wide space that has many items for the player to collect and a lot of things to look at, which slows down the pace.  </p>
<p>There are not many outward signs that anything bad has happened here until you go downstairs.  The music is playing and the place is decorated festively.  Bright colors, party hats and balloons that pop and leave behind a shower of confetti are scattered about the room.  This room’s festive décor is in stark contrast to the previous environments and is a nice setting change.</p>
<p>After the Splicer and his wife are dealt with the pace slows.  The ghost in the bathroom keeps the player vested in the story.  The Splicer in the bathroom stall punches the pace up with combat for a short while.  The signs of battle are much more prevalent down stairs.  Signs here are askew, the lack of lights in the kitchen make it really foreboding.  Within the kitchen is a man slumped over with a cash register.  The player can start to invent their own stories about him.  The Electrobolt plasmid with water tutorial takes place.  Violin music adds to the sense of foreboding.</p>
<p><img src="http://limitlessunits.com/images/Bioshock_Kashmir.jpg" alt="Bioshock Kashmir Restaurant" /></p>
<p><u>Footlight Theater</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>: Questions about the relationship between the Big Daddy and Little Sister and their purpose are answered.</p>
<p>When the player enters into this area they will see a Little Sister and notice that the room is a bright crimson red because of the carpeting.  This helps the player to make the connection that the Little Sister is dangerous.  Exposition regarding the relationship of the Little Sister to the Big Daddy and how they fit into Rapture’s ecology is explained.  Combat with two Splicers again raises the tempo.  There is another pre-fight scripted event of two Splicers looting the Big Daddy’s corpse and more combat.  There is a drop down here which prevents the player from backtracking, thereby keeping the player more directed.</p>
<p><img src="http://limitlessunits.com/images/Bioshock_Little_Sister.jpg" alt="Bioshock Little Sister" /></p>
<p><u>Rapture Metro</u><br />
<strong>Narrative questions</strong>: Why is Andrew Ryan against me?<br />
<strong>Narrative answers</strong>: None</p>
<p>There is sustained combat here.  Access to Neptune’s Bounty is shut off by Andrew Ryan.  A frantically voiced Atlas tells you to get to Neptune’s Bounty by way of Medical.  The objective to get to medical happens because Andrew Ryan has prevented you from getting to your destination.  This builds animosity with Andrew Ryan and sets the player up against the antagonist and prepares the player for the next overarching objective of killing Andrew Ryan.  If the objective from the start is to kill Andrew Ryan who has not opposed the player in at least a few turns then you will lose the buy-in of your player and immersion will be broken.  </p>
<p><u>Andrew Ryan’s Trap</u><br />
<strong>Narrative questions</strong>: None<br />
<strong>Narrative answers</strong>:  Andrew Ryan is trying to kill the player because he believes he is from the KGB or FBI.</p>
<p>When the player enters into this room Andrew Ryan closes and locks the door on the player.  The lights turn off and the player is in darkness for a short time for an immediate rise in tension.  Following this Andrew Ryan speaks to the player accusing them of being from the KGB or CIA.  There is implied danger to create additional tension when the Splicers try to break through the windows.  The level ends when the door is opened by Atlas and the tension is relieved with the player being given an exit.</p>
<p><strong>Conclusion</strong><br />
Welcome to Rapture is a successful level because it builds an interesting and immersive world and pays attention to constructing a variety of complete player experiences.  By going through the walkthrough of the level, one can see just how many techniques are being used to direct the player experience.  Although from a production standpoint it is expensive to pack so many setting changes, scripted events, wow moments, new enemies and weapons into a single level, there are many ways to direct the player experience less expensively.  The important takeaway is that a big part of a level’s success depends on the player’s experience and to occasionally change the current experience to keep the level fresh and enjoyable.  </p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a></p>
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		<title>How to Make Your Shooter Combat Better</title>
		<link>http://limitlessunits.com/blog/2009/04/05/how-to-make-your-shooter-combat-better/</link>
		<comments>http://limitlessunits.com/blog/2009/04/05/how-to-make-your-shooter-combat-better/#comments</comments>
		<pubDate>Sun, 05 Apr 2009 03:34:59 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[AI Design]]></category>
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		<description><![CDATA[By: Tony Huynh




I was asked the question, “how could Bioshock’s combat be improved?”  I thought about it for a while and I am going to propose some possible fixes for the shortcomings of Bioshock in this area.  While this is geared towards Bioshock, it can just as easily apply to other games featuring [...]]]></description>
			<content:encoded><![CDATA[<p>By: Tony Huynh</p>
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<p>I was asked the question, “how could <em>Bioshock</em>’s combat be improved?”  I thought about it for a while and I am going to propose some possible fixes for the shortcomings of <em>Bioshock </em>in this area.  While this is geared towards <em>Bioshock</em>, it can just as easily apply to other games featuring first or third person combat.  Some of these solutions may be <strong>drastic </strong>and change the tone of the game, but I wanted to put them out on the table to promote discussion.  The root of the problem with <em>Bioshock</em>’s combat is the lack of necessary tactical decisions for the player.  The aim of this article is to see why this is the case in the areas of weapon, AI, level and system design and present some possible solutions to add a greater variety of necessary tactical decision-making for the player as well as offer other improvements to <em>Bioshock</em>’s combat.  </p>
<p><strong>1) Balance weapons and plasmids around a Paper / Rock / Scissor system</strong></p>
<p>A weapon in a Paper / Rock / Scissor system is balanced around the idea that weapons have strengths and weakness and that each weapon plays a defined role during combat.  For instance a sniper rifle is strong at long range, but weak at medium and short-range, while a shotgun should be strong at short-range and weak at medium and long-range.  If a player enters into a long-range engagement armed with a shotgun, they will be at a gross disadvantage against an opponent with a sniper rifle.  The player must then choose whether to close the distance to take away the opponent’s advantage or switch to a different weapon.  The weapon’s strengths and weaknesses can be affected by any number of circumstances and not just range.  An example is in <em>Halo</em>, ballistic weapons do more damage against flesh targets and energy weapons do more damage against shielded opponents on top of their PRS range-based system.  Obviously a balanced PRS system precludes any one weapon that is the best in all situations.</p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
In <em>Bioshock</em>, the Paper / Rock / Scissor system is not clearly defined.  99% of the engagements in <em>Bioshock </em>occur at short and medium-range and most of the weapons and plasmids are good at both ranges.  Despite <em>Bioshock</em>’s shotgun being only usable at short-range, it does little damage at short-range and the rate of fire is extremely poor making it a non-viable weapon later in the game.  While <em>Bioshock </em>presents a lot of options to the player, the player is never enticed to use these other tactics because every encounter can be handled with the Electrobolt stun to gun combo.  This combo is one of the safest and most effective ways to dispatch every type of enemy in any situation in the game.  There are no weaknesses to this combo as none of the AI are resistant to it and it can hit at both medium-range and short-range.</p>
<p>Another key component of the PRS system is that there are tradeoffs to which weapon the player chooses to carry with them.  Even if <em>Bioshock</em>’s weapons followed a PRS design, the player in <em>Bioshock </em>always has access to all the weapons introduced up to that point in the game.  This removes an additional layer of tactical decision-making because the player is always carrying the perfect weapon for the situation in their inventory.</p>
<p><u>Proposed solutions:</u><br />
1.	Define the roles of the weapons and plasmids in <em>Bioshock </em>to fit into a clearly communicated three category closed-loop (PRS) system, whether it is ranges or some other system. </p>
<p>2.	If the solution is ranges (short, medium and long) it will be necessary to change level databases to intersperse long range engagements.<br />
a.	This is extremely risky because it will affect the atmosphere and feel of the game.  The benefit would be that it will add some variety to the combat.</p>
<p>3.	Limit the player’s weapon choice down to fewer weapons and plasmids.  My suggestion is two of each.  By giving the player only two weapons and two plasmids the player will always be weak in at least one of these three categories and they will have to make a choice on which weapons and plasmids to carry.<br />
a.	This will have the side-effect of alleviating some of the problems with the clumsy weapon and plasmid selection I mentioned in <a href="http://limitlessunits.com/blog/2009/03/22/bioshock-the-most-important-game-of-the-generation/">my last article</a> as the player can now comfortably alternate between two instead of eight selections.</p>
<p>4.	There are Gene Banks to swap out genes; how about Weapon Banks to swap out weapons?  Create Weapon Banks and place both Gene Banks and Weapon Banks liberally through the levels to allow the player to swap out weapons and plasmids frequently.  </p>
<p><strong>2) More Enemy AI Variety</strong><br />
Introducing new enemy AI that have different personalities, behaviors, strengths and weaknesses changes the dynamic of combat and greatly benefits a game&#8217;s pacing.  When faced with a new AI players must experiment and discover the strengths and weaknesses of the new enemy.  The player must then adjust their tactics to deal with the new threat.  The new enemy AI offers scenario designers the opportunity to mix in the new enemy type with the already introduced AI thereby creating new variations on old encounters.  </p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
The wholly inadequate number of enemy variations in <em>Bioshock </em>are all frontloaded into the beginning of the game.  By the middle of the title the player’s have been introduced to every enemy type and as a result the rest of the game&#8217;s combat pacing suffers.</p>
<p><u>Proposed solutions:</u><br />
1.	One way to add more variety to the enemies is to arm more Splicers with different Plasmids.  Imagine an Electrobolt plasmid using Splicer that was also resistant to Electrobolt attacks, but weak against the Insect Swarm plasmid.  Giving specific varieties of Splicers resistances to specific plasmids and weapons would have added depth to the tactics employed by players.  This would at the very least force the player to change up the aforementioned Electrobolt to gun combo technique on occasion.  </p>
<p>2.	Design and create new AI with different personalities, behaviors, strengths and weaknesses and space out their introductions throughout the course of the game.</p>
<p><strong>3) Differentiate AI silhouettes to aid player planning</strong><br />
One of the most effective ways to convey what type of enemy the player is facing is through having drastically different silhouettes between enemies.  Silhouettes assist players in being able to tell enemies apart quickly, and in turn formulate a plan on how to tackle a situation more accurately. </p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
This is an area that <em>Bioshock </em>does not do well.  The Houdini, melee and gun wielding Splicers are all difficult to tell apart at a glance because their silhouettes are so similar.   Having unique silhouettes for AI is even more important because of how dark the levels are in <em>Bioshock</em>.</p>
<p><u>Proposed solutions:</u><br />
Now that we have a greater variety of enemies that require different tactics to defeat, we need to communicate the variety of enemies to the player quickly and effectively.  <em>Gears of War 2</em> does an excellent job of having easily recognizable enemy silhouettes.  Scroll through <a href="https://gearsofwar.xbox.com/GOW2/TheGame.htm#/enemies/">their enemy list</a> to see what I mean.  </p>
<p>A key difference with <em>Bioshock </em>and <em>Gears of War 2</em> is that the enemies are more human in <em>Bioshock</em>.  While this makes the solution a bit more difficult, it is not impossible.  An example of widely divergent human silhouettes can be seen Valve’s <em>Team Fortress 2</em>.<br />
<img src="http://limitlessunits.com/images/Team_Fortress_2_Characters.jpg" alt="Team Fortress 2 Character silhouettes" /></p>
<p><strong>4) Have pre-fight AI scripting throughout</strong><br />
How a player perceives an AI’s intelligence is determined by what an AI is doing before a battle as much as what they do during the fight.  While this does not directly affect giving the player additional tactical choice, pre-fight AI scripting helps make the AI look smarter and this will always assist in making combat more enjoyable.  </p>
<p><u>The current state of Bioshock:</u><br />
This is an area that <em>Bioshock </em>excels at especially at the beginning of the game.  AIs in <em>Bioshock </em>have lives outside of waiting for the player to show up.  The Splicers whistle, have conversations with themselves, take their imaginary babies on strolls and even dance with each other. This is one of the best examples of a game with the illusion of a living world.  This is not easy to do and requires tremendous development resources, which is why it is not often seen in games.  The problem in <em>Bioshock </em>is that pre-fight scripting falls off dramatically in the middle through the end of the game.  </p>
<p><u>Proposed solutions:</u><br />
More pre-fight AI scripting is needed during the middle and late stages of the game.  If this is not feasible I would suggest spacing out the densely scripted pre-fight AI in the first half and spreading these through the course of the game so that there is not such a lull in the middle to end of the game.</p>
<p><strong>5) Leaders with underling breaking behavior</strong><br />
This is a technique that was pioneered by <em>Total War</em> and brought over to the first person shooter genre by <em>Halo</em>.  Whenever a much more difficult to kill Elite in <em>Halo </em>was defeated, the grunts in Elite’s squad would break and scatter.  This added depth and tactical choice to target selection in combat.  </p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
There are no leaders in <em>Bioshock</em>.  In fact, the AIs seem to act completely independently from each other.</p>
<p><u>Proposed solutions:</u><br />
1.	This could be simulated in <em>Bioshock </em>by having the aforementioned plasmid infused Splicers serve in the role of leaders and if they are killed, the other Splicers will break and flee or simply cower and beg for their life. </p>
<p>2.	“Wherever possible, we try to make the vocalizations a dialogue between two or more characters, rather than an announcement by one character.” J. Orkin – <em>States &#038; a Plan: The AI of F.E.A.R.</em><br />
a.	By including communication between AI whenever possible, it will make the AI at least have the illusion of working together.</p>
<p><strong>6) Raise the hit points and damage dealt by your AI</strong><br />
This is taken from the <a href="http://halo.bungie.org/misc/gdc.2002.haloai/talk.html?page=1">2002 GDC talk <em>The Illusion of Intelligence</em> by Jaime Griesemer and Chris Butcher</a>.  Through playtests and surveys conducted by Bungie Studios, they discovered that tougher AI (higher hit points and higher damage dealt) created the illusion that the AI was smarter.</p>
