Sunday, March 8th, 2009
Posted by Tony Huynh.
Despite not having played World of Warcraft since the end of season 3 arena in Burning Crusade, I continue to follow PvP tournaments, events and forums. I spent most of yesterday watching the ESL WoW tournament.
Prior to the matches, the American teams were saying how they would beat the European teams and the European teams were saying that they could beat the Korean and American teams, while the Korean teams remained silent. The two Korean teams let their games do the talking and destroyed the 3 American team and 7 European team entrants to reach an all-Korean finals.
The tournament was chock full of very exciting matches, but none of them rival what the finals between the two Korean teams had in store.
I’ve included video of the match of the tournament. When I watched it I could not believe what I was seeing.
Team SK Gaming Asia (aka Council of Mages) is up 2 – 1 over team HON and only needs one more win to become the tournament champions and take home 30 thousand dollars in prize money.
Team SK Gaming had seemingly won the tournament when both the rogue and priest went down for team HON. The shoutcasters were already congratulating Team SK Gaming, but in an improbable turn of events OrangeMarmalade, the mage from team Hon, manages to kill the Mage from Team SK Gaming Asia despite facing a 1v2 (practically unheard of in WoW PvP) and runs out the 20 minute clock to secure the victory to tie up the match 2 –2. They then go on to win the final match and the tournament as Team SK Gaming Asia (COM) could not recover from such a spectacular defeat.
SK Gaming Asia vs. HON Round 4a Grand Final 2 – Global Finals
SK Gaming Asia vs. HON Round 4b Grand Final 2 – Global Finals
If you would like to read some more of my thoughts on the design of WoW PvP, you can read my article, Low Skill Cap and Luck (RNG) in World of Warcraft PvP.
See my other related articles:
Top 5 Greatest Moments in Competitive Gaming (eSports)
Become a Video Game Designer: Everything You Need to Know Part 1
Roger Ebert is Right: Games are Not High Art…Yet
What Video Games Taught Me About Life
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Call of Duty: World at War Through the Eyes of a Game Designer
Dead Space Through the Eyes of a Game Designer
Gears of War 2 Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Best MMA Fights & Genki Sudo: Real Life Video Game Character
Tags: best wow pvp match, best wow tournament match, blog, Burning Crusade, Council of Mages, DK, ESL Global Finals, ESL Global Finals: Korean Team HON Wins Best WoW Tourna, Hyoga, Jaywalker, Korean Team Hon, Korean Team SK Gaming Asia, Kwana, limitless units, limitlessunits, limitlessunits.com, NumberOne, Orange Marmalade, OrangeMarmalade, riposte101, RMP, RPM, tony huynh, versus, World of Warcraft, Wow pvp, wow tournament, Wrath of the Lich King
Posted in Video Games | 9 Comments »
Friday, March 6th, 2009
Posted by Tony Huynh.
I have not been posting as often because I have been really busy with work and life outside of work. Speaking of life outside of work, my girlfriend and I watched Cable Guy again a few weeks ago and that convinced us to buy tickets to Medieval Times for this weekend. This is our first trip to Medieval Times ever and I am really excited to dork it up. I’ll be sure to take pictures.
Cable Guy’s Medieval Times Scene
Brad Borne’s The Fancy Pants Adventures
Here is a great flash game that I’ve been having a lot of fun with called The Fancy Pants Adventures. It is a momentum based movement game with really great animations. It plays a lot like how Sonic the Hedgehog wishes it could.
Lastly I wanted to share World Builder, a beautiful short film by filmmaker Bruce Branit. He was the co-creator of 405. World Builder was shot in a single day and the postproduction took 2 years. The user interface for the 3D modeling is amazing. I wish the Unreal 3’s BSP editor worked liked that.
Bruce Branit’s World Builder
World Builder from Bruce Branit on Vimeo.
Bruce Branit’s 405
See my other related articles:
Become a Video Game Designer: Everything You Need to Know Part 1
Roger Ebert is Right: Games are Not High Art…Yet
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Call of Duty: World at War Through the Eyes of a Game Designer
Dead Space Through the Eyes of a Game Designer
Gears of War 2 Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Best MMA Fights & Genki Sudo: Real Life Video Game Character
Tags: 405, blog, Brad Borne, Brad Borne’s The Fancy Pants Adventure and Bruce Bran, Bruce Branit, Cable Guy, film, game design, Jim Carrey, limitless units, limitlessunits, limitlessunits.com, Mathew Broderick, Medieval Times, riposte101, tony huynh, Video Games, World Builder, youtube
Posted in Video Games, film | No Comments »
Sunday, February 22nd, 2009

Sorry for the delay in posting this article. It ballooned into a much more in depth game design critique than I had originally planned. I hope you enjoy it.
