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Fighting the UI

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 06 2012 01:36 GMT
#1
Alternate Title: "Losing My Well-rated Blog Streak"

This will not be a blog directly regarding Starcraft 2. This will not even be a blog directly regarding RTS. Discussion of HotS has reminded me, however, of some thoughts I've had before about platforming games (and how this might apply to games in general) that I thought I would share. First, some history.

In 1983, Nintendo produced an arcade game called Mario Bros. Most of you have probably seen it; it's been released as a mini-game a few times on other Nintendo games, and Super Smash Brothers Brawl even had it as a level.

[image loading]
Remember me?


Controls were very simple. Run. Jump. While jumping, you have basically no control over your character until you land. And there aren't really any walls around, so you don't have to worry about being able to jump off of them. Yet with such simple gameplay, the game was a hit.

In fact, was a big enough hit that a sequel was even made, called Super Mario Bros. This featured the now well-known side-scrolling gameplay, complete with blocks that give coins, power-ups, and lives, and enemies whose heads can be jumped on to defeat them and bounce into the air.

[image loading]
Back when "2 Player Game" meant "identical to the 1 Player Game, but the game tells you when to hand off the controller."


At this point it is necessary to mention difficulty curves. Most games start off relatively easy; if not, many players immediately get discouraged and quit. On the other hand, a game can't stay that easy, or else players quickly get bored and quit. There is a healthy range in which a game's difficulty has to stay in order to keep its players involved. While a difficulty curve (a graph of game difficulty against time spent playing) is not identical to a learning curve (a graph of player skill against time spent playing), a well-designed difficulty curve should stay relatively close to the learning curve to keep the player interested without making them discouraged.

[image loading]
Not to nitpick, but this picture describes DIFFICULTY curves, not LEARNING curves.


In Mario Bros. the difficulty curve drew itself; the arcade game kept going as long as the player could keep up, and when they couldn't keep up any more, they died and the game asked for more money. But in Super Mario Bros. the designers had to specifically set a difficulty curve. Nintendo has historically assumed Americans were bad at video games, so they generally release Mario games with fairly easy difficulty curves.

Super Mario Bros. 2 was designed as a very difficult game, but it was only released in Japan; they actually made a completely different (easier) game for the American release of Super Mario Bros. 2. They later gave American hardcore gamers a chance to play the original, hard version when they released Super Mario Bros.: The Lost Levels. This game is one of the hardest platformers in existence. The control scheme had not yet changed; in-air control was still basically non-existent, and there were no wall-jumps. So the difficulty of the game came from its completely unforgiving design; many of the challenges consisted simply of jumping at precisely the right time to land on the proper platform, because anything less than perfect timing of the jump, and you would simply watch Mario arc through the air into a pit while the player watched helplessly. Lives are relatively scarce, and punishments for running out of lives are brutal. American gamers found the game too hard, and Japan promised to never again release a challenging Mario game in America.


It's hard to play this game and not feel like the Nintendo developers have a deep, irrational hatred for you.


Mario side-scrollers were pretty easy from that point on. Gameplay additions made the controls less unforgiving; in-air control was increased, and wall jumps were added. I like to imagine somewhere there was a Mario-themed forum much like TL for Starcraft, where the older Lost Levels veterans made fun of the newer Super Mario World forumgoers for their sloppy mechanics and discussed how in-air control and wall jumps were lowering the skill ceiling.

Now lets change tracks completely, to the indie title Super Meat Boy (a game which delights in its initials). The UI for Super Meat Boy is far more forgiving than the old Mario games; your character can run much faster than Mario ever did, and you have so much wall jump and in-air control that you can literally jump off a wall, in-air control back to that wall, and wall jump again and climb that wall. Lives are not scarce; in fact, the game doesn't even count deaths, has very short load times between dying and starting again, and offers replays at the end of each level showing all your lives simultaneously, as if they are inviting you to die a lot. If removing limitations on player control is easy-moding the game, then Super Meat Boy should be the easiest side-scroller on the planet.

