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Games Entertainment

Should Gamers Use Smarter Problem-Solving? 109

Thanks to the IGDA for its 'Culture Clash' column exploring the effect of technical and gameplay advances on videogame problem-solving. A situation regarding Deus Ex: Invisible War is discussed, where "...testers approached a T intersection: to the right were laser tripwires and gun turrets; to the left was a locked door; and directly in front was a (usable) window. He said every single one of them, without fail, went to the right." The author explains: "One can imagine how frustrated developers must occasionally get when they watch gamers consistently employ Neolithic problem solving tactics when modern development tools make much more advanced techniques available." Is this a problem that developers or gamers should work to overcome?
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Should Gamers Use Smarter Problem-Solving?

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  • Goofy Perceptions (Score:5, Interesting)

    by jmt9581 ( 554192 ) on Sunday June 06, 2004 @03:38AM (#9348903) Homepage
    Why do you think that every person goes right? For the exact same reason that people play games in the first place: excitement. Many people who play games are trained to go towards the machine guns, lasers, mirrors and battles in video games because that's traditionally wbere the action is in games. Gamers have been trained to do things like that because that's what games have taught them to do.

    I like some of the ideas that are put forth in the article, but I think that people will gladly come up with new and interesting ways to succeed in games as the physics and AI models become increasingly complex.

    • by JohnFluxx ( 413620 ) on Sunday June 06, 2004 @03:44AM (#9348918)
      Exactly. In games you take the path of most-resistance.
      • I just thought of the obvious solution.

        Give them a time limit, and let them know that they have to rush. Then they'll take the path of least resistence - e.g. the window.
      • Exactly. In games you take the path of most-resistance.

        Perhaps it was because Warren Spector didn't understand that people are drawn to conflict that Deus Ex 2 was so poorly recieved. Sure, you could break the window, sneak in through the bathroom, but you could do that at home. Why not run in with guns blazing? Or at least sneak around trying to avoid the turret of death rather than avoiding the tidy bowl.

        I guess that sums up the experience with Deus Ex 2 rather nicely... Frequently, the best soluti
      • Re:Goofy Perceptions (Score:3, Interesting)

        by |/|/||| ( 179020 )
        Not only that, but you tend to want to explore as many possible paths as possible.

        When I'm playing a game and I notice an alternate route, the first question is: can I get back? I might break the window, then decide that _maybe_ I'll be able to climb back in, and maybe not. I'll take the corridor first, search it, wipe out whatever bad guys are down there, and then backtrack to the window to see what's out there. Otherwise, I'll be forever wondering "what was through that window?" or "what was down that

      • Face it - forever and forever, gamers have been conditioned to believe that the greater the risk, the greater the reward.

        If a hallway is empty, chances are nothing is important down it. Exploring it is largely meaningless.

        If you see a spot where some massive split-second jumping timing is required to get to, past lots of nasties, there's a REWARD at the end. If you see the tripwires and all the crap you have to disarm, it's viewed as an indication that the developers WANT you to go that way.

        The presence
        • Everyone keeps saying "conditioned" which sounds bad and makes me feel uncomfortable :)

          I think the key is just where you said "fun-obstacle". I mean it's a game, I bought it to blow stuff up. You can't be surprised if I do.

          In Half Life 1, if you think about it, you could stop all the problems and solve the game by just not ever doing the experiment in the first place :)

    • by xwizbt ( 513040 )
      Not in Deus Ex - if you've played the original you'll be well aware that the game is far less about action and shooting that careful, thought-out strategy and the use of off-the-wall problem solving techniques.
      • That's what the developer wanted it to be. But most gamers (including me) would rather run-n-gun it. I thought it was a great game, but not because of the thought out strategy. Because I got to kill people who were a bunch of 'zyme addicts.

        Imagine that- go around a city and kill crack-heads.
        • Re:Goofy Perceptions (Score:5, Interesting)

          by gabec ( 538140 ) on Sunday June 06, 2004 @12:17PM (#9350885)
          I've never played Deus Ex, but I know that in the scenario I would have done the same thing. Going to the left (Hallway with Guns and turrets) means a decided path from which you will not return.

          Therefore if you go left to begin with you miss out on the other directions.

          Even assuming I realized that the window worked, I would have still gone to the door first. Jumping through windows is usually a one-way event as well. Jump through, fall down a floor (or at least far enough that you can't hop back in) and continue with the game. So you still would be spending the rest of time wondering what was behind Door Number Three.

          Going to the right, to the door, would present a small-risk. Go to the right, check the door. If it's locked at least you know you tried. Note it in case you have to come back or find a conspicuous key around. If it's not locked it's in all likelihood a room or closed-system with either plot or cool extra stuff at the end.

          Not to mention that it answers the question: "What's Behind The Door?"

          So I wouldn't call it "poor problem solving". I'd call it curiosity.
          • Except the problem is they noticed people were going to the RIGHT. The testers were bypassing the window, not choosing the door, and heading for the lasers and machine guns.

