Shinji Mikami and the Lost Art of Game Design
An edited version of this article was published in The Gamers Quarter Issue
#8.
INTRO
What is design and how is it different from other disciplines like
art? One distinction is the product. The product of design is meant to
be used; it has a function and not just a message. It is for this
reason that we call the people who create videogames game
designers. Sure, there is plenty of artistry which goes into the
visual/aural/script design, but the end product is something that was
designed for people to play.
Consider for a moment popular non-electronic games like chess, poker,
and mahjong and think about the mechanics of those games. Those games
are really well designed, and it's no wonder that near endless
electronic versions of each of them have been made over the
years. Taking a cue from these games, we can outline a number of
important qualities for videogames. First, videogames should require
the development of skill, or at the very least knowledge, in order to
progress through them. And second, videogames should be
replayable. That is, subsequent playings of the game should be
sufficiently different to still be interesting, usually by leading to
different outcomes. In some games, the requirement of skill is enough
to ensure replayability -- the player will need to replay the game
over and over in order to master it. In other games, subsequent
playthoughs comes from the nonlinearity and potential for discovery
inherent in the game's design. An entirely linear videogame which
doesn't require skill or learning on the part of the player is not
really a game at all, it is pop entertainment that could just as
effectively be a film, novel, comic, or television. The less that is
required of the player, the more the game must rely on non-game
elements for its appeal.
There is one maker of videogames which understands the above elements
perhaps better than any developer today, the Japanese company
Capcom. Over the years, they have produced a staggering number of
quality titles, and many avid gamers feel that Capcom is currently in
the midst of a renaissance in game design, producing excellent
skill-based games at a time when many studios are content to churn out
12-16 hour experiences which deliver a simplistic story via a
succession of multimedia hits as a reward for the player's pavlovian
responses. They are the creator of such beloved franchises as Mega
Man, Street Fighter, Resident Evil, and countless classic arcade games
in the early 90s. This renaissance of game design can be traced to the
contributions of one man, Shinji Mikami. The thread begins with
Mikami's first significant title, Resident Evil.
THE GAMES
Resident Evil (also known as Biohazard in Japan), released in 1996,
was a defining game for the Sony Playstation and for the genre of
survival horror. Resident Evil took advantage of the increased storage
afforded by the Playstation's CD-ROM format to provide a more
cinematic experience, with prerendered 2D backgrounds and full motion
video(FMV) sequences. This cinematic philosophy carried over to the
game mechanics as well. Most games featuring a third person
perspective used either a dynamic camera system or a static isometric
viewpoint. In Resident Evil, the camera was placed differently in each
area and its placement was a key component in creating tension within
the game; the player could only see what the designers wanted him to
see. In this way, the designers had to become like movie directors
choosing the best shot for each scene.
Perhaps as a consequence of the camera system, Resident Evil's most
often criticized component was established: the control system. In
Resident Evil, the player controls his avatar as if he were playing
from a first person perspective, regardless of the viewpoint. Up on
the direction pad moves the avatar forward and Down moves him
backward. Left and Right motions on the d-pad will turn the avatar,
tank-like, to his left or right. This can be counter intuitive --
especially when frantically running from pursuing zombies -- because
movement is relative to the on-screen avatar's orientation and not the
player's 3rd person view of his character. The advantage is that when
the viewpoint suddenly reverses, when running down a hallway for
example, the controls remain consistent and the avatar continues to
move in his intended direction.
Resident Evil would spawn numerous sequels and offshoots, some of
which Mikami was involved with as a producer, but the gameplay
elements of the series proper would change very little until the
release of Resident Evil 4, once again directed by Shinji Mikami. But
the process of reinvigorating Resident Evil actually began with an
earlier Mikami game, the mysteriously titled P.N.03(GC). Developed
rapidly and with a relatively small budget, P.N.03 was designed to be
a 3D homage to old school 2D shooters(or shmups as they are often
called).
