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Hey! 

I’ve been thinking about something recently. Thoughts have been swirling around my head. And maybe they’ll develop into a full GMTK episode - but right now I just want to get my thoughts out there so you can think about them yourself, and contribute your own ideas.

So, I’ve been playing a random hodgepodge of games recently. Really new stuff like Assassin’s Creed Odyssey, Hitman 2, and Red Dead Redemption 2. And comparatively older stuff, like Sly Cooper and Castlevania: Circle of the Moon.

And something feels fundamentally different about these two collections of games. Like something shifted in game design between these two epochs. And I think it might have something to do with context sensitivity.

Okay, so back in the olden days, games would often have an all-purpose action button that would do different things depending on where your character is standing. It’s most famous in Zelda: Ocarina of Time, I guess. While the big green button is almost always used to swing your sword, the big blue button can make Link roll, pick up stones, talk to people, jump, and so on. All depending on what Link is doing or looking at, at that moment.

And this is, for sure, a smart idea. While old roguelikes on PC would have a zillion different keyboard commands to do a zillion different actions, Zelda can ram all of those actions into a single button and just have its use change to fit the circumstance. The only concession is that the button needs to be displayed on screen at all time, to let you know how it will be used.

But what seems to have happened, is that in a lot of big, ambitious, open world games there’s no longer a single context sensitive action button. No - almost every button can be context sensitive.

Nowadays, games will completely change their control scheme at a moment’s notice. Buttons work different depending on whether you’re on foot or in a car. Near enemies or near NPCs. Walking or running.

So in Shadow of Mordor, the B button can be a stun in combat, a climb down during parkour, or a “drain” when grabbing an enemy. In Red Dead Redemption II, the left trigger aims your gun, but also lets you talk to people. In Assassin’s Creed, the buttons do different things depending on how fast you’re moving.

And you can see why these games do it. They’re complicated. They span multiple genres inside a single game. They want the characters to be able to do loads of different things. But there simply aren’t enough buttons on a modern controller, so the devs just constantly change what the buttons do.

But I think the consequences of this can be quite negative. 

Like how these games are constantly telling you what the buttons do. And this means the UI becomes a mess of button prompts. Some are better than others. I feel like the Hitman UI, where the buttons hover directly over objects, is pretty easy to comprehend. But the Red Dead system, where the bottom right corner is an arbitrary list of new button configurations, is a nightmare mess.

And it’s confusing! You can’t just remember that X is jump - you have to be constantly redefining what X is going to do. And then there are annoying cases of conflict where you want to pet your horse but you accidentally punch it. Or you need to wiggle your character into just the right spot so that they pick up some ammo, and don’t get into a car instead.

But those are just the obvious drawbacks. It goes deeper than that, I think.

So going back and playing these older games reminded me that games used to be about mastering a consistent move set across a variety of challenges. Can you use Mario’s jump, or Doom’s guns, or Dante’s attacks to get through these mad obstacle courses filled with enemies?

These more modern games don’t really have that, and can end up feeling like a bizarre jumble of disconnected montages and simple mini-games. Shovel up pig poo for a bit. Look after your horse for a bit. Rob people on a train for a bit. Put a wheel on a wagon for a bit.

And in a game with dedicated actions, those actions can be deep and versatile and expressive. Think of Mario’s jump - you can modify the height and distance, move in mid-air, chain in and out of different moves, and adapt it with power-ups.

But if jump is just a contextual button press, it simply becomes “Press X to jump”, and that’s the only jump you’ll do.

This reminds me of games like Life is Strange, where Max can water a flower, play a guitar, look at a picture, take a photo, and so on. It’s just all simple button presses. And that’s fine - the game isn’t trying to give you 1:1 control over Max. But games like Red Dead and Assassin’s Creed certainly are trying to do that with their characters. 

There’s also the weirdo body horror of trying to manipulate a character whose actions are unpredictable. 