            What the developers were failing to realize is that in a game situation, it is sometimes fun to do the stupid thing. Player makes a quick save and then proceeds towards the machine guns, kamikaze-style, just for the hell of it.
          • I'm glad the mods modded you up quite a ways. I would have done EXACTLY what you had done, and for the exact same reasons. In games, I always take the route which is most likely to be the wrong way. Reason being that I simply want to see what's over there, and to make sure I don't miss something important.
          • You've got it backwards, the lasers and guns were to the right, and that's the direction all the testers went.
      • Heck, I might even have a try at Deus Ex then!
        I played the original Doom when it came out for a few days (until I got bored) because the technology behind it made it so amazing.
        Every game I've looked at since has either been painfully simple/boring (e.g. Black and White, GTA), based on the maze concept (e.g. Myst) or just a remake of Doom with fancier graphics (every other FPS).
        This sounds kind of cool though - thanks!
    • Re:Goofy Perceptions (Score:2, Interesting)

      by linzeal ( 197905 )
      How long till games rival real life in terms of not only the novel abilities allowed like flying, shooting guns in public, but the full gamut of things we expect in day to day interactions? Will you be able to pickup an action game and fall in love with one of the monsters?
      • As always, a model that equals the complexity of its subject would be the size of its subject. So I predict that you won't be able to read the novels/watch the dvd's/peruse the pr0n that your Sims keep on their shelf in the near future. ;)
        • Are they any cool hacks to whittle down the size of life?
        • As always, a model that equals the complexity of its subject would be the size of the subject.

          The point's well-taken, but I think this doesn't hold, at least in theory. In a functional programming language you can often replace a thing with a generator, and the thing itself isn't materialized unless it's needed. So, for example, if no-one ever looks at the Sims bookshelf, you don't need to define what's there, just how to generate it if it's needed. In a sufficiently advanced virtual world you might be

          • An interesting thought. I will ponder that myself.
            Reading a book on nonlinear equations and chaos math right now, it relates to this topic.

            To be able to generate the entire bookshelf in all its complexity on demand, then you will have still to store all the information about the bookshelf. If you only need the bookshelf to give the "read for fun" and "study" options when you click on it, when you can throw away a lot of information and simplify your model. But it is obvious that the only perfect model of a
    • by ASUNathan ( 63781 ) on Sunday June 06, 2004 @05:34AM (#9349215)
      It's not just the excitement - my experience has been that the best in-game rewards come from the hardest paths. The best power-ups are going to be at then end of the laser corridor, not sitting in the window.
    • I also often take the longest path through a level just to pick up the free stuff, design, jokes or extra riddles that may be there. I avoid the straight-forward solution because I know it is a path I will not return from to check out the other stuff.

      Of course, it gets kind of pointless to carry those 40 antipoisons around till after the final showdown ..

      Of course, people should have checked out the door and the window, but only if the game offers them ways to switch off turrets, or avoid them - but in th
  • Who is to blame? (Score:5, Insightful)

    by Sheetwakahn ( 746553 ) on Sunday June 06, 2004 @03:38AM (#9348906)
    I would assume that many gamers have been "trained" by linear games that the path requiring them to defeat various obstacles is the correct one, Otherwise why would the developers have spent the time populating that path with turrets and tripwires?

    I think a similar test with non-gamers might have very different results, many gamers have a subconscious feel for how the designers want levels to flow, and most games reward that type of thinking.

    Until games that encourage multiple solutions and alternate styles of play (stealth vs. shooting, etc.) are the norm I think the gamers can't be held responsible for dealing with problems in predictable ways.
    • by JohnFluxx ( 413620 ) on Sunday June 06, 2004 @03:47AM (#9348927)
      Even with stealth games, I take the hardest route.

      When I play thief 2, I always try to kill all the guards, rather than just sneaking round them.

      I want to get my money's worth. :)
      • Sneaking around all the guards in Thief 2 is a lot harder than killing them all :P. Try ghosting a mission (no kills, no alerts - no hint you were there except that all the loot is gone) and you'll see what I mean.
        • Oh Sure. Actually I was thinking of the various times when you sneak past guard rooms. Instead I clang about, then try to kill them all :\

          • by Anonymous Coward
            I'm not much for fighting. I consider myself something of a cheap shot artist. I like to shoot people in the face, knock them out and drop them off high places, or just drop horribly mutilated bodies on town guards as they walk into the light. Sort of like a gothic horror game, but in reverse.
            • I haven't played Thief 2, but in the original Thief I used to love to drop guards into the water so that they drown. I can take a much more morbid delight in their deaths.

              LK
      • Conditiononing (Score:5, Insightful)

        by August_zero ( 654282 ) on Sunday June 06, 2004 @04:10AM (#9348991)
        Really this behavior is a byproduct of is the fact that in any game, there are almost never any useless items or empty hidden rooms.

        I would have gone through the window, and then I would have come back and done the other 2 doors as well because I can't be sure that the developers didn't put something I am going to need or some secret mission objective beyond one of those obstacles. Gamers respond to the laws of the game world and the law of the game world says phat loot is always behind the most difficult to open best guarded door.

        Put up a sign that says "do not push this button" and tell me how many out of 20 leave the button alone.
        • Re:Conditiononing (Score:3, Interesting)

          by JabberWokky ( 19442 )
          Put up a sign that says "do not push this button" and tell me how many out of 20 leave the button alone.

          In Space Quest, that's the way to get to a (very short) scene from King's Quest.

          I'm struggling to remember the dialogue. "Did you hear something...?" "Just the moat monster". Gadzooks, it's been many a year since I played that on a Apple //c.

          --
          Evan

          • In Space Quest, that's the way to get to a (very short) scene from King's Quest.

            And in King's Quest 2, you can watch a trailer thing for one of the Space Quest games. I wanna say its for Space Quest 1, but I haven't played either of those games in the last 11 years.
        • Next time I'm working on a game, I'm putting a "do not push this button" with a short EULA in very small font above it, and if someone pushes it, it shall delete all your saves and crash your game.

