A Discussion of Eternal Darkness and Designing a Timeless Game

Working your way through that massive pile of shame can be a daunting task when the games are way behind the times. So I developed a plan to help me do so; recruit fellow Bitmobbers to play along with me. Not only for encouragement and motivation, but with the hope of a good discussion afterwords.

Well, with Game Club each contributor turns in their submission on their own time. Turns out that is very helpful, because organizing around four people's schedules can be quite difficult. But Matt Giguere came to the rescue and we had -- what I think -- is a worthwhile discussion on the challenges of designing a timeless game, or "classic".

Read the bottom of the post for details on a possible future attempt at the original idea, to be called Backlog Brigade... or, something else. And if a couple people want to get together to talk about Eternal Darkness in a more specific manner, I'm still open to doing so. But anyway, the conversation with Matt. And yes, I am well aware it is very similar to Evan Killham's Splitscreen series. Sorry. Didn't intend it to be.



Alex: I'm not entirely sure how this should go. Or if I'm feeling particularly inspired at the moment. Any ideas on what we could talk about related to the game? I was thinking about how it is sort of stuck in it's time and slightly impenetrable to new players.

Matt: When you say impenetrable, do you mean how time has treated it compared to current games in the genre?

Alex: I mean how the magic system felt like it was barely explained at all, and perhaps it was assumed people knew about the circle of power because of marketing for the game, or even because they were able to talk it over with their friends.

Matt: Haha, I get what you're saying. The magic system is sort of a strange way to cast spells, it never felt like it was fully explained to the player. The first time I played it I remember it being mostly trial and error but it doesn't seem impossible.

Alex: Yeah, looking back it seems obvious, but it was extremely obtuse and poorly explained when I played. I didn't even really know that I had to go to the menu and put the runes together to make the spells. Or that I could make stronger spells with the 5 point circle of power, except for Daniel Feit explaining it to me on Twitter. I feel like if you had read stuff up to the launch of the game, or reviews after release, or even just had friends to talk it over with, you would have figured that out sooner.

Matt: Indeed. It sort of also goes the same for the combat. They never explain you can dismember enemies until the end of the very first level. I feel like Silicon Knights wanted the player to take their time but it seems a rather sloppy way of doing things. Then again it doesn't linger on such issues and I see them as small little nitpicks.

Alex: If Chris were here, he would probably pipe in that he didn't know you could run until the last chapter. I think that wasn't a problem for me because I don't own a PS3 or 360, so a big amount of my gaming is still done on PS2. Things like holding down a shoulder button to run are still instinctive for me, and I can hardly fault Eternal Darkness for not having properly explained that. But the magic system is pretty gigantic, and the melee combat as well. Those are game breakers.

When I got to the amazon girl, I died a ridiculous amount of times when I was stuck with the blowgun. The game did explain the targeting system, I remember that, but it was at the beginning of the game, and the blowgun was the first ranged weapon you got, I believe. It was at least the first you were forced to use because of your broken sword. I feel like a simple, hold the button, push up to target head, left for arm, etc. etc., would have gone miles in helping me out there.

Matt: I do remember that the very first scene in the game puts you in a room with the simple zombies and only a shotgun, but in its context (that it's Alex's nightmare) it is suppose to be confusing. The fixed camera angles also don't help in trying to target enemies. Then again this game is suppose to be at a slow pace and I can see why the developers chose to do it that way. It really wasn't to hard to pick up and move around since I have had experience with the early Resident Evil games.

Alex: Yeah, I haven't played many survival horror games, other then Resident Evil 4, so that might have helped me be less frustrated. Really, I rolled with the punches until about Chapter 9. At that point, I just wanted the damn game to be over already. That seems like another way that game is trapped in the past. Nowadays people are alright with a 6 or 7 hour game. The real question is, are these things examples of poor game design, or just part of the game being old?

Matt: I see it as part of it being old and taking influence from others of its genre. This was during a time before RE4. On the other hand I see some of it was designed by choice. If the game were to play out more like a third person shooter I think some aspects of the game would be different and in some parts it would be an entirely different game. Having to be limited by the camera and controls is a sort of archaic concept today.

Alex: Very true, some of these concepts have been phased out by developers today. Still, I also think some of it could have been a result of the game jumping around in the development process for so long. They lost multiple publishers and even switched platforms. I think at some point it may have just become widely accepted how the magic system worked, and they lost sight of whether or not that came across to the player. But that seems like something unique to this game.

