When bad interfaces do good things

run Nikko run

To run in Red Dead Redemption, you can hold down the X button. It’s more like a determined trot. But to really run, you have to mash the X button repeatedly. Which is a distinctly Rockstar idiosyncrasy. I’m pretty sure that’s how it worked in Grand Theft Auto IV and L.A. Noire. Probably even Rockstar Table Tennis.

But other games don’t make you mash the run button. They know that’s a pain in the butt. They let you just hold down the button to go as fast as you’re going to go. Many games these days don’t even make you hold down the run button. Just tap it and you’ll keep running until you stop, freeing up your run finger/thumb to do things like reload, change weapons, slide, and bunny hop. I’m not convinced they’re doing it right.

After the jump, xxxxxxxxxxxxxxxxxxxxxxxxxxxx

Upon revisiting Red Dead Redemption lately, my first reaction to the mash repeatedly sprint was annoyance. What a pain. It’s also how horseback riding works. To spur your horse to go faster, you have to repeatedly tap the giddyup button. I can’t think of any other games that do this, which must mean that Rockstar is doing it wrong. It must be another example of Rockstar’s stubbornness for no reason other than Rockstar being able to get away with it because they’re Rockstar.

But then I had a few situations where I had to get away from a bunch of zombies (I should clarify that when I say Red Dead Redemption, I mean the Undead Nightmare add-on). Instead of just holding a button down to get away, the escape had an active component, a bit like the dreams when you run from a monster and have to actively think to get your feet to work correctly.

I don’t deny that this can be annoying and it’s arguably better game design to simplify running. But I also appreciate that mashing repeatedly to run accomplishes something unique. In real life, running is not the normal state of movement. When you’re going to the store or going to check the mail or going down the hall to the office to see if that’s where you left your keys, you walk. There is no point putting the effort into running unless you’re late or exercising or there’s a bear or something in pursuit. But in a videogame, the act of movement is a formality. You want to get it out of the way as soon as possible. So you run all the time.

But Red Dead Redemption makes running something more active, more involved, less commonplace. It recognizes that there are different modes of moving through the world. It makes the act of fleeing a conscious effort, an intentional ongoing action, requiring a completely different kind of energy. It furthers the illusion that you exist inside this virtual space by relating the rules of the virtual space more closely to the rules of actual space.

(This leads to no small amount of frustration among players accustomed to running all the time in other games and who therefore mash the A button out of habit. They’re the ones who complain that it’s hard to get John Marston to go through a door, because they’re trying to hurtle him through narrow spaces, which is something you would never do in real life.)

Another example of modeling the rules of actual space is taking cover in a shooter, which should be an active thing. Hiding from bullets is not a natural passive state. It is an active thing that requires energy. Taking cover is the act of actively cowering, keeping your head down, pressing into a wall. But in most games — Red Dead Redemption included — cover is a simple toggle. You press the correct button and you stick to cover automatically, with no effort. In Rainbow Six Vegas, however, you had to hold down a button to stay in cover. Taking cover felt functionally different from just standing around in the open. I loved that about Rainbow Six Vegas. For a similar reason, I don’t like crouching to be a toggle in a shooter. I like to have to expend energy to crouch, even if that energy consists only of pressing my pinky into the CTRL key. I like to be aware that I’m crouching, that I’m a smaller target, that my aim is more stable.

I’m not convinced that the best interface is the most seamless interface, or the simplest interface, or the most transparent interface, or the interface the requires the least effort. That’s certainly a valid approach, and it’s probably a safer way to make a game accessible to the greatest number of people. Press X once and you’ll run for as long as you need to run.

But sometimes an interface can make for a more meaningful experience by adding effort or even annoyance, by making something complicated, by requiring active thought or input. I remember what a pain it was to check the map in Metro 2033 by lighting my lighter and holding the map up so I could see it. The map wasn’t a part of the interface, it wasn’t another screen. It was an ingame item that I sometimes had to struggle with. In ZombiU, if I want to get something out of my bag, I have to stop and squat and turn my attention to the thing I’m holding; the Wii U’s gamepad is a stand-in for unslinging a pack and taking my attention away from my surroundings to focus on the object in my hands.