<p><img src="http://limitlessunits.com/images/Halo_AI_Intelligence_Test.jpg" alt="Halo: Combat Evolved AI Test" /></p>
<p>Combat almost always benefits from the illusion of smarter AI.  If the combat is too challenging however, accessibility will suffer.  So making the AI tougher can only be pushed up to a point.</p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
Through the course of <em>Bioshock </em>the player becomes stronger by accumulating and upgrading health, eve, weapons and plasmids.  The result is the enemy AI is tough at the beginning of the game, but gradually became weaker through the course of the game. <em>Bioshock </em>in turn occasionally scaled up the same exact AI in difficulty to accommodate the growth in power of the player.  This made for uneven difficulty in the game and by scaling the difficulty of the same AI, <em>Bioshock </em>nullified some of the player’s sense of advancement.  Nonetheless, by the end of the game the combination of player familiarity with game mechanics and avatar upgrades made the AI too weak and in turn caused the player to be left with a lowered opinion of the AI and consequently of <em>Bioshock</em>’s combat.</p>
<p><u>Proposed solution:</u><br />
1.	Create easily recognizable skins for upgraded enemies to communicate to the player that they have been upgraded.<br />
2.	Introduce new AI later in the game that is already scaled to the appropriate difficulty level of where they are introduced.<br />
3.	Maintain the frequency of player upgrades, but lower their potency.</p>
<p><strong>7) Call in the reinforcements!</strong><br />
The way AIs are introduced can make them appear smart.  AI that call for reinforcements when they see the player or if an AI is seemingly the last enemy in a scenario and calls for back up and they arrive make the AI feel intelligent.</p>
<blockquote><p>“For example, when an A.I. realizes that he is the last surviving member of a squad, he says some variation of ‘I need reinforcements.’ We did not really implement any mechanism for the A.I. to bring in reinforcements, but as the player progresses through the level, he is sure to see more enemy A.I. soon enough.” – J. Orkin – <em>States &#038; a Plan: The AI of F.E.A.R.  </em></p></blockquote>
<p><em>F.E.A.R.</em> relies on the player’s assumptions to create the illusion of intelligence, but this could just as easily be scripted in the game.  </p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
I do not recall any AIs in <em>Bioshock </em>ever calling for back up.</p>
<p><u>Proposed solution:</u><br />
Create occasional scripted moments where the player happens on a lone Splicer and she calls for help and additional Splicers come through a door or run downstairs to assist her.</p>
<p><strong>8 ) Make the AI predictable</strong><br />
AIs need to have predictable behaviors so that players can recognize and use their patterns to outsmart them and thereby feel good about themselves.</p>
<p>The current state of <em>Bioshock</em>:<br />
This experience came from my playthrough of the game.  I had entered combat with a pistol armed Splicer, but moved away to where he could not see me, but I could observe him.  He would move to the last place that he saw me to investigate, once there he would stay in his alerted state and begin a patrol.  During his patrol he would stay at a constant speed (good), but would seemingly at random (bad) turn 180 degrees and start walking the opposite direction.</p>
<p>My goal was to sneak up behind him to use my wrench.  Because he would randomly turn around 180 degrees my attempts were not always successful.  Even if I manage to get to him the Splicer becomes aware of you at around 3 meters and immediately turns around to react disallowing the player the advantage of the first hit with the wrench.  Let me outsmart the AI!</p>
<p><img src="http://limitlessunits.com/images/Bioshock_AI_Investigation01.jpg" alt="Bioshock AI Investigation Behavior" /><br />
<u>Proposed solution:</u><br />
<img src="http://limitlessunits.com/images/Bioshock_AI_Investigation_02.jpg" alt="Bioshock AI Proposed Investigation Behavior" /><br />
When an AI loses sight of the player they should move at a constant speed and never turn around 180 degrees.  The AI should also not have the ability to see the player behind him (extrasensory perception) when at close range.  Keeping AI actions predictable is the goal.  Having predictable AI allows the player to recognize behaviors through observation and outsmart the AI.</p>
<p><strong>9) The use of gameplay space and cover to create tactics</strong><br />
I have saved the discussion regarding cover usage and placement until now because it so fundamentally changes the way <em>Bioshock </em>plays and it carries the most risk.  This should not be a direction that is taken lightly and without serious consideration and playtesting. </p>
<p><strong>Make cover matter</strong><br />
Cover in shooters can be used to direct the flow of combat as well as promote tactical space analysis and decision-making by the player.</p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
Cover in <em>Bioshock </em>is used very little to direct battles and create fronts against enemies, the most effective way to deal with enemies I found was by standing out in the open and strafing left and right while firing.  </p>
<p>There is very little half-cover in <em>Bioshock</em>, so crouching behind cover is not an option most of the time.  </p>
<p><u>Proposed solution:</u><br />
One of the easiest ways to promote the usage of cover for players is to have consequences for them for not doing so.  </p>
<p>I took a look at a few other games that are praised for their combat to see what they did.  I performed some tests to figure out how long it took three different games to kill the player.  Each test was performed by standing the player perfectly still out in the open at medium range (my best guess at 8 meters).</p>
<p><u><em>Bioshock</em></u><br />
In <em>Bioshock</em>, at the end of Smuggler&#8217;s Hideout, it took an average of <strong>15 seconds</strong> to die from 3 pistol armed Splicers and 1 Spider Splicer on normal difficulty from a full health bar.</p>
<p><u><em>Halo 3</em></u><br />
It took an average of <strong>7 seconds</strong> to die from the very first engagement in <em>Halo 3</em> on Heroic difficulty (the recommended difficulty).  </p>
<p><u><em>Call of Duty 4</em></u><br />
In <em>Call of Duty 4: Modern Warfare</em> it took an average of <strong>4 seconds</strong> for two AI to kill the player when he is standing out in the open on Normal difficulty in the second engagement of Blackout (the first mission in Act 1).  </p>
<p>This means that in <em>Halo 3</em> the player dies more than twice as fast in the very first engagement of the game and in <em>Call of Duty 4</em> the player dies over three times faster when compared to <em>Bioshock </em>at about the one quarter mark of the game where the player is up against an unusually large number of enemies.  Without the immediate threat of death the player is not as willing to seek cover in <em>Bioshock</em>.  </p>
<p><strong>Encounter space design</strong><br />
Spaces should be designed to accommodate as many different types of playstyles used by players as possible.  </p>
<p>What type of playstyle do you use?  Do you like to sit back in cover with your medium and long range weapons and slowly whittle down the enemies?  Do you sneak around the side and flank your opponent with close range weapons?  Are you Rambo and want to run out in the center with guns blazing?  Maybe you just want to use cover to sneak past the enemies and avoid the encounter entirely.</p>
<p>“Building a successful course then becomes a matter of understanding these different demographics and designing with each of them in mind.” – <a href="http://aigamedev.com/reviews/sim-golf-level-design"><em>What SimGolf Can Teach You about Designing the Perfect Level</em></a> by Alex J. Champandard</p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
While I am not saying that all the encounters in <em>Bioshock </em>did not allow for different playstyles, in fact some of them did this quite well, but there were far too many coverless corridors populated with enemies where the player’s options were limited to simply strafe and fire.</p>
<p><u>Proposed solutions:</u><br />
The key to accommodating a wide range of playstyles is making sure that there is “interconnectivity” in the combat spaces.  </p>
<p>“It&#8217;s very important to make spaces that highlight the strengths of your AI.  A battle in a corridor doesn&#8217;t involve much strategy so there are no intelligent things for the AI to do.  An interconnected space allows the AI to flank the Player, making them seem more intelligent.  It also allows the Player to flank the AI, giving him a chance to watch them react to his tactics.  One weakness of an interconnected space, however, is that it tends to be chaotic.  So we also needed to establish a Killing Zone, an open area between two positions with good cover.  Flanking is still possible in an environment with a killing zone, but the battle is much more directed.  The killing zone also allows multiple enemies to fight at once without it degenerating into chaos.” &#8211; <em><a href="http://halo.bungie.org/misc/gdc.2002.haloai/talk.html?page=18">The Illusion of Intelligence</a></em> by Jaime Griesemer and Chris Butcher</p>
<p>This is a combat space in <em>Fracture </em>that I worked on.<br />
<img src="http://limitlessunits.com/images/Fracture_DC_Encounter.jpg" alt="Fracture Tony Huynh Encounter Design" /></p>
<p>I attempted to design the space to accommodate different playstyles.<br />
•	Note the cover placement to create battle lines and the killing zone to keep the battle orderly.<br />
•	The sniping spot is for those that want to sit back with a long ranged weapon like the sniper rifle.<br />
•	Battle line 1 is to allow the option of medium ranged weapons.<br />
•	Note the flanking routes to allow for the player to flank the enemies and the AI to flank the player.<br />
•	I did not accommodate a way to avoid the encounter entirely, but in hindsight maybe I should have or at least have given it some more thought.</p>
<p>Cover placement is very important in providing opportunities for players to tackle encounters the way that they want to.  Having a mix of battles take place in open areas as well as tight confined spaces and corridors will add variety to the gameplay to keep the player from becoming bored. </p>
<p><strong>10) Use large-scale cinematic scripted events in combat</strong><br />
Large-scale cinematic scripted events like explosions, buildings toppling and helicopters crashing add excitement and help to break up the monotony of combat.  Few games do large scale scripted events in combat as well as <em>Call of Duty 4</em>.  The real trick is to make sure that players see these events.</p>
<p>The current state of <em>Bioshock</em>:<br />
While there are certain big moments that happen in <em>Bioshock</em>, the Airliner cabin crashing through the walkway tube comes to mind, there are not any that happen mid-combat.</p>
<p><u>Proposed solutions:</u><br />
1.	Place enemies defending the hallway where the airline cabin comes crashing through.  Have them get killed by the airline cabin collision.<br />
2.	Come up with and implement additional cinematic scripted moments that occur in combat.</p>
<p><strong>11) Death for a player should not be meaningless</strong><br />
Combat does not work without the fear of consequences.  When death is meaningless, the need for the player to use tactics is diminished.  Conversely if death is too harsh, players will never want to experiment with anything but tried and true methods.  A balance needs to be struck.   </p>
<p><u>The current state of <em>Bioshock</em>:</u><br />
The current implementation of Vita-chambers removes any need for tactics as dying is meaningless.  Each time you die, you instantly respawn nearby with half health and the enemies do not recover any health.  A tactic I abused a few times is to pull a Big Daddy close to a Vita-chamber and rush him with my wrench.  When I died I simply respawned and repeated my tactics with the wrench until he was dead.  I have heard a lot of people complain about the Vita-chambers, but there is a trade off here. The experience may have felt cheapened for the player, but this makes it so every player can see the end of <em>Bioshock </em>which is very valuable. </p>
<p><u>Proposed solutions:</u><br />
I know I suggested a compromise to have injured enemies regain a modest amount of health if a vita-chamber is used in my last article, but if the goal is to promote tactical combat I would go so far as to recommend removing Vita-chambers entirely and rely on a system of checkpoints.  There are certainly tradeoffs here and this negatively affects accessibility of the game so this needs careful consideration before implementation.</p>
<p><strong>12) Healing</strong><br />
The question of how the player is healed becomes much more important with the removal of Vita-Chambers from the game.  Here are the pros and cons of the very common Recharging health and <em>Bioshock</em>’s Persistent health systems as I see it.</p>
<p><u>Recharging health</u><br />
Pros<br />
•	Promotes the use of cover (as it is the only place to regain health during combat.)<br />
•	It is easier for designers to tune difficulty for individual engagements because they will always know the player will have a certain amount of health before each encounter.<br />
•	It is easier to create a consistent difficulty curve for the game because each encounter can be tuned to be more difficult in relation to the last without worrying about how much health the player currently has.</p>
<p>Cons<br />
•	If there are permanent health upgrades they are exponentially more powerful.<br />
•	Players do not have to search for health packs.</p>
<p><u>Persistent health (Bioshock’s health system)</u><br />
Pros<br />
•	The player must worry about every hit, because all damage is permanent.<br />
•	Players must search for health packs.</p>
<p>Cons<br />
•	Careful attention needs to be paid to a player that gets stuck in a low health situation right before a tough encounter.<br />
•	Cover can sometimes be ignored because players can stand in the open and regain health with a press of a button.</p>
<p>Neutral<br />
•	Designers can ensure a proper amount of health for the player by placing health pickups preceding an encounter.</p>
<p><u>Proposed solutions:</u><br />
Having listed out the pros and cons of the two systems as I see it, I do not know which system I prefer.  The main issues of contention are the exponential power increase of health upgrades for the recharging health system and the difficulty of balancing each encounter for the player in the persistent health model.   If I had to choose between the two, I would go with the persistent health system because it promotes the player searching for powerups.  </p>
<p>The system I propose is a hybrid bucketed health system where the player has a number of buckets of health.  Each bucket replenishes itself as long as it is not completely depleted.  The bucketed health system maintains the need to have the player search for health and simultaneously encourages cover usage during combat to replenish health.  Permanent health upgrades could come in the form of additional buckets of health.</p>
<p><strong>Conclusion</strong><br />
This article is meant to offer suggestions to enhance the tactical decision-making of the player in <em>Bioshock</em>’s combat.  Many of proposed solutions have large tradeoffs and affect the game negatively outside of combat.  Since the goal was to improve combat and spawn discussion points, I largely ignored these problems.  To read a less combat-oriented and more balanced list of suggestions at improving <em>Bioshock </em>read my last article, <a href="http://limitlessunits.com/blog/2009/03/22/bioshock-the-most-important-game-of-the-generation/"><em>Bioshock</em>: The Most Important Game of the Generation</a>.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a><br />
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		<title>Bioshock: The Most Important Game of the Generation</title>
		<link>http://limitlessunits.com/blog/2009/03/22/bioshock-the-most-important-game-of-the-generation/</link>
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		<pubDate>Sun, 22 Mar 2009 06:03:52 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
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Posted by Tony Huynh.
