It’s happened to all of us: you buy a shiny new single player game, plunge into a well polished world, and are head over heels in love. This might very well be… the GREATEST GAME OF ALL TIME. Sometime after you beat the game, however, you put it down, and never feel the urge to play it over again. Whenever you try and revisit the game, for some reason the reality just doesn’t match up to your rose colored memories.
Welcome to the honeymoon trap.
In most single player games while the second playthrough can never recapture the thrill of discovery and the novelty factor of the first playthough, if the game has good moment-to-moment gameplay that can be enough to keep you going beyond the honeymoon period. If it does not have quality moment to moment gameplay, its stock will drop like a rock on the second playthrough.
No game that I can think of illustrates this better than Batman: Arkham Asylum.
With really good single player experiences, the second playthrough reinforces my high opinion of the game in the first playthough– but with Batman AA I felt like the second playthrough exposed the lack of substance behind the shiny veneer of the first playthrough.
Don’t get me wrong, Batman Arkham Asylum is a really good game and is clearly the best Batman game ever (which is not saying a lot) — but it’s still overrated. However it’s not easy to see why until you make it past the honeymoon period of the first playthough.
A game needs some freedom/leeway in the gameplay to really keep bringing you back– and this is the main thing Batman AA is missing.
Here are some examples of what I mean:
JUMPING
In Super Mario Bros. basic jumping was fun because you completely control the height and direction of Mario’s jump and a mistake can kill you.
You can also do stuff like slick jumping turning hit the ground and slide type moves because of that leeway in the gameplay. And stuff like that is what keeps you coming back (and not the harrowing tale of rescue of the damsel in distress).
In Batman, if you want to jump over a ledge just hold ‘X’ and forward and Batman automatically runs toward the ledge and jumps over it perfectly every time — there’s no technique to employ– no timing, no lining up the jump, no skill necessary.
CLIMBING
Take a game like Infamous. When I climb a building there’s a million different ways to climb the same building (including wrong ways that can result in you falling all the way back to the bottom and thus making you pay attention) — I can climb up a ladder, shimmy across a ledge until I find a handhold to climb up, climb a pole, climb up windows, ect– thus climbing is fun.
In Batman, if I want to climb I need to find a designated spot that allows me to look at it and be prompted to press R1. When I press R1 and Batman shoots his grapple hook thing, he’s always going to climb up the same way– seen it once, seen it a million times.
Thus climbing in Batman is not fun– it’s not annoying either– but not fun– just meh. It’d be nice if there was more variety to it somehow (and/or if they found some other area of gameplay to flesh out to make up for this lost ground).
FIGHTING
In Batman AA, there are a lot of offensive attack moves that are “hotspot” oriented– ie. the vertical takedown, the crashing through the glass, the simplified fighting scheme– that reminds me of Def Jam: Fight for New York.
In Def Jam Fight for New York there was a bunch of “hot spots” (ie. if you press a certain button when the enemy is near a car you’ll do a prearranged sequence where you smash their head in the door of the car) — it was awesome the first time you see each hot spot move but it gets more and more boring and you yearn for the variety and complexity that earlier incarnations of the Def Jam engine (ie the AKI wrestling titles) had.
Likewise in Batman the fighting is fun but you eventually yearn for the added complexity of fighting in games like God of War and Ninja Gaiden.
To be fair, there’s plenty of variety in the gameplay itself, but the problem is the lack of any one gameplay mechanic that by itself is fun to do over and over. The fighting comes closest to this, but it’s not quite up to par with some other games.
To make an analogy– take MLB the Show. The default batting mechanic makes you as the batter have to locate the ball as well as time it to get a hit. If you want to make the game really easy to play so your little sister can play it, you can alter the settings so that all you have to do is press X at the right time– thus making it all timing and taking away the skill in recognizing pitch location.
In Batman, it’s like it’s set up for your little sister with the way that the reversals are all pure timing based (tap triangle and Batman does the rest, no matter where the enemy is), and the striking is all button mashing based. There’s a little bit of skill involved in fighting guys with knives or stun batons in that you need to either hit them with a batarang and then press R2 and triangle to ground and pound, or press x to jump over them and attack from behind, but that alone falls short of gameplay that would keep me coming back.
