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	<title>Killspeak &#187; horror</title>
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		<title>Dead Space: scarcity is scary, not storage</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 20:02:41 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[adaptive system]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=488</guid>
		<description><![CDATA[Dead Space aims to be scary. Its creators went to great lengths to create a spooky atmosphere, to make the player feel tense and, at moments, panicked. Its play, characters, environments, sounds, and user interface are designed to support such feelings. Unfortunately, some aspects of the game undermine its scariness. Particularly, its way of providing [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/10/dead-space-xenomorph-attack.jpg" alt="Isaac, low on ammunition, faces a black Slasher in “Dead Space”" title="Isaac&#039;s line gun is low on ammo" width="420" height="190" class="size-full wp-image-512" /></p>
<p><cite>Dead Space</cite> aims to be scary. Its creators went to great lengths to create a spooky atmosphere, to make the player feel tense and, at moments, panicked. Its play, characters, environments, sounds, and <a href="http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/" title="Killspeak: Interface, sorting, and fear in “Dead Space”">user interface</a> are designed to support such feelings.</p>
<p>Unfortunately, some aspects of the game undermine its scariness. Particularly, its way of providing the player with ammo and its storage system spoil opportunities to make the player feel desperate. <cite>Dead Space</cite> tries to convince the player that items are scarce, but does not deliver on the threat. Instead, it keeps the player well supplied and safe from making meaningful choices about what she carries. Monsters aren&#8217;t so scary when the player has a full clip.</p>
<h3>Ammo, ammo everywhere</h3>
<p>Early in <cite>Dead Space</cite>, tutorials and tips encourage the player to conserve ammunition. This advice is not useful: there is a lot of ammo in the game world. The player doesn&#8217;t need be too careful, as she can expect to find ammunition throughout the environment in boxes, lockers, and corpses.</p>
<p>Not only that, the player can expect to find exactly the kind of ammo she needs. There is a system that monitors the player&#8217;s inventory and sprinkles just what she needs a few rooms ahead of her. If she&#8217;s carrying the line gun, she&#8217;ll find more line racks. When the player drops or sells the line gun, line racks are nowhere to be found.</p>
<p>As it is, the player is not made to worry about being careful with her shooting. Firing at monsters&#8217; weak spots is more a matter of efficiency than of conservation. Ammunition isn&#8217;t valued as highly as it would be if it were harder to come across.</p>
<p>The adaptive system could have been tuned to keep the player just barely capable of surviving: spawning ammo only when the player&#8217;s supply is very low. When the player is well-enough equipped, perhaps it could spawn ammunition for weapons the player does not carry, or lock some boxes and lockers.<sup class='footnote'><a href='#fn-488-1' id='fnref-488-1'>1</a></sup></p>
<h3>Storage is too safe</h3>
<p>Vending machines in <cite>Dead Space</cite> provide access to a personal storage space. Since ammo is abundant and storage available, the player is not likely to ever have to trade-off, say, four shots of the line gun for more stasis energy: the line racks can be kept for a rainy day. The decision to carry, drop, or sell an item can be put off by storing the item for later use.</p>
<p>Instead of encouraging <a href="http://www.trueachievements.com/a26806/pack-rat-achievement.htm" title="True Achievements: Pack Rat achievement in “Dead Space”">pack rats</a>, <cite>Dead Space</cite> should make the most of the tension that <a href="http://gamedesignaspect.blogspot.com/2009/03/memento-mori-how-player-death-is_30.html" title="Game Design Aspect of the Month: Memento Mori: How Player Death is Killing Horror Games (Part II)">&#8220;comes from managing very limited resources.&#8221;</a> If the player has a lot of items, she should be made to decide which are most important. This will make managing her inventory meaningful, and create a better sense of being alone, of getting by with the skin of her teeth (and the few medikits in her inventory).</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-488-1'>This is not an easy thing to get right. I do not know whether or not the system is already tuned to do this and is simply more forgiving than I would like it to be. <span class='footnotereverse'><a href='#fnref-488-1'>&#8617;</a></span></li>
</ol>
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		<item>
		<title>Interface, sorting, and fear in Dead Space</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 08:01:25 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[head-up display]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[user interface]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=455</guid>
