Left 4 Dead series

From gdp3
Revision as of 11:18, 16 December 2009 by Staffan Björk (Talk | contribs) (Gameplay)

Jump to: navigation, search
Left 4 Dead Cast.jpg
Left 4 Dead 2 Cast.jpg

Brief

The Left 4 Dead series[1] puts players in the roles of 4 characters trying to get to safety in a world where the majority of all people have been infected with a disease making them homicidal maniacs. Although similar to zombie movies as Dawn of the Dead or even more so infected movies such as 28 days later, it adds the concept of some infected being mutated to get various abilities. These mutants are simply referred to as special infected. Overall, the gameplay is similar to most first-person shooters but with heavy emphasis on co-operation and getting from one safe house to another.

The series currently consists of Left 4 Dead (L4D) and Left 4 Dead 2 (L4D2).

See wikipedia entries[2][3] for more detailed description of the games.

Main Gameplay Design Patterns

Aim & Shoot, Cooperation, Survive

Gameplay

Cooperation is a fundamental gameplay mechanism in the in Real-Time First Person View series. Players have the Mutual Goals for most types of game modes to Survive attacks by the infected while Traversing the Levels of the game. The exceptions are the Survival Mode which replaces the Traverse goal with a Time Limit goal and the Versus Mode when players having the role of special infected have the Preventing Goal of hindering those playing uninfected humans. The game Levels are arranged into groups that define several different campaigns, giving the games Narrative Structure (in L4D2 these campaigns are also diegetically linked). All game modes except Survival Mode follow the campaign structures of the Levels although the Versus Mode runs each game level twice before proceeding to the next level so that both teams can play both as humans and as special infected. Completing a campaign gives one of the Achievements in the games and there are additional Achievements for completing the campaigns at the most difficult level (and one additional one for completing it in Realism Mode for L4D2).

The players take the role of one of four Avatars which are diegetically different but have the same abilities within the game. The game always starts with all four Avatars in game, using Agents when not enough humans are playing. Through making it possible for people to temporarily give over control of their Avatars to Agents, the series shows that one can provide individual Game Pauses in Multiplayer Real-Time Games, although of course the overall gameplay continues. This, and the fact that players can log-in and take over Avatars that were controlled by Agents initially provides the game with Drop-In/Drop-Out possibilities. The Character aspect of the game is nearly non-present, limited to health and equipment stats (described below).

The infected that passively wait for the characters, or come charging in hordes, are the Enemies in the game. These are mixed in with the rarer special infected (Hunters, Smokers, Boomers, Tanks, and Witches; L4D2 adds Jockeys, Chargers and Spitters) that function somewhat like Boss Monsters in that they are tougher opponents with special abilities but they are not only present at the end of levels or campaigns. L4D2 adds uncommon infected, one for each campaign with a minor unique ability such as being protected from fire (medical professionals in hazmat suits) or gunfire from the front (police in riot gear). All infected can be killed by attacks from the players with various difficulty depending on the type ranging from Boomers and normal infected as the easiest to Witches and Tanks and the most difficult. However, the abilities of Boomers and Witches make it disadvantageous to attack them in certain contexts and can give direct Penalties to those that do so. Boomers explode when shot and cover nearby Avatars in their infected-attracting bile (which is equal to being hit by its attack) giving players a Continuous Goal of keeping a distant to them. Witches are powerful opponents but do not attack until disturbed and if possible the most efficient way to complete Levels are to avoid them if possible.

Like many First-Person Shooters each Avatar has hit points that is reduced as they take Damage. Beginning with 100 in health, the Avatars start having Decreased Abilities in the form of lower movement speed as they go below 40 in health and get progressively slower the more they are hurt. When health reaches zero one becomes incapacitated. In this penalized condition it is only possible to look in different directions and shoot with pistols while awaiting rescue from the other players; if all players are incapacitated the game level has to be restarted. Avatars can be incapacitated in others ways, either by falling of ledges or by being the victim of the attacks of the Hunter, Smoker, and Witch special infected (and Charger in L4D2), and in these cases also need other players to save them. Those incapacitated have Time Limits presented as decreasing meters (fatigue for those hanging from ledges and 300 incapacitated health otherwise, and die when they run out of time. Players that have been incapacitated three times in a row without being healed with medical equipment dies automatically, making the ability to become incapacitated a Limited Resource of sorts. Dead players respawn during Levels in rescue closets (except when playing in the Realism Mode) and always at the beginning of levels. This means reinforces the Mutual Goal of completing the level since only one players needs to succeed for all players to continue with the next Level.

