Why Sonic the Hedgehog is 'incorrect' game design
theguardian.com
theguardian.com
I didn't realize before I read this article that the design of Sonic (even excluding Sonic Spinball) was driven by pinball, though it makes tons of sense in retrospect. Pinball's got the same thrills; you're constantly in an unstable state, not really learning a puzzle so much as trying to manage a high-degree of chaos before you inevitably get thrown off the horse. It's a different brand of fun than the article's "correct" game design, less/more appealing to different people and less/more appealing when you're in the wrong/right mood.
[1] "Ilinx" in the taxonomy of Roger Callois's "Man, Play, and Games," though a personal caveat that I didn't really enjoy that book.
Bumpers, spinners, bouncers, Sonic himself when he gets going... It's semi-linear pinball.
Which, ironically, is possibly the slowest and most plodding Sonic game. It should have just been endless variations on Casino Night Zone.
But yes, fundamentally quite different in goal and style.
That nearly every 3 minute pop track follows the same formula as the scenes in every James Bond movie.
Some things are just popular. Snakes and ladders technically isn't a game. You have ZERO agency in the outcome of events but it's based upon a game that's been played at least since the Indus Valley Civilisation 3000 BC. It's when committees and statisticians get involved that the fun goes away. Hence the endless reboots and sequels of exponentially more funding yet almost always fall short of the originals.
I have to wonder if that was true back then. Did they have "fair" dice, or was there room for influencing the results or otherwise benefiting from knowledge of the imbalance? This could be either by choosing between dice for each roll, betting on the outcomes midgame, or getting the desired roll more often than usual.
Starcraft II for instance was a lot more fun IMO when it was new and the strategies hadn't been refined. I remember wasting a ton of time/resources turtling, building a giant mass of carriers and then steam-rolling the map, just because I could and thought the visual of a dozen carriers sweeping the map would be awesome (it was). Good luck doing that now in a public server.
Too many games have obsessive fans that are hell-bent on discovering the mathematically perfect way to play a game, and once the one or half-dozen working formulae are discovered, that's it. No one else can play any other way and hope to win, and that really takes the creativity and fun out of it. I'm not sure where these people come from, I got into video games as a distraction from math homework, not an extension of it. :P
I don't mean to suggest that for a lot of people, discovering and testing these min/max strategies isn't fun and satisfying (like solving a puzzle with the "perfect" solution) but it's not really for me.
I guess climbing a top100 ladder (or even top 1000) is, for some, also a game, and maybe just one I don't particularly enjoy. I see this in Overwatch too -- there are particular team compositions which work well in certain scenarios (mostly informed by the pros), and deviating from one of those cookie-cutter strategies will get you a tongue lashing on voice chat. The fixed 6v6 teams and smallish chokepoint-centric maps make it possible for one good player on one team to "carry" that team to victory and subsequently make the game pretty unfun for the other team. If your team comp is poorly-chosen (let's say you're attacking and two players want to play snipers), you likely will not win and your team will be frustrated the whole time. Conversely, the opposing team will have an absolute field day pounding you into a fine mist. The game is way too fun to win lopsided matches in. The teams are too small and inflexible to tolerate average players. The matchmaking, despite having a very large pool of active players, is frequently very wrong at making even matches. There are no mods supported, and a server browser (to browse only official servers, mind) is a recent addition, as others also tired of the small choice of variety in game modes (previously just public "screw around, rage quit, throw a match because someone is revealed to be female" or competitive "ultra salty tryhardathon").
I go back to TF2 and have fun for hours not caring about my win:loss ratio. I also previously had tons of fun and a great community in a Quake 3 mod for class-based, red vs blue CTF with large teams (16vs16). I die laughing messing around in Blackwake. I even grind for hours with friends in Diablo. Nothing makes me rage like Overwatch. I usually just get frustrated and stop playing.
Thats why I think co-op games end up being far more satisfying, since they don't have to balance out a player vs player arms race.
In most cases you can still make a viable deck, but everyone will have to deal with largely mediocre cards they wouldn't have picked given the chance. Granted the system isn't perfect, but it seems to effectively level the playing field and encourage creative deck-building. Not sure if Hearthstone has an equivalent mode.
It's also interesting to me that the "meta" in Hearthstone not only can, but does change regularly, when people discover deck archetypes that beat the currently dominant ones. Especially when deck types that fell out of favor at some point show up again later because the decks that countered them too hard also fell out of favor (I think variants of Freeze Mage has done this twice?).
