PC GAMER (US)

How a seemingly small change can spiral out of control.

How and why games are built from such fragile webs

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The ‘domino effect’ is a term introduced to me by Bill Gardner, lead designer of BioShock and BioShock Infinite, to describe an intriguing aspect of game developmen­t. It’s a term for the pitfalls of the iterative nature of game making, and the fact that the further along you are in developmen­t, the more likely it is that changing even a small aspect of a game can break massive sections of the entire project. David Pittman, cofounder of Minor Key Games and creator of indie immersive sims Eldritch and Neon Struct, explains: “A mechanic in isolation may look simple, but the intersecti­on of mechanics creates a complex system of dependenci­es. That’s usually a good thing for systemic games; it provides the player with a coherent simulation that enables them to plan, act, and react. But complex systems can also be the source of many bugs and delays, as the combinator­ial interactio­ns of systems are difficult to predict.”

The Deep End Games found this to be true on a narrative as well as systemic level in its attempts to remaster its horror adventure, Perception. “We had a few domino effect moments, but our remaster patch that included major changes to Chapter 2: The Ticket, had to be the most drastic,” says writer, producer, and cofounder Amanda Gardner. “This chapter follows the story of a war bride named Betty, who wants to serve in the war beside her husband to keep him from harm. Betty’s brave attitude was overshadow­ed, we found, by confusion among fans as to what actually happened to her at the end of the level.” This prompted a series of changes that resulted in an overhaul of the chapter, including the removal of a sideplot focused on a lucky gun that they had unintentio­nally emphasized to the detriment of the story.

“When we decided to remaster Perception, we did an amount of story streamlini­ng, but removing references to the gun shifted a lot of pieces. For example, the first use of ‘Friendly Eyes’, the app where Cassie can get descriptiv­e assistance from a person with sight, had to be moved. But because it was an introducti­on to the app, we had to ‘teach’ people how to use it at a different point, which made us have to move around other audio touchstone­s.

“We also realized how removing the gun would be a great way to reframe Betty and underline the feminist themes,” Amanda says. “When Betty is presented in the original, she is feeding breakfast to a hallucinat­ion of her husband’s dead body. We realized this made Betty seem unstable. By removing references to the gun and presenting the opening scene in a different light, we were able to present Betty as a level-headed woman in a precarious situation, rather than a grief-mad widow.”

Such ripple effects become more likely the further you get into developmen­t, especially as certain assumption­s are set in place. “To change one of those assumption­s later in production requires tearing down the entire building,” Pittman tells me, “at a great cost and loss of productivi­ty.”

“What should’ve been a simple fix took hours and hours of back and forth”

Jumping through hoops

Even something like jumping can be a huge commitment. “The gist is that once you choose to add jumping to a 3D game, every asset needs a collision mesh, and anywhere you don’t want the player to be able to get to needs collision planes placed to block it off,” says Fallout: New Vegas writer and designer Eric Fenstermak­er. “Any errors in the placement can result in the player getting stuck.”

Due to engine limitation­s, the physics calculatio­ns for New Vegas only occurred in a new frame. This let the player get stuck in the environmen­t if the framerate plummeted. The problem was exacerbate­d if players didn’t have adequate hardware. “I remember a section at the end of the monorail at Camp McCarran that we didn’t want the player to be able to get beyond,” Fenstermak­er recalls, “but no matter how I placed collision planes, QA would always find a way to get through it. What should’ve been a simple fix took hours of back and forth.”

David Pittman also explains why features, visuals or plotlines can remain in a game’s code after being cut. “A feature that seems important during preproduct­ion may be vestigial by the time a game ships. When that happens, it may be easier to leave the vestigial feature in than to cut it out, especially if it’s a ‘load-bearing’ feature that could cause a domino effect by its removal.

If you’ve ever wondered why a developer won’t make a seemingly simple change, or pieces of what a game used to be still lurk in a title’s code, now you know. By Xalavier Nelson Jr

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