نوشته‌های انگلیسی من.

AI miracles are the talk of the town nowadays and one of the most recent developments in the field is AI dialogue. A longtime dream of gamers has become a reality now: you can talk to NPCs inside video games. Not by choosing dialogue options, but by literally typing to them whatever you like and expecting a coherent context-appropriate response. 

A Youtube channel called “Bloc” has been posting some videos in the past few weeks, showcasing the technology using a custom build story engine that implements ChatGPT in Mount & Blade II: Bannerlord. 

You can check the videos in the link above, but basically, through this story engine, you can type whatever you like to NPCs and they respond in the manner of a medieval character. One of the disturbing videos is titled Raiding while AI Begs for Its Life – Bannerlord and Chat AI (NOT ChatGPT). In it, the player, acting as a raider, is talking to an AI-controlled NPC, asking him to give him his belongings. When the NPC says he has nothing of value to offer and begs him to be left alone, he types that if he gives his wife to the player and his men, he will be left alone. The NPC says his wife is not for trade and begs some more. The player gives one last warning that if he doesn’t comply, he will start beheading his children and after the NPC resists, he kills the man and starts massacring the village. 

Now that’s different from your average raiding experiences in video games, isn’t it? 

This technology is still at an early stage. The most glaring problem is that AI dialogue sounds too scripted and repetitive. You can try this out inside ChatGPT itself right now. Ask ChatGPT to write dialogue from the point of view of a certain kind of character (no matter how specific) and then ask it to role-play with you as that character. 

For example, I asked ChatGPT to role-play with me as a high-level member of the Sicilian Mafia in a future cyberpunk New Jersey (!). We had a little chat about a mission delivering some high-tech equipment and doing favors to gain his trust so he lends me the help of his crew; nothing is out of ordinary when it comes to simple role-playing. Most of this dialogue could be easily carried by the traditional “dialogue option” method. So I decided to ask some non-conventional questions, like “what’s the meaning of life?” and “what do you think should be done with the immigrants in this city?” 

I love how cautious the AI gets when answering the question about immigrants and tries to emphasize the fact that he’s playing a role.

If AI dialogue becomes a norm in the business, I imagine people will find a lot of meme-worthy material when it comes to talking to NPCs. Like a new emerging genre of clickbait Youtube videos will be something like:

  • “I played the new Berserk game and convinced Griffith he’s Gay by Referencing the Manga” 
  • “I told Super Mario He’s Getting Cucked by Bowser. Watch His Response.” 
  • “I Ask Every Character in Elden Ring III to Praise the Sun and Found an Easter Egg.”

But there’s an obvious problem with this. If we make it possible to talk with NPCs in an unrestrained manner, this can become tiresome really quickly, even if AI dialogue becomes way more advanced than it already is and manages to come up with responses that don’t seem so bland, predictable, and politically correct. 

The thing is video games have become too tied with the concept of progress. When we play games, everything we do is a step towards reaching a goal, even conversation. We might not mind a long conversation because in our minds, it’s just part of the game’s progress. When we exhaust all of the options, we feel good, because it feels like we have accomplished something by consuming the game’s content, which is a dialogue written by a writer and voiced by a professional. Even if the dialogue is as bland as AI dialogue, our cognitive bias of valuing human labor still makes consuming it feel mildly satisfying. 

But the idea of an NPC having infinite things to say – things that are just made up on the spot without any labor involved –  is in direct contrast to this sense of progress. Due to the cognitive bias previously mentioned, we might feel more satisfied going through 5/10 dialogue written by a human than a 6/10 dialogue written by an AI, because the former feels like progress, but the latter doesn’t. So what can we do about that? 

One possibility is that the idea of NPCs with infinite things to say will never take off beyond being a novelty or an easter egg. Video game writers might use AI for inspiration or use AI dialogue verbatim for unimportant dialogues – like those quest dialogues for MMORPGs that already seem AI generated anyway – but they might never actually put AI-controlled NPCs in the game. In this possibility, video game characters will remain the way they were; with pre-written and pre-recorded dialogues and dialogue options you can choose from. 

As an interesting piece of trivia, It’s worth mentioning that the idea of typing anything you like to NPCs has already been turned into a game. No, I’m not talking about the old text-based adventure games that didn’t have any graphics. I’m talking about a 3D fully-voiced story-rich game: the 1998 obscure adventure game called Starship Titanic. It’s the brainchild of Douglas Adams (the author of the Hitchhiker’s Guide to the Galaxy) and two Monty Python members. In the game, you’re in an art deco styled starship that is populated with some robots who answer anything you say to them. As mentioned in the game’s Wikipedia: “In order to achieve Adams’s goal of being able to converse with characters in the game, his company developed a language processor to interpret player’s input and give an appropriate response and recorded over 16 hours of character dialogue.”

The fact that Starship Titanic was a financial disappointment at the time of release and didn’t even manage to reach cult status like many of its peers (the game has 77 Steam reviews atm) shows that the idea of AI dialogue never taking off is not completely off the table. The idea of conversing with NPCs – even if their dialogue is written by a brilliant writer like Adams – didn’t seem that exciting back then, even as a well-developed gimmick for one game, so why should it become a trend now? I think no matter how well AI develops, the idea of an infinite generation of dialogue will be off-putting to many people. A limited, linear predetermined dialogue written by a proficient writer who has something to say will never fall out of favor. 

However, it doesn’t mean that AI dialogue will not have its own exciting uses, as long as it’s not aimless. One of the ideas that come to mind is “keyword-sensitive” dialogue. What I mean is you can design a quest revolving around an NPC that is AI controlled; you can say anything to the NPC, but in order to progress by talking to them (in the old-fashioned way of choosing the right dialogue options), you must form sentences that show you have found the right clues related to the plot. 

A simple example would be the interrogation scenes in LA Noire. It’s obvious that this game was trying hard to convey the feeling of real interrogation, but your input is limited to choosing 3 options: accuse, doubt, and believe, usually based on the weird overly exaggerated facial animations of the suspect. 

Now imagine using AI dialogue and AI voice acting to enhance the interrogation system; you could interrogate suspects by writing your own sentences and find the truth using your intuition. The developer could determine certain keywords and key phrases as the way to get to the bottom of a suspect’s confession. If you think someone is lying, you can either expose them by having a long conversation and finding inconsistencies in their speech, or by mentioning a clue that you have found earlier, a clue that proves that they’re lying. In this scenario, the clue could be the keyword that the game recognizes as “progress”. The idea of making progress in the game using keywords you have found intuitively has already been implemented in the 2015 game “Her Story”. But the scope can become bigger and involve actual characters, not just a search engine and pre-recorded videos. 

If AI becomes so advanced that it manages to influence NPC’s action in the game world, you could revolutionize tactical features in games. You can design a quest in an RPG in which you and your companions have to storm a castle. You can explain your tactics to them, give them orders, argue about what works and then watch your exact plan play out. Of course, for this to work, this dialogue should not just be a gimmicky replacement for tactical UI elements. The tactical scenario should be dynamic and be impacted by your direction. If you talk rudely to one of your companions, there should be the possibility of them disobeying your orders and doing their own thing, which could lead to failure or loss of resources for you. Likewise, there should be the possibility of someone ignoring your orders if you are not strict enough with them. You need to be able to figure out these things based on the characters’ personalities. 

Basically, divorcing video games from the idea of progress is going to be very hard and if AI dialogue is ever going to be relevant, it needs to find a way to become tied with the game’s progress. The developers have to find ways to use AI’s nature of infinite generation in accordance with the gamer’s sense of creativity and intuition, not just to fill up space. The examples above are simple ways to do that, but I’m sure the possibilities are endless and will be discovered in the years to come. 

However, AI Dialogue and AI writing can give rise to a whole new genre of sandbox games, games that are not based on progress, but on exploration. If you are following AI news, you might have heard about how AI will make Dungeon Masters redundant and how it will revolutionize Tabletop role-playing. These claims are obviously an exaggeration because the point of tabletop role-playing has always been chilling with friends, but they’re a good place to start. Tabletop role-playing games were always about unrestrained imagination and starting stories that no one could possibly predict where they could go. Thanks to D&D, humans started to experience stories – and high-quality stories, mind you – in a different way. Now the story was not something that a brilliant author bestowed on you like a god, but something that you and your friends made up on the spot. 

As tabletop role-playing entered the domain of computer games, it was forced to become more and more restrained, because the developers had no way of addressing all the possibilities the players might have come up with, especially in terms of graphics, voice acting, and level design. Role-playing games became the same predetermined authored experiences that tabletop was originally trying to challenge. 

But now thanks to AI dialogue, AI writing, and AI image production, we can have a 360-degree turn and go back to the beginning of RPGs: the point where unrestrained imagination was possible and you could experience a high-quality story that was not authored by anyone previously. 

The nature of AI – which is based on infinite generation of narrative-related content – is a hurdle for standard video games, because it will ultimately result in the spamming of content and makes the whole experience feel cheap and recyclable. But as they say, one man’s trash is another man’s treasure: the idea of infinite generation is exactly what traditional role-playing thrives on.

AI is a golden opportunity for tabletop role-playing games like Dungeons & Dragons, Warhammer, The Old World of Darkness, and the rest to go back to their roots and publish something that makes it possible for people who don’t have access to tabletop equipment or friends whose schedule matches (or friends in general) to enjoy these franchises as they were meant to be played. I for one would be interested in a D&D game that is designed to recreate the unrestrained nature of D&D sessions using AI DM, AI artwork, and AI writing, a game that can literally address all sorts of wacky scenarios you could come up with and apply D&D rules to them. I know it’s not the same as gathering around with a group of friends and playing D&D with them, but it can be a great way to introduce newcomers to the world and its rules in a visually pleasing well-structured digital environment. 

If none of these propositions satisfy you, let’s think about the situation in a different way: in the past few decades, we humans have been training ourselves to create and consume “content”. Content is an ugly word because it implies mediocrity. You wouldn’t call a masterpiece you experienced “content”. Content is something that mildly amuses you. It’s something that’s just there to fill up space. In extreme cases, content is something you consume, not something you enjoy. 

AI has reached a level where it can just create infinite story-related content day in and day out. Now just filling up the game world with content doesn’t seem that special. It wasn’t special before, but at least you thought to yourself: “a human labored over this. There’s a part of their soul in it. It’s not THAT worthless”. You can’t think like that anymore. AI won’t let you be satisfied with mediocrity in the realm of creativity. No one can produce mediocre art and writing and call it a day just because they produced content. So anyone who’s in the field of content creation is faced with a dreadful existential question: why should I go on? 

