Gamers are like snowflakes. Granted, they are snowflakes with a common interest, but nonetheless they each have individual preferences and experiences within this interest. This seems obvious when you consider the kind of people who would prefer shooters to RPGs and vice versa. Some people like puzzle games, some people like sports games and others like a whole bunch of different genres together. The real differences, however, can be seen in how the same games can be experienced uniquely by each individual player. Allow me to explain.
Half Life 2 is probably one of my all time favorite shooters. It was something my dad and I bonded over when I was younger. Though the mechanics haven’t aged very well, I still play through it now and again for that hit of nostalgia. I still remember the time my dad watched as I was getting my butt kicked by baddies. When low on health, I tend to be hesitant about exposing myself to enemies, so I usually hang back, throw grenades or use long-range weapons in a battle. At one point, my dad told me that I shouldn’t be afraid to die because I’ll just respawn back to my last save point. While my dad and I generally have the same taste in games, we both have very different philosophies on how to play them. Dad had a tendency to play a little more recklessly than I did, and I often watched in horror as he tore through an enemy horde on some sort of mad kamikaze mission, while dangling on a measly 10% health. He could probably die a dozen times in just one battle and think it all in good fun. In fact, he had such a disregard for Mr. Freeman’s well-being that even after a battle he would totter around, ignoring the health stations, knowing full well that a face-hugger could spring out of nowhere and one-hit him. Now, it’s not unusual for people to have different styles of playing. Generally, with shooters, one can play skillfully, tactfully or aggressively. I generally play shooters defensively, while my dad plays offensively. Like I said, these differences are not that unusual. What I do consider interesting is why we play the way that we do. For my dad, dying in a game was a minor inconvenience. Dying is just another game mechanic and he accepts it as something that just happens. For me, well, dying in a game was synonymous with failure. The point of a game for me is to not die. It’s what defines me as the hero. While I know that I can obviously respawn at my last save or checkpoint, when my character dies, it means I have failed. It means I was not good enough to overcome a certain obstacle, and I have to try again until I am good enough. So what does this imply exactly? Bear with me one moment as I’d like to provide another example before I elaborate.
Previously, I have expressed my adoration for the Uncharted series, despite some of its flaws. My dear friend, Jeff, also enjoys this title with as much enthusiasm as I. However, upon inciting a discussion about our beloved game, I found that, when it came to playing Uncharted, Jeff and I had nothing in common. ”Egad!” thou art exclaimeth, “How ever can this be?” Well, it’s a little odd actually. What appealed to me the most about the series was the opportunity to play the role of a treasure hunter. God help me, I do go positively gooey over Indiana Jones type stuff. What I loved most about these games was the sheer thrill of adventure. Uncharted 2 particularly captures the absolute peril and exhilaration that comes with Nathan Drake’s day job. Whether breaking into a museum or blowing up a helicopter from a moving train, this game had me engrossed from start to finish. However, Jeff did not see the game in this light, or at least did not appreciate these elements as much as I did. He’s the kind of guy that skips all the cutscenes to get right down to the nitty-gritty. More to the point, Jeff just enjoys kicking butt. Uncharted provides a variety of weapons and a variety of ways to take down bad guys. With that, you have yourself a choc load of different trophies to unlock. For Jeff, the fun is in the replay value that the game provides as he not only needs to improve his skill, but also change his style of combat to earn each trophy. While I do enjoy Uncharted’s combat, it’s not why I love the game. My appreciation comes from the overall experience of adventure which the game executes perfectly. Jeff enjoys the challenge more so, and this is what I find interesting.
Ok, so what does all of this mean? Think about it from a design point of view. In a previous post I mentioned how games were becoming too easy by the way they pretty much tell players how to play them. From observing my friends and family, I think it’s pretty clear that gamers would rather not be told what to do or how to enjoy their game. I find most modern shooters, featuring regenerative health, to be incredibly restrictive. There are times in Gears of War where I just want to throw down the chest-high walls and chainsaw every mother on the battlefield, but I know if I do, my dude pretty much dies instantly in the crossfire. This is no fun. Referring to Uncharted again, this game does indeed feature regenerative health, but because Drake has the ability to dodge, climb, stealth attack, melee and steal enemy weapons, I’m not limited to shooting from behind a wall. In a game with restrictive mechanics, the player can’t really project themselves into the game. Players should be allowed to make their own decisions. I’m not talking about deciding whether to be good or evil, a choice typically presented in RPG games. I’m talking about, for example, facing the player with the decision to whether or not use his or her last grenade on a bunch of bad guys or to stealthily pick them off one by one. As much as I have screamed at my dad for not collecting enough health in Half Life 2, I can’t force him to play the way I do because it would be like telling him to stop being himself. This is something that game designers need to think about.
Genre is also important to take into account. While you may be creating a game to cater to shoot-em-up fans, you may need to consider that each shoot-em-up player is an individual with his/her own wants, needs or desires from a game. There are various reasons why gamers like the games they like, and there’s no use thinking, “If they don’t like it, they can play something else because this is not that kind of game.” Games shouldn’t be exclusively catering to one kind of gamer. One should also consider adding different elements to appeal to a wider audience. If Uncharted hadn’t featured it’s solid combat and reward system, gamers like Jeff may not have taken any interest and the title may not have been as successful as it had been. I know there’s a lot of risk in making a video game, but I think it is important that developers and publishers take the time to have a long hard look at the kind of people that play them. Nothing in life is black and white, and gamers are no exception.