Matt: At least the sanity system was a unique and fresh idea.

Alex: Yeah. I think that system really showed an aspect of game design that is immune to the destructive power of time. Everything else in the game will look horrible as time progresses, but they really nailed something when they came up with that. I was usually playing the game at around 8am, in the living room, with my mother-in-law on the computer, and there were a couple occasions that I was still tricked and creeped out.
I didn't know many specific examples of the sanity effects, but I still knew all about them from the years of people talking about it. Sure, if I was tricked it was only for a split second, but that's still impressive. Do you think there are still ways that developers can be timeless with their game design? Is that necessary to ensure a classic game?

Matt: That's a good question. In some ways I think it has more to do with originality when it comes to games. It's hard to look at something today and say, "That game right there, it's a modern classic." Some games can rise to that level and we may say game X is a classic, but really there is no way of knowing right away.
In the case of ED, the sanity meter is something very unique and has been duplicated in other games, so maybe imitation is a mark of knowing what to consider timeless or not. Is it necessary? I don't really think so in order to be considered a classic. Mario 64 wasn't the first 3D platformer, but it is regarded as a classic because it lead the way for others like it.

Alex: Maybe Mario 64 is timeless because it pretty much perfected the 3D platformer. Even Resident Evil 4 is a "classic" just for making huge strides for the survival horror genre.

Matt: Exactly. Same with RE 4, I remember CliffyB once saying that RE 4 and its design inspired him in making Gears of War, so game design is sort of an evolving landscape. Sort of like different leaves on the same tree, the leaves may take a different shape but they all grow from the same source. Back to ED for a second though, I did find the sanity system very effective. Even when I went back to the game years later I still got confused and shocked when my character spontaneously combusted after healing.

Alex: That one got me as well. It actually happened the very first time I used the healing spell, so I thought that the amazon chick just couldn't heal or something and I got through that whole chapter without using it again.

So, I guess we've come to the conclusion that there are ways to make your game timeless, but nobody could ever predict what they are. And the best developers can do is try to either perfect the genre, make substantial progress in furthering it, or find a truely unique new mechanic to implement.

Matt: It is a really complicated issue but interesting to debate.

Alex: Nah. Seems a fairly obvious conclusion to a topic I'm not entirely sure we intended to discuss in the first place. Felt like a good discussion though.


Now, if anyone else is interested in getting support from their peers as they work their way through that massive Backlog, then let's brainstorm it out here. I've got many games I'd like to finally play through. Mad World, Killer 7, Odin Sphere, Final Fantasy 12, Mark of Kri, and probably more.

If anyone else has these games to get through, feel free to help me pick. And I'm open to suggestions on how things will play out. Whether we'll all get together in one massive discussion after the game is over, collect minor conversations amongst participating players throughout and organize them, or some other idea.

I kind of like the idea of amassing lots of twitter, email, or IM discussions between the many people playing the game and organizing it into a post. Let me know what you all think.

You can find more of my writing on music, movies, and more -- as well as those of other contributors like Bitmob's own Chris "Cosmo" Ross, Chris Whitehead, and Ultan O'Connel -- at Cerebral Pop.

Comments (17)

Good work, guys.

I've been meaning to play Odin Sphere for a while, but never got around to it. I don't own any of the other ones (except maybe FF12? I'm not sure). I'm also sitting on Dark Cloud 2, Zack and Wiki, No More Heroes, and several others that aren't coming to mind right now. I'm kind of stuck in the back room at the moment, but we'll see what other people suggest.
Evan Killham , February 18, 2010
I've got Zack and Wiki, but after logging a good 7 hours into it, the game refuses to work anymore. I could load the game up, and start playing, but when I tried to go to a new level it cut out and said there was some error. That was forever ago, and I never went back to it. I even emailed Capcom and they said it was my Wii, but I still haven't had that happen to any other game. It was probably that the game corrupted my save somehow.

It's been long enough that I'm not adverse to replaying it now.
Alex R. Cronk Young , February 18, 2010
I always wanted to play Eternal Darkness, but never got around to it. Having read this I don't think I ever will, which is a shame, because it clearly has some interesting ideas.