No matter how AI gets used in video games, I think it’s going to have one big effect: it’s going to challenge all the people who produce mediocrity and are satisfied with it. AI can produce mediocrity hundreds of times more effective than any of us, in any field. So now what are we left with? If game developers never find a way to implement AI writing in their games, at least it will have one important use: it will provide a template of mediocrity and blandness that humans will try to get away from as far as possible, because “it’s like it’s written by AI” has already become a critical buzz phrase. The result will either be really bad or brilliant, but it will be human; it won’t be mediocrity and it won’t be content for content’s sake. And that’s all that matters. 

P.S.: It’s also possible that AI makes it easier to create mediocrity faster and more efficiently than ever before, everyone will keep consuming content that constantly gets more dumbed down and no one would bat an eye, because the standard of greatness simply doesn’t exist anymore, no one has the will and motivation to resurrect it and humanity will be submerged in a sea of mildly pleasing mediocrity everywhere, all the time.

But I wanted to end things on a positive note. So please, play along. 

Published on:

Polydin Studios Blog

To understand the importance of concept arts and 2D art production in video games, one must simply imagine video games without them. It’s possible to design a level without one, but that the end result would be – for the lack of a better word – lame.

As games became more visually complex, creating 2D art production for them became more important. Nowadays, if the devs plan to make any element of the game look good, they design a concept art for it first, no exception. This has caused many new specific professions to emerge, from character concept art to environment concept art. Gone are the days where you could just draw a couple of brown and red pixels on the screen and have yourself an iconic character like Super Mario.

Concept art has become the bread and butter of the early development of any game. How and why? Let’s get to it.

You Don’t Want a Party Where half of the Guests are Wearing Suits and the Other Half Pajamas

Concept art is the foundation of the creative process and shapes the final product. Concept art kickstarts the process of bringing a simple 2D image  to life in the form of a fully-realized 3D world. The best way to describe it is the director of the visual symphony of a game.

And that’s exactly why it’s so important. Asking a team of game devs to design a level without concept art is like asking a group of musicians to play a symphony together without a director. They might be able to come up with something, but after a while, you start to notice a lack of unity. It’s like everyone is doing their own thing. (No offense to Jazz fans…)

A game without great concept art would end up being without identity, as far as visuals go. Games like Bloodborne, The Witcher 3 and The Last of Us owe their exceptionally beautiful visuals to the great concept arts designed for them. Imagine how cost-effective it is, to have the fantastic art direction these games offer with the price of one pretty 2D picture.

You Don’t Want a Comedy Soundtrack in Your Horror Movie

Another function of concept art is to set tone and atmosphere and subsequently, immerse the player in the game world. A good concept art not only gives visual cues on how something should look, but also how it should feel. Imagine a concept art featuring a post-apocalyptic city in which two people in gas masks are sitting behind fire and one of them is playing the guitar.

On the surface, this concept art shows how the city should look, but on a deeper level, it’s also saying that there should be a touch of mundanity and hopefulness in it. That’s a good feeling to work with and an indication of what the game designer has in mind. If you don’t design such a concept art and just tell everyone involved to design a post-apocalyptic city, that nuanced feeling might never be conveyed and the game devs design a city that is just dark and gloomy in a cliched manner.

So concept art helps the final game to be consistent and cohesive, at least visually.

You Don’t Want to Put People Who Don’t Understand Each Other’s Language on the Same Project

This function is a purely practical one: concept art helps to facilitate communication between members of the team and make sure everyone is on the same page. This is different from the first point in the sense that a group of game devs might be able to create a cohesive and united final product without the help of concept arts, but it’s just gonna be harder. It’s gonna lead to a lot of wasted work.

On the other hand, a good concept art can get the creative juices of the development team flowing and inspire them to recommend some interesting changes and additions to the general concept.

You Don’t Want to Deprive Yourself of Cool Pictures you Can Show Off

Do you remember the good old days where concept arts for video games were actually a collectible item that you could unlock and see in the menu? Concept arts were so cool that they were given out as rewards.

Nowadays, with the existence of the Internet and accessibility of everything, concept arts for any game are Googleable or collected in the game’s Wikia, so you won’t find them as unlockables as often as before. But they’re still widely used in the promotional materials for the games. The beauty of a great concept art – especially an environment concept art – is something to behold. So it’s a great way to attract attention towards your game.

All and all, concept art is a big deal when it comes to making video games. It’s like the blueprint for the whole game, it gives a clear idea of what the game world, characters and objects look like. And it’s not just about how the game looks, it sets the tone, the mood, and the atmosphere of the game. It’s also a guide for the 3D artists who bring the game world to life, and it helps to make sure that the game has a consistent and unique visual style. Finally, concept art makes for a pretty solid choice for promotional material. Without concept art, video games would look pretty boring and forgettable.

Published on:

Polydin Studios Blog

When you play video games, character design is only one of the dozens of different aspects that shape your experience. But it’s safe to say that the impact of this one aspect can be more significant compared to the others, especially in narrative-driven games. Character design determines how the player connects to the game, and it shapes the overall experience to the point that the player would likely remember the characters the most long after they are done with the game.

Apart from the player’s impression, characters are usually the essential aspect of the game’s marketing. It is the characters that adorn the cover, the trailers, the Youtube thumbnails, etc. So designing a character that immediately connects with the player – even without any narrative context – is of utmost importance. Potential customers are exposed to the general design of characters more than any other aspect of the game.

Character art can take many shapes and forms depending on the overall style of the game.

  • Realistic, like The Last of Us
  • Cartoony, like the Borderlands series
  • Gritty, like Prince of Persia: Warrior Within
  • Ethereal, like Dark Souls Series
  • Stylish, like Bioshock Series

Another aspect that can influence character design is animation. Things like the way a character moves and interacts with the world can greatly influence the emotional response of the player to the game. Take Leon S. Kennedy from Resident Evil  Franchise as an example.

In Resident Evil 2, his movement is subject to the infamous “Tank Controls” of the series, walking, aiming, and turning around slowly and awkwardly. In Resident Evil 4, his movement is much more fluid and he executes flashy fatalities and acrobatic jumps every now and then. Even if these two games had the same graphics, Leon would be a different character in each one of them just because of the way he moves. In Resident Evil 2, he’s a scared cop who’s in a horrific situation way over his head. In Resident Evil 4, he’s a cool badass special agent who you can rely on.

As 3D graphics advance, 3D character production becomes more diverse and provides more opportunities for expressing and creating different tones and styles. Take the Last of Us and Bioshock Infinite as Examples. Both games were released in 2013, both have a female side character that the player is supposed to like, and both have a main character voiced by Troy Baker (he was on a roll that year, wasn’t he?) who acts like a father figure to these female side characters.

Both Elizabeth from Bioshock Infinite and Ellie from Last of Us have thematic similarities to one another but their character design immediately creates different impressions and assumptions that perfectly match the tone and style of their respective games. 

Ellie comes from a ravaged world with a very real sense of tragedy lurking behind its standard apocalyptic setting. She is designed to look and act like a real teenager. Her face is filled with scars, her hair is messy and her clothes are dirty. Everything about her appearance is designed to provoke your sense of empathy and familiarity.

On the other hand, Elizabeth belongs to a fantastical, idealistic setting. Columbia, the city in the sky that she was raised in, is dreamlike and she’s a manifestation of that. Everything about her appearance has a touch of idealism to it. From her beauty to the expressiveness of her face to the ornaments and details on her dress that indicate she comes from a privileged background. Elizabeth is supposed to inspire a sense of wonder and otherworldliness in the player, a sense that will tie neatly with the narrative in the second half of the game.

Despite how similar the overall function of Elizabeth and Ellie is (a young female sidekick that you grow to feel a sense of fatherly protectiveness for), their character design conveys a different feeling altogether, a feeling that ties neatly to the overall style and tone of the game. If these characters were designed in any other way, the negative impact they would have on the game – in terms of making the player feel disconnected from the world – would be unimaginable.

That’s why when designing 3D characters, it’s very important to pay attention to details like these. There are a lot of games out there with serviceable 3D character designs, but only the great ones create 3D characters that fit all the other aspects of the game and elevate the experience from good to great.

For any character artist out there, it’s almost scary to think how much the success of the game could depend on their character design and character art. This is why it’s so important for the game director to give clear and deep insight to the character artist about the thematic function and the emotional purpose of the character they design. Giving commands like “make it cool”, “make it badass” or “make it cute” might result in the creation of a serviceable character, but not a memorable one. Character design can deeply influence the player’s emotional experience of the game, especially in a narrative-driven one, so it’s only fair to invest in it as much as it has the potential to elevate the player’s experience, which is a lot.

Published on:

Polydin Studios Blog

In a recent IGN article, there is an interesting paragraph:

Bloodborne, released in 2015, in-between Dark Souls 2 and 3, saw FromSoft step out from behind the safety of its shield and go wildly on the offensive. By all-but-removing the player’s ability to block attacks, Bloodborne doubled down on a specific mode of playing a Souls game: rapidly dodging the enemy’s attacks and furiously countering with your own.

The implication behind what is said here is huge: Soulslike games feature such diverse play styles and combat system that a specific way of playing them became a whole different game altogether. Understanding this diversity is the key to understanding why From Software raised the standard of RPG combat to a whole different level.

Before we get to that, a brief history lesson. No, don’t let your mind wander off. It’ll be over soon.

The point of RPG games, ever since the ancient days of Tabletop role-playing, has always been to provide an opportunity for the player to customize their experience by the class they choose and the items they equip. For a long time, this diversity remained at a reasonable level: if you’re a fighter, you get close and personal with the enemy; if you’re a mage, you throw spells from afar, if you’re an archer, you do the same thing as the mage, but instead of your mana bar, you manage your ammunition.

But then, in the year 2000, a game was released that some how changed everything. That game was Diablo II. What Diablo II did was show everyone how deep the rabbit hole goes when it comes to the depth of RPG combat. Diablo II has 7 classes (2 were added in the expansion pack) and each class has a skill tree with three different categories. David Brevik, the guy who came up with this idea, said he thought of it while he was in the shower, thinking of Civilization II’s technology trees. So we shall add ARPG skill trees to the long list of shower thoughts that changed the world.

In your first play-through of Diablo II, it’s impossible to fully master one category, let alone the whole skill tree. So the player is forced to choose a certain play style and stick with it. In other words, in Diablo 2 not only do you have a player who’s a Druid expert, but you also have a Druid expert whose expertise is summoning. Thanks to the online features of the game, and the extreme challenge of the higher difficulty levels, Diablo II became the ultimate way for players to express themselves through their class/build or even show off their specific skills to other players.