Bioshock is the most important game of this console generation.  Bioshock not only succeeds as a well-crafted game, but transcends being “just a game” by enticing the player to think about philosophical ideas like Objectivism and Altruism as well as important topics such as government oversight and stem cell research.  [...]]]></description>
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<p>Posted by <strong>Tony Huynh</strong>.<br />
<a href="http://www.amazon.com/gp/product/B000MKA60W?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B000MKA60W"><em>Bioshock</em></a> is the most important game of this console generation.  <em>Bioshock </em>not only succeeds as a well-crafted game, but transcends being “just a game” by enticing the player to think about philosophical ideas like Objectivism and Altruism as well as important topics such as government oversight and stem cell research.  Bioshock is a game that shows the promise and the flexibility of our industry.  For those of you interested, I explore the topic of social commentary in games further in my article: <a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert was Right: Games are Not High Art…Yet</a>.</p>
<p><strong>Andrew Ryan Speaks out Against Altruism</strong><br />
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<p><em>Bioshock</em> is set in 1960 and is a “what if” tale that serves as a sequel to the events following the conclusion of Ayn Rand&#8217;s influential book, <em>Atlas Shrugged</em>.  </p>
<p>The game is about what might happen in a society created from the very best and brightest that humanity has to offer coupled with the removal of all government oversight and restrictions.  The result is the impossible.  The result is Rapture, a city filled with wonder under the waves of the Atlantic Ocean.</p>
<p>Without the yoke of religion or morality tying down the scientists of Rapture, they soon discover a substance called ADAM (stem cells) that enable the user to rewrite their genetic code to make themselves stronger, faster, smarter, more beautiful and even gain superhero-like powers.  The price they paid was their sanity.  </p>
<p>This is the utopia dreamed by Ayn Rynd gone horribly wrong.</p>
<p>This article is a collection of my notes and thoughts on a playthrough of <em>Bioshock</em> on medium difficulty.  There will be spoilers and the write-up assumes that you have played through the game already, so stop reading if you have not.</p>
<p><em>Bioshock</em> has one of the greatest openings in gaming history.  You are the protagonist Jack and begin the game aboard an airliner over the Atlantic.  The passenger plane crashes and you are the lone survivor.  Bobbing in the middle of the ocean, you see a very out-of-place lighthouse jutting out of the ocean beckoning to you.  Once inside the lighthouse you are greeted with a bust of Andrew Ryan, <em>Bioshock</em>’s stand-in for <em>Atlas Shrugged</em>’s John Galt and a plaque that reads “In what country is there a place for people like me?” – Andrew Ryan.</p>
<p>Proceeding further you find a Bathysphere.  With nowhere else to go, you enter and it is here that you are introduced in dramatic fashion to the city of Rapture.  Just how the game introduces you to Rapture is absolutely amazing.  I still get shivers even after multiple playthroughs.</p>
<p><strong>Bioshock Introduction</strong><br />
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<p>At its core, <em>Bioshock</em> is a mystery that the player unravels through the course of the game.  The world of Rapture is as scary as it is beautiful.  The atmosphere is oppressive and there are genuinely frightening moments.  I played the game alone late one night with the lights turned off and I caught myself looking over my shoulder more than once.  The contrast in the music from the period really adds to the disturbing mood of the game.</p>
<p>Enemy introductions in <em>Bioshock</em> are some of the best that I have ever seen.  One of the difficulties faced by game developers is how to introduce enemies to players fairly.  That is to show what an enemy is capable of before letting them loose on the player.  The most common practice in games is to introduce new enemy types through a cutscene.  There are many advantages to the cutscene approach.  The main one being that you can never be sure which direction the player’s camera will be facing during the game, thus they may miss events that happen during gameplay. The disadvantage is that the control is taken away from the player and immersion is broken.  The developers at 2K Boston chose the more difficult, but more immersive route of never breaking the first-person camera perspective.  As Ken Levine said, “cutscenes are for cowards.”  The spider splicer is the first enemy that is revealed to the player when they arrive in Rapture.  While still behind glass in the Bathysphere, Jack witnesses a Spider Splicer kill a man before viciously attacking the bathysphere that he is in.  This not only shows the attacks of the enemy, but quickly tells the player that there is something very wrong in the city of Rapture.</p>
<p>While many games have great enemy introductions, fewer have memorable weapon introductions.  This is surprising because as a design rule when weapons are first introduced they should always be placed in a scenario where the weapon is the most effective to make the player feel success with the weapon.  The shotgun introduction in <em>Bioshock</em> sets a new bar for weapon introductions.  As the player enters into a room they find that the shotgun is lying in the middle of the room.  As the players picks up the new shiny weapon the lights go out, leaving the player in pitch darkness.  Completely turning lights off on the player is very effective in raising tension.  Audio of enemy Splicers can be heard before a single downward pointing directional spotlight turns on illuminating only the center of the room.  The player gravitates towards this column of light because it is the only spot that they are able to see.  From there they must fend off waves of Splicers armed with melee weapons with their new found shotgun.  This forces the engagement range to be close, where the shotgun is the most effective.  This is simply perfect execution of the weapon introduction design rule.</p>
<p>The telekinesis plasmid introduction was also very well-done.  Before the plasmid is introduced, the player stumbles on a curious device, a tennis ball launching machine.  Once activated the machine constantly spits out tennis balls, which hit the player and bounce off.  Not finding any real use for the out-of-place machine, the player continues past the ball launcher through the level and finds the Telekinesis plasmid and is forced to back track and revisit the tennis ball machine.  The true purpose of the tennis ball thrower is then revealed.  The tennis balls simulate thrown dynamite that Splicers are armed with later in the game.  The player is then allowed to practice catching the tennis balls with the Telekinesis plasmid and flinging them back at the machine. While this is not as memorable as <em>Half-Life 2</em>’s introduction of the gravity gun, it is nonetheless a very effective introduction to a new mechanic.  The Telekinesis plasmid really frees the designers up to place goodies wherever they want as the players can now use this plasmid to retrieve cleverly placed pickups.  </p>
<p>Speaking of plasmids that enable the player to gain additional items, I really liked the pickups locked in ice that can only be acquired through the use of the Incinerate plasmid.  This gave many of the plasmids dual uses, like the Winter Blast plasmid that would slow down the flow in the hacking mini-games.  The plasmids also served as lock and keys to prevent the player’s entry into new areas without first acquiring a specific plasmid.  An example would be a door that was frozen shut that the player could not travel through until they found the Incinerate plasmid.  This is similar to the gameplay used in <em>Metroid</em>, where the player would gain access to a new area only after finding the double jump ability.  I would have liked the developers to have incorporated lock and keys that required more than one plasmid to bypass.  <em>Zelda</em> games do this very often where you would need the combination of both the grapple hook and the iron boots to cross a ravine.</p>
<p>The inhabitants of Rapture are disturbingly insane.  The Splicers whistle, have conversations with themselves, take their imaginary babies on strolls and even dance with each other.  This is one of the best examples of a game with the illusion of a living world.  The AIs in <em>Bioshock</em> are never simply waiting around for the player to show up.  They have lives and are going about their own business.  This is not easy to do and requires tremendous development resources, which is why it is not often seen in games.  It is this unwillingness to settle for the mediocre that makes <em>Bioshock</em> special.  </p>
<p>The brilliant Fort Frolic level was easily my favorite of the game.  Fort Frolic is controlled by the insane artist Sander Cohen who makes artwork by plaster coating human bodies.  If the player strikes these statues, they bleed.</p>
<p>Another moment that stood out was a scene later in the game where there are a number of bodies laying on the ground.  Up until this point <em>Bioshock</em> had always rewarded players for searching bodies of dead Splicers and these player expectations were reinforced dozens of times.  These bodies in particular were not dead Splicers, but were Splicers that were playing possum and laying in wait for the player.  As the player gets near them they hop to the feet and attack the player.  <em>Bioshock</em> sets the player’s expectations to search the bodies and then turn’s those same expectations against the player.  This is similar to <em>Resident Evil 4</em>’s use of snakes in the crates and barrels which had previously only dispensed beneficial items to the player.</p>
<p> “Would you please.”  What a great plot twist.  I should have been expecting a plot twist and paid closer attention to the clues considering <em>System Shock II</em>’s twist. </p>
<p>During the take down Fontaine level I really liked the mechanic of randomly giving and switching plasmids on the player.  This forced the player to try out all of the plasmids that they may not have collected.  It would have been better if this had occurred earlier, so that players could acquire plasmids that they may have forgone, but really liked after having tried it.</p>
<p><strong>Audio</strong><br />
The true highlight of <em>Bioshock</em>, besides the superb story is the audio in the game.  The ambient audio and the contrast of the period audio recordings lend themselves to the horrific tone of the game.  The recordings found littered throughout the spaces are incredibly voice acted and unravel the story to the player.  Arman Shimmerman’s voice work for Andrew Ryan stands out from the crowd and is some of the best VO I have ever heard in a game.  </p>
<p><strong>Andrew Ryan Monologue Collection</strong><br />
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<p>The soundtrack is also fantastic.  Here is a link to the <a href="http://downloads.2kgames.com/bioshock/BioShock_Score.zip">free Bioshock Soundtrack Download</a> provided by 2K Games.</p>
<p><font size = "3"><strong>Improvements I would have liked to see in the game:</strong></font><br />
<strong>1.	Visual Fatigue</strong><br />
Despite the beauty of Rapture, the sameness of the colors and environment started to cause visual fatigue by the mid-way point in the game for me.</p>
<p><strong>2.	Overly Frontloaded</strong><br />
Bioshock, like most games, is very frontloaded.  There is very good reason for this.  There is a finite amount of resources that can be used to make games and developers know that most players never reach the middle of games, let alone the end.  By frontloading all the best moments in the first few hours of gameplay, they ensure that the greatest numbers of players see their best work.  There is a noticeable shift in the game during the midway point where the game changed from being horror themed to a more action oriented one.  This was partly due to players getting increasingly stronger, but mostly this had to do with the allocation of scripted scare moments.  </p>
<p>By the middle of game the pacing is just excruciatingly slow.  All the newness has worn off at this point and the game is sorely lacking in new enemy types and mechanics. </p>
<p><strong>3.	Lack of NPC Variety</strong><br />
While the fights with the Big Daddies were epic, the varieties of enemy types were very lacking.  Where are the Splicers that are capable of using plasmids?  Splicers that could wield the Electrobolt plasmid or Incinerate plasmid would have added variety.</p>
<p>More variation on the Little Sisters would have been nice.  The masks and uniform changes for the adult Splicers added variety, but all of the Little Sisters were nearly identical.</p>
<p><strong>4.	Player Combat Tactics</strong><br />
The player’s tactics never need to change throughout the entire game.  The Electrobolt stun to wrench combo is just as effective at taking out enemies at the beginning as it is in the end of the game.  Giving specific varieties of Splicers resistances to specific plasmids would have added depth to the tactics employed by players.  Imagine an Electrobolt plasmid using Splicer that was also resistant to Electrobolt attacks, but weak against the Insect Swarm plasmid.  This would at the very least force the player to change their tactics on occasion.</p>
<p><strong>5.	More Ghosts</strong><br />
While portions of the story were revealed through the sighting of ghosts, this story-telling device was not used enough over the audio recordings.  The latter half of Bioshock could have used additional ghost moments for better pacing. </p>
<p><strong>6.	Camera Research</strong><br />
I am sure that the developers were aware of the pacing and lack of variety problems setting in during the middle portion of the game and beyond.  I am sure that the camera used to take pictures of enemies for research was an attempt at creating gameplay variety.  It failed miserably.  The camera was the most annoying mechanic for me in the entire game.  What is this, <em>Fatal Frame</em>?  The idea is to casually take pictures of Splicers as they unload their machine guns on you.</p>
<p><strong>7.	More Gameplay Modes</strong><br />
The inclusion of another gameplay mode would have helped to break up the tedium of one after another fetch quests.  An example of a game that did this was <em>Dead Space</em> with their inclusion of the Zero Gravity gameplay sections.	</p>
<p><strong>8.	Hacking is too prevalent</strong><br />
Hacking takes you out of the world and pauses the game.  So if an enemy is attacking you and you run up to a machine to hack, he will wait patiently for you to finish before resuming his attack.  </p>
<p>But the benefits of hacking were so great that I felt like I was forced to hack all the time.  At least later on the game introduced auto-hacking items.  I heavily stocked up on these, because I hated hacking after the 100th time.</p>
<p><strong>9.	The player is too powerful</strong><br />
There is a direct correlation from how powerful the player is to how scared they are.  At the start of the game, the player had to ration bullets and money and every Splicer was a threat, but by the mid-point these resources are overly-abundant and the enemies were easily dealt with.  With the inclusion of the Vita-Chambers bringing the player back immediately at half-health dying is nearly meaningless.  This is just another reason to make the player weaker.</p>
<p><strong>10.	Keep the player unarmed for longer</strong><br />
The game starts the player without a weapon, but within moments the wrench is introduced.  A player without a weapon is a very scary place to be.  I wish that the developers would have taken greater advantage of this before introducing plasmids and weapons into the game.  An example is the game <em>Clock Tower 2</em>.  In that game, the player was defenseless against the lone stalker Scissorman and must hide or find ways to temporarily fend off the attacker.  Now imagine how scary and tension filled the opening would have been being weaponless and pursued by the Spider Splicer and having to find hiding places or knock over bookshelves or other obstacles to buy time, before ultimately finding a weapon and turning the tables on the Spider Splicer.</p>
<p><strong>11.	Combat</strong><br />
The designers used very little cover to direct their battles and create fronts, most of the time it was just stand out in the open and strafe left and right while firing at enemies.  There is very little half-cover in the game, so crouching behind cover is not an option most of the time.  The game would have benefited having more vertical cover like columns used to add in an element of tactical cover use into the gameplay.</p>
<p><strong>12.	Replayability</strong><br />
The game suffers from lack of replayability.  This could be remedied by giving smaller, but more frequent upgrades to weapons and plasmids and allowing these upgrades to be carried into subsequent playthroughs of the game.  <em>Resident Evil 5</em> does this to great effect.</p>
<p><strong>13.	Choice</strong><br />
I wish the decisions made were less black and white and landed more in the gray.  The little sister choice was essentially meaningless and merely changed the ending cutscene and made me pine for choices with real weight of a game like <em>Baldur’s Gate 2</em>.  </p>
<p><strong>14.	Clumsy Plasmid and Weapon selection User Interface</strong><br />
While the amount of choice available to players was being heavily hyped, the difficulty and clumsiness of selecting plasmids and weapons because of the radial interface made players less willing to switch weapons and have less choice.</p>
<p><strong>15.	Vita-chambers</strong><br />
I have heard a lot of people complain about the Vita-Chambers, but there is a trade off here.  The experience felt cheapened for the hardcore player, but this makes it so every player can see the end of <em>Bioshock </em>which is very valuable.  A compromise could be to have injured enemies regain a modest amount of health if a vita-chamber is used.</p>
<p><strong>16.	Andrew Ryan, why have you lost your way?</strong><br />
I would have liked to have seen Andrew Ryan follow the Objectivist ethical ideals more closely, such as not killing the stripper he impregnated and staking people to pillars [see “The Objectivist Ethics” Ayn Rand (1964)].  He is basically a cold-blooded murderer and in many ways deserved to be killed off.  I felt because of this, the power of killing him was greatly diminished.  If he was just a man clinging staunchly to his ideals while his world crumbled around him, it would have made the player’s act of killing him that much more impactful and emotional.  This was a missed opportunity.  </p>
<p><strong>17.	Golden Arrow</strong><br />
For as immersive and well-thought out the rest of the game was, the arrow used to guide the player is just shameful and really breaks the immersion of the player.  Some other more fictionally relevant method should have been devised.</p>
<p><strong>18.	End Boss</strong><br />
Frank Fontaine as the end boss was a weak fight and felt rushed.   A suggestion I have is borrowed from the Ganon fight in <em>Legend of Zelda Wind Waker</em>.  In that fight Link is completely outclassed by Ganon until Zelda joins the fight by picking up her Bow and firing arrows to distract Ganon, allowing Link the opportunity he needs to slip under Ganon’s guard.  Similarly, in <em>Bioshock</em> what if when the player confronts Fontaine, they are completely outclassed, until Little Sisters join the battle distracting Fontaine and giving the player the opening he needs to defeat Fontaine?  </p>
<p><strong>Conclusion</strong><br />
After reading through that improvement list, you might get the impression that I did not like the game.  That could not be further from the truth.  <em>Bioshock</em> is a response to those who call games “a way to pass empty time and nothing more.”  <em>Bioshock</em> is that mythical mass-market masterpiece of a game that makes you think.  <em>Bioshock</em> is a title that I can point to that shows that games can deal effectively with such topics as Objectivism, Altruism and human nature.  <em>Bioshock</em> has proven that socially relevant games can be successful.  I hope that more game developers are willing to take the path shown to us by <em>Bioshock</em>.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a><br />
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		<title>What’s Bad About Call of Duty 4: Modern Warfare Multiplayer?</title>
		<link>http://limitlessunits.com/blog/2009/02/22/what%e2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/</link>
		<comments>http://limitlessunits.com/blog/2009/02/22/what%e2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/#comments</comments>
		<pubDate>Sun, 22 Feb 2009 04:46:45 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
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		<description><![CDATA[      




Sorry for the delay in posting this article.  It ballooned into a much more in depth game design critique than I had originally planned.  I hope you enjoy it.
