Game Design Pathologies
According to Merriam Webster a pathology is the study of the essential nature of a disease, especially of the structural and functional changes produced by them. It also refers to a deviation that gives rise to social ills.
Over in the unpopular opinions thread some folks were saying they like Fallout 4, and well. They aren't wrong to like it. But they also wondered if the game wasn't perhaps getting a bit too much flak because of Fallout 76's poor release.
And this has spoilers because it is long. Like. Really long.
[spoiler=Oblivion & Fallout 3]
And well, this takes me back to my first Bethesda game, which was Oblivion. I got it from a chuckling game clerk who looked at my 6' + height, declined to ID me and sold a 16 year old an M rated game. I think I logged about 80 hours in the game and put it away because I thought it'd effect my grades negatively.
I happen to think it is a pretty damn good game. But, I never realized that the Emperor was Patrick Stewart, till years later, when someone told me. Think about that, Patrick Stewart played as John Luc Picard in Star Trek. His voice and decisive character in that role are iconic. But the entirety of his lines play out in the first twenty minutes of Oblivion in this cardboard like performance that I couldn't distinguish easily from an unpaid extra.
This is an example of a design trade off. They are natural. An engineering project cannot be all things to all people. It takes as much time to make a fighting game as it does to make one Elder Scrolls, design tradeoffs, optimizing one system at the expense of others, are what are going to make it so the overall products are successful. Voice acting in general in that game took a hit so the rest of the project could be successful.
In Fallout 3 the voice acting is just as bad. The gun mechanics are sub par, and I remember not being able to use the railway cannon because it would freeze my XBox. I was running on a 56K dialup connection at the time. So yeah... gamepatches? What were those again? VATS essentially exists as a 'fix' to allow a player to experience engaging gunplay in that universe; just based off my experience with Fallout New Vegas on PC.
The writing of the game was also interesting. Because compared to Fallout 1, and Fallout 2. It is extremely sanitized. I want to say it is at the level of "The Avengers" or a similar Marvel property, versus "A Boy and His Dog". I enjoy both, but there's a world of difference between graphic depictions of violence in the two. So sometimes design tradeoffs manifest in a narrative because, they have to sell this to an international audience, and can't get away with murdering Thom Cruz and his sex cult that definitely was lampooning the Church of Scientology.
[/spoiler]
[spoiler=New Vegas]
Now, New Vegas was done by Obsidian. And it's interesting to see where they went with the system, because they kept the content closer to in tone to Fallout and Fallout 2. They did not fix any fundamental issues, but rather focused their energy on building a content rich world with an interlocking story line that spans 5 dlcs. They extended the core game systems in those DLCs, but only to the minimum passing extent. The entire experience could easily be seen as Fallout 3.x with a different finish of writing. Someone saying the writing is better is... well comparing a beer to a scotch. One has a much rougher finish. But they both are loved and respected by their crowd.
[/spoiler]
[spoiler=Skyrim]
The next iteration of the Bethesda game pathology was Skyrim. Which is where, because I never played Morrowind, I can really see the pathology progress. Because you have this massive world, where presumably you are the dragon born and raaar. And you forge your own destiny like Conan!
But it's a world where someone can just come up to you and say you are thief. Or just say you are a cannibal. You don't have the choice of saying you are not. If you try to hide from those choices, even with a high sneak skill, the game will force you into dialogue when you come into proximity of them. It's a bit like what hypnohub would be if no one tagged any images, and nightmare fuel wasn't hidden. In comparison to Oblivion, I was stumbling on encounters or items I shouldn't have far more frequently, that would mechanically kill my character far more often. And I seem to recall cheesing my way round a few of them in some really cheap ways. If it were the only issue, you could chalk it up to a stylistic choice.
But there's also problems with the overall finish of the game. Your horses in Skyrim could infamously climb near vertical grades. The visual design of the game is bleak and gray. Look, I live in the Rocky Mountains. People come here because even if it is a bit bleak, there are also these bursts and dashes of spectacular color. Skyrim is like a gray unreal hell in comparison. And the UI is made out of mechanical despair with some sparkly stars thrown on top of it. It was very beautiful, but a usability tester should have been able to take the thing out into a field and shoot it before gamers ever go their hands on it.
The game has extensive mod tools that in the hands of some talented content creators fix many of these issues. That was where the design tradeoff was. Judging by how much the mods of the game are loved, it was a worthwhile choice overall.