The most unique, and important, aspect of P.N.03 is its control
system, an action oriented evolution of Resident Evil's system. The
reason why the system works so well, and the fundamental difference
between it and Resident Evil, is the camera. For obvious reasons, the
camera is seldom a problem in 2D shooters; the viewpoint is generally
static and all enemies with the capacity to harm are clearly
visible. P.N.03 recreates that environment in 3D by placing the camera
in a fixed position behind Vanessa -- the game's protagonist and the
player's avatar -- and by keeping enemies mostly in front of the
player and in clear view. The exceptions to this philosophy are
slight: the camera can be shifted slightly by using the c-stick --
although the game never requires you to do this -- and occasionally
Vanessa will become surrounded by enemies. This last occurrence is not
nearly as troubling as it might seem because much like 2D shooters,
enemies in P.N.03 are entirely pattern-based in their movement and
attacks. They do not attempt to flank the player; on those occasions
where flanking does occur it is usually a result of some deliberate
action by the player, when chasing a combo for instance. There are a
few challenging encounters in which it is easy to become surrounded,
but the predictable nature of the AI opponents means these encounters
can be handled with sufficient strategy and spatial awareness.
Aside from the obvious differences in camera setup, P.N.03's control
setup is essentially Resident Evil with dodging. Left and Right on the
analog stick still turn Vanessa instead of moving her, but because of
the fixed camera orientation it is less confusing than in Resident
Evil. Forward on the analog stick causes Vanessa to run forward and
Back causes Vanessa to pirouette backwards a few feet. The Z button
will execute a quick 180 degree turn, a feature that was also in the
latter Resident Evil games. The L and R triggers serve as the primary
dodge buttons. Pull them and Vanessa will gracefully cartwheel left or
right, respectively. Press B and Vanessa will jump, and if she is
running at the time she will perform a nice acrobatic flip. When it
comes to offense, the A button is used for Vanessa's standard
projectile attack and special attacks(Energy Drives) are launched by
inputing d-pad combinations. Finally, X serves as a simple 'switch
target' button; there is no need to aim in P.N.03, all of Vanessa's
shots will streak toward the selected target.
P.N.03's control system definitely takes some getting used to, and I
can't think of a game which plays quite like it. Vanessa dances with
measured precision and although Vanessa's individual movements are
also exceptionally graceful, it takes a skilled player to move her
fluidly through them. Once the necessary skill is gained, however,
controlling Vanessa becomes second nature. P.N.03 is not a game which
leads the player to feel cheated when he fails.
The real importance of P.N.03 is that it demonstrated that tank
controls work in 3rd person action games given the right camera
system. Shinji Mikami would reuse P.N.03's system as a basis for
Resident Evil 4 when it was decided that the survival horror series
needed a more action oriented overhaul. This was a pretty bold move
considering that by and large they critics disliked P.N.03. Chief
among their complaints was that Vanessa couldn't move and shoot at the
same time, much like your younger brother whining that pawns in chess
should be able to take the piece directly in front of them. Resident
Evil 4, widely considered by critics and players alike to be one of
the best games ever made, would depend on Shinji Mikami ignoring this
particular line of criticism.
---
As I have alluded, Resident Evil's salvation would rise from the ashes
of the critically flamed P.N.03. Resident Evil 4(GC,PS2) would take
P.N.03's camera and control system and remove all the fancy dodging
maneuvers. The L and R triggers would now be used to enter aiming
mode. The camera would slide in to sit tight over Leon's right
shoulder while the player aimed his weapon with the analog stick --
either a gun of some sort or a knife, depending on the button
pressed. Once again the player was stuck being unable to move and
shoot simultaneously, but in the context of a survival horror game
such as RE4 it made perhaps more sense to the player because tension
is such a key component of the genre. Forcing the player to stop while
hordes of enemies plod towards him is an obvious anxiety-building
technique. And beyond that it makes a lot of sense because Leon is a
former cop, and we all know that in the real world cops are trained to
plant their feet and grip their weapon with both hands. Another great
thing about the aiming is the unsteadyness of the aiming reticule, a
tiny dot of light from Leon's laser sight. By substituting one system
for another, the focus of the game is shifted from the graceful
dodging of P.N.03 to tension-filled shooting. Other than that one
significant change, the controls are much the same as they were in
P.N.03. 180 turns are still available, as is the ability to make
slight camera adjustments with the c-stick. In fact, the latter
actually proves pretty useful; the player will probably want to use
every trick in the book to avoid potential surprise encounters.
