Made Out Of Meat: Health Systems In Video Games
Video Statistics and Information
Channel: GDC
Views: 97,296
Rating: 4.7889223 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: 1nEJOkTjJqk
Channel Id: undefined
Length: 31min 27sec (1887 seconds)
Published: Fri Oct 07 2016
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http://www.qwantz.com/index.php?comic=484
I gave it a watch. Here's my notes for those who don't have the time (ironically an abstraction of this presentation given by a human about the over-abstraction of human bodies in games):
"People as meat in video games," by Tyriq, maker of Catacomb Kids. Presented during the March 14-18, 2016 GDC conference presentation.
"When was the last time you played a game where you felt like you're inhabiting a human body?" Human bodies are diverse although some things are in common. Bodies are breakable. Based on, "They're Made Out of Meat" by Terry Bisson.
Aspects of Human Meatness. 206 Bones as an Adult, 640 Muscles, 40+ Miles of Nerves, 70+ Organs. We're made out of parts. We generally can adapt to our injuries, but we are fragile. Even inactivity can harm us. But we're resilient in that most injuries can be restored and we can often adapted around. But games generally don't simulate any of that.
Degrees of representation. Most games use "abstraction." People don't really have hitpoints, it's an abstraction. Super Mario Brothers has three states: big, small, dead. IVAN uses "simplication," less abstract because it simulates major limbs as having individual hitpoints. This introduces all sorts of intersting new implications with the potential for missing limbs, but you got to draw the line somewhere. Dwarf Fortress is mentioned as a game that tried to simulate a lot more, a third degree of representation, "Simulation." Of course, many games exist in between these three degrees.
Recovery. First method mentioned is, "Active," immediate active healing. E.g. scrolls and potions of healing. Second method mentioned is, "Time," it takes some time. E.g. healing-over-time potions, waiting to heal. Realistically it should take longer than it usually does in abstract games because injuries aren't all that well simulated. Third method mentioned is, "Acceptance," basically just recovering by learning to live with your injury.
100% Meat. Pretty incredible we run as well as we do, considering how much can go wrong. If video games simulated that better, maybe we'd get a better understanding of that. More fragility would have a lot more significance than the abstract designs we have now.
Q&A. "Do you think there will be a demand for more risky mechanics when it comes to health?" Seems to him that it's on the rise, but it's hard to say. "How will this impact game flow?" It hasn't hurt Catacomb Kids because it's kind of fun and cartoony, but more realistic games would have to come up with a solution. "Do you think excessive meatness would bring about diminishing returns?" You could make a game about a guy going through the woods with a broken leg, and that would be interesting because it focuses entirely on the meatness, but there's probably no hard line and implementation matters.
So yeah, overall the push of the presentation was the idea that less abstract, more precise models of human simulation in games could have interesting ramifications and it is a surprisingly under-explored aspect in games all things considered.
Yeah, but as soon as your character powers through a wound, won't the old void yawn again between the simulation of physicality and the feeling of it? The problem isn't that you power throughβif you're motivated you do that in real life tooβthe problem is that when the character takes damage, you open up a gap that wasn't there before, between the character's physical state and the player's.
The way I see it, the key to maintaining the physical link is to above all things avoid creating that gap and I have two ideas:
Make sure the player doesn't do anything they wouldn't do. I have a funny answer to his question about when's the last time: Rhem. It's a Myst clone, but with less fantastical stuff and more concrete and pipes. I have a funny answer but not to be contrarian. From a physical perspective, Rhem puts you in the role of a late-middle-aged person who can toddle about although not swim. But you know what, when you peer over a railing at a lake, and know this is an impassable barrier, it begins to resonate with the fact that because of your care for your own body, you rarely leap over railings into lakes. Enforcing or giving cause for a little prudence naturally prods the player to think about their body and why not. What doesn't happen is so much more powerful than what does happen, if what does happen would create a gap. I think it's ok to kill the player quickly, since it can be quick enough to avoid making the player look closely at the illusion.
You can't make the player feel as if they have a broken leg, but you do get to stand between the character's body and the player. You control sight and hearing, as well as how the character's body responds. Any effect that can be evoked with those powers will strengthen the physical connection between player and character, and any effects that don't play as intended will weaken it. My take is that whenever pain is a major component, you're going to have a hard if not impossible task. But you can knock the player character's glasses off no problem. If physicality is the goal, I propose a thorough study of the character statuses which visual, audio, and control manipulations can effectively evoke.
https://www.youtube.com/watch?v=4AEKbBF3URE
https://www.ckgame.net/ http://store.steampowered.com/app/315840/
Gonna watch it later, but to add to this discussion what games or even RLs do you think have the best health systems?
First thing that comes to mind for me is UnReal World.
I prefer to think of hitpoints as a measure of how collected the character is during a fight. Minor slipups in battle lead to rattling that character's confidence. When the hitpoints reach zero, the character takes a fatal wound.
Reason being this provides an explanation as to why a character operates at full efficiency up until death.
Anyways, I'll try to give this a watch when I have a half-hour.
The opposite of making games more realistic would be to make reality more gamey - as in, augmented reality games.
There is a game where you wear headphones and you have to run away from zombies. Then you don't have to simulate exhaustion anymore - you just use real exhaustion.
I don't know how an augmented reality roguelike would look like.