Despite the fact that Call of Duty 4 has been out for well over a year and has a clear sequel in Call of Duty: World at War, over one hundred thousand players continue to log in every evening on Xbox Live. If you think Infinity Ward must be doing something right, you would be correct. Read my other article about what they are doing right also if you are interested I wrote up my campaign playthrough notes in a previous post. However this article is not about what Call of Duty 4 has done right, it is about what Call of Duty 4 does wrong.
The Bad
At the start the player’s options are very limited and new players are thrown right into the fray against rank 55 opponents to be endlessly slaughtered. Which brings me to what I consider to be the biggest flaw to the multiplayer design.
Call of Duty 4 Does Not Do Enough to Protect New Users
The first few sessions of multiplayer gaming for a new player are the most important and a game should go out of its way to ease these new players in and provide them with the best experience possible. By allowing new players to acclimate slowly, the game does not alienate new players and can keep its player base higher for longer. New players in Call of Duty 4 are punished. As mentioned earlier, brand new players are matched against experienced players from the start. In Call of Duty 4, experienced players not only have better map knowledge and mechanic knowledge (handicaps common to new players in other shooter games), but they also have better weapons and perk options. The results are ugly.
My experience with first-person-shooters is extensive and I consider myself much better than the average shooter player. The first few matches I entered I was killed endlessly by the much more experienced and better equipped players and had horrific kill to death ratios. I would be running along and instantly die from airstrikes and helicopters and have no clue how to prevent them or what was happening. It was a very frustrating experience. It is a good thing that I had the perseverance to continue to keep playing and took the necessary lumps to finally have success and fun with the game. Not everybody is as willing to continue playing despite constantly dying and having a frustrating experience. Call of Duty: World at War partially solves this problem by having game playlists that are only open to players of rank 1 through 10. This keeps the rank 11 – 55 players from destroying new players over and over and ruining their experience.
M16 is not for n00bs
New players are given the choice of five distinct weapon choices at the start. At the top of the menu of choices is the M16. The problem with this is that since the M16 is at the top of the menu and is highlighted by the cursor when the selection screen appears on the console versions, it is the gun that most beginners will select and use first. The M16 is not a beginner friendly weapon. The M16 has a three-round burst shot that has a low rate of fire that requires successive trigger pulls to fire. This all adds up to a weapon that has an unfamiliar mechanic and requires precision to use effectively. This makes the M16 a terrible weapon for a new player to begin with and one that very few will find success without extensive practice. Fortunately there is an easy fix for this problem. The MP5 is a fully-automatic weapon that shoots out 800 rounds per minute. The MP5 is better suited towards new players as they can hold down the trigger to fire and the massive number of rounds fired mitigates the need for pinpoint accuracy. The fix is to replace the positioning on the menus of the M16 and the MP5 respectively.
Some of the Maps are Not Beginner Friendly
To be beginner friendly a map should have easily recognizable landmarks to orient players so that they do not become lost. One of my favorite maps of all time is Zanzibar in Halo 2. That map has a giant windmill in the center that makes it very easy for players to use as a landmark. Another benefit to having easily distinguishable landmarks is that it aids in effective teamwork and communication. A level designer can facilitate this by creating distinctive environment geometry that will allow players to communicate their opponent’s locations to each other effectively. Using Halo 2’s Zanzibar map as an example: “There’s a guy on top of the Windmill!” Everybody on the team will instantly know where that is because the environment geometry is so distinctive. Most of the maps in Call of Duty 4 do this very effectively. Crash is another example of map with the downed helicopter serving as an effective landmark. The maps in Call of Duty 4 that do not do a great job are Backlot, Crossfire and District. While these maps do have subtle recognizable differences to orient you, these subtleties are lost on new players. The first few times I played on these maps I could not tell where I was and become lost on a number of occasions. The labyrinthine streets all look very similar and there is nothing obvious to orient new players.
Call of Duty 4’s Slippery Slope
Once a team starts losing in Call of Duty 4 it is extremely difficult to come back to win. There are fewer comebacks and more lopsided victories in Call of Duty 4 than in any other first-person-shooter that I have ever played. The reason for this is the respawning system, rewards for kill streaks and territorial control.
The Respawning System
The respawn system in Call of Duty 4 is one of the most complained about systems by the Call of Duty community because players are often killed immediately upon respawning. So how does this system work and why is it failing?
C_Stick of the Gamespot forums theorizes that the respawn system “waits for an enemy airstrike, or puts you in an open area under an enemy chopper, or in the middle of two enemy run-and-gunners, or right where you get sniped if you take three steps in any direction.” That may not be far from the truth.
From studying respawning patterns in the game, my best guess at how the respawn system works in Call of Duty 4 is that it respawns players near a teammate furthest from the enemy. This seems like a logical system in theory, but in practice it does not work. As players die and are respawned next to each other they have a tendency to get increasingly clumped together. The situation gets worse when the teams that are dying are surrounded by the enemy and are forced back and contained by the other team into small pieces of territory. This can be seen on any of Call of Duty 4’s maps, but it tends to happen most often around the airplane hangars in Countdown and various corners of the Backlot map.
