I've been talking quite a bit lately about
#game #design and using
#Horizon:
#ForbiddenWest as a bad example.
Does this mean that I think H:FW is a bad game?
No. It has great gameplay, involving characters, and a fantastic story. But it does mean that it can be an incredibly frustrating one to play, because it collects just SO MANY
bad design metaphors into one place.
For one thing, it suffers from #second-#system syndrome. This is an old-time software hacker's term for when you start out to improve an existing clean, elegant system, but by the time you get done shoveling clever new "features" into it, it's a bloated, elephantine mess.
There are SO MANY "clever" new combat mechanisms shoveled into H:FW that a careful attack plan can be derailed by accidentally triggering a special ability you didn't want to use. Given that it's a basically-dumb PC port of a console game, that means that sometimes the difference between one special attack and another is a difference in timing
between click-click-click-click-G and click-click-click-click-G.
No, that wasn't a typo. It's a direct example. There's slightly longer intervals between some of those clicks. Hope you can remember which has the brief pause where. I freely admit I can't. I have over a hundred unused skill points because the game fails to properly explain the extra abilities I could spend them on, of which I have too many already
.
What did I mean above by "a dumb PC port"? It means that console-controller actions were just translated directly into PC keyboard actions without any thought to whether that actually works on PC. H:FW introduces a shield-glider; the Burning Shores expansion adds a feature to gain elevation using your shield-glider by using thermal updrafts. Except that on PC, you can't stay in
an updraft, because the dumb control translation turns what's a simple twirl of the left joystick on a console controller into an unreasonable fandango-on-keyboard on PC.
And that's a problem, because the developers are really proud of that thermal-updraft feature and want you to use it at every opportunity
.
H:FW would be a better game if about 90% of the "clever" new combat abilities were just ripped out entirely
. Or at the very least, if the mechanisms for activating them on PC were redesigned with PC keyboard-and-mouse in mind.
The take-home point for today? Think about your audience. If you're porting a game, don't just choose a 1:1 mapping of controller actions to keys and call it good. Think about your control mappings and whether they make sense on PC. Play-test and verify that they're actually usable. And don't make your players memorize several dozen new sequences of as many as five actions at a time for new mechanisms. Especially differently timed
sequences of the same set of keys.
Don't build the torment nexus. And don't build the second system.