How Many Songs Need To Be Good?

I had an off-the-cuff thought during the podcast this weekend that keeps resurfacing in my head. We were talking about music, and I asked how many songs off of an album needed to be good for that album to feel like it was worth it. Pretty much universally, the answer was “about three”. It’s been sitting with me ever since.

How Many Songs Need To Be Good?

I’ve been looking at media in general, and how much of it I have to really like to stay engaged. There’s a song on an album I own that’s three minutes and fifteen seconds long. At about the 2:45 mark, it cuts into a different vocalist for a segment that I really dislike. It’s jarring and ruins the track for me. I now skip that track entirely, even though I like the first two and a half minutes of it. In the same vein, I haven’t played MGSV in days for a relatively banal reason. It’s not any of the objectionable things in the game, it’s that I have a mission where the drop off point is way too far away, and I just can’t be bothered to go through the hassle.

So, I need about 25% of a music album to feel like it’s worth it, but if the last thirty seconds of a track isn’t to my liking, I skip it. I am willing, and in fact expect, to sit through the first few episodes of an anime before making a decision, yet if a game hits a lull, it becomes harder and harder for me to come back to it (see also: grinding of any kind). My tolerance for parts I don’t like varies widely from medium to medium, and sometimes wildly within the same medium.

For any given bit of entertainment, there’s a threshold where the parts I don’t like outweigh the parts I do, and I check out. It seems simple and obvious, but it’s also something that’s gone entirely unevaluated. What are the exceptions? Can I predict this? I feel like if I can understand what the mix is like, I can better understand both myself and the media I consume.

Trying to pin it down is frustratingly elusive, though. When I try to analyze my thoughts across media, I find myself immediately making excuses, about how one thing is different in some specific way. I know enough about psychology to know that there’s almost certainly a pattern I’m not seeing– or more likely, not letting myself see– but knowing it’s there and trying to make sense of it are two very different things.

I say a lot that good design is about knowing what people haven’t yet realized they like. The real magic of good design is being able to elicit a positive, wholly unexpected reaction from someone, and I feel like if I could tap into my own mental hangups and processes, I could start to get a handle on how to better approach design. If I could precisely (or even roughly) pinpoint where people check out, where a piece of media loses people, I could develop better intuition for how to avoid those pain points.

I am opposed, fundamentally, to the idea of “I’ll know it when I see it” design. It asks a designer to magically intuit something that the requester can’t even articulate. It’s like telling a chef to “make some food, I’ll know if I like it once I try it”. It’s why I started taking notes on the things that I loved and didn’t expect to, and the places where I find myself checking out of something. I’ve tried to get better at articulating precisely why I like or dislike something, because it’s from those evaluations that I learn and grow, and can tell other people what I like and don’t like. It’s meant I need to have a constant mental cycle active, monitoring my own reactions as they happen, and drawing connections. When I talk about my “designer brain” always being on, that’s what I’m referring to. It’s comforting at the same time as it keeps me from ever fully engaging with something.

I’ve gotten so used to that background process running smoothly that it’s jarring when it runs into something it can’t or won’t process. I’m still mulling over the idea from before– how much of something can be bad or uninteresting before I stop caring? Why and how does it change across media, even across different entries in the same medium? Why do I get frustrated at stretches of fruitless-feeling running around in MGSV and, in that frustration, switch over to trying fruitlessly to solve challenge puzzles in The Witness?

Building a Bushido Board (Part 4: The Best Laid Plans…)

So, it took a while to actually get all of the pieces I needed for this board. Specifically, I last posted about this board almost two months ago and it’s taken me this long to finally obtain everything. This weekend was a lot of painting and adaptation work, but I’m pretty happy with the end result:

Building a Bushido Board (Part 4: The Best Laid Plans…)

You’ll notice a few things at a glance, first and foremost how my measurements were off. I’d originally planned a short piece, a long piece, and a gate on each side. The actual measurements of the pieces put a section of wall perilously close to (and for a short distance, inside) the stream. What looked like reasonable measurements on paper turned out not to fit in reality.

SO! Back to the drawing board as far as layout goes. I had a few games with friends over the weekend and played around with some board layouts. I knew I was going to need this iteration step anyway to get to a good place with the board, and since all of my original preplanning went kind of out the window, more thought was going to need to go into layout before I finalized anything.

The layout above, as it turns out, is a disaster. The whole map bottlenecks around a single gate, and players starting inside the walls have a huge advantage in most scenarios, while starting in opposite corners makes for a lot of really awkward positioning and very few compelling decision points.

