Posts Tagged time
The Cattle Prod
Posted by The Management in design on April 28, 2009
I’ve previously talked about the Alamo standoff, a technique in which the player’s physical progress is halted, so I figured I’d take a quick look at the opposite end of the spectrum: forcing the player to move forward.
Now there are plenty of ways to encourage the player to physically make progress in a game (collectibles, for instance), but forcing him to do so is a bit different. One approach is to simply take the player on an automated ride where his input bears little to no effect on the actual traversal, e.g., autoscrolling stages in shmups, or wholly scripted camera movement in light-gun games. Another possibility, and the one I’ll be focusing on, is what I like to call the “cattle prod.” But first, a quick definition:
- An event in which the player fails to adequately advance through a challenge, often resulting in a restart at the last checkpoint/save spot or a “gave over” scenario.

Super Adventure Island's cattle prod is the very intuitive hunger mechanic that requires the player to constantly pick up fruits. Not only is this concept very easy to grasp, but it also fits in with the game's setting and is supported by the extremely horizontal level design.
Game death is a pretty nebulous concept, e.g., losing a race and having to repeat it doesn’t have to actually involve anyone or anything being killed. However, it is also the ultimate consequence of not properly following the directions dictated by the cattle prod(s).
With that in mind, we can now talk about what makes a cattle prod work. Namely, diminishing resources that can bring on game death.
Cattle prods are manifested in various ways, e.g., time limits, combo meters, autoscrolling walls, currencies, decaying health, unstoppable enemies, etc. The overall feeling they tend to bring on is that of tension (and the possible satisfaction of overcoming a challenge) although that intensity varies greatly from case to case.
From what I’ve noticed, there’s three main factors that play into the stress level of a cattle prod:
1). Player Knowledge.
The more information the player possesses, the better he will be equipped to judge the situation at hand. Traversing a familiar level while being accompanied by a minimap that displays various points of interest is a lot less intimidating than being given a time limit and thrown into a hostile and unknown area.

Although Crackdown's races were actually pretty easy, the rapid checkpoint approach definitely increased their intensity.
2). Player Power.
The stronger the player is, the lesser the impact of any possible cattle prods. For example, if an RTS match begins with the player at a fully outfitted base with a lot of units and resources to mine, he won’t be too worried (at least not immediately) about succeeding. However, remove the base, provide only a handful of starting units, severely diminish possible resources and create a massive opposing army, and the stress levels quickly increase.
3). Resource Availability/Lifespan.
The more sparse the resource and the quicker it runs out, the more intense the overall experience. If a checkpoint is fifteen minutes away in a rally-style racing game, the player tends to trust the designer to give him plenty of time to reach that goal. However, if a checkpoint can be seen just a block down the street but the player only has 10 seconds to reach it, the experience becomes much more rushed and hectic.
The dials on these 3 factors can be turned independently — something that’s particularly important when using multiple impetus mechanics at one time. In the end, though, they all represent a single concept:
- A mechanic based on diminishing resources that forces the player to advance in order to avoid game death.
Time4Cat and Indie Tech Demos
Posted by The Management in games on February 22, 2009
I think the first time I saw time-rewinding in a videogame was in one of EA’s NHL titles back in the 16-bit era. Granted it wasn’t a vital part of the game — just a way to view replays — but it’s worth mentioning. No one really thought of tying it deeper into gameplay until Prince of Persia: Sands of Time rolled around. SoT not only presented the concept in an attractive wrapping, but also made it a crucial part of its gameplay and storytelling.
Then, of course, there was Braid.
I was a bit sceptical about Braid at first. It was getting lots of attention from the indie community after only a short demo that showcased a rewinding mechanic very similar to that of SoT. In the end, though, Braid turned out to be so much more. It tied numerous time-manipulation concepts into one of the most interesting and unique games to be released in the last couple of years.
As a result, it’s not too surprising that smaller-scale games have begun to pop up and try to experiment with similar concepts. Which brings us to Time4Cat.
It’s a relatively simple, single-screen game where the player’s mouse cursor is a cat. Moving the cat around sets random pedestrians in motion, while holding the mouse still stops them in their tracks. The main point of the game is to gather up leftovers that spawn on the playing field but don’t follow the cat-moving time mechanic; wait too long, and the leftovers disappear. Power-ups also sporadically show up and can aid you in not touching any of the pedestrians (which results in a game over screen).
It’s a casual experience reminiscent of Braid’s fourth world, but it’s not nearly as well executed. The reason for this is that it’s simply not tied into much of a game.
In Braid, the Time and Place world was a theme in a larger story, and its time mechanic was central to solving its puzzles. In addition, really good audio and visual effects accompanied the time manipulation (a particularly nice touch was the music playing normally when walking right, rewinding when walking left, and nothing playing while the player stood still). Being part of a larger game also meant that it had a role in its pacing and could be used to reference other parts of a larger experience, i.e., reusing the by-then familiar Donkey Kong level with an all new toolset.
Now Time4Cat and similar titles don’t have to shoot for the scope of Braid, but they’d benefit from being more complete games. After all, proof-of-concept tech demos tend to be forgettable (Tower of Goo), but well executed games are not (World of Goo).

Prince of Persia, I Really Wanted to Like You
Posted by The Management in games on February 6, 2009
In my opinion, Prince of Persia is hands down the most beautiful game of 2008. Technically and conceptually it’s simply jaw-dropping, and the graphics aren’t the only good thing about it.
It’s not a very long game either, but I don’t think I’ll ever finish it.






