|
DDDEVASTATIONNN
Silhouette of a shmup
In this
second grind, I will take a good hard look at Radnom game:
DDEVASTATIONN. The game follows the vein of the classic 2D
shoot-hem-up titles such has Contra or Metal slug. In
DDDEVASTATIONNN, the player is thrown in a hellish universe where
monsters roam free. Armed with your trusty machine gun, flamethrower
and grenades, you set out for a quest for survival... And green sign
extermination.
I’ll
first examine the game focusing on how it makes the player feel
during the experience, such as how is he motivated, how does he know
what to do and how much experimentation he can get out of the game.
Afterwards, I will look at the game from a technical point of view
investigating on aspects like the ergonomics and the stability of
the application. Then, I will list suggestions to fix issues that I
have raised while examining the game.
Before I start I’d like to
clarify a few things. First of all, I will be referring to the
player as “he” but this is only a matter of simplicity. The context
applies to both male and female player. Second thing, I’d like to
mentionned that, even though I have played the game several hours, I
have not been able to finish it. It sadens me because I wish I would
have beaten the game but too many frustration has lead me to quit. I
will elaborate on that matter later on.
Emotional
How DDDEVASTATIONNN makes us feel
when playing? Let’s look at various emotional elements found in the
game.
Motivation
There
are many factors that motivate the player during the experience.
These factors are quite varied: the player’s goal, the story, the
originality and the emotional involvment of the player in the game
universe all affect how the game will grab the player’s attention
while playing and how it will attract him back to it once he stopped.
Goals
If the
player plays, it’s because he has a goal. There are three common
types of goals: long-term, mid-term and short-term. Long-term goals
are the primary reason for the player to play. The mid-term goals
are secondary, usually optional objectives that the player may have
along the experience. Short-term goals are usualy directly
associated with the gameplay. Let’s see the goals offered in
DDDEVASTATIONNN.
Long-term goal
In the
case of DDDEVASTATIONNN, the only long-term goal the player can find
is very common in the world of video games. The primary goal here is
to simply reach the end of the game. True, it is a very effective
goal but unfortunately, since it’s the only long-term goal in the
game and it is very common, it does not have enough impact to keep
the player motivated for a very long time. The game would greatly
benefit of at least another long-term goal to grab the player’s
motivation. This way, if the player looses interest in one, he will
still want to play the game in order to achieve another available
goal.
Mid-term goal
The game
offers a bit more mid-term goals but still doesn’t have much to
show. The first mid-term goal offered to the player is reaching the
end of a scene. Since all the levels are divided in short sequences
of actions, or scenes, the player has a quick feeling of
accomplishement, motivating him at the same time.
Considering the fact that all sequences are different, the player
has a secondary mid-term goal associated with it: the curiosity of
the player will make him want to see what new creatures and
obstacles the game has to offer in the next scene. Elements like
destructible grounds or enemies that behave differently helps to
keep the player playing from one scene to another.
Alas, the mid-term goals are not
strong enough to compensate for the lack of long-term goals. A few
more mid-term goals would be a plus but those already in the game do
their jobs correctly.
Short-term goal
In terms
of short-term goals, the player has a lot more motivation elements.
The main short-term motivation a player has in this game is finding
new ways of overcoming a challenge. As new enemies and bosses appear,
the player will try to find new ways of overcoming those challenges
in order to reach the next scene. The different behaviors of the
enemies, obstacles (such as the explosive drums) and boss patterns
keep the player on his toes, motivated through the entire scene.
Unfortunatly, since most ennemies and bosses have very similar
solutions, the short-term goals loose their impacts over time. They
still keep the player motivated but adding new ways of overcoming
challenges would help to make those short-term goals strong through
all the experience.
Originality
Part of
the player’s motivation comes from the original or unqiue elements
that the game offers during the experience. Originality keeps the
player wondering about what will happen next hence motivated to keep
on playing.
DDDEVASTATIONNN offers few
original elements. The game follows most clichés of the genre:
mindless enemies, exploding barrels, fixed-screen bosses, hand
grenades or machines guns. It is quite unfortunate that most of the
game’s originality comes from its artistic direction. The graphical
representation of the game universe use a very stylistic and
original approach by portraying the elements as silouhettes. The
gameplay elements do not match this bold direction and remains in
the tired elements we’ve all seen before.
The game would truly benefit of
more original gameplay elements that will tell the player that this
game is not simply a common shooter-hem-up with a different
graphical representation approach.