Despite the fact that Call of Duty 4 has been out for well over a year and has a [...]]]></description>
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<p>Sorry for the delay in posting this article.  It ballooned into a much more in depth game design critique than I had originally planned.  I hope you enjoy it.</p>
<p>Despite the fact that <em>Call of Duty 4</em> has been out for well over a year and has a clear sequel in <em>Call of Duty: World at War</em>, over one hundred thousand players continue to log in every evening on Xbox Live.  If you think Infinity Ward must be doing something right, you would be correct.  <a href="http://limitlessunits.com/blog/2009/02/20/whats-good-about-call-of-duty-4-modern-warfare-multiplayer-mode/">Read my other article about what they are doing right</a> also if you are interested I wrote up my <a href="http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/">campaign playthrough notes</a> in a previous post.  However this article is not about what <em>Call of Duty 4</em> has done right, it is about what <em>Call of Duty 4</em> does wrong.</p>
<p><font size="3.5"><strong>The Bad</strong></font><br />
At the start the player&#8217;s options are very limited and new players are thrown right into the fray against rank 55 opponents to be endlessly slaughtered.  Which brings me to what I consider to be the biggest flaw to the multiplayer design.  </p>
<p><strong><em>Call of Duty 4</em> Does Not Do Enough to Protect New Users</strong><br />
The first few sessions of multiplayer gaming for a new player are the most important and a game should go out of its way to ease these new players in and provide them with the best experience possible.  By allowing new players to acclimate slowly, the game does not alienate new players and can keep its player base higher for longer.  New players in <em>Call of Duty 4</em> are punished.  As mentioned earlier, brand new players are matched against experienced players from the start.  In <em>Call of Duty 4</em>, experienced players not only have better map knowledge and mechanic knowledge (handicaps common to new players in other shooter games), but they also have better weapons and perk options.  The results are ugly.</p>
<p>My experience with first-person-shooters is extensive and I consider myself much better than the average shooter player.  The first few matches I entered I was killed endlessly by the much more experienced and better equipped players and had horrific kill to death ratios.  I would be running along and instantly die from airstrikes and helicopters and have no clue how to prevent them or what was happening.  It was a very frustrating experience.  It is a good thing that I had the perseverance to continue to keep playing and took the necessary lumps to finally have success and fun with the game.  Not everybody is as willing to continue playing despite constantly dying and having a frustrating experience.  <em>Call of Duty: World at War</em> partially solves this problem by having game playlists that are only open to players of rank 1 through 10.  This keeps the rank 11 – 55 players from destroying new players over and over and ruining their experience.</p>
<p><strong>M16 is not for n00bs</strong><br />
New players are given the choice of five distinct weapon choices at the start.  At the top of the menu of choices is the M16.  The problem with this is that since the M16 is at the top of the menu and is highlighted by the cursor when the selection screen appears on the console versions, it is the gun that most beginners will select and use first.  The M16 is not a beginner friendly weapon.  The M16 has a three-round burst shot that has a low rate of fire that requires successive trigger pulls to fire.  This all adds up to a weapon that has an unfamiliar mechanic and requires precision to use effectively.  This makes the M16 a terrible weapon for a new player to begin with and one that very few will find success without extensive practice.  Fortunately there is an easy fix for this problem.  The MP5 is a fully-automatic weapon that shoots out 800 rounds per minute.  The MP5 is better suited towards new players as they can hold down the trigger to fire and the massive number of rounds fired mitigates the need for pinpoint accuracy.  The fix is to replace the positioning on the menus of the M16 and the MP5 respectively.  </p>
<p><strong>Some of the Maps are Not Beginner Friendly</strong><br />
To be beginner friendly a map should have easily recognizable landmarks to orient players so that they do not become lost.  One of my favorite maps of all time is Zanzibar in <em>Halo 2</em>.  That map has a giant windmill in the center that makes it very easy for players to use as a landmark.  Another benefit to having easily distinguishable landmarks is that it aids in effective teamwork and communication.  A level designer can facilitate this by creating distinctive environment geometry that will allow players to communicate their opponent’s locations to each other effectively.  Using <em>Halo 2</em>’s Zanzibar map as an example: “There’s a guy on top of the Windmill!”  Everybody on the team will instantly know where that is because the environment geometry is so distinctive.  Most of the maps in <em>Call of Duty 4</em> do this very effectively.  Crash is another example of map with the downed helicopter serving as an effective landmark.  The maps in <em>Call of Duty 4</em> that do not do a great job are Backlot, Crossfire and District.  While these maps do have subtle recognizable differences to orient you, these subtleties are lost on new players.  The first few times I played on these maps I could not tell where I was and become lost on a number of occasions.  The labyrinthine streets all look very similar and there is nothing obvious to orient new players.</p>
<p><strong><em>Call of Duty 4</em>’s Slippery Slope</strong><br />
Once a team starts losing in <em>Call of Duty 4</em> it is extremely difficult to come back to win.  There are fewer comebacks and more lopsided victories in <em>Call of Duty 4</em> than in any other first-person-shooter that I have ever played.  The reason for this is the respawning system, rewards for kill streaks and territorial control.</p>
<p><strong>The Respawning System</strong><br />
The respawn system in <em>Call of Duty 4</em> is one of the most complained about systems by the <em>Call of Duty</em> community because players are often killed immediately upon respawning.  So how does this system work and why is it failing?</p>
<p>C_Stick of the Gamespot forums theorizes that the respawn system “waits for an enemy airstrike, or puts you in an open area under an enemy chopper, or in the middle of two enemy run-and-gunners, or right where you get sniped if you take three steps in any direction.”  That may not be far from the truth.  </p>
<p>From studying respawning patterns in the game, my best guess at how the respawn system works in <em>Call of Duty 4</em> is that it respawns players near a teammate furthest from the enemy.  This seems like a logical system in theory, but in practice it does not work.  As players die and are respawned next to each other they have a tendency to get increasingly clumped together.  The situation gets worse when the teams that are dying are surrounded by the enemy and are forced back and contained by the other team into small pieces of territory.  This can be seen on any of <em>Call of Duty 4</em>’s maps, but it tends to happen most often around the airplane hangars in Countdown and various corners of the Backlot map.  </p>
<p>Containment generally happens in areas that have islands of cover (a space with lots of cover, but surrounded with open no-man’s land) or corners of maps because teams can be pinned down in these areas and it is difficult to leave without exposing yourself to enemy fire.  </p>
<p>This is disastrous to contained teams because when clumped together their firing lanes are limited and they become much more susceptible to area of effect attacks like grenades and airstrikes.  This leads to waves of people dying over and over just as they spawn in and games that become lopsided and out of reach quickly.  The only way to end this negative feedback loop is to have a player escape from the enclosed enemy lines to start the team respawning elsewhere. So how do we fix this?  There are two problems here, the first problem is map design and the second is the respawn algorithm itself.  I will address map design first.</p>
<p><strong>Map Design</strong><br />
Map designers need to pay attention to map flow.  Map flow is what paths players generally take through a map defined by firing lanes, available paths through the level and cover placement.  Maps should always have multiple (at least 2, but more is preferable) protected routes from any place on the map.  Careful attention needs to always be paid to map corner boundaries because these areas are restricted by the edges of the map.  There should be no islands of cover that are hard to leave without dying.  These islands typically force players to linger in these places because they cannot leave without exposing themselves and the longer players stay in these islands the more likely teammates will begin to spawn next to them and be trapped in the same situation.  </p>
<p><strong>[Countdown Example] </strong></p>
<p><img src="http://limitlessunits.com/images/cod4_countdown_islands.jpg" alt="Call of Duty 4 - Countdown Map topdown overhead" /></p>
<p>The above image shows the locations on <em>Call of Duty 4</em>&#8217;s Countdown map where teams are often isolated and become bunched up.</p>
<p><img src="http://limitlessunits.com/images/cod4_countdown_nomansland.jpg" alt="Call of Duty 4: Countdown Map No Man's Land" /></p>
<p>Notice that there are no viable exits from the hangar that do not expose the players to enemy fire.  Also note, the amount of space that the no man’s land takes up in front of the hangars.</p>
<p><img src="http://limitlessunits.com/images/cod4_countdown_cut_door.jpg" alt="Call of Duty 4: Countdown Map cut door" /></p>
<p>For this particular example, I would recommend cutting entry holes through the hangars at both ends and placing additional cover at these entrances to allow for better map flow.</p>
<p><strong>Respawn Algorithm</strong><br />
A suggestion for the respawn algorithm could be to have a player occasionally respawn furthest away from the enemy regardless of whether an ally is close or not.  This suggestion is not without its own tradeoffs in that players may complain that they are spawned way off from the action and alone.  Another possible solution could be a player chosen respawn system similar to <em>Battlefield: Bad Company</em>.   Whatever the ultimate solution, this should be at the top of the priority list of must fix items for <em>Call of Duty: Modern Warfare 2</em>.  </p>
<p><strong>Kills Streaks</strong><br />
In <em>Call of Duty 4</em> players are rewarded for kill streaks.  The player is given a UAV reconnaissance that reveals the location of all enemies on the mini-map for their entire team at three kills, three large area of effect bombs dropped from an airstrike at five kills and a support helicopter that comes equipped with a very damaging machine gun at seven kills.  While the positive feedback given from the UAV, airstrike and helicopter rewards the player that achieves a kill streak, it makes it very difficult for the opposing team to come back.  The kill streak mechanic rewards players and teams that are already winning and gives them an even greater advantage.  This is like giving a team that scores in basketball possession of the ball again so they can score again.  The argument can be made that a member of the losing team can have a five and seven kill streak and bring a helicopter in to help their team make a come back, but the losing team is less likely to be able to do this considering the winning team&#8217;s control over any non-covered territory with their previous airstrike and helicopter and the aforementioned respawn killing issue.  I am not saying that the losing team cannot achieve the same, only that it is harder for them and that this mechanic can make teams that are already winning by a slight margin completely out of reach.  </p>
<p>What is the best way to fix this problem?  I have a few suggestions that involve slightly lowering the advantage given by the kill streak rewards and making the rewards harder to achieve.  Here is a rundown of the rewards and suggested modifications.</p>
<p><strong>UAV Reconnaissance</strong><br />
This is powerful, but it is mostly ok in its current form.  It might be useful for the development team to explore with a smaller localized reconnaissance effect for it, centered on the person who triggered it.  I say explore because there are a number of risks involved with this change that would be impossible to foretell without rigorous play testing.  Foremost would be how to communicate (UI elements) what the size of the reconnaissance effect is to players.</p>
<p><strong>Airstrike</strong><br />
The airstrike itself is bad.  It is very frustrating to be killed via airstrike.  You are given little to no warning and then you are dead.  Not to mention the huge framerate hits (on the Xbox 360 version) when it occurs.  The current implementation of the airstrike does not enhance gameplay.  Thinking about gameplay as a “series of interesting choices” what are your choices as a player being airstriked?  There are no choices, because you instantly die without warning.  The only gameplay choices happen before the airstrike.  The player has is to prevent the opposing team from ever achieving a five kill streak (not like you are not trying already) or fight entirely from under covered buildings on the off-chance that an airstrike might happen.  </p>
<p>As the player who calls in the airstrike, there is a risk element in that you must bring up a map that covers the entire screen in order to call it in leaving the player unaware of their surroundings.  This gives the airstrike a slight risk versus reward to its use and this risk element should be preserved in any change that is made.</p>
<p>My suggestion is to change the airstrike to a laser designated airstrike that must be equipped, aimed and fired.   This would be a similar mechanic to the airstrikes during the Heat level in the single-player campaign of <em>Call of Duty 4</em>.  This would also limit airstrikes to within line of sight of the player and prevent airstrikes from ignoring battlelines and gut enemy positions.  To address the framerate issues, limit the airstrike to a single bomb so that the framerate hit is not as prolonged.  Lastly, there should be a voice over warning for the airstrike and a slight delay before the airstrike occurs.  With the warning the player would at least get a chance to run to cover to avoid the airstrike instead of just randomly dying.  </p>
<p><strong>Helicopter Support</strong><br />
The Helicopter is pretty close to where it should be. My suggestions are for just a few minor changes. Raise the kill streak necessary for the helicopter support up to eight from seven. With airstrike kills counting towards achieving the seven kill streak necessary for the helicopter, the helicopter is very easy to get. My second suggestion is to have the helicopter give 10 experience points for killing it.  This small reward will prompt more people to shoot at it instead of ignoring the helicopter and allowing it to roam around picking them off and eventually flying away.  My third suggestion is to make the RPG a HARD counter for the helicopter. Currently the RPG does not kill the helicopter outright. It requires a RPG attack and a little more. I would propose that the RPG should kill the helicopter in one hit.  Let’s look at the RPG as a weapon.</p>
<ul>
<li>Carrying RPG changes the player’s silhouette making them much easier to spot and kill.</li>
</ul>
<p><center><img src="http://limitlessunits.com/images/call_of_duty_4_rpg_silhouette.jpg" alt="Call of Duty 4 - RPG silhouette" /></center></p>
<ul>
<li>The RPG takes up the 1st Perk slot.</li>
</ul>
<ul>
<li>Firing the RPG leaves a long lingering smoke trail back to its source.  </li>
</ul>
<p>This is why they should do an extra hundred damage on a direct hit and kill the helicopter outright.  </p>
<p>While I am on the topic of what to have in the sequel to <em>Call of Duty 4: Modern Warfare</em>, I had a few more quick suggestions.</p>
<ul>
<li><strong>1. </strong>Give the player more custom slots as a reward for prestidging like in <em>Call of Duty: World at War</em>.</li>
</ul>
<ul>
<li><strong>2.</strong> Find some way around ending the game when a hosts leaves.  <em>Halo 2 and 3</em> does host migration, although I do not find this to be the ideal solution either.  </li>
</ul>
<p>As a caveat, my suggestions may change as I put in more time with the game and discover more of <em>Call of Duty 4</em>’s intricacies.  This is only a snapshot in time.  </p>
<p><strong>Conclusion</strong><br />
The bottom line is if you can get past <em>Call of Duty 4</em> multiplayer’s initial frustrations, it becomes very addictive and fun.  If, like me, you are one of those willing to pay the steep price of entry, there is a lot about <em>Call of Duty 4</em>’s multiplayer that will keep you coming back for more.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2009/02/20/whats-good-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Good About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/">Call of Duty 4: Modern Warfare Campaign Playthrough Notes</a><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a></p>
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		<title>What&#8217;s Good About Call of Duty 4: Modern Warfare Multiplayer?</title>
		<link>http://limitlessunits.com/blog/2009/02/20/whats-good-about-call-of-duty-4-modern-warfare-multiplayer-mode/</link>
		<comments>http://limitlessunits.com/blog/2009/02/20/whats-good-about-call-of-duty-4-modern-warfare-multiplayer-mode/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 03:15:49 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
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		<category><![CDATA[What's Good About Call of Duty 4: Modern Warfare Multip]]></category>

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		<description><![CDATA[




I have been spending what little free time I have with Call of Duty 4: Modern Warfare&#8217;s multiplayer.  I recently reached level 55 out of a possible 55 and decided to gather my notes together into a post.