		<description><![CDATA[Dead Space&#8216;s in-game interface has gotten a lot of attention. No doubt, the holographic displays look slick, and the way they&#8217;re presented in the game world does a lot to make them feel like a part of it, less artificial.1 But it&#8217;s the fact that the interface does not interrupt the game that makes it [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/10/dead-space-inventory-holographic-interface.jpg" alt="Isaac goes through his inventory in “Dead Space”" title="The inventory interface in “Dead Space”" width="420" height="190" class="size-full wp-image-464" /></p>
<p><a href="http://deadspace.wikia.com/wiki/Holograms"><cite>Dead Space</cite>&#8216;s in-game interface</a> has gotten a lot of attention. No doubt, the holographic displays look slick, and the way they&#8217;re presented in the game world does a lot to make them feel like a part of it, less artificial.<sup class='footnote'><a href='#fn-455-1' id='fnref-455-1'>1</a></sup> But it&#8217;s the fact that the interface does not interrupt the game that makes it worth mention. The fear and vulnerability central to <cite>Dead Space</cite> isn&#8217;t ever trumped by the needs of the <abbr title="User Interface">UI</abbr>—and critics noticed. Rarely has the unobtrusiveness of an interface been so acclaimed.</p>
<p>Not pausing the game while the player fiddles with her inventory is not new (it&#8217;s a design choice used similarly before—<cite>System Shock 2</cite>—and since—<cite>Demon&#8217;s Souls</cite>), but <cite>Dead Space</cite> pulls it off particularly well. Thoughtful design compensates, in part, for the lack of pauses and the limited time the player has to keep track of her stuff. By sorting, organizing, and keeping the inventory simple, the interface reduces the amount of attention the player needs to spend on it, leaving her to explore, shoot off limbs, and be scared.</p>
<h3>See-through and sorted to be useful</h3>
<p>In <cite>Dead Space</cite>, the player is often assaulted or surprised by monsters. The in-game interface takes up three quarters of the screen, but is semi-transparent so the player can still see advancing zombies while she heals, reads, or orients herself.</p>
<p>Once the zombies hit, the player will need to heal herself or refill her air tanks, but may not have the time or ability to run away from a fight to a safe place. There are buttons that allow certain items to be used without going through the inventory (using small medkits or reloading weapons), but sometimes the player needs to use an item in her inventory quickly, in the action.</p>
<p>To help her out, items in the inventory are sorted by their usefulness in frantic play situations: medkits are first, then air canisters, then stasis packs (fuel for the slow-mo ability), then ammunition. Within each type, items are sorted by size: larger medkits come first. When the player is running low on <abbr title="Hit Points">HP</abbr> or oxygen, the items to alleviate her distress are the ones the fewest button presses away. She can restore as much <abbr title="Hit Points">HP</abbr> as possible with as few presses as possible.</p>
<h3>Small, separated, and simple</h3>
<p>Even when not under pressure, the player&#8217;s tasks are not needlessly complicated. The interface remains simple and interruptible, not ruining or allowing escape from any surprises.</p>
<p>Items occupy a single inventory slot, no matter their size in the world. There is never a need to rearrange things in order to fit in another item—no <a href="http://gangles.ca/2009/02/01/inventory-tetris/" title="The Quixotic Engineer: Inventory Tetris">inventory Tetris</a>. The player either has space or she doesn&#8217;t.</p>
<p>Fortunately for her, things such as weapons, power nodes, or quest-specific items are stored and presented separately from cheaper, fungible things like medkits. This ensures she has space for key items, reduces the chance that she will discard expensive weapons accidentally, and keeps them out of the way of the stuff she is likely to use or drop from the inventory.<sup class='footnote'><a href='#fn-455-2' id='fnref-455-2'>2</a></sup></p>
<p>Without the need to move items around, and without needing to take much care to avoid messing things up, the inventory interface is pared down to the bare necessities. The player can, and need, only ever do two things with an item: use it or drop it. (When at a store, she can buy a new item; when at storage, move or sell one she already has.) </p>
<p>The holographic <abbr title="User Interface">UI</abbr> in <cite>Dead Space</cite> makes things fast and easy, intruding as little as possible on the game&#8217;s intense atmosphere. It looks cool, fits the fiction, and it supports the player&#8217;s tasks and the aesthetic goals of the game: mainly, being scary.</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-455-1'>On-weapon ammo counts are among the good ideas <a href="http://doom.wikia.com/wiki/Machine_Gun" title="Doom Wiki: Machine Gun">id did first</a>, but perhaps not best. <span class='footnotereverse'><a href='#fnref-455-1'>&#8617;</a></span></li>
<li id='fn-455-2'>This also allows weapons to be presented in a four-slot cross consistently, echoing the d-pad buttons they&#8217;re mapped to. <span class='footnotereverse'><a href='#fnref-455-2'>&#8617;</a></span></li>
</ol>
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