Impact Boosting


(3Suns) #1

I am going to just come out and say it. The essence of gaming is not interaction, but impact. Interaction is the bong, impact is the drug. Some of the street names for this drug are “Feedback”, “Consequence”, “Payoff”, or “Reward” but the chemical name is Impact.

There are many reasons gamers seek to be entertained through playing games: to pass time, to relax, to satisfy the human need to explore, to escape, to exercise control. In every case however, from Scribblenauts, to Mass Effect, to Geometry Wars, to Gears of War, to Flower - the single, common thread all games share is that through an interface, the gamer interacts in and with a virtual world in an attempt to impact it. Type in the word “shovel”, and the scribblenaut digs a hole, plants a seed, and then harvests a carrot. Pull the trigger of your shotgun when you are standing next to a locust, and your COG soldier blows the locust to pieces.

Impact is the payoff: the body that gibs when we shoot it, the grass that changes color when we pass over it, the face that smiles when we select the correct dialog.

Conversely, the absence of impact is when our actions do nothing. We scream in frustration, “Lag!”, or “WTF?! I shot that asshat 3 times and nothing happened!” Indeed, “lag” is probably the biggest impact impounder out there. It is the DEA of gaming. It is well-funded and ever-present, hiding in the lines, at the switches, even going undercover in the developer’s own code.

Sloppy controls and ugly textures etc. are yet other factors that damage the bong and interfere with the delivery.

Some developers like Santa Monica Studio and Epic, with their respective GoW series, have chosen to go with big payoffs of blood and gore for every action the gamer performs. Other developers, like Infinity Ward and Bungie are more stingy with the drug. Avoiding gibs and wanton destruction, they instead use “impact boosters” like pop-up medals or points, to make their lesser quantity of Impact more potent.

When I read that Splash Damage had decided to avoid gibs I was admittedly disappointed. I will never forget the first time I saw gibs in Return To Castle Wolfenstein. I had lobbed a 'nade into a room and after it exploded, all that was left of the enemy was his foot in a shoe. I was hooked. I am not a big fan of slasher movies, but I sure do enjoy gibs in games.

Splash Damage has assured us that their decision to forgo gibs is for reasons of game design. They "hope to have as much gameplay in our [their] death mechanics as most games do in their life mechanics” (Gamesradar Hands-On) and gibs would interfere with that goal. Cool. I am actually really looking forward to the unveiling of these mechanics.

Gibs are not necessary. As I mentioned earlier, Infinity Ward’s Modern Warfare games don’t have gibs either. They do, however, provide extraordinarily stimulating feedback for everything you do: the little crosshairs become engorged when your shots connect, the sound changes from pfft pfft pfft to thuk thuk thuk, points flash above the head when the enemy goes down, and if earned, announcements of “Kill streak” “Avenger”, and “Buzzkill” with yet more points are splashed across the screen. Bungie in Halo 3 similarly dishes out medals for almost everything you do. Good players will often have medals literally streaming across their screen like ticker-tape.

Splash Damage still has months of development time to work on their “impact boosters”. Though I suspect some of the graphics are just placeholders, I want to comment on them anyway. I really like the font and color of the xp scores that pop up when an enemy is taken down. It matches the art style and stands out nicely against the background. I think, however, that they need to make the initial flash larger, then let it shrink and fade off the screen so that it lasts just a little bit longer.

The reticle is refreshingly different from anything I have seen before, however, I think it is too fine, especially when indicating shots on target. The pinpoint dot simply turning red is not enough. Maybe the dot could turn into an engorged 3 or 5 point star or something. However, in changing it, I would avoid anything reminiscent of MW2.

There is a fine balance between too little and too much or too distracting, but I would love to have some form of flashy feedback to indicate that various objectives have been completed, people have been healed, levels have been upped, etc. etc.