So a lot of things feel like auto-pilot (ie. the Batarang is auto-aim, reversals are all pure timing as I stated above, the jumping and climbing as stated above).
Like I’m playing Gran Turismo with all of the assists on– which is fine for people that like that, but I wish there was an option to turn these assists off.
It feels like the gameplay in this game is halfway between a game like KOTOR (where it looks like I’m really playing and swinging the lightsaber but I’m really just supervising) and games like Super Mario Bros and Infamous and Twisted Metal 2 and Rainbow Six Vegas 2 (where I really am in full incremental micro level control and not just macro level control).
CONCLUSION
Too many single player games are like a disposable razor: use once and throw away. Granted, lots of games offer things like trophies, treasures, branching paths, ect, to give you a reason to come back and play again, but that stuff, while appreciated, only serves to kick the can down the road. The big factor that extends a game’s replay value indefinitely, the renewable resource you’re left with when the fossil fuels of story and presentation are exhausted, the thing that separates the games that come and go from the true classics is the gameplay. In Batman AA, the basic moment to moment gameplay isn’t enough by itself to keep the game entertaining– the greatness of the game really depends on the story and presentation and atmosphere (which all lose their novelty on the second playthough) combined with the deceptively shallow, automated gameplay (the shallowness of which becomes much more apparent after you’ve beaten the game).
All the most memorable stuff that happened in my experience with Batman AA was scripted– in a game with deep gameplay you should be able to create your own memories via creative stuff that the game allows you to do– and the prospect of creating new experiences like that on the fly is what keeps you coming back.
What I remember about Super Mario World was how much different stuff Mario could do with a turtle shell (ie. carry it around, kick it up in the air, kick it forward, have Yoshi eat it and gain powers, ect). It’s not the story that sticks out in my mind, it’s the gameplay, and how little things like playing with a shell were fun.
A mega hyped, shiny new video game is like a hot woman in a dark nightclub who starts sweet talking you while you’re drunk– you might be head over heels in love that night– but you don’t really know what you have until you see what you wake up next to in the morning.
Image credit: Tony J. Case








July 14, 2010
#1
You’re right on about why Mario games, and a lot of classic platformers, are so replayable – the player has more freedom than people realize. You can play through Mario by playing through each level, or you can skip large portions of the game. In later ones you can skip levels, worlds, collect everything, or play through a level to find secrets. In Mega Man games you can play through levels in the order you like, revisit to find upgrades, or go through barebones. While games like these seem mostly linear, the player has choice in their playthrough.
There’s very few single player games that keep me coming back. I’ve played through Beyond Good and Evil several times to see if I can out do myself; I’ve tried to see if I can get more items, play through it faster, or do both. The fact you can upload game stats to the official site (I’m assuming it’s still up) adds some competition to the game. I’ve played through Link to the Past a lot of times to revisit what is a very engrossing world. I’ve gone through Medal of Honor: Allied Assault way too many times in order to get all the medals I can more than once. I’ve replayed Sands of Time a few times to revisit the characters.
However, in the end, despite how linear all those games are, I’ve also gone through each play through because I know I can improve upon each play through – because I have a lot of margin for error. If I get too cocky with Link to the Past I will die a lot. If I go through a level too fast in Medal of Honor I will get shot at. If I screw up the timing of a jump in Sands of Time I will screw myself if I come across some bitchy enemies.
As games hold your hand more there’s less reason to revisit it. Linear scenarios don’t remove playability, but holding the players hand does. I love Assassin’s Creed but it’s hard to dedicate time to it because I don’t need to time jumps, because enemies will only take me one at a time (which I understand makes tactical sense, but I find it hard to believe that everyone in Crusades was so sensible!). The more a game holds my hands and limits my ability to make mistakes, the less I care.
July 14, 2010
#2
Exactly Kelsey, that’s what I was getting at– the “margin for error” is what I meant by the “leeway in the gameplay”. I feel like even GoW3 suffers from the “hand holding” aspect somewhat in the way that, for example, you can’t just walk off a cliff (you’ll hit an invisible wall)– whereas a game like Demon’s Souls has that old school Mario thing going where it’ll just let you fall and die– little things like that really make a difference in my own perception of how much control I really have over the game universe.