Containment generally happens in areas that have islands of cover (a space with lots of cover, but surrounded with open no-man’s land) or corners of maps because teams can be pinned down in these areas and it is difficult to leave without exposing yourself to enemy fire.
This is disastrous to contained teams because when clumped together their firing lanes are limited and they become much more susceptible to area of effect attacks like grenades and airstrikes. This leads to waves of people dying over and over just as they spawn in and games that become lopsided and out of reach quickly. The only way to end this negative feedback loop is to have a player escape from the enclosed enemy lines to start the team respawning elsewhere. So how do we fix this? There are two problems here, the first problem is map design and the second is the respawn algorithm itself. I will address map design first.
Map Design
Map designers need to pay attention to map flow. Map flow is what paths players generally take through a map defined by firing lanes, available paths through the level and cover placement. Maps should always have multiple (at least 2, but more is preferable) protected routes from any place on the map. Careful attention needs to always be paid to map corner boundaries because these areas are restricted by the edges of the map. There should be no islands of cover that are hard to leave without dying. These islands typically force players to linger in these places because they cannot leave without exposing themselves and the longer players stay in these islands the more likely teammates will begin to spawn next to them and be trapped in the same situation.
[Countdown Example]

The above image shows the locations on Call of Duty 4’s Countdown map where teams are often isolated and become bunched up.

Notice that there are no viable exits from the hangar that do not expose the players to enemy fire. Also note, the amount of space that the no man’s land takes up in front of the hangars.

For this particular example, I would recommend cutting entry holes through the hangars at both ends and placing additional cover at these entrances to allow for better map flow.
Respawn Algorithm
A suggestion for the respawn algorithm could be to have a player occasionally respawn furthest away from the enemy regardless of whether an ally is close or not. This suggestion is not without its own tradeoffs in that players may complain that they are spawned way off from the action and alone. Another possible solution could be a player chosen respawn system similar to Battlefield: Bad Company. Whatever the ultimate solution, this should be at the top of the priority list of must fix items for Call of Duty: Modern Warfare 2.
Kills Streaks
In Call of Duty 4 players are rewarded for kill streaks. The player is given a UAV reconnaissance that reveals the location of all enemies on the mini-map for their entire team at three kills, three large area of effect bombs dropped from an airstrike at five kills and a support helicopter that comes equipped with a very damaging machine gun at seven kills. While the positive feedback given from the UAV, airstrike and helicopter rewards the player that achieves a kill streak, it makes it very difficult for the opposing team to come back. The kill streak mechanic rewards players and teams that are already winning and gives them an even greater advantage. This is like giving a team that scores in basketball possession of the ball again so they can score again. The argument can be made that a member of the losing team can have a five and seven kill streak and bring a helicopter in to help their team make a come back, but the losing team is less likely to be able to do this considering the winning team’s control over any non-covered territory with their previous airstrike and helicopter and the aforementioned respawn killing issue. I am not saying that the losing team cannot achieve the same, only that it is harder for them and that this mechanic can make teams that are already winning by a slight margin completely out of reach.
What is the best way to fix this problem? I have a few suggestions that involve slightly lowering the advantage given by the kill streak rewards and making the rewards harder to achieve. Here is a rundown of the rewards and suggested modifications.
UAV Reconnaissance
This is powerful, but it is mostly ok in its current form. It might be useful for the development team to explore with a smaller localized reconnaissance effect for it, centered on the person who triggered it. I say explore because there are a number of risks involved with this change that would be impossible to foretell without rigorous play testing. Foremost would be how to communicate (UI elements) what the size of the reconnaissance effect is to players.
Airstrike
The airstrike itself is bad. It is very frustrating to be killed via airstrike. You are given little to no warning and then you are dead. Not to mention the huge framerate hits (on the Xbox 360 version) when it occurs. The current implementation of the airstrike does not enhance gameplay. Thinking about gameplay as a “series of interesting choices” what are your choices as a player being airstriked? There are no choices, because you instantly die without warning. The only gameplay choices happen before the airstrike. The player has is to prevent the opposing team from ever achieving a five kill streak (not like you are not trying already) or fight entirely from under covered buildings on the off-chance that an airstrike might happen.
As the player who calls in the airstrike, there is a risk element in that you must bring up a map that covers the entire screen in order to call it in leaving the player unaware of their surroundings. This gives the airstrike a slight risk versus reward to its use and this risk element should be preserved in any change that is made.
My suggestion is to change the airstrike to a laser designated airstrike that must be equipped, aimed and fired. This would be a similar mechanic to the airstrikes during the Heat level in the single-player campaign of Call of Duty 4. This would also limit airstrikes to within line of sight of the player and prevent airstrikes from ignoring battlelines and gut enemy positions. To address the framerate issues, limit the airstrike to a single bomb so that the framerate hit is not as prolonged. Lastly, there should be a voice over warning for the airstrike and a slight delay before the airstrike occurs. With the warning the player would at least get a chance to run to cover to avoid the airstrike instead of just randomly dying.
