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Editorial

August 22, 2012

Editorial: On Honesty and Game Design

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Written by: Ryan Gan
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Honest game design almost requires that the game be self-aware. This means that the developer is not only true to their vision, but is true to their potential audience. Take Saints Row, for example. You never think of Saints Row to be that ground-breaking, socially progressive piece of work. And rightfully so because the franchise never claimed to be that. Saints Row is good because it’s honest with itself.

I rarely play open-world titles, but the thought put into Saints Row: The Third was admirable. Though it may be more accurate to say that the lack of over-thinking is admirable; it’s almost as if the developers at Volition just asked themselves “How can we make this game more ridiculous and more exciting than the last?” and followed through correctly. A question like this is important because it displays some degree of the game/studio being comfortable with itself, as opposed to trying to make every consumer happy.

As Yahtzee Croshaw of The Escapist put it in his review of Saints Row 2, one reason why the franchise shines lies in the bond between you and the main character. You’re both let loose in this sandbox world, and you’re both looking to have fun. Things I would do in a GTA game that would get me in trouble or require cheat codes are the basis of most of the missions.  And therein lies the genius of Saints Row. The games never asked me to do anything that I didn’t want to do. The game and I were always on the same page.

I loved games like Flower, Limbo, Heavy Rain, and Braid. And for most of my experience, I kept saying to myself, “ I can’t believe I’m loving this stupid little game.” I was almost embarrassed about it until I realized that Saints Row is successful because it embraces its role in the industry as a “stupid little game” and runs with it. I find that because of this simplicity — this honesty — Saints Row is a success. That’s why it’s so good.

When I saw it as such, I was no longer embarrassed about enjoying Saint’s Row: The Third. And it ceased to be a “stupid little game.” It became an example of what happens when a studio is honest and makes a promise they can keep to the people who are most important to them — the people playing their game.

Honesty is a strange subject, especially when you think of game design. What is honesty if you’re a developer being backed by a big publisher? What does it mean to be honest if you’re developing an Xbox Live Indie Game?

In designing a game, honesty is dedication to a vision independent of outside influences. It’s making that slight distinction between making people happy before they buy your game and making people happy after they buy your game. Though it required a bit of faith and being comfortable with myself, I eventually realized that my friends were there regardless of how my jeans fit. Being myself and being true to that was enough.

Likewise, developers need to make that leap of faith and understand that people who are buying their game have already purchased a product based on some sort of idea or pre-conception. The duty lies on the developer to deliver on that.

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About the Author

Ryan Gan
Ryan is Reviews Editor of SideQuesting. In 2004, he began writing about his video gaming experiences in a blog that he kept at 1Up. He began writing for SideQuesting upon its inception in the Spring of 2009. Ryan hopes to get readers to think critically about video games through his reviews and editorial pieces.




  • http://twitter.com/asminott Andrew Minott

    I don’t think I agree with the assessment that such additions to AC were done in bad faith… Odd, out of place, poorly implemented; possibly. But to say that they were done in bad faith is to say that the developers, on purpose, set out to make a genuinely bad product and, despite what raving lunatics on message boards might say, the chance of that actually occurring is rather slight. I don’t even think, fundamentally, that putting things into Revelations that had not been in previous Assassin’s games is bad, because they were making Assassin’s Creed II 3. If they didn’t try SOMETHING new, they probably would have killed themselves. To say that they did so knowing that it would be bad and knowing that people wouldn’t like it and not caring about that might be a little too far.

  • http://twitter.com/UnSubject UnknownSubject

    You won’t enjoy the AC:R DLC The Lost Archive then. ;-)

    Especially since it hides (at least) two important narrative moments to the AC series.