Video game characters should feel like an extension of our own body, or like we’re taking control of them for a while. And in real life, our actions are consistent. But controlling Arthur in Red Dead is like going to shake someone’s hand and accidentally kicking them in the shin. 

Someone on Twitter said that “you control Mario, but you direct Arthur”. I like this.

Also, there’s the troubling idea that the game constantly tells you what you can do, instead of the player deciding. If your attack button is currently the push ladder button, then I guess you can’t attack right now. 

The other version of this, I guess, is that the game interprets what it thinks you want to do. Like in Assassin’s Creed, where you hold the parkour button and run towards a building. The game decides for you how Ezio should move - which is either patronising, or out right wrong. No, I don’t want to climb up that drain pipe, I wanted to run up that wall!

Now you might think that the root cause of all this is games trying to put too much stuff in. And that’s probably true. But I think a bigger problem is that games are trying to be extremely realistic.

Because the solution for this problem has already been found. It’s to build the world around the player’s mechanics. 

Examples being how Luigi can manipulate the world with his vacuum cleaner in Luigi’s Mansion. How Kratos can smash pots, hit switches, and stop machinery by throwing his axe in God of War. How Sly Cooper makes wheels spin by running on them like a treadmill. How Samus opens doors by blasting at them, in Metroid. 

This is elegant. This is well considered. This even lets basic actions in the game have depth, because the main mechanics have depth. So a simple puzzle in God of War has thought and challenge behind it, because throwing the axe requires aim, and you have to account for the travel time of the axe, and so on. And then hitting a switch becomes training for throwing your axe at enemies. I love this stuff.

But it’s not realistic. God of War 2018 actually feels super odd because it’s all hyper realistic and everything - and yet it’s filled with goofy puzzles and all the switches are conveniently designed to work with Kratos’s axe and Atreus’s bow. Did anyone else feel this uncomfortable disconnect? It’s like a game that’s stepping between two eras of game design. 

So you could make a cowboy game that’s based around a few core verbs. Like maybe you’d have a brush as a weapon, and you could “attack” your horse to brush it. But then you’d be able to brush other characters and enemies and it quickly becomes a silly gamey game, and not a super serious HBO drama about the old west and I have a PLAN ARTHUR GOD DA-

So I think perhaps we’re slipping into a new era of games with worlds that aren’t built to accommodate characters, but characters that are built to accommodate worlds. And I’m not sure how I feel about that.

Would love to hear your thoughts!

New episodes of GMTK and Designing for Disability are both in the works and will be out soon. Thanks!

Comments

Anonymous

That read in my head exactly like a GMTK episode, how did you do that? I guess this is one of those things where someone does Thing A, and then Thing A becomes industry standard, like over the shoulder camera in Resi4, and it'll stay as Thing A mostly. But then someone will make Thing B, and it'll get picked up but changed and mutated, until everyone's doing it the same, like aiming and shooting. I guess my point is that games today seem to think they're just doing what games have been building towards, without stepping back and looking at how different they are.

Anonymous

There was a period (late 90s/early 00s) when it felt like every 3D action game had to be padded out with a bunch of totally different gameplay styles in the name of providing 'variety'. A kart racer. A swinging minigame. In them, the controls would just be completely different. Then the QTE arrived, and gave us 'any button can do anything!' What you're describing feels like the natural evolution of these two concepts. The world is a chest of activities for the player to take part in, rather than an obstacle course for a particular character's moves. Rather than sending you to a minigame screen, it's all within one engine, so you can just change the button prompts. QTEs and padding minigames? Combined? Mmm, bad habits disguised in a slightly less intrusive form.

