Cennydd Bowles Cennydd Bowles

Map design in Modern Warfare 2

What makes MW2‘s multiplayer experience so rewarding? The answer is of course that the developers Infinity Ward have designed the game meticulously, in particular the maps on which the action takes place. By deconstructing these maps, we can attempt to understand the underlying gameplay design principles.

It’s no surprise that Modern Warfare 2 has broken recordsNotoriety sells after all, but fortunately the game lives up to the hype. For devoted fans the single-player storyline, cause of the controversy, isn’t the appeal – it’s the multiplayer mode that’s kept gamers coming back for more.

What makes MW2‘s multiplayer experience so rewarding? The answer is of course that the developers Infinity Ward have designed the game meticulously, in particular the maps on which the action takes place. By deconstructing these maps, we can attempt to understand the underlying gameplay design principles.

The most obvious principle is that Infinity Ward have ensured there is no dominant position on any map. Advantageous positions of course make it easier for you to kill the enemy, and harder for them to kill you. Features of advantageous positions include:

  • Elevation. This reduces your exposure, improves visibility and offers a better angle for headshots on the enemy
  • Cover. A solid object to hide behind means you can pop up into firing position and quickly drop into safety to reload.
  • Limited access. The fewer routes the enemy can approach from, the easier to spot attackers and quickly take aim.

and so on. To make the game fair and therefore enjoyable, game designers must use these features with caution. Omitting them would simply create extremely dull environments, so MW2’s maps make subtle use of these advantageous features, coupling strong positions with serious weaknesses.

This ledge on the Afghan map gives clear long-range lines of sight but is exceptionally vulnerable from the rear. At the far end of the map are reinforced bunkers, from which the following screenshot is taken. Cover and vantage are both good, and the low light leaves the shooter cloaked in darkness, making them hard to spot at distance.

However, since these bunkers are potentially very strong points, the map designer clusters two together, so that each poses a tactical threat to the other. To make these appealing spots even riskier, explosive barrels are placed in a particularly juicy spot, further deterring a player from camping there at least until the barrels have been destroyed.

(Camp (v.): To stay concealed in a safe spot and kill enemy players as they run past. Often considered a cheap tactic.)

For the few spots that offer clear tactical advantage without high vulnerability, Infinity Ward has wisely made reaching them a risky proposition. The Highrise map features a second-floor window (below) with excellent angles, low light and few weaknesses; however, it can only be reached by jumping around on dangerously high and sorely exposed crane beams. I’ve had many a profitable game repeatedly picking off beam-runners too stubborn to accept that I wasn’t going to let them reach their beloved camping spot.

Highrise also boasts a very unorthodox but effective position (‘A’ below), which allows a player to surprise anyone emerging from the southern building. Position A is suspended off the building on a platform and therefore hard to notice if you’re focusing on the more obvious threats near the helipad ahead. However, this excellent spot is awkward to reach and treacherous to leave. Your only exit route is to laboriously climb up over the side, leaving the player vulnerable for a few seconds – as such, once your cover is blown at A, you’re pretty much screwed.

By balancing the maps’ positions of strength, MW2 keeps players continually on the move as hiding spots become discovered and teams move to flank their opponents if repelled in a frontal attack. It doesn’t take an expert to see that movement makes for a more exciting game than static trench warfare; indeed, movement impetus and variable pacing is a well-known tactic of game design. By running around, players cover more ground and experience greater ranges of contact, from long range to hand-to-hand. In short, players are pushed into experiencing as much as the game as possible. Map scale also follows this principle. Although the maps are generally larger than MW2’s predecessors there is still ample variety, with both compact and sprawling maps encouraging bloody scrambles, patient stealth and all gameplay tactics in between.

Through prolonged play it becomes apparent that Infinity Ward also designed the multiplayer maps not to punish players for their choice of weapon and style of play. (Me? I hang back with the M4A1 or ACR, playing the percentage game with mid-to-long shots. I’m a poor run-and-gunner.)

As we’ve seen earlier, Afghan has some excellent sniping spots; but for those more inclined for close quarters combat, the map also features twisty cave areas and this tight rocky outcrop.

For those who enjoy a sneaky ambush, the maps offer plenty of safe havens and cover from which to spring. Terminal, set in an airport, offers some novel cover spots including this flower bed.

That said, some levels are better suited to some loadouts and styles of play. (Loadout = combination of weapons, perks and upgrades.)