I stopped halfway through FF12 -- don't think I'll be getting back to it for a while. Odin Sphere, Ico, and Shadow of Memories are sitting (still sealed) on my shelf, waiting for me to buy a new PS2 to replace the almost dead one I have now. I just started playing Zack and Wiki, and have really enjoyed it so far.

I recently counted the games on my backlog. There's a whopping 40 of them, and that's just counting games that I own. No idea how I'll get that number down.
Richard Moss , February 18, 2010
I hate myself so much for missing this conversation. I've been waiting weeks to talk about it too. Great job though guys, and thanks Alex for bringing up the run thing. If I had been there, my entire contribution would probably have consisted of me trying to stretch that into 4 paragraphs.
Chris Davidson , February 18, 2010
Was there any explanation of the confusing elements in the instruction manual? I can neither confirm nor deny that I was enculcated through marketing because I simply do not recall, but I was definitely reading those booklets back in 2002.

Beyond that, I still hope players out there consider this game for a look. It's playable on any Wii and with a recent trademark posting, there could be a re-release in the works. PLAY THIS GAME, IT'S TERRIFIC.
Daniel Feit , February 18, 2010
@Richard - This conversation may seem very negative, but overall I still had a ton of fun with Eternal Darkness. I would recommend playing it through, and talking with these people on Twitter whenever you don't understand something (acronkyoung, feitclub, CasualAlcoholic, EvanKillham). We will all guide you through.

And 40 games?! Damn! Sounds like I do need to get this backlog brigade thing off the ground.

@Chris - We will have to still have a conversation more centered around Eternal Darkness itself. Perhaps Aaron and Travis will come out of the woodwork as well? Or Evan and Daniel will want to join in? I need to go back and watch all of the cutscenes to refresh my memory of the game. It's been a good month since I beat it.
Alex R. Cronk Young , February 18, 2010
Great conversation guys!

I think the conclusion makes sense too.

I was just hoping for more Ostrich talk...
Lance Darnell , February 18, 2010
I still need to (find and then) play Eternal Darkness. But for now, I hope to join the next Backlog. Mark of Kri looks good. From my own collection, I still need to play through Xenosaga, Dead Space, and Tales of Vesperia.
Chris Whitehead , February 18, 2010
I absolutly loved Eternal Darkness when it came out, I really don't remember being too confused by the controls or casting spells. There seems to be a fair few classics I still need to get through, I never got very far in Killer 7, I found Psychonauts the other day in Blockbuster, and FFXII is still sitting there but I doubt I'll have the time till I get through my pile of games for the PS3 from Christmas, gaming time is precious so it may be a long while till I get around to some of those
Taro Russell , February 19, 2010
@Daniel - Another good point. And yes, I still very much encourage people to play Eternal Darkness. This discussion may have been more negative, but there was plenty of good in that game.

@Lance - Perhaps I should have a lengthy Joust discussion with someone?

@Chris W - I have all three Xenosagas and haven't played any of them. Still, a 60 hour game seems daunting right now.

@Taro - I played through Psychonauts several years ago. Definitely play it. Maybe some others will want to play through with you? I'd be down for Killer 7 though.
Alex R. Cronk Young , February 19, 2010
Couple things here.

First off, Alex, where's my credit for helping explain the magic system to you over Twitter?

Secondly...

*goes over to media cabinet, gets Eternal Darkness instruction booklet*

...all of the control issues you had - not knowing there was a run button, targeting problems, spell creation - they're all explained perfectly well in the instructions. Did you not have the booklet handy while you were playing? Also, most FAQs will have explanations for how the game mechanics work - I go to GameFAQs all the time if I get stumped.

Basically, my issue is that most of the negativity in this conversation stemmed from the fact that you didn't understand the game mechanics, which wouldn't have been a problem had you taken a little extra time to read the instructions (if you had them) or read an FAQ (easily found on the web). In that case, the discussion would have been more about in-game tutorials vs. external information, how much research you need to put into a game outside of it to really get the most out of it, how has that changed in the past 10 years, etc., etc. - which I think would have been more useful than what the first half of your article turned into, which was "I didn't understand how it worked, so I didn't like it as much."