Kodra helped me work out an alternate layout, suitable for at least trying:

Building a Bushido Board (Part 4: The Best Laid Plans…)

It shortens the wall and opens up that quarter of the board a bit more. This is a shot taken after some more work has been done, so there are trees on the board, but you can see the rough similarities to my original design. One wall piece goes unused, but the space works a lot better.

In the first iteration, the larger building on the left was swapped with the small tiled-roof building in the bottom-center, but we quickly found that that made for a significant bottleneck problem between the wall and that building.

One major thing that came out of it over the course of three games was that different lists would approach the space differently, which is exactly what I want, and there were multiple ways to set up; both sets of opposite corners are interesting and compelling (also good). A big takeaway is that the side of the river opposite the main walled complex needed something to make it more defensible– it’s wide open with no cover, making it a fairly poor starting location and vulnerable to ranged attackers. It made movement on that side fairly predictable– deploy as far forward as possible, run to use the big wall as cover because you have no other options. It made an inordinate amount of play happen right around the wall corner, which isn’t bad (bottlenecks aren’t automatically awful), but would really cut into the replay value of the board.

Building a Bushido Board (Part 4: The Best Laid Plans…)

Looking at the board from a different angle yields a better result, though we didn’t play on this layout.

A couple of physical takeaways on the board– while I’d hoped that the roof slats would make it reasonable to perch a model on the roof, it was more precarious than I would’ve liked. C’est la vie. More annoying was the smooth surface of the board tiles made for models sliding around pretty easily, which isn’t ideal. Luckily I’d picked up some grass flock and spray adhesive, and you can see patches of darker grass breaking up the simply painted board surface. This is more for traction than anything. I also noted that the stream was VERY shallow, and tended to make it awkward to put models in there. Making it deeper became a goal, just for more flat surface for mini placement.

I’m pretty happy with the layout above, but I also don’t think I’m in a place where I can call it permanent. This is a bit touchy, since I want to also place down foliage and there’s no good way to do that and still have the foliage move around. However, there are some predictable terrain needs that almost don’t care what the wall/building layout is:

1.) The riverbanks need cover; the stream area is too open in general.

2.) The opposite bank is way too open, and needs some kind of cover.

There’s virtually no building placement that changes these; the biggest thing is putting a building on the opposite bank which breaks up the space but doesn’t provide a lot of playable cover, just a dead space that blocks line of sight. I have a bunch of bamboo trees which work really nicely for terrain (because they’re essentially just sticks, meaning it’s easy to maneuver minis around them) which are going to pretty much all go into service of making the opposite riverbank a bamboo forest. In addition, I have a number of cat-tails to plant on the riverbanks, so the non-building side of the river will ultimately have a lot of usable cover, probably more than the building space itself.

Building a Bushido Board (Part 4: The Best Laid Plans…)

I like this because my biggest issue has always been the building-side having a clear advantage. Now the river-side is really appealing as well, perhaps more so.

I’ve also placed four trees on the board. While these are static elements, I can still move and rotate the tiles and change up the board layout pretty easily even though the trees aren’t movable. For now, I don’t want to make any other elements static, because I’m still reworking the concept of static terrain.

One of my goals for building a static terrain board is that I can make it really look great and purposeful if I place everything in specific places. I’m finding that even without a static board, I can achieve surprisingly high quality visuals, even without significant pieces in place, like this:

Building a Bushido Board (Part 4: The Best Laid Plans…)

This approach really needs a road to look “right”, but even without one, it looks acceptable. It’s not the highest possible fidelity, but I’m starting to look closely at the tradeoff I’d be making for that level of fidelity and wondering if it’s worth it. In carefully choosing certain low-impact static elements (the trees), I can still have a highly modular board without necessarily giving up appearance.

What I expect is that as I play more on the board, I’ll place more and more static terrain pieces, iterating on the design and determining which pieces move around a lot and which don’t. If I can, at any point, lock down a wall layout, I almost don’t need anything else to be static because I can simply put down roads and let the buildings sort themselves out. What I suspect, however, is that the walls are going to prove to be the most influential part of the board as far as play, and so they’ll have the most iteration before something is settled on.

Building a Bushido Board (Part 4: The Best Laid Plans…)

In the meantime, I’m surprised at how well the whole thing has turned out, since I’ve never before built a board or even really worked on terrain. It’s a gorgeous board thus far, and I’m really happy with the results, even if it’s not the static board I was shooting for.

