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Anti-gameplay

  • orange-
  • 04/17/2017 08:57 AM
  • 3438 views
Anti-gameplay

Often times video games have contradictions between gameplay and narrative. Story and gameplay are handled as two separate entities entirely, both progressing on their own as the game unfolds, but often times there is not much dialogue between the 2.

For an example: in Tomb Raider(2013) the theme of the game is how a young woman is able to overcome all odds in her fight for survival. Early parts of the game quite successfully portray her struggle as she is stumbling forward. Lara is hurt and vulnerable in every scene, shivering by the bonfire, barely surviving every encounter with the baddies and so on -- but then just in a time frame of one scene, Lara gets her gun and slaughters a company of bad guys. From that point on there is a clear shift in focus towards gameplay and making players feel empowered by their killing skills. Narrative themes are set in background, not only that, but these new gameplay elements contradict narrative entirely. The game is clearly not about survival anymore, because you can easily dispatch an army of enemies without breaking a sweat. Similar unfoldings in video games happen all the time. There needs to be an even flow of rewards and new skills that players acquire in order to keep them playing and satisfied in this age of instant reward. Games are often times still first and foremost about gameplay, even more story driven games. This trend in video games, where gameplay contradicts narrative, is called ludonarrative dissonance.

Now what does all this have to do with Fear & Hunger? If you played the teaser demo, you might have been annoyed by certain features and design choices. The game explains nothing. You have to test things by trial and error to find meaning to items that are seemingly useless often times. There are one-way dead ends, with no means to continue the game. There are infamous one-hit kills with next to no warning to them. The whole gameplay system is kind of an anti-RPG system; instead of gaining EXP after every battle and becoming stronger over time - you lose limbs and come closer to being crippled after every encounter with monsters. The anti-gameplay elements serve a purpose however, they're not there just to annoy players. They are there to enhance themes of the narrative. The dungeons of fear and hunger are supposed to be oppressive and hopeless, where bigger forces decide your fate. Characters are meant to survive against impossible odds.

In a way all the anti-gameplay elements are there to create the opposite to ludonarrative dissonance: to create ludonarrative resonance. Things are made uncomfortable, so that the player wants to stay away from the same dangers as the playable character would. Anti-gameplay elements are supposed to make the player feel paranoid about every choice he or she makes and perhaps look for alternative routes for survival, maybe just to make the player run from the battles? I hope it all adds to immersion in the end, which in turn seems to be one of the strongest factors in creating horror experience.

Now all these fancy terms and talk don't mean that these elements are perfect as it is. Teaser demo was there to test out all these features. I'm going to be listening to the feedback closely. I'm going to be working with the balance, making certain things more fair and trying to come up with new ways to introduce more anti-gameplay elements in the future. It is pretty interesting subject imo and indie games are an ideal testing grounds for it.

I just felt like explaining the design choices behind certain elements as it's clear not everyone cares for them :P

Thanks to everyone who gave the demo a shot~!! I'm feeling pretty excited in continuing my work with the game ^.^


oh and check out RagnarRox from youtube who has an awesome analysis on ludonarrative resonance!

Posts

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Having a reason for doing something doesn't make it a good idea.
author=LockeZ
Having a reason for doing something doesn't make it a good idea.

haha true enough! That's why I'm listening to feedback and making adjustments to the game accordingly. But I still feel the subject is worth investigating some more :)
I get the gist, but if you're gonna go that route please let us skip the intro as it takes too much time to start a new game. See super meat boy on how one hit deaths are done right. Also Perhaps being able to save the game would be of benefit even if it's once every three floors.
I'm of the belief that no design theory is wrong, there are just some implementations that work better than other. That said, there are a lot of ways to enforce feelings of oppression and hopelessness without random instadeath.

I haven't gotten to play the demo yet, since it's Mac only and that locks me out, but I've been following the discussion.

I think the primary issue with instadeath is that it's de-immersive. Unless you can recover in some way from your instadeath and keep playing (quick respawns like in most masocore platformers or some kind of progression that advances between deaths like in Darkest Dungeon), that death is jarring and it yanks the player out of the gaming experience.

Ludonarrative dissonance is bad because it breaks immersion.

Instadeaths are bad for the exact same reason.