I don’t think it is enough that developers approach the concept of impact intuitively considering for themselves, what happens? how does it look? how does it feel? I think that they need to make deliberate examinations of their systems of real-time visual reward, with the attitude of “How can we add more without risking distraction or irritation?” and this, especially if they are forgoing gibs. It costs money, but I would bet that IW spent hundreds of thousands of dollars in employee hours working on just that. Furthermore, I don’t think it is the leveling/prestige system of their MW games that keeps gamers playing them. It is the details, the little things. The fact that every time you do something, you get rewarded. Your actions almost always have significant and flashy impact. That, and tight controls (a good bong) is the secret to their success, imo.

:stroggtapir:


(darthmob) #2

You are on to something there! I never really thought about it but it all makes sense. Personally I can live with the removal of gore. Ragdoll effects are at least as awesome! Did you see some of the better CSS frag movies (this one for example)? Thanks to ragdoll effects every kill looks unique. Seeing enemy bodies flying through the air after a well timed grenade has to be as satisfying as turning them into a bloody mess.

PS: In my opinion the secrets to the success of CoD are very simple and basic game mechanics combined with lots of rewards implying a depth that isn’t there and a multimillion dollar hype machine. But that’s an entirely different discussion. I don’t like the ton of reward popups either. I hope it doesn’t catch on. BC2 seems to be making use of it as well. :confused:


(3Suns) #3

[QUOTE=darthmob;212123]
PS: In my opinion the secrets to the success of CoD are very simple and basic game mechanics combined with lots of rewards implying a depth that isn’t there and a multimillion dollar hype machine. But that’s an entirely different discussion. I don’t like the ton of reward popups either. I hope it doesn’t catch on. BC2 seems to be making use of it as well. :/[/QUOTE]

CS:S ha ha My friend was just going on about it this evening, saying he wished it was available for the 360 so I could play with him. Thanks for the vid link. :slight_smile:

“implying a depth that isn’t there” Brilliant! It is like, am I the only one who sees this Emperor’s nakedness? It is like Halo but without vehicles!

Thanks for reading, and my apologies to everyone for the long post, I got WAY carried away. :o


(dohfOs) #4

nice read 3suns… but just as you mention;

i’m fond of when you kill someone, their name pops up in the middle of the screen (or atleast not just in the top-right corner as in f.e. counter-strike 1.6). this is however not a feature that’s needed for the actual player but it should be an option availible to either pick it as a player or atleast as a spectator to make it more friendly for spectator (especially for competition).

sry for my horrible english, just woke up ^_*


(Senyin) #5

[QUOTE=3Suns;212106] The fact that every time you do something, you get rewarded. Your actions almost always have significant and flashy impact.
[/QUOTE]

Basicly I can’t stand this concept.
Don’t need childish ‘stimulating feedback’, visual nor aural, to feel satisfied or motivated.
I don’t feel like eleborating but good post!

I agree with dohfOs though, who , for a dude that just woke up, makes sense.
And text fragmesseges in general chat too please with a decent chatheight.
Can’t deal with topscreen ones or silly visual ones.
Must…keep…eye…on…them. I’m a little groggy myself.

Anyway, more practical, less bling bling!


(.Chris.) #6

Oh god no, its bad enough they are there in first place.


(tokamak) #7

No, not the COD approach.

A good ‘impact’ system is one that only bothers the people who want to be bothered with it.


(meisterbrau) #8

very good read. did you know that ferrari has employees just working on the sound the door of the car makes, when you close it?

these details make a huge difference!

but i like to add another point here. speaking especialy for consols, one of the most crucual things that have to be done right are the controls. its the quality of the bong (in your metaphor). if the bong is bad, the drog can not unleash its full potential. in the worst case, you won’t be high at all!

this is especially importent for multiplayer games. and all games that became successfull on the console, have done the controls right. Halo has good controls as well as gears of war. cod has accomplished them perfectly and battlefield bad company could be much more successfull, if they managed to do the controlls right.


(H0RSE) #9

[QUOTE=Senyin;212149]Basicly I can’t stand this concept.
Don’t need childish ‘stimulating feedback’, visual nor aural, to feel satisfied or motivated.
I don’t feel like eleborating but good post![/QUOTE]

Exactly! I curse Microsoft for introducing achievements…


(tokamak) #10

Achievements are fun if done right.