Helicopter Support
The Helicopter is pretty close to where it should be. My suggestions are for just a few minor changes. Raise the kill streak necessary for the helicopter support up to eight from seven. With airstrike kills counting towards achieving the seven kill streak necessary for the helicopter, the helicopter is very easy to get. My second suggestion is to have the helicopter give 10 experience points for killing it. This small reward will prompt more people to shoot at it instead of ignoring the helicopter and allowing it to roam around picking them off and eventually flying away. My third suggestion is to make the RPG a HARD counter for the helicopter. Currently the RPG does not kill the helicopter outright. It requires a RPG attack and a little more. I would propose that the RPG should kill the helicopter in one hit. Let’s look at the RPG as a weapon.

This is why they should do an extra hundred damage on a direct hit and kill the helicopter outright.
While I am on the topic of what to have in the sequel to Call of Duty 4: Modern Warfare, I had a few more quick suggestions.
As a caveat, my suggestions may change as I put in more time with the game and discover more of Call of Duty 4’s intricacies. This is only a snapshot in time.
Conclusion
The bottom line is if you can get past Call of Duty 4 multiplayer’s initial frustrations, it becomes very addictive and fun. If, like me, you are one of those willing to pay the steep price of entry, there is a lot about Call of Duty 4’s multiplayer that will keep you coming back for more.
See my other related articles:
What’s Good About Call of Duty 4: Modern Warfare Multiplayer Mode?
Call of Duty: World at War Through the Eyes of a Game Designer
Call of Duty 4: Modern Warfare Campaign Playthrough Notes
Become a Video Game Designer: Everything You Need to Know Part 1
Roger Ebert is Right: Games are Not High Art…Yet
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
Dead Space Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Tags: blog, Call of Duty 4, Call of Duty 4 weapons, Call of Duty: Modern Warfare 2, Call of Duty: World at War, cod 4, cod 5, CoD4, CoD5, cod: MW 2, Cod: W@W, Cod:W@W, Comparison, limitless units, limitlessunits, limitlessunits.com, multiplayer, Perks, Persistent character, riposte101, tony huynh, video game design, video game education, Video Games, What makes Call of Duty terrible?, What's Bad About Call of Duty 4: Modern Warfare Multipl
Posted in Video Games | No Comments »
Friday, February 20th, 2009

Persistent character
While Call of Duty 4 is not the first shooter game to have persistent characters, Rainbow Six comes to mind; it executes it better than any shooter game that has come before it. The persistent character can rank up through experience gained through kills and meeting any of dozens of challenges. The challenges encompass everything from getting a certain number of kills with a weapon to humiliation tactics like killing an opponent and then picking up and using their weapon to kill the same opponent again. Constant level based rewards are a proven mechanic and it is used to great effect here. The system is simple and the choices are important, yet limited. The choices include which primary and secondary gun to equip, one attachment for the primary gun and lastly there are three slots of perks to choose from. New options are opened up as you level. The player is given 5 slots to create custom classes with and during a game you can choose between any of them to play with. The persistent character keeps players coming back and playing to unlock the next perk or gun. These unlocks also keep the game fresh as new options are dolled out at regular interval for players to experiment with.
Perks
By gaining levels players unlock new weapons and perks, which offer additional options to customize their character. Perks range from extra damage on weapons to having a final opportunity to pull out a pistol in a last ditch effort to kill your enemy before dying. Perks are a great way to customize your character and since only three can be equipped, players must weigh their choices carefully. Each perk is designed to only fit in one of three slots. A perk like Juggernaut (greater health) is a tier 2 perk and will only fit in perk slot #2. Stopping Power (greater weapon damage) is also a tier 2 perk and will only fit in slot #2. This was intentional and designed so that the player cannot have both Stopping Power and Juggernaut perks on the same class. The player must decide which they would prefer and only take one.
Here are some balancing suggestions for CoD4’s perks.
Frag Grenade x3
I really hate no skill random grenade spam kills. Lowering the primary grenade number down to 2 from 3 would go a long way in resolving this issue.
Add Call of Duty: World at War’s Toss back perk
Tossing back grenades maybe new and important COD4’s single-player campaign, but it is almost always suicide in multiplayer. The Toss Back perk in CoD: World at War resets the fuse timer on grenades and would be a great addition to CoD4.
Bomb Squad
Remove this perk entirely and add its functionality in with the Sonic Boom Perk.
