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Feature Creep Hell

by Chris Remo, Oct 04, 2005 10:30am PDT

Are 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.




Comments

39 Threads* | 106 Comments













  • That's kind of how I felt recently.

    * 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.

  • Yet another "game design" article suffering from the idea that the broad category of what we refer to as video games has anything collectively in common besides microchips and interactivity. So outside of make the interaction feel good, which he does touch on, you can't apply ideas across the board and expect everything to be better as a result.

    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 one hand, I 100% agree, I think too much attention is paid to new features that don't really add anything to gameplay, and other parts of gameplay or stoytelling (especially) can suffer.

    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.






  • so true... playing a great game like Half Life 2 I often think about how difficult
    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.



  • From reading the comments, it seems that there are many definitions of feature creep. Ease of use for new gamers, extra options that serve little to no purpose, simple = better hence complex = worse, etc.

    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.


  • having a girlfriend who really isn't into video games i've struggled against this feature creep for the entire year we've been dating. i tried to get her into the silent hill series of games, figuring the emphasis on atmosphere and plot would entice her book loving side.

    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?