So in Red Dead Redemption, as I realized I was out of bullets and wasn’t going to have time to finesse that weapon inventory wheel until I put some distance between me and these zombies, I drummed my thumb frantically against the X button to try to get away. My escape had a steady drumbeat like Robert Carlyle fleeing the zombies in the opening scene of 28 Weeks Later: ohshitohshitohshitohshitohshit, my thumb tapping out each ohshit in quick succession. Sometimes the easiest interface isn’t the best interface.

  • Tim James

    Try Receiver. They do the active run too (tap W) but it’s less annoying because you usually want to move slowly and carefully.

  • GreggRe

    Running has about as much in common with tapping the X button as hacking has in common with solving a maze or QTE. I just felt ridiculous in Walking Dead tapping ‘Q’ to move backwards. It’s a key. I’m tapping it. No illusions there.

  • sid

    Receiver, which came out of last year’s 7 day FPS (and is now on Steam
    Green Light), has an interesting take on what it requires to shoot a gun. For example you have to load each bullet individually, there is no hud to tell you how many shots you have left, you have to turn the safety off to shoot, etc. It takes something you usually pay no attention to in a game beyond hitting r to reload, and makes a large part of the game.

  • luke

    Tom, it’s the ‘A’ button in RDR, GTA 4, Max Payne 3, and Bully on 360.

    How does R6 Vegas hold up these days? I’ve thought about re-buying it just to get some more time in its pre-Horde horde mode, but I don’t know if it’s worth my time.

  • http://www.facebook.com/sinkytown Roy Jones

    This is great. Much like Marston, the player would sooner ride his horse.

  • niftyc

    Interface design is about efficiency, but playing a game has an almost opposite goal. When we say someone is doing something “playfully” the word can actually mean “less efficiently than normal.” If you tried to design a system to get a small white ball to go where you wanted would you design… golf? Never. Gaming is actually about producing that inefficiency for the sake of play. People who design game interfaces don’t seem to appreciate this tension at all, but that’s what Tom is getting at in this post. Strategic inefficiency that supports the game world. Instead, most game interfaces are absolutely terrible either because they have random inefficiency (that doesn’t support the narrative) or they have universal efficiency (that doesn’t support the narrative).

    There should be some sort of certificate of game UI design and it would teach some of the opposite things that a certificate in UI design would include.

  • R Bee

    “arguably better game design to simplify running.”

    “That’s certainly a valid approach, and it’s probably a safer way to make a game accessible to the greatest number of people.”

    I worry that these two things are too often falsely equivocated to the detriment of game design, I don’t think that accessibility = good design in much the same way that I don’t think the best writing necessarily has to use the more accessible vocabulary.

    Now obviously that’s the point of your post, but in trying to argue that point you have made the same mistake of calling designing purely for accessibility “good”.

    On a different note: Shadow of the Colossus uses a similar system for it’s horse riding, though it’s likely inherited more from the Zelda inspiration so it’s not just Rockstar’s stubbornness.

  • http://www.facebook.com/profile.php?id=100001534352717 Tim Ogul

    I get what you’re saying, and sometimes that is true. Sometimes you want an interface option to present a challenge, like not being able to pause or something. Still, it needs to be handled carefully. Anything a player does most of the time should not be hard to do. ACIII was an example of doing this wrong, I think. I spent far too much of that game holding the right trigger down, which on an Xbox can actually become uncomfortable. It would have been far better if running speed were the default, and one had to hold down the trigger to enter low profile mode instead.

  • anon

    “But in a videogame, the act of movement is a formality.”

    In most modern games perhaps. Movement in arena shooters like Quake and to a lesser extent UT2KX was a thing of beauty. Design for controllers hurt this aspect of FPS games the most.

  • tomchick

    So, the green button at the bottom isn’t the X button? Excuse me, I’m going to go fire my research team.

  • tomchick

    Well said, Mr. C. That’s some pretty impressive hi-falutin’ game theory talk. Please go away. You’re making me look bad.

    (Note to self: steal niftyc’s golf analogy)

  • Tony_M

    Tom, I know you’ve made some controversial statements in the past, but this is beyond the pale. Any game mechanic that has you hammering a key or button is an abomination. The Rainbow Six example sounds compelling, and the Metro and ZombiU examples are excellent, but repeated hammering of keys deserves to go to the same graveyard as the Atari 2600 joystick.

  • thebigJ_A

    Man, I hate it when I go to check the mail with a bear in pursuit!