What Makes a Good Stealth Game?

It’s not a huge secret that I love stealth games. Really, I like almost any game where winning requires you be observant and get creative with the tools you have, but good stealth games tend to excel at this. After I talked about the stealth mechanics in MGSV, someone asked me why I like that game as a stealth game but not the old Syphon Filter series, or Ninja Gaiden. It got me thinking about what I like in stealth games, and what makes one good.

1.) Messaging.

I talk about messaging a lot. Messaging is the difference between dying randomly and dying because you weren’t paying attention. It’s what makes the first ten minutes of Mega Man X some of the most brilliant tutorial game design ever and so many overbearing, annoying tutorials so painfully bad. Messaging is super important in general, but especially important in stealth games.

Stealth games are cerebral games more than twitchy action games. It means they’re a lot more complex, and need to communicate how you’re supposed to interact with them in a reasonable sort of way. You need to be able to tell whether you’re about to be seen, or whether that guard is about to turn around, or how to know if you’re about to make a huge mess of things. You need to know where you can and can’t go, because so much of stealth gameplay is about traversal and thinking about how to get from point A to point B, often while avoiding obvious paths. Messaging is what makes that work. Lighting lets you know where you should and shouldn’t be, and you need to know where you can reach and where is off-limits, because oftentimes the best route is over or under the main path (more on this later).

More important are the little clues and the way the game messages things you can’t intuit. Thief introduced the light bar, which let you visualize how much light you were standing in (since you couldn’t look at your own body to tell). Stealth games tend to have HUGE animation libraries, showing everything from sleeping enemies to reactions to minor noises to investigating to various levels of alertness. Often you’ll have enemies be neutral or hostile depending on where in the map you are, whether you’re somewhere you ought to be or not, and you’ll get warned through animation and voice that you’re approaching a place they’ll turn hostile if you enter. These animations are hugely significant in letting you know how well you’re doing, and it’s why static cameras are so frequently the most disliked “enemy type” in stealth games: they lack nuance.

What Makes a Good Stealth Game?

2.) Level Design

A good stealth game is a master class in level design. Levels in more linear games tend to look like long tubes if you zoom out far enough– the best gameplay in that kind of straightforward action game has you moving through a space where the escalation is controlled and paced appropriately, with respites and restore points timed out as necessary. Mega Man levels tend to be a great example of this done well. By comparison, good stealth game levels tend to look like fairly small boxes. Rather than huge sprawls, they’re interweaving meshes with key locations interspersed throughout. They’re incredibly difficult to make well, because each section has to have multiple ways in and out and many different paths while still giving you the ability to fire off scripting triggers and story beats appropriately.

It’s why I don’t like Syphon Filter. Most of the levels I remember from that series were linear, with single-room patrol puzzles where being seen meant game over, rather than actual spaces with multiple paths. It wasn’t a game about perception and movement, it was a game about pattern recognition, more akin to a bullet hell shooter than a stealth game. It didn’t provide choices, just demanded you find answers, which brings me to my next bit:

What Makes a Good Stealth Game?

3.) Options.

Key to a good stealth game are providing options. Are you bad at moving quickly under pressure? Take the slower, safer route. Are you good at knocking out guards but bad at traversal? Go through the guarded route and take out your opposition. Maybe a little of both. It’s why some of my favorite stealth games are ones like Deus Ex or Assassin’s Creed, where (for the most part) you can choose exactly how stealthy you want to be, if at all.

One of my favorite stealth games was Hitman, specifically because despite the premise, it was best played as a significantly non-violent game. It let me play almost entirely non-lethally, save for the target, and in later stealth games I’ve prided myself on playing as non-lethally as possible. It changes the language of games for me from one of overwhelming offense in the face of violence to one of thoughtful conflict-avoidance and nonlethal approaches. Being able to make that choice (which is usually the more difficult option) feels meaningful, like I’m adding challenge but for a good reason. I can hold myself to a particular high standard, knowing that it’s self-imposed and not forced on me by the game.

Perhaps counter-intuitively, I think forcing stealth isn’t good for a stealth game; it’s the choice to remain unseen and unnoticed that really defines the genre, and leaves you to decide what happens if you fail. It’s why fail-on-being-seen is terrible, it robs you of that choice, no matter how narratively sensible it might be. Check out this segue into my next point:

What Makes a Good Stealth Game?

4.) Expectation of Failure.

