I'm too poor to buy new games for
my new Xbox. So I've been playing:
- Bioshock
- Gears of War 2
- Fallout 3
All of these games have something in common:
They are all shooters with secrets and / or intel!
- Bioshock: Audio Logs
- Gears of War 2: Intel / Cog Tags
- Fallout 3: Audio Logs / Notes / Intel
What's the point of secrets and intel?
- Add replay value (finding things hidden in levels)
- Can add story / context
- Help justify a $60 price tag
Unfortunately, secrets can also RUIN game pacing!
Here are some scenarios where intel ruined Gears 2 for me:
- You're inside a giant worm creature. Dom says, "Run, Marcus!" The room is filling with blood, you're going to drown in it. (Wow that is badass by the way.) Oh but... another path back there... might be intel... DROWN!
- Same giant worm - you use your sweet chainsaw gun to cut open some giant nasty organ filled with poison gas. (Bad-ass!) You climb inside it. Dom says, "Run, Marcus!" Hang on, I gotta check all these side paths ::cough:: just in case there's ::cough cough:: DEAD!
- Same giant worm. A giant boulder from Indiana Jones is barreling toward you for whatever reason. (Badass?) Dom says, "Run, Marcus!" Run, run, run - wait, was that intel? SLAM!
Note that, in none of these specific cases did I actually find secrets or intel...
The level designer probably thought ahead: don't put cog tags in a room filling with blood, or a poison gas room, and of course not the Indiana Jones segment. That would ruin the game's pacing! And yet, I DID find cog tags inside the giant worm. As a player, why wouldn't I scour the whole level, just in case?
Desired game pacing should influence what kind of intel is placed where.
Good examples:
Resistance: Fall of Man
Hard game, progression is slow. You're often in dark corners looking for health. While you're there you find intel! The intel gives tips on how to beat upcoming enemies: what weapons to use, where the weak points are. Helpful!
Fallout 3
Very mission / story driven. You gather information to determine your path and solve problems. Audio logs are well acted, and add to the game's atmosphere, but you must pause the game (look at your Pip-Boy) to listen to them. This helps you pay attention to the information given!
Bioshock
Rich atmosphere, mostly fun / mindless game. Cool magic powers include: ice, fire, lightning. Audio logs are fun and interesting to listen to while you play, without really paying attention. You might perk up for a four digit door code, but worst case you can 'hack' most any door lock combination.
Uncharted 2: Among Thieves
Lush environments, puzzles. Occasionally you find treasures! You pick them up. They look cool! If you find enough, you unlock stuff and get Trophy points. On your second play through, you can check which levels you're missing secrets from.
So what are the trends in our games that presented secrets / intel well?
Hiding Places
If you're already exploring dark corners and taking your time, well hidden secrets are fun. It's fun on a second play through to find the ones you missed, especially if you know roughly which level to look in!
My only qualm with Bioshock was that, missing two audio logs at the end of the game, I had no idea where to look. Google told me... but I would have enjoyed looking if I had some direction.
Non-Collectable Intel
Some games (like Gears 2) place intel in obvious places, on the main game path, by design, so as not to ruin game pacing. Resident Evil does this better. Want to add some optional story context? Place objects you're not meant to pick up and collect: computers, notes on a desk. Players who care will notice them. Otherwise you send perfectionist players hunting every corner of the map for collectibles on their first play through, regardless of how cleverly not-hidden you tried to place the intel.
Secrets vs Intel
Gears of War originally just had cog tags (secrets). You pick them up. They're hidden. I loved that! Gears 2 added intel (pausing the game, giving you rambling story details) probably as a nod to Resistance, which used intel well. But Resistance is a slower paced game, and the intel gave useful tips and strategies. Gears is a franchise built on disconnected (really fun) action sequences. Why slow that down by making me read stuff?
Or if you must add reading in an action game, how about some brevity? Say your point in few words, or just show me the secrets in a shiny model viewer like Uncharted!
Pausing Play
Not all intel has to pause game play. In an action game, I don't think I should ever have to pause to read or listen to anything. I can't imagine the pause would add enough to compensate for slowing the game's pacing.
But if it's important that I listen? By all means, pause my game like Fallout does! If it's not important, you can do what Bioshock does: let me hit things with a wrench and eat out of trash cans while half listening. You can actually pick up a lot just from the tones of the voices: crazy doctor, distressed woman. Half listening gave me a sense of who was living in the underwater city of Rapture with me.
Overall
There are a lot of different ways to present secrets and intel.
Think about game pacing before slapping them in your game!
I do have one specific question:
In a serious action game (like Gears of War 2), do you think secrets (cog tags with no intel) should be placed ONLY for a second play through? The intention being to add replay value without ruining pacing on the first play through?
As is, do you find yourself enjoying games like Gears of War more on the second play through, when you already have the intel / are not looking for it anymore?