  • http://twitter.com/clwheeljack Charles Wheeler

    If I recall correctly, the “tap to sprint” was initially introduced to eliminate an exploit of sorts in GTA3. In GTA3, they had just the standard “hold X to run”, but if you ran for too long you’d get winded and need to stop for a while. You could get around this by tapping X, which let your stamina recover (since you weren’t holding the button half the time), but still kept you in the run animation.

    That’s based totally on memory though, I could be getting it wrong.

    The other instance of this that I always think of is opening doors in the God of War series, where you jam L1 or something while Kratos struggles to lift it. There’s some interview where the designers say with something “Lifting a door has nothing to do with pressing a button, but it’s hard for the character, so we wanted to make it hard for the player as well”

  • http://www.facebook.com/people/Guillermo-Matías-Gumucio/100001506489937 Guillermo Matías Gumucio

    Another beautiful article, Tom.
    Loved the Metro map stuff, I haven’t played and didn’t know that, makes perfect sense.
    Now make a point on launching a mine in Mass Effect. LOL

  • unbongwah

    Did you ever play the last “Alone in the Dark?” It had some of the best / worst examples of good / bad UI design as you describe it. You had to click the right thumbstick to blink in order to clear your eyes whenever something spit in your face. The inventory UI was your belt & jacket pockets; accessing items meant standing still and taking your eyes off the action as you rummaged thru them. Melee combat involved moving the right thumbstick to simulate swinging something rather than simply tapping a button.

    The implementation was godawful, IMHO, but I respect they were experimenting with ideas to make the controls unique.

    Plus you made incendiary bullets by pouring whiskey over your gun. Who knew it was so simple?

  • Lando

    Your website is crap. Also, your Halo 4 review is total rubbish.

  • AWalt

    A few Idle Thumbs podcasts ago (can’t remember the exact episode), they were discussing GTAIV and how Rockstar is peerless when it comes to creating open world environments that overwhelm the player with a sense of wonder and amazement, such that you could just aimlessly walk along the streets and be fully immersed in Liberty City (or wherever). As inconvenient as “tapping X to run” is in relation to other games, the fact that the default pace of your character in Rockstar games is a casual stroll feels like a conscious design choice to nudge the player in the direction of slowing down to soak up the environment. This is how I’ve always understood their choice to have characters walk and not run by default (after all, a lot people must put a lot of work into these immaculately realized environments), but I never really thought about how the mechanic contributes to the game’s dynamism until reading your piece.

    Strangely enough, my first instinct in many games is to at least try and match my avatar’s pace with the characters around me. I feel put off by running all the time when everyone around me is walking, even more so when the NPCs fix their gaze on my conspicuously out of place behaviour (the security guards in the first level of Gravity Bone are a prime example). But then again, I am the sort of person who gets a kick out of obeying all the rules of the road while driving in GTA/Saints Row/whatever, so maybe I’m just weird.

  • Mercanis

    Receiver is a perfect example of what the article is addressing. I wish more games made guns the complicated machines they can truly be.

  • Mercanis

    Interfaces are like translators: the best interfaces/translators accurately communicate experience/language A into experience/language B. Ideally, the user doesn’t even notice the intermediary.

    Corrections:
    “It furthers the illusion that you exist inside a this [sic] virtual space”
    “Hiding from bullet [sic] is not a natural passive state.”

  • LordMoocifer

    The biggest problem I have with GTAIV’s “tap-to-run” is not the tapping; it’s the egregious decision to use the *same* button to run as to answer your cell phone.

    The effect this has is that you’re running down the street and you barely hear the tone or see the animation for the phone and boom, you’re having a conversation you didn’t intend to have. You may have just accepted a call from your overly-emotionally-needy friends or girlfriend or took a mission call. For the friends, if you just ditch them, you decrease your friendship rating. What you have to do is accept the activity and then call back and cancel so that they don’t like you less. For missions it’s a similar situation.

    Why should running have anything to do with accepting missions?

