Dear Dave



Friday, 27 November 2009

  When computer games go bad

Dear Dave,

The kids are all finally back at school. Hurrah! That only took a week. Doubtless one of them will come down with something else in a couple of days but, in the meantime, it makes a nice change not having anyone in the house lying around under a blanket, sighing deeply. Being stuck inside for so long as been a little much on occasion. At last there's no more bickering over whose turn it is to play the Wii and I can open a window and do something about the smell of stale children in the lounge.

Phew.

Anyway, it's been a long week full of grumpiness, illness and TV involving annoying puppets. My patience is running low. I've also had to witness the kids play quite a number of computer games. Some of them have been good and some of them have been bad but the children have been too under the weather to care.

I haven't.

It's set me to pondering where bad games come from. Obviously, at a basic level, making a bad computer game is incredibly easy. You hire the cheapest team you can find, set them to work on an interactive version of an upcoming animated family movie and then insist they have it finished by a fortnight on Thursday. This technique never fails. That said, it's also a bit like creating a TV movie about three blokes digging a hole. The chances of it being anything but awful are so slim, no one will go near it. They might give it a quick shot if they're lying around under a blanket, sighing deeply on a weekday afternoon, but they'll soon switch over to something else.

Far worse are games that are good enough to want to finish but that contain easily fixed issues which cause the player to swear in frustration on a regular basis. Where do these games come from? It's stupefying. I so frequently play games with major flaws that could have been corrected with minimal effort, I can only assume that designers introduce the problems on purpose. Perhaps it's a clever trick to give them some straightforward improvements for the sequel.

In case you ever get the urge to design a bad computer game yourself, here's a list of stuff to include:

And there we have it. A few suggestions to get you going. How they normally get past QA is a mystery, though. Many of these issues could be fixed in an afternoon. Maybe they're such a fundamental part of gaming culture that everyone simply puts up with them. No one thinks, 'Hey, it doesn't have to be this way...'

...

Hmmm... Maybe this sort of thing doesn't just happen with games. Perhaps I should go ask the kids what I do all the time that really drives them up the wall. You never know, I might be able to improve their customer experience without much effort.

First, however, I think I'll go test the batteries in the smoke alarms...

Yours in a woman's world,

Ed.

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