Storyline
The
storyline in DDDEVASTIONNN is nearly inexistent. Apart from the
warning messages that give small, sarcastic hints of things to come
at the very beginning of the game, the player finds no story
elements to guide and motivate him. This lack of story elements
creates a disorientation for the player: he doesn’t know who he is,
where he is, in what time and why is he doing all of these actions.
The game doesn’t have to give all those information at once but it
will have to provide to the player at least few information within
the first ten or twenty minutes of play.
The lack
of long-term goals and storyline are intertwined. Creating a simple
story or giving story informations along the experience would create
a new long-term goal: know what’s the whole story.
Emotional involvement
Another big part of the player’s motivation comes from his emotional
involvment in the game. What’s his role in the universe? What’s his
viceral reason to play this game? How does the action he has to
perform make him feel? Emotional involvement is quite important
through the experience.
In
DDDEVASTATIONNN, the player’s emotional involvment is very low.
First of all, he has not been given any reason to play this game, as
mentionned earlier. The lack of long-term goal and storyline makes
the player feel detached form the universe, as if he was simply
looking at the events rather than truly taking part of it all.
This
feeling of detachment is even stronger with the fact that the player
cannot loose. The lack of lives or chances tells the player that his
virtual death is ephemeral and that wheter he wins or looses, the
result will be the same. In other term, the game is telling that, if
the player plays well or not or not he will still be able to fulfill
his long-term goal. And since the long-term goal isn’t quite
motivating, the player ends up with no actual reason to play the
game.
Related
to the lack of chances or lives comes the lack of mastership. Since
there are no pressure to win or loose, there are no obvious way to
master the game. A competition based game like DDDEVASTATIONNN
should always feature few elements on which the players can compete
or compare. I’ll elaborate a bit more on that matter later on.
All in
all, the game doesn’t offer anything that no other games already
offer to the player in order to keep him coming back. This feeling
of “been there, done that” doesn’t really help to involve the player
emotionaly: he has no reason invest his emotions in a game that
doesn’t seem to care about him.
In summary...
Overall,
the game lacks motivational elements to keep the player in the
experience. May it be because of the few goals offered to him, the
lack of originality, the absent storyline and the poor emotional
involvment of the player, the game offers little to grab the
player’s attention.
Intuitivism
In this
section, I will examine how the player knows what to do within the
game universe. Intuitivism can be divided in three section: the goal
clarity, the solution clarity and the mechanism behaviors.
Goal
clarity
The game
has to supply various goals to the player in order to keep him
motivated. These goals have to be clearly identified so that the
player understand what’s his objective.
The goal
clarity in DDDEVASTATIONNN is very clear, mainly due to the fact
that there are few goals. The player always knows what’s his next
objective and there are no doubts in his mind.
Solution clarity
Knowing
the goal is one thing, Achieving it is another. Solution clarity is
about how the player find the solution to the challenges seperating
him from the realisation of his objective.
Once
again, DDDEVASTATIONNN is quite obvious in terms of solution clarity.
The player always knows how to achieve his next goals. Basically,
the game can be boiled down to two essential solutions: “walk to the
right” and “shoot everywhere and everything”. This makes the game
very easy to undertsand and learn... In fact, too easy. A few more
possible solutions would benefit the experience.
Mechanism behavior
One the
solution is found, executing it is the next step. Does the game
mechanism reacts according to the player’s need when needed?
DDDEVASTIONNN has, of course, very obvious mechanism behaviors. The
actions of the player always result in the expected reactions no
matter the situation. This is undeniably related to the fact that
there are few needed solutions in order to achieve the few goals
given to the player.
In summary...
DDDEVASTATIONNN is very intuitive. The player always knows where to
go to progress, what tasks to perform in order to reach the next
section and how to perform those tasks.
Experimentation level
In this
section, I will look at the game’s ability to allow the player to
experiment with the game. How many different elements can the player
learn during the experience?
Mastership
In
DDDEVASTATIONNN, there are very little mastership elements. All of
the crucial learning elements are available from the beginning and
the few found during the experience can be mastered within two or
three tries. The game lacks depth and adding gameplay techniques
would truly enhance the player’s experience.
Avatar experimentation
The game
offers very little avatar experimentation. The player is given an
avatar at the beginning of the game and it doesn’t change during the
experience. Hence, the player cannot customize or alter the
character in any way in order to fit his needs. The game offers a
basic customization of the avatar, which consists of switching
weapons, but there is not enough difference between the weapons to
truly let the player experiment. In other words, shooting or burning
the enemy will be played in the same fashion, by holding down a
button.
Diversifying the weapons would be a good way to let the player
experiment with the avatar. Allowing the character to find new
weapons or adding new gameplay techniques would also aid to fix this
lack of depth.
