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Mego
Feb 8, 2013


To give some context, this article comes from a blog written by an indie dev team. Here, one of the team members discusses a particular facet of game development that is important to the entire process, but often goes unrecognized.

Source

Adrian Chmielarz of The Astronauts says: posted:

Can you guess what’s doubling game budgets and development time? It’s not technology. It’s not “finding the fun”. It’s not asset creation.

It’s you and me, the gamers, the ultimate trolls.

The last time I wrote a game design document – for Gears of War: Judgment – it was well over a year ago. So I kind of forgot how it feels to work on one. This past weekend I have started writing a new document, for The Astronauts’ first project, and it all came back to me. The excitement. The despair.

Wait, what?

Yes, the despair. During the break between the documents, I forgot about the trolls. Writing the new design document reminded of the world of hurt I was getting myself into. All the things I will have to design that have nothing to do with the game, but have everything to do with the gamers.

Allow me to explain.

A friend once told me a story about his experience with a certain ancient video game. He was working as a video game journalist at the time, and he attended the game’s reveal party. The demo began with him in a small room. The door right in front of him opened. So …he turned around and started walking. He got past the wall and exited the game level.

The PR people got five years older in those ten seconds. It was a simple bug, really. Someone forgot to place an invisible blocking wall behind the player’s back. No one assumed that the players would not go through the giant rear end shiny door that just opened in front of them.

Silly developers.

What is the first thing that a lot of people do when they start a game that features a sidekick?

They shoot the sidekick.

Anything else they do?

Oh, but of course. They check if a chair can be pushed around. See if glass breaks. Jump on stuff. Look for weak textures. See if bullets leave holes. Tea-bag the first enemy killed. Try to open every door and every drawer. Stare at the grass to see if it moves. Check if they cast a shadow.

In other words, they do things that would not make a lick of sense in the real life.


Imagine yourself with a paintball gun, role playing bank robbers with a bunch of friends. When the “game” starts, what’s the first thing you do? Is it running away from the bank or trying to melee the team mates with your gun?

Or when you’re having a family dinner, do you club the china, or try to jump on top of the TV?

Yet when it’s a video game, well, that’s exactly what a lot of us do.

Gamers are the ultimate trolls.

I am guilty of this myself, of course. When Half Life started and the creators were showing me the living, breathing world outside of the rail car, I was too busy to notice, trying to jump out of the car through the window. In Half Life 2, when Alyx was telling me something important, I couldn’t hear it over the explosions of the grenades I kept throwing at her.

But where does it all come from?

I think it’s three things.

First, years go by and yet we’re still astounded by what a fantastic toy a video game can be. Look, I reflect in the mirror! Holy poo poo, I shot a tree with a rocket launcher and split it in half! I destroyed a lamp, and now it’s dark in the room!

And because each year the mirrors and the trees and the lamps get better and better, and because game developers keep adding new ways of interacting with stuff, the devil’s voice inside our heads keeps inviting us to mess around. And we listen, because it’s guilt-free and no one gets hurt. At least that’s what we think.

Second, almost every game has a different set of rules. Some allow you to jump, and some don’t, in some you can break stuff, and in others you cannot. It’s like with every new game we’re landing on a new unexplored planet. It’s only natural we feel the need to poke around.

Third, it’s because those drat game developers conditioned us to behave like idiots. With secret areas that require players to shoot an innocent looking wall and jump three times on the head of an iron monkey. And with Achievements and Trophies granted for searching every corner of a room, even though our friend is bleeding out on the floor.

Problem is, just because we like to stick nails in electric sockets, we increase AAA game budgets by millions of dollars.

Almost every game could be done for half the price and twice as fast if not for the fact that it needs to feature a metric fuckton of anti-troll security measures.


Let me give you an example. Here is an imaginary dialogue between a level designer (LD), a game designer (GD) and a producer.

GD: Do we have that section with the room that’s being flooded?

LD: Yeah, let me show you. So we’re here, and then the pipe breaks and the water starts to fill the room. The sidekick screams: “This way!”, and climbs up the ladder to the upper floor. The player follows and we…

GD: Wait. What if the player stays in the room?

LD: Why would anyone want to stay in the room?