Bad stealth games throw you to game over or make you restart if you mess up, get seen, whatever. Good ones expect that you will mess up and give you ways to get yourself out of trouble. Entire mechanics are founded on finding a way out of trouble, and it means that good stealth games can make their stealth components MUCH more difficult. You’re expected to fail at some point, and then get yourself out of the pot that you put yourself in. Often, early on in the game, you’ll be put into a situation where you can’t avoid failure, to teach you how to escape and right yourself. It’s cheap if done too often, but incredibly effective (and good messaging) when done well.

You’re often much weaker than even basic enemies, or very easily dispatched by them, to make failure sting a bit (but never instantly end the game). The original Thief pitted you against guards that were both better than you were with a sword and far stronger and more resilient. A swordfight with a single guard would leave you badly injured and limping along, a swordfight with two at once almost always meant death. But, you could get by. You weren’t *guaranteed* to die, it was just very likely, so that time a pair of guards managed to spot you and pull swords meant you probably wanted to run, hide, and then work your way back more carefully. Staying and fighting was a choice, and if you were good enough and knew what you were doing, a choice you could make and come out victorious on the other side.

What Makes a Good Stealth Game?

5.) You Are Special, But Not More Powerful.

Not special in mundane ways. In many shooters, you simply can get hit more times than your enemies can, and recover faster, so the end result is you are just bigger and better than most of what you fight. In good stealth games, you’re usually not bigger or better, but you have tools, or skills, or simply view the space in a different way than your foes. Height is an advantage, and you avoid roads in favor of rooftops (and have the skills to get up to said rooftops. You can open locked doors, or move quietly, or see in ways your enemies can’t.

As above, good stealth games are cerebral, so the tools you get are a celebration of brains rather than brawn. The exciting huge missile launcher and powerful giant axe are celebrations of brawn, the far more common celebration in games, but stealth games give you smoke bombs, and lockpicks, and water arrows so that you can prove that you’re smarter than your enemies, not stronger or tougher. It goes back to the choice thing– the very best stealth games let you choose how you want to play them, and that may not involve being stealthy at all.

Deadpanning

I’m playing Metal Gear Solid V recently, thanks to a friend who told me I should look past the nonsense to see a really interesting, really compelling stealth game. She wasn’t wrong, it’s one of the most interesting stealth games I’ve seen in a while and takes a very different approach than other games I’ve played. More on that another time, though, I want to ride around on the elephant in the room for a while.

Holy wow is Metal Gear Solid a weird game. It’s worth noting that the last one I played was Metal Gear Solid 2, in 2001, when I was young enough to take the series 100% seriously. I’d played the ‘original’ MGS when it came out as well, and fully believed that it was a completely serious game meant to be played entirely straight. It meant that when MGS2 got really weird and kind of wacky, and started playing jokes that felt like they were mocking me for taking the game seriously (retrospect protip: they were), I bounced off of the game series, hard, and never returned to it.

I should break at this point to comment that, as a game designer, I don’t see anything terribly compelling or ‘genius’ about proving that you’re cleverer than your players. I tend to think games that rely on that sort of gimmick are kind of hacky, because you can literally create reality from nothing and twist it however you want. Doing something disruptive and unexpected and then subtly mocking your players for not being prepared for it is a kind of smug high-school-D&D DM-style behavior that I don’t think has a place in a mature industry. It’s like killing a player entirely at random and then saying “HAHA U DIED”. Crafting experiences that are predictable and internally consistent is the hard part of game design; your players are not your adversaries, and treating them as such is bad design. This is, notably, what separates Dark Souls from your high school DM, and why one of them is brilliant and the other you stopped playing games with fifteen years ago.

Anyway. Metal Gear Solid. What playing it now, fifteen years later lets me see is that the series is basically incredibly deadpan parody. It’s so deadpan that it walks the line between serious and silly on a regular basis, and makes both bizarre jokes and surprisingly heavy commentary, often within moments of each other. In the first ten minutes of the game, I’m treated to a first-person perspective on battlefield trauma followed by an incredibly odd character creation bait-and-switch that appears to be an incredibly elaborate joke played for no reason. The game has you create your character and then does precisely nothing with it. You look like Snake. You were always going to look like Snake. You spent however long in character creation for… versimilitude? A story point? A joke at your expense?

