Heavy Boots of Lead

Filed under: life — thratchen at 5:13 pm on Monday, May 19, 2008

I saw Iron Man this weekend, and I’m going to go against the current here: It was pretty good, but had a massive glaring flaw that seriously hampered my enjoyment of it.

Screenplay Writers: Please do not de-power the protagonist before the climax in a superhero wish-fulfillment action movie.

If you spend the entire film telling the complex backstory of how a character came to be powerful, and then in the very moment when we, the audience, want to see those powers exercised to their fullest potential you take them away, I leave the theater wondering why the fuck I watched the first two thirds, since they apparently did not matter.

There is, of course, a lesson here for game design. If you give a player cool powers, you need to make sure they actually get to do cool things. How many times have you been playing a game and received a power-up, only to discover that every piece of content from the moment you get it onwards requires you to use that power-up? “Your damage increases by x2, which is good, because now all the enemies have 2x the hit points!” From the player’s perspective, they didn’t get any new powers — they’re like Alice, running as fast as they can just to keep up. In fact, if the new powers require more player skill to make full use of them, they may actually feel like they’re losing ground.

This isn’t a hard problem to solve. Once you give the player a new gun, a new power, a new way to move, don’t change the content. Not at first, anyway. Let them use their new abilities on the same stuff they were fighting just moments ago. Give them a few minutes to feel like absolute bad asses before you start cranking the difficulty up again.

More importantly, though: you must never ever ever give the player a power and immediately confront him with enemies that are immune to that power.  This is the most frustrating experience in the world for a player.  In fact, I’ll go one step further.  If, in your game, there are more than a handful of enemies who are immune to one of the player’s major abilities, you’re doing it wrong.  I’m looking at you, Final Fantasy.  If the only way to maintain game balance is to make half the enemies unaffected by a major player power, you should strongly consider removing that power, or seriously weakening it.  I’d rather not have the ‘instant-kill spell’ at all if it only affects 5% of the enemies in the world (particularly if, as in most FF games, the potentially affected enemies can be dispatched in bulk with a couple of sword swings).

2 Comments »

Comment by Brian 'Psychochild' Green

June 2, 2008 @ 6:00 pm

The reason why stories, like in movies, take away the hero’s powers is because it’s part of The Hero’s Journey. In particular, the step called Apotheosis is when the hero “dies” but (re)gains the power to conquer the opponent. The old passes away and the new is what allows the hero to succeed. In many modern stories, this is the part where the hero reaches in himself and finds the will to overcome seemingly impossible odds; his or her old fear passes away and they find new strength.

Unfortunately, yeah, it sometimes becomes really annoying when you see it coming a mile away. I think many of Jackie Chan’s movies really suffer from this, where you see him get beaten up in a kinda silly situation and you just have to roll your eyes. In the case of the movie Iron Man, though, I think the point here was to show that he had transformed from someone who was essentially hapless and becoming unhinged, and therefore mostly relying on a super suit to help him, to someone who could pull himself together enough to use his cleverness to defeat a more powerful opponent.

Did it need to be there? Well, that part could have been written out of the movie. However, it did add something to the character in the long term.

As for the game design aspects related, I agree for the most part. There’s no sense in giving someone powers then nullifying them through giving enemies countering powers or immunities. Give the player a bit of time to have fun and learn the limitations then crank up the difficulty to challenge them, IMHO. It’s equally no fun to get a new power that always obliterates an enemy; figuring out a way to defeat an enemy without using your super power is kind neat. But, yeah, most of the “instant death” type spells in the Final Fantasy games are examples of where they are so restricted to be pretty much useless in most of the cases when you’d actually want to use them.

My thoughts.

Comment by thratchen

June 3, 2008 @ 1:23 am

I think my favorite Final Fantasy WTF moment was in FF7, where I had a whole suite of abilities that were basically useless because every interesting monster was immune to them.

But I also had Knights of the Round. Which was an instant-kill on almost everything.

And of course by ‘instant’ I mean ‘five minutes of repetitive cutscene every time you use it’. So the tradeoff was entirely meta-game: will I get so bored watching a KotR + Mime x14 that I start using less effective powers?

(The answer is ‘yes, I will’. Fucking KotR.)

RSS feed for comments on this post.

Leave a comment

XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>