          Damn inobedient gamers. ^_^

          - shazow
          • For maximal effect, put said button in the room where you fight the final boss. 95% of gamers will assume that by pressing the button, you beat the boss.
            • An "interesting feature" of the first Dragon Warrior game for NES is that when you first confront the last boss after weeks (months?) of exploring and leveling, he offers a truce and invites you to join him and rule alongside him.

              If you refuse, then the battle ensues.

              If you agree, then he says something like, "Sleep, then, for all eternity..."

              The game resets and your save file is GONE.
              DAMN YOU ENIX!!!
    • Re:Who is to blame? (Score:3, Interesting)

      by Artega VH ( 739847 )
      but is it self-defeating in the sense that even IF there are multiple solutions supporting wildly different playing styles.. there will still be players who charge through every level, and there are those who prefer to take their time and explore all avenues of progression..

      Personally I can't wait till we are able to play games that allow us utilise varying strategies... I don't mean open-ended games (if a plot is done well in a game I find it can be very rewarding working my way through) but rather games
      • by 0x0d0a ( 568518 ) on Sunday June 06, 2004 @04:26AM (#9349038) Journal
        It may not be what you're thinking of, but there is a genre of games in which there are not infrequently (in the good specimens) multiple ways to solve problems -- good old text-based interactive fiction. Some of these are quite clever.

        Of course, they lack the twitch element, and they won't use your new $300 video card, but when it comes to sophisticated game paths, there are few other genres on par with this one.
        • EVER text adventure I've ever seen (bar none) is less "wide open way to solve a problem" and more "struggle with what can be done in the limited nature of the system."

          There's no reason that a CCRPG couldn't be used that invoked the non-combat skills of any RPG on the market today--they just don't do it because it's a pain to program, and those that want creative solutions will ALWAYS be better off finding a real person and playing RPGs the right way.
      • HL2 promises to be somewhat linear in pathing (i.e. through the map, cept on the more open ended areas like the lakebed), but more complex in the sorts of things you can do with the environment to solve problems. I think it very much will live up to that hype. From what people who played the leak tell me, the game was already pretty much at that level of coolness even back then, a year ago. It just wasn't put together in game form yet. Suffice to say that the gravity gun/tossing objects around isn't the
    • Until games that encourage multiple solutions and alternate styles of play (stealth vs. shooting, etc.) are the norm I think the gamers can't be held responsible for dealing with problems in predictable ways.

      The sad thing is that they had that, in the original Deus Ex. The skill point system rewarded you for solving puzzles in inventive ways: sometimes it was even possible to get the skill points from multiple solutions in one game, but even if it wasn't, you'd try all the approaches to see which was mos
  • by Sancho ( 17056 ) on Sunday June 06, 2004 @03:44AM (#9348915) Homepage
    The problem is that 90% of games require the "tripwire and turret" approach because they have no alternatives. Then, when a game offers such a choice, many players may not even recognize the options. They're so trained to go down the hallway with guns blazing that they don't realize there's a stealthier approach.
    Of course, that was one of the great aspects of Deus Ex. There were typically multiple solutions to a puzzle, if you just looked hard enough. We just aren't used to looking for alternate solutions, since most of the time there aren't any.
    • by Zork the Almighty ( 599344 ) on Sunday June 06, 2004 @04:37AM (#9349064) Journal
      I still recall the horror of my first Quake deathmatch. People wielding rocket launchers and all manner of guns, blowing each other to bits. I *tried* to reason with them. I explained that people needn't die, that we could resolve our differences in a non-violent manner. I was laughed at, fragged, and laughed at some more. It was then that I stopped looking for alternate solutions, and started looking for the Quad damage!
      • by WolfWithoutAClause ( 162946 ) on Sunday June 06, 2004 @07:46AM (#9349528) Homepage
        Yeah, why can't Quake players just get along?
      • I once had a roommate that managed to convince an entire Half-Life free for all that violence wasn't necessary. He maanged to get the the whole group to stop shooting, and dance on the extra-large table in the 'Rats' map. It was hilarious watching a dozen people swat their crowbars in a strange ritualistic dance.

        Of course, my roommate proceeded to simultaneously blow them all to hell with a single rocket 2 minutes later. But it was funny while it lasted.


        --LordPixie
    • by MilenCent ( 219397 ) <johnwh@gmai[ ]om ['l.c' in gap]> on Sunday June 06, 2004 @12:13PM (#9350852) Homepage
      Yes, you are right on my friend. You saved me the trouble of having to post about this.

      For many years windows have been plain scenery. Then they became transparent. Now they're openable and useable, but the gamer typically hasn't read the memo about that.

      My opinion: the design is broken. There needs to be something in the game to clue the player in to the fact that windows are now useable. Either force him to go through one earlier in the game, or (to be a bit more subtle about it) show another character with abilities roughly analogous to the player using the window.

      To be really subtle, the developers could have something "stuck" in a window that the player wants, that would encourage him to play around with it and discover its openability.
      • This is exactly what good game designers do really well. The original Deus Ex excelled at this, and Half-Life had it down as an art (HL2 sounds to be even more in line with this philosophy: they say that a lot of the times playtesters didn't even know that they could do certain things, so Valve had to script the NPCs to do it occasionally as part of the story just to demonstrate the basic techniques)
      • So in response to an article that says gamers need to have more creative thinking, your solution is to tell them what to do. Absolutely brilliant. I mean it, this is genius.

