
We tend to forget about some of the inherent binaries present in all games. For instance, in any given game, player actions can be thought of in terms of a dichotomy written into the very foundation of the game: you are either allowed to perform an action, or you are not. Thanks to the limitations of coding, it’s unavoidable that players will run into situations in which the game says “no, you are not allowed to do this.”
It’s a source of frustration for players and developers alike—how can players have as much freedom as possible within the programming limitations of games?
There’s actually a fairly simple principle that games can follow: a game should never say no to a reasonable request from a player. Simple in theory, yes, but is this even realistically possible? Read on to see why I think this is an achievable and important goal.
In the world of videogames, what can be considered a reasonable request? In essence, a reasonable request is any action that a player wants to perform that has some sort of implied possibility given the context of the game itself.
For instance, consider the recent Uncharted 2, which can, in many ways, be considered a fairly linear, scripted experience. In it, the game’s rules are fairly clear in terms of what the player is and is not allowed to do. Certain doors cannot be opened, and with no reason for players to try to make use of them, trying to open them would be an unreasonable request.

At the same time, there are a few surfaces throughout the game that Drake cannot climb on, and no good reason is provided by the game for their uselessness. A certain ledge is simply not to Drake’s liking, and therefore he will refuse to grab on.
This is where things get sticky, separating acceptable game limitations from developmental problems or laziness. In a linear game where rules tend to be defined quite clearly, any instance of the game breaking its own rules takes players down the path of frustration – a path that’s not always easy to get off of. Sure, there are valid reasons to break such rules, such as keeping players on the correct path, but the result is that certain game elements feel broken.
Games that have a more open, non-linear design can be more challenging for both players and developers in terms of establishing and following the game’s design rules. With so many more things that a player can do, how is he expected to glean what is and is not acceptable, and how is a developer expected to program for every reasonable player request?
Bethesda’s Fallout 3 is a great example of both the successes and failures of designing a game around player requests. In nearly all cases, players are given the opportunity to explore anything that they can see. Most doors actually lead somewhere, and most set pieces can be interacted with. When the player says, “I want to go there,” or “I want to use this,” the game is normally happy to oblige.

But when this design does err, it tends to be more egregious than the failures of more linear experiences. Nothing was more disappointing than exploring the city of Washington D.C. in Fallout 3 only to have many of my exploratory efforts thwarted for various reasons, the worst of which being an invisible wall accompanied by a message simply stating “You can’t go this way.” Well, why the hell not?
It’s easy to understand the extreme frustration that a situation such as this can bring about. Fallout 3 is, at its core, a game about exploration; nearly all elements of that game, from the environmental design to the quest design, beg the player to explore. So free exploration is a reasonable request based on the game’s design, and the refusal to let the player do this is a rather serious problem – one that led some players to give up on Fallout 3 altogether.
The solution, as suggested above, is to ensure that games never say no to a reasonable request from a player. It’s a simple concept with no easy method of implementation. The time needed to program for every possible situation would be astronomical, not to mention the incredible number of bugs that this sort of freedom would bring about.
There are two basic ways that a game can avoid pissing players off with constant denials of their humble requests.
The first is one that I mention with more than a little hesitation: the removal of the player’s freedom. On paper, it sounds like a cop out for the developer and a poor play experience for the gamer. However, scaling back on a game’s freedom isn’t always a bad thing…if the freedom isn’t given to the player at all.

The Silent Hill series has always had a somewhat silly approach to doors. There are plenty of doors in each entry in the series, and only a select few of them can be opened, with the others offering explanations that leave something to be desired. Doors jam, and locks are broken. Despite that fire axe in your hands, you won’t be passing through.
However, despite how ridiculous the explanations are, the player is never once deceived into believing that these doors serve any other purpose. There’s no reason to go beyond them; while the shortest path between A and B in Fallout 3 may be blocked by an inexplicable barrier, there’s no expectation set up by the Silent Hill games that all doors should be traversable.
Now, if a game like Fallout 3 were to greatly reduce the number of buildings that could be explored for its next installment, the backlash would be massive. Here, we do expect a certain amount of freedom simply because it has been given to us in the past.
But for those games that get to make a first impression, or those that haven’t offered great freedom in the past, limiting freedom and letting players know what the rules are is almost always going to provide a better experience than attempting to give players the freedom to do what they want, but having to tell them “no” at every turn.
The second method is to give as much freedom to the player as possible and hope for the best. This is more applicable when considering where a player can go, as it’s impossible to give a player complete freedom in regards to action: Batman can’t launch three batarangs while performing a flying kick just because your overeager mind wills it.