GD: Doesn’t matter. Some people do that.

LD: Well, for now the water just gets to a certain height, and it actually never fills the room.

GD: So you’re saying that if someone stays in the room, they will quickly realize it’s all smoke and mirrors?

LD: Hmm. Yeah, we don’t want to ruin the immersion. Okay, let’s fix this. Let’s have it so the players do drown if they don’t leave the room. But the sidekick should keep encouraging us to follow him.

PRODUCER: Wait. Let me get this straight. For those few assholes that stay in the room we need to produce additional water effects, record extra sidekick voice-overs and mo-cap new body and face animations, have vfx artists produce underwater screen post-process, have the programmers hook it up, and create drowning animation, sound, effects and code?

GD: Right. George? Breathe. George?! GEORGE?! Someone call 911!

All right, in real life the producer would just laugh and bitch slap the game designer silly, but I hope you get the point of this little scene.

That’s why, by the way, The Walking Dead, everyone’s 2012 GOTY, worked so well. It looked us straight in the eye and said: “You know what? gently caress your freedom. You’ll only do stupid things with it. That’s not what our game is about. Now go and enjoy emotions.”

But not every game is like that. Most games are a mix of “fun” content and “security measures” content: blocking volumes and bloated level scripts that are 20% action adventure, and 80% anti-troll triggers.

And it all needs to be done for the entire game, even though it’s usually just the opening of the game that people harass. Later on, after we lose ourselves in the game, we go with the flow and stop doing silly things. And yet the developers still have to apply the same “what if” security measure every step of the way.

That’s a lot of work, and a lot of money.

Sadly, that’s not even the end of it. No, it gets worse. Sometimes the designers cripple their games and give up on some features just because the know that gamers love to gently caress around. But that’s a whole different story, for another time.

What’s the solution?

Luckily, there’s plenty. I just gave one example with what The Walking Dead has done. The other solution I like is just to …ignore the problem.

I think it was one of the Skyrim developers who said that the secret to their game (from the budget and production scale point of view) was that they actually sort of ignored the trolls. If someone wanted to screw up their experience – no problem. That’s why you have all these videos with people putting buckets on poor shopkeepers’ heads. The developer just didn’t care. It seemed to work for them just fine.

I wish I could be this brave. I need to learn how to be this brave. Because I’ve just wasted the last two hours staring at my new game design document, and thinking: “But what if they go through the bridge backwards”?

And of course now that I wrote about it, I need to think of the solution. Because some of you will actually attempt to do that when our game is out.

The discussion of Half Life 2 really rang true for me. I spent most of that game tossing things around and jumping on top of every object possible.

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Typical Pubbie
May 10, 2011


gently caress you
trolls

(USER WAS PUT ON PROBATION FOR THIS POST)

h_double
Jul 27, 2001


It seems like what the author is mostly saying is "open world games are a lot of work", and yeah, any big software project (games or otherwise) involves a pretty staggering amount of effort to smooth up edge cases that aren't directly visible to most players.

A well-developed "gently caress around factor" gives a lot of life and a lot of charm to a game. It's a nice surprise when you try something fairly obscure and the game responds in a way that lets you know the designers anticipated that kind of screwball thinking (probably some of the earliest examples I can think of are the old Infocom text adventures). More linear, directed gameplay can be good too, though it usually doesn't have as much longevity or replayability.

Half Life 2 is an interesting example because in some ways it feels pretty open, it has an impressive gently caress-around-factor with regard to the object physics, vehicles, and soforth. But it remains a disappointment that if I use the gravity gun to chuck a barrel at a scientist or Alyx, they just stand there, they don't react at all, even to flinch or complain. I guess you could make an argument that it was a stylistic choice, that they didn't want to break the mood by acknowledging that kind of tomfoolery, but it still put a bit of a damper on things for me.

Gyre
Feb 25, 2007



I don't get why she's calling people exploring their environment trolls. I'm not pushing around things or breaking glass or staring at a mirror because I want to tick off the game developers, but because I'm curious. It's human nature to want to investigate your environment, and in a sandbox where doing things like jumping from great heights won't kill you and smashing chairs won't get you in trouble, who wouldn't do these things?