        It seems that the creators of Deus Ex thought the same way, They put the player between a rock and a hard place, the locked door and an impossible path. RIGHT IN FRONT of the player was a window. They didn't try the window and your solution is to put a HUGE sign on the window that says 'open me.' You propose to create games that are sim
        • What the hell are you trolling about? Did you even read the post you're replying to? He said that early on in the game, it should require the user to go through a window so that the user will learn that this game DOES allow you to do such things, unlike all the previous games where the windows were simply textures on a static wall. Doing this will allow the person to gradually pick up ideas on how things *can* be done so that, later on in the game, they can choose their own solution from a variety of pos
        • He means something along the line of what the Zelda games do - the first time you get an item like the grappling hook, you have to use that item in some trivial puzzle in order to get out of the room where you found the item. This reduces the ambiguity - the new item is fresh in the player's memory, so it's easier to figure out that it's needed for the puzzle.

          It shows the player what the item is useful for, and where it might come in useful in the future. Basically, it avoids the problem described in the a
        • I realize it seems like that. And it's possible to go too far in giving them hints as to what's possible.

          But there are an infinite number of things that are not possible in a given game, even Deux Ex. If you see a phone, is it logical to assume you can call someone else in the game? If you see a TV, is it logical to assume you could catch the news and maybe get game hints that way? Do the light switches work? Can you shoot out the lights?

          Can you break a window, pick up a shard of glass from it, wield
    • Am I the only one who took the "try EVERY route" approach to situations like this? I mean, unless I was later able to come to the other side of that window or door, I'd almost always double back and try to explore every single area.
  • by tyoob ( 195338 ) on Sunday June 06, 2004 @03:58AM (#9348953)
    Sure, it's easy enough to blame the testers. But let's face it, how many times have you had to find a "secret switch" of some sort in order to get through something in a game? It's maybe a slightly irregularly colored brick, or a knob on a bed, or a hairline door-shaped-crack in a wall. Or maybe it's something that's not even noticeably useful until u put the mouse cursor over it, like a candlestick.

    What I'm saying is that if every door in the level is useless, you probably won't bother messing with the door right near you, either. And if all the windows are useless, you become unaccustomed to checking them as well.

    In a game like Deus Ex, the level itself is your interface. There's no more reason to click on seemingly useless objects in-game than there is to try mashing all the vowels on the keyboard simultaneously every 7 seconds for an hour "just to see what happens". It's a waste of the player's time. And, if the level design isn't at least slightly clear (and a 100% decision rate amongst playtesters to take the "obvious" route indicates that it's not) then the designers are wasting their precious time as well.
    • Yes, the level is, to some extent, the interface, but more than that; it is an unfamiliar environment that require certain thing to be taught.

      So, if you want the player to be aware of his choice of sneaky window vs. hallway of death, you introduce the player to the window concept earlier in the game, by giving them a situation where the window is the only choice.

      This is what play testing is for. Find the problem, then fix the problem.

  • Tutorial much? (Score:5, Interesting)

    by BortQ ( 468164 ) on Sunday June 06, 2004 @04:04AM (#9348973) Homepage Journal
    I like the fact that the example provided happened to game testers. So hopefully when they saw this behavior they realized that they hadn't made clear all the options available to the user. Then they could add a tutorial, or maybe a cut seen with the key feature being somebody going through a window to avoid traps.

    Hmm, something I just thought of: why would such a protected installation have a perfectly usable window there allowing intruders to gain entry?

    Anyway, the key should be that as games continue to expand the range of what is possible in their system they must help the users discover and explore these new possibilities.

  • by Hamled ( 742266 )
    Part of the solution is to understand the game's audience. As many people have already stated, most gamers are trained to go for the NPCs to kill, or explosives to disable/sneak around, rather than for the (seemingly) easier solution. There are of course, audiences who would be more interested in problem solving. Such games as ATITD (www.atitd.net) have gameplay that would break down if the player base was that of normal MMOGs. ATITD, instead, has drawn a large audience of people who enjoy crafting and deve
  • by MMaestro ( 585010 ) on Sunday June 06, 2004 @05:06AM (#9349130)
    Well chosing an alternative route doesn't necessarily mean that their better than the obvious choice. Based on the example given think of it in these three ways:

    1. The door on the left is the locked door, the player decides to open it. However instead of finding what hes looking for he find a room full of guards, some items he doesn't want, or simply failed to open the lock.

    2. The window is straight ahead, and the player jumps through. However the height it too great and the guy takes damage from the fall, finds himself back at the beginning of the stage, or has actually jumped three rooms ahead and landed in the middle of 10 guards who were supposed to appear in grounds of 3 or 4 in the previous rooms. (Try playing any of the Hitman games and taking alternative paths/actions while killing seemingly random guards and that patrol that always annoyed you might not appear because you already killed them.)

    3. The guy goes to the right having a 90% idea of whats going to happen and what the developers have setup in that hallway, the obvious and maybe a few guards that magicly appear and come through the door at the end of the hall.

  • by talaphid ( 702911 ) on Sunday June 06, 2004 @05:40AM (#9349225) Journal
    The reason everyone takes the path with the turrets is simple: we have been conditioned thoroughly by prior experience.

    In every single other game where you have an intersection like that, the locked door's key is always after the turret area (having to return to points breaks up the walking a straight line feeling); the openable window at best leads to a small enclosure where I fight two or three guys to get at a medkit - I'm already at full health or I'm a maschoist, either way, I scorn your medkit window.

