Feature Creep Hell
by Chris Remo, Oct 04, 2005 10:30am PDTAre you familiar with the term "feature creep"? We're all familiar with its effects. It's that tendency to shove more and more tiny little features into games, year after year, until we're left with a ludicrously bloated franchise with 90% more features and 90% less of what made the earlier incarnation really fun. It's also a large part of what makes non-gamers stay non-gamers. John Tynes has a great editorial over at The Escapist on this very subject.
Games today are built by and for gamers who have at least a decade of play behind them, with all those hard-earned assumptions and skills. I'm not talking about people who live for Counterstrike. I just mean basic literacy issues, like knowing that shooting crates is good but shooting barrels is bad, or that weapons in first-person shooters usually have an alternate fire mode. Long-time gamers take that stuff for granted, and obsessive 12-year-olds with lots of free time catch up quickly. But if you aren't a veteran gamer or a kid, there's no front door to this medium.Some non-gamers who aren't 12-year-olds pick that stuff up too, but it's almost painful to me the number of times I've tried to introduce people to games--people who I know are the type that would actually enjoy the fundamental pleasures gaming provides--and, in the process of trying to explain just what the hell is going on, realized myself how ludicrous and overcomplicated all this stuff is. Tynes provides plenty of examples in games most of us know well. It's a great read, but a frustrating one for me, as it brings a lot of bad memories to mind. His solution may be a bit overboard if applied to games wholesale, but the console launch idea in particular would be a fantastic thing to see.
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Comments
Oh, snap! Totally taking the ease of use out of the argument from a guy who's never played it, while ever journalist who did said it was more accure than a keyboard and mouse.
Why complain about games being more difficult to get into if he's going to blast that without having any informaton on it at all and the one company that is trying to bring in new gamers, and ease of use?
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Now I'd like to say I differentiate him from say a guy or gal who plays a lot of videogames but just hasn't played Halo or Halo 2. Its obvious to me that if I jump into say, a game of Day of Defeat Source where I neither played original DOD I still will catch on faster due to my more game time. Granted there is a clear difference from just feature creep and total lack of experience, but I think that games these days can be daunting for even someone who has a lot of older school games. Hell, it can be downright humiliating jumping into a game that I have never played before.
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I guess the point is that even though the game was made for veterans with a high expectation, the game was also tailored to the beginner crowd, probably what made this game along with the original so accessible, and thus popular.
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Keep in mind these are "creep" features that have showed up in games that either don't need them or would be better off without them.
*leaning left and right (perfect example: the FEAR implementation of this is nearly useless for some reason. lean is only good if you can lean far enough to enable shooting past the point you could hit standing behind cover. In FEAR your view tilts to the side a bit but your gun doesn't actually move more than an inch to the side, preventing you from actually aiming/shooting around your cover. Rainbow Six did Lean well almost eight years ago. wtf, over.)
*reloading of weapons, especially manually
*rate of fire on weapons
*view zooming, especially on non-scoped weapons
*a Walk button or Always Run as an option when the game has no stealth element and running footsteps aren't loud
*colored lighting
*3D positional audio
*rotating/animated brushes and objects
*little fauna running around, especially when you can't kill them
*skeletal systems in character models
*"pathfinding AI" - why call it that when it can't find it's way anywhere?
*"realistic" fog/smoke that isn't very realistic
*"realistic" trees and grass that still aren't very realistic
*ragdoll model physics
*animated lips (and we're still extremely far from looking natural, i might add)
*shadowing
*bump mapping (especially when it looks like plastic)
*bloom
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Game designer and doesn't bother mentioning which games he's worked on yet tells us about his book of Film criticism??? Guffaw.
* Note for american readers: when I say "football", read "soccer".
I am learning to play Pro Evolution Soccer 5 (Winning Eleven 9 I suppose). I've always been a fan of football and videogames, but the last football game I enjoyed was Goal for the NES, so I assumed I'd finally learn a new title. I've played previous Winning Eleven versions before and got totally schooled.
I picked up this game and started to run throught the tutorials to learn how to play it - which button passes, which button shoots, stuff like that.
What the hell.