Gyre fucked around with this message at Feb 8, 2013 around 06:24

Warpigeon
Aug 8, 2002

The pigeon says, Moo.

sounds like an issue with designing experiences that deliberately get people motivated to behave in specific ways. Making those experiences is hard, because your end-users fall on a spectrum of 'first time playing video games' to 'I know how to make video games'


I hate the term "flow", but it describes a position in which people feel intrinsically motivated to do something.


Games like counter strike and TF2 have lasted so long because the "flow" for users is based upon what server you play on, and what the skill level of your teammates/opposing team is.


Edit: I think the author refers to trolls with the wrong word. They're "cheaters", or better yet people with hacker mentalities. I think games are essentially obstacles put in between the end user and their goal. When you figure out what these obstacles are, say only having 100hp and not being able to move through walls, and remove them--the game vanishes and the experience is just the end user and whatever the game's objective is. What the author fails to mention is what new obstacles emerge from changing the rules (and how some games encourage, and design with this in mind *cough Elder Scrolls is mod friendly cough*)

Users create their own goals with new rules. When you have infinite gold in sim city, you can build stuff you'd probably never have time to do within the traditional rule set. On the other side of that, is completely trivializing the game and making it no longer fun to play (especially if you have god mode on, while the whole mechanic of a game may be to keep your HP above 0).

My takeaway from this is: don't make games that can be broken when the rules are bent or ignored, make games that work even while using cheats. Gamers are stupidly smart, and intelligently stupid so design accordingly for all skill levels with appropriate challenges. Easier said than done, but not impossible to do. Don't cry because someone actually played your game and 'broke it' because the game's design is incomplete or lacking.

The goal of many games is to create experiences that evoke real emotions from users--when that 4th wall is broken (with a bug or oversight) and the immersion magic goes away, the experience is diluted and the game becomes mediocre instantly. If you can't design something to account for what humans naturally do within experiences, than you're not designing a game properly. You can address your bottom line and the 'trolls' if you create experiences that can't be broken simply by doing something that's not scripted or expected. That's hard to do, and there's not many people who can design these kinds of experiences; tough. It's the difference between buying an iPhone and unwrapping it from it's box, and struggling with a plastic sleeve-package that you can only cut with scissors to open. Good enough doesn't apply itself easily to games that have the goal of selling lots of copies, which is why I think we've got such a glut of mediocre 'big title' games of late.

Also, I think the author is making a false equivalence between huge budget games and indie games that are successful. Designing for "Trolls" isn't expensive. Designing bad game mechanics, having vague acceptance criteria, assuming users will 'play' the game how you want them to, and poor planning is expensive. Users tell their own stories, and when you stick a script in front of them like a pretentious Broadway director, you get sassed and poo poo on because that's what people do when they're told what to do.

Warpigeon fucked around with this message at Feb 8, 2013 around 06:59

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


If there's a bug in our game it's the players fault for finding it. loving TROLLS.

Unlucky7
Jul 11, 2006

AG: Flyyyyyyyy!


I am of two minds of this: On the one hand, as a gamer, I do not appreciate being called a troll for wanting to just play with the tools given to us in a game, and the entire thing reads as excessively whiny. As someone who works as a developer for a business application...I can see his point, easily. In my experience, a large amount of planning and QA goes into essentially idiot proofing any new feature, and I imagine it is not even close to what game developers need to deal with.

"Troll" is a loaded term, so it is kind of hard not to. Now that look over the article again, it seems a little more good natured.
VVVVVV

Unlucky7 fucked around with this message at Feb 8, 2013 around 06:34

Bardeh
Dec 2, 2004
DON'T POST SHITTY THREADS IN SH/SC

I think you guys are taking the author's use of the word 'troll' a bit too seriously. To me, it reads like a humorous way of describing the way that gamers interact with their games in unexpected ways, and how this can lead to extra challenges in the way those games need to be developed.