This kind of evolution of the meta happens in lots of games, but of course notably in the ones where players themselves refer explicitly to a meta amongst themselves and keep track of it.
If one does not like a game, we have a word for that: "bad". There are plenty of bad games to analyze. Why the author picked Sonic the Hedgehog is beyond me.
As he said: it works. Therefore, to twist the word "incorrect" to its breaking point as he does is ridiculous.
Unlike 'bad', a subjective word indicating opinion, 'incorrect' is objective: anything can be incorrect according to a certain set of parameters, and the author is selecting a particularly traditional set here from the book in order to frame the discussion.
He's not implying that Sonic is bad. He calls it a masterpiece!
It's quite likely he's also a Lorde fan.
With pop songs and games, there are formulae that, if you just follow them correctly, you are basically guaranteed to make something that is at least mediocre. Breaking the rules is more interesting, but also more risky. For every sonic and every Green Light, there are hundreds or thousands of crappy games and songs that thought the rules didn't apply to them.
Analyzing successful "incorrect" games is interesting because it tries to pin-down the je ne sais quoi that gives them their appeal.
I'm more inclined to the idea that good design is found in the ability to explore a ruleset, and the ruleset being interesting enough to justify exploring it. The art, music, themes and such all supplement the exploration of that ruleset (or even help define it). Good "levels" push you to explore the ruleset in ideally unintuitive ways, and lays the foundation for further exploration in future levels.
Ideally, the game shouldn't "teach" you how to play. It should simply exist as a world, and its rules, and you'll figure out the rest. Incentivized to explore particular areas of the world/rules, but thats about it.
Bad design comes from limiting your ability to explore. Rules that appear general (applies to all NPCS), but it turns out you can't punch the kids, because. You can normally jump around as much as you want...but this particular area you have to sit down and walk because its movie-time. You can run around as much as you wish, but here there's an invisible wall because you're not at the designated level for it.
Or the lack of things to explore. Poorly designed procedural generation games like No Man's Sky and Borderlands come to mind. The generation rules constantly produce different/new things... with little difference to your actual ability to interact with the world. It gets boring, fast, because it's not affecting the ruleset to any interesting degree. But a proper roguelike on the other-hand has you forced to explore corner cases of the ruleset every time you find a new enemy with some special combination of [dangerous] skills. The roguelike ruleset is potentially interesting (and expansive), and the procedural generation pushes you to explore all its corners. No Man's Sky has a much more limited ruleset, and the generation leads you to explore all its corners... very, very quickly.
And then ofc you have other aspects like compositional rules and feedback loops that allow the player a much freer exploration, of the world, to the point that you have genres defined around it (eg simulations, grand strategies, etc).
ofc, the guns were entirely uninteresting three hours in, and so what you're left with is the relatively weak level design, coop mechanics and mechanically simple enemy design. These would have all probably been fine, maybe even good, if the guns actually offered what they meant to: constantly changing gameplay (and so you'd see interesting combination of native mechanics + the new gun's mechanics).
Instead you just have a weak coop shooter.
[3] is an in-depth writeup of the classic Super Mario World design principles. [4] argues the recent new Donkey Kong games has gone "beyond" these principles, and invented a new multi-mechanic approach. I don't really agree that this is "better", but it's fairly convincing in that the principles are indeed there.
[1] https://www.youtube.com/watch?v=rV6HlBa88js
[2] https://github.com/anttiviljami/romero-programming-principle...
- Henry J. Heinz
I think people forget that sometimes you just want a good, standard jazz album.
Once you embrace that pacing (which has been there all the time) you'll be able to appreciate that special kind of game/level design. It seems that Team Sonic was able to apply that principle to Quote a good number of titles with the IP.
Back in the days the controller would have been soaked in several people's sweat ofc and there were no persisted save points. If you want to improve on persistence, priorities and quick decision making: Go play these games on their original hardware (or at least don't use the emulator's snapshot abilities).
http://redlettermedia.com/pre-rec-sonic-the-most-overrated-g...
Roguelike also require repetition to learn and master, in conjunction with skillful assessment. Games are the exploration of a fixed environment to discover and exploit linear optimizations for abstract goals.
Historically, this has been a training tool for children and students, to prepare for life challenges. e.g. Wargames are for those who are students of war. There's nothing inherently wrong about the game design of Sonic, which is why the conclusion does not fit the stated premise.