Blizzard realized that they hit the jackpot with Diablo II’s class/skill tree system and they made a game that used the potential of this system to the fullest. You know what game I’m talking about; the equivalent of the 1980s cocaine epidemic in the 2000s: World of Warcraft. This MMO became the ultimate RPG for people who wanted the class they chose and the items they built to make all the difference in the world. The feeling of having the exact class/build that people needed for a big raid was incredible. It made you believe what you decided to be good at truly mattered.

In a way, Soulslike games belong to the same tradition that Blizzard established for RPGs. They provide different classes and builds that each radically changes the way the game is played. The huge difference is that Diablo II has an isometric point-and-click combat system and WoW has the “spam abilities on your Hotbar” combat system that is typical for MMO games. But the combat system in Soulslike games is as dynamic and exciting as a kick-ass hack & slash game, and as deep and varied as a class-based action RPG or MMO. In other words, a soulslike combat system has the best of both worlds.

There is a Youtube channel by the name of Crozyn. The guy behind the channel has published ۲۵ videos about different Dark Souls 1 builds. In each one he explains how it works and then tries it in PVP. What I personally found interesting in his explanations is that in each build, even the weapon you choose can have important consequences. So if you’re going for a pure Strength build, one heavy weapon is not interchangeable with another when it comes to strategy. Just imagine the level of nuance.

Another great aspect of Soulslike combat is how the game low-key rewards you with a smoother game-play if you manage to… for the lack of a better phrase… git gud. For example, there are two different approaches you can take to defense: dodging and blocking. Blocking is the more reliable, but slower way of defending yourself. If you make yourself a full tank (like wearing full Havel Armor) and equip a nice shield, there’s not much that can stand in your way and with enough patience, you can overcome most of the game’s challenges. But the keyword here is “patience” because as a full tank, you’re like a turtle made of rock.

But all the cool kids on Youtube, the ones who make these crazy videos that make you feel insecure about your skills – like Finishing Dark Souls without taking a hit –  don’t bother with shields and blocking. Hell, they don’t even bother with armor. They know the patterns of enemy attack so well, they are so confident in their rolling and strafing skills, that they just pick one high-damage weapon, hold it with both hands (which makes it do more damage) and go around Lordran as a butt-naked zombie, one-shotting every monster that comes along their way. Dark Souls makes playing as a glass cannon look like the most badass skill ever.

This is ultimately the main attraction behind Soulslike games, and more generally, “git gud” games, like Cuphead, Ninja Gaiden, and the new DOOM games on a higher difficulty. Contrary to popular belief, git gud games are not simply hard. They can be very hard or very easy depending on your skill level. When people praise the difficulty of Soulslike games, they are not being elitists. If difficulty by itself was a praiseworthy quality, then we would all be worshippers at the altar of 80s arcade games. But the intention behind the difficulty of those games was to persuade kids to feed the arcade machine with more coins. While on the other hand, the difficulty of “git gud” games is calculated and skill reliant.

Dark Souls popularized the notion of “git gud” because it combined RPG depth with flashy hack & slash combat. This combat system didn’t wholly rely on stat-checking; well-timed reactions never became unnecessary as you got stronger. You will always get punished for being careless and making glaring mistakes. 

This combat system became even deeper and more satisfying with the addition of “weapon arts” or “skills” in Dark Souls 3 and Elden Ring. In Elden Ring, which is the apex of everything From Software has learned about designing combat systems, every single weapon type (of which there are 31) and every single skill (of which there are around 100) creates a whole different feel to the combat. What makes this more impressive is that by using items called “Ashes of War”, you can change the skill of a weapon, creating an even bigger variety of the ways each weapon works. Add all the game’s weird weapons to the mix, and you’ve got yourself all the RPG depth you need in the world. Honorable mention goes to Ghiza’s Wheel, which is technically a Chainsaw reimagined as a sword/spear, and Hand Ballistas, which temporarily turns  Elden Ring into a tank simulator.

And that wraps it up. As they say, all those who reach greatness stand on the shoulders of giants. And Soulsborne games owe their greatness to a lot of giants, from so many different fields. One glaring example of that is the combat system of these games, which takes inspiration from the best possible sources, from the way they look to the way they work.

Published on:

Polydin Studios Blog

Game Developers are the new version of the old trope: a starry-eyed aspiring actor who goes to Los Angeles, dreaming of becoming a Hollywood star, but faces the harsh reality of the industry instead. Fortunately, in the game industry, that harsh reality is not extreme, like sleeping with an influential producer or becoming a Starbucks waitress. In the game industry, the harsh reality is much less dramatic and far more mundane: crunch, communication problems, having years of work yeeted and deleted by a greedy publisher who’s obliged to trends and algorithms and knows the price of everything but the value of nothing. You know, that kind of stuff.

The game industry is basically Capitalism on crack, and all the best and worst qualities of Capitalism are on full display here. The good thing is that you can make a lot of money and clout through this industry if you’re on a roll. But once the roll ends, you’re bound to have your heart broken and livelihood threatened one way or another.

This system applies to everyone, from top to bottom. There are so many horror stories about popular Game Developers getting axed in the middle of projects, mass layoffs, successful studios getting shut down just because of one mistake, or even changing trends. There is no job security in this industry, and everything is purely determined by an ever-changing market. If you’re the kind of person who grows fond of people they  work with, this will be a tough industry to be in. Everything is changing all the time.

In this blog post, we’ll go through 10 challenges you need to be prepared for if you want to enter the game industry. This post is inspired by a book called “Blood, Sweat, and Pixels” by Jason Schrier and contains examples from it. This book explains the highs and lows of the game industry through 10 unrelated articles about the development of 10 different games. Some of this stuff might sound too negative and discouraging but remember: every workplace has its own set of particular challenges that are not always present; you simply need to be prepared for them. Our goal here is to help you prepare for what this industry might throw your way.

Crunch

Crunch is by far the most infamous problem the game industry suffers from. Games are very hard and complicated to make, and as the AAA industry keeps getting bigger and bigger, the workload required to make games like God of War or Uncharted becomes more insane.

Some game developers are known to work 80 to 100 hours a week or stay in the office till 2 or 3 A.M. – or both – to reach tight deadlines. What makes this more tragic is that the crunch goes unpaid in many companies. Schrier mentions how CD Projekt Red had to pay the employees who worked overtime on the Witcher 3 because Polish law made it mandatory, but then again, the payment was lower than average compared to US companies. So there’s a bit of a legal gray area here, but complaints about low payment and high work time are common in the industry.

Crunch reaches the height of its intensity before important deadlines, like making an E3 Demo or releasing the game. One of my favorite anecdotes regarding crunch is about Bruce Straley, the co-director of Uncharted 4, who rented a second apartment near Naughty Dog’s office, to stay there during the week. He only went to his apartment during the weekends. He had to be in the studio so often and for so long that it was simply not worth driving back home.

With the advent of AI, many jobs are going to be lost in the game industry and that’s terrible. Still, I’m hopeful that AI is going to decrease the necessity of crunch for those who manage to stay in the industry because crunch is mainly caused by a large amount of grunt work in fields like art-making and coding and the constant reiteration and revision that are an inseparable part of the game development process. AI can take care of a lot of that grunt work and leave humans to take care of the more creative aspects of game development.

Communication Problems

Communication has always been an issue in any big creative project, from architecture to movie-making, and video games are no exception.

Some video games have dozens of game developers working in different departments; some bigger ones have hundreds. If the project doesn’t have a leader with a clear vision, these departments will have a hard time working towards the same goal. If you have ever played a game that has an uneven quality in different areas or has gameplay elements that don’t make sense in the larger context, you can bet that it was caused by communication issues.

It doesn’t help that the kind of people the game industry attracts are usually either shy introverted artistic types or insensitive “facts don’t care about your feelings” technical types, and these people can really alienate each other and exacerbate the communication problem through hidden contempt and grudges. If you want to get into game development, it’s good to work on your soft skills so that you won’t start secretly hating your colleagues after a while. Just like any other field, human emotions (like jealousy, contempt, prejudice, grudges, etc.) can get in the way of good communication and the presence of charismatic, empathic and understanding people who can keep people together can be a huge advantage for a project.

In the chapter about the development of Destiny, Schrier describes how communication problems between the large number of employees who worked on the game caused disaster after disaster in the production of the game. By the end of the production, many of Bungie’s old and popular members left the studio on a rather sour note because the communication was so bad that it was assumed they wanted to sabotage the project.

Having Your Work Thrown Away Mercilessly

The video game industry is the graveyard of dead ideas. For every game that is made, there are ten others that will never see the light of day. Of course, this is not necessarily a bad thing. After all, not every idea is good, but it can be tough if you’re the kind of person who has an emotional attachment to what they make. It’s possible your work and your ideas may be reiterated and revised so much you would barely recognize it.

The thing is, this decision is not always based on merit and quality. Sometimes it’s just based on shallow marketing evaluation. For example, before Halo Wars was Halo Wars, it was an RTS with an original setting. Graeme Devine spent a long time passionately designing a world and a story for this game until one day, Microsoft, the parent company of Ensemble studios, came and said: This RTS has to be based on the world of Halo. End of story. The funny thing is that Bungie also hated this decision because they didn’t want outsiders to meddle with their fictional world. So imagine the kind of position Devine found himself in: not only his original creation was thrown away, but now he was seen as an intruder by the people whose creative work he had to use.

Another example is how people who worked on Star Wars 1313 – the highly promising game its cancellation shocked the industry – spent a long time designing a hero and a story for their game until one day, George Lucas came and said the main character had to be Boba Fett. No questions asked. This unnecessary decision forced them to change a lot about gameplay mechanics, level design, the story (that was revised 5 times), etc.

As you can see, creative work in the game industry is cheap unless it finds its way to the final game. And ironically, good ideas get thrown away in favor of bad ones just because of some marketing decisions that might even seem stupid to you, but you have no choice but to suck it up.

Unpredictability 

Game industry is very volatile. Games constantly get delayed, studios suddenly go through a change of leadership and lay off a lot of employees, popular studios go down under just because the last game they made was overshadowed by a passing fad and didn’t sell well, Studios that no one knew about suddenly become trendsetters and change all the assumptions you had about good game design, a new technology or engine gets introduced that completely changes how games are made and makes a lot of your past knowledge and skill irrelevant.

To survive this industry, you really need to be an open-minded and flexible person. You need to understand that you cannot rely upon any plans, predictions or assumptions. Keep up with recent technological and cultural shifts, and stop thinking too far ahead. Even If you do, don’t be too attached to your futuristic assumptions. In early 2012, Obsidian Studios was working on a secret RPG that was supposed to be released as a launch title for Xbox One. Things didn’t go well, and the game got canceled. When the news was announced to the studio members, an engineer was hired just the day before to work on the game. He lost his gig just one day after getting it. That’s the level of unpredictability we’re talking about.