Anonymous

I feel like it's something that is more acceptable in a game with a slower, more deliberate tempo as opposed to a game focused on action or requiring quick reflexes. Breath of the Wild has this context sensitive actions, but outside of a few times where Link tries to climb everything instead of talking to someone or picking up a mushroom, it's not an issue. Likewise, it doesn't really bother me in Red Dead Redemption 2 (although it can be annoying due to the amount of context sensitive actions) until the game forces me to make quick decisions : a shootout in a story mission, an ambush in the open world, etc. I was much more frustrated when playing Mark of the Ninja Remastered, a game where you're supposed to be this master ninja yet I would constantly stick to walls I didn't want to, jump in and out of cover, or simply fail to move as I wanted because jumps have a mind of their own.

Anonymous

Also, I find interesting that this rise of context sensitive actions is concurrent to the emergence of VR as a legitimate form of gaming (although one I haven't tried myself), where the question of controls is central.

Anonymous

Yeah, I agree that we are getting further and further away from putting gameplay first. It is a bigger risk for AAA publishers to focus on deep gameplay than all these systems. However, Monster Hunter world shows that AAA games can have amazing gameplay and sell amazing. Hopefully, Capcoms next slew of games (RE2, DMC5, next MonHun) will sell so well that other publishers will take notice.

Anonymous

I don’t think that Ocarina of Time does anything with its context sensitive button that’s inherently better than RDR2 - you’re still going to run into situations where your horse is parked too close to an NPC so you have to fiddle with your position to get the correct talk/mount action. It’s just that Ocarina has a lower density of actions possible in a given amount of space, so there’s less overlap. The RDR2 problem feels like a symptom of over-designed mechanics. They’ve just given you too many verbs, many of which don’t have a significant reason for existing. Why is there a crafting system in the first place? It takes so much time to craft anything. Why is hitching a horse so damn complicated, including a whole system for leading the horse along on foot? I could just leave the horse near a hitching post and have it take care of itself, or for that matter an NPC could hitch it. It’s certainly not in the service of realism, as the horse can already unhitch itself if I whistle. I don’t think the game would be much worse if you removed all these bespoke mechanics, and you could simplify the controls a lot in the process. I think this may be the result of a backwards sort of way of designing a game: choosing some goals and building the verbs that accomplish those goals, (I want to be able to hitch a horse &gt; add a button that triggers a hitching animation) rather than building some verbs that are fun to execute and picking goals that naturally fit within the verbs you created. Here’s a couple more examples for actions built to fit the game’s mechanics along the lines of the Leviathon Axe example: In Wandersong, you basically just have 3 actions: jump, interact (this button is lightly context sensitive but is usually used for talking), and singing which is mapped to the right stick. Pretty much every puzzle or interaction can involve singing. When given a choice of dialog options, you just sing a different note depending which answer you want to give! In Breath of the Wild, they build up intuitive actions out of little control building blocks, like whistle + run to have your horse chase behind you. Jump toward your horse or fall from above to mount it. Drop held inventory items into a cooking pot to cook them, or into your motorcycle to refuel it, or in front of a horse to feed it. These types of composable actions combine multiplicatively with the number of items, the different types of weapons, the environment and the creatures to create unexpected combinations, and the developers can flesh out some of these combinations they deem interesting into new mechanics. Fujibayashi mentioned this philosophy in this article addressing the question of “why can’t you pet the dogs?” <a href="https://ign.com/articles/2017/12/09/zelda-breath-of-the-wild-director-explains-why-you-cant-pet-the-dogs" rel="nofollow noopener" target="_blank">https://ign.com/articles/2017/12/09/zelda-breath-of-the-wild-director-explains-why-you-cant-pet-the-dogs</a> “In the game it seems like you can do anything, but what it really is are all these interlocking systems where you actually have a pretty limited number of actions that can do a ton of different things,” Fujibayashi told IGN. “So if it came down to something like petting a dog, we would actually have to put in a custom action just for petting a dog that couldn't really be used for anything else.” I’m still a bit disappointed that they didn’t capitalize on the combination of tree branch + weapon throw + dogs = playing fetch though!

