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Batman Arkham Knight and the Scourge of Scale | Game Design Critique

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    If you ask me, Rocksteady's Batman games are
    a good example of why bigger isn't always better.
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    The first game in the trilogy, Arkham Asylum,
    was a pleasant surprise. Not only was it a
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    great game, and a great licensed game, but
    it was a killer Batman game. The developer
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    figured out what made this dude interesting
    - how he was more than just a rich guy who
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    punches hooligans while his underpants are
    showing.
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    For starters, Arkham Asylum had truly loony
    villains who got inside the dark knight's
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    head. And it also had free-flowing combat
    that mimics the martial arts of the animated
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    films, and when Batman fought goons with guns
    he'd hide in the shadows and use fear to trip
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    up his opponents. Like a reverse horror game,
    as if you're playing as the Xenomorph in Alien: Isolation
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    Those two main mechanics simply didn't require
    the massive open city that had, at the time,
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    become synonymous with super hero games.
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    (Nowadays,
    they're all endless runners for iPhone).
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    So, instead, we got the smaller, more intimate
    environment of the Arkham Asylum mental hospital.
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    But then we got sequels. And things, inevitably,
    got bigger. Arkham City gave us a few urban
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    blocks, and switched the structure from Metroidvania
    to full open world. And in Arkham Knight,
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    we get a mini Grand Theft Auto.
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    But does Batman really benefit from the extra
    square footage? I'm not convinced.
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    For one, the main gameplay systems in Asylum
    didn't actually gain anything from going open
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    world. In actual fact, they kind of suffered.
    The predator mode got lots of new gadgets
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    and wrinkles in the sequels, but it always
    worked best in the purpose built rooms of
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    Asylum, that encouraged you to play smart
    to isolate your foes, rather than the random
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    rooftops of City and Knight.
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    And the combat got plenty of new features,
    but it quickly becomes tiresome when you have
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    to fight dozens of random goons who are littered
    about the open world.
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    Sandbox games should ideally contain mechanics
    that need a sandbox. Like attacking bases
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    in any way you wish in Far Cry, or the elaborate
    cop chases in Grand Theft Auto. Otherwise,
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    you've just built an incredibly elaborate
    menu system to jump between gameplay moments.
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    To its credit, Rocksteady did add more mechanics
    that made better use of the larger play space.
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    But was anyone really asking for Batmobile
    tank warfare, or Assassin's Creed-style tailing
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    missions, or - that old favourite - liberating
    towers?
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    One of the biggest victims of an open world is story. A strong narrative can quickly lose
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    its structure and focus when players are given
    so many distractions. In Arkham Knight, the
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    urgency of stopping Scarecrow is undermined
    by the huge wheel of side missions which see
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    you stopping bank robberies and blowing up
    gun caches and training Azriel and tracking
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    down a man bat.
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    JIM GORDON: Look, I know you're busy. But anything you can do to help is going to save lives.
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    In a way, it emulates the feeling of Batman
    being overstretched and having to put out
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    fires - sometimes literally - but the simulation
    is revealed as being quite hollow when you
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    realise that there's no need to prioritise
    missions or act quickly.
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    Take two events that happen early in Arkham
    Knight. Two of Batman's allies are kidnapped,
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    almost simultaneously, but unlike in the Dark
    Knight where Batman has to make a choice of
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    who lives and who dies, there are no such
    stakes here. The Riddler will patiently wait
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    for you to come back to his bonkers underground
    race ways, and all his posturing about killing
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    his detainee are hot air. Take your time,
    detective. It's just a side quest.
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    Open worlds can harm the pacing of gameplay, too. Ultra linear games like Uncharted 2
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    can smartly dole out moments of shooting and
    climbing and story and puzzle solving at just
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    right time to stop you getting bored and to
    ramp up challenge and slowly teach you mechanics.
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    Sandbox games aren't so good at this, and
    you can find yourself doing repetitive tasks
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    or facing a weird, wobbly difficulty curve.
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    I can see the case for open world games, of course.
    Players get more freedom, they can tackle
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    missions in any order they want, and they
    get a lot more content for their cash. And
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    games like Fallout and Skyrim make terrific
    use of massive great worlds to faff about in.
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    But these days, I'm finding the promises of
    bigger and wider worlds a bit of a turn off.
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    TRAILER V/O: Just Cause 3 is a huge open world game with over 400 square miles of complete freedom.
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    You either end up with Assassin's Creed which
    has so much stuff to do that your map looks
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    like someone spilled a tub of glitter on it.
    Or Codemaster's Fuel which holds a Guinness
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    World Record for largest game world, but hasn't
    got a single interesting thing in it.
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    So maybe Arkham Asylum proves that open world
    doesn't necessarily need to mean open "world".
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    And that game environments should be measured
    by how much meaningful content is inside,
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    rather than in square metres.
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    Arkham Asylum was tiny, but it had better
    pacing than Arkham Knight and a more focused
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    story than Arkham City. It was claustrophobic,
    but the game's mechanics suited that. Spider-Man
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    needs a big open world to swing about in,
    but Batman is at his best when he's locked
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    in with his opponents.
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    So for every monstrously massive open world,
    we need a few sandbox games that are tiny
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    and intimate. More games like Resident Evil
    with its cramped Spencer mansion or Gone Home
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    with its Portland town house.
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    Game worlds that are packed with details but
    free from padding. Worlds where you learn
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    all the nooks and crannies and shortcuts as
    you retread familiar ground, instead of whizzing
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    past it all in a sports car. Game worlds that
    are memorable, not just cold, dull environments
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    filled with content and features.
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    Because, as Arkham trilogy director Sefton
    Hill said, back at the release of Arkham Aslyum,
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    "It's easy to see how people fall into the
    trap of having so many features. It's natural
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    to equate features with quality."
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    DAN STAPLETON: This has got to be number one for me, followed by Asylum
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    DAN STAPLETON: Purely because of the amount of content there is.
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    "You want to do less, but do it amazingly
    well, rather than do more and have a load
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    of average stuff. There are too many games
    out there that deliver lots of average content."
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    Thanks for watching. Agree or disagree with
    my take on the Arkham trilogy? Let me know
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    your thoughts in the comments. Plus, please
    give the episode a like, share it online,
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    and consider pitching in via Patreon. Your
    support means everything.
Title:
Batman Arkham Knight and the Scourge of Scale | Game Design Critique
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Duration:
06:16

English, British subtitles

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