Economy Clown Car
May 5, 2009


This reeks of "guys please stop examining our projects and products closely you big meanies we want to be as lazy as possible." especially in an era where you have scripts, engine presets and all sorts of other poo poo that already have physics, waving grass and whatnot baked in.

general chaos
May 20, 2001


Throughout this article I kept thinking back to how I spent a solid ten to fifteen minutes stuck at the start of the more recent Chronicles of Riddick game. Dark Athena, I think. Couldn't figure out where to go after exploring the nooks and crannies of the few corridors. It took me way too long to realize that a glass window was breakable. At first I thought it was because having breakable glass in a space station seemed ridiculous, but soon I thought that it might be because so many games have trained me to assume that all walls and most windows are impervious to ballistics and explosions. Unless they were made up of cracked rubble or covered with haphazardly nailed boards, of course.

The knife cuts both ways with this type of game design, I suppose. Or maybe I'm just an idiot.

Wasper
Oct 3, 2012



I think the fault lies with anyone who tries to sell you game with major "realistic" elements. Which seems to be the case with this guy, who's last games was a Gears of war game.

People are going to expect more out of games like this, than some developers are willing to put in, like physics in environmental objects, and legs. When you're trying to sell them any game with realistic elements in it. It shows effort and attention to detail, which is always a lovely thing to have and makes your game stand out.

Bottom line, can't wait to see how his next game will turn out. I'm betting that the game will be poo poo if he follows the solutions he listed as they are basically just limiting player interaction, essentially making the game a glorified movie, or making the game buggy as hell, which isn't as big of a problem(and can be kind of fun) in an open world type game like fallout and elder scrolls, but would probably spell doom for him

Wasper fucked around with this message at Feb 8, 2013 around 07:20

gradenko_2000
Oct 5, 2010

Some missions, you just can't get rid of a bomb

I think a great counter-example to this is Alpha Protocol, where "Wait, you can do THAT?" is pretty much always answered with a resounding yes, and the gameplay and replayability is so much better off for it.

Having said that, I don't think we should harp too much on his use of the word "trolls". The impression I got from the article was not so much that he was calling out this kind of exploratory behavior as bad, but more as part of human nature that designers have to account for.

I suppose the key difference is how you approach this kind of accounting - whether it's a slog and you just have to lock the player out of all the "stupid poo poo" he might do, or whether you have fun with it (as kind of was his example with Skyrim), or expand upon it enough that it's an asset of the game (as in Alpha Protocol) or a middle-ground where you at least don't want to make the player feel like he's being locked in and lead around by the nose along the One True Path (Call of Duty and other corridor shooters tend to be brought up as examples of this).

Strudel Man
May 19, 2003
ROME DID NOT HAVE ROBOTS, FUCKWIT

gradenko_2000 posted:

I think a great counter-example to this is Alpha Protocol, where "Wait, you can do THAT?" is pretty much always answered with a resounding yes, and the gameplay and replayability is so much better off for it.
Not in a game-physics sense, which is kind of what the article was talking about. It's great for the social and plot stuff, but the physical interactions with the gameworld are really quite limited.

Seraphic Sphere
Oct 26, 2008


Whiny industry people are the worst. You call it trolling when people show you how crappily made your game is; the consumer calls it quality assurance.

Edit: Never mind that Gears of War is the best loved modern video game franchise there is, and is making you millions of dollars. Some guy at E3 tried to stand on the chair you lovingly placed. DON'T YOU KNOW THIS IS MY HOME.

Seraphic Sphere fucked around with this message at Feb 9, 2013 around 04:50

1stGear
Jan 16, 2010

What?


Seraphic Sphere posted:

Whiny industry people are the worst. You call it trolling when people show you how crappily made your game is; the consumer calls it quality assurance.

Whiny gamers who completely miss the point of the article are even worse gently caress you i'll stand on the chair and complain how lovely your game is when it doesn't move YOU'RE NOT EVEN MY REAL DAD

Ah Pook
Aug 23, 2003



Keep in mind that Adrian Chmieralz is from Poland, english isn't his first language and nowhere does he really state that players are assholes for dicking around in a video game. Just that development becomes significantly more difficult and costly when every sequence has to come with a dozen caveats programmed in to keep the game from being broken by peoples' natural tendency to fiddle with everything they can.

