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Jason Picker
05 Apr, 2009

My Favourite Waste of Time #1

PALGN Feature | Shooting games need more innovation, better main characters and...more monkeys?
Welcome to the first edition of My Favourite Waste of Time, a fortnightly opinion piece on the world of gaming. In the future I want this to be an interactive feature, so feel free to suggest the topics you’d like discussed and offer your opinion. I’ll read every post and every message. I want your ideas so I can steal them and claim them for my own…um…I mean I’ll properly credit you for them in my articles. Yes…that’s what I meant.

Anyway, enough foreplay. The topic for the first edition is <sound of trumpets playing>…the problem with shooting games. “Wha-?” I hear you say. “What could you possibly have against shooters, those wonderful games that let us brutally murder digital creatures and people from the comforts of our lounge rooms?

First of all – you talk too much – but to answer your long-winded question, there’s lots wrong with them. In fact, I’m calling the following list five things wrong with shooting games. Think of it like that 20 to 1 show with Bert Newton, but not as hilarious. Oh Bert, shine on you crazy star. Let’s begin.

5. The main character

The typical shooting game protagonist (which is, ironically, a word a shooter character wouldn’t understand) is some sort of super-human, roided-up mute with arms like tree trunks. You can bet he’s male, some kind of delta force or special forces operative who lets bungling scientists inject him full of all sorts of body-enhancing concoctions. As you do.

More often that not, he will have the ability to carry a pistol, a shotgun, an assault rifle, a grenade launcher, some sort of futuristic weapon that shoots frickin’ lazer beams, and a crap-tonne of ammo which he can somehow carry around for 10 hours without getting a hernia. He’ll usually be wearing some sort of billion-dollar, fancy-pants armour that regenerates health, but never seems to have a zipper for toilet breaks. Apparently super soldiers don’t need to tinkle.

And I know what some of you are going to say (because I read minds): what about Samus from the Metroid games or Gordon Freeman from Half-Life? Ok, they’re at least a bit different to the standard shooting game protagonist. And what I mean by “a bit different” is “almost exactly the same”. What is Samus other than another mute, macho-type in armour? What difference does it really make that she’s a mute, macho female? And Gordon Freeman, though he’s apparently a nerdy physicist, would only ever use a calculator to smash someone’s face in.

Gordon Freeman, off to solve another complex physics equation. With his gravity gun.

Gordon Freeman, off to solve another complex physics equation. With his gravity gun.
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What I’d like to see - More variety in the type of main characters seen in shooting games, not just another commando armed to the eyeballs. Also let them talk. There is a theory in some sections of the gaming industry that if you create a main character with no voice, the player will be able to put themselves in the shoes of that character and will enjoy the experience more. It’s complete rubbish in my opinion. Nico in GTA IV had a squillion lines and was sometimes a painful git, but I felt a lot closer to him than to that voice-less gimp, Jack, in Bioshock.

Also, I’d like to see more characters where their personalities and backgrounds actually make a difference to the gameplay, rather than to merely justify their ability to shoot straight and manipulate time. What about this for an idea: A young girl who was raised by - let’s say monkeys - takes on a pharmaceutical company known for testing its products on... Let’s say monkeys. Rather than weapons, her agility and her ability to manipulate the environment would help her overcome her enemies. She could have one of her monkey friends as a sidekick, and he could have the special ability of flinging his poo at enemies.

Everyone loves monkeys. It’d sell billions.

4. Sequels which add little to the original

If a shooting game becomes a massive success, you can bet your Crash Bandicoot collection there will be a sequel. While I can see the argument for “if it ain’t broke don’t fix it” when it comes to sequels, I also don’t want to play the same game again and again with only slightly better graphics. If it ain’t broke, why make it again? Adding the odd power, weapon or enemy doesn’t make it a new game. In fact, I would argue that any every game that uses more than 50 per cent of the programming code and story from the original game should cost 50 per cent less to buy. It’s only fair. Resistance 2, Halo 2 and Gears of War 2 looking at you.

What I’d like to see – I want more shooting game sequels with a bit more innovation. I hate having to review a game with the sentence: “If you liked Generic Shooting Hero 14, you’ll like Generic Shooting Hero 15”. It doesn’t have to be as dramatic a change as Far Cry 2 was from Far Cry, but the gaming public should expect more considering it was their hard-earned dollars buying the original game that made the sequel possible.

Halo 2 - completely different in every way to Halo.

Halo 2 - completely different in every way to Halo.
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3. The stories

To be fair, the majority of people buying a shooting game couldn’t care less whether the story was written by an Academy Award-nominated screenwriter or by Barry from over the back fence. People want action, so most of the budget of a shooting game seems to be spent on new ways a head can explode rather than on a deep narrative. Because of this, every shooter game seems to cut and pasted from the same sort of story. Here is an example:

Hugh Jarms is a highly trained soldier with super powers, the ability to slow time, and eight more arm muscles than the average human. He is sent with his team of other super soldiers to stop the aliens/terrorists/mutated creatures that threaten mankind. In his team of other highly-trained, super-daft soldiers, there must be at least one female, one heavy-arms guy with a mini-gun, and a black guy. At least one of these characters will die. Another will turn against you. And probably at the end of the game when you most expect it.