This is healthy for the game, since it prevents a strong player sticking to the weapon and tactics they’ve perfected and dominating every map. Wasteland, for instance, is a sniper’s paradise.

This sort of position is close to ideal for a sniper: sure, it’s open, but the lines of sight are immense. Given this much visibility, even a modest sniper can pick off an unprepared enemy with ease. Short range weapons here are far less useful; however, Modern Warfare 2 offers players multiple ways to use territory to their advantage. For those who don’t like the patient precision required of snipers but want to use this spot effectively, the map designers helpfully place a machine gun nearby.

In the right hands the machine gun can be just as effective as sniping, rewarding those who get their kicks by spraying bullets indiscriminately. For the sake of equality, there’s a gun at the other end too and the long grass can quickly give a well-camouflaged player cover from fire.

This interplay demonstrates that every strategy has a valid counter-strategy. If you’re facing a sniper, the maps give many opportunities to hide. To counter this, snipers can flush out hiding opponents by using thermal sights and heartbeat sensors. To counter that, players can employ perks that make them invisible to these devices. Rock beats scissors beats paper beats rock. And for those who’d like to avoid this long range battle altogether, Wasteland also features an intense and dark section of trenches. Here, I’ve planted a Claymore landmine by one of the trench entrances to trap anyone who comes this way.

These indoor areas also give vital cover from the game’s aerial attacks, earned by successful killstreaks, for example killing five players in a row. At the first warning of an incoming enemy helicopter or Harrier, there’s typically a mad panic to get indoors. Skilled opponents will of course follow, but again the game provides an alternative to the hunt. Brave players can switch to a loadout armed with anti-aircraft weapons and perks and shoot the air support down for the good of the team. Thus good play gets its reward (air support usually brings many more kills) but not to the extent that it leaves the opposition team entirely devoid of options.

Through careful design, and no doubt thousands of hours of playtesting, Modern Warfare 2’s maps reward some surprisingly different approaches: caution and risk, patience and aggression, short range and long range. Admittedly the balance will never be perfect, and Infinity Ward are continually tweaking the game to overcome new glitches and overpowered strategies. But I consider Modern Warfare 2 a great example of thoughtful design achieving some difficult goals, and being clearly rewarded by the sales figures.

Read More
Cennydd Bowles Cennydd Bowles

The best gig of my life

I’ve never felt so in touch with a machine in my life, and I doubt I will again.

It’s 2003 and I’m playing the best gig of my life.

The graduate slacker persona is getting old and we can no longer ignore the need for paying jobs, so it’s one last hurrah for old times’ sake. Local pub and a sympathetic crowd. I play the guitar, as all seven-year indie veterans do. A Stratocaster. Never did like Les Pauls. The mic craning in front of me indicates I drew short straw with vocals too, which I avoid by writing mostly instrumental songs.

A final nod and we hurtle into the opener we always play too fast. I realise that the weight of a typical performance is gone. No more worrying about whether people will come to see us again. Only the minutes matter.

We’ve abolished pauses between songs to sustain momentum and delay the audience response. It works. Our transitions are tight and the audience knows full well we’re teasing them. I see them grin. The songs sound demanding, you see, but they’re deceptively simple to play. The complexity is all rhythm, abstract numbers and melodic set pieces. Without fear of getting it wrong, a performance can rely on expression, not mechanics.

We pull into the new song on another wave of feedback. Two basses and a weighty tempo. As the intro builds, I keep my fingers away from the strings. We’ve practised so much that my fingers are sore, and I want to pounce at the last minute.

Then the kick in, blatantly telegraphed but somehow still a surprise even to myself. I shout something indecipherable and punch the pedals. It’s ecstatic. Not just the sound and the emotion, but the feel of the instrument. Frets worn down to just the right spot, strap lowered an inch a year as my confidence grows. I’m trying to beat the shit out of this thing and it’s responding. It could rebel at any stage, but it knows me and acquiesces. Even as it screams around the room, all fizz and distortion, I know I’m in command. I strangle its enthusiasm at the count of four, muting it sharply and jumping on the pedals with both feet. I hear a yell of appreciation, but it’s not for show this time. It’s a way to remind my guitar who’s boss.

I’ve never felt so in touch with a machine in my life, and I doubt I will again.

Read More
Cennydd Bowles Cennydd Bowles

Eyetracking Web Usability: review

Remember those design principles you learned ten years ago? Eyetracking shows they’re right. Carry on.

