It’s all in the Details: How Little Things make a game Better

There’s a saying that goes, “God is in the details.” There’s another that says “The Devil is in the details.” Theologically confusing? Yes, but it does tell us about how important details are. Details add color and richness to experiences that you can’t get if you’re just looking at the whole thing. Games are no different in this regard. Details keep you involved in a game’s story, it’s world, or its characters.

Each of these shops is a little bit of detail that made the world a little richer, if confusing. Who do these shopkeepers sell to?

Each of these shops is a little bit of detail that made the world a little richer, if confusing. Who do these shopkeepers sell to?

How do small details enrich a world? What are some good examples?

Mass Effect 3 is the epic end to a space opera that took our Commander Shepard from a special ops soldier to the hero of the Galaxy. You meet companions, fight enemies, and even find love along the way. In such a large series of games, one might assume that the little things would be left out.

Mass Effect 3 is the story of a person very in love with shooting things and chest high walls.

Mass Effect 3 is the story of a person very in love with shooting things and chest high walls.

After all, who the hell has time to figure out why the spaceships still make noise in space? Mass Effect 3's writers, that's who.  In a scene with your dropship pilot, Steve Cortez, on the Citadel, Steve relates you to how he comes to the viewing port to relax. He has a line, “When I was alone, I'd turn off the auditory emulators and just watch them drift by silence.” The ships in Mass Effect 3 don't make pew-pew noises, you just thought they do because of the emulators!

in fact, because they have sound in space, they can take it away at crucial moments like in Mass Effect 2 when your ship is destroyed and you walk through it's hull.

in fact, because they have sound in space, they can take it away at crucial moments like in Mass Effect 2 when your ship is destroyed and you walk through it's hull.

The writers know that people expect to hear something when they see something on screen, even if real life physics would disagree. With one little line, the universe of Mass Effect becomes that much more concrete, unrealistic expectations of sounds in space and all. It's nice to know that not everything will change when we figure out how to punch holes in the fabric of reality.

Also a strong entry into the "generic white guy holding a gun" poster contest.

Also a strong entry into the "generic white guy holding a gun" poster contest.

Alone in the Dark (2008) is not a particularly well made game, small details or otherwise. The story is meandering, most of gameplay is dull and repetitive, and the numerous set pieces wear out their welcome quickly. Alone was not without it's good qualities, however. The fire in the game behaved so realistically that it was shocking at the time, and the melee combat was more visceral than anything most triple AAA games feature.

The moment it really shined for me, however, involves one of the most common tropes in gaming: a locked wooden door. In most games, you'd have to go find a key, or find some way around.  Alone in the Dark threw me for a loop. When I swung my axe at the door, I busted a piece of the door right into the next room. I stared, totally shocked, for about 30 seconds. Then I gleefully hacked out a protagonist sized hole in the door and walked on through.

You swing melee weapons by moving the thumbstick back and then whipping it forward. Awkward? Yes. Better then pressing the mouse? Abso-fucking-lutely.

You swing melee weapons by moving the thumbstick back and then whipping it forward. Awkward? Yes. Better then pressing the mouse? Abso-fucking-lutely.

Most games will tell you you're a super powerful warrior or mage, but when you try to knock down a damn wooden door the whole lie the game built up around you falls apart. Alone in the Dark says, knock yourself out kid. Beat down that stupid door. Maybe even burn it? Shoot the lock out! Be a real person! Reality is funny in games; we want all the good parts without any of the bad parts. Alone in the Dark actually delivered what I would argue is a better version of game reality than most games. Bit of a shame the rest of the game had more technical issues than a giraffe trying to use a fax machine.

The Witcher 3 is full of things to amaze you, big and small. You can lose hours of your life to Gwent or just walking around the countryside. One of my favorite little details is one that many people might not have even found.

Witcher 3: The Wild Hunt, or "how to make all other open-world RPGs look like yesterday's trash"

Witcher 3: The Wild Hunt, or "how to make all other open-world RPGs look like yesterday's trash"

Doesn't this guy look trustworthy? What with the drying blood and general look of hate?

Doesn't this guy look trustworthy? What with the drying blood and general look of hate?

On one monster hunting quest you are sent to deal with a Leshen (a kind of forest spirit) that was aggravating a small village. Once you get there, you find the whole village slaughtered. On closer inspection you find a little girl alive, who says that a man with eyes like yours did this. Eventually you find the witcher Gaetan. He took the quest before you and killed the Leshen, but the villagers tried to stiff him on payment. Two of the villagers tried to kill him with a pitchfork when he argued. Enraged and wounded, he slaughtered the whole village. The whole tale is deep and winding, but the best part comes as you approach Gaetan. If you're wearing the School of the Cat witcher armor he will remark “Well well, what have we here? Feline armor, wolf's head medallion- a crossbreed?”

Witcher Schools are notoriously strict in their traditions, so it makes sense that he'd be more than a little amused with your copycat style. In fact, he's one of the few people who would actually know anything about different kinds of witcher gear. His one line makes you think differently about him and consider your options for completing this quest much more carefully. He's not some mindless brute, he has a sense of humor, and he appears to regret what he did. Any way you chose to end the quest, that one line made Gaetan a little more human.