If you are fighting terrorists, they will be planning a nuclear attack. If the enemy is aliens, they have a deep-seeded hate for humans and want to take over the planet. If the enemy is a horde of mutated creatures with heads like dropped pies, they want to eat your brains and floss with your intestines. You get the picture.

What I’d like to see – Um, how about stories that aren’t clichéd and that don’t make me want to skip the cinematics? How about this: You’re a tarot card reader in a travelling circus, and you broke the Carny Code because you wouldn’t rip people off. Your fellow carnies now want you dead, so you and your pet monkey must fight to get your tarot cards back and start a new life. The bosses in the game will include carnival strongman Max McGuire, bearded lady Cynthia Hazamo, and Giggles, the midget who bends spoons with his mind.

And I thought of that in 10 seconds. If any games developers are reading this, get in contact with me. I’m basically printing money here.

2. Linear ‘paths’ and ‘corridor’ gameplay

Being agoraphobic (having a fear of open places) must be a perquisite of being a level designer for a shooting game, because almost all of these games want to herd the player down a narrow path, be it a corridor, sewer, trench or street. In these levels, you can guarantee that every door that looks like it will take you somewhere even remotely interesting is locked, and that every other potential path has rubble, a car, a fence or some other kind of obstruction blocking it. And be damned if you can’t find that hidden ladder or the one door in the whole bloody level that opens, because you’ll be doing circle-work for an hour trying to find your way to the next narrow corridor.

What I’d like to see – Linear paths might have worked for Doom 16 years ago, but come on, how about some new ideas? How about a game where every door opens? Or better yet, can be blasted open? After all, if you can cut a man in half with your shotgun, why can’t you shoot out a simple door lock? I want more open battlegrounds and more creativity instead of room after room of generic shooting action. Also, I want more games like Deus Ex with multiple paths and ways of completing tasks. Oh, and more monkeys, naturally.

Monkeys = awesome.

Monkeys = awesome.
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1. Lack of movement

So your character has the ability to gun down 1000 enemies per minute, manipulate time and space without getting jetlag, and can carry three billion ammo clips in regular-sized pockets. But bugger off if you think he’s going to be able to move those empty boxes blocking that doorway, or climb over that fence that comes all the way up his waist. What do you think he is, some kind of super solider?

After all this time, the majority of shooting game characters still don’t have the ability to grab a ledge and pull themselves up, climb over a small fence or get around an upturned car. And that gap in the fence so large that you could reverse a semi-trailer through it? Not likely.

What I’d like to see – Games that incorporate fluid and natural-feeling movement. Games like Mirror's Edge and Prince of Persia have shown the potential of movement in games, and how natural and fun it can be to be given that freedom.

Imagine a shooting game with the ability to move as fluidly as you can in Mirrors Edge? Imagine having the ability to enter an area full of enemies and to be able to quickly jump and pull yourself up to a higher vantage point to pick off enemies? How good would it be to be able to grab the nearest dumpster, desk or other movable object to slide around with you to use as cover? How good would it be if a game let you get past any reasonable obstacle or through any space a normal human (or monkey) could expect to go?

It’s fun to dream. Anyone got a banana?

I hope you enjoyed the first edition. Next edition I would like to talk to female gamers and get their views on the gaming world, so if you would like to be featured in the next edition, please contact me. Also, if you’d like to suggest an idea for a future article, please fell free to PM me or post a message below. It can be about almost anything. Let me know!

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20 Comments
10 months ago
Great read .. enjoyed it a lot. How about an article on why hollywood can't get games to films right icon_smile.gif
10 months ago
segax wrote
Great read .. enjoyed it a lot. How about an article on why hollywood can't get games to films right icon_smile.gif
Because an article consiting entirley of the sentence "Popular games wich merit film addaptations tend to focus on gamplay over story, wich doesn't lend itself well to a non interactive form" wouldn't be verry good?

Great article though.
10 months ago
Good op-ed, sir.

Picking up where you left off about stories, the storytelling in shooters are also awful. It either goes towards one or two extremes.

There's the cutscenes that just scream "EXPOSITION", where all the juicy details, motives and character/universe development get jammed in to unnaturally explanatory dialogue which no person would ever say in real life, causing my eyes to gloss over and my brain to start thinking about, well, monkeys.

And on the other side, there's the dreaded audio-log method made popular by the likes of System-/Bio-Shock. Sure, it's a decent way of expanding and explaining the universe without forty-page text screens (hello, Resident Evil 5). Though as an aside, how's 30 seconds of audio any better than a 100 word text file?
In the end, my gamer OCD kicks in and I spend most of my time hunting around for the bloody things just in case I miss out on an important aspect of the game or world, thus sucking the fun out of the experience.

As for how this can be remedied, well I can't think of that, otherwise I'd be doing more than lamenting on the state of storytelling in games on a forum. Although shooters can start by showing more and telling less. That, and get better writers, but that's a whole different discussion.
10 months ago
i liked re5 for the ai/co-op in story/mercenaries. controls need some working on though...
10 months ago
I seriously think I'm one of the only people on earth that hate the way the story telling is done in Half Life 2.