    You want me to try blowing my way through doors, article writer? I do. After going through the turret area. Why? Because as a function of my time, 99% I'm going down that turret alley anyway for the key, that 1% of doors someone was bright enough to say, "Let's have them expend all their ammo testing which weapon and how many rounds thereof will be required to 'unlock' this door, it'll be clever," aren't exactly a silent majority there, presidentio.

    As a simple (and I'm sure soon to be much maligned) example, take the Final Fantasy series. How often is the player provided choices? How significant is their impact on the game? Did you say to Bubba, "Man, I hate those pesky Killas." and go on the story arc that resulted in the village being burned to the ground? Or did you simply get a slightly different irrelevent conversation 10 gameplay hours later?

    The problem has never been players unable or unwilling to experiment. It has been the glorious failure of one time gimmicks that trained us to shun experimentation. Oh, there's one door on level 17, third floor, fifth turn that you explode. Every other door on the level opens with a scripted event, key at the end of a turret infested alley, ... but that, that one door... you can explode. Of course. WHAT WAS I THINKING.

    Look, man. We've figured it out. You've got lots of dead ends, and those turrets aren't there screaming, "Wrong way!" The problem isn't gamers and our lack of problem solving ability. It's consistancy. Look at Metroid Prime. Every door I can remember that exploded under X circumstances looked the same (or had the same tell tale, or whatever). Imagine if none of the doors were marked. You don't need to fix gamers, man. You need to fix developers. CONSISTANCY. AFFORDANCES. STUDY HUMAN COMPUTER INTERACTION.

    • In every single other game where you have an intersection like that, the locked door's key is always after the turret area (having to return to points breaks up the walking a straight line feeling); the openable window at best leads to a small enclosure where I fight two or three guys to get at a medkit - I'm already at full health or I'm a maschoist, either way, I scorn your medkit window.

      You want me to try blowing my way through doors, article writer? I do. After going through the turret area. Why? Bec

      • Exactly. In Deus Ex, the most valuable items were lockpicks and multi-tools. And the BEST use of a lockpick, was to open a locker with multitools.

        We've gotten used to conserving that resource- where health and bullets are a little more common.
  • When I play games I try to cover an entire contiguous area before moving through a door into another. I don't want to trigger a boss battle or a level exit knowing that part of the level is still unexplored, and in the worst case now permanently inaccessible. In the case of the article, even though the right path might have been difficult and straightforward, it might have looked like less of a commitment. I would have taken it just to see where it led. Once I saw it all I would decide whether I wanted to
  • Give bonus points depending on how well they adapted. Have a door with tripwires on the other side so that you can't see them. Have a vent, easy to see but not necessarily notice, that lets you get in the room unharmed, killing the guards who are facing the wrong way with a silenced gun. Make AIs hesitate if you turn up unexpectedly. Give the player low health so that if you enter a room full of enemies from the door they blow your head off, but if you enter silently from the ceiling fan you can take them o
  • by frinsore ( 153020 ) on Sunday June 06, 2004 @07:28AM (#9349470)
    I'm sorry, but this seems like Ion Storm's fault. They hired testers from a certain breed of gamers, the "casual hardcore gamers"; the type of gamer that spends a large amount of time with only a select few games, usually the most popular games at that.

    If they had found people that had played similiar games, such as the original Deus Ex, Thief, or even Half Life, then 60 percent of the Thief gamers would go through the window while 80 percent of the Deus Ex and Half Life fans would have gone after the locked door expecting an item.

    I'm sorry but multiple paths isn't a new conecpt, it was around in the oringal Deus Ex and Thief games, about 4 years ago. Invisible war being a sequal, I don't expect multiple solutions, I require that.

    My personal problem with Invisible War was that the branching was pointless. All branches were shallow and did not require any special skills or abilities. If I'm given the option of blazing guns verse stealth I expect that choice to follow me for atleast 15 minutes, not the 30 seconds it takes to get past that one point. I wanted to feel like my actions defined the character, not always take the path of least resistance and then double back and make sure that nothing was missed with the second path that joined with the first after one room.
    • All branches were shallow and did not require any special skills or abilities.

      Exactly. This is a huge problem with most games. It seems like the mad genius who designs these fotresses likes to fill one branch with dozens of turrets and guards, while placing a simple locked wooden door on the other branch. Of course, that wooden door is impossible to destroy, so maybe he's not so mad after all...
  • Poor Training (Score:2, Interesting)

    by Apreche ( 239272 )
    It's because many of the gamers of today were trained very poorly. The games they played through their childhood were like Resident Evil or Goldeneye. I played those too, but I was older then. I had been trained on things like Metroid, Mario 3 and Zelda. You know, before you knew where every secret was you bombed every wall, shot every guy, flicked every combination of switches.

    Back in the day games required you to have advanced problem solving skills to win. In this day and age of arbitrary gaming and str
    • Strategy guides were definitely around during the days of nes. After I finished turning Mario 3 with no warps, I bought the strategy guide, just because that game has an incredible amount of content and I wanted to see it all.

      As much as I want to agree with your assertion that the old school games trained gamers better (being old school myself), I have to admit that there are modern games being made that require just as much (if not more) skillz as anything in the NES library (Ghouls & Ghosts is not co
      • Re:Poor Training (Score:3, Interesting)

        by Hanji ( 626246 )
        It is not the games that are at fault, but the mass influx of casual gamers during the PlayStation days.

        Yeah! I agree! Fuck the casual gamers! If they're not willing to devote their entire lives to playing their games, they shouldn't be playing them at all!