[/spoiler]
[spoiler=Fallout 4]
In Fallout 4, you see the problems from Skyrim continue to develop. The story is derivative of Fallout 3. Your role is reversed so rather than being the son in search of the father, you are the father in search of the son. There is gobs more content because of a continued focus on ritual, modular level kits, and content creation, but that content becomes similar pretty quick. I could have enjoyed the game if the settlement system worked, but because there is a bug that sets settlement crops to zero, I was back to being that kid with dialup in 2008. To my knowledge the bug could not be fixed by mod tools and was never fixed by the game team.
These are not lethal issues to the overall success of a game. But there's a consistent pattern, where you get these ever larger worlds, filled with more content and tasks and rituals to perform. That is supported by core systems that are sometimes really badly implemented. With a writing quality of the core quests that was in continual decline. And it seems like the writing might have to decline, because of the issues involved with creating a more complex narrative structure that can support massive amounts of content to a general audience. Compare with Destiny: the writing on that game is paper thin, but it's lack of definition makes it robust enough that any 18 year old can pick it up and play it. And any 28 year old can shrug it off because, meh guns. [/spoiler]
[spoiler=Fallout 76]
I cannot accurately comment on Fallout 76 because I never played it. But it seems like, from a thousand yards, they had to reimplement a number of core systems to support networked play. And implement the networked systems themselves. And that continual focus on creating scalable, adaptable modular content creation systems (like Mod tools) at the expense of supporting systems (like, from the sounds of it, everything from the pre-release items to the networking and beyond) not only caused Fallout 76 to fail. Unlike say Battlefield 3, to Battlefield 4, there wasn't a different experience to fall back on. Even if Fallout 4 is better, the problems that caused the game to disintegrate at launch existed in that iteration of the game.
I'd be curious to see what a player of Elder Scrolls Online or Fallout 76 makes of this and I am curious if the trends are continuing through other Elder Scrolls games.
[/spoiler]
I'm curious to hear about other games that people think suffer from pathology's. One of the nails in the coffin of the Dead Space series of games was EA's obsession with microtransactions, there were an number of other factors though that made it so that series will probably not come back any time soon. I'll let someone else do a long form break down of that though, it seems like good sport. Suffering from a pathology doesn't make a game a bad game. See the Half Life series of games...
Over in the unpopular opinions thread some folks were saying they like Fallout 4, and well. They aren't wrong to like it. But they also wondered if the game wasn't perhaps getting a bit too much flak because of Fallout 76's poor release.
And this has spoilers because it is long. Like. Really long.
[spoiler=Oblivion & Fallout 3]
And well, this takes me back to my first Bethesda game, which was Oblivion. I got it from a chuckling game clerk who looked at my 6' + height, declined to ID me and sold a 16 year old an M rated game. I think I logged about 80 hours in the game and put it away because I thought it'd effect my grades negatively.
I happen to think it is a pretty damn good game. But, I never realized that the Emperor was Patrick Stewart, till years later, when someone told me. Think about that, Patrick Stewart played as John Luc Picard in Star Trek. His voice and decisive character in that role are iconic. But the entirety of his lines play out in the first twenty minutes of Oblivion in this cardboard like performance that I couldn't distinguish easily from an unpaid extra.
This is an example of a design trade off. They are natural. An engineering project cannot be all things to all people. It takes as much time to make a fighting game as it does to make one Elder Scrolls, design tradeoffs, optimizing one system at the expense of others, are what are going to make it so the overall products are successful. Voice acting in general in that game took a hit so the rest of the project could be successful.
In Fallout 3 the voice acting is just as bad. The gun mechanics are sub par, and I remember not being able to use the railway cannon because it would freeze my XBox. I was running on a 56K dialup connection at the time. So yeah... gamepatches? What were those again? VATS essentially exists as a 'fix' to allow a player to experience engaging gunplay in that universe; just based off my experience with Fallout New Vegas on PC.
The writing of the game was also interesting. Because compared to Fallout 1, and Fallout 2. It is extremely sanitized. I want to say it is at the level of "The Avengers" or a similar Marvel property, versus "A Boy and His Dog". I enjoy both, but there's a world of difference between graphic depictions of violence in the two. So sometimes design tradeoffs manifest in a narrative because, they have to sell this to an international audience, and can't get away with murdering Thom Cruz and his sex cult that definitely was lampooning the Church of Scientology.