Lets face it, it's a cut scene exactly the same as any other game but you can move the camera about. Sure the first time you play it's cool, the second time you just get bored and start throwing pots at peoples heads and realise that there is no interactivity at all, the third time you just want to skip the **** thing but since it doesn't sepearate game from cutscenes you can't and you're stuck watching the expository dialogue everytime you play the damm game.
10 months ago
PALGN wrote
It's fun to dream. Anyone got a banana?
http://www.youtube.com/watch?v=DoGuoXuLmsk
10 months ago
I'm not sure what's more cliched, the storyline of a shooter or a writer for a videogame website harping on about monkeys. icon_razz.gif
10 months ago
The epitome of story telling in shooters is, for me, the Marathon trilogy. No voice overs here, all the dialogue is via computer terminals, which makes sense as you're dealing with a trio of AIs out in deep space.

The terminals which give objectives are usually distinct to the ones which flesh the backstory, and most of the time clearly so, with the core terminals placed along the natural path of progression for the player and the fluff off the beaten track. Speaking fluff, there's at least a novel's worth of backstory. It makes the Halo universe look like the pithy sci-fi pulp trash it is.

Best of all, it was written by two devs, Greg Kirkpatrick and Colin Brent.

http://marathon.bungie.org/story/
10 months ago
Thanks for the comments so far guys. Segax, you've given me an idea for a future article, so thanks for that.

Se7en - I like monkeys, what can I say? They make everything better, especially hot tubs.

RWS - thank you, it's my new favourite song icon_smile.gif

Also guys, if there are any female gamers interested in being featured in the next edition, please let me know.
10 months ago
I pretend to be a female gamer to make quick gold in warcraft, does that count?
10 months ago
We all have our problems icon_smile.gif
10 months ago
So, basically, you want a cross between Timesplitters and Prince of Persia? Sounds good!
10 months ago
PALGN wrote
I want more games like Deus Ex
You just summed up my view on gaming / life.
10 months ago
5. The main character: I want my character to survive at least 5 seconds of bullet fire as in most games I get shot and I want to carry enough ammo to actually shot for 20 minutes without running out of ammo. Is that so hard to ask! It is a shooter not a stealth game.

4. Sequels which add little to the original: Sequels are the bread and butter of gaming. Sure originality would go up if developers were forced not to make sequels but we would be stick playing the same game over and over as lets face it most original I.P's suck. Sequels give us a familiar game with greater challenge. If you think about it shooters in general haven't evolved since doom. Your still carrying a gun and shooting bad guys. There aren't much ways you can expand that idea without sacrificing the fact that it is a shooter.

3. The stories: Your mistake was expecting story in the first place. I play shooters for GAMEPLAY not story. If I want a good story I will read a book. I will take atmosphere over story any day in a shooter and when the point is to kill hundreds of enemies the need for a story is kinda moot.

2. Linear ‘paths’ and ‘corridor’ gameplay: To incorporate progression, atmosphere and difficulty is hard. Most games can't do it right even if there's one path. When you add choice and multiple paths you can throw it out the window. Playing a game with 100 straight corridors is preferable if the developers know what order I will take those in. If you take away that you still get 100 corridors but the developers don't know which ones I will take and I will only take 75 of them. Increasing the size of the map will mean more travel time for less bang.

1. Lack of movement: Sure a game where I can run across walls, climb up to the roof or get over a 1 foot wall sounds good but wait I forget where I was going. icon_eek.gif
Okay I agree that some games are ridiculous in that he can't get over a low wall, but the solution to that is not to make him some sort of acrobat that can dodge bullets and climb walls, its to be creative in level design. Use actual barriers that would stop a human from getting through not some abstract thing like a different textured wall.

In short, I completely disagree with you except about the low wall thing.
10 months ago
Hi Nietzche - In summary I think what you are saying is that games need boundaries, and I understand that. My point more or less is that those boundaries could be expanded. My article is an exaggeration of course, but going by the length of your reply, has at least provided you with food for thought.
10 months ago
Jason Picker wrote
My article is an exaggeration of course,
Dam I made a fool for myself. icon_redface.gif . Ok I tried writing a short reply but kept going off on tangents so I'll just say I agree with you but can't see it happening for a while and therefore developers should try to make a good game not a good story. icon_redface.gif
10 months ago
Reading this article and the criticisms, it makes me realise how good and original the Chronicles of Riddick games are. Well, there's only one out right now, but the sequel should be good too.

Riddick is an interesting character with real dialogue and a cool personality, he can move all kinds of places and it's still a shooter at heart. Lots of itneractivity, different paths and RPG elements - just really ahead of the curve, even today.
10 months ago
I look forward to playing the new one which I believe has Butcher's Bay included?
10 months ago
It does? Holy moly.
9 months ago
Nice opinion piece, though pointing out 5 things wrong with shooters isn't exactly rocket science. I actually think this would be more interesting as a podcast than written.
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