The primary actions possible by the Avatars is, like in most First-Person Shooters, Maneuvering and Aim & Shoot. In addition, one can reload weapons, pick up items, jump, and crouch. Other actions in the games are both Extended and Interruptable Actions, specifically those that help the other players. Helping other players when they are lying down or hanging from heights takes time, as does healing them, and these actions can be interrupted by attacks (and is best done with yet other players having the Supporting Goals of protecting them). Besides providing Time Pressure these actions can also be seen as a form of Delayed Reciprocity since there is typically an unstated understanding that the helped players while in the future be helpees. Healing oneself with first-aid kits is also an Extended and Interruptable Actions in the game, but since this also is best done when guarded by other players it also encourages Cooperation.

The games have Dedicated Game Facilitators in the form of AI Directors and Music Directors. The former measures how much problem the Avatars are having as an indirect indication of the players' Tension level to be able to vary intense gameplay periods with calmer ones and vary what special infected are encountered. The Music Directors are individual for each player and personalizes the music according to the health and context of player's Avatar.

The game Levels are rather linear in structure, making the Traverse goal rather easy from a navigational point of view although L4D2 introduces some variety by randomizing between several different routes to provide changes in the level. This is further eased by the Avatars providing the players with directions as part of the discussions between themselves and that Outstanding Features such as lights form a Trace for the players to follow. Even so the game requires some Exploration since they need to find Pick-Ups in the form of weapons, ammunition and medical equipment and these do typically require some detours. Initially the Avatars only have a few types of weapons to use, limiting the efficiency of their Aim & Shoot actions especially since ammunition is Limited Resources for all weapons except pistols (the chain saw in L4D2 also has limited fuel). In L4D2 one starts with only melee weapons, probably to provide Smooth Learning Curves since they do not exist in L4D. Various firearms can be found later in the game as well as ammunition piles that vary in attack strength, fire rate, magazine size, and accuracy. The

player skill character skill

All the medical equipment are single use Limited Resources. First-aid kits allow Avatars to heal themselves or others back to near full health while Pain Pills (and Adrenaline Shots from L4D2) function as Power-Ups since they only give temporary health benefits (performance benefits for the adrenaline shots). L4D2 adds the possibility of other players reviving dead Avatars if they have defibrillators but people that have fallen out ledge are dead until the start of the next level. L4D2 adds tangible Shared Rewards through cases with laser sights or special ammunition (explosive or incendiary) that can be handed out to all players. Weapons and medical equipment are separated into different groups (primary weapons, secondary weapons, grenades, primary healing slot, secondary healing slot) which functions as Tools with Limited Inventory for each group since picking one up drops what is currently carried in that category.

Variable Accuracy <- weapons

Pipe bombs, molotov cocktails, bile bomb

gas cans and propane tanks.

   * Gnome Chompski (you can win it from the carnival in Dark Carnival, and if you get to the rescue vehicle with Gnome Chompski still with you, you win an Achievement.)
   * Cola 

Besides Traces players can encounter Traps, Alarms, Switches, Safe Havens, and Location-Fixed Abilities in the Levels. The Traps are in the form of cars with still-functioning Alarms that attract horde of infected if disturbed, although the Witch and Boomer Boss Monsters can be seen as a type of Trap as well. Various types of machinery (e.g. generators and lifts) function as Switches that need to be activated to allow progress but these also alert hordes of infected and thereby also act as Alarms. These Switches tends to be Ultra-Powerful Events in that they cannot be interrupted when started. In L4D the Alarms stop eventually while L4D2 introduces some Levels where Alarms can continue until the players are progressed until a certain point (e.g. the safe room) or have be deactivated. The safe rooms that represent the begin and end of many Levels also double as Safe Havens where Avatars can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down the doors. Mounted miniguns and machine guns are located on some Levels and are examples of diegetic elements that provide Location-Fixed Abilities.