Weapons
In a first-person-shooter the gun is effectively your character and modern guns with all their moving parts and high tech nature simply feel and sound more powerful than their World War II equivalents. This is a big reason to why I like CoD4 over CoD:WaW. WaW’s weapon’s feel weak in comparison and it is just weird to see red dot sights and silencers on WWII weapons. The weapons of Call of Duty 4 are incredibly lethal and are surprisingly well balanced. There are a few anomalies in their balance, but in general the team at Infinity Ward have done a fantastic job. The weapons can be customized through the choice of one attachment selected from such selections as a silencer, a red dot sight or an ACOG scope. These are unlocked through achieving a certain number of kills with the specific weapons. Further, players can choose the paint scheme on their weapons (new paint schemes are unlocked after a certain number of headshot kills on opponents are reached). There are just enough options and slots to customize that the player feels unique, but not so many that it becomes inaccessible and clumsy.
These are the weapons that I currently like using.
Skorpion
I really like the Skorpion machine pistol. It has drawbacks like a small 20 round clip that will often have you reloading and having to switch out to the secondary to finish off multiple opponents, but the lack of recoil and its 50 damage per round up close is insane. I also like it because so few people use the Skopion so that makes me feel special.
P90
I like using the P90 with the silencer. The iron sights on the gun do not block your vision very much so the gains from the red dot sight are minimal. The gun has a 50 round clip with low recoil and I have found that it is ideal for ninjaing around levels.
MP5 / AK – 74
Both of these guns have good damage at the short to medium range distances. The two are so similar in stats that the two guns are nearly redundant. The AK – 74 has slightly greater consistent upwards recoil, but this can be compensated for. The MP5 has less recoil, but the recoil is more erratic.
M16
The M16 in the hands of a good player is really out of control. I almost never equip my class with this because it is such a popular gun that I can generally find this weapon laying around the map and when I do I always pick it up to replace my secondary weapon.
M40
I generally equip this sniper rifle with the ACOG. For some strange reason the damage is increased with this attachment from 70 to 75 damage. Use stopping power for very reliable one shot kills.
On a side note, the grenade launcher (n00b tube) is really annoyingly effective. Since I do not use it, I might be biased in saying the damage needs to be toned down on it.
Modes
I will not go into too many specifics in each of the modes, but if you want to wrack up kills to complete your gun challenges use free-for-all mode.
Mercenary Team Deathmatch is probably my favorite mode and the one I play the most often. While it is team oriented there are no set teams allowed to play together. This means that all the players are playing solo and teams are shuffled around after each round. This lets me get in a few team-based games without running into organized clans. There should really be more modes other than team death match that use mercenary rules. I understand that this may shard the user base, but for a person like me who just wants to hop on for a few games it would be a great option to have.
Come back tomorrow for a much more interesting article on what I think is bad about Call of Duty 4: Modern Warfare multiplayer. I will cover such topics as:
1. Call of Duty 4 does not do enough to protect new users.
2. M16 is not for n00bs
3. Call of Duty 4’s Slippery Slope balance
4. The flawed respawn system
5. Kill Streaks
See my other related articles:
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Call of Duty: World at War Through the Eyes of a Game Designer
Call of Duty 4: Modern Warfare Campaign Playthrough Notes
Become a Video Game Designer: Everything You Need to Know Part 1
Roger Ebert is Right: Games are Not High Art…Yet
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
Dead Space Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Tags: blog, Call of Duty 4, Call of Duty 4 weapons, Call of Duty: Modern Warfare 2, Call of Duty: World at War, cod 4, cod 5, Cod MP, CoD4, CoD5, cod: MW 2, Cod: W@W, Cod:W@W, Comparison, limitless units, limitlessunits, limitlessunits.com, multiplayer, Perks, Persistent character, riposte101, tony huynh, video game design, video game education, Video Games, What makes Call of Duty great?, What's Good About Call of Duty 4: Modern Warfare Multip
Posted in Video Games | 2 Comments »
Bioshock: The Most Important Game of the Generation
Sunday, March 22nd, 2009
Posted by Tony Huynh.
Bioshock is the most important game of this console generation. Bioshock not only succeeds as a well-crafted game, but transcends being “just a game” by enticing the player to think about philosophical ideas like Objectivism and Altruism as well as important topics such as government oversight and stem cell research. Bioshock is a game that shows the promise and the flexibility of our industry. For those of you interested, I explore the topic of social commentary in games further in my article: Roger Ebert was Right: Games are Not High Art…Yet.
Andrew Ryan Speaks out Against Altruism
Bioshock is set in 1960 and is a “what if” tale that serves as a sequel to the events following the conclusion of Ayn Rand’s influential book, Atlas Shrugged.
The game is about what might happen in a society created from the very best and brightest that humanity has to offer coupled with the removal of all government oversight and restrictions. The result is the impossible. The result is Rapture, a city filled with wonder under the waves of the Atlantic Ocean.
Without the yoke of religion or morality tying down the scientists of Rapture, they soon discover a substance called ADAM (stem cells) that enable the user to rewrite their genetic code to make themselves stronger, faster, smarter, more beautiful and even gain superhero-like powers. The price they paid was their sanity.