But Oblivion did a pretty fair job of giving you a world where anything that you saw was truly reachable. Sure, you still had a map with boundaries, slopes that were too steep to climb, and other restrictive boundaries, but it rarely felt cheap, as if the game was simply pulling a Gandalf at Khazad-dûm.
This, of course, isn’t something that’s easy to pull off. Hours and hours of planning and good design must go into the creation of an open world that doesn’t feel overly limiting and isn’t a horrible mess of bugs. Freedom is a fine art, and its successful implementation isn’t something that can be approached with a pedestrian resolve.
Do it right, though, and you have a game that will stick with players. New situations will arise that consistently surprise and awe the player, leading to exclamations of “Did that really just happen?” We all know the feeling of wonderment that games can give us, and the easiest way to achieve that is to give players freedom and allow them to do things that they couldn’t have imagined were possible.
I don’t know that we will ever see games that give us true freedom: the sort of unrestricted badassery that allows us to do nothing short of everything. Still, it’s worthwhile to look not only at what games allow us to do, but what they don’t allow us to do, criticizing each category equally. By levying more demands at the games that we play, we can encourage the sorts of experiences that say “yes” to the player far more than they say “no.”
i definately agree with the thoughts on uncharted 2 especially when you consider what he was jumping on in some seens, jagged shard of metal – fine, one square inch of barely noticable wood -fine, big square rock – not fine.
Although at least its level design meant it never suffered from invisible walls.
Fallout 3 boggled me because it got the whole “blocking of paths” thing right half the time, and wrong the other half. How hard is it, in all honesty, to put something like a towering cliff face at the edge of a map instead of a plain landscape that looks traversible and no more dangerous than anything else you’ve faced before in the game, but apparently isn’t? Maybe mix it up a bit and put a large irradiated sea on another side of the map. I dunno, anything works better than what they ended up doing.
They had plenty of doors in that game which had been blocked up by rubble, and areas which had their edges blocked off properly, but the edge of the map thing was just lazy.
@Kowbrainz
Fallout 3 pissed me off as well. In Morrowind, you can LITERALLY levitate over EVERY obstacle in the ream: the world is your oyster. Oblivion didn’t have levitate, but you could still explore anywhere.
Fallout 3 has hundreds of invisible walls that railroad you into certain areas. It was probably my biggest qualm with the game, as it didn’t feel very “Bethesda”.
Great write-up. It’s tough to balance granting reasonable requests with focusing on the funnest parts of the gameplay, but like you said, when you are denied a resonable request it takes the shine off of all the good things you’re experiencing.
I agree with the FO3 comments, but I still loved the game! I’m not sure that 100% freedom is necessary for most games. How much time would you spend exploring in FO3 if there were absolutely no limitations? 200-500 hours? In my opinion, there is such a thing as a game that is too large for it’s own good. I’m completely against little 20 hour or less games that are basically looking for a quick buck, but I tend to lose interest in a game if there is too much non-stimulating time. If a company put out a limitless game that could span 500 hours, I’d be all for it. It just seems that unless you’re playing MMO’s, limits are somewhat necessary for story progression in most cases.
@Darko: I absolutely loved FO3 as well–one of my favorite games of the whole decade. But once my time with a game has ended, I always try to look toward those areas where the game can improve, and I think this is definitely one of those. I bet that Bethesda could really skillfully pull off a game with a lot more freedom that still doesn’t feel too unstructured or insanely huge. Morrowind, as Chris mentioned, did this really well. Same with U2–most of the game seemed to give players plenty of freedom, but a few glaring exceptions stood out, and they’re things that could be fixed.
@Darko
I agree that Fallout 3 was great, but not as great as Morrowind or even Oblivion. The reason is Bethesda tried to simplify the gameplay for an extended audience, and ended up making a less technically impressive game than their previous efforts.
To answer your question: I played Morrowind for well OVER 300 hours. And it was one of the most glorious gaming experiences of my life. They did this by having the main story be around 30-40 hours or so, but include thousands of secret areas, and epic quests; some that were better than the main game.
This is kind of off topic, but I was always curious if the “There was a hole here, it’s gone now” thing in Silent Hill 2 was somehow a reference to Silent Hill 4: The Room… as in, Konami was already planning out SH4 at the time of SH2.
@Andrew
FO3 was one of my tops for the decade as well. I’m a sucker for the whole post-apocalyptic theme.
@Chris
I actually played Oblivion for the first time right after FO3. I really did enjoy the game. I’ll agree that there was more freedom in Oblivion. I think I spent about 80-100 hours with each game, so I’d like to think I had time to see most of them. Oblivion was much more thought out as far as design goes, but then again, Oblivion wasn’t really post-apocalyptic…it was more before/during an apocalypse. I loved both. I would put one in and start making up reasons why it was better than the other, which only lasted until I put the other game in and restarted the cycle. What I decided is that I do like certain aspects of FO3′s simplicity (mostly how the EXP was handled), while I like the detail and creativity that went into Oblivion (especially in the Shivering Isles expansion).
I’ll admit: I own Morrowind, and I’ve always wanted to but never have, in fact, played it. Maybe I should so I can get a better understanding of the pros of limitless gaming.
Is there a legitimate argument for limitless games other than in RPG land? I mean, we could end up with more stuff like Desert Bus.