The game does have shooting and passing buttons, but man, that are so many features/combinations possible I'm feeling like it might be easier to learn a new arcade fighting game. Seriously. There's SO MUCH STUFF YOU CAN DO - all kinds of ball touches, tricks, dribbles, and all kind of strategies that can be toggled on real time through the combination of some buttons, that it really feels a lot of a drag just to learn the game to be able to have fun with it. I like depth, I'm a QW player, but this is too much.
It looks like the football games have achieve such a saturated position that the only way they can add something is adding new crazy dribbling tricks and other stuff that requires you to use 100 joystick buttons at the same time. It's insane.
I'm kind of enjoying the game, but man... this is a football game, not a MMORPG. I want to have fun, not to waste hundreds of hours learning how to play it.
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I also often wonder what the motivation of a lot of these ideas are. They generally are presented in an "improving the art" context, but a lot of the arguments end up talking about how to pull more people in or sell more games... "Damn marketing! Here's how to market more effectively..."
On the other hand, I disagree, simply because I think that over time games need to add more to the experience than just more levels or whatever.
On the other other hand, I'd pay full price for Diablo 3 even if it was just 5 more mapsets/monsters and items, maybe a new class or two. No new features, no new bullet points. I'm know that Diablo 3 will really be a 3D game with a completely new engine and possibly frustrating camera controls and 10 dozen new whizbang things to do that have little to do with what makes D2 a great game. farming for runecloth *cough* Sure, it's Blizzard, so I know they'll do it right, but there are other old classic games that I love that I'd play if it was just more of the same.
There are (and have been, and will be) plenty of gateway games. Doesn't matter if it's Bejweled or Katamari. People aren't stupid. If they enjoy what they play, or what you show them, genuinely enjoy it, they'll explore and learn more on their own.
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The team's slideshow on their process: http://www.thelastcandle.net/gallery/icodesign
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Valve took ~5 years to make HL2, but that probably wasn't feature creep. I think Valve, like Blizzard, goes for many more iterations over greater periods of time than most companies. Personally I think there are diminishing returns in iteration. At some point you'd be better off creating new content than just polishing the same content, enabling you to make a game every 2 years instead of every 5.
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it would be for a beginner to get into the game with all the esoteric skills and
knowledge that's required. But that doesn't have much to do with feature creep
imo. it's simple things like mouse/keyboad control that have been part of
FPS games from the beginning that are the biggest challenge to learn.
Once you learn to move around and manipulate the environment, the laws
governing the game should be pretty intuitive assuming the developer
did a decent job designing the game.
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but I disagree totally with the idea games need to be simpler for people who won't learn them. you know what that equals? games without gameplay... virtual chats.
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I honestly don't think things have changed really. Think about the games you have played 10 years ago. Some people have different gateways into gaming. What one thinks is ridiculously hard to figure out is nothing to another.
The new gamer doesn't know that these features are new or cliches. It's the everyday gamer that complains about everything what should or shouldn't be in a game. We either want something totally new and revolutionary or something exactly like a game we've played before. While the newbie gamer is enjoying his experience we're noticing all the faults that could easily be ignored.
I'm being very general here, so please don't take offense.
but then i had to explain the "surivival horror mindset" of glistening objects, picking up everything you possibly can, ammo conservation, etc etc.
and i realized that so many games are built around this assumed skillsets that he talks about.
then i introduced her to katamari damacy and the beauty of the game truely came into focus. after that we played some super smash bros. melee, i got her started on indigo prophecy, and i'm hoping to get her to start a metroid prime save some time.
that's when i realized that the single factor that joins all these games together is that they have moderately simple controls and they all work within a genre that is either new or revitalized (indigo prophecy and the dying adventure genre).
it's when you look at the really trite and bloated genres: action, RPG, etc (but, well, let's see what Dragon Warrior 8 does, since that series has always been known for it's resistence to that latest and greatest) that you see this feature creep thing.
taking this into consideration along with the inability to draw in new markets (if you can't play the game why buy it?) it really makes me wonder why companies keep pumping out the same derivative crap year after year. shouldn't you want to expand your markets?
Nintendo takes great pains to make sure that their first party games are as intuitive as possible. They aren't against adding new features at all, but they have to feel like natural extensions of the franchise.
You can see this philosophy taken to its extreme with the new revolution controller.
Make the games simple and fun, look at sonic the headgehog for the genesis.
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srsly...games these days have so many buttons that i have to remember that it becomes frustrating to play.
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