This is the utopia dreamed by Ayn Rynd gone horribly wrong.
This article is a collection of my notes and thoughts on a playthrough of Bioshock on medium difficulty. There will be spoilers and the write-up assumes that you have played through the game already, so stop reading if you have not.
Bioshock has one of the greatest openings in gaming history. You are the protagonist Jack and begin the game aboard an airliner over the Atlantic. The passenger plane crashes and you are the lone survivor. Bobbing in the middle of the ocean, you see a very out-of-place lighthouse jutting out of the ocean beckoning to you. Once inside the lighthouse you are greeted with a bust of Andrew Ryan, Bioshock’s stand-in for Atlas Shrugged’s John Galt and a plaque that reads “In what country is there a place for people like me?” – Andrew Ryan.
Proceeding further you find a Bathysphere. With nowhere else to go, you enter and it is here that you are introduced in dramatic fashion to the city of Rapture. Just how the game introduces you to Rapture is absolutely amazing. I still get shivers even after multiple playthroughs.
Bioshock Introduction
At its core, Bioshock is a mystery that the player unravels through the course of the game. The world of Rapture is as scary as it is beautiful. The atmosphere is oppressive and there are genuinely frightening moments. I played the game alone late one night with the lights turned off and I caught myself looking over my shoulder more than once. The contrast in the music from the period really adds to the disturbing mood of the game.
Enemy introductions in Bioshock are some of the best that I have ever seen. One of the difficulties faced by game developers is how to introduce enemies to players fairly. That is to show what an enemy is capable of before letting them loose on the player. The most common practice in games is to introduce new enemy types through a cutscene. There are many advantages to the cutscene approach. The main one being that you can never be sure which direction the player’s camera will be facing during the game, thus they may miss events that happen during gameplay. The disadvantage is that the control is taken away from the player and immersion is broken. The developers at 2K Boston chose the more difficult, but more immersive route of never breaking the first-person camera perspective. As Ken Levine said, “cutscenes are for cowards.” The spider splicer is the first enemy that is revealed to the player when they arrive in Rapture. While still behind glass in the Bathysphere, Jack witnesses a Spider Splicer kill a man before viciously attacking the bathysphere that he is in. This not only shows the attacks of the enemy, but quickly tells the player that there is something very wrong in the city of Rapture.
While many games have great enemy introductions, fewer have memorable weapon introductions. This is surprising because as a design rule when weapons are first introduced they should always be placed in a scenario where the weapon is the most effective to make the player feel success with the weapon. The shotgun introduction in Bioshock sets a new bar for weapon introductions. As the player enters into a room they find that the shotgun is lying in the middle of the room. As the players picks up the new shiny weapon the lights go out, leaving the player in pitch darkness. Completely turning lights off on the player is very effective in raising tension. Audio of enemy Splicers can be heard before a single downward pointing directional spotlight turns on illuminating only the center of the room. The player gravitates towards this column of light because it is the only spot that they are able to see. From there they must fend off waves of Splicers armed with melee weapons with their new found shotgun. This forces the engagement range to be close, where the shotgun is the most effective. This is simply perfect execution of the weapon introduction design rule.
The telekinesis plasmid introduction was also very well-done. Before the plasmid is introduced, the player stumbles on a curious device, a tennis ball launching machine. Once activated the machine constantly spits out tennis balls, which hit the player and bounce off. Not finding any real use for the out-of-place machine, the player continues past the ball launcher through the level and finds the Telekinesis plasmid and is forced to back track and revisit the tennis ball machine. The true purpose of the tennis ball thrower is then revealed. The tennis balls simulate thrown dynamite that Splicers are armed with later in the game. The player is then allowed to practice catching the tennis balls with the Telekinesis plasmid and flinging them back at the machine. While this is not as memorable as Half-Life 2’s introduction of the gravity gun, it is nonetheless a very effective introduction to a new mechanic. The Telekinesis plasmid really frees the designers up to place goodies wherever they want as the players can now use this plasmid to retrieve cleverly placed pickups.
Speaking of plasmids that enable the player to gain additional items, I really liked the pickups locked in ice that can only be acquired through the use of the Incinerate plasmid. This gave many of the plasmids dual uses, like the Winter Blast plasmid that would slow down the flow in the hacking mini-games. The plasmids also served as lock and keys to prevent the player’s entry into new areas without first acquiring a specific plasmid. An example would be a door that was frozen shut that the player could not travel through until they found the Incinerate plasmid. This is similar to the gameplay used in Metroid, where the player would gain access to a new area only after finding the double jump ability. I would have liked the developers to have incorporated lock and keys that required more than one plasmid to bypass. Zelda games do this very often where you would need the combination of both the grapple hook and the iron boots to cross a ravine.