        I'm sorry. You raised some very good points, but that sentence just pissed me, an occasional and definitely casual gamer, off.
        • I have nothing against casual gamers. I do, however, believe that their great abundance skews the market towards games with less depth, since they don't care about depth, as they never unlock everything anyway.

          Makes no difference to me, I create my own depth in games... try running through Super Mario World juggling turtle shells. :D
    • Re:Poor Training (Score:4, Insightful)

      by Boglin ( 517490 ) on Sunday June 06, 2004 @06:38PM (#9352894) Journal
      I had dinner with a friend of mine last night. Unfortunately, I got over to his apartment complex before I discovered that I couldn't remember his apartment number. Now, years of playing old school games like Zelda and Metroid told me the obvious solution to this problem. I went through the entire complex and knocked on each and every door. A half hour later, I was walking into his apartment. Of course, he asked me why I didn't just call him up on my cell phone and ask which apartment was his but I told him that I wasn't an idiot and that I had critical thinking skills.

      I love old school games just as much as everyone else. Back when Mario 3 was out, I had memorized all the card layouts to the memory card games, so I would get all the items each and every time. However, the "bombed every wall, shot every guy, flicked every combination of switches" school of game design is a really terrible idea. I mean, in Legend of Zelda, did you really try out all 256 possible combinations for the path through the Lost Woods, because I just talked with the old lady in the cave who told me the path. In fact, most of the time in Zelda, you could figure out where the hidden doors were by just looking at the symmetries in the dungeons. I would hardly call wasting bombs on walls that weren't going to have hidden doors a shining example of thinking. As for Metroid, it's pretty clear that you were not intended to just go around bombing every wall and floor. Remeber what happens if you bombed the wrong passage while looking for the ice beam in Brinstar? A giant pit that would take a ridiculous amount of time to escape, even if you had the ice beam to begin with. If bombing every wall was such a great idea, why was the designer punishing it?

      If you want a better example of critical thinking, look at Simon's Quest or Dragon Warrior. Yeah, the stuff was pretty obscurely hidden, but you didn't just have to randomly look everywhere; you could find out what you needed from information presented to you in the game. If you want to just mindless try every possible combination, you aren't gaming's target audience. Actually, may I recommend trying to figure out Bill Gate's PIN number instead? It's the exact same activity, but infinitely more rewarding.

      • Yeah, that's what I meant to say, kind of. I usually elaborate and repeat my point many times on /. posts to make sure I get my idea across correctly. This time I tried not to be so redundant, and look what happens.

        What I mean to say is that nowadays games have arbitrary problems, and back in the day you had to use problem solving skills to get by. Nowadays you just need a strategy guide and nothing else will help you. For example Ogre Battle 64. Great game, don't get me wrong. But to get special items an
  • by dougmc ( 70836 ) <dougmc+slashdot@frenzied.us> on Sunday June 06, 2004 @08:46AM (#9349688) Homepage
    Picking the lock on the locked door is quite possibly more expensive than fighting through the turrets and trip mines. At least in Deus Ex 1, you needed to use lock picks to unlock a door, and often they were a lot harder to find than ammunition and health packs. And if you never spent the points on learning to pick locks, you needed a lot of them.

    And lots of games don't let you shoot out windows and go through them. If you want to let people do this, make it clear in the tutorial, or make it the only way to get through a section earlier in the game.

    If you really want to make people go through the window and not through the war zone, make the war zone so incredibly difficult that nobody can get through. Eventually, people will look for another way.

  • by Lord Bitman ( 95493 ) on Sunday June 06, 2004 @08:47AM (#9349691)
    I would take the laser tripwires path because I know when I'm being herded: the game continues in the direction that's the most-defended, everything else is always a dead-end.
    I am sick of locked doors, unscalable short piles of office furniture, and unbreakable glass. I have grenades, you have technology. Stop making things indestructable! For gods' sake, I have a fucking CROWBAR, shouldnt I be able to pry something open? :)
    As "interactive" and "dynamic" as half-life 2 claims to be, I know that it doesnt matter that "if it looks like wood, it splinters like wood!", because I'll still be herded along an unavoidable path full of enemies and scripted events. I would appreviate having the alternative method of reaching the end of the level by way of obliterating the entire building, thank you.
  • Not a fair test (Score:4, Interesting)

    by wowbagger ( 69688 ) on Sunday June 06, 2004 @09:54AM (#9349999) Homepage Journal
    There is not enough inforation in the article to judge whether the conclusion is fair or not.

    First question: if I enter the T to examine the window, will I come under fire from the turrets?

    Second question: Can I look through the window into the room beyond without breaking/opening it? I've not played Deus Ex, but in some games windows can be astonishingly opaque until smashed open.

    In a fire situation, you neutralize the threats you can see first, then you look for the threats you couldn't see at first.

    Here's roughly how I'd approach something like this:

    OK, a T intersection. I can see a window. Crouch, sidle right, look as far left as I can without exposing myself to fire from the right. Hmm, a door. Maybe locked. Maybe has a oogie behind it, waiting for me to make a sound.

    Sidle left, look right. Hmm. Lasers and at least one turrent. Will I come under fire if I enter the T? Maybe.

    Look at the window. Looks breakable. Seemingly empty room beyond. Of course, there could be 2 oogies with Big Mean Nasty HoleMakers in either corner near me, and a Big Deep Pit With Sharp Pokey Things Of Instant Death just below the window.

    OK, so the plan is: dive in left, sweep left to check for something in the corner, and then spin to check the turrets. If I come under fire, dive back out, attempting to take out one turret on the way. If nothing happens, check the door. OK, here goes...