Deadpanning

I don’t ascribe to the fannish theory that this sort of thing is a “genius” move by the series creators. It’s honestly kind of a cheap joke created at great expense, and one thing I will say about MGS is that it’s very careful about breaking the fourth wall– it’s how it maintains its veneer of being an entirely serious game, while no one is uncertain that, say, Saint’s Row is a parody. The couple of times MGS 1 and 2 broke the fourth wall were honestly pretty clever (hello, Psycho Mantis, one of the most creative bosses of my childhood). The character creation bit in MGSV mostly seems like a transition trick that came about late in development, after the multiplayer (and, I assume, its character creation system) was already up and running. You’ve got the character creation system already for multiplayer, and you need a good place to hide some loading from the camera, and hey, wouldn’t it be funny if… and there you go. Not genius, just expediency. Another trick to game design is looking like you meant it the whole time. Even better if people actually believe you.

The abject silliness ramps up, though, in a scene where you sneak out of a hospital with the help of a guy wearing nothing but a hospital gown. You get a lot of painstakingly deliberate shots of the guy’s bare butt as he sneaks around ahead of you, up to and including a moment where you lose him in a crowd and look around for him, staring at the bottoms of everyone you see, complete with zoom in and dramatic music as you try to recognize your comrade. There’s a lot of this kind of thing; I’ve been waiting for Snake and Ocelot to kiss for hours now, given that every single shot involving the two of them is ripped straight from a romance drama, and in one of the first levels you have a pseudo-touching reunion as you rescue a comrade that quickly becomes a one-sided patter suggestive of old lovers. Seriously, you have a scene where the guy you’re rescuing purrs out weird little “c’mon, say it for me, I’ve been waiting to hear you say it for nine years” comments while your character says literally nothing.

 

Deadpanning

You may have noticed I’m using a lot of cinematography terms (shot, scene) rather than game design terms (encounter, level). It’s because MGSV is pretty heavy on the cutscenes, and they’re constructed (to their credit) with a lot of cinematographic know-how and skill. They draw from a huge variety of sources and execute them nearly perfectly, and it’s only if you know what’s being referenced that the use of whatever technique or style becomes jarring. I’ve watched a scene that, sans dialogue, would look exactly like a dramatic romance telenovela, except it was a couple of guys talking about a superhuman pyromaniac. It’s bizarre but compelling.

On the other hand, it’s not without its flaws. Pacing, for one, is atrocious. Scenes drag on and on for virtually no reason, and you have to jump through a lot of repetitious hoops. Leaving your base requires you to call a helicopter to pick you up, which takes a good thirty seconds or so EVERY TIME, and you still have to walk over to the landing pad and hop into the helicopter. This kind of thing makes sense out in the field, as a way to make extractions more interesting, but having to do it to start the next mission basically every time is inexcusable, especially because I then have to sit through another thirty seconds or so of the same “look out the window as the helicopter takes off” scene every single time, then the same “look out the window as the helicopter comes in to drop you off” as I head into the mission drop point. You do this a LOT.

Deadpanning

I also find it annoying that literally every speaking character that’s lived more than a couple of minutes is a gruff male voice. A gruff male voice very similar to the last gruff male voice, complete with not-so-subtle hero-worship-slash-homoerotic-yearning overtones. I long for a female character of almost any kind (I’m aware that I’m going to be heavily disappointed/offended here), just for any vocal distinction at all. I’ve had entire conversations play out over radio where I have no idea who’s speaking, if it’s even Snake speaking, or what. I’ve started playing with subtitles on in the hopes that I’ll get some kind of indication of the speaker just so I can keep the dialogue straight (tip: doesn’t help).

The deadpan line between completely serious and abjectly silly is something that I’m afraid is going to sabotage the game later. Thus far it’s ridden a line really close to some very sensitive subjects (and I’m given to believe that it crosses that line later on), and the permeating silliness means that I don’t think the game will be able to treat those subjects with the gravity they deserve. There’s a difference between pushing the line and being disrespectful, and I don’t know how a game that turns everything into a bizarre sort of joke manages to be serious about subjects that deserve seriousness. I suspect it doesn’t, and I don’t think that’s to its credit.

That all having been said, the craftsmanship is excellent and I’ve had a dramatic escape from paramilitary squads at a hospital ultimately segue into a whale on fire eating a helicopter out of the sky before being rescued by my gay Russian cowboy lover straight into an 80’s training montage without any of that feeling out of place. Credit where it’s due, I don’t think many people could pull that off.

Also, I’m playing this entire game as a woman. FemSnake. It’s just… a hidden easter egg that I seem to have stumbled upon. Who knew?