The inhabitants of Rapture are disturbingly insane. The Splicers whistle, have conversations with themselves, take their imaginary babies on strolls and even dance with each other. This is one of the best examples of a game with the illusion of a living world. The AIs in Bioshock are never simply waiting around for the player to show up. They have lives and are going about their own business. This is not easy to do and requires tremendous development resources, which is why it is not often seen in games. It is this unwillingness to settle for the mediocre that makes Bioshock special.
The brilliant Fort Frolic level was easily my favorite of the game. Fort Frolic is controlled by the insane artist Sander Cohen who makes artwork by plaster coating human bodies. If the player strikes these statues, they bleed.
Another moment that stood out was a scene later in the game where there are a number of bodies laying on the ground. Up until this point Bioshock had always rewarded players for searching bodies of dead Splicers and these player expectations were reinforced dozens of times. These bodies in particular were not dead Splicers, but were Splicers that were playing possum and laying in wait for the player. As the player gets near them they hop to the feet and attack the player. Bioshock sets the player’s expectations to search the bodies and then turn’s those same expectations against the player. This is similar to Resident Evil 4’s use of snakes in the crates and barrels which had previously only dispensed beneficial items to the player.
“Would you please.” What a great plot twist. I should have been expecting a plot twist and paid closer attention to the clues considering System Shock II’s twist.
During the take down Fontaine level I really liked the mechanic of randomly giving and switching plasmids on the player. This forced the player to try out all of the plasmids that they may not have collected. It would have been better if this had occurred earlier, so that players could acquire plasmids that they may have forgone, but really liked after having tried it.
Audio
The true highlight of Bioshock, besides the superb story is the audio in the game. The ambient audio and the contrast of the period audio recordings lend themselves to the horrific tone of the game. The recordings found littered throughout the spaces are incredibly voice acted and unravel the story to the player. Arman Shimmerman’s voice work for Andrew Ryan stands out from the crowd and is some of the best VO I have ever heard in a game.
Andrew Ryan Monologue Collection
The soundtrack is also fantastic. Here is a link to the free Bioshock Soundtrack Download provided by 2K Games.
Improvements I would have liked to see in the game:
1. Visual Fatigue
Despite the beauty of Rapture, the sameness of the colors and environment started to cause visual fatigue by the mid-way point in the game for me.
2. Overly Frontloaded
Bioshock, like most games, is very frontloaded. There is very good reason for this. There is a finite amount of resources that can be used to make games and developers know that most players never reach the middle of games, let alone the end. By frontloading all the best moments in the first few hours of gameplay, they ensure that the greatest numbers of players see their best work. There is a noticeable shift in the game during the midway point where the game changed from being horror themed to a more action oriented one. This was partly due to players getting increasingly stronger, but mostly this had to do with the allocation of scripted scare moments.
By the middle of game the pacing is just excruciatingly slow. All the newness has worn off at this point and the game is sorely lacking in new enemy types and mechanics.
3. Lack of NPC Variety
While the fights with the Big Daddies were epic, the varieties of enemy types were very lacking. Where are the Splicers that are capable of using plasmids? Splicers that could wield the Electrobolt plasmid or Incinerate plasmid would have added variety.
More variation on the Little Sisters would have been nice. The masks and uniform changes for the adult Splicers added variety, but all of the Little Sisters were nearly identical.
4. Player Combat Tactics
The player’s tactics never need to change throughout the entire game. The Electrobolt stun to wrench combo is just as effective at taking out enemies at the beginning as it is in the end of the game. Giving specific varieties of Splicers resistances to specific plasmids would have added depth to the tactics employed by players. Imagine an Electrobolt plasmid using Splicer that was also resistant to Electrobolt attacks, but weak against the Insect Swarm plasmid. This would at the very least force the player to change their tactics on occasion.
5. More Ghosts
While portions of the story were revealed through the sighting of ghosts, this story-telling device was not used enough over the audio recordings. The latter half of Bioshock could have used additional ghost moments for better pacing.
6. Camera Research
I am sure that the developers were aware of the pacing and lack of variety problems setting in during the middle portion of the game and beyond. I am sure that the camera used to take pictures of enemies for research was an attempt at creating gameplay variety. It failed miserably. The camera was the most annoying mechanic for me in the entire game. What is this, Fatal Frame? The idea is to casually take pictures of Splicers as they unload their machine guns on you.
7. More Gameplay Modes
The inclusion of another gameplay mode would have helped to break up the tedium of one after another fetch quests. An example of a game that did this was Dead Space with their inclusion of the Zero Gravity gameplay sections.
8. Hacking is too prevalent
Hacking takes you out of the world and pauses the game. So if an enemy is attacking you and you run up to a machine to hack, he will wait patiently for you to finish before resuming his attack.
But the benefits of hacking were so great that I felt like I was forced to hack all the time. At least later on the game introduced auto-hacking items. I heavily stocked up on these, because I hated hacking after the 100th time.