As Bioware’s Matt Goldman said, game development is like being on the “knife’s edge of chaos.” You either embrace this chaos or get drowned in it.

Financing

I love the opening line to the first chapter of the book:

The most important question in video game development has nothing to do with making video games. It’s a simple question that has stymied artists for centuries and put an end to countless creative endeavors: How are we going to pay for this thing?

This quote says it all. No matter how good a game studio is, or how well a game sells, there’s no guarantee you’ll find a financier for your next game. There are so many cases of highly talented developers with shining resumes struggling to get any publisher interested in what they have to offer. It’s nothing personal. It’s just that the market has so many ups and downs.

Back in the early 2010s, a lot of publishers were afraid to invest in any new games because a lot of market analysts predicted that the next generation of consoles is going to fail and the future lies in the hands of mobile/iPhone gaming. They were wrong, but the situation was so bad that well-respected companies like Double Fine and Obsidian had to resort to crowdfunding.

As a low-level developer, it’s not your job to find financiers for the company’s game. Still, the difficulty of finding such financiers can affect you because you might not have anything to work on.

Dealing with Ego and Office Politics 

This is not just about the ego of people, but the ego of corporations too. Of course, a little bit of ego is necessary to get things done, but sometimes, ego on the wrong person and at the wrong time can destroy a company from within.

This is basically what happened to Ensemble studios. When this studio was established, everyone was like family, to the point that they went to each other’s houses every weekend. But once they became successful and were bought by Microsoft, this sense of closeness was replaced by ego and office politics. New members found the old members to be set in their own ways and inflexible. Old members each developed their idea about where the studio should go and formed their own tribes. They were tired of making RTS games, but that’s what the market demanded from them. Everyone was working on their own prototypes, while a game that was being actively developed (Halo Wars) was suffering from being understaffed.

The tale of Ensemble studios is a tragic one and an important cautionary tale because they were not closed down due to their failure. The last game they released before Microsoft decided to close them down was a hugely successful game: Age of Empires 3. They were closed down because they simply could not work together anymore due to how egoistic everyone was. They refused to help each other out,  formed tribes inside the studio and wasted valuable resources on developing prototypes for multiple projects that could not be made realistically. In the end, Microsoft decided to shut them down long before they finished their last game, Halo Wars.

Dealing with Highly Technical Problems

 

This one is pretty self explanatory. Game development is a highly complicated process that requires a lot of intelligence and knowledge. Assuming that you’re good at your job, this shouldn’t be a problem – that’s why you were hired in the first place, right? – but sometimes, things don’t go as smoothly as you hoped.

For example, when Bioware was making Dragon Age: Inquisition, they decided to use the “Frostbite” engine, the engine DICE developed for Battlefield games. It turned out making a role-playing game with an engine specifically designed for FPS games was not the best idea because they faced so many technical difficulties working with it. They basically had to make some part of the engine from the ground up to accommodate their game.

Sometimes, due to a lack of foresight or perfectionism, companies can make decisions that could put a huge technical load on your back. You need to be prepared for that.

Bugs and Playtesting

There are two kinds of technical problems: 1. those that require brain power 2. those that require patience. Dealing with bugs is definitely the latter.

In order to find bugs in games, not only you need to play the game dozens of times from start to finish, but you also need to do all kinds of wacky stuff to detect them, because bugs could be triggered in the most random way. For example, there’s a funny anecdote in the book about how a Bioware employee became aware of one of the bugs in the game. His 9-year-old son liked to get off and get on the horse constantly. They realized doing this would cause the player’s companion’s equipment to disappear in one section of the game, resulting in the high-level character of the developer’s son being killed by low-level spiders.

If people ever jokingly tell you that “you’re a game developer. It must be fun to play games and get paid for it”, just tell them how bugs are found in games. You have to play the same game dozens of times in the most anti-fun way possible. Hopefully, they will stop making that comment afterward.

Being Laid Off Unexpectedly 

This is an extension of the unpredictability of the game industry, but since it’s such a dangerous and hurtful thing to happen, it deserves its own entry.

Being laid off might feel like a personal attack initially, and it can be hurtful. More than that, if you have grown to like your coworkers, it can make you miss them. But you need to realize that most of the time, being laid off is nothing personal unless your performance is noticeably worse than your colleagues. This industry is chaotic and there’s no other way around it. But the good news is that if you are good, another studio will hire you quickly. So this volatility is both a blessing and a curse; it makes getting laid off and hired back equally easy.

It’s also worth mentioning that this aspect of the game industry is more prominent in the West. In Japan, there’s this culture of corporate fidelity which encourages people to stay faithful to a company and if possible, stay there for the rest of their working life. If you follow the career of Japanese game developers, you see it’s more likely for them to stay in one studio and work with one publisher for longer periods of time.

Alienation 

The Marxists know about this one. Marx’s theory of Alienation goes something like this (taken from Simple English Wikipedia):

In Marxism, alienation is a feeling that people have when they don’t feel connected to the society around them and their work.

According to Marx, there are four types of alienation in a capitalist society:

  1. Alienation from the product of a person’s work
  2. Alienation from the process of work
  3. Alienation from others
  4. Alienation from self

Because of alienation, people have no control over their lives or the things they make. Instead, the products of their labor are exchanged for wages in order to survive.

While this theory is not discussed in the book, I strongly felt its shadow while reading it. Imagining all those people who were under the constant threat of being laid off, having their work thrown away, being cut off from beloved colleagues, being overworked, underpaid, working for a vision that they didn’t even understand sometimes… All of these can be so alienating.

One of the passages that really emboldened the feeling of alienation was the one in the chapter about Destiny:

Perhaps the biggest problem was that Destiny still didn’t have much in the way of an identity among Bungie’s staff. “If you were to go to Bungie and ask people what they thought Destiny was,” said one former employee, “half the studio would probably say it’s a Halo shooter, and the other half would say it’s World of Warcraft.” The studio was growing rapidly, which made communication even more difficult. By 2013 there were hundreds of people working on Destiny in Bungie’s unreasonably dark Bellevue offices. Not everyone played the game every day, and few of them could visualize what Destiny would ultimately look like, which led to, as a different former employee described it, “a bunch of great ideas that are all siloed off, and none of them actually complementing each other.” Journalists had left the February event wondering exactly how Destiny would work. At Bungie, people were asking the same question.

Imagine all those game developers in that situation: they don’t know what kind of game they are making, they have problems communicating with other departments, they’re watching old celebrated Bungie members leave one by one, and worst of all, they’re working in a physical environment that is inexplicably dark, as if fate itself is determined to make them depressed. And all for the sake of creating entertainment.

Forget about payments and building resumes. Can anybody feel happy and fulfilled working in this condition? If I were in that condition, I would feel alienated af.

And I think that’s perhaps the deepest challenge you can face as a Game Developer. All of the problems above are tangible problems that you can overcome through practical solutions, but this feeling of alienation that the game industry (or more precisely, the AAA industry) constantly reproduces for its employees doesn’t have an easy solution. It’s too deep and cerebral.

At the end of the day, Blood, Sweat, and Pixels seemed like a strange criticism of Capitalism. I say strange because Schrier’s tone throughout the book is descriptive and objective, not critical. But that’s what makes it so effective. Sometimes the best way to criticize something is not to actually criticize it but to describe it. When you read about how some of the game developers and creative types are treated in the industry, it just leaves a bad taste in your mouth.

These people are precious. It’s not fair to watch them being chewed in and spat out like this. I don’t want this stuff to happen to anyone, but I know it will. That’s just how the system works. By writing this, I hope I have at least helped someone not to be taken by surprise.

Published On:

Polydin Studios Blog

At the risk of sounding like an elitist and a gatekeeper, I’m here to explain why Dark Souls doesn’t need an easy mode. Dark Souls is being mentioned because it has become the ultimate talking point regarding the “difficulty setting” discussion. But this is not just about Dark Souls. It’s about every other game out there. Neither one of them needs an easy mode. This goes to all the people out there who say they just play games for their story and don’t wanna deal with hard challenges. Well, here’s my two word response to you: screw you. We don’t do that shit here. Gaming is where REAL men test their mettle. If you want to blow off some steam after a hard day’s work, go watch a movie or something.

Although who am I kidding. I know who’s behind pushing this nonsense. It’s all those game journalists who have to review every new game in one week and can’t be bothered to repeat the same section 10 times because it was too damn hard and they have to deliver the review by Monday. I understand your pain, but either git gud or switch to covering game news. Don’t ruin it for the rest of us.

When discussing whether including easy mode in games is a good idea, there are three schools of thought:

  1. It’s a good idea for all games
  2. It’s a bad idea for all games
  3. It’s a good idea for some games

Ratatoskr, a Youtuber who has made a lengthy video about this topic, made a poll asking his audience this question:

As you can see, the radicals are in the minority. Most people have the reasonable stance that some games benefit from having a difficulty setting, while some don’t because being difficult is part of their intended experience. That’s the stance of Ratatoskr’s video too.

But as it happens, I am in the unreasonable minority. I believe that difficulty settings and easy modes are a fundamentally bad idea, and the reason for that is not some fascistic ideal about excluding noobs from the eternal glory of finishing games but a concern for the game design itself. How and why? Let me explain.

Difficulty Settings Make the Game Inherently Less Exciting

When making a game, you want the player to have a certain kind of experience. This experience includes a lot of ups and downs that actually make some parts of the game memorable. For example, the fact that I was stuck on Black Dragon Kalameet for 8 hours in Dark Souls makes that fight memorable for me. The fact that I could defeat Pinwheel in 10 seconds also makes that fight special, but for a different reason. (the reason being laughing at Pinwheel for being a wimp).

The fact that players get stuck in certain areas and bosses is what creates memories for them. And overcoming these obstacles is exactly the experience that makes people talk about the game with glee for years to come. This is so effective that having a boss or an area relatively harder than most bosses and areas in the game could be a narrative device.

Difficulty setting completely destroys this aspect of the game experience because it creates a homogenous predictable experience from start to finish. No parts will stand out if the whole game is consistently easy, hard, or in-between. In perfect game design, easiness should not be something you choose but something you achieve by skill, knowledge, and experience.

Difficulty Settings Make the Player Make a Vital Decision Without The Necessary Knowledge to Make It

When you are booting up a game for the first time, you have no idea how challenging the game is. So when a game asks you what difficulty setting you to choose, you can’t make an accurate decision based on anything. You might select easy, even though normal is completely doable for you. You might choose hard but not realize “hard” in this game is much more than you can handle.

And the thing is that you might not even realize this in the beginning. You might find out you didn’t choose the right difficulty setting when you are too far gone.