Seraphic Sphere
Oct 26, 2008


1stGear posted:

Whiny gamers who completely miss the point of the article are even worse gently caress you i'll stand on the chair and complain how lovely your game is when it doesn't move YOU'RE NOT EVEN MY REAL DAD

Did I miss the point? I did gloss over the part where he goes "but seriously you guys are great AHHH don't yell at me for my fake problem." I guess that's the most important part of all though.

Philip Rivers
Mar 15, 2010

I'm a stupid moron with an ugly face and a big butt and my butt smells and I like to kiss my own butt.


I think the takeaway here is that games are games and exist outside the boundaries of any real world consequences. Why wouldn't you melee a wall in real life? Because you might break your airsoft gun, and there's pretty much zero chance that you're gonna end up clipping through it and sequence breaking your cops-and-robbers game.

1stGear
Jan 16, 2010

What?


Seraphic Sphere posted:

Did I miss the point? I did gloss over the part where he goes "but seriously you guys are great AHHH don't yell at me for my fake problem." I guess that's the most important part of all though.

The point is just a goofy look at some of the things designers have to consider about player behavior and how that affects development. The "Player stays in a water-filled room" is the most concrete example because he points out that making that an actual threat to the player would require additional coding, voice work, animation, and generally a bunch more money and man-hours for a one-use feature. But if they don't put it in and the player just stands in that room and doesn't die, then the game looks shoddily-made.

He's not even super-mad about it. He's just bringing it to light in a playful way, not complaining about how they have to bug-test games.

PlushCow
Oct 19, 2005

The cow eats the grass


Unlucky7 posted:

I am of two minds of this: On the one hand, as a gamer, I do not appreciate being called a troll for wanting to just play with the tools given to us in a game, and the entire thing reads as excessively whiny. As someone who works as a developer for a business application...I can see his point, easily. In my experience, a large amount of planning and QA goes into essentially idiot proofing any new feature, and I imagine it is not even close to what game developers need to deal with.

"Troll" is a loaded term, so it is kind of hard not to. Now that look over the article again, it seems a little more good natured.
VVVVVV

I have no programming knowledge, but wouldn't developing a business application be more straightforward than a game? You'd know specifically what the business needs/wants, and you build toward that. But a game, it's more of a creative work, and unless you're on contract to produce something specific it's your choice what kind of game to make and how to go about it. Don't want people to move around the game? Make it on rails, make more ways to confine the player; is it a 3d game? what about a 2d game? It would just seem to me that a game developer's ambitions for a game may be more than they're capable of producing and need to scale back or readjust the design if these problems are too great for them to handle.



Are you part of this indie dev team Mego, did you write the article? I see you registered today and this OP is your first and only post.

Sigma-X
Jun 17, 2005

"thats pretty much it, we all got high, it was sweet you should of been there"
"god damnt knuckles, your plan didn't do anything"


I'm really glad you joined just to post this.

There are a ton of hidden costs to features or setpieces that most players never see, or that are handled in a cost-effective way that leads to griping (invisible walls, invincible allies, kill zones, etc).

This article is a terrible attempt at bringing that to light, unfortunately, as the entire tone is whiny as hell.

Farecoal
Oct 15, 2011

A product of Hugs Boson Industries


Games are too expensive anyway so it all balances out

Palladium
May 8, 2012


Warpigeon posted:

Games like counter strike and TF2 have lasted so long because the "flow" for users is based upon what server you play on, and what the skill level of your teammates/opposing team is.

Both of those games and Dota 2 allow players creating their own experiences with each other in game instead of the game holding their hand which I think is the crux of the matter.

raditts
Feb 21, 2001

The Kwanzaa Bot is here to protect me.

1stGear posted:

The point is just a goofy look at some of the things designers have to consider about player behavior and how that affects development. The "Player stays in a water-filled room" is the most concrete example because he points out that making that an actual threat to the player would require additional coding, voice work, animation, and generally a bunch more money and man-hours for a one-use feature. But if they don't put it in and the player just stands in that room and doesn't die, then the game looks shoddily-made.

He's not even super-mad about it. He's just bringing it to light in a playful way, not complaining about how they have to bug-test games.

That example confused me, because is this the only instance of water appearing in this hypothetical game? Otherwise you'd have swimming / drowning animations or whatever already, right?

And isn't this kind of thing what QA teams exist for?