Many of the design choices described above gear the overall gameplay towards encouraging Cooperation and Team Play. The number of infected make it difficult to handle alone and typically they attack from many directions at once making solo exploration difficult. That players easily find themselves in dangerous situations they cannot get out of on their own as noted above regarding being incapacitated. The attacks by Hunters, Smokers and Witches (and Chargers in L4D2) are examples of this, but other special infected promote players to collaborate in other ways. The Tank is most efficiently fought by several players at once, victims of the Boomers' bile attack can with efficiency be defended by other players, and those ridden by Jockeys need to be freed by other players. Even players whose Avatars have been incapacitated can support other players since they can still shoot with pistols. Further, the game interface supports coordination through providing Non-Diegetic Elements in the form of the Avatars' outlines that are visible through walls (except in the Realism Mode).

However, the The implied Delayed Reciprocity of helping each other

Uncommitted Alliances

The series allow Betrayal in that players can opt to run to Safe Havens of safe rooms or the escape vehicles while leaving the other players to their fate. For safe rooms this only leads to the loss of equipment but can have persistent effects at the end of campaigns since only the survivors of a campaign get the Achievements associated with it.

Group Belonging


crescendo event

Voice Chat U Team Message Y Players Message T Spray Tag M Choose Team H See Message of the Day Tab Status Screen Esc Main Menu - Start Vote F1 Vote Yes F2 Vote No F5 Screen Capture

Game Lobby

The Right Level of Difficulty in the game is primarily controlled through difficulty settings, which in L4D2 can be modified by playing in the Realism Mode.


Besides offering more difficult settings, the games rely heavily on Achievements to provide Replayability of the levels and campaigns. Some of the Achievements are simply gained by completing the campaigns, others one can gain more or else through Grinding since they are based upon achieving a certain event (e.g. killing zombies with machine guns or honking the noses of infected clowns), and others through actions that require Timing or Game Mastery (e.g. throwing Molotov cocktails on a special type of zombie or killing Witches in a single shot), and yet others which make gameplay more difficult for the other players. The last category consists both of voluntarily limiting oneself to using less effective weapons and of goals such as carrying garden gnomes extensive distances (in L4D2. Although some of the Achievements can be seen as Optional Goals, these and the goals of completing levels and campaigns might effectively become Incompatible Goals.


Campaign Mode

Survival Mode

Added in an update of L4D but present from the release of L4D2, this mode gives the gamers a Survive goal where specific medals are achieved by being alive beyond specific Time Limits (4, 7, and 10 minutes for bronze, silver, and gold medals respectively).

Versus Mode

The Versus mode pits players against players with some playing humans and others playing special infected (except for Witches). This introduced Asymmetric Abilities on both team and player level. All special infected can see the outlines of both each other and the non-infected Non-Diegetic Elements giving them tactical advantage in positioning themselves.

The special infected have

Spawning

Cooldown

Do not have Spawning Points

Overcome

Role Reversal

Single-Player Mode

Realism Mode

Added in L4D2, this mode removes all the glowing outlines (i.e. the Non-Diegetic Elements) around the PCs, weapons, and health equipment. The ammo dumps are an exception to this. By doing so the game both makes Exploration to find items (i.e. fulfill Gain Ownership goals) more difficult and increases the risk of friendly fire (i.e. makes Cooperation more difficult).

Other Noteworthy Aspects

Developer

Valve Corporation (Windows version)

Certain Affinity (Xbox 360 version)

Publisher

Valve Corporation

References

  1. Official site for both games
  2. Wikipedia entry for Left 4 Dead
  3. Wikipedia entry for Left 4 Dead 2