Level
experimentation
The
levels in DDDEVASTATIONNN are very linear. This makes the player’s
every goal crystal clear but sadly, it also reduces the level
experimentation elements. The player cannot explore new ways of
going through a level. The destructible elements found in those
levels show potential but do not offer anything in the end.
Challenge experimentation
DDDEVASTATIONNN offers various challenges to the player but,
unfortunately, the player cannot overcome those challenges in
imaginative ways. Most challenges can be taken care of by using a
simple “stand and deliver” strategy: the player stands still and
shoots until nothing moves. In certain occasions, the player can
overcome certain challenges by using the environment around him,
such as rocks or explosive barrels, but using such strategy is
usually difficult and commonly results in failure. The experience
provided by the game would be greatly enhanced if the player would
be offered alternate ways of dealing with the challenges.
In summary...
DDDEVASTATION offers little experimentation to the player. The
player can quickly master the techniques found in the game and most
challenges can be passed by using the same strategies throughout the
entire experience.
Representation
Part of
how the player feels lays on the shoulders of the graphics. The
pretty pictures on the screen are not simply esthetical: they also
play their role when delivering the emotions from the game to the
player. In this section, I will take a look on how DDDEVASTATIONN’s
graphical elements makes the player feel.
Graphic direction
The
graphic direction in this game is quite bold. The game uses
monochromic silhouettes to represent all of the game’s universe
elements. Very bold but regrettably not necessarily well
accomplished. Such artistic direction is very complicated to pull
off. In DDDEVASTATION’s case, the game feels empty, lifeless, fade
and boring, in a bad way. The graphics lacks details and feels like
they have not been researched thoroughly. If the game would feature
more details, the virtual universe would become a lot more
believable. The feeling of despair and emptiness found in the game
would translate correctly in the backgrounds and creatures instead
of feeling amateurish. The very first screen is very detailed
compared to the others so this may suggest that the game’s graphics
are not completed.
Character design
The
character design found in DDDEVASTATION is acceptable. Most of the
characters are very common and some are even pale imitations of
existing fictional creatures such as the monsters in “Alien”. The
walking hands are very interesting. The game does not explain how
those hands can walk around by themselves but the concept of an evil
“Thing” Adams is amusing. The boss characters also show a bit of
originality but their poor graphical representation spoils their
essence.
Universe design
The
universe found in DDDEVASTATIONNN is rather undeveloped. Although
diversified, the player finds himself fighting monsters in similar
environments pretty much all through the game. Since the backgrounds
are not as detailed as they could be, it’s very hard to tell exactly
what is the universe like precisely. We know that there is a city
and an underground but we don’t have much details besides that. In
the end, the universe shows potential but it is not yet explored
properly.
Sounds and Music
Sound
and music direction
The
musical direction is one of the game’s strong points. It features
very gloomy and aggressive music that fits with the virtual
universe’s feel. The musical pieces through the game feel a bit too
smooth by moments, especially in dramatic situations. Nevertheless,
most of the time, they fit correctly in the game. Special musical
pieces when fighting bosses would be a nice addition but the softer,
gloomier pieces work as well.
Sound
effects
The sound effects are weak.
Certain sounds are done correctly but others, such as the jumping
sound or most creatures, feel very amateurish.
In summary...
DDDEVASTATION’s graphics, sounds
and music all have an interesting concept behind them but do not
deliver them as well as they could. The graphical elements and the
sound effects feel very amateurish while the music, although fitting
with the mood of the game, sometimes feels too smooth for the
dramatic situations.
Immersion
Immersion is about making the player forget that he is actually
playing. How does DDDEVASTATIONNN makes the player enter the virtual
world? Many factors make a game immersive. I will focus on the three
most important in my opinion: how does the game passes the
information to the player, how the player controls the game and how
intact the continuity remains throughout the experience.
Information divulgation
A game’s
immersion starts by how the player is given the important
information throughout the experience. How does the player know if
he is about to loose or win? How does he know where he is within the
game universe? When these are given in the proper fashion, it makes
the game more immersive.
In
DDDEVASTATIONNN’s case, the game is quite immersive in terms of
information divulgation. The game shows clearly all the crucial
information without breaking the player’s feeling of disbelief.
There are no popping numbers on-screen, all the avatar’s and enemies
states are represented with animations and there are no user
interface while playing. This immersion is greatly linked to the
fact that the game has very little information to tell the player.