(brbrbr) #11

exactly !
but point is, “Right” is different for both consumers[games-addictives] and developers of different kinds/titles.
point is to Choose degree for particular title.
OR implement it in way, where this is worked-out by players itself.


(Herandar) #12

It should be simple to make that feature optional. Final Fantasy Tactics on the PS One had the option to turn of XP notifications.

Given that game is not going for a hyper-realistic aesthetic, I have no problem with the display of such information. It does not hurt to devote a little bit of time and programming to this minor stuff. There is a right way and a wrong way to make achievements on Xbox, certainly. A little bit of consideration for stat-tracking can make a huge difference in a game that has a long life span.


(3Suns) #13

Interesting. Almost everyone stated a preference for it to be more subtle, or at least more subtle than MW2. Thanks for the comments. :slight_smile:

By the way, to the extent that Achievement make my friends do stupid things to earn them, that is the extent to which I dislike them intensely. If they are clever and don’t interfere with our MP gaming (i.e, make some jerk team kill so that he can get the xx weapon to do such and such) then I don’t mind them. Couldn’t care less about my own gamerscore, however. After viewing Rahdo’s interview on Achievements, I am not worried. He will put in some grind achievements, but probably few that will tempt players to do stupid things.


(AnthonyDa) #14

Maybe it will possible to turn that crap OFF with cvar/settings.


(Voxie) #15

Positive feedback in games can be very beneficial, when done right. Hitsounds, kill notifications, floating damage numbers above enemies’ heads (as seen in numerous RPGs as well as some shooters – notably Borderlands and Team Fortress 2), et cetera are all good examples of features that let people know they’re doing things right.

Over-doing it and it becomes tedious however. MW2 is a perfect example of that. You get one kill and instantly there’s HUD elements covering half of your screen. I don’t need to know that the guy I fragged was one kill away from a killstreak reward, or what kind of signature has has associated with his name.

Keep things clean, use visual cues that is as unobtrusive as possible and don’t try to - in the lack of a better word - bribe players into feeling rewarded (oh look, you just got a kill! Here’s three seconds of flashing banners to show how awesome you are!).


(stealth6) #16

well in TF2 they just added it so you know lol, I prefer just blasting somebodys head off and watching the headless body slump to the ground lifelessly, unfortuneatly TF2 is also tailored for kids and such things would make them cry to their mommy so that had to add the “critical hit” sign everywhere so you’d know if you got a headshot or not.

And since the numerous updates they also have other stuff too like minicrit etc… which i personally already find too much, but I just stopped playing it.

And Borderlands is a totally different genre that’s why it works there imo.
But as already stated I’m just hoping for a cvar to turn it off :slight_smile:


(zXSwordXz) #17

+1 Same here…


(darthmob) #18

[QUOTE=stealth6;212418]well in TF2 they just added it so you know lol, I prefer just blasting somebodys head off and watching the headless body slump to the ground lifelessly, unfortuneatly TF2 is also tailored for kids and such things would make them cry to their mommy so that had to add the “critical hit” sign everywhere so you’d know if you got a headshot or not[/QUOTE]As a matter of fact the gibs in TF2 are pretty awesome! Here and here are two screenshots showing what I mean. You have most likely played the German version where there is no blood at all.


(Voxie) #19

I know, I’ve played the game since the first day of the beta (as well as QWTF, Q3TF, ETF and TFC back in the day).

Saying that an M-rated game is tailored for kids is rather absurd, is it not? The game contains blood, foul language as well as gibbing (and as of late, decapitations). And what’s wrong with the critical hit sign? Is knowing whether you got a headshot or not a bad thing?

One could argue that the players demanding a “realistic” setting and lots of gore are the childish ones. Just because a game has a stylized art style doesn’t mean it’s meant for children.


(H0RSE) #20

And Borderlands is a totally different genre that’s why it works there imo.

Borderlands is an FPS with RPG elements like XP, leveling up, and gaining abilities…Brink is an FPS with RPG elements like XP, leveling up, and gaining abilities…yeah, totally different.