The most obvious homage to P.N.03 of all lies in RE4's The Mercenaries
mode, which is unlocked after completing the story mode. The
Mercenaries is a score/time attack mode with 4 stages and 5 playable
characters. The goal is to rack up as many kills as possible within a
limited time frame. Successive kills earn bonus points in a manner
inherited from P.N.03. Every kill adds time to an internal timer and
increments a kill counter in the top right corner of the screen(in
P.N.03 you can actually see the timer as well). Any kills made while
there is still time left on this timer adds to the counter. The higher
the kill counter when the timer finally expires, the more bonus points
are rewarded. Then the counter is reset to zero and the player must
begin building a new combo. Many players spent more time with The
Mercenaries than they did the main game, a fact which is testament to
both the soundness of RE4's fundamental mechanics and the staying
power of 'simpler' arcade-like experiences.
---
God Hand(PS2), Mikami's most recent game, is the third game in the
P.N.03 family tree. This time Mikami applied the P.N.03 template to
the beat'em up genre. The familiar behind-the-back camera remains, but
there have been some changes to suit the genre. The four face buttons
are used to perform various hand-to-hand attacks and can be customized
to the player's liking. The are a number of built in moves which are
hard-coded to certain combinations, such as Back+Triangle for a
juggle, but otherwise each face button is mapped to one of 114
different techniques. There is no block button in God Hand but four
different dodges may be performed with the right analog stick, which
is traditionally used to adjust the camera in 3rd person action games
on the PS2. The combat system implemented in God Hand is very deep,
implementing all the familiar buzzwords: counters, juggles, guard
breaks, evade cancels, etc. And of course, the game is well known for
its painful looking and often humorous special moves.
In God Hand, the camera would pose to be more of a problem than in
P.N.03, as it was much easier to become surrounded by foes. A radar is
provided to help the player deal with unexpected enemies, but
ultimately it is the ability to dodge repeatedly, coupled with aural
cues signaling incoming attacks, that make it all manageable for a
dedicated player. God Hand's camera also received criticism for a
design decision which was perceived by many as a bug. The camera
system must do its best to keep environmental obstructions from
obscuring the player's view of the action, which can be a challenge in
confined areas. Most games attempt to perform complex camera
manipulations to retain a clear line-of-sight. In God Hand, the
designers opted to simply make intervening objects invisible. This is
a simpler and more reliable solution, although it can be unsightly
when walls suddenly blink out of existence. In the case of God Hand,
the designers consciously chose to maximize gameplay over aesthetics.
CRITICAL RECEPTION
Of the three Current Gen Mikami action games, only RE4 would receive
broad critical acceptance in the mainstream videogame press. RE4, in
fact, would be many critics' choice for Game of the Year. Matt
Casamissina at IGN gave the game a 9.8 out of 10. Concerning the
controls, he says:
"Bringing both gameplay types together is a control scheme that for
the most part remains disappointingly unchanged from previous Resident
Evil games. Kennedy is manipulated minus true analog control. Push the
analog stick and he walks. Hold the B button down and he runs. Same as
it ever was. Also, in our play experience with the game it became
abundantly clear that many of the battles would have benefited from a
dodge or strafe function, which Capcom has chosen not to include. And
yet, despite all of this, the process of controlling Leon is far
improved thanks to a combination of a flexible new camera that shoots
the action from behind the character's back...Because the view remains
behind Leon at all times, that momentary sense of disorientation that
accompanied entering a new room in former survival horror games is
thankfully absent."[1]
In his earlier review of P.N.03, Matt had this to say:
"Capcom has unfortunately made some exceedingly poor control choices
for Vanessa's movement. The setup functions. It sometimes even
satisfies, but rarely. Vanessa's supposed to be quick and agile, but
she's not. Her body is supposed to move through the environment like a
dancer's, but it doesn't. Rather, the heroine has a control scheme not
unlike that of today's first-person shooters, except less
responsive...Problems arise. The awkward control scheme and snail-like
response time do not at all mingle with the fast-paced battles. Enemy
bullets sometimes collide with Vanessa before you'll even have a
chance to dodge them. The camera gets in the way. She can't turn
quickly enough to adequately survey potentially dangerous terrain. She
