Saturday, July 16, 2011

Deconstruction: DOOM - Part III: Weapons

Now it's time to start getting into the nitty-gritty.

The weapon system in DOOM is stupidly basic compared to modern FPSs.  You have all of eight weapons, three of which are basically upgrades in one form or another, and one is a gimmick (the BFG 9000).  So of all of these, we have essentially only four real weapons or weapon groups: fist/chainsaw, pistol/chaingun/plasma rifle, shotgun, and rocket launcher.

If exterminators used these, spiders would not exist.
But with such a small collection, it forces the player to be more creative with their battle strategies.

When you have a game with a weapon for each scenario, all the player has to do is figure out which weapon is ideal and use it.  It comes down to a game of "What did the game designer want me to use?"

But by limiting choices, the player has to learn to make do.  Sometimes there is no perfect weapon, and the player can use whatever they are more comfortable with.  Or a player may even have to use an uncomfortable weapon because their favorite is out of ammo.  It brings a whole new level of strategy to a game which would otherwise be a simple run n' gun.

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Tangent:

I have found in many modern FPSs that there is way too much cover-based shooting and way too many chest-high walls.  I think it's because it's one solution to a problem that arises when a player has too many guns.  When you can glance at a situation and instantly know what to use, it seems a designer's only fix is to keep you from shooting too often or too accurately.

But gamers are getting bored of this.

A better solution is to take a look back at the classics like DOOM for inspiration.  Oftentimes the complain "This is no fun" is answered with "Give him a bigger gun!"  A better answer is "Take his gun away!"

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Oddly enough, this lesson is found at the beginning of FPSs when you have few weapons to start with.  If having every weapon was the fun part, you'd get them all from the beginning.

Not pictured:  fun.
But getting a new weapon should act only as a reward for hard work.  Have too many, and the reward lessens in value.

Consider where the weapons are placed in Knee Deep in the Dead:

In the first level, the shotgun is hidden.  In the second level, the chainsaw and the chaingun are hidden.  In the third level, the rocket launcher is hidden.  If you missed any, they are hidden throughout later levels, too, and only when it is deemed necessary (when the challenge is too unfair) are you given these weapons in plain sight.

If you took the time to explore, you feel satisfaction at the reward.  If you did not, you find the weapons later and feel they are not just a necessity, but also a reward for getting through the previous levels.  Either way, they are a welcome addition and don't feel like just another toy to play with in your arsenal.

One of the most common lessons learned from classic games is one which many modern games have forgotten, but it bears repeating:

When it comes to mechanics, simplicity is king.

Read Part IV: Story

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