Sigma-X
Jun 17, 2005

"thats pretty much it, we all got high, it was sweet you should of been there"
"god damnt knuckles, your plan didn't do anything"


raditts posted:

That example confused me, because is this the only instance of water appearing in this hypothetical game? Otherwise you'd have swimming / drowning animations or whatever already, right?

And isn't this kind of thing what QA teams exist for?

It is, in the hypothetical game, and attacking the specifics of his hypothetical doesn't actually detract from his argument. Especially since there are still a bunch of other things he lists that are specific to this room (like the voice acting and specific flooding effects).

I fail to see how having QA fixes the issue he's complaining about. QA exists largely to find the kind of breaks he's talking about, but the issue he seems to be complaining about is the work/costs it takes to fix them, which QA does not reduce (in fact, QA is one of the work/costs).

As a game grows in complexity, the number of systems grows much more, and no simple statement of "and then a thing happens" while describing a gameplay moment can exist without a dozen bits to make sure that the thing happens.

Seraphic Sphere
Oct 26, 2008


This isn't some struggling indie developer making an ambitious game on a shoestring. The guy who designs levels for the most lucrative game franchise in the world is complaining about the effort and cost associated with making a level that doesn't explode when you go back over the bridge.

jeeves
May 27, 2001

Deranged Psychopathic
Butler Extraordinaire


Yeah this poo poo is like level design 101. If you're making a loving linear as poo poo level design, make sure that you test to see if people can do stupid poo poo.

It's why in old text adventures you could die from any wrong mistake-- it was easier to just kill the player than add a bunch of poo poo for if they wanted to do wacky off-track poo poo. I'll always remember in the original Thief if you put a skull in the door of the haunted Cathedral before you steal The Eye, it bitches at you for taking the easy way out :dog:

Endorph
Jul 22, 2009

cheesy anime pizza undresses you with pepperoni eyes


http://www.youtube.com/watch?v=inkj4yop5P8

I don't think the player did this

Richard M Nixon
Apr 26, 2009

"The greatest honor history can bestow is the title of peacemaker."


The author's repeated use of the word "trolls" is goddamn irritating. I agree that it's incredibly common to start a new game and try to explore the environment you're presented with, but you're not "trolling the developer" by exploring their world. You're exploring their creation!

An example is given about sitting down to a family meal. The author says "well of course you won't start smashing dishes and throwing food at your dinner guests" well no loving poo poo, buddy. We'd be in an environment that we are totally accustomed to and have a very thorough understanding of what the plates are made out of, what happens if you drop one, the taste of the food, the effects of gravity on a thrown glass of wine, etc. However, when we're placed at a dinner table on the planet ZigZor in the solar system XXSZHA12 in the year 999995, I'd be pretty drat keen to explore the environment around me. The dinner plates and drinking glasses certainly would be foreign to me and if nothing else, the new environment would pique my curiosity and of course I'd be tempted to touch and feel everything around me to get a sense of the world. Maybe social constraints would prevent some exploration and plate-smashing, but that's something that can be simulated in a gaming environment as well.

My point is that human beings are inherently curious about their surroundings and we want to understand the world we live in. We're more or less grown adults at this point and we have a decent understanding of the world because we've had years and years to explore and discover what breaking glass and spilled liquids do. Game worlds are completely foreign and we never knnow what exists there. Perhaps in this world I'm incapable of jumping or liquids simply pool in one spot on the ground regardless of terrain. Maybe glass doesn't shatter or gravity behaves differently. New players to a game are like infants discovering the world for the first time who are putting objects in their mouths and smashing toys together to feel the impact and see the damage it causes. Hell, I'd go so far as to draw the comparison to kids touching a hot burner. You know it's hot, you can tell them "hey, this is hot, please do not touch it" but in order to REALLY understand the situation, a lot of kids will end up touching it. Sure, some will listen to their parents or not give a poo poo, and I'm sure that there are people out there who have (luckily) never burned themselves on a hotplate, but it's not a universal experience.