Some games allow you to change the difficulty any time you like, but that completely trivializes any challenge the game offers. You might as well make all games like Prince of Persia (2008), in which the main character cannot die because his sidekick saves him every time.

Basically, the existence of difficulty settings creates a constant state of frustration for the player: if you choose hard or normal, every time you get stuck, there’s this constant temptation to decrease the difficulty so as not to deal with frustration, but if you do that, you feel like a coward and a chump for giving in as soon as you faced adversity.

I am not against unlocking different difficulty settings once the player finishes the game for the first time. Because by then, they’ll have a clear idea of how challenging the game is. But when you are playing the game for the first time, you are not eligible to decide about something that would impact the rest of your experience without having a clear vision of what it entails.

To save the player from making such a choice that has so much potential for causing frustration is a blessing in disguise.

Difficulty Settings Result in Lazy Balancing

Balancing in games is an art that requires many iterations to master. This is why From Software games are so revered because despite having the reputation of being hard, they are not stupid hard. They can actually become surprisingly easy if you get the hang of them.

Some developers don’t want to go through the grueling process of balancing a game’s difficulty to perfection. So they cop out and leave the responsibility to the player. To avoid criticism like “the game is too easy” or “the game is too hard,” they just put a slider in the game that either makes the game stupid easy or stupid hard. And you can’t complain anymore, because you chose that.

Now I can tolerate difficulty settings that make the AI dumber or smarter, but most of the time, that’s not the case. The difficulty only modifies the damage you take and the damage you deal. This is such a shallow outlook to have about the concept of challenge. Turning enemies into damaged sponges and the player into a glass cannon doesn’t provide a satisfying experience. It just wastes the player’s time and causes frustration.

Difficulty Settings Don’t Allow Players to Have a Shared Experience 

One of the appeals of video games is to have nerdy conversations with other people regarding the shared experience of your favorite games. This is why From Software games attract such a vibrant community because everyone in it finally gets what it feels like to defeat Ornstein & Smough. The Resident Evil community knows what it feels like to be hunted by Nemesis. The Legend of Zelda community knows what it feels like to be stuck in the Water Temple level in Ocarina of Time. The Cuphead community knows what a pain in the ass that bee boss was.

I specifically mentioned Resident Evil 3 and Cuphead because both games have a half-assed easy mode that even the game itself doesn’t count as a proper playthrough. If you play these games on easy mode, you don’t get access to the ending.

They are good examples that show how important it is for some developers to provide a “definitive” experience of their game, to the degree that they are not even willing to give legitimacy to this so-called “easy mode” that they were probably forced to include in their game due to the fear of backlash.

The main reason developers include this setting is a lack of confidence. They are not sure if they’ve got the balancing right; they’re not sure if the players will get engaged with their game; they are afraid of being called elites and gatekeepers. So at some point, they chicken out. The lack of difficulty settings on the first playthrough is a mark of confidence that very few people in the volatile video game industry have. I am eternally grateful to From Software and Hidetaka Miyazaki because they had this confidence when no one had it. And infused the game industry with it.

Difficulty Settings are Based on a Fallacy

And that fallacy is: “It doesn’t hurt you. Why don’t you want people to enjoy the game how they like?”

The first fallacy is that “it doesn’t hurt me.” As I said, the inclusion of difficulty hurts the game (and by extension, me as a player) in a number of ways. It puts the player in limbo in which they don’t know which option to choose; it puts you in a psychological mindset in which you shift from temptation to guilt, and it denies you of a shared experience with every fan of the game. It also messes up the balancing on the developer’s part.

The second fallacy is that this statement assumes that people actually know what they like. That’s not always the case. Ratatoskr discusses this point in detail in his video, but I think a personal example he brings is illuminating.

He said that he played The Elder Scrolls III: Morrowind after playing The Elder Scrolls IV: Oblivion. Morrowind is a much less accessible game compared to Oblivion. The graphics look weird, you can’t fast travel anytime you like, and pathfinding is done through reading road signs and following in-game clues. At first, he disliked this and abandoned the game. But due to the peer pressure from his friends who loved the game, he kept going.

At some point, as he was following directions to a quest, he started to appreciate the graphics more because he was absorbing the visuals to find his way in this strange world. As he walked around while the music was swelling, something kicked in; suddenly, he “got” the game. He was immersed. He fell in love with the experience.

As you can see from this example, sometimes people don’t know what they want. Deep down, they might crave something bold and new, but since they have never experienced it, they can’t tell that they have this craving. So they might stick with tried and tested formulas, never knowing that a better experience is waiting for them.

Feeling frustrated is not always a bad thing. Sometimes it’s caused by the brain’s exposure to something totally new, something that could become your new favorite thing or open the door for new possibilities. But you might never experience that feeling if the game developer doesn’t push you in that direction. There has to be some force involved.

The truth is that many game devs sacrifice the potential of their game because they think it will lose its potential audience. But the irony is that the opposite is true. The more a game asks you to pay attention to it, the more likely the player will find the will to do so if the game is worthy of attention. The more you try to accommodate the player, the more likely he/she is to zone out because the human mind is very good at detecting desperation of any kind.

 What are the Alternatives? 

Am I advocating for all games to be hard? Absolutely not. I am advocating that the first playthrough of every game – on a base level – should have the same difficulty for everyone, whether it’s going to be hard or easy or whatever in between.

So, how can we cater to different skill levels without adding difficulty settings?

There are a couple of ways to do that, like:

  • Adding a build/playstyle/class that is a bit more overpowered than others so that it can act as a secret easy mode within the confines of the game itself. The Sorcerer and Pyromancer class in Dark Souls is usually considered “Dark Souls’ Secret Easy Mode.”
  • Dividing the game world into different difficulty levels allows the player to choose which one to engage with freely and when. This method works for open-world and semi-open-world games. The most prominent example is The Legend of Zelda: Breath of the Wild.
  • A straightforward main campaign with manageable difficulty and more challenging side content or end-game content for the more advanced players. Super Mario games do that.
  • Having a gameplay mechanic rewards the player for skill and game knowledge but doesn’t punish the player for lack thereof. The combo grading system in Devil May Cry and the performance grading system in the Hitman series are examples of that.
  • Making achievements act as an unofficial “hard mode.” (Although I don’t like this one. Achievements can become anti-fun really fast if you care about them, at least on the first play-through).
  • Using a dynamic difficulty setting that secretly becomes easier or harder depending on the player’s performance, like Resident Evil 4. This solution hurts the “shared experience” part, but it saves the player from making an uninformed choice.
  • Cheat codes! Yes, I am against using them, but if someone REALLY doesn’t care about being challenged, they can use cheat codes. The difference between cheat codes and an easy mode is that first, you have to go out of your way to find cheat codes, so it’s a 100% informed decision, and second, cheat codes, by their very nature,  indicate this is not how the game is meant to be played and everyone involved knows that. Also, cheat codes can be used by people with impairments and disabilities.

Apart from the alternatives mentioned, you can find other possible solutions that suit your game’s context.

About Accessibility Options 

I understand that accessibility is one of the huge talking points in this field, and there’s an ever-increasing attempt to make games accessible for the colorblind, those with visual or hearing impairment, etc. This is a great thing, and I am 100% behind it. However, I like to quote Youtuber NeverKnowsBest, who, in this video, sumps up this issue perfectly:

Everyone wants games to be more accessible for disabled players. We’re all in agreement that this is a good thing and that accessibility is a problem, but it’s not a simple problem and mandated easy modes aren’t some magic fix-all solution. There will always be elements of game design that can exclude some players. If a game uses any audio indicators, then it excludes people with hearing impairments and if a game uses any visual indicators, then it excludes people with visual impairments. That doesn’t mean we need to force games to stop using these things.

The unfortunate reality is that all design choices face the risk of excluding someone and that’s not something we can just eliminate, but what we can do is make different games and create different experiences and praise games which are different, which do take risks, which try to break the mold. Not every game can appeal to everyone and not every game can be inclusive to everyone. These things are unachievable, but what we can do is ensure all games aren’t the same, so that people with different tastes and different needs have at least some experiences that are for them.

Published on:
Polydin Studios Blog

Have you heard of the Luddites? They were a group of English textile workers in the 19th century who destroyed textile machinery because they believed these pesky little machines would take their job away. As they say, history doesn’t repeat itself but often rhymes. Thanks to AI, the Luddite movement is back again, but there’s nothing to destroy this time. You are dealing with an all-knowing, all-consuming digital god.

The protests started with truck drivers concerned that self-driving trucks would put them out of work. But recently, the threat of AI has moved beyond manual labor and is now threatening art and writing, things that are so human we never thought AI could threaten for real.

The reaction to AI in the art community is like that famous Gandhi quote: “First they ignore you, then they laugh at you, then they fight you, then you win.” No one was talking shit about AI art when it looked like this back in 2017:

People were sharing this stuff and laughing about how they looked like Google’s nightmares. But now that AI art looks like this:

No one is laughing. Now, we’re at the “then, they fight you” stage.

Recently, there was a massive protest against AI art in ArtStation. The main page of the website was spammed with “No to AI generated Images” slogans:

The main concern was that AI art is against copyright laws, that it’s trying to steal the hard work of real artists and produce an elaborate Frankenstein monster – although a beautiful one – of artworks that already exist.

Artstation was quick to respond. They published a statement saying that they’re going to add a “NoAI” tag to the website. If you add it to your art, no AI will be allowed to “collect, aggregate, mine, scrape, or otherwise use” it in any way.

This statement is not as considerate as it seems. This is basically what ArtStation is saying: “This train is going to the top of mount glory. It’s not going to stop, but you can get off.”

I understand that copyright is a huge issue here and the way AI art functions is a bit shady. But let’s not deceive ourselves. The main concern here is not copyright; it’s the fear of getting replaced. Nobody cared about copyright when AI art was terrible. Also, as the ArtStation solution shows, AI can be limited to a collection of legally acquired art rather than the whole internet. That can slow its progress, but it will not stop it. Something tells me that even if the copyright issue is resolved, some artists will not suddenly embrace AI.

So the million-dollar question is: is AI art going to put artists out of work? The answer is both yes and no.

AI will replace artists whose work looks like uninspired AI art already. This is a good thing. I’m sure a lot of the people who are drawing anime girls for the countless Hentai games released on Steam every year are looking for someone to save them from themselves. If copyright doesn’t become a problem, there’s no incentive to hire an artist and pay them money so they can draw an elven forest or a cyberpunk assassin from scratch unless you want to use their celebrity status. But you can’t become a celebrity artist by designing uninspired art in the first place. So there’s that.