The Good
The combat in Call of Duty 4 is a cross between run-and-gun and tactical with stronger [...]]]></description>
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I have been spending what little free time I have with <em>Call of Duty 4: Modern Warfare</em>&#8217;s multiplayer.  I recently reached level 55 out of a possible 55 and decided to gather my notes together into a post.<br />
<code><br /></code><br />
<font size ="4"><strong>The Good</strong></font><br />
The combat in <em>Call of Duty 4</em> is a cross between run-and-gun and tactical with stronger leanings toward the tactical.  <em>CoD4</em> is a polished, mostly-balanced and skill-based FPS experience.  </p>
<p><strong>Persistent character</strong><br />
While <em>Call of Duty 4</em> is not the first shooter game to have persistent characters, Rainbow Six comes to mind; it executes it better than any shooter game that has come before it.  The persistent character can rank up through experience gained through kills and meeting any of dozens of challenges.  The challenges encompass everything from getting a certain number of kills with a weapon to humiliation tactics like killing an opponent and then picking up and using their weapon to kill the same opponent again.  Constant level based rewards are a proven mechanic and it is used to great effect here.  The system is simple and the choices are important, yet limited.  The choices include which primary and secondary gun to equip, one attachment for the primary gun and lastly there are three slots of perks to choose from.  New options are opened up as you level.  The player is given 5 slots to create custom classes with and during a game you can choose between any of them to play with.  The persistent character keeps players coming back and playing to unlock the next perk or gun.  These unlocks also keep the game fresh as new options are dolled out at regular interval for players to experiment with.</p>
<p><strong>Perks</strong><br />
By gaining levels players unlock new weapons and perks, which offer additional options to customize their character.  Perks range from extra damage on weapons to having a final opportunity to pull out a pistol in a last ditch effort to kill your enemy before dying.  Perks are a great way to customize your character and since only three can be equipped, players must weigh their choices carefully.  Each perk is designed to only fit in one of three slots. A perk like Juggernaut (greater health) is a tier 2 perk and will only fit in perk slot #2.  Stopping Power (greater weapon damage) is also a tier 2 perk and will only fit in slot #2.  This was intentional and designed so that the player cannot have both Stopping Power and Juggernaut perks on the same class.  The player must decide which they would prefer and only take one.<br />
<code><br /></code><br />
<font size ="3"><strong>Here are some balancing suggestions for <em>CoD4</em>’s perks.</strong></font><br />
<strong>Frag Grenade x3</strong><br />
I really hate no skill random grenade spam kills.  Lowering the primary grenade number down to 2 from 3 would go a long way in resolving this issue.</p>
<p><strong>Add <em>Call of Duty: World at War</em>’s Toss back perk</strong><br />
Tossing back grenades maybe new and important <em>COD4</em>’s single-player campaign, but it is almost always suicide in multiplayer.  The Toss Back perk in <em>CoD: World at War</em> resets the fuse timer on grenades and would be a great addition to <em>CoD4</em>.</p>
<p><strong>Bomb Squad</strong><br />
Remove this perk entirely and add its functionality in with the Sonic Boom Perk.<br />
<code><br /></code><br />
<font size ="3"><strong>Weapons</strong></font><br />
In a first-person-shooter the gun is effectively your character and modern guns with all their moving parts and high tech nature simply feel and sound more powerful than their World War II equivalents.  This is a big reason to why I like <em>CoD4</em> over <em>CoD:WaW</em>.  <em>WaW</em>’s weapon’s feel weak in comparison and it is just weird to see red dot sights and silencers on WWII weapons.  The weapons of <em>Call of Duty 4</em> are incredibly lethal and are surprisingly well balanced.  There are a few anomalies in their balance, but in general the team at Infinity Ward have done a fantastic job.  The weapons can be customized through the choice of one attachment selected from such selections as a silencer, a red dot sight or an ACOG scope.  These are unlocked through achieving a certain number of kills with the specific weapons.  Further, players can choose the paint scheme on their weapons (new paint schemes are unlocked after a certain number of headshot kills on opponents are reached).    There are just enough options and slots to customize that the player feels unique, but not so many that it becomes inaccessible and clumsy.</p>
<p>These are the weapons that I currently like using.<br />
<strong>Skorpion</strong><br />
I really like the Skorpion machine pistol.  It has drawbacks like a small 20 round clip that will often have you reloading and having to switch out to the secondary to finish off multiple opponents, but the lack of recoil and its 50 damage per round up close is insane.  I also like it because so few people use the Skopion so that makes me feel special.</p>
<p><strong>P90</strong><br />
I like using the P90 with the silencer.  The iron sights on the gun do not block your vision very much so the gains from the red dot sight are minimal.  The gun has a 50 round clip with low recoil and I have found that it is ideal for ninjaing around levels.  </p>
<p><strong>MP5 / AK &#8211; 74</strong><br />
Both of these guns have good damage at the short to medium range distances.  The two are so similar in stats that the two guns are nearly redundant.  The AK – 74 has slightly greater consistent upwards recoil, but this can be compensated for.  The MP5 has less recoil, but the recoil is more erratic.  </p>
<p><strong>M16</strong><br />
The M16 in the hands of a good player is really out of control.  I almost never equip my class with this because it is such a popular gun that I can generally find this weapon laying around the map and when I do I always pick it up to replace my secondary weapon.</p>
<p><strong>M40</strong><br />
I generally equip this sniper rifle with the ACOG.  For some strange reason the damage is increased with this attachment from 70 to 75 damage.  Use stopping power for very reliable one shot kills.</p>
<p>On a side note, the grenade launcher (n00b tube) is really annoyingly effective.  Since I do not use it, I might be biased in saying the damage needs to be toned down on it.</p>
<p><strong>Modes</strong><br />
I will not go into too many specifics in each of the modes, but if you want to wrack up kills to complete your gun challenges use free-for-all mode.<br />
Mercenary Team Deathmatch is probably my favorite mode and the one I play the most often.  While it is team oriented there are no set teams allowed to play together.  This means that all the players are playing solo and teams are shuffled around after each round.  This lets me get in a few team-based games without running into organized clans.  There should really be more modes other than team death match that use mercenary rules.  I understand that this may shard the user base, but for a person like me who just wants to hop on for a few games it would be a great option to have.</p>
<p><code><br /></code></p>
<p>Come back tomorrow for a much more interesting article on what I think is <strong>bad</strong> about <em>Call of Duty 4: Modern Warfare</em> multiplayer.  I will cover such topics as:<br />
<strong>1. <em>Call of Duty 4</em> does not do enough to protect new users.<br />
2. M16 is not for n00bs<br />
3. <em>Call of Duty 4</em>&#8217;s Slippery Slope balance<br />
4. The flawed respawn system<br />
5. Kill Streaks</strong></p>
<p><font size="3.5"><strong>Update</strong></font><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/"><strong>What&#8217;s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode? has been posted up.  Click here to go to it.</strong></a></p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/">Call of Duty 4: Modern Warfare Campaign Playthrough Notes</a><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a></p>
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		<title>Call of Duty 4: Modern Warfare Campaign Playthrough Notes</title>
		<link>http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/</link>
		<comments>http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/#comments</comments>
		<pubDate>Fri, 06 Feb 2009 05:41:21 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
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		<guid isPermaLink="false">http://limitlessunits.com/blog/2009/02/06/call-of-duty-4-modern-warfare-campaign-playthrough-notes/</guid>
		<description><![CDATA[I know this game is not a recent release, but it just happens to be what I have been playing a lot of lately.  So I decided to dig up my hand written notes and type them up and in the process organize them a bit better. I structured the notes off of the [...]]]></description>
			<content:encoded><![CDATA[<p>I know this game is not a recent release, but it just happens to be what I have been playing a lot of lately.  So I decided to dig up my hand written notes and type them up and in the process organize them a bit better. I structured the notes off of the levels this time around.  Hopefully it will be easier to follow.  As always there will be <strong>spoilers</strong>, so stop reading if you have not played through the game.</p>
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<p><font size="3"><strong>F.N.G. (Fucking New Guy)</strong></font><br />
F.N.G. is the tutorial level of <em><a href="http://www.amazon.com/gp/product/B0016B28Y8?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B0016B28Y8">Call of Duty 4: Modern Warfare</a></em>.  You play as Soap MacTavish, a member of the British S.A.S.  The tutorial is very good at teaching you the necessary basics to play the game in a mostly non-contrived manner.  The only exception is the tutorial on melee, which involved using your knife to slash a watermelon.  The developers seriously couldn’t hang a target dummy on a post somewhere for the player to learn to melee attack?</p>
<p>One of the first elements of the tutorial happens when the player is looking down a gun range and an audio cue to “look up” plays.  Whichever way the thumbstick is moved by the player determines whether you were an inverted player or not.  That is if you looked up by pressing up on the controller the game automatically sets your controls to non-inverted and if you pressed down on the stick to look up the game sets it to inverted.  I have always like this mechanic in shooters as it ensures players have the correct controls before the action gets started.</p>
<p>Once all the basics have been learned, the tutorial then has the player practice by stringing all the skills together in a competitive timed training course that simulates the layout of the next level.  The player is encouraged to repeat the training course to beat their previous times.  Repeated playthroughs really familiarizes the player with <em>Call of Duty 4</em>’s controls and shooting mechanics.</p>
<p>F.N.G. is a very fun and effective tutorial.  The only thing that struck me was that the dark confined rooms of this introductory level really do not do the rest of <em>Call of Duty 4</em>’s beautiful graphics and environments justice.  The first level of any game is the most important and the setting is not the most ideal choice to introduce an audience to your game.  Thankfully, the gameplay in F.N.G. carries players through.</p>
<p><font size="3"><strong>Crew Expendable</strong></font><br />
After completing the tutorial level the player and his team begin a mission to infiltrate a cargo ship on the high seas.  The S.A.S. team arrives by way of helicopter and fast ropes onto the deck of the ship, mirroring the tutorial’s training course.   The crew of the ship is caught unawares and the first few crewmen are taken care of quickly by your team whether you participate or not.  Several of the highlights of this level are the AI that seemingly have lives instead of waiting around for the player to kill them.  One of the ship’s crew is drunkenly wandering the ships hallway with a bottle in his hand and two others are sleeping in their bunks.  You almost feel bad for killing them, but the level is called Crew Expendable for a reason.  More games need to do this, having AI that are going about their lives before the player arrives creates the illusion of a living world.</p>
<p>The mission is punctuated early on with a nice scripted event of your friendly helicopter laying into the enemy crew, who have an elevated position over you, with gunfire.</p>
<p>I also really like the gating mechanism used where the friendly AI “stack up” at the door before they open the “gate” to allow you to proceed to the next area.  The animations look very realistic and the stacking up really shows them off in a good light.  The rest of the mission proceeds with combat, which leads up to a harrowing escape from the sinking ship.  This was exciting as you watched the ship sway from side to side and water pouring in, but it was also frustrating as there are several wrong turns that can be taken resulting in a fail condition and a reload back to the last checkpoint.  </p>
<p>Crew Expendable is a good mission, my largest problem with it is where it is placed in the game.  It is the first real mission experienced by the player and I could not think of a worst level to start new players in than Crew Expendable.  The constantly rocking and swaying ship is disorienting and the crosshairs on your gun are affected by this, making the shooting frustrating.  This level would have been better placed somewhere in the middle of the game, where its unique setting could have served as a breather for the visual fatigue caused by the constant urban street fighting and similar color pallets that marked the middle portion of the game.  </p>
<p><strong><font size="3">The Coup</font></strong><br />
The Coup begins with a pair of men dragging you into a car.  You have control over the camera, but are unable to move.  The .50 caliber round hanging from the car’s rearview mirror made me chuckle.  You are then driven through the streets of a Middle Eastern city and along the way are presented with scripted gun battles, executions and even a man running from a dog.  There are also caged chickens lining the streets.  I wonder why these art assets were not used elsewhere in the campaign.  I would have loved to have had a firefight with some caged chickens running and flapping around.  You arrive at your final destination and are then promptly executed by Khaled Al-Asad.  Only in the next cinema is it made clear that you were seeing the world through the eyes of the now dead president of that country.</p>
<p>With as many gun battles as are happening along the path of the car and general chaos, I would have thought a high profile target like a presidential hostage would have a larger escort than a driver and one armed passenger.  The Coup serves as a player camera controlled cinema that introduces the player to one of the game’s antagonists, Al-Asad.  While this is enjoyable, it is offbeat and I was surprised at how front-loaded <em>Call of Duty 4</em> is with unique experiences.  It is not until Blackout, the fourth mission, that the player really dives into what I consider classic <em>Call of Duty</em> gameplay.</p>
<p><strong><font size="3">Blackout</strong></font><br />
What I mean when I call Blackout classic <em>Call of Duty</em> gameplay is that it is sustained combat over solid ground with some nice scripted moments and multiple objectives strung together.  There are a good mix of objectives and mechanics introduced, including planting claymores, sniping, rappelling, shooting through walls and using the grenade launcher.  All the teaching is done while playing and nothing is forced.  The swamp where you are inserted is beautiful looking.  A really awesome moment was when the Russian loyalists standup and remove their perfect camouflage from the tall grass right in front of you.  </p>
<p>Blackout also makes good use of the <em>Call of Duty</em> staple of having AI waiting to show the player the way to go.  While I loved <em>Half-Life 2</em>, I got frustratingly lost on multiple occasions.  Valve could learn a thing or two from Infinity Ward on techniques to lead your player through the level.</p>
<p><strong><font size="3">Charlie Don’t Surf</strong></font><br />
You now switch perspective away from Soap to Sergeant Paul Jackson to take on Charlie Don’t Surf.  You arrive into the level via a lengthy helicopter ride with the requisite insurgents firing upon you with RPGs.</p>
<p>What is interesting is that the AI have leans and blind firing animations.  It did not sit right with me that I, as the player, was limited in this regard.</p>
<p>As soon as you fast rope down you see some marines cordon off the operation area with razor wire.  This struck me as very realistic and smart to both prevent the target’s escape as well as a counter-attack by insurgents on the marines.  This made the mission feel that much more realistic.</p>
<p><strong><font size="3">The Bog</font></strong><br />
This mission begins with your team going through enemy lines to meet up and defend a stranded Abrams tank.  This level also introduced the Javelin missile weapon.  During my playthrough of the level I could not find the Javelin.  The VO kept calling out &#8220;get the Javelin&#8221;, but I had a hard time locating it.  The CO kept screaming the same two non-descript VO lines about the Javelin and it got annoying after a while.  The VO lines could have called out the location of the Javelin better “it is in the courtyard” or something to that effect.</p>
<p>The behavior of the Javelin was very interesting.  As soon as a lock was achieved the javelin would fire upwards into the sky and unerringly strike its target.  It is too bad that this weapon did not make it into the multiplayer in some form. </p>
<p>Air support helicopters blowing up the building and taking out the enemies was a good way to end the level on a high-note.</p>
<p><strong><font size="3">Hunted</strong></font><br />
For Hunted, the player is put back in the shoes of Soap.  Your chopper is shot down and you must evade detection by the enemy helicopter.  </p>
<p>At one point you had to go under the bridge to avoid the helicopter flying by overhead.  That to me was the most memorable event of the level.</p>
<p><strong><font size="3">Death from Above</strong></font><br />
In Death From Above, you take over the guns of an AC-130.  Using the AC-130’s arsenal, you must fly escort for your friendlies on the ground.  The gameplay of this level and the top-down camera really started to remind me of a god game or Real-Time-Strategy game.  You wiped out the enemies while your friends gained territory and traveled through the map.</p>
<p>The disinterested voice of the spotter calling out targets was awesome.  To have that type of power in your hands and snuffing out the enemy felt great.</p>