[/spoiler]
[spoiler=New Vegas]
Now, New Vegas was done by Obsidian. And it's interesting to see where they went with the system, because they kept the content closer to in tone to Fallout and Fallout 2. They did not fix any fundamental issues, but rather focused their energy on building a content rich world with an interlocking story line that spans 5 dlcs. They extended the core game systems in those DLCs, but only to the minimum passing extent. The entire experience could easily be seen as Fallout 3.x with a different finish of writing. Someone saying the writing is better is... well comparing a beer to a scotch. One has a much rougher finish. But they both are loved and respected by their crowd.
[/spoiler]
[spoiler=Skyrim]
The next iteration of the Bethesda game pathology was Skyrim. Which is where, because I never played Morrowind, I can really see the pathology progress. Because you have this massive world, where presumably you are the dragon born and raaar. And you forge your own destiny like Conan!
But it's a world where someone can just come up to you and say you are thief. Or just say you are a cannibal. You don't have the choice of saying you are not. If you try to hide from those choices, even with a high sneak skill, the game will force you into dialogue when you come into proximity of them. It's a bit like what hypnohub would be if no one tagged any images, and nightmare fuel wasn't hidden. In comparison to Oblivion, I was stumbling on encounters or items I shouldn't have far more frequently, that would mechanically kill my character far more often. And I seem to recall cheesing my way round a few of them in some really cheap ways. If it were the only issue, you could chalk it up to a stylistic choice.
But there's also problems with the overall finish of the game. Your horses in Skyrim could infamously climb near vertical grades. The visual design of the game is bleak and gray. Look, I live in the Rocky Mountains. People come here because even if it is a bit bleak, there are also these bursts and dashes of spectacular color. Skyrim is like a gray unreal hell in comparison. And the UI is made out of mechanical despair with some sparkly stars thrown on top of it. It was very beautiful, but a usability tester should have been able to take the thing out into a field and shoot it before gamers ever go their hands on it.
The game has extensive mod tools that in the hands of some talented content creators fix many of these issues. That was where the design tradeoff was. Judging by how much the mods of the game are loved, it was a worthwhile choice overall.
[/spoiler]
[spoiler=Fallout 4]
In Fallout 4, you see the problems from Skyrim continue to develop. The story is derivative of Fallout 3. Your role is reversed so rather than being the son in search of the father, you are the father in search of the son. There is gobs more content because of a continued focus on ritual, modular level kits, and content creation, but that content becomes similar pretty quick. I could have enjoyed the game if the settlement system worked, but because there is a bug that sets settlement crops to zero, I was back to being that kid with dialup in 2008. To my knowledge the bug could not be fixed by mod tools and was never fixed by the game team.
These are not lethal issues to the overall success of a game. But there's a consistent pattern, where you get these ever larger worlds, filled with more content and tasks and rituals to perform. That is supported by core systems that are sometimes really badly implemented. With a writing quality of the core quests that was in continual decline. And it seems like the writing might have to decline, because of the issues involved with creating a more complex narrative structure that can support massive amounts of content to a general audience. Compare with Destiny: the writing on that game is paper thin, but it's lack of definition makes it robust enough that any 18 year old can pick it up and play it. And any 28 year old can shrug it off because, meh guns. [/spoiler]
[spoiler=Fallout 76]
I cannot accurately comment on Fallout 76 because I never played it. But it seems like, from a thousand yards, they had to reimplement a number of core systems to support networked play. And implement the networked systems themselves. And that continual focus on creating scalable, adaptable modular content creation systems (like Mod tools) at the expense of supporting systems (like, from the sounds of it, everything from the pre-release items to the networking and beyond) not only caused Fallout 76 to fail. Unlike say Battlefield 3, to Battlefield 4, there wasn't a different experience to fall back on. Even if Fallout 4 is better, the problems that caused the game to disintegrate at launch existed in that iteration of the game.
I'd be curious to see what a player of Elder Scrolls Online or Fallout 76 makes of this and I am curious if the trends are continuing through other Elder Scrolls games.
[/spoiler]
I'm curious to hear about other games that people think suffer from pathology's. One of the nails in the coffin of the Dead Space series of games was EA's obsession with microtransactions, there were an number of other factors though that made it so that series will probably not come back any time soon. I'll let someone else do a long form break down of that though, it seems like good sport. Suffering from a pathology doesn't make a game a bad game. See the Half Life series of games...