9. The player is too powerful
There is a direct correlation from how powerful the player is to how scared they are. At the start of the game, the player had to ration bullets and money and every Splicer was a threat, but by the mid-point these resources are overly-abundant and the enemies were easily dealt with. With the inclusion of the Vita-Chambers bringing the player back immediately at half-health dying is nearly meaningless. This is just another reason to make the player weaker.
10. Keep the player unarmed for longer
The game starts the player without a weapon, but within moments the wrench is introduced. A player without a weapon is a very scary place to be. I wish that the developers would have taken greater advantage of this before introducing plasmids and weapons into the game. An example is the game Clock Tower 2. In that game, the player was defenseless against the lone stalker Scissorman and must hide or find ways to temporarily fend off the attacker. Now imagine how scary and tension filled the opening would have been being weaponless and pursued by the Spider Splicer and having to find hiding places or knock over bookshelves or other obstacles to buy time, before ultimately finding a weapon and turning the tables on the Spider Splicer.
11. Combat
The designers used very little cover to direct their battles and create fronts, most of the time it was just stand out in the open and strafe left and right while firing at enemies. There is very little half-cover in the game, so crouching behind cover is not an option most of the time. The game would have benefited having more vertical cover like columns used to add in an element of tactical cover use into the gameplay.
12. Replayability
The game suffers from lack of replayability. This could be remedied by giving smaller, but more frequent upgrades to weapons and plasmids and allowing these upgrades to be carried into subsequent playthroughs of the game. Resident Evil 5 does this to great effect.
13. Choice
I wish the decisions made were less black and white and landed more in the gray. The little sister choice was essentially meaningless and merely changed the ending cutscene and made me pine for choices with real weight of a game like Baldur’s Gate 2.
14. Clumsy Plasmid and Weapon selection User Interface
While the amount of choice available to players was being heavily hyped, the difficulty and clumsiness of selecting plasmids and weapons because of the radial interface made players less willing to switch weapons and have less choice.
15. Vita-chambers
I have heard a lot of people complain about the Vita-Chambers, but there is a trade off here. The experience felt cheapened for the hardcore player, but this makes it so every player can see the end of Bioshock which is very valuable. A compromise could be to have injured enemies regain a modest amount of health if a vita-chamber is used.
16. Andrew Ryan, why have you lost your way?
I would have liked to have seen Andrew Ryan follow the Objectivist ethical ideals more closely, such as not killing the stripper he impregnated and staking people to pillars [see “The Objectivist Ethics” Ayn Rand (1964)]. He is basically a cold-blooded murderer and in many ways deserved to be killed off. I felt because of this, the power of killing him was greatly diminished. If he was just a man clinging staunchly to his ideals while his world crumbled around him, it would have made the player’s act of killing him that much more impactful and emotional. This was a missed opportunity.
17. Golden Arrow
For as immersive and well-thought out the rest of the game was, the arrow used to guide the player is just shameful and really breaks the immersion of the player. Some other more fictionally relevant method should have been devised.
18. End Boss
Frank Fontaine as the end boss was a weak fight and felt rushed. A suggestion I have is borrowed from the Ganon fight in Legend of Zelda Wind Waker. In that fight Link is completely outclassed by Ganon until Zelda joins the fight by picking up her Bow and firing arrows to distract Ganon, allowing Link the opportunity he needs to slip under Ganon’s guard. Similarly, in Bioshock what if when the player confronts Fontaine, they are completely outclassed, until Little Sisters join the battle distracting Fontaine and giving the player the opening he needs to defeat Fontaine?
Conclusion
After reading through that improvement list, you might get the impression that I did not like the game. That could not be further from the truth. Bioshock is a response to those who call games “a way to pass empty time and nothing more.” Bioshock is that mythical mass-market masterpiece of a game that makes you think. Bioshock is a title that I can point to that shows that games can deal effectively with such topics as Objectivism, Altruism and human nature. Bioshock has proven that socially relevant games can be successful. I hope that more game developers are willing to take the path shown to us by Bioshock.
See my other related articles:
Become a Video Game Designer: Everything You Need to Know Part 1
Roger Ebert is Right: Games are Not High Art…Yet
Top 5 Greatest Moments in Competitive Gaming (eSports)
What Video Games Taught Me About Life
Low Skill Cap and Luck (RNG) in World of Warcraft PVP
Best Games of All Time by Genre Part 1
10 Greatest Video Game Designers Part 1
What’s Bad About Call of Duty 4: Modern Warfare Multiplayer Mode?
Call of Duty: World at War Through the Eyes of a Game Designer
Dead Space Through the Eyes of a Game Designer
Gears of War 2 Through the Eyes of a Game Designer
8 of the Most Underrated or Overlooked Video Games of All Time
Best MMA Fights & Genki Sudo: Real Life Video Game Character
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