<p>Death From Above really helped with the pacing and was a much-needed breather from the last four ground missions.  </p>
<p><strong><font size="3">War Pig</strong></font><br />
War Pig switches your perspective back to Jackson.  The mission is to escort the Abrams tank back to the highway.  </p>
<p>One of the best openings of a gated area in the game happens in this level when the Abrams runs over a car that previously blocked the player’s path.</p>
<p>In addition there was a really nice moment when friendly marines move a dumpster forward to advance on the enemy behind cover.  I was really impressed by this and the only negative is that I would have liked to see this mechanic used more throughout the rest of the game.  Unfortunately this was not the case.</p>
<p>Infinity Ward accurately recreated the scene of ground troops cheering when close air support comes to the rescue as can be seen on this video.<br />
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/_XitKRLzGf4&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_XitKRLzGf4&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>Another memorable scene was when the Abrams tank shoots through the wall to take out the Russian made tank.</p>
<p><strong><font size="3">Shock and Awe</strong></font><br />
Shock and Awe is a mix of rail shooting out of a chopper and some on-foot street battles through a Middle Eastern city.  There is a large statue reminiscent of Saddam Hussein that just begs to be shot at during one of the rail shooting segments and if shot, it falls in a satisfying way.  It is always nice to be rewarded for shooting stuff.</p>
<p>Another scripted event of a Cobra crashing happens when you are locked into the chopper’s turret that conveniently forces you to witness the scene.  First-person-shooters have to rely on these types of techniques to ensure player’s cameras are pointed in the correct direction for an in-game scripted sequence.   </p>
<p>The plot twist that occurs in this level is that Al-Asad sets off a nuke and blows up the city.  I thought for sure Sergeant Jackson was going to live through it with only a few scratches to show for it, but I was in disbelief the moment he died.  That makes for two player controlled characters dead and we’re only halfway through the game.</p>
<p><strong><font size="3">All Ghillied Up &#038; One Shot One Kill</font></strong><br />
I am going to group these two flashback levels together because they are a continuation of each other.  These two levels were by far my favorite missions of the game.  Chernobyl is a really good setting and a great excuse to have a city without civilians around.</p>
<p>Having a friendly AI lead the player through the level was a brilliant way to avoid the general frustrations and problems of a stealth mission placed in a more run and gun game like <em>Call of Duty 4</em>.  The friendly AI gives constant feedback and instruction and shows you the best path through the mission.  Following the friendly AI and narrowly avoiding detection by the dozens of enemies on patrol was exhilarating.  The vignette of crawling underneath the truck as the overwhelming number of enemies walked all around you was one of my favorite moments in all of gaming.  </p>
<p>While I cannot remember this happening anywhere else in the rest of the game, there was a moment as you escape after having blown off Zakheav’s arm with a .50 cal, where just before you enter into a hallway enemy shadows cross in front of the light ahead alerting you of their presence.  This is a simple forewarning mechanic that few games take advantage of.</p>
<p>The helicopter turning sideways and crashing towards you blades first and injuring your fellow sniper was visually impressive and exciting.</p>
<p>For the rest of the level your injured friendly AI is unable to walk and must be carried.  While carrying your friend you are unable to fire, but you can drop him down in tactically advantageous positions where he will become what is essentially a turret.  The sheer variety of gameplay and water cooler moments made these missions stand out from the rest of <em>CoD 4</em>’s excellent levels.  </p>
<p><strong><font size="3">Heat</font></strong><br />
In Heat you are back in the perspective of Soap MacTavish.  The mission starts with waves of enemies attacking your position and you and your team must organize a fighting withdraw.  Having to fall back as a game objective is difficult to pull off, but the developers did it well.  The more memorable moments in this level were the use of a downed helicopter’s turret to fend off waves of enemies and having to fight your way through the defenses of waves of insurgents as you raced against a four minute clock down the hill to your extraction point.  </p>
<p><strong><font size="3">Sins of the Father</strong></font><br />
In this mission you ambush Zakheav’s son.  The ambush fails and Zakheav’s son manages to flee the scene on foot.  You and your team give chase.</p>
<p>The easiest (laziest) way to make a chase and how a lot of games default is to have a cut scene just as the player rounds the corner to show the person that is being chased leaving to the next area just out reach.  Cut scenes break up the flow of the level and I hate having control wrested away from me.  Thankfully Infinity Ward does not take the easy route.  When I think about designing a chase in a first-person-shooter without the use of cutscenes the two solutions that immediately come to mind are (1) make the Zakheav’s son invulnerable or  (2) fail the player if they kill the target.  The developers opt for the later, making this a capture mission.  While the level is well executed, the chase ends up masking what is just more urban combat.</p>
<p><strong><font size="3">Ultimatum</strong></font><br />
In Ultimatum you and your squad must find and free SSgt Griggs and kill the power to the ICBM launch facility.</p>
<p>This level brings back the too long missing “enemy AIs with lives outside of waiting for the player to show up” with an enemy AI sitting in a chair with his back to you and his legs propped up on a table.  </p>
<p>When you find Griggs, he is tied to a flimsy wooden chair with his gun placed not 2 feet away from him.  I found that to be a little too convenient.  Having a member of your squad toss him a pistol to get him rearmed would have been a lot more realistic.</p>
<p>The destructible cars in the level were really good looking when they were destroyed.  The wheels would fall off and roll around and they would be cool to look at.  The problem with them are that they are the equivalent of explosive barrels and should not be used as cover under any circumstance until they are in their destroyed state.  This went against my natural tendencies.</p>
<p>Also frustrating in this level is watching your friendly AI take cover right behind red exploding barrels and the aforementioned cars and promptly dying.  It really made the otherwise mostly smart AI look bad.</p>
<p><strong><font size="3">All In</strong></font><br />
All In is more standard shooting gameplay.  Here you must breach the defenses of and get inside the ICBM launch facility.</p>
<p>Upon reaching the facility you must wait for your squad to create an entrance with electric handsaws.  It seemed like a missed opportunity, while the guys are cutting the vent to not have to have to defend them from enemies.  Instead it is just a matter of waiting until they cut through.</p>
<p>This marks the fourth mission in a row with standard combat and the pacing starts to really suffer as a result.  Another AC-130 mission or moving the Crew Expendable mission into this spot would have been ideal to inject some variety into this portion of the game.</p>
<p><strong><font size="3">No Fighting in the War Room</font></strong><br />
In No Fighting in the War Room the player must navigate air ducts and tight corridors to reach the control room and abort the nukes.</p>
<p>The level felt very cramped and there were no opportunities to flank the enemy.  The only option was to barrel head on ahead through waves of enemy soldiers.</p>
<p>I also got a progression-stopping bug on this level in the PC version where Captain Price would sit at the door waving for me to enter the room even through I was already in the room.  I had to restart the level in order bypass the bug.  The gameplay was very similar to the last four missions in that it was your garden variety <em>Call of Duty 4</em> combat, only this time with tighter corridors and ICBM base interior art.</p>
<p><strong><font size="3">Game Over</font></strong><br />
Game Over is a rail shooter on the back of a jeep escaping from the ICBM facility.  You are equipped with an M4, which is annoying because of how often you have to reload.  A light machine gun would have been a much better choice of armament.</p>
<p>Partway through you are also given a RPG in which to shoot down the enemy helicopter with.  I could never hit the damn chopper despite three playthroughs.  Since there is an achievement for this I will keep trying until I get it.  Infinity Ward did a great job developing the player’s antagonism toward Zakheav through the story and the depictions of his despicable actions.  As a result finally killing Zakheav was incredibly satisfying.</p>
<p><strong><font size="3">Credits</font></strong><br />
Instead of having a video of the AC-130 in action, it would have been nice to let the player actually play the AC-130 while the credits rolled.  Although I do not know if there is some crazy patent that prevents this, similar to Namco’s silly patent of playing mini-games during loading screens.  </p>
<p>If you are interested in further reading about Gameplay Patents, I would suggest reading <a href="http://www.gamasutra.com/view/feature/3562/the_designers_notebook_damn_all_.php"><strong><em>Ernest Adams’ The Designer&#8217;s Notebook: Damn All Gameplay Patents!</em></strong></a></p>
<p>The rap song at the end is comical and it reminded me of the Iraq War documentary <a href="http://www.amazon.com/gp/product/B00096S45I?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B00096S45I">Gunner Palace</a>.  The documentary’s soundtrack was almost entirely composed of rap songs and poetry performed by the soldiers of the 2/3 Field Artillery.</p>
<p><strong><font size="3">Bonus Mission: Mile High Club</font></strong><br />
I missed this mission entirely on my first playthrough of the game on the Xbox 360 as I usually turn off games instead of watching the credits (a bad habit I know).  It was not until I played through the campaign again on the PC and left it running that I found out that there was a bonus mission.  </p>
<p>The Mile High Club consists of a mission where you must race to the clock to save a VIP aboard an in-flight passenger airline.  The amount of time to complete the mission varies depending on the difficulty chosen.</p>
<p>There is a moment during this mission where the airplane is breached with a giant hole.  It would have been awesome to see all the oxygen masks in the plane fall down when this breach occurs.  The luggage and other dynamic objects being pulled through the cavity was cool though.</p>
<p>As I attempted to beat this final mission on Veteran, it made me realize that I really miss the multiplayer camera switch that happens after a death to show me how I died each time that I did.  I have spent several hours already attempting to beat this level on Veteran and I am very close to achieving it.  This achievement is popularly considered one of the toughest achievements to get on the Xbox 360.  If you feel like tackling a challenge, as a guide writer called it, “created by Satan himself” I would recommend trying your hand at it.  I’ll let you know when I finally do get it.  It is only a matter of time now.</p>
<p><a href="http://www.amazon.com/gp/product/B0016B28Y8?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B0016B28Y8"><em>Call of Duty 4: Modern Warfare</em></a> is one of my favorite games in recent years.  It is certainly one of the games I have devoted the most time to.  While some of my comments may sound nitpicky (they probably are), the game as a whole is a masterpiece.  Despite the single-player campaign falling on the short side, it was an incredible experience.  I have been steadily climbing levels in the Multiplayer.  Despite being out well over a year now and having a direct sequel in <em>Call of Duty: World at War</em>, <em>Call of Duty 4</em> still draws 100,000 people nightly over Xbox Live.  That speaks to how good the Multiplayer portion of the game is.  Expect a write up on the Multiplayer portion of Call of Duty 4 as well as a direct comparison between Infinity Ward’s <em>Call of Duty 4: Modern Warfare</em> and Treyarch’s <em>Call of Duty: World at War</em> shortly.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a></p>
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		<title>Roger Ebert is Right: Games are Not High Art…Yet</title>
		<link>http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%e2%80%a6yet/</link>
		<comments>http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%e2%80%a6yet/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 01:48:42 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
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		<guid isPermaLink="false">http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%e2%80%a6yet/</guid>
		<description><![CDATA[



Some of you may have heard about Roger Ebert’s disparaging comments about video games.  If not, I will sum it up for you here.
“The nature of the medium [video games] prevents it from moving beyond craftsmanship [however elegant or sophisticated] to the stature of art. To my knowledge, no one in or out of [...]]]></description>
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Some of you may have heard about Roger Ebert’s disparaging <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20070721/COMMENTARY/70721001">comments about video games</a>.  If not, I will sum it up for you here.</p>
<blockquote><p>“The nature of the medium [video games] prevents it from moving beyond craftsmanship [however elegant or sophisticated] to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers.  For most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.”  &#8211; <strong>Roger Ebert</strong></p></blockquote>
<p>Later, Ebert updated his opinions that games are art, just not high art.</p>
<blockquote><p>“A year or so ago, I rashly wrote that video games could not be art. That inspired a firestorm among gamers, who wrote me countless messages explaining why I was wrong, and urging me to play their favorite games. Of course, I was asking for it. Anything can be art. Even a can of Campbell&#8217;s soup. What I should have said is that games could not be high art&#8230;” – <strong>Roger Ebert</strong></p></blockquote>
<p>This may sound blasphemous, but in a way, I agree with Roger Ebert’s assessment of our industry.  Video games are currently not high art and they are an inferior medium to film and literature.  I am not saying that video games can never be “high art,” it is that games have not yet reached that point.  Video games have many challenges that other mediums do not have.  Video games are a relatively young art form, are difficult to create, have to be “fun” and mass-market games have spiraling budgets, which cause a reluctance to experiment.  If we are able to move past the video game industry&#8217;s self-imposed limitations, games have the potential to be the most powerful and important art form we have.  In this article I will define what I believe “high art” is and discuss the challenges that the gaming industry faces to attain this important recognition.  </p>
<p>Other gamers may challenge what I am saying by pointing to games such as <em>Shadow of the Colossus</em>, <em>Ico</em>, or <em>Okami</em> as “high art.”  I would disagree.  Stylized graphics do not make a game high art.   High art is a work of importance.  Works of importance are pieces of art that have cultural significance that include social commentary.  Games as a whole are missing these key ingredients.  Where are our games that deal head-on with themes like religious fanaticism, racism or the holocaust?  While there are hundreds of films and books dealing with these topics, video games in the pursuit of fun and sales, avoid these touchy subjects at all costs.</p>
<p><img src="http://limitlessunits.com/images/ShadowOfColossus_00.jpg" alt="Shadow of the Colossus Picture." /></p>
<p><font size="3"><strong>Games = Fun</strong></font><br />
If you look at all the end of the year best of video games lists, what one word determines the placement of these games on those lists?  Fun.  If you peruse the talk schedule of the Game Developer’s Conference (GDC), it seems every other talk is based on how to make games fun.  Being a game designer, the main discussion point in every game mechanic meeting is how to get the section of gameplay to be fun.  Maybe all of this focus on fun is a bad thing.  That possibility is just what Warren Spector discusses in his article; <a href="http://www.escapistmagazine.com/articles/view/issues/issue_65/381-Fun-is-a-Four-Letter-Word">“Fun” is a Four-Letter Word</a>.</p>
<blockquote><p>But, the word &#8220;fun&#8221; has other problems. It kind of locks us into a &#8220;games are for kids&#8221; mentality. It implies that games are good for just one thing: passing time in an enjoyable manner, for want of a better definition.</p>
<p>And perhaps most damning to me is that all this focus on passing time puts a ceiling, of sorts, above us that separates us from other media, media that are allowed to strive for something other than simple &#8220;fun-ness.&#8221; </p>
<p>Movies, books, musical compositions and so on are &#8211; or can be &#8211; fun to watch/read/listen to, but there&#8217;s nothing in the definition or judgment of those other media that requires fun. We&#8217;re the only medium that says to itself, &#8220;This is what you must be and all you will ever be.&#8221;<br />
–	<strong>Warren Spector</strong></p></blockquote>
<p>The mandatory “fun” is what pigeonholes the video game medium into a escapist distraction and puts a self-imposed limitation on video games that prevents it from reaching the high art plateau.  I recently watched the movie <a href="http://en.wikipedia.org/wiki/The_Terrorist"><em>The Terrorist</em></a> and asked myself the question, was that movie fun?  The film was thought provoking, sad and even disturbing, but can hardly be described as fun.  What separates films from games as a medium is film’s willingness to tackle difficult subject matter.  In the case of <em>The Terrorist</em>, it chronicles the life of a pregnant female suicide bomber leading up to the assassination of Rajiv Gandhi.  It is hard to imagine a video game based on the same subject matter.  This drives home how mature an art form film is and how much further video games have to go to be considered high art.  If we do not limit ourselves to games = fun, we could one day see video games encompass so much more.  Perhaps video games could be relabeled as interactive media and we could then see games be on equal footing as films.  We could have games that genuinely explore and tackle real cultural and societal issues.</p>