Anonymous

This reminds me of some of the complaints in this article. ... <a href="https://www.kotaku.com.au/2017/02/final-fantasy-xvs-user-interface-is-so-bad/" rel="nofollow noopener" target="_blank">https://www.kotaku.com.au/2017/02/final-fantasy-xvs-user-interface-is-so-bad/</a>

Anonymous

The RDR2 example with L2 to aim gun or talk to people seems poorly choosen since thats maybe the only button on the whole controller that never changes what it does. It is always Lock On no matter where you are or what you are currently doing.

GameMakersToolkit

Aiming a gun and locking on to talk are very different, I think, and have very different consequences in the game!

Anonymous

Thank you I'll keep this in mind with my game.

Tom Goldthwait

Good read! Something that struck me is that this seems really specific to third-person action-adventure games. In a first-person game, your control scheme can be a lot simpler, I think for two reasons: 1) precision aiming lets you know exactly what the player is trying to interact with, and 2) you don't have to animate the player character's actions in great realistic detail. Another thought: it seems like we've ended up with a genre without a name. I feel like we need a name for games that have: an open world, third person view, lots of different styles of play, a big complicated story, upgrade trees, and a huge mishmash of missions and side quests to complete. I almost feel like if we could give it a good name, people would start to really hammer out the core ideas in more interesting ways, instead of just coughing up the same stuff over and over.

Anonymous

I think I’d like to make a distinction between the kind of individual context-sensitive prompts you get when approaching different objects or such things, versus a game having several distinct modes of play which each have their own control scheme, such as the on-foot controls versus vehicle controls example. This article goes into some ideas behind designing controls, and the idea of ‘grouping’ covers the latter concept. <a href="https://www.gamasutra.com/blogs/AndrewDotsenko/20170329/294676/Designing_Game_Controls.php" rel="nofollow noopener" target="_blank">https://www.gamasutra.com/blogs/AndrewDotsenko/20170329/294676/Designing_Game_Controls.php</a>

Anonymous

Awesome read Mark :) I believe consistency is key, to not confuse the player, keep him immersed and create more interesting scenarios ! True these big triple A games need a HUGE amount of buttons due to the enormous amount of stuff the player can do (such as talk, fight, brush a horse, eat, drive) but are all these things really necessary ? A good dose of design by subtraction would do many modern games a lot of good, cut away all the useless mechanics and interactions to focus on the core of the game, and in so doing remove the need for dozens of buttons. Cheers ^^

Anonymous

Some friends of mine keep raving about all the things you can do in RDR2, but I could never get into it. I think this is why. I really enjoy the feeling you get in BotW, Mario, Dark Souls, etc where, as you get better, the controller kind of disapears and you stop thinking about your inputs. Games like RDR2, where so many buttons and actions are context sensitive, make it really hard to achieve that. It has you constantly thinking about what buttons you're pressing, and looking in the bottom right of the screen to see the controls again. So when people excitedly tell me about "all the things they can do" it turns me away from the game more than anything.

Tyler Hildebran

This is actually horribly off topic, but you mentioned you've been playing Sly Cooper, and I just wanted to ask: is there any possibility of us getting a Sly Cooper episode? I know that, for the most part, it's your average 3d platformer, but it's the only game I've ever seen that incorporates elements of stealth into its platforming. It's hard to explain, but you said in your video about stealth that it primarily boils down to waiting and picking precisely the right moment to do x, y, or z. I feel like whereas most platformers have elements of timing, they primarily use that to make sure you time your jump to a platform properly, or jump on an enemy, Sly takes a stealthier approach. For intstance, in Mario, you might not be able to run straight through a level because there are holes in the ground and enemies to jump over, but in Sly Cooper, you pretty much could just run through most levels, except for the fact that there are enemies all over the place, and it's their vision cones that create the holes in the level Mario might have had. I know this is a terrible articulation of the concept I'm trying to get across, but that's why I'm asking you to do an episode, I want somebody who can explain this better than I can to explain it better to me, because while I grasp that Sly Cooper DOES combine stealth mechanics into its platforming, I can't quite articulate how. (And the dev commentary doesn't help)

Anonymous

I just want to mention that context-sensitiv action led to two of my favorite videogame jokes : -The context-sentitiv platform "B" in Conker Bad Fur Day, where you have to be and press B to do an arbitrary and hyper-context sensitiv action that you can do only here -The Phone joke in Doctor Langeskov, The Tiger, And The Terribly Cursed Emerald, where the only verb you have with the button would be "context-interact" and the game chooses how you gonna interact with the objects. And so, it chooses that you will only hang up the phone anytime you will interact with one, even though the game story ask you to respond to the call.

