On Endings, Pacing, and Length (and No Manâs Sky)
Games donât end when the game says âThe Endâ. Games end when the player stops.
Granted, the two often happen at the same point in time, but Iâd venture to say that for the majority of games that isnât the case.Â
Sometimes players get bored or distracted and stop before the formal end. That doesnât mean that itâs a bad game: Iâve never actually finished Skyrimâs main quest, but Iâve spent a lot of time in it.Â
On the flipside, some games you finish playing and then immediately jump back in and play again. Competitive games, like Chess or Team Fortress 2 are obviously structured this way, but it can apply to any game you enjoy enough to play again. The existence of things like New Game Plus is merely a formal, mechanical recognition that we often play games we like multiple times.
In procedurally generated games âthe endâ is often even less meaningful than usual. (Minecraft literally has a place called âThe Endâ which doesnât actually end very much.) But that doesnât mean they donât have endings, it just means that the player decides what the ending is.
If this sounds like a harder thing to design, thatâs because it is.
Alexis Kennedyâs discussion of endings is relevant here. How Fallen London handles endings is instructive, particularly the problem of giving closure in a story game thatâs so far continued indefinitely.Â
Fixed dramatic forms have the advantage of spending a few thousand years learning how to generate catharsis and closure. Thereâs a lot we can borrow from them, particularly the less-fixed forms such as theater, as Kentucky Route Zero does so well. But thereâs still a lot of possibilities left to uncover.
No Manâs Sky, of course, has the center of the galaxy as itâs ostensible goal. But, like most procedurally generated gameworlds of indefinite size, the real constraints come from the player. No Manâs Sky is big, but it will only last as long as you keep wanting to play it.
No Manâs Sky doesnât have 18-quintillion planets. It has however many planets you end up visiting before you decide to stop.
The other planets still matter, since the game itself will never tell you to stop. You can keep on going for the rest of your life, if you like. But, as Borges described, the effect of contemplating the Library of Babel is akin to meditating on infinity. Read the generated Library of Babel long enough, and you start to experience some of the emotions described in the short story.
Pacing in film is dictated by the tempo of the shots and edits. Pacing, in a game, deals with the timing of interactions and discovery of new content to dictate the heartbeat of the playerâs engagement.Â
But how do you design the pacing for a game thatâs longer than the playerâs lifespan?Â
Most current videogames consist of an emergent system with a progression on top of it, though other nestings of the two aspects are possible. SimCity is a good example: thereâs the emergent simulation of the city, the progression of new things to build (gated by money or population), and the emergent problems that occur as your city expands and your original traffic plans no longer work in a larger metropolis.
No Manâs Sky has the progression of unlocking new blueprints, the Atlas and getting to the center, getting a bigger ship, and so on, but thatâs acting in parallel to the emergent discovery of the next new surprising planet. This makes designing the pacing a weird, dynamic problem, more so than for other kinds of games.
Pacing both halves of No Manâs Sky is tricky. I suspect that most players are going to stop when they feel like theyâve seen enough, rather than when they reach the end of the progression paths. Thatâs not much of a leap, though: for a given game, only a few will ever complete it. The idea of beating a game may be embedded in gamer culture, but I believe it was always a myth, in both senses. Beating a game is a story we tell ourselves about the kind of gamer we think weâre supposed to be.
But itâs also because the two halves of No Manâs Sky are so disconnected. You wonât run out of planets, but youâll start seeing already-known blueprints pretty quickly.
If there is more variation in the buildings or the items deeper into the game than Iâve yet gone, I suspect most people will stop long before they discover them. Pacing the static progression content is hard, because itâll never match the procedural generation. Either you make it fast to keep a reasonable rate of reward (and walking across a planet is already at a contemplative pace) or you make it much slower to stretch it out.
I wish they would have included some parallel procedurally generated content systems, like the weapon generation in Borderlands or Galactic Arms Race. That would have given another dimension to the exploration: repetitious actions are more forgivable in the context of random rewards.
But of course that would make the overall balance even tricker than now, with some people having amazing games, others frustrating, and others boring, in unpredictable ways. Not to mention the extra development time, or the risk for procedurally generated loot to spit out dominant choices that eliminate whole swaths of gameplay. Itâs not something you can just drop in on a weekend.
If nothing else, No Manâs Sky has given me a lot to contemplate. As Alexis Kennedy said, players want closure and continuity. How do you do that in a game that has no defined end?Â
As for the pacing, try it as a design exercise: how would you deal with pacing the content? And do it with the same or fewer development resources: no magic content fairy for you.
Even for linear, narrative-progression-driven games, this complexity is worth keeping in mind. Every game is larger than its progression system.