<p><font size="3"><strong>Budgets and Sales: Willingness to Experiment</strong></font><br />
The reality we live with right now is that fun blockbuster video games receive all the press, accolades and most importantly, sales.  Publishers make games to sell and games that tackle societal ills or are not “fun” are unproven.  Game budgets are now commonly soaring into and beyond the 20 million dollar range and as games get more expensive, publishers are becoming less and less willing to take chances.  It is difficult for game developers to tackle difficult subjects that may alienate or divide their intended audience of Western males age 12 to 35.</p>
<p>Here is an example of a game developer’s willingness to make decisions based off of sales.  Seth Schiesel of the New York Times wrote an <a href="http://www.nytimes.com/2008/12/25/arts/television/25pers.html?_r=1">article</a> questioning the Ubisoft Montreal’s decision to Anglicize the main character of the Prince of Persia. </p>
<blockquote><p>
“What are we to make of a “Prince of Persia” who talks and behaves like a 17-year-old American mall rat? A “Prince of Persia” with blue eyes, fully Anglicized facial features and what looks like a tan he picked up on spring break? Is it taking a video game too seriously to shrink in distaste from such characterizations?”</p></blockquote>
<p>It was no mistake that the <em>Prince of Persia</em> is Anglicized.  This was done to not alienate the developer’s intended Western audience.  Yet the game gets a pass for blatantly disregarding reality, simply because it is a game.  If we want games to be viewed as high art, we have to look more closely at our games and not take the approach that all that matters is sales.</p>
<p>It is this sales driven mentality and unwillingness to take chances that have placed a ceiling above this industry’s head and stymied the growth and acceptance of games by the mainstream.  If we do not occasionally move away from the big-action-summer style of games, we will never reach that pervasive mainstream audience.  Games may be expensive to produce, but so are movies and even large budget movies do not shy away from socially important issues.  </p>
<p>The first step to having games be accepted as high art is to be willing to take on criticism and be held accountable for our decisions.  We can no longer fall back on the excuse, “It is just a game.”</p>
<p><font size="3"><strong>Complexity in Games</strong></font><br />
One of the major disadvantages of the video games medium is that games are very complex and difficult to produce.  In order to create a mass-market game, it can take team sizes in excess of 100+ developers, each specializing in one of these four disciplines: programming, design, animators and artists well over two years.  To a certain degree, independent filmmakers are on an even playing field with bigger budget film projects.  The differences between a low budget independent film and a big budget film are much less discernable from the audience’s perspective than an independent video game and a big budget blockbuster video game.  With film, anybody can pick up a camera and with post-production and editing software readily available, can make a highly polished mass-marketable film.  This is not the case with the complexity required to bring a polished video game to market.  It is much more difficult for smaller budget and more experimental games to gain acceptance by wide audiences because the production values between these types of games and games with much larger budgets are so wide and easily noticeable to even a casual observer.</p>
<p>Just as technology has made the independent filmmaker more on par with a studio production, I am hopeful that the day comes when technology closes the gap between independent games and big budget games.  There are signs that this movement is already in progress with game development suites like Adobe Flash and Microsoft’s XNA studio.  When independent gamemakers are able to remove the disparity between their products they will be more able to compete for the consumers’ dollars and it will empower our industry to push and experiment with new social themes and genres.</p>
<p><font size="3"><strong>Video Games are a Young Industry</strong></font><br />
When film first took form, few would have called it a “high art” form.  It took over a hundred years before it gained that distinction.  Many parallels can be drawn from when film was in its infancy to video games of today.  When film first appeared on the scene it was a spectacle, but frowned on as not comparable to live theater.  The same can be said of games in comparison to films today.  It heartens me that the video game industry has come so far and so fast on the technology front, but we cannot neglect our responsibility to our audience to move them to think.  We cannot simply dismiss Roger Ebert’s criticism, but instead we need to take it as a challenge and use our medium to make our audience more &#8220;cultured, civilized and empathetic&#8221;.  By doing so we elevate video games as a whole into the realm of high art.  Games are a young form of media and in the years to come we will be given the opportunity to answer our critics and gain the respect of the mainstream, let us not waste it.  </p>
<p><font size="3"><strong>Conclusion</strong></font><br />
We are at a crossroads and must confront the self-imposed limitations we have placed on ourselves and start viewing video games as something more than mere escapist fare.  It as a challenge to our industry as a whole to produce games that tackle difficult themes and strive for more than simple “fun.”  Video games have boundless possibilities and are uniquely suited to surpass any other mediums that currently exist because there is a level of connectivity through open-ended and collaborative interactivity that no other media can hope to match.  If we are willing to take head-on serious societal themes and not shirk our responsibilities, I believe we will see the day that the video game is looked upon as more than a way to mindlessly pass time, but as deeply important and socially relevant.  </p>
<p>I would like to thank Amadeo Plaza for our discussions on this topic.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a><br />
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		<title>Gears of War 2 Through the Eyes of a Game Designer</title>
		<link>http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/</link>
		<comments>http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/#comments</comments>
		<pubDate>Tue, 13 Jan 2009 05:19:12 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
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		<guid isPermaLink="false">http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/</guid>
		<description><![CDATA[
I finally made time to play through the campaign of developer Epic’s Gears of War 2 and wanted to share my thoughts on the game.  I will begin by saying that this post is not so much a review of the game as a slightly more organized version of my notes taken while I [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/product/B000ZK9QD2?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B000ZK9QD2"><img src="http://limitlessunits.com/images/Gears_of_War_2.jpg" alt="Gears of War 2 Box Cover" /></a></p>
<p>I finally made time to play through the campaign of developer Epic’s <em>Gears of War 2</em> and wanted to share my thoughts on the game.  I will begin by saying that this post is not so much a review of the game as a slightly more organized version of my notes taken while I was playing the game.  With that being said, there will be <strong>spoilers</strong>.  Continue reading at your own risk.<br />
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<a href="http://www.amazon.com/gp/product/B000ZK9QD2?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B000ZK9QD2"><em>Gears of War 2</em></a> continues the nearly non-existent story of <em>Gears of War</em>.  The Locust horde has been sinking entire cities and steadily pushing humanity back.  The game begins with humanity clinging to their last stronghold of Jacinto and the Gears setting out on a counter-offensive to prevent their last bastion from being undermined.  </p>
<p><strong>In the following sections I will outline the aspects, levels and events in the game that left a more lasting impression on me.</strong></p>
<p>A nice lengthy starting video helps to catch the player up on the setting and events.  This video is something I felt was missing from the original <em>Gears of War</em> and does a great job in establishing the setting.  </p>
<p>After the video, the player gains control of the protagonist Marcus Fenix and can choose to go through training or skip it entirely.  Training is handled in a very novel way.  Fenix takes on the training of a rookie recruit.   The player, as Fenix, orders the rookie to perform each of the game’s mechanics, before the player performs the actions himself.  The advantage of this is twofold.  The first is that it maintains that Marcus Fenix, being a badass veteran, does not need training.  </p>
<p>The second is that as Fenix orders the rookie around, the rookie AI shows the player the action before the player has to perform it himself.  For example, Fenix will bark out, “show me how to take cover rook!”  The AI takes cover and the player is shown how it is done, before he performs the maneuver himself.  If you want to see another great tutorial that uses the AI to show the player the mechanics and controls of the game, look at <a href="http://www.amazon.com/gp/product/B0016B8Q6M?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B0016B8Q6M"><em>Lost Planet</em></a>.  </p>
<p>The first real level of the game takes place in a hospital and starts out fairly slowly on the action quotient.  The interior corridor setting does do the job of familiarizing the player to the basic cover mechanics without a lot of distractions.  The developers placed dynamic flat panel monitors on top of the desks used for cover.  The well-placed monitors were often shot off during the firefights and gave the action sequences more movement.  The other thing that I noticed was when certain events occurred that would bring you closer to an accumulation achievement, such as performing 30 Active Reloads, the game would display a progress indicator to show you how far you are along to gaining the achievement.  While I generally do not go out of my way for achievements, I found that these indicators would dictate the way I played the game.  I would purposely keep specific weapons in order to get the achievements.  I have a feeling this will not be the last time we see this mechanic used in other games.  Epic also replaced their collectible dog tag system from the original <em>Gears of War</em> with a journal collection that serves the same function as dog tags, but they also give the player additional back-story in text format.</p>
<p>The one great bane of developers in first and third person shooters is that when we place down scripted events, we can never guarantee the player will witness the moment because we have no control over where the player’s camera is facing.  <em>Gears of War</em> got around this problem by inventing the third-person-look-at (Y button) mechanic.  This ensured that players knew where to go and are able to witness the scripted events that the developers spent so much time implementing.</p>
<p>One of the moments that are keyed off of Epic’s camera look-at-system is later in the mission when the action moves to the exterior.  Locusts have taken over the high ground and are bunkered in on a turret.  The turret is just out of the range of the weapons you have been introduced to at that point in the game.  Just when the hail of fire from the enemy turret becomes frustrating a friendly helicopter flies in and takes out the enemy turret.  The Y Button pops up on the screen during the event and when pressed by the player moves your camera to frame the event ensuring that none of the action is missed.</p>
<p>Another annoying thing about having friendly units with the player in other shooters is that when they run in front of your gunfire, they always scream at you like it is your fault for hitting them.  This is different in <em>Gears of War 2</em> in that when Marcus Fenix shoots his friends he is the one that screams, “Would you get the fuck out of the way please.” This really makes the player feel more like the hero.</p>
<p>Later in the game there is a sniper mini-game that was so well executed you just had to smile as you played it.  There is a squad of Locusts who are moving and at range.  A conveniently placed sniper rifle allows you to pick them off.  Once you start firing, the surviving Locusts run off the screen out of your line of sight, which adds a timed element to the mini-game.  Marcus counts out each kill with the sniper rifle.  This mini-game did not have any bearing on the story, but it was just a simple moment that tests your sniping skills and was fun.  More games need to add moments like these.</p>
<p>The next fun scene was when you are approaching a shut door and without cutting to a cinema the door opens on its own with a loud audio stinger and a bunch of creepers burst out of it rushing the player.  This is one of those surprise moments that make you immediately slam down on the gun trigger and flail your weapon around spraying everything.  Experiences like these remind me why I am a gamer.</p>
<p>The tank level had the player driving through a dark tunnel with the only illumination coming from the tank’s headlights.  After landing the tank from a steep drop, the tank’s engines and lights malfunction and shut off.  For several moments the only things you can hear are Locusts and then you begin to see the iridescent glow coming off their carapaces creeping closer.  Meanwhile the tank’s crew is frantically trying to repair the tank.  This was a suspenseful moment and was just awesome when the tank crew manages to fix the tank just in time.</p>
<p>During the locust queen’s castle mission you enter into a room where the enemies are not yet aware of your presence.  There is a flamethrower-wielding locust on the bridge with his back turned to you.  Since the player has already run into these locusts prior to this moment they have already been taught that these locusts carry flammable fuel in their backpacks for the flamethrowers that blow up if shot.  In this case, if you shoot his pack he blows up and the bridge he is standing on collapses in glorious fashion with him.  Having cool stuff happen when the player shoots is great because it almost guarantees that the player will see it.</p>
<p>There are a lot of different enemies in <em>Gears of War 2</em>.  They vary greatly from one another in both their silhouettes and sizes, making them easy to differentiate from the varying types of enemies.  The lesson here is that when each enemy type is dramatically different in size and silhouette it helps players quickly assess the threat of the situation and decide how to tackle the different scenarios designers create.</p>
<p>Chapter four of the last act is one of the most enjoyable levels because of how ridiculous everything is.  As the game progresses the action continues to ramp up and by the end it is just out of control.  This level has you falling through the floors of a building.  You survive another falling building, which lands on its side and then you ride an elevator sideways through the building.  It is so crazy, but you are having so much fun it that it does not even matter.  The level ends with you and Dom commandeering a giant Brumak and using him as a mobile weapons platform to wreak havoc on the Locust hordes.  It is just the absurd fun you can only have in a videogame.</p>
<p>The overall design theme of <em>Gears of War 2</em> was unique and fun ways to introduce and use cover.  This is a list of the different ways that I can remember that Epic introduced or had the player interact with cover.</p>
<ul>
<li>A living rock worm that is attracted to red colored fruits that hung from the ceiling that the player can shoot down to entice the worm to move.</li>
</ul>
<ul>
<li>Player operated switches that turn cover on and off.</li>
</ul>
<ul>
<li>Enemies that attempt to remove your cover through the use of these switches.</li>
</ul>
<ul>
<li>Pillars that fall and create additional cover.</li>
</ul>
<ul>
<li>Rolling destroyed cars into place for cover.</li>
</ul>
<ul>
<li>The Boom Shield portable cover.</li>
</ul>
<ul>
<li>Picking up injured enemies to use as cover.</li>
</ul>
<p>The sheer number of different locales and art pieces for the game are also amazing.  Just off the top of my head.</p>
<ul>
<li>Above ground forest</li>
</ul>
<ul>
<li>Hospital</li>
</ul>
<ul>
<li>Underground city</li>
</ul>
<ul>
<li>Underground cave</li>
</ul>
<ul>
<li>River</li>
</ul>
<ul>
<li>Inside the worm</li>
</ul>
<ul>
<li>Research facility</li>
</ul>
<ul>
<li>Snowy Forest and frozen lake</li>
</ul>
<ul>
<li>Locust home city</li>
</ul>
<ul>
<li>Jacinto city</li>
</ul>
<p>All of the settings were very different and distinguishable from the others.  The amount of art required to pull this off makes my head hurt.  The artists at Epic are simply on another level.</p>
<p>The gameplay pacing was excellent.  There was an incredible amount of gameplay variety and the designers constantly mixed things up so you never did anything for too long.  There were on-foot segments, various vehicles that felt really different from each other, and rail shooting.</p>
<p>As I mentioned already, <em>Gears of War 2</em> keeps outdoing itself over and over and reaches a great crescendo.  The gameplay is lengthy and there was more than one time where I thought I was nearing the end of the game only to find the story twisted and offered so much more.  The greatest accomplishment for this sequel was that I actually found myself caring about and getting involved with the story, which is really amazing considering how little I cared about the original <em>Gears of War</em> story.</p>
<p>Finally, it is very fitting that <em>Gears of War 2</em> was EPIC.  There are explosions, buildings collapsing and helicopters flying overhead everywhere you looked.  You felt like you were part of a bigger war.</p>
<p><strong>Issues I saw and improvements I would have liked to see in the game:</strong></p>
<p><strong>1.</strong> Bugs:</p>
<ul>
<li>The number of obvious bugs that the game shipped with surprised me.  While none of these were game breaking progression stoppers, I just expected better from Epic and because of these bugs the game does not feel polished.  During my single play through of the campaign I saw all the geometry disappear and all the dynamic objects including people fall through, my squad warping everywhere in my line of sight dozens of times and lots of floating objects and players.</li>
</ul>
<ul>
<li>There are noticeable hitches when the game saves.</li>
</ul>
<ul>
<li>I saw Dom standing in front of a sentry gun blasting away at him and he just stood there not dying or even reacting.</li>
</ul>
<ul>
<li>The AI on a few occasions got hung up on static mesh and just kept running into walls over and over.</li>