Erika Ironer

I feel like the game needs to work without having a HUD helping you out constantly. I can memories all the bottom prompts in Hitman, but in Read Dead 2 I constantly need a reminder of what button does what. Although I never in my 60 hours of Red Dead 2 I did something that I didn’t want to. The pulling the gun example, it never happens to me since I always had my bare hands selected in the weapons wheel, so whatever context I’m at I would always just zoom in with the camera instead of starting a conflict

Anonymous

Well, it's not really that simple. As you say there would be a button for doing mundane tasks. Most games already have something like this. But now think of the jump button. This buttong will often change to, say, a vault button. It makes sense that jump and vault would be the same buttong, but it wouldn't make sense to have a button for "jump" and a button for "pick up, open door, vault". The problem is that (AAA) games want everything to be as realistic as possible. You can't just JUMP though a window! You need to have a motion caption captured vault animation that get's triggered when someone jumps to the window! This is one of the many examples where having a button change it's context makes sense. The problem arises when you developers change a button's context doesn't make sense. For example: "shoot" and "talk to person". (I don't think anyone has ever been that stupid, but you get the example.)

TalysAlankil

I pretty much agree—going from Assassin's Creed Odyssey to the Spyro Reignited trilogy has been pretty jarring in that respect. And yeah, "realism" leads to devs not wanting to, say, make the AC protagonists interact with everything using their hidden blade, but it comes at a price. Your point about how the game will sometimes just not let you perform certain actions especially rings true because it was a source of frustration at times for me. For a game with a supposedly wide range of actions I find myself mostly hitting walls in AC. I think one of the most jarring thing in it was that assassinate—literally the titular action—is a context-sensitive action. Just…what.

Anonymous

I haven't played any big, AAA titles in years for pretty much all the reasons you listed. If I wanted reality, I'd set down my controller and go outside. You have to invest so much time in learning every different control scheme in those big games, and based on what I watch and read, it seems rare for more than one or two of those systems to be fun and interesting. This makes sense given the realities of software development: on a fixed timeline, you can either develop and test and tune a few features deeply and well or you can do a shallow job with a whole bunch. And what about when some minigame or rare context control scheme is actually the most fun? Now you're just slogging through hoping for another breath of fun. I'll continue to skip the games that try to be everything and stick with smaller indie games that aren't trying to be anything besides fun (even if challenging).

Anonymous

I don't think anyone has mentioned the problem simply arising from trying to match realism in game design with an inherently unrealistic control method that is the traditional joypad. I think that for realistic games, the controller itself needs a redesign, rather than the onus being on game design to solve the problem. More buttons wouldn't necessarily be the solution as they become difficult to remember, but perhaps some method of allowing a more intuitive and tactile interaction. Motion controls and touch controls might not thus far have been a well-loved method of input, but perhaps with some re-imagining they might form part of the solution.