    At this point, if I start taking fire from the turrets I will HAVE to deal with them. IF this is how the setup worked it is little wonder most people dealt with the turrets first!
    • OR, you've played games like Jedi Knight 2: Jedi Outcast, and you've been conditioned that if you jump through a window (or a door, or even just walking down an uneven path) you'll run into a laser tripmine that can only be found by running into it, dying, and reloading.

  • by da_bastard ( 775187 ) on Sunday June 06, 2004 @11:43AM (#9350624)
    They removed the skill system. If every character is the same, the player will natually decide to take the way that is the most challanging or the most rewarding. If they still had a skill system than the player would most likely take the way that is most fitting to their character.
    While they might have done it with good intent (to give the player all the choices all the time), the choice itself loses meaning and the player becomes frustrated that he can't see where the other paths lead to (unless he reloads and trys out all three of them - which is probably also not what Ion Storm had in mind).
  • by Anm ( 18575 ) on Sunday June 06, 2004 @12:06PM (#9350802)
    I'm saddened to hear this complaint comes from Warren Spector. The obvious solution to the particular problem is to introduce or foreshadow ways through the door on the left in prior levels. This doesn't have to be (and probably shouldn't be) a seperate tutorial level, but can come in the forms of some hinting descriptive text on an item, or dialogue/demonstration from another NPC.

    One of the primary roles of good game design is teaching the rules of the game / game world. Poor game design, as in the example, ignores this and hinges on the idioms and habits prior games.

    What I hope to see in the future is management of the knowledge with a player mental model. Every time a game rule is described/demonstrated/achieved, the mental model takes notice. With this info, a game manager can make sure that the player is both knowledgable enough to attempt the next challenge, as well as checking that the player isn't so familar with the problem concepts as too be bored. When the gap between current and required knowledge is too great, the game manager has a checklist of skills to teach. These could then trigger mini-games, sub-plots, cut scenes, or new quests.

    Further, you could extend the player mental model from just a skills check list into statistics of habits. Depending on the designer's bent, you could use this to encourage diversity (offer better rewards in non-standard routes), specialization (aggressive action receives offensive tools), provide bottleneck challenges (aggressive action leeds to a lockpicking bottleneck), and even attempt player matching in online games.

    The long term outlook is to design a system that can keep players entertained even in the most open of worlds such as the massively multiplayer persistent online worlds.

    Anm

    PS - hire me.
  • by thirty2bit ( 685528 ) on Sunday June 06, 2004 @12:18PM (#9350892)
    In this example, I don't blame the players for choosing the laser/turret route -- after all, the hallway, though obviously deadly, is logically passable.

    Most games don't have a full interactive environment where doors and windows can be used. How many times have you gone through game levels with structures full of obviously fake, useless doors? Or played a game that has useable doors, the majority of which are purposely and permanently locked?

    Windows are often just (you're looking for a pun here, aren't you?) wall candy. Most games don't allow you to open or use open windows, so why bother? I think that's something gamers have learned over time. Avoid wasting time on Windows, it's useless.

    Programmmers and level designers don't have the time or resources to make completely detailed levels with useable doors/windows. Most are rushed to the market ASAP to satisfy some parent company's money hunger-- so who has time to make real, working levels?

    Maybe we've learned to live with limited-environment games to the point where we look for the obvious 'working' door, the hidden switch, or even the linear route. (linear... that's a different topic)
    • Most games don't have a full interactive environment where doors and windows can be used. How many times have you gone through game levels with structures full of obviously fake, useless doors? Or played a game that has useable doors, the majority of which are purposely and permanently locked?

      More than enough. However, the problem that I enounter isn't with doors being unusuable and fake, but with the fact that you can't tell them apart from ones that can or should be usuable. Even then, you can't tell

  • by fuzzybunny ( 112938 ) on Sunday June 06, 2004 @02:13PM (#9351510) Homepage Journal
    When I am employed on a project, I work a lot. When I come home, I like to unwind playing games a bit. Maybe I'm missing the point, but sometimes I just don't _want_ to solve a problem the subtle, elegant way--I played Deus Ex once, and after being told that it was possible to solve it without firing a shot, I resolved to finish the game in as violent, confrontational a manner as possible.

    Why? Pure fun. From listening to friends who finished it, I believe there are plenty of intelligent, thinking gamers out there who will not put their head through the wall figuring out how to finish a game. Not me--that's (usually) not my style. I like the fact that less ham-handed ways of solving games are available, for the rare times when I feel like doing the intellectual thing, but usually, well, thag smash crush.

    That said, Deus Ex 2 licked the sweat from a dead man's b***s. The plot, the dialogues, the voice acting, the characters were cheesy and contrived and the developers should look to themselves before criticizing the gamers. Maybe the people blowing up the turrets were just annoyed that they'd just spent 40 bucks on such a crappy game?
  • For so many years games were designed around the fact that you have to shoot your way through everything... not climb out windows.

    Sure games like Splinter Cell and such require you to do that, but still.

    Can't expect someone to shoot their way through 30 terrorists, throwing gernades, maybe even pulling out a knife to finish a few off.... then opt to climb out a window just because there's more resistance.

    It's just a conflict of game play.
  • The fact that they went right in Deux Ex 2 was because they were disappointed and frustrated by a game that wasnt anything like as good as it's forebear.