Midjourney – the most impressive AI tool that currently exists – has some paid plans, and among the features they provide is privatizing images. So, for a small fee, you can create a lot of high-quality artwork that no one can see but yourself. Designing that phoenix picture above could take days for a human artist; Midjourney did it in a minute. No artist stands a chance against that.

However, in its current state, AI cannot give you precisely what you have in mind, but it can provide a rough sketch. So, it’s possible that in the future, companies will still need artists to experiment with the AI image and revise, reinterpret or redesign it. It’s just that the necessity for designing concept art from scratch would become much less. So, it might make one aspect of your job obsolete but add a whole new aspect to it.

Having that in mind, I don’t think anyone has ever said: “I’m going to become an artist to make shit tons of money.” Art has always been a means of passion for humans to express themselves. But the entertainment industry and its algorithmic nature somehow killed that drive for many artists. An artist working on a big game, movie, or advertisement would probably not feel this is an outlet for self-expression or creativity.

One good aspect of AI art is that it can already provide companies with mainstream algorithm-friendly art that they need and liberate artists from doing grunt work. Some artists naturally feel threatened by this because as much as they might hate doing it, this grunt work is putting food on their table.

But as one door closes, another one opens. AI art might decrease the value of average mainstream art, but it will significantly increase the value of unique perspectives and styles that human artists can provide. In other words, AI will somehow force human artists to become bolder, more creative, and more unique. AI will encourage artists to become visionaries.

In an AI-saturated world, studios could already produce functional and quick art for whatever they’re making; but the market and society will always yearn for that human touch. “A game purely made by AI art” doesn’t sound like a good slogan on a billboard, even if it does look gorgeous.

So instead of sticking to tried and tested visual styles that make many games of the same genre look too similar – like AI already designs them – gaming companies would encourage their artists to develop more unique styles which don’t look AI-produced. Through this process, artists’ skills and vision will vastly improve. Apart from that, AI can be used as a helpful tool for experimentation and reiteration, saving much time.

I imagine the role of AI for artists would be similar to that of chess engines for professional chess players. Even the best chess player in the world does not stand a chance against solid chess engines, but no one has lost interest in following human chess tournaments just because AI can do it better. On the contrary, AI helped humans improve at chess on average and play more exciting and instructive games.

Another point worth mentioning is that quality does not necessarily translate to interest in art and literature. When someone buys the autobiography of their favorite celebrity, they’re not assuming that this is the best piece of literature they can get. They know that classic literature is technically more high-quality and thought-provoking, but they’re simply interested in the thoughts of their favorite celebrity, even if they are a cuckoo head and they know it.

The same goes for art. No matter how good AI art gets, there will always be interest in human art because we’re simply interested in exploring other people’s individuality, even if it’s flawed, amateurish, and weird. The reason is that’s what we relate to. It’s part of our empathy and one of the reasons we engage with art. AI can encourage more artists to be truly artistic by taking care of mass-produced neat-looking art.

As you can see, the advent of AI art is a win-win scenario. In the best-case scenario, it can make your job as an artist easier and help you design better pieces. In the worst-case scenario, it’ll just liberate you from grunt work and encourage you to be more visionary and unique. I know some of you might think: “it’s easy for you to say that. You’re not an overworked, underpaid artist who has to live paycheck to paycheck”, but I can assure you: if AI writing advances to a level that can write an article like this, I would say the same things to myself: it’s either going to make my job easier, or it’s going to force me to become more of a visionary. Either way, I win.

Unless AI actually does put me out of my writing job permanently, with no silver lining, in which case, I apologize to you for not standing against the digital god firmly when I had the chance.

First, they came for the truck drivers, and I did not speak out—

Because I was not a truck driver.

Then they came for the artists…

You know how this goes.

 

Published on:

Polydin Studios Blog

The game dev journey is quite an adventurous one. It sounds great to become a game developer, but you need to know there’s a tough road ahead. The game industry is not kind to those who serve it, but it can be rewarding to those who have a passion for it. All the long hours of crunching and dealing with complicated technical/artistic stuff can be taxing on your soul. But there are moments when you see your game working exactly as you planned, and then you feel all that hard work has paid off. When the game’s released, you will have a few weeks of blissful holidays if people love it. But make sure to make those few going weeks count. After that, you’re back on the grind…if you’re not already burnt out.

You have probably heard of the terms “indie” and “AAA.” They both involve game making, but one is like working on your small farm, and the other is like serving a big scary Feudal landlord. (This example has been chosen carefully!). There is also a lesser known “AA Industry,” which is basically an indie game that is too big or an AAA game that is too small.

At first glance, it might seem like the Indie industry is where it’s all at. You are your own boss, you have complete creative freedom, you don’t have to bust your ass for an artistic vision you don’t even care about, and most importantly, you take the lion’s share of the sale profit and not the greedy publisher. On paper, making a successful indie game is like hitting the jackpot. But that’s easier said than done. All you got to do is check out the “new release” steam page. There are hundreds of games there that are forgotten the moment they’re released. The Indie industry is a very high-risk high-reward kind of deal. If your game makes it, it can be such a huge trendsetter that it can even overshadow the AAA industry (like Minecraft). If it’s not… well, let’s say a shitpost on 4chan could have a higher cultural impact than your game. We’re not even going to mention money.

Both AAA and the indie industry have their advantages and disadvantages for gamedevs. But before we get to that side of the game dev journey, let’s go through some factors that distinguish AAA from indie games (from Gameopedia):
  • Development Budget: AAA games have a production budget of 50 million dollars or more. Sometimes, it can reach hundreds of millions.
  • Marketing Push: AAA games benefit from huge marketing campaigns. Sometimes the marketing becomes more expensive than the actual game.
  • Team Size: AAA games have 50 to 100 people working on the game full-time. Sometimes the number increases to hundreds of people.
  • Dedicated Publisher: AAA games often have a dedicated publisher that takes care of everything in terms of budget, marketing, and the boring legal stuff, but AA and Indie games have to look for one, or in the case of Indie games, self-publish.
  • Graphics & Technology: AAA games look freaking gorgeous, or at least they’re supposed to. They’re pretty much made to sell cutting-edge hardware.
  • Production Values (like voice acting): AAA games often feature the talents of celebrities for voice acting or motion capture.
  • Franchising: AAA games are made in the hope of turning into franchises. This is why original IPs are few and far between in this field.
  • Threshold for Success: AAA games have a very high threshold for success. They usually have to sell two million copies to break even.
  • Streaming and Content: AAA and AA publishers make deals with YouTubers and Twitch streamers to promote their games. Indie games can also become huge in the streaming business (like Among Us), but it usually happens by word of mouth, not a planned marketing campaign.
  • Esports: Although most Esport games have roots in indie games or mods, Esports is a high-profile business. So Esport games should be either AAA or be forced to become AAA (like in the case of Counter Strike: Global Offensive and Dota 2).

Now that you know the differences between AAA and indie games, the question is: which path is right for you? What to expect from each one? Let’s go through three criteria that can influence your decision.

 

Specificity of Role

If you want to become an indie gamedev, you must be a Jack of all trades. Since the number of people working on indie games is usually 1 to 10, each member must take a huge responsibility to make the game work. Also, you need to be very self-reliant. For example, if you are a programmer on an indie game and get stuck on something, you don’t have many programmers around you to help you fix the problem. You ought to figure it out yourself.

An extreme example of this would be Eric Barone, the creator of Stardew Valley. This guy woke up one day and decided to make a video game inspired by his favorite childhood game, Harvest Moon. But he didn’t know anything about game development, and he had no interest in joining a team. So, he decided to learn how to code, draw, design, write, make music, and test the game all by himself, mostly from scratch. This extremely challenging task led to many years of frustration, financial reliability on others, and sleepless nights. But he managed to learn all those things and created a game that went on to make him a millionaire. He made more money through Stardew Valley than some AAA devs make in a lifetime. That sounds great, but how many people have the willpower and resources to do something like that?

On the contrary, in the AAA industry, each project is big enough to have you work in a specific field. For example, if you make a linear action-adventure game, you might have a level designer. But if you make an open-world RPG, that role might be divided into two: 1. Quest Designer 2. Open World Designer

These two pictures, taken from Mark Brown’s “How to Become a Game Designer” video, explain how roles become more specific as the games get bigger:

 

The specificity of your role in the AAA industry is a double-edged sword. On one hand, it’s helpful to be able to focus on one thing and polish and improve it to perfection. You might have someone whose only job is to think about the UI and how to improve it. That’s a very manageable task. On the other hand, it can get boring after a while and cause burnout. In the AAA industry, you never have access to the whole picture, and you’re basically just a cog in a machine, so you might not feel too connected to the game. But in the indie scene, everyone involved has a huge impact on the final product. Even though they might have a bigger chunk of the workload and need to be flexible, they would feel better about their work because of how impactful it is.

Some devs transition from indie to AAA, and some from AAA to indie. It’s not like you have to get stuck with one. If you are looking for a proper job and want to interact with people who can show you the ins and outs of the industry, it’s better to start with an AAA or AA studio. The best place to start is either the customer service or the QA department because they have the lowest requirement for entry. You might feel like a pawn for a while, but the experience you’ll get and the connections you make will be worth it. If you want to work in the game industry, you have to know people. Connections are your most important asset, and you can make tons of them in the AAA industry.

If you’re the kind of guy with a strong vision and need a large amount of creative control, and if you have a high aptitude for self-learning, it might be better to start with making indie games. The chance of making money is much lower, but if your indie game becomes a hit by any chance, you have taken a shortcut to success.

Geographical Limitation

The most apparent problem with working in the AAA game industry is that you have to physically exist in a place where the AAA gaming industry exists. This includes places like Japan, California, New York, Paris, and London. Although since Covid 19 Lockdown and the normalization of remote work, this limitation has been eased for some occupations (like artists). But still, most of the actual work is done in a physical space surrounded by colleagues. If you don’t have the means for immigration or it’s just too risky for you, then tough luck.

The indie industry doesn’t have that problem. A great indie game can theoretically come from anywhere on the planet, as long as there’s electricity and an internet connection. Friends usually form indie studios, so they have more freedom to stay together. Even in some cases when they’re not together, they can make it work. For example, Yacht Club Games, the studio behind Shovel Knight, was formed by five people. Four of those five were working in a studio apartment in Valencia, California, and one telecommuted with them through a laptop and a webcam because he had to be in Chicago. There are many ways to accommodate each other when you’re an indie studio, but the AAA industries expect you to be at your post on time, ready to work for the greater good.

Marketing

Marketing is by far the biggest setback indie games face. There’s a good reason why the marketing budget for some AAA games is higher than the game’s budget. We live in a time and age where people’s attention is the most valuable commodity.