Anonymous

I have a lot of opinions on this! If you compare 360/PS3-era games (where this sort of behavior became the norm) with late PS2-era games, the control feel is completely different. In particular, many PS2-era games were embracing _precise_ controls as part of a system. It was the logical conclusion of the logic of Tomb Raider and MGS. Ultimately these were games, with abstractions underneath. There are grid systems, and state machines. Because of this, something like Chaos Theory, MGS3, or RE4 ends up playing very precisely, despite the fluidity of animation. Buttons do specific actions and you can get better at playing, just like you can get better at driving a car. Control systems of this era acknowledged that you were controlling this other person, instead of "being" that other person. You needed to pilot the metaphorical mech to the objective, and exploit the mechanisms available to you. 360-era stuff started to get much more into the "you _are_ the person, and you are going to do what a human would do". Trying to get away from acknowledging the underlying system in the game. I have a sweet spot for a lot of these style of controls, because it makes the ceiling very high. But pulling off "cool stuff" gets a bit harder, so it's harder to feel awesome in the short demo. But I feel like we're going to get back to this style of control with indie developers having the toolchains to make PS2-era games again.

Mark M

Interesting. I'd love to see a video on this. Almost a companion piece to versatile verbs - how versatile can a verb be? Your Putting Play First video made me think of a similar thing. Nintendo games have very abstract, often child like stories. So they're kind of limited in their own way. The more you mechanize elements of your story or world, the more you open it up to contradictions and mistakes, but at the same time, the more you abstract them away, the more the game becomes simplistic. Finding the right balance is interesting. God of War I think gets away with it, because although it's 'realistic', it's mythic. It's nothing like our world. Papers Please I think is interesting because it manages to tell a 'realistic' story by zooming in on one process. Walking simulators I like because they make no bones of what they are - cinematic games that give you limited control. I prefer that to the illusion of control. Open world games, or wider scale games, have to decide what kind of balance they want between the amount of stuff they can simulate and the amount of 'press X to Yoga' that exists. I personally think that's a valid experience and can be a great one. It's just not as mechanically deep as others.

Sandro Dall'Aglio

Very interesting! I think we have here more a vocabulary problem than anything else. We have to very different things that we call games: one that (Mario, God of War or Metroid) has dedicated action and try to use rules to generate interesting decisions and the other one (RDR2, AC) use rules and lots of other things to make the user believe he lives in a fantasy world. To very different intentions that have the same name. I think we should first try to distinct those two intentions before talking about how they achieve their objectives.

Anonymous

This reminds me of the first time I played Assasin's Creed and saw the change in context of the buttons when I run. A part of me was saying that line from the Gone With the Wind. "It ain't fittin. It just ain't fittin." It still feels like that weird when I play games that have high that but you can go along with it. Also the increase in this kind of small details in games feels like counter-intuitive. I mean, having and escapist moment in an escapist activity? Really? I mean it's okay if a character is playing a guitar and showing me something I wouldn't see otherwise, but petting dogs? I could just do that. The simplicity of God of War is actually pretty good in my opinion. I am sitting in front of a screen to play a game. It's okay if it deviates from realism. I believe realism for the sake of it lacks substance in the game's context and that creates some kind of frustration. Maybe in the future when we wear a suit and feel the game physically it would be amazing but right now it seems redundant. Not that I don't appreciate all the work they put into these kind of things though.

Anonymous

God of War became tedious to me not because it wasn't realistic but exactly because the number of ways I had to interact with the world was so limited. If I couldn't talk to it or hit it with my axe, it was probably just decorative. Things with multiple contexts tend to have a larger gameplay/roleplay space to explore, or at least have the potential to. I believe the controls problems are a side-effect of trying to create more open games where you can do "whatever you want", but I fully agree with the problems it creates, as described by your AC example.

Anonymous

I think modern games are too afraid of having the player ruin the athmosphere. Conventional wisdom tells game designers to incentivize players to play the game in the way that is most fun/athmospheric, but many games take this too far. In your hypothetical RDR example, sure the player could use their brush weapon on NPCs and ruin the game's sombre atmosphere, but that's on them; the game designers should not be obligated to keep players from goofing off if they want to. Players who are into the serious atmosphere will naturally roleplay their character instead of doing things like that. If you're playing a tabletop RPG and you're constantly making jokes and goofing off instead of seriously roleplaying your character, do you blame the dungeon master for failing to create a serious, realistic atmosphere? Of course not. I think the same should be true for video games.