Video games have gone from little pixels on the screen to massive, engaging, sprawling wonders of technology. No matter how long or massive games get, little details are what is going to engage people. Nobody is going to remember the 85th firefight in Halo: Combat Evolved, but they'll always remember Sarge's pep-talk in the first level. God's own anti-son-of-a-bitch machine indeed.

So Much Goddamn Waiting: How Games Waste your Time

A dude who wrote a bunch of stuff once said, “Brevity is the soul of wit.” People are totally into that dude’s writing, so maybe he knew what he was talking about. Who knows. The point of Shakespeare’s quote is simple: Don’t waste my time. When you avoid padding, you create a more enjoyable experience for your viewer, reader, or player. There was a big push towards longer and longer games as of the last years and while it’s thankfully petering out a bit, games still love to waste your time.

But what are the most common ways that games waste a player’s time?

I dunno if I trust a  dude with that haircut, though the stache is pretty awesome. I guess I can take his writing advice.

I dunno if I trust a  dude with that haircut, though the stache is pretty awesome. I guess I can take his writing advice.

Clutter is one of the newer padding methods game designers are employing and the one I hate the most. Clutter is when a game furnishes you with items with the express purpose of taking up space in your inventory and selling them for gold later. Maybe developers don’t think that people will remember how much time they spent dicking around in their inventory screens. You may as well just give the player money, instead of wasting their time. Fallout 3 was filled with real-world clutter like coffee cups, burned books, and cigarettes but none of these items did anything gameplay wise.

This whole place i junk. I will collect this junk, then sell it until the merchants are out of money. Then I shall cart it to my next destination. Onwards forever.

This whole place i junk. I will collect this junk, then sell it until the merchants are out of money. Then I shall cart it to my next destination. Onwards forever.

If you picked up too many of them, you needed to spend time emptying out your inventory or selling them for a few meager caps. Dragon Age Inquisition is the worst offender here, however. Your inventory has a whole tab just called “Valuables” which you can sell to any merchant with the press of button. Why even have the middle step? Just give me the gold, dammit.

Why was this dragon carrying 5 sheets of parchment? Why can't I use said parchment? Maybe I should quit the Inquisition. I'm sure regular people don't deal with this nonsense.

Why was this dragon carrying 5 sheets of parchment? Why can't I use said parchment? Maybe I should quit the Inquisition. I'm sure regular people don't deal with this nonsense.

Witcher 3: The Wild Hunt took a much more sensible approach to clutter by allowing you to sell the items to a merchant for gold, or break them down into crafting components which you can use for craft new items. By giving the items a non-monetary use you make them an addition to gameplay rather than a distraction from it.

Backtracking is another oft-complained about padding tool that some developers use. Like the name says, it involves making a player retrace their steps through a previously explored area. This might make a player feel like they’re making progress because they’ve spend more time playing the game, but when nothing changes gameplay wise, there’s no point. Tomb Raider (2013) just loved backtracking.

When every map look like this, you know you're in for a long ride. A long unnecessary ride. 

When every map look like this, you know you're in for a long ride. A long unnecessary ride. 

Every area was filled with secrets and collectibles that had no gameplay impact besides extra EXP which you got from completing missions and defeating enemies anyway. While there is some precedent for in-depth exploration from earlier Tomb Raider games, that was the entire point of those games, rather than just something to pad out of the 100% completion game length. There are games that find new use for old tropes, like Super Metroid.

You will have this map memorized by the time you're done with this game, but the last area will still be new.

You will have this map memorized by the time you're done with this game, but the last area will still be new.

By gating player access to areas, Super Metroid makes backtracking more like exploration. You may have come across smaller passages earlier that you couldn’t fit into, but with the new upgrade you found you can turn your suit into a ball and roll through! The whole map becomes new again

Grinding is the most common method of elongating a game. Usually found in MMORPGs or JRPGs, grinding consists of forcing players to level up (or grind) to defeat more powerful enemies or gather currency.  In MMOs or RPGs, enemies have specific levels and strengths associated with that level. Given that most of these games are turn based (or close to in the case of most MMOs), player skill doesn’t really come into play. You can’t manually dodge an attack in Final Fantasy X, or slip around the back of an enemy to deal more damage in Persona 3: FES, so you have to rely on your numbers to be better than the enemy’s numbers.

My numbers are better than your numbers, which are better than my friend's numbers. Perhaps one day I will have the best numbers in the land.

My numbers are better than your numbers, which are better than my friend's numbers. Perhaps one day I will have the best numbers in the land.

I was racking my brain trying to think of a game that did grinding well, but I can’t find one. I’m pretty sure grind should just be banished from the gaming sphere entirely. When gaming becomes an excel spreadsheet with pretty colors, the point has been lost.

If brevity really is the soul of with, then most games are not very witty. I don’t necessarily think this is true, but I do think that the focus on game length has resulted in a quantity of quality situation. Better crafted experiences will stand the test of time while bloated, empty games will end up by the wayside. Long story short: Don’t pad, add!

If you don’t share this with everybody you know, every game will be nothing but grinding forever. Quick, save us all!

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