It makes it very easy to make a game immersive when the game has not
much to say. So, yes, the way the game passes the information makes
the game quite immersive but that’s mainly because there are close
to no information to tell the player during the experience. It would
be interesting to see how the game would do with more things to
tell.
Controls
Another
big factor that influences the game’s immersion comes from how the
player physically interacts with the game. Responsive and natural
controls make the player forget that he is holding a device and
becomes in a state where he passes his ideas into the game and not
into a controller. In other terms, the player controls the avatar
with precision, making him perform the desired actions when he wants
it and he doesn’t have to think about how to input it on the
controller.
DDDEVASTATIONNN offers a rather complicated control scheme. Since
the game requires the player to hold down three or four buttons at
the same time, the controls are difficult and irritating. In
numerous cases, the player knows what to do but cannot do it because
of the long and difficult input. This is mostly because the player
has to hold down various buttons at the same time and then release
some to tap and then, hold down a new set of buttons. This control
scheme could work but the jumping button repeats itself when held
down, causing undesired jumps. The player can easily loose control
over his avatar, breaking the immersion. A simplified control scheme
with un-looping jumping button would help the game to be more
natural and immersive.
Continuity
The
third factor that influences the game’s immersion is the continuity
of the experience. Are there illogical errors that make the player
remember he is in a virtual world? Are there situations that do not
fit with the game’s universe? Does the game breaks the fourth wall?
When a game has a good continuity, the player will become immersed.
DDDEVASTATIONNN offers a good continuity but it is broken at various
times. The first situation occurs when shooting floating green sings
at the very beginning of the game. Floating boards do not help to
make a rather serious-toned game believable. In addition,
disappearing enemies breaks the continuity. An enemy explosion
without any remains would have been more suited than a simple “fade
out” animation. In general, the game does a good job in terms of
continuity but certain small details should be reviewed.
In summary…
DDDEVASTATIONN does a good job in terms of immersion. However, one
of the reason why it is so immersive is due to a lack of information
given to the player. The game has a difficult control scheme but it
also continuous.
Fairness
The last
emotional factor that influences the player’s experience is the
fairness of the game. Most of a player’s frustration is caused by a
lack of fairness: if the player feels the game is fair when loosing,
he will blame himself for the loss and will play again. If he feels
the opposite, he will drop the controller and never play again. Fairness
is all about the player’s view of a situation. The game must provide
enough information about a situation so that the player can evaluate
if he possesses all the resources needed to overcome the challenge
and the game should not use any solutions that the player cannot use
at some point during the experience.
DDDEVASTATIONN is rather fair during the experience. The player is
always stronger than the enemies in some way and he has access to
numerous solutions that the game cannot use, such as the
flamethrower or the machine gun. However, the game becomes a bit
unfair in certain areas; for example, the red worm that pops out of
the ground to attack offers a slightly unfair challenge. The player
is given a warning of the upcoming challenge but there are no
precise warnings on where the worm will appear. Adding the worm’s
precise location before it is about to strike when the player is
nearby would make the situation fair. Other situations, such as
enemies with very high health, are also moderately unfair. It
sometimes feel like the player has been shooting the same creature
forever, especially when facing a bunch of monsters at the same
time. But overall, the game can be considered fair.
Technical
In this section, I will take a
look at all the aspects of a game that the player should ever see. A
game’s ergonomics, stability or flow should never bother the player
as he tries to enter a new universe.
Mechanisms
In this section, I will look at
how the game provides feedback to the player whenever he performs an
action. Since listing all the mechanisms would be a tedious task and
would not bring much to this critic, I will simply make an overview.
Mechanisms of DDDEVASTATIONNN all
provide sufficient feedback to the player. Whenever the player
performs an action, he will know exactly what happens on the screen.
Certain mechanism could use more feedback, such as weapon changing,
since the art style used is not very detailed. However, it does not
mean that the action is without feedback: the player can see that
his avatar has changed. The player can also clearly see when the
avatar changes states. He can also clearly see when an action as no
effects on an element.
Except for the jumping mechanism
that repeats itself, on which I have already talked about, all of
the game’s mechanisms behave according to what the player expects.
In summary
The
mechanisms found in the game provide enough feedback to the player
and all behave according to the player’s expectations. Some may need
some fixing but they all work well in the end.
Flow
This
section is about how the game’s screens connect to each other’s. Are
there unnecessary steps before getting into the game? Are there
screens that should be accessed differently? Is the loading time
between levels acceptable? A good screen flow will make the player’s
experience smooth while outside the game universe.
DDDEVASTATIONNN has a very good flow. The player can move form one
screen to another with ease and intuitivism. There are no
superfluous steps to take before reaching the game screen and there
are no loading time after the game has launched.