If you work in the AAA industry, you don’t have to worry about marketing one bit. They have dedicated marketing teams who will ensure millions of people see the UI you have designed. But if you are an indie dev, you have to have ideas about how to market your game.

The most effective way of advertisement for indie games is word of mouth, and there’s no way around it. However, it doesn’t mean you can’t do anything about it. Most successful indie games are based on something popular and nostalgic gamers yearn for, like an 80s platformer, 90s shooter, etc. Its absence can be felt in the AAA market. Successful indie devs base the template of their game on this popular but absent concept and then add their twist to it. For example, Eric Barone, the gamedev mentioned earlier, went to Harvest Moon fan communities on the internet and talked about his game there. That’s how he managed to attract attention initially.

There are tons of communities like that all over the internet, dedicated to niche and not-so-niche games and genres that the AAA market cannot or does not want to make for whatever reason. People will welcome it and spread the word if you have something to show. Remember, the AAA industry is a big bad wolf, but algorithms rule it; it must adhere to tried and tested formulas. As long as it exists in its current form, it will constantly be blindsided by its conservatism. So when it comes to creativity and intuition, indie games have a considerable advantage over the AAA industry. Use that leverage to your advantage, both in development and marketing.

As an indie dev, it’s important to build a community of fans long before the game’s release and keep them engaged with the whole process of making the game through constant updates. Their feedback helps you to stay motivated and creates a buzz around your game as it gets closer to the finishing line. If these dedicated fans like what you’re doing, they will spread the word about your game, something that your indie game desperately needs.

All and all, If you’re looking for an easy path, then the AAA industry is where you should start. It has job security, you know what you exactly need to do, and there’s no need to constantly improvise and sacrifice your health and financial state to make it work, at least not when you’re a low-level worker.

If you have a strong vision, an extensive skill set, an iron will, and a high aptitude for learning and improvising… screw it. If you’re a renaissance man, then you might want to start with making an indie game. But please, do all of us a favor and if your indie game becomes a hit, don’t become a sellout.

Published On:

Polydin Studios Blog

Violence in video games is quite a controversial topic. Ever since the days of Doom and Mortal Kombat, this industry has been under attack by concerned parents and authorities for corrupting the minds of the youth and normalizing violence. But I personally find that debate uninteresting. I follow the philosophy of Cormac McCarthy when it comes to this discussion. I believe the seed of violence has been planted in the heart of every man since the days of creation, and there’s no escaping from it. The worst kind of violence happened in a time when no violent media existed, let alone video games. Video games provide a safe outlet for expressing violent desires, so they are a great way to contain them. That’s why my concern with violence in video games is not an ethical one but a creative one. There is a world of possibilities out there. Why do video games -especially AAA ones- rely on violent gameplay? Why not try something else? Because, at this point, they all kind of look like clones of each other.

It is common knowledge that conflict is at the heart of any standard story. The most extreme kind of conflict is the one in which death is on the line. The desire to stay alive is something anybody can relate to. So, it’s only natural that many conflicts in stories are about that.

However, movies, tv shows, and novels have the freedom to portray conflicts that are a lot more nuanced than just a “kill or get killed” scenario. They can portray the emotional conflict between family members, the internal conflict of a tortured man with himself, the conflict between different ideologies, or basically any kind of conflict that is considered deep or artsy.

Video games are at a disadvantage because gameplay requires the player to always do something and this necessity for doing stuff prevents this medium from catering to more nuanced forms of conflicts. Even when developers try to cater to nuance, they end up making interactive movies. There might be a lot of emotional details in the cut-scene, but in the game-play sections, you go back to killing like a maniac. ‌This is a problem that Naughty Dog faced when they were making Uncharted 4. They realized that Nathan Drake is supposed to be a lovable rogue, but during gameplay, he is gunning down people like a psycho and his body count would send shivers down the spines of war criminals. It just didn’t add up. So early on, they had the idea to make the first half of Uncharted 4’s gameplay melee only, just to show Drake can change his ways. But this idea was ultimately abandoned. There’s really no easy way to get rid of guns and the flashy action they bring.

In his video “Can We Make Talking as Much Fun as Shooting?” Mark Brown provides a great example of why alternatives to combat are underwhelming. Some RPGs promise the player that they can avoid combat altogether if they put enough points in “Charisma” and “Intelligence” because these attributes turn them into silver-tongued devils that can turn any situation in their favor through dialogue options. For example, there is a mission in Fallout New Vegas in which you are supposed to take care of a guy called Chavez. You can either kill Chavez and his crew or convince him to make himself disappear if you have enough points in the speech attribute.

This might seem like a good example of respecting a player’s freedom of choice until you realize the combat option involves active gameplay with challenge and the possibility of failure, while the speech option is all about pressing a button.

This example shows why violence and combat dominate gaming so much. It’s difficult to make any other action as interesting and engaging as combat. Mark Brown provides examples of some other games that have tried to make dialogue options more interesting and engaging. For example:

  1. LA Noire forces you to pay attention to body language and facial expressions to realize if people are lying.
  2. Life Is Strange demands that you pay attention to environmental details to make the right dialogue choices when the time comes.
  3. Some turn-based games like Undertale and Griftlands, in which you have to choose actions from a menu, turn dialogues and peaceful approaches into turn-based game-play elements, same as combat options.

 

While these approaches are definitely better than a simple button press and a stat check, they’re still a long way from becoming substitutes for combat. LA Noire’s facial recognition system is a gimmick; sometimes it’s so exaggerated that it becomes ridiculous. Life is Strange is an interactive movie and doesn’t use the potential of video games to its fullest. And finally, Undertale and Griftlands might replace violence on a thematic level, but from the gameplay perspective, their system still relies on beating or dominating an opponent; the only difference is that the “attack” command is replaced with “persuade.”

In his video “Why We’re Wrong about Violence in Games“, Adam Millard makes an excellent point about how we should view violence in games. He argues that violence is not necessarily about watching someone get killed, but it’s about the dynamic of domination and “beating” your enemies or opponents. So in his view, Mortal Kombat is just as violent as FIFA 23. I like to quote what he says because I couldn’t explain it better myself:

Games should absolutely cater to a variety of tastes, but I also need to make it clear that games containing violent themes, and games that feel violent to play aren’t always the same, as we’ve seen violence can be used in games that feel quite chilled out and relaxing, and adrenaline pumping combative games can be entirely pacifistic. We need to be able to distinguish aesthetics from how we approach and engage with games if we’re going to get to the bottom of this burnout feeling. […] Whilst violence is a huge feature of storytelling in general, this aggressive, combative focus in games is unique and stems back to a variety of sources, from Nintendo marketing exclusively to boys in the 80s to high-score chasing and tabletop dungeon crawlers being a foundational element of the earliest games to the simple capitalistic reason that people like power trips. Whether violent or nonviolent, the supremacist approach defines too many games to count, particularly amongst AAA developers. And it leads to that feeling of emotional burnout I was on about earlier, as well as more worryingly, giving the impression that this is all games have to offer.

As you can see, he makes the distinction between “games containing violent themes” and “games that feel violent to play” because games in which domination is not the central goal provide a different experience altogether. Therefore, they provide a lot more room for creativity and innovation. These games could feature all the violence in the world, but they wouldn’t “feel” violent. For example, Return of the Obra Dinn is a unique detective game in which you have to look at a still-shot of a murder scene from different angles and determine who was the victim, who was the murderer and how they died. The murder scenes are grisly, and the game’s atmosphere is dark. It’s by no means a game you would call non-violent and family-friendly. But competition and domination don’t exist in the game, even in the form of artificial progress barriers that usually existed in classic adventure games. If you already know the names of the victims and murderers, you can finish the game very quickly.

Despite not being your average video game, Return of the Obra Dinn is definitely not an interactive movie. Its brilliance is not borrowed from other art forms like cinema or novels but is unique to video games. The game is challenging, very engaging and there’s nothing gimmicky about any of its elements. It relies on your intuition to motivate you, not external rewards, and that’s why it provides an experience, unlike anything you might find on the AAA market.

The question is: why can’t the AAA market make such games? Why can we only find non-violent games – according to the definition above – in the indie market? Well, the thing is, this was not always the case. Back in the PlayStation 2 days, developers could make a highly experimental and innovative game like Katamari Damacy and expect to see it receive the same treatment as other AAA games. But nowadays, the industry is ruled by algorithms. With the arrival of the PlayStation 3 and Xbox 360, the cost of making games became too big, so the gap between AAA and non-AAA games became wider.

There is a lot of pressure on AAA game devs to deliver something flashy and jaw-breaking. Every teaser and trailer should showcase something energetic and action-oriented with high stakes. This is why intense shoot-outs, epic sword fights, car chases, and other larger than life actions dominate whatever you see from the AAA market. It’s tough to create hype around something that doesn’t look like it came out of a Michael Bay movie.

The state of the gaming world right now is like a society that is on the verge of a communist revolution: the disparity between the rich and poor is too high. On one side, you have AAA developers that soak up all the money and attention to themselves but are not allowed to take any risks because they have dozens of stockholders with a gun against their temples to make them money. On the other side, you have indie games that are highly experimental and innovative but get less attention than the class nerd at the school gym. As a matter of fact, every time these less well-known indie games receive any kind of headline – like becoming free on Epic Game Store – the responses are nothing short of vicious. The sad truth is that the taste of gamers has been shaped too much by franchises like Call of Duty, Halo, God of War, Resident Evil, etc. Basically, any game that doesn’t resemble any of these big franchises and dares to do something new that doesn’t revolve around domination will be treated harshly by the gaming community. Considering how hard it is to make games, what kind of masochist would want to go through with that? That’s why some indie developers might even prefer to stay outside of the limelight and just cater to their limited audience.

However, all of this can change in the next big paradigm shift in the gaming world. Yahtzee Crowshaw, in his video “Why I Think Cozy Games Will Be the Next Big Thing” argues that the success of what he calls “Cozy Games” in the indie market might mean that these games can actually become mainstream in the near future because every time the AAA market needs new ideas to steal, it can always count on the indies.

According to Yahtzee, Cozy games are the kind of games in which the gameplay is reliant on collecting stuff and doing tasks rather than overcoming skill-based challenges. This idea made a lot of sense to me because when I was playing Among Us, I found doing the tasks more enjoyable than finding the killer, and I was annoyed every time someone called an emergency meeting (although maybe that’s because I played with total strangers). This kind of gameplay can have appeal if it’s matched with substance.

Yahtzee points out “Stray” as one of the games that could signal this change. It’s true that Stray is not precisely a “cozy” game according to his definition because it’s basically a cyberpunk action-adventure game, but the reason it stood out was that you play as a cute cat in it. Stray was a semi-AAA game, so the positive feedback it received could encourage more developers to make more games where the main appeal is not domination but something cute and cozy.