Time to pick sides: Jakob Nielsen has written an eyetracking book. I can scarcely think of a more divisive pairing: mention either within earshot of a UX aficionado and you’re in for impassioned advocacy or scornful ridicule. Me? I’ll confess both subject and author have left me unconvinced in the past, but I approached Nielsen and co-author Kara Pernice‘s new book with curiosity and as objective an outlook as I could muster.

Eyetracking Web Usability is the outcome of the largest eyetracking study ever undertaken: 1.5 million fixations from 300 participants. Nielsen and Pernice are clearly keen to stress the magnitude and legitimacy of their research. Their test script, posted in full, is well considered and comprehensive, covering a range of tasks representative of real web use.

After a brief recap of eye physiology and saccades, the book begins in earnest with a detailed breakdown of research methods. Findings then stretch across chapters discussing specific web elements in turn: navigation, forms, images and so on. At their best, these chapters reveal flashes of usefulness. A chart of eye fixations versus layout density shows minimal correlation, demonstrating that busy pages simply dilute attention from the most important information. The book also touches on the important role of information scent and microcopy, declaring insightfully that “a link is a promise”.

In typical Nielsen style the text is heavily punctuated by summary boxes. Sadly, it quickly becomes apparent that these make the point just as effectively as the full text. Eyetracking Web Usability is all fat, no meat. Wasted space includes a page on why a 7-point Likert scale is better than a 5-point one, and five pages on male users’ propensity to fixate on dog genitals. The writing, meanwhile, veers from redundant to simply cringeworthy: “Give that Wii a rest, and go prioritise your Web page layout design. You can do it!”

A chapter on adverts (whose raison d‘être is of course to attract the eye) starts promisingly. An ad has a 36% chance of being seen by a user, a figure surprisingly unaffected by user task. However, it soon descends into known generalities: banner blindness and users’ dislike of irrelevant advertising. The chapter encapsulates Eyetracking Web Usability’s main shortcoming. Eyetracking demands specificity: carefully planned tasks on an individual site. Nielsen and Pernice’s 300-person test can only dilute potentially salient points into generalisations that even a novice designer will already know. The conclusions cover ground so well trodden as to be barren.

Despite the authors’ focus on rigour and transparency, serious concerns surround the research methods themselves. Heatmaps from the tests are dated from late 2005. With lab time accounting for five months, the study was therefore complete by summer 2006. Why then was this book not published until the brink of 2010? It is hard to avoid the impression that the results sat untouched for years and were subsequently rushed out in a lull of client work. Eyetracking Web Usability also misses a huge opportunity by focusing solely on informational websites. Web apps are discounted since eyetracking can’t handle dynamic elements, including Ajax and even dropdowns. The results are thus only valid for an increasingly small part of the UX designer’s 2010 workload.

Most worryingly of all, it seems that the tests were conducted in Internet Explorer 6. Browser choice does not appear to have been offered to users, and where browser chrome is shown (it is stripped in the vast majority of the heatmaps), it is unmistakeably IE6. If this is indeed the case, it nullifies many findings since the primary browser innovation of the 2000s – the tab – is unavailable. In IE6 a link is an entirely binary choice: go there, or stay here. Modern browsers allow an important new behaviour: Open In New Tab, creating tentative and plural navigation steps. It’s likely Nielsen’s participants relied far more on the Back button and their short-term memory than today’s users. Their search engine use is also likely to be different, since IE6 lacks an inbuilt search box in the UI.

Eyetracking Web Usability thus lacks the rigour required to be taken seriously as an empirical work; however, its adherence to factual reportage make it a chore to read. Even the most ardent enthusiast will skip over paragraphs that merely disclose participant actions in minute detail. It’s sixth form science at best; utterly literal, over-eager for the praise of the adjudicators. The effect is exacerbated by the disappointingly scant acknowledgment of others’ work. Few external insights or breakthroughs are admitted, although NN/g reports are of course suggested as ways for the reader to supplement his knowledge.

The book’s conclusion will come as no surprise to the reader. “Eyetracking fills in the details… Most companies should not bother conducting their own eyetracking studies.” It is hard to disagree. The book does nothing for the eyetracking industry except cement its status as an expensive diversion; the excessive cover price of £44 only reinforces this. If this is the accumulated wisdom of the largest eyetracking survey in history, we can safely consider the technology inconsequential.

Remember those design principles you learned ten years ago? Eyetracking shows they’re right. Carry on.

Read More