Personally, I thought Eternal Darkness was one of the best games of last generation - played through it four times in order to get the "real" ending and everything - and had the best atmosphere of a survival horror game without crossing over into the ridiculous like so many other games in the genre have done.
Brian Petro-Roy , February 19, 2010
@Brian - You misunderstand our minor gripes for hate, when they are simply discussion. This very thing was talked about on an episode of Mobcast. When gamers sit down and talk about a game, it tends to sound more negative then they may really end up feeling in the end.

Granted, neither of us thought about looking in the instruction manual, but that would have just been another reason to cite for the game being stuck in the past. Not a fault of the game at all, it just makes it slightly more difficult for people to go back and experience it fresh.

I know I happened to really enjoy the game, overall. I was more frustrated with how long it was, because it was hard to be able to find time to sit down and play it. But in the end, I'm very glad I did. It just felt like if I had been playing it when it came out, I would have had no problems with it.

And sorry I didn't credit you for that, I forgot you did. Most of my time playing, I turned to Daniel or Evan for help, and since it was just that one time you helped me, and that was towards the beginning of the game, I had them in my mind. Sorry again.
Alex R. Cronk Young , February 19, 2010
Totally kidding about the lack of credit thing. Didn't you see my smiley???

And again, the only point I was trying to make is that I don't find criticisms of a game's mechanics valid or interesting to read when the reason for the criticisms is "I didn't think to read the instruction booklet," that's all. Just wanted to put that out there as something to consider for future editions of this column.
Brian Petro-Roy , February 19, 2010
I understand your point Brian, but I also think it is important to consider how the developers implemented the in game tutorials. Take the melee and gun combat for example. Though I don't have the game manual on hand, I'm sure it explains how to target different parts of an enemy, but Silicon Knights felt it best to inform the player at the very end of the first chapter. Maybe it was done so the player wouldn't feel overloaded with info, which sometimes is a problem with instruction booklets. What if the player has no access to such references or has no one to explain it to them? What is their best option at that point? Maybe we are spoiled these days with games holding our hands as we play through the first hour. I know when I played through ED I went several hours without saving only to die and realize there was no auto save or chapter reload. I ended up having to go back three chapters and lost about four hours of playtime, but that is just how the cookie crumbles I guess.

Even though we both slammed the game for these issues, I didn't intend to say it is a bad game or not worth a play through. Far from it, there are many great things that Eternal Darkness does right and it's one of the games I recommend to anyone who is a fan of the horror genre. This was just the direction our conversation went.
Matt Giguere , February 19, 2010
Personally, I feel that the fact that instruction booklets are always included with a new game's packaging means that they are part of what the developer feels that a player needs in order to gain a sufficient understanding of their game. If a player is unwilling to read the instruction booklet or does not have access to it for some reason (bought the game used, for example), I don't think that should be counted against the developer or as a fault of the game.

I don't always read instruction booklets, myself - since they have to explain all the mechanics in the game, oftentimes they spoil features/characters that don't get revealed until a few hours in - but if I ever do get stuck, I go to the booklet first and then the internet second.

In my opinion, if you don't like a game because you couldn't make any sense of it when you bought it used and don't have internet access, it's your own damned fault.
Brian Petro-Roy , February 19, 2010
okay, I'll keep Eternal Darkness on my list. It will be a while before I play it, though, because I'm trying to give priority to games I own (for obvious reasons).

That 40 games figure isn't quite as bad as it seems -- it includes a number (say, 10-12) of no-story games like Pixeljunk Eden, Pixeljunk Racers, and Motorstorm: Pacific Drift that I've started but only played for a few hours. I count them as backlog games because I want to play them more at some stage.

@Taro - I got Psychonauts from GoG a few weeks ago, and will be playing it soon. I feel so bad that it took me such a long time to get to it.
Richard Moss , February 19, 2010
I couldn't disagree with you more on this Brian. The game is the experience, and if I have to turn away from the game to understand the core mechanics, the game has failed. That is my opinion. I don't think Eternal Darkness failed overall, I just think it is a bit trapped in time, when developers didn't make sure things were explained in game in an engaging manner.

The magic system is barely touched, and I don't believe that creating second-tier spells is even brought up in game. If I have to go read that out of the manual, or online, after I've been playing for many hours and get the 5-point circle of power, I think that's a fault of the game. Obviously we think differently on this point.

Anyway, as far as another game people may want to play through, Killer 7 has been mentioned a few times in the comments I think. How many people still have that sitting in their pile of shame?
Alex R. Cronk Young , February 21, 2010

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