  • http://www.facebook.com/gregcarere Greg Carere

    There was an article over at PAR about the way Dishonored handles loot collection that got me thinking more about UI in games, along these same lines. Let me see if I can drag it up. Ah, here we are:
    http://penny-arcade.com/report/editorial-article/the-art-of-looting-the-design-decisions-of-dishonored

    I kind of love any input that makes in-game action a more tactile experience. The Rockstar button-mash has never bothered me, for precisely the reasons you brought up; horseback riding in RDR was something I almost always enjoyed because it felt like there was a skill I could master there, even if it was only a matter of finding the right rhythm to maximize speed vs stamina. I’ve found myself wanting more input in movement in other games: I like the free-running in Assassin’s Creed, but I wish it asked a little more of me, some kind of input or degree of player skill so that I actually felt like it was a challenge to climb a building or dash across tree limbs, instead of basically being autopilot, hold RT and push the stick in the direction you wanna go.

  • http://twitter.com/aarendsvark Jason Arends

    Tom Clancy’s Rainbow Six Vegas 2 is still one of my favorite games to play with friends. The split screen terrorist hunt is great, even if the enemies are about as smart as rocks with machine guns and flashbangs.

  • ATBro

    Another great example of controls acting in correlation with on screen action is Shadow of the Colossus. Every action you took in that game had to be deliberately thought about in order for the action to happen smoothly. To jump you hold the jump button and release when you have wound up enough to reach the height you need. When you climb you must hold the grip button lest you fall to your death. Stabbing the enemies requires you to, like jumping, hit the button to wind up and hit it again to thrust. The roll move you had to hold the crouch button and then hit the jump button to lunge. These controls created a feeling of being much closer to the action and is, in my opinion, why that game was so effective in everything it did.

    Also, in Ico, originally you had to hold down the R1 button to hold Yorda’s hand and lead her about the levels. Coupled with the smart use of vibration the act of holding the button gave a sense of connection to the character and the world.

    Just simply pressing a button and then sitting back to watch the effect give the feeling that it is easy to do badass stuff, but using the controls in smart and creative ways can really enhance the connection with a game. These creative control set ups can seem obtuse at first glance but can really do a lot to create an increasingly affecting experience.

  • niftyc

    It was a great post Tom!

  • Barac Wiley

    Whereas I feel like Assassin’s Creed is a perfect example of the opposite end of the same (or at least a closely related) UI design principle, which is that if the character is supposed to be insanely skilled at doing something, it should require as little player skill to execute as possible. Desmond’s ancestors are all incredible free-runners and combat masters, and so the player just has to tell the character where to go and who to kill and I don’t have to suffer through a dozen or more hours of this “master assassin” tumbling off roofs and fucking up counter-kills as would happen if I were put fully in charge.

  • tomchick

    Now to find my copy of Rainbow Six Vegas 2…

    We used to play LAN games on the PC a lot. This was a big hit with my weekly group.

  • tomchick

    Your co-pilot looks funny. What is that guy anyway?

  • tomchick

    Awesome examples. Thanks, Mr. Bro.

  • tomchick

    Oh, man, yeah! I definitely remember that stuff now that you mention it. Too bad it was in such a bad game. Good call, unbongwah.

  • http://www.facebook.com/gregcarere Greg Carere

    Other than the fact that, because of bad pathing or glitchy boundaries, I found my master assassins tumbling off roofs more than I’d like anyway, I get what you’re saying, and I’m not asking that AC put the player fully in control or make free-running “challenging”, per se. I’m not looking for QWOP. But free-running feels smooth in a way that that kind of physical activity simply wouldn’t for a human being, even a preternaturally gifted one. It lacks texture.

    It’s especially boring in the chase sequences, or the missions in AC3 where you’re fleeing a collapsing building or crumbling cave. There’s no challenge involved, nothing that indicates any kind of player involvement. It’s out of synch with the situation; Connor’s ducking under low overhangs and slipping through cracks and sliding, but all I’m doing is pointing in one direction basically the whole time. Something like the button mash, some kind of input that at least inferred the physical stress and exertion of the character would, I think, make free-running all the more empowering.

  • Barac Wiley

    I don’t think it feels that way at all, so I can’t really sympathize. And I don’t think adding more player input is the way to go – more input equals more fuckups. And an element like GTA’s button mashing run would be disastrous for something that actually -is- supposed to be your primary means and rate of getting around the game. As it is, Assassin’s Creed already gives me hand cramps if I play for long sessions.

  • http://twitter.com/SatchmoBronson _

    I feel the same way. I maintained a pretty slow pace in Red Dead.