Harry Connick Jr on Spore
Wednesday, October 22nd, 2008This video is very funny, but it’s also another great example of why it’s important to avoid the game design problem of “death by save file”.
This video is very funny, but it’s also another great example of why it’s important to avoid the game design problem of “death by save file”.
Joel Spolsky (Joel on Software) has a new article in Inc. magazine on the things that can go wrong with commissions and incentive sales plans. The article is ok–interesting, although there is a lot of ground not covered–but it does make me think of a funny story.
Many years ago when I was still in college, I had a PC with a trimline cabinet that was only a few inches tall. As a consequence, it only had three expansion slots. The slots were on a riser board mounted parallel with the mother board, and even that was a pretty tight fit. Now this was back in the day when computers didn’t have video or sound on the mother board, and many didn’t have sound cards at all. Many had only a PC speaker which for the most part produced only one noise: “beep”. I oh-so-wanted a sound card. But I couldn’t install one because my slots were already full with the video card, network adapter and something else I couldn’t remove that eludes me at the moment. I was stuck with no sound card because I had nowhere to put it.
Then, a miracle happened. The hole-in-the-wall computer parts store where I used to shop got a “two in one” card that had a sound card and a video card on the same board! This store sold mainly used and import goods, so most of the items in there were one-offs. Very excited and concerned I might not run across another one, I bought it right away.
Naturally, I got the board home and installed it only to discover the hardware was faulty. Disappointed as I was, I ran a full set of diagnostics to confirm it really was broken. Indeed, it was damaged, so I returned it to the store who kindly refunded my money without any hassle.
A few weeks later, my brother bought me a surprise gift! He knew how badly I wanted a sound card, and he had found a two-in-one sound and video card at the parts store so he bought it right away for me. I laughed. It was the exact same faulty board I had returned to the store just a short time before, the same crumpled box and everything. I returned it to the store, who again gave me a full refund.
Not long later, my dad bought me an early Christmas present. It was the same board again! The exact same board. This was getting downright silly.
I brought the board back to the store and spoke with the salesman. “Doug,” I said, “You keep selling me this board over and over again. You know it’s broken. You know I’m just going to return it again. Why do you keep selling it to me?” The salesman looked at me, leaned closer and said, “Yeah, Lis, I know it’s broken and I know you’re going to return it. But you see: I get a commission on the sale every time.”
Groan. Never would have thought of that one. 🙂
From upsilandre: (Be sure to wait for the “inside view”!)
According to the description, the level uses:
– 610 magnetic switches
– 500 Wires
– 430 pistons
– 70 emitters
…and then some!
The Designer’s Notebook: Bad Game Designer, No Twinkie! IX by Ernest Adams is up over at Gamasutra. If you haven’t read the column before, it’s a checklist of bad design choices that will frustrate the heck out of your players. If you missed any of the last eight episodes, you can find a database of all the points here.
This year’s column is particularly good. Points covered are:
– Failure to Explain Victory and Loss Conditions
– Time-Constrained Demos
– Obvious and Cheap Reskins
– Computer Crashed While Saving? Game Over
– Friendly AI Characters That Do More Harm Than Good
– Fake Interactivity
– Bad Gamepad-to-Mouse/Keyboard Conversions
– Setting the Player Up to Fail
– Your Only Save is Immediately Before Your Death
I’m hard-pressed to disagree with much that was said with the exception of time-limited demos. Most of the time, I agree, that time-limited demos are a bad idea. I’d rather have a content-limited demo. If the game cuts me off too soon I can’t tell if I liked it or not. That said, I’ve seen cases where time-limited demos have worked very well. For example, I think PopCap does an excellent job with time-limited demos. I’ve bought several of their games when the demo cut me off and I was eager to play more.
I’ve given some thought as to why some time-limited demos work, and some are just irritating. I think the key difference is not just whether or not the player has had enough time to enjoy the game before the demo runs out, but whether or not the player has had enough time to understand the game before the demo runs out. A casual puzzle game can be understood in a few seconds, and most of the demo is spent finding out if you like it. For an adventure game, you might have to play an hour or more before you understand the mechanics well enough to actually play. If the whole demo is spent learning how to play, you never get enough time to find out if it is fun.
The last point in the article, “Your Only Save is Immediately Before Your Death”, is a really important one. I think we’ve all been bit by this at some time or another; I know I have. You load the game from your save point and die before you have a chance to even do anything. After 10 reloads, you realize you might as well delete the save file. Ernest doesn’t mention it, but this is a critical consideration if your game auto-saves! If you auto-save, be warned that you may have just killed the player permanently if you are not careful.