[image loading]
What, you don't have meat curtains?


Yet Super Meat Boy is one of the hardest games you'll ever play, almost certainly harder than Lost Levels. Why? Because Meat Boy didn't just add easier player controls, they also added a HELL of a lot more difficulty. You're surrounded by spinning saw blades, homing missiles, lava pits, and all manner of destructive circumstances that Mario was way too much of a sissy to handle. The PC version can technically be played with keyboard controls, but it's virtually required to use a gamepad.

[image loading]
Alternate Warning Text: "A gamepad isn't required, but neither is bathing. Think about it."


The takeaway lesson is not just that Team Meat found an alternate way to make a difficult 2D platformer. They found a better way. When I walk away from a session of Super Meat Boy, I feel discouraged and upset about the challenge I just failed repeatedly, or swelled with pride at the incredible obstacles I just thwarted, but in either case, I'm excited by the awesome feats they let me pull off so easily. As I improve, I learn to leap off a conveyor belt pulling me upward at just the right second to let me grab the collectible between two sawblades without going too high or too low and dying, where in Lost Levels the same level of practice allows you to, for instance, jump to a small platform without falling. Despite the difficulty involved, I am hoping to 100% complete Super Meat Boy some day, including all A+ time trials and all collectibles (and I've already done so up to the dark world of World 4). If I play Lost Levels, on the other hand, I walk away discouraged about challenges I've failed, or somewhat happy at having succeeded in such an unforgiving environment, but ultimately, I just feel like my character doesn't do what I tell them to, and I feel like playing a different game in the future.


The most aptly named of all the Super Meat Boy worlds.



Conclusions

      -Games need ways to make the gameplay hard.
In early arcade games, this problem was pretty easy; technology limited control systems enough that just playing a game properly was, in most cases, pretty hard. Arcade games built their own difficulty curves pretty easily, and early Mario games didn't have to do anything that special to be really hard, because the controls were basic and unforgiving. As technology improves, it becomes easier and easier to make control systems intuitive, but that means developers must come up with other ways to ensure their games remain challenging.

      -As technology evolves, game design must evolve with it.
Adding wall-jumps may have made Mario games easier, but it was a good change; it made gameplay more exciting, more fun, and more dynamic. Maybe those games were too easy, but if so, the solution is not to revert to the former era of more difficult controls. You must find new solutions to the problems that new technology presents, not try to apply the same old formula that worked in the '80s.

      -Improve gameplay UI where you can, and worry about difficulty curves after.
It's not nearly as fun to set arbitrary obstacles that raise skill ceiling; ideally, challenges will be fun and exciting. In my opinion (and remember, this is just my opinion), going back to my Command Center every few seconds to send a worker to mine is not an example of a fun and exciting challenge.

      -Go play Super Meat Boy, damnit!
It's a really good game. It makes you want to ragequit every thirty seconds, but that just makes it all the more glorious when you conquer Doctor Fetus's infernal obstacles.

****
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
September 06 2012 07:00 GMT
#2
I absolutely loved Super Meat Boy. Took me the better part of a month to grab the A+s in all the Light World, and exams/real life conflicts prevented the completion of Dark World. Reading your blog makes me want to start up again, though at this point I'm kind of scared to do so.

Good read.
Writerdamn, i was two days from retirement
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
September 06 2012 07:12 GMT
#3
Ohhh man Super Meat Boy gave me so much grief