is the epitome of unintuitive in just about every way. For reasons
unfathomable, Capcom has designed the game so that the heroine can
only shoot when she is at a full stop -- she can't fire a single blast
when she's in motion, so you'll have to halt every time you want to
take down an enemy, thus leaving yourself open to fire. The question
comes, why? We don't know. But it's lame."[2]
It is odd to hear a game reviewer tell the audience how a game is
supposed to control. Also, there is no praise here for the camera that
was lauded in RE4. But as egregious as that may seem to fans of
P.N.03, God Hand fared the worst of all by far, receiving one the
lowest scores IGN has ever awarded. Here's an excerpt from Chris
Roper's shocking 3.0 review:
"One of the major problems with the combat, and God Hand on the whole
in fact, is that the camera is stuck directly behind your character
and you're unable to freely control it. Where you walk is exactly
where it points, so enemies will often come up (or even appear) behind
you, and this can be extremely annoying in a crowded room. On many
occasions we finished off a handful of enemies only to have new foes
appear directly behind us and take us out. The right analog stick acts
as a dodge button, so since you don't have a block of any sort you'll
be using this often, but because of the poor camera you'll often
perform backflips into nearby walls."[3]
Roper also mentions, along with several other reviews I have read,
that the only interesting aspect of God Hand is the combat
system. This is strange since because God Hand is a game about
fighting, I wouldn't think that would be such a bad thing! I have
played many games which weren't interesting on any level at all, at
least God Hand accomplishes what it set out to do. The most puzzling
thing of all in Roper's review is that he complains that the game
reduces to nothing but button mashing and then proceeds to complain
about the difficulty of some fairly early elements of the game.
Of the three, only RE4 would have the budget and development time
necessary to impress the critics. The more experimental P.N.03 and God
Hand were panned. In the case of P.N.03 this is especially tragic
since it was the proving ground for ideas that would later find
acceptance in RE4. Instead of analyzing the design of these games, the
critics merely complained that they didn't play the same as the games
they superficially resembled. I can't think of a better case study for
demonstrating the failings of videogame crticism. The situation in the
gaming press today stands in stark contrast to the film industry,
where low budget arthouse flicks are often celebrated while big budget
summer blockbusters are the objects of critical scorn.
MIKAMI'S SIGNIFICANCE
What Shinji Mikami does perhaps better than any other game designer is
tailor the design of his games to their concept. The original
Resisdent Evil and his recent games all illustrate this
beautifully. In architecture they often say form follows function. I
think the equivalent maxim for game creation should be 'design follows
concept'. Perhaps part of the problem today is that there are so few
designers who are willing to begin with a novel concept. It is
understandable that there are established genres in electronic gaming,
but when most games within a genre have almost identical mechanics it
is a definite sign of stagnation. God Hand was surely not the first 3D
beat'em up, but it was one of the few that truly rethought the
mechanics of its two dimensional forebears. Likewise, P.N.03 was a
fantastic 3D reimagining of the 2D shooter.
I don't expect to see too many designers take inspiration from P.N.03
or God Hand, but RE4 at least is already showing signs of its
influence. Recent action games like Epic's smash hit Gears of War and
Capcom's own Lost Planet: Extreme Condition feature RE4-styled over
the shoulder cameras. Cliff Blezinski, lead designer of Gears of War,
has often cited RE4 as an inspiration for Gears of War[4]. It should
be noted, however, that the aspects of RE4 which seem to have
impressed developers the most are the pacing, stage and boss design,
atmosphere, and general polish. But copying those things will only
bring them halfway to Mikami's level. To climb the rest of the way,
they need to begin creating games which don't lose their appeal with
repeated playings. Most importantly though, they must also learn to
evaluate every mechanic in the context of the game's concept. Mikami
isn't alone in reaching this level, but as the current generation
comes to a close, only Mikami has consistently been there through it
all.
[1] http://cube.ign.com/articles/577/577841p1.html
[2] http://cube.ign.com/articles/437/437465p1.html
[3] http://ps2.ign.com/articles/738/738253p1.html
[4] http://blogs.mercurynews.com/aei/2006/11/cliffyb_and_the.html
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