I think I've seen only one game that does them well, and that's Darkest Dungeon. In DD, no one gets one-shotted from good health. Instead, when a character's at zero HP, every hit has a percentage chance of a one-shot. Theoretically, a character can stay in a fight at 0 hp forever, tanking hit after hit. In practice, they often die immediately.

Combat is monstrously hard in that game, and encounters become a matter of "how far do I push before cutting my losses and trying to run". It's oppressive and desperate, but success never feels like an accident of chance, and that in turn motivates the player to stay engaged, try harder, and make smarter judgement calls.

Surviving against impossible odds is great when the player feels like they had a part in that happening, but if it was just the RNG deciding not to kill them this time, the game experience tends to feel meaningless.

I've played one game (Gods Will Be Watching) that took the "the player should know it was mostly just luck that they won" and ran with it as far as the idea would go. Unfortunately, it was memorable mostly for how it took an awesome concept ("what horrible things would you be willing to do to the few in order to save the many") and made it feel grindy and boring by taking accountability for the player's success or failure away from the player and giving it to the RNG.
author=kumada
I haven't gotten to play the demo yet, since it's Mac only and that locks me out, but I've been following the discussion.
Hey there is a PC-version too available! :O

I think I was too hasty with this blog-post, as by no means was I talking about only insta-deaths. Judging from the feedback I got from the demo, I'm already going to make those few instances more fair. Also there are plans for different ways to escape death, the more time you invest to your characters. The fairness-curve will go up the longer you play the game. (not the same as difficulty-curve)


@Pinkerton, yes definitely a way to skip intro as it's probably going to get longer too!
author=kumada
I've played one game (Gods Will Be Watching) that took the "the player should know it was mostly just luck that they won" and ran with it as far as the idea would go. Unfortunately, it was memorable mostly for how it took an awesome concept ("what horrible things would you be willing to do to the few in order to save the many") and made it feel grindy and boring by taking accountability for the player's success or failure away from the player and giving it to the RNG.

Hey, Gods Will Be Watching had some truly awesome OST, too!



To the point I decided I might as well just not play the game itself.

And as for the blog post itself, I'm reserving judgement until I play the demo (might wait until its next version, even) but like others, I have some reservations about the idea.
haha, yea everything is not in ideal condition in the current demo. But I will tweak things for sure.


Gods will be watching seems pretty cool game, gotta check it out. Especially "what horrible things would you be willing to do to the few in order to save the many" - caught my attention :)
I played the demo and adore atmosphere, tone and feeling of the game.

I'm just not a big fan of roguelikes... cause they absolutely always feel like the author didn't want to tell anything and just wants to present some gameplay. (This is just my opinion. Don't take it too serious xD )

My main problem with this concept in this game particular is: I bet you have some kind of story in mind. I think there will be some very interesting characters to meet, occurrences to witness, decisions to make, etc.
All of this... will never be available to most of the players, cause they will eventually just stop hoping that rng-god will be nice this time. :D

I played 5 or 6 times... and I never got anywhere. It's especially frustrating when you managed to stay alive long enough to get some first gear a few potions... and then BAM! rng decides you have to die now.
RNG is not the devil... Instadeaths... are xD
It would be okay to get badly hurt by chance... but you should (if well prepared) always be able to continue playing. Otherwise players will just ignore everything that could potentially kill them and miss half of the games content ;D

That aside, I really like where you want to go with the game. That the player is always on edge etc.

An Idea that comes to my mind is... instead of permadeath...
There is a somewhat safer approach to definite decisions. Make an autosave. After every single action the player does. After every item he picks up, after every battle he fought... etc.. (And when you die in battle just load the last save).
This would prevent frustration, but also makes you think about every step. You will get further in the game... but you just can't make anything un-happened. Ever!

It's just an idea. :D
Keep up the good work. I'll keep watching this project.
^w^/)
@Lucy_Fox, thanks for the feedback! A lot of the story in the game will be in form of random books you pick up and random people you meet. I think this form of storytelling works pretty well with roguelike-nature of the game, because then you can get fresh angles to the story even after multiple playthroughs/deaths. In case you couldn't already tell, I'm a fan of storytelling that's presented to the player in fractions. Something like Dark Souls' storytelling, where players have to piece everything together from tiny tidbits of story.

As for the saving system, yes, I will definitely add a save system for later releases because the game is going to be more lengthy. To be honest, I don't have the coding skills to make a save system that is saving constantly, but I'll figure something out~!
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