Definitely a great read. You really put some effort into this post <3

flamewheel #1 underrated blogs finder.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
surfinbird1
Profile Joined September 2009
Germany999 Posts
September 06 2012 08:20 GMT
#4
I completely agree and as others have already said: FUCK YEAH SUPER MEAT BOY! A good comment was made by Egoraptor in his "Sequelitis" video series. When Mega Man added wall jumps and such it had to move from little platformy parts to larger levels and more focused on traversing height obstacles since the platforming itself became easier.
life of lively to live to life of full life thx to shield battery
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
September 06 2012 10:47 GMT
#5
The main thing I like about super meat boy is that it lets you learn what you did wrong and change QUICKLY. With short streamlined levels, you never have to wait more than 15-30 seconds to get your next chance at any particular level. This allows everyone, not just hardcore gamers, to practice the hell out of a level. And when players are given the chance to practice something, surprise surprise, they learn something. And humans really want to be engaged in learning something, not bored.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 06 2012 20:08 GMT
#6
Super Meat Boy is plainly supposed to be brute force trial and error. But that's perfect, it love slowly figuring out the exact path I want to take and then fine-tuning it with each life.


On September 06 2012 16:00 flamewheel wrote:
I absolutely loved Super Meat Boy. Took me the better part of a month to grab the A+s in all the Light World, and exams/real life conflicts prevented the completion of Dark World. Reading your blog makes me want to start up again, though at this point I'm kind of scared to do so.

Good read.

Glad you liked it! And oh geez, I did light world and dark world at the same time for each world. I couldn't imagine trying to do nothing but dark world for a significant period of time, you need the light world to break it up. Also, did you get all the bandages?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
Last Edited: 2012-09-07 01:53:01
September 07 2012 01:51 GMT
#7
All the Light World ones and Dark World up to 4-8. I'm pretty sure the Donkey-Kong style fireballs killed my drive.

If that weren't the case, then Cotton Alley Dark 7-20 (four letter wordwait no, bragging rights--though I do think four letter word was harder for me) definitely killed me. I play with a keyboard and on a relatively non-responsive laptop, and that has led to nigh a thousand deaths on that level alone.
Writerdamn, i was two days from retirement
WombaT
Profile Blog Joined May 2010
Northern Ireland26483 Posts
September 07 2012 03:30 GMT
#8
Was a good read, was directed here from a link regarding the UI changes in SC2. In that case I imagine you were drawing some kind of parallel here, but I can't really agree with that.

In the case of SuperMeatBoy the difficulty, the sense of accomplishment comes from beating it, sometimes with many many repetitions of the same small sequence. In Starcraft, the sense of accomplishment comes from beating your opponent using all the tools you have to your advantage, and outplaying them in that sense. By reducing the amount of ways you can outplay your opponent it makes it a bit less satisfactory for some of us

Regardless, awesome read enjoyed the blog a lot.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 07 2012 05:47 GMT
#9
Obviously competitive multiplayer presents different problems for difficulty curves. Difficulty is still generated, basically, by presenting challenges to players that force them to exhibit skill. If the UI is difficult to use, that is an example of a challenge that forces players to exhibit skill.

My point was that older games use that as a challenge mostly out of necessity; the technology forced them to have difficult UI's that created challenging gameplay. Newer games improve on those UI's by making them more intuitive and easy to use, but that changes the difficulty curve. Some people are inclined to say this means you shouldn't make the UI improve, because it'll wreck your difficulty curve. Super Meat Boy instead chose to go all-out with the UI improvements, and then design a difficulty curve for the new system by making the game hard in other ways. I personally think the latter approach is much stronger, because it enables you to take full advantage of new technology and adapt as video games evolve.

Glad you enjoyed it!
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
September 07 2012 06:47 GMT
#10
Amazing blog! Never realized what the lost levels were for until now. As for Super Meat Boy, ya, I agree. After beating a level, it felt awesome. It really reminded me of the old POP games although honestly, it would take me a ton of time to win some of the levels in that video you posted but that's where the fun is! Seeing the replay after dying > 100 times lol.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Recognizable
Profile Blog Joined December 2011
Netherlands1552 Posts
September 07 2012 16:02 GMT
#11
Great read, agree with everything you said.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
September 07 2012 16:16 GMT
#12
That's actually how I usually describe my annoyance of BroodWar: your main enemy is the game's UI, not the player opponent.
More GGs, more skill
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