    I think game developers should stop worrying about this kind of rubbish and get to worrying about making games entertaining and enthrawling again. The very fact that this sort of thing gets a story is a blatant sign of the times. All is not peachy in the game industry. Give us some novel and interesting games, please.
  • by dangermouse ( 2242 ) on Sunday June 06, 2004 @02:43PM (#9351682) Homepage
    The article doesn't discuss this, and I've never played Deus Ex. But a major problem I've run into many times in video games is that the best option (sometimes, the only correct one) is completely unapparent.

    All things being equal, my bet would be that the window completely lacks what Don Norman calls [amazon.com] "affordances": indications that a thing can be used, for what purpose it may be used, and how one should go about using it. Is the window open, or at least half open? Is there some appealing path or alluring object visible beyond the window?

    This is the sort of thing game designers need to take into account, but too often they rely on trial-and-error gameplay or "herding" to direct the player.

  • I blame the coders (Score:3, Interesting)

    by Guppy06 ( 410832 ) on Sunday June 06, 2004 @04:16PM (#9352153)
    "...testers approached a T intersection: to the right were laser tripwires and gun turrets; to the left was a locked door; and directly in front was a (usable) window. He said every single one of them, without fail, went to the right."

    Do you have any idea how many games I've played where "going to the right" really was the only option to the player, how many game publishers I've had to deal with that believe that a game has to do nothing more than be time-consuming to be any fun? How many times have you come to a difficult spot in a game, told yourself "There's got to be an easier way to do this," looked around, and found no easier way?

    If the publishers want gamers to use more subtle solutions they should put those subtleties into their games more consistently. In the example given, I wouldn't be surprised if the window wasn't used because it was the only time such a simple solution was put into the game at all, a gesture for the programmer to say "Ooh, look! I'm clever!" before going back to giving us nothing but hack-and-slash.
  • I refuse to play Deus Ex: Invisible War until some unfixable flaws are fixed. (Read: unlikely anytime soon)

    But from what I can gather, using experience from the first game, which I beat, that I'd want to take out the turrets before they became active and see what special item is over there. In Deus Ex 1 there were a waste of empty rooms and pointless windows, so the developers themselves have no one to blame but themselves.
    • I refuse to play Deus Ex: Invisible War until some unfixable flaws are fixed. (Read: unlikely anytime soon)

      The same unfixable flaws that appear in Deus Ex: Invisible War appear in effectivly every other game. If you really have such high standards for Deus Ex, then you might as well apply it consistantly to all other games (i.e. not purchase any game on the market.)

      If you are really referring to a flaw that is fixable then that's a different story. In that case, you can either post it on some Deus Ex f

      • The flaw I mean is undoing the unified ammo and implementing reloading. Reloading wouldn't be difficult, but adding in new ammo types and throwing them across all the levels would be.

        As for the empty rooms, I easily remember the Hilton in New York, upstairs with all the empty rooms that were boarded up. In one you could even hear a couple "acting up." Unfortunately only one or two of those actually open.
    • Agreed. It can be damn hard to tell if a window is for looking out of, if it's for jumping through, if it's for decoration, or what.

      Two examples, spoilers ahoy. The first is for Robotech: Battlecry, the second is for Fallout: BOS (pc version).

      In the second last mission for R:BC, there are lots of instances where, it turns out, you're supposed to stand behind some hunks of concrete rubble that happent o look like sniper hides. If you stand behind these hunks, enemies magically stop shooting at you. T

  • The 3D digital-interactive medium was hijacked so quickly by large corporate interests that it never had a chance to expand its horizons, as pop music did in the 60's, or as video did in the 80's. Now massive realms of digital-interactive space are left unexplored and new projects must launch from a small continent of established genre: RPG, FPS, RTS, SIM, etc. Deus Ex was one of these projects. It promised open-ended, cross-genre gameplay, and worked hard to achieve it, but it never promised new territ
  • by toddhunter ( 659837 ) on Sunday June 06, 2004 @10:08PM (#9353790)
    Not to go left or right, but why you chose to go the way you did.
  • Games = Entertainment, & fantasy The testers may have taken the Right-hand path, exploring the most extreme of the 3 fantasy choices. Players play games to escape reality temporarily, and the further you stray from the "norm" the logical conclusion could be: The more extreme the fantasy choice, the further from "norm" you can achieve. Also, there have been many studies on the movement patterns of people inside complex environments. For example, an Apple computer store, is based on the concept of the s
  • Obviously if gamers see the danger, and in masses go towards it, then clearly that's what they WANT to do. This isn't quantum physics, there is no rewards for genius. The best case you cleverly jump the tripwire and blast the turrets in mid air (massage that ego baby), the worst is you die and start over. Eventually if he can find no way to action hero it, the gamer may try to figure out the door or window.

    If I'm playing an FPS type of game (one that requires twitch and speed) then that's all I want to do.
  • As everyone else has pointed out, there are a variety of reasons to go right instead of left: the door might be locked and they may believe the key to be behind the turrets; the window may be unbreakable; the door conceals potential unknown baddies, while the path to the right is in plain sight; and so forth.

    The developers are, in a limited extent, gods. They will create this virtual world in a short period of time, comparable to the biblical story of creation. If you want to uphold the biblical parallel,
    • Far Cry is like almost all the things you described. There is not an actual companion who tells you what to do, although there is someone on the radio that helps occasionally. You can't throw any old item from your inventory, but you can pick up a rock at any time and toss it to distract enemies. You can pick up your binoculars and look around, and hear amplified sounds from wherever you're looking. And you can see for miles across the largest, richest terrain I have ever, ever seen in a game.

      You can sneak

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