Battlefield: Bad Company 2 and the Shooting Gallery Effect

The other week I attended a press event for EA's upcoming shooter, Battlefield: Bad Company 2. EA touted the event as the single-player reveal, kicking it off with a developer-led tour through a South American jungle.

As the developer snuck through the jungle with his squad, I marveled at the television screens -- the game looked spectacular. The dev rushed to cover, popped up and knocked out one, two, three headshots, then switched to the secondary fire and blew a chunk out of a wooden shack with a grenade. Dudes flew through the air like extras out of Predator. Later, he shot a propane tank to explode another shack, and this time a guy came running out of the wreckage engulfed in flames, screaming and collapsing at the developer's feet.

All in all, absolutely stunning stuff. But as I watched, I had a sneaking suspicion that most of these events were scripted, that the reason the game looked so well was because the developer knew exactly what would pop up when, like ducks in a shooting gallery.

Sure enough, when I took the controls myself, that same guy ran out in flames, and the rest of the bad guys popped up on cue -- but I didn't look nearly as graceful doing it. I died quite a few times. And each time I restarted, that same guy ran out in flames, and the rest of the bad guys popped up on cue...

Bad Company 2 isn't the only culprit of the Shooting Gallery Effect. Two of my favorite games from last year, Modern Warfare 2 and Uncharted 2, were both heavily scripted. And I can understand why developers use scripting -- it's an easy shortcut to capturing that elusive "wow" factor. When you ace a segment in a scripted game, the experience can be almost overwhelming. You're smack dab in the middle of an action movie, with the action amplifed tenfold -- the element of assumed control over what's happening on-screen means you see it, taste it, and smell it in a way impossible for movies to replicate.

But when you don't -- when you die again and again and again, because maybe you're off the path the game is trying to funnel you through, or perhaps you didn't notice that one enemy/duck that popped up behind a bush -- then you're in Möbius strip hell. The fun gets leached right out of the experience.

I remember a conversation I had with a friend about one scene near the end of Uncharted 2. Drake and his friends are running across a massive stone bridge as it collapses underneath their feet. The camera shifts perspective to face Drake so that you can see the disappearing debris behind you. With good timing and a bit of luck, I avoided debris and leapt over gaps to complete the sequence in one try. Coming as it did at the end of the game, I found it one of my most memorable moments with the game. The tension, the chaos, worrying about the fates of my friends -- all of it wrapped me up completely in the experience.

But when my friend played it, he died. And then he died again. And again. He told me he wanted to give up right then -- he'd completed most of the game, and he knew what was bound to happen with the resolution. Only pride kept him going at it until he finally completed the section. He eventually finished the game and loved his time with it overall -- but he hated that damn bridge segment.

So did my discovery of the Shooting Gallery Effect in Bad Company 2 temper my excitement for the game? A little. But the pull of scripted events done well is hard to resist. When I played through the jungle level a second time, I got through it without dying once. Sure, I knew exactly what was going to happen, but that didn't bother me. I had my own starring role in an action movie, and all I could think was, "Wow."

Comments (15)

I agree, but I don't think there's another way to do it right now, except to be Crysis. The kind of procedural sandbox stuff that happens there is pretty cool.

On the other hand, Battlefield's single player has always been there just for show. The multi is the real meat, so I'm not surprised that the single player for BC2 is gun-based whack-a-mole.
Michael Rousseau , January 25, 2010
I've been experiencing this very same thing while playing "Kane & Lynch: Dead Men" these past few days. But I also must agree that, when things go right, Its pretty exhilarating.

I suppose that it all depends on how well a particular scene in a game is scripted. If the designers do a good job, It won't really matter if you have to go through it a couple of times because the end result, the finished sequence, will still be able to pull you in.
Roberto Flores , January 25, 2010
Fair point, Michael. I'm incredibly excited for Bad Company 2's multiplayer...
Brett Bates , January 25, 2010
@Michael Did you play BC1? The campaign was actually worth something. It didn't take itself too seriously and was almost up to Halo/CoD standards, I thought.
Alex Martin , January 25, 2010
I sure did play BC. Every enemy in the place knew you were there the second you entered a map, just like multiplayer bots. I appreciated the humor and the honest attempt at a story, but it was more about the multi for me.

Brett, if you're playing on 360, let me know. I'll be on BC2 fairly regularly after I relocate.
Michael Rousseau , January 25, 2010
I had the exact same experience with that blasted bridge sequence in Uncharted 2. Had to replay it at least 10 times..
James Helferty , January 25, 2010
I'm really excited for this game.
I like the article a lot, scripted moments happen often in games.

But I think where this game will shine is the MP. Because that's when you have "OH MY GOD" moments that are scripted in other games, but not this one.

Again, good article.
Nick Giunta , January 25, 2010
This got in the way of my Uncharted 2 love as well. I got through the collapsing bridge part fine, only to die about a dozen times on the (semi-spoiler) 'shoot the yeti' part. Really took me out of it, and a bad way to end a very fun game.
Demian Linn , January 25, 2010
I'm not a fan of scripting in games, which is why I'm not a fan of games like Call of Duty or Uncharted where they try to be cinematic with the enemies, but it fails so easily.

I'd rather have sandbox enemies, with AI, so every experience is different. SWAT 4, F.E.A.R., Halo series, Far Cry 2, Splinter Cell, Batman: Arkham Asylum, are more my cup of tea.
Moeez Siddiqui , January 26, 2010
@Moeez: Or even better: Actual human AI. To be fair to Bad Company 2, multiplayer is the real focus of the game, and the glimpses I've had of it are extremely promising. But since this event was about the single player campaign, I focused on that.
Brett Bates , January 26, 2010
You know, this got me thinking about MW2 again. I was recently replaying the campaign in Ridiculous Difficulty, and was able to move smoothly through the game's scripted sequences until I hit the top of the oil rig. That smoke-filled battle took several hours of trial and (mostly) error.

Made me question if I was in the right part of the map for the script. Didn't matter to me, I still wanted to play it "my way", which made me wonder....

What if a gamer wants to play a scripted game with a ad libs?
Keith Schloemer , January 26, 2010
Great article, Brett! I thoroughly enjoy scripted events, especially when they happen perfectly. But I'm sure there are better ways to do it then "Now this guy jumps out!" type of stuff.

Oh, and I died on that bridge part, too. It did kinda ruin it, but not too much.
Chris Cosmo Ross , January 26, 2010
Some games are smart about rearranging enemies a little after you die and respawn, so they're not so predictable. I think MW2 had a *bit* of that.
Dan Hsu , January 26, 2010
@Shoe: I realized this after a few deaths on top of that oil rig. Usually the scripted thing becomes *very* apparent on Ridiculous Difficulty. The top of oil rig was less.. choreographed.
Keith Schloemer , January 26, 2010
@Shoe: Hm, that's an interesting workaround. Even if games included only two or three variations on enemy placement, it'd be each respawn a much higher degree of unpredictability.
Brett Bates , January 26, 2010

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