</ul>
<ul>
<li>The flamethrower wielding AI would fire their short-ranged flamethrowers at me even when I was 200 meters away.</li>
</ul>
<ul>
<li>There are no interaction animations when carrying turret weapons.  These include the kicking of doors and using switches.  It is just bizarre when you are wielding a turret and the doors open by themselves.  A minor issue, but noticeable nonetheless.</li>
</ul>
<p><strong>2.</strong> When you are alone, which happens very often in the game, the reviving mechanic does not work.  In these segments, when you are injured, very often the enemy AI will ignore you after you have fallen and you are forced to wait until you bleed out and die before you are able to play again.  This is very annoying.  A very simple solution would have been to kill the player outright if there is no partner in the vicinity to rescue them.</p>
<p><strong>3.</strong> Having the pick up a downed enemy to use as a human shield and the dive for cover move on the same button is just frustrating; especially when you accidentally do the opposite of what you intend to.  The controller mapping on this is just bad.  When an enemy is downed X, Y, and B buttons essentially have the same effect (different ways of killing the enemy).  The only different option is on the A button (same button as dive), which picks up the downed enemy to use as a human shield.  Having 3 options doing the same thing is redundant.  Drop one of these killing moves and replace the button press with the human shield option.  This would prevent the player from mistakenly diving when they mean to pick up a human shield or vice versa by only having the A button for dives.</p>
<p><strong>4.</strong> Seeing the scene through Dom’s eyes as he is reunited with his wife is very jarring as the rest of the game is told through Marcus’ perspective.  When telling a story, you have to be careful of not breaking the perspective from which the game is told.  </p>
<p><strong>5.</strong> The voice acting fluctuates in the game from bad to good.  The voice actors for Dom and Carmine are noticeably worse than the rest of the cast.</p>
<p><strong>6.</strong> Lastly, how does your robotic companion Jack just appear and disappear into and out of thin air like that? </p>
<p>I have to say that I am more than impressed by the game.  Epic really outdid themselves on this title.  The scope of the game and the variety of gameplay in <a href="http://www.amazon.com/gp/product/B000ZK9QD2?ie=UTF8&#038;tag=limitunits-20&#038;linkCode=xm2&#038;camp=1789&#038;creativeASIN=B000ZK9QD2"><em>Gears of War 2</em></a> is mind-boggling.  I do not say this of many games, but the sheer amount of content in the campaign alone makes this game worth the $60.</p>
<p>My thoughts and impressions of the game were based off of a play through of the single-player campaign at the Casual difficulty.</p>
<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/">What Video Games Taught Me About Life</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/12/30/tapdefense-reviewed-through-the-eyes-of-a-game-designer/">TapDefense Reviewed Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a></p>
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		<title>What Video Games Taught Me About Life</title>
		<link>http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/</link>
		<comments>http://limitlessunits.com/blog/2009/01/03/what-video-games-taught-me-about-life/#comments</comments>
		<pubDate>Sat, 03 Jan 2009 03:02:22 +0000</pubDate>
		<dc:creator>Tony Huynh</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[life]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[deliberate practice]]></category>
		<category><![CDATA[fail your way to success]]></category>
		<category><![CDATA[friendship through gaming]]></category>
		<category><![CDATA[hard work]]></category>
		<category><![CDATA[Life Lessons from Video Games]]></category>
		<category><![CDATA[Life Lessons that Video Games Have Taught Me]]></category>
		<category><![CDATA[life there are winners and losers]]></category>
		<category><![CDATA[limitless units]]></category>
		<category><![CDATA[limitlessunits]]></category>
		<category><![CDATA[limitlessunits.com]]></category>
		<category><![CDATA[make quick and accurate decisions]]></category>
		<category><![CDATA[practice]]></category>
		<category><![CDATA[riposte101]]></category>
		<category><![CDATA[set goals and overcome challenges]]></category>
		<category><![CDATA[setting goals]]></category>
		<category><![CDATA[Street Fighter 2]]></category>
		<category><![CDATA[Street Fighter II]]></category>
		<category><![CDATA[talent can be overcome]]></category>
		<category><![CDATA[talent is overrated]]></category>
		<category><![CDATA[teamwork]]></category>
		<category><![CDATA[tony huynh]]></category>
		<category><![CDATA[video game design]]></category>
		<category><![CDATA[video game education]]></category>
		<category><![CDATA[what I have learned from video games]]></category>
		<category><![CDATA[What Video Games Taught Me About Life]]></category>
		<category><![CDATA[World of Warcraft]]></category>

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		<description><![CDATA[



It seems like a week does not go by without the media putting out a report or hearing somebody say that video games are a waste of time and that there is very little value in spending time playing them. Despite what others think, I can personally say that video games have been hugely beneficial [...]]]></description>
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It seems like a week does not go by without the media putting out a report or hearing somebody say that <a href="http://forums.f13.net/index.php?topic=15577.0">video games are a waste of time</a> and that there is very little value in spending time playing them. Despite what others think, I can personally say that video games have been hugely beneficial to both my social and professional life. I have learned first-hand many of life’s lessons from video games and I constantly draw upon my experience as a gamer to be successful in any goal or challenge that I face. Here are some of the life lessons that I have learned from playing video games.</p>
<p><strong>Playing video games has taught me…</strong></p>
<p><strong>1: …to set goals and overcome challenges.</strong><br />
On the surface, the goals in most video games are clearly defined and easy to understand. When I first started playing video games, as I met the challenges of overcoming a level or a boss in a game my self-confidence grew. By setting goals to achieve and persevering to meet my goals I was learning the foundation of what it is to be successful in life. Just like in life, as your video game playing matures, the goals in games become more self-appointed, like climbing a competitive ladder or beating a game at its highest difficulty mode. With video games, I was given a safe place in which learn and grow and take on self-appointed challenges. I began to learn about self-reliance and being able to see the growth in my abilities and learning to trust in myself to accomplish my goals. The self-reliance and confidence in my abilities does not leave me when I turn off the game. It carries through as I set and meet goals in life as well. </p>
<p><strong>2. …to fail your way to success.</strong><br />
Video games are unique in that they provide a safe environment in which to learn by making mistakes and failing. Thomas Watson once said, “The way to succeed is to double your error rate.” It is natural for people to learn by failing. In fact, people learn more from failing than being successful. In life you cannot be afraid of failing or making mistakes, otherwise you will never have the will to achieve anything. </p>
<p>Video games taught me that each time I failed, if I analyzed what the cause was and attacked the problem from a new angle, eventually I would succeed. Nearly every video game reinforces this valuable life lesson. <em>Ninja Gaiden</em> is a good example of this effect. <em>Ninja Gaiden</em> has relentlessly hard bosses and each time I failed and reloaded I tried something new and before long I started recognizing the weaknesses of the boss. What was happening was that I was learning by attempting over and over and formulating a strategy and executing it. I asked myself the question of “is my strategy or execution flawed?” If it is the strategy then I will have to change it, if it is the execution I will have to practice it until I can perform it sufficiently. In life when you fail it is possible that there are severe consequences, but in a game you can fail and the only thing that you have lost is a bit of time. The lesson is that if I have a goal, in this case defeating a boss and continue to learn from my mistakes and adjust my strategy accordingly I will eventually succeed. Life is no different, there will be setbacks and obstacles in any goal worth attaining, but if you learn from your mistakes and renew your efforts you will be able to accomplish your goal. </p>
<p><strong>3: …to make quick and accurate decisions.</strong><br />
By playing a lot of games I am able to assess situations and make faster and more accurate decisions. This includes strategic and long-term decisions whose purpose becomes apparent multiple steps in the future. Video games challenge players to take into account the weaknesses and strengths of the tools that they have on hand and apply the correct tools to the varying problems. In the competitive team game of <em>World of Warcraft</em> arena, when multiple opponents simultaneously attack me (focus fire), I have to assess my surroundings and break their line of sight to prevent further damage, while staying close enough to my team’s healer to regain lost health. This positioning and awareness of my surroundings has to be coupled with choosing which defensive moves (cool downs) to use that will allow me to survive without going too far and putting my team in such a hole that we cannot later turn the tempo back against the opponent. The consequences for not making the correct decisions in a timely manner are dying and more than likely losing the match for my team. With the consequence of failing your teammates when not making the correct decisions, I quickly learned to improve my situational awareness and to make better decisions for each situation. In the workplace and in life, the fast data processing and quick and accurate decision-making abilities gained from video games are invaluable. </p>
<p><strong>4: …that in life there are winners and losers.</strong><br />
Competitive games have taught me that not everybody wins and not everybody is entitled to winning, as most of the other coddled Gen Yers would have you believe. Winning in competitive games require hard work and practice. How badly you want to win and what hardships you are willing to put yourself through to win is a huge part of whether you win or lose. You have to persevere and put in the time and effort to continually self-improve to win any competition. As I previously mentioned, often you learn a great deal more by losing than winning. </p>
<p>Do not be a good loser. Be a bad loser. By this I do not mean be a poor sport when you lose, but when you lose it should hurt because it is the failure to achieve a goal. When this happens, do not just accept it. Take action by looking at what went wrong and analyze what could have been done differently to change the outcome and then figure out ways to get better from a strategy or execution standpoint, which leads me to my next point.</p>
<p><strong>5: …that talent is overrated.</strong><br />
Talent can be overcome by hard work and deliberate practice.</p>
<p>Geoff Colvin details something he calls deliberate practice. This is different from regular practice in that it emphasizes relentlessly practicing what you are bad at instead what you are good at. I had unknowingly stumbled on this concept many years before reading Colvin’s article <a href="http://money.cnn.com/2008/10/21/magazines/fortune/talent_colvin.fortune/index.htm">“Why Talent is Overrated”</a> in the game <em>Street Fighter II – The World Warrior</em>. In my youth, I played <em>Street Fighter II</em> endlessly with a group of friends. Some of my friends picked up on the intricacies of the game much faster than I did. I was tired of being beaten at the hands of my friends and set about getting better at it. I practiced the game on my own time and refined my skills. I targeted the areas of my game that were the weakest. In <em>Street Fighter II</em> players would either start on the left side of the screen if they were the first player or the right side if they were the second player. The player on the left entered commands into the controller in the opposite direction as the player on the right. As I generally played the game as the first player, I could execute the moves very reliably when my character was on the left side of the screen. The problem was that on occasion the players would switch sides if your opponent jumped over you or threw you to the opposite side. When this happened I was a much less effective player as I could not reliably execute the reversed commands. I began only playing as the second player to practice the reversed commands over and over. By the next gaming session I was equally competent on either side of the screen and started to take advantage of my friends’ weakness in this area by purposely throwing or jumping over them to place them on the side they were less comfortable with. Through hard work and correctly applied practice I learned that I was able to overcome my group of friends’ greater natural talent at the game and that talent is indeed overrated. </p>
<p><strong>6: …teamwork, communication and friendship.</strong><br />
For myself, gaming has always been a social activity to be enjoyed with friends. Cooperative and team objective based games cater to this almost exclusively. Competitive team based games, like first-person shooters and massively multiplayer online role-playing games place an emphasis on working with team members to accomplish team-oriented objectives. These games reward player teamwork, communication and cohesion and punish teams without these qualities. As a result, teams constantly work to refine not only their individual skills, but also team based strategies and communication. The lessons I have learned from playing team based games have translated directly into my team-oriented professional workplace. The ability to work in teams and producing at a high level in groups is something that holds true whether in a game or in life.</p>
<p>Even for single-player games, stories are shared between friends on how a specific scenario was tackled and defeated or recounting moments in a particular game that had left a lasting impression. Gaming as an experience begs to be shared. This is why every moderately successful game has a community of gamers who participate in message boards related to the game. In fact, the quality of the community surrounding a game greatly affects the players’ enjoyment of the game. One of the main reasons behind the success of <em>World of Warcraft</em> is the size and how enthusiastic the community for the game is.</p>
<p>I have had many strong friendships developed through gaming. All those hours of playing video games with my friends have solidified our friendships and we still retell stories about some of our greatest shared video game moments and continue to create new ones together. </p>
<p><strong>Conclusion</strong><br />
I am not here to tell you that there are no differences in life and video games. I will be the first to admit that when taken too far, games can be a serious distraction from real world responsibilities. While I may be biased because I turned my favorite hobby into a career and I owe so much to games, I am relating my personal experience that there are some valuable life lessons that can be taken away from playing video games. The most important thing is to set the right goals. How do you know your goal is a worthwhile goal? Ask yourself the question of “why you want to achieve this goal.” If your answer is strong enough, then you know that you have a worthy goal.</p>
<p>Life is much more abstract than a game. There is no experience bar guiding and charting your success. Life is much less predictable and a definitive approach to success is not defined like in the game rules that are set down by a game designer. Setbacks in life and the consequences are much harsher, but games teach you to pick yourself up again and to strive for and to ultimately reach your goals by trying new strategies and having better execution. It provides you with a safe environment to experiment in which to fail and make mistakes. It allows you the ability to continually self-improve and to work together to accomplish what you could not do alone. These are lessons from games that translate into real life.</p>
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<p><strong>See my other related articles:</strong><br />
<a href="http://limitlessunits.com/blog/2008/11/23/8-ways-to-make-your-goal-a-certainty/">8 Ways to Make Your Goal a Certainty</a><br />
<a href="http://limitlessunits.com/blog/2008/10/29/become-a-video-game-designer-everything-you-need-to-know-part-1/">Become a Video Game Designer: Everything You Need to Know Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/12/15/low-skill-cap-and-luck-rng-in-world-of-warcraft-pvp/">Low Skill Cap and Luck (RNG) in World of Warcraft PVP</a><br />
<a href="http://limitlessunits.com/blog/2008/11/20/best-games-of-all-time-by-genre-part-1/">Best Games of All Time by Genre Part 1</a><br />
<a href="http://limitlessunits.com/blog/2008/11/27/10-greatest-video-game-designers-part-1/">10 Greatest Video Game Designers Part 1</a><br />
<a href="http://limitlessunits.com/blog/2009/01/19/roger-ebert-is-right-games-are-not-high-art%E2%80%A6yet/">Roger Ebert is Right: Games are Not High Art…Yet</a><br />
<a href="http://limitlessunits.com/blog/2009/02/22/what%E2%80%99s-bad-about-call-of-duty-4-modern-warfare-multiplayer-mode/">What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?</a><br />
<a href="http://limitlessunits.com/blog/2008/12/04/call-of-duty-world-at-war-through-the-eyes-of-a-game-designer/">Call of Duty: World at War Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/13/gears-of-war-2-through-the-eyes-of-a-game-designer/">Gears of War 2 Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2008/11/13/dead-space-through-the-eyes-of-a-game-designer/">Dead Space Through the Eyes of a Game Designer</a><br />
<a href="http://limitlessunits.com/blog/2009/01/05/top-5-greatest-moments-in-competitive-gaming-esports/">Top 5 Greatest Moments in Competitive Gaming (eSports)</a><br />
<a href="http://limitlessunits.com/blog/2008/11/06/8-of-the-most-underrated-or-overlooked-video-games-of-all-time/#comment-51">8 of the Most Underrated or Overlooked Video Games of All Time</a><br />
<a href="http://limitlessunits.com/blog/2008/11/09/best-mma-fights-genki-sudo-real-life-video-game-character/">Best MMA Fights &#038; Genki Sudo: Real Life Video Game Character</a><br />
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