In summary…
DDDEVASTATIONNN flows extremely well from one screen to another
without superfluous steps.
Economics
In this section, I’ll take a look
on the economical elements found throughout the game. Economical
elements are every elements exchanged between the player and the
game universe through the possible actions the player and the game
can perform. These elements can be many different things, ranging
from coins found in a level to skills for the character.
The economics of DDDEVASTATIONNN
is quite undeveloped. There is only one element that can be found in
the game: the player’s chances or lives. Whenever the player is
defeated, he looses a chance. When loosing a chance, the player has
to restart the current scene from the beginning. Unfortunately, the
value of this economical element is extremely low. Since the player
has unlimited amount of chances and that there are no bad
consequences to loosing, the economical element quickly looses its
value. Loosing becomes a minor set back in the game, which is very
bad since it’s the only tradable value between the player and the
game. An approach like this is not necessarily flawed: it only means
that the game should offer at least two or three other elements to
favor the economy and put a bit more pressure on the player. Time
limits, bullets, power-ups, experience points, etc… There is a long
list of possibilities just by glancing at the economical elements
found in existing games.
Adding new economical elements
would also help to motivate the player. Numerous goals can be added
in the game simply by introducing a new economical value in the
game’s universe.
In summary
DDDEVASTATIONN’s economy is nearly inexistent and needs to be
improved, mainly by adding new tradable values and making the one
already present more valuable to the player’s eyes.
Ergonomics and
accessibility
Even if
the gameplay featured in your title is the best in the world, the
player is not going to care if he cannot access it properly. Good
ergonomics are essential in order to keep your player ready for the
challenges you’re about to offer them and not mad at the menus.
Accessibility allows the player to adjust the game to its technical
and physical needs. Hardware, handicaps or taste are things a
designer cannot control so the game must be able to adapt itself to
the player.
Ergonomically speaking,
DDDEVASTATIONNN does a good job. The menus are simple to use and the
player is well guided when taking important decision. There are
confirmations everywhere needed except when exiting the game screen.
One thing that becomes annoying with time is the fact that the menu
moves form one spot to another when accessing an option. The menu
would be more user-friendly if it remained at the same spot when
going from one option to another. The fact that it pops at a random
position when the game loads for the first time is acceptable, what
is not is the fact that it moves around when using the menu.
DDDEVASTATION is a very accessible game. The game can easily adapt
itself to the player’s liking and all the important messages are
given using texts. The only thing missing is a narrator for those
who may have trouble reading. But, even without this feature, the
game is very accessible.
In summary
The
ergonomics of the game are good except for few little details. The
game is also quite accessible since it can adapt itself to the
player’s need.
Stability
DDDEVASTATIONNN is a very stable application. It has not crashed
while I played and possesses very few broken features, unwanted
behaviors and glitches.
The
saving system is not working properly in the game. I suspect that it
has been disabled but the player cannot save or load a game. Also,
the player cannot access the unlocked features even though the menu
option is enabled. This is quite regrettable since I would have
completed the game if I had the ability to save along the way.
In summary…
The game has great stability but
unfortunately shows broken important features.
Personal suggestions
I
personally think that the game’s worst problem is its lack of
motivational factors. The game must truly provide a good reason to
the player besides the challenge of beating the game or he will
simply loose interest. There are various ways to obtain more goals
of all types: adding new gameplay techniques and adding new
economical elements are few example of changes that can greatly
enhance the player’s experience.
In terms
of graphics, I think the game is heading the right way but would
greatly benefit of a lot of researches. It is difficult to create a
detailed scene when using a very simple approach but it is not
impossible: it simply takes a bit more thought.
As for
the game in general, I think it has potential but it needs to work
on major issues before it reaches a good state of gameplay, mostly
in level design. The game universe features many possibilities but,
as of now, the design of the challenges has been relatively
redundant. It would be nice to see the interesting features
incorporated in the designs of the levels. Doing so would open new
strategies to surpass a challenge, which will enhance the player’s
experimentation level. Multiple paths would also be very interesting
to include.
Conclusion
In
conclusion, DDDEVASTATIONN is a silhouette of a shmup. The elements
are there but there are yet completely formed. The player feels like
something is there but still cannot make it out clearly. The
situation is not as bad as it seems though. Many flaws found in the
game can be simply taken care of by adding few elements to the
gameplay. There’s a good job to be done on the game but I’m pretty
sure that Radnom will be able to pull it. If not, he wouldn’t be
presenting a game like DDDEVASTATIONN to us.
|