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R P G A M E R . C O M   -   E D I T O R I A L S

Psst...Got a Secret?
!
!

Philip Bloom
FAN EDITORIALIST



Preface: In this editorial I will refer to many things as being too hard or too easy or poorly designed and whatnot. I will be using real examples for some of them. I have absolutely no desire or caring to hear that the specific example I chose you found easily and that I see it as poor design must mean I suck as a gamer and am just whining.

Secret(noun): 1 a : something kept hidden or unexplained.

This is the first definition in Merriam-Webster dictionary of 'secret'. A pretty good one really. A secret is something kept hidden. Something folks aren't supposed to know about. Could be personal, could be otherwise, but either way, the world isn't supposed to know it. It isn't supposed to be hinted at, suggested, or otherwise dropped in conversation. It's supposed to be unknown -- a secret.

As far as game design goes, this is utter tripe. A well-designed secret shouldn't be secret by this definition at all. In fact, those are the worst kinds of secrets in games. In games, secrets are like easter eggs in life. You want the people hunting for them to find them. You don't want to hear about a rotten one in a tree six months later because no one ever found it. You don't keep it hidden, you explain it, hint at it, suggest it, and generally leave some path to it. In other words, a good secret in games isn't a secret. A bad secret in games...IS ONE!

Why is this so? Why do such a thing? Well, because people are paying for your game for one. Because they should get a fair shake of the dice for seeing what the game designer put in it without referencing player's guides, stat sheets, or any other forms of getting information that the designers neglected to amply add into the game.

Badly designed secrets rely highly on luck or arbitrary decisions to pull them forth. They can exist as items, special rooms, or super moves but they all share the same trait that the only real way they show up is by chance or a player thrashing at the system to ridiculous levels. A few examples of bad secret design in games:

Tales of Symphonia is a great game. Fun, intuitive for the most part, and with some well designed secrets. They also had some absoultely wretched secret designs that largely depended on chance in their battle system. It was almost as if they did not want these secrets to be found. Why were such things as Indignant Judgement, Holy Judgement, or the various elemental weapon attacks bad? They lacked 'background' in the environment to help find them. Yes, there was, as I recall, a single hint that using elemental enhancements with certain moves can create different moves. But that isn't enough when blended with the fact it requires using an exact combination of spells (relatively few weapons are elementally enchanted and you are unlikely to carry these for the requisite time) and specific moves to get it. While a hint is good, having it still require trying a very arbitrary combination hundreds of times is poor design. It's too hard to find in any sensible manner. Another equally good example of poor secret design is the Indignant Judgement, requiring that you get the mage into limit break (An event that will happen maybe three times over the course of the game's eighty hours assuming you use him all the time) and then use a very specific spell. This sort of arbitrary nature, while it definitly fits the dictionary definition of secret, basically ensures most your audience will never see what is usually a really cool effect. What's even worse is these are battle abilities that really get relegated to only being found, if at all, after you lose any and all need to use such abilities. This sort of thing is bad. A good secret should be one that is found, used, and enjoyed.

A cool effect should be one that most folks will experience. Not stuff that is only discovered by folks busy doing a full game wide stat sheet. That's poor design.

Viewtiful Joe is another game I found to have poor secret design. There were quite a few areas that could be gotten into that literally blended right into the background. Not good. While a secret area shouldn't contrast heavily with it, one should be able to look at it and say 'okay, that looks like something I could break down and enter.'. And generally, the best secret design keeps to a form of logic that is self-evident from the first generally obvious secret. Occassions where the rulestructure regularly breaks down are not good, they confuse the player and result in secret finding of the 'hit every wall' type (Yes, popular in the 80s but not really good secret design).

Good secret design doesn't rely on luck. Instead the game designer drops hints using things like sign posts, in-game help, and discussion with npcs to provide the necessary depth for finding the secret. If a secret depends on a highly arbitrary combination, it should work every time that combination gets tried, so players that do stumble across the combination (preferrably hinted at somewhere in the game) don't conclude "Oh, no secret here" and move on. If it's hidden, it should have hints to help find it that aren't hidden. If it's in plain sight, but unexpected, it should have something to indicate that it's a secret. There are a lot of ways to accomplish this (RPGs have it easy in this regard, a castle just sitting there is always begging to be explored. NPCs, books and signs provide plenty of places to place the hint droppings). Anyhow, this has gotten some what blathery but the main point here is simple:

Those of you thinking about game design in the future: when you come up with a secret, a side quest, an easter egg, or whatever, remember the goal should be that the players do eventually see it. They shouldn't necessarily be forced into it, but there should be a generally considered from a player view as something that can be found naturally, without knowing "There must be secrets so I'll smack all the walls.". There are many ways to do this, I'm a big fan of the teach the player how to find a 'secret', and then have other secrets done in that fashion style, but in the end, good secrets in games are secrets people are meant to find.




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