Modern gaming continues to provide developers with amazing new technologies to immerse gamers in the worlds they create, so seeing an article admonishing players for doing that very thing is unthinkable. The author comes across like an angry technical support agent complaining about how all of their users are so infuriating and make their jobs the worst in the world. He's speaking from such an insulated environment where gamers have stopped being people he wishes to entertain and provide a fantastic experience for and have instead become some obstacle to be overcome just so that their game can be published (but who are they publishing it for if not their gamers?).

If a developer has created a world where the player feels free to explore the environment in new and surprising (possibly gamebreaking) ways, then that developer just created a world that the player believes in and is capable of truly experiencing. If they want to tell a story while the user wears blinders and is only shown what the devs want them to see, perhaps an interactive video game isn't the best medium to be used. Perhaps a book, instead?

Richard M Nixon fucked around with this message at Feb 9, 2013 around 18:49

Rocketlex
Oct 21, 2008

The Manliest Knight
in Caketown


I don't think of it as trolling at all.

The simple fact of the matter is that if something can be done in your game, one of your players will do it, so you better account for it. The scenario in the article where they have a room being flooded but haven't accounted for what might happen if a player stays in it just feels stupid to me.

Oh no! We have to program a hazard to deal damage!? What horrible trolls gamers are!

jeeves
May 27, 2001

Deranged Psychopathic
Butler Extraordinaire


Yeah, I don't know why they used trolls either. First time I read the phrase I thought they meant all of the fans who troll them online bashing them for how all of their hard work and long hours can be made into lovely end products. (IE: the poor animators who spent a few months/years of their life to animate Jar Jar Binks in 1998)

Rocketlex
Oct 21, 2008

The Manliest Knight
in Caketown


Also, isn't what this guy describes as "trolling" literally the entirety of what playtesters are supposed to do?

Reasoning like his is how Sonic 2006 happened.

nickhimself
Jul 16, 2007

NACKHAMSLEF SING SONG
SING SONG NACKHAMSLEF




Edit: ^^^^^ I'm not trolling, I'm playtesting.


You guys are a bunch of trolls for not just taking his post at face value, and questioning his motives and reasons for writing it. You must be a bunch of filthy loving gamers!

Zigmidge
May 12, 2002

"You got to be one of the good guys, cause there's way too many of the bad."


You guys are really easily angered and manage to totally miss the point when someone calls you a bad name, drat!

Strudel Man
May 19, 2003
ROME DID NOT HAVE ROBOTS, FUCKWIT

Zigmidge posted:

You guys are really easily angered and manage to totally miss the point when someone calls you a bad name, drat!
Pretty much. Be careful of what words you pick, I guess, because the wrong one will turn readers against you forever.

Farecoal
Oct 15, 2011

A product of Hugs Boson Industries


Zigmidge posted:

You guys are really easily angered and manage to totally miss the point when someone calls you a bad name, drat!

Even without the word troll I would still completely disagree with the article but um okay

Zigmidge
May 12, 2002

"You got to be one of the good guys, cause there's way too many of the bad."


Farecoal posted:

Even without the word troll I would still completely disagree with the article but um okay

See, I wasn't even talking about you but it was a negative post and you felt the need to miss my point! I guess this is a comment more on the author than the posters in this thread.

Strudel Man
May 19, 2003
ROME DID NOT HAVE ROBOTS, FUCKWIT

Farecoal posted:

Even without the word troll I would still completely disagree with the article but um okay
What exactly would you disagree with? About all the article says is "players tend to try doing things counter to the intended flow of a game" and "dealing with this consumes designer hours."

Rocketlex
Oct 21, 2008

The Manliest Knight
in Caketown


Strudel Man posted:

About all the article says is "players tend to try doing things counter to the intended flow of a game" and "dealing with this consumes designer hours."

Once again, my problem with it is that he has literally described the job of playtesters. It's very basic design fundamentals he's treating as some sort of crisis.

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whiteshark12
Oct 21, 2010

How that gun even works underwater I don't know, but I bet the answer is magic.

Strudel Man posted:

What exactly would you disagree with? About all the article says is "players tend to try doing things counter to the intended flow of a game" and "dealing with this consumes designer hours."

It's pretty heavily implied that things that they don't intend are bad things, especially since their examples are adding a whole bunch of sound and code to satisfy some 'assholes' and the bad PR example.

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