Another reason why cozy games can become more mainstream is that for a long time, gaming was dominated by the testosterone-fueled masculine taste and anything that didn’t live up to this ideal was shamed, bullied, and ignored into irrelevance. Cozy games in the past like The Sims, Harvest Moon, and Viva Pinata, were considered to be girly or childish and were an exception to the rule. But this stigma is slowly fading away -at least in the west- and the idea of playing games for the sake of living up to some sort of power fantasy is being challenged. It’s also worth noting that as people’s lives get harder because of financial and social pressure, the demand for cozy stress-free games increases. Maybe the AAA industry notices that desire and starts catering to it by the laws of supply and demand.

But then again, maybe it won’t. The problem with the AAA industry is that it’s structured in a way filled with impossible deadlines and excruciating crunches. As Yahtzee brilliantly puts it, “Five hundred people being worked to death in crunch time are in no position to make a stress-relieving game.”

The violence and domination inherent in AAA video games reflect what AAA game devs go through to make them. So unless the industry is not reformed in a way that doesn’t represent modern slavery, I guess the people who work there can’t make games that are not based on killing, maiming, and butchering enemies. Maybe secretly, that’s what they want to do to their boss.

Published on:

Polydin Studios Blog

What is bad game design? That’s an ambitious question to ask. Bad game design is so multi-faceted that you should analyze it game by game, genre by genre, and in some cases, level by level. However, in this blog post, I want to talk about a guiding principle that many games, from many genres, can follow and avoid many of the pitfalls of a bad game design. There’s no point in creating mystery around it; you have read the title, so you know what it is. It’s all the elements in the game that you have a hard time giving a shit about.

Now, this might come as a surprise, but a considerable number of games suffer from this issue, with some of them actually being universally loved games. They have all that one weapon, inventory item, game-play mechanic, and area/level that no one likes to engage with. The game’s fans barely discuss it, and everyone knows it’s just there to create a false impression of variety or depth.

At the risk of sounding like a radical, I’m here to make a claim: the greatness of your game is determined by how well the player knows all of its different elements like the back of his hand. Some developers assume that they can add stuff to the game, and in the worst-case scenario, if some of them are not working, the player won’t use them; they’ll just stick to the good stuff. But they don’t consider how badly this extra useless element hurts players’ assumptions about the game. When every little thing is working, the player feels comfortable dedicating time and energy to gain mastery over the game or know it deeply. The temptation to deeply know something or reach mastery over something well thought out is enormous. But the trick is gone when there’s even one useless element in the game because the player can’t look at the game with reverence anymore. They already feel one step ahead of the developer because they assume the developers didn’t bother to determine what works and what doesn’t in their own game, so why should they?

When you look at all the video game titles that became classics (Super Mario 64, Metal Gear, Starcraft, Dota 2, Counter Strike’s De Dust 2, Resident Evil, Shadow of Colossus, etc.), they all have one thing in common: they have a very tight and focused design in all the parts that matter.

For example, when you talk to a Resident Evil fan, they might still remember the layout of Spencer Mansion after decades. That’s because the original Residents Evils demanded that level of attention from you. They used the element of horror to force you into knowing what’s behind every door and where every hallway leads to because if you kept wandering around absent-mindedly, you would be punished by jump scares.

When you watch Starcraft matches by professional players, you’ll see that every single unit and building in the game can be crucial in different scenarios. There’s not a single thing you can classify as useless. Thanks to the game’s strict “Rock Paper Scissors” mindset, every unit and strategy is countered by something else. This is why this game kickstarted the whole esports scene. It works like a symphony and it’s a joy to watch professionals perform it.

The same logic applies to all the other games mentioned:

  • Super Mario 64 is classic because every movement, every platform, and enemy placement is well-thought.
  • Dota 2 has become a time-sinker for millions because its numerous champions and items can be useful in certain situations, creating insane depth.
  • Shadow of the Colossus is a minimalist masterpiece because you only have a sword and a bow, and you never feel like the game could be much better if there were a mace and spear too.
  • De_Dust2 map has become famous because every single spot on the map can be used for strategic advantage.

The message is clear: video games work best when they force players to care about every little detail. It shouldn’t be there if the player has a hard time caring about it, even if it technically doesn’t hurt the game.

You might say: well, that’s obvious. Why are you acting like this is a big revelation? My answer to you would be: is it really that obvious? Because throughout the years, many gameplay mechanics became normalized -especially in the AAA industry- that go against this whole theory. To mention a few:

  • Limitless fast travel
  • Automatic level up
  • Procedurally generated environment that looks the same
  • Big open worlds filled with vacant spaces
  • Unlockables and collectibles that are glorified B.F. Skinner experiments

These mechanics and features have become so prevalent in the game industry that people somehow take them for granted, and we’re seeing them in more and more games. But my concern is that they make games worse in general. Why? For a simple reason: they make the player play the game on auto-pilot mode. That isn’t good. Playing games on auto-pilot mode is the recipe for a forgetful experience.

For example, imagine you have a Diablo clone with a skill tree, but the player can make the game automatically pick the most useful skill for them every time they level up. In the current discourse of game design, that’s just a way to make it convenient for the player to advance in the game without needing to bother with the more technical nuances. But that begs the question: if you can advance without even reading the description of a skill/attribute, what’s the point of this system’s existence in the game in the first place?

That’s the issue here. Many games have features because they’re trendy (i.e., open world, skill tree, procedural generation), but the game doesn’t need them. This is because they have fallen victim to the latest trend.

So far, the point has been clear. Players should care about everything included in the game. You might ask: but how? Some people show different reactions to everything. You might put something in the game that someone finds extremely useful/interesting while someone else doesn’t.

To that, I answer: that’s perfectly fine and in line with what I’m preaching, but as long as it is happening. But sometimes, video game developers claim things that can’t help but to raise your eyebrows. For instance, Bethesda claimed Starfield would have 1000 explorable planets a while back.

The fact that this claim is something you say to sell your game shows how messed up the game industry has become. Starfield is not out yet, and who knows, maybe when it’s out, it will turn out to be the best thing since sliced bread. But as PC Gamer put it: “there’s no way all 1000 explorable planets in Starfield are actually interesting”. Because there is not enough resources in the world to design 1000 planets in a meaningful way. In reality, the game will have 10 really interesting planets, while the rest are probably used to farm resources and XP in samey environments.

You see, I have a problem with this “the bigger, the better” theory that companies like Bethesda and Ubisoft follow. There’s a good game underneath these companies’ bloated messes, but all the time-sink crap they include kind of ruins that.

When I was playing Assassin’s Creed 3, I remember enjoying the game’s main content. Relieving important historical events of the American Revolution was amazing. But then, there was a lot of side content that I was doing because of my completionist attitude. This side content felt like a chore after a while because it required a lot of effort for a minor achievement. The benefits they provided for gameplay were irrelevant (because the game was not hard enough) and story-wise… well, I’m sure someone will find meaning in helping Prudence herding her pigs, but that someone ain’t me.

The dilemma is easy for some of you: if you don’t enjoy side content, don’t do it. And many people didn’t actually go after Assassin’s Creed 3’s side content and made fun of their trivial nature. But why even make something that 90% of people are not going to play and the other 10% will feel like they’re wasting their time doing it and only do it because they’re cursed by their completionist OCD?

The sad thing is that many of these companies had the right idea at some point in their careers. But because of this stupid “GO BIGGER” mentality, they shot themselves in the foot. For example, the Youtube channel Gamedev Adventures has an excellent video titled: An Example of Fast Travel Done Right. The example is from The Elder Scrolls III: Morrowind.

This game has a fascinating solution to making fast travel engaging. It is simple: you’re not free to go anywhere you have discovered. There is a network of transportation that you have to get familiar with. To explain it in simple terms, there are basically three ways you can use to get around Morrowind:

  • Weird Lovecraftian creatures called Silt Striders
  • Boats located in port cities
  • The Mage Guild’s teleport devices

The neat thing is that none of these methods is a replacement for the other. Each one of them covers certain areas and cities and has unique features that would make sense in the context of the game world. Take a look at the map:

The blue lines are the transportation lines of the boats. Obviously, they can only take you to port cities.

The red lines are the transportation lines between the 5 mage guilds, because those are the only five cities in which a mage guild is located.

The yellow lines are the transportation lines between Silt Strider stations. They can only serve the western and southern parts of the world because there is a dangerous area in the middle of the map (the big vacant area) that no Silt Strider can get through.

As you can see, there’s so much logic behind this fast travel system. The game forces the player to care about the nature of places and the kind of service they can logistically provide. The cool thing is that this fast travel system interacts with your decisions inside the game. For example, if you have a good relationship with the mage guild, they will reduce their prices for teleportation. But if you get on their wrong side, they will refuse to provide service, effectively forcing you to walk long distances to get where you want.

Now compare this with the fast travel system of Oblivion. You have a bunch of locations on the map, which are effectively the copy-paste versions of one umbrella location (dungeon, elven ruin, etc.). As soon as you get near their vicinity, they become an identified location on the map that you can fast-travel to at any time, without any expense. This system continued to exist in Skyrim.

It’s such a shame to see that Bethesda already had such an engaging fast travel system in Morrowind and then gave it up for the most vanilla and boring fast travel system you can imagine in the sequels. It’s like they regressed. It’s ironic somehow, but the increased size of the game world in Oblivion and Skyrim makes them feel more and more linear after a while. Because you are just jumping around between locations without ever feeling the need to care about their function in the game world. At least in the case of Oblivion, there’s not much incentive not to use the fast travel system because the environments look similar. The only incentive is the weird RPG system that actually levels up your “Walking” skill, basically blackmailing you into walking like a Dollard.

The contrast between Morrowind and Oblivion/Skyrim’s fast travel system makes what this article is all about crystal clear. In its quest to get bigger, the game industry is constantly putting stuff in games that are basically content spam. I know “people should care about your content” seems like such an obvious thing to say. But judging by the directions that some game companies are taking their game, it definitely needs to be said.

All these expensive, forgettable bloated messes that big publishers make are the result of ignoring this one key realization: Anything that makes the player not care is bad game design.

It’s true that some AAA companies -like Naughty Dog- have extensive playtest sessions and even record the playtesters’ facial reactions to see when they show signs of boredom. You might find it interesting that a player getting bored in a specific part of the game could officially be considered a bug. If they go that far, they sure as hell can find useless elements in their game. But not everyone has the means to do such extensive playtesting. Sometimes, all you need is to rely on your own common sense and admit that making 1000 explorable planets doesn’t sound as cool as you think.

Published on:

Polydin Studios Blog