Tacked on hunger and thirst meters with no real tangible gameplay value are threatening the design and continuing success of games in the survival genre. In this post I attempt to show examples of good and bad implementation of the practice of so-called 'protagonist-babysitting', and discuss possible ways to continue improving on and innovating in an over-saturated survival game market.
Not
long ago, I watched an interesting video by Jim Sterling, an entertaining and
unique YouTube game journalist with some fascinating insights into some of
videogames’ most prevalent modern tropes. The video in question, a rant on the
trend of ‘protagonist babystitting’, raised some interesting thoughts.
For
the uninitiated, ‘protagonist babysitting’ is the practice of tracking a
videogame character’s needs in arbitrary bars such as ‘hunger and ‘thirst’, and
having such bars become essentially timers until the player is to feed himself.
If you’re thinking about The Sims, you’re not far off the mark, except in a lot
of modern games, particularly those where the themes are centred on survival,
give you direct control over the character you are babysitting.
At
its best, protagonist babysitting can reinforce an important theme of survival
gameplay and could offer greater immersion into the gruelling nature of
survival in a hostile environment. On the other hand, at its worst, it is a
shameless example of unoriginal thinking as developers attempt to be on trend
by pasting in hunger bars where they are not needed in the interest of simply
having something that other popular games have.
While
games like Minecraft and Don’t Starve can get away with their protagonist
babysitting mechanics, thanks to their status as early trend-setters in the
survival genre, I would say the implementation of the hunger bar is still a
better implementation than some more recent survival games.
In Minecraft, the meter is basically a timer that counts down until you need to eat; however this issue is mitigated somewhat by the gameplay integration of the meter; once it has been depleted enough the player is significantly slowed and unable to sprint, and when the bar is full, health is slowly regenerated. Using such mechanics as a way to gain power-ups through positive reinforcement is one way that I feel makes the balancing act of using a hunger meter in a survival game work better, while at the same time being more immersive as it makes sense that one’s strength would be diminished when suffering from starvation.
Don’t Starve’s implementation is, on the other hand, even more acceptable, because the whole game is centred around the theme of managing hunger in a hostile environment, and so it makes sense that the hunger bar would be an ever present threat in such a game. However, an even better innovation comes from the fact that there are craftable items that can slow the depletion of the hunger bar, giving further freedom to the player to reduce the looming threat of starvation.
In Minecraft, the meter is basically a timer that counts down until you need to eat; however this issue is mitigated somewhat by the gameplay integration of the meter; once it has been depleted enough the player is significantly slowed and unable to sprint, and when the bar is full, health is slowly regenerated. Using such mechanics as a way to gain power-ups through positive reinforcement is one way that I feel makes the balancing act of using a hunger meter in a survival game work better, while at the same time being more immersive as it makes sense that one’s strength would be diminished when suffering from starvation.
Don’t Starve’s implementation is, on the other hand, even more acceptable, because the whole game is centred around the theme of managing hunger in a hostile environment, and so it makes sense that the hunger bar would be an ever present threat in such a game. However, an even better innovation comes from the fact that there are craftable items that can slow the depletion of the hunger bar, giving further freedom to the player to reduce the looming threat of starvation.
I
think that what these examples show is the importance of integrating a hunger
bar into the gameplay itself, not just having it as an additional meter to
which the player should be paying attention. In the aforementioned early
survival games, the hunger meter offers tangible gameplay benefits that help
the player survive rather than just being a babysitting requirement that will
kill the player if they ignore it.
A
bad example of this takes place in Subnautica. While I truly love the game for
being a unique and enjoyable spin on a tired-out genre with its focus on
biology, underwater tech and base building, it is difficult to defend the
hunger and thirst meters in the game.
My
first complaint is that the bars offer no tangible benefit or restriction to
the player in gameplay terms, except for simply killing the player if they are
allowed to deplete completely, meaning that the meter is completely arbitrary
and not integrated into the gameplay whatsoever. Immediately, player engagement
with these bars feel simply like they are satisfying an arbitrary complaint set
upon them for no real reason beyond ‘other survival and crafting games have
this’. The frustrating thing is, it would be so easy to enable some kind of
mechanical change as a result of starvation, such as tying swimming speed to
how close the hunger bar is to 100%, or even setting gameplay benefits to
eating and drinking regularly, such as being able to see further in the water
(which I think would be an excellent benefit considering the limited draw
distance that comes from setting the majority of the game underwater).
My
second complaint with the implementation of protagonist baby-sitting in
Subnautica is that it tears the player right away from some of the best aspects
of the game, where you are exploring deep underwater cave systems and becoming
truly immersed in its excellent sense of place and exploration, suddenly there’s
this annoying little beeping noise to remind you that it’s time to eat, which
usually requires tearing yourself away from your beautiful surroundings to go
back to base to cook food, as while you can gather and eat food in its raw
form, it really only works as a temporary solution to help the player’s meter
last a few more moments so they have time to get back to base. This is further
exacerbated by the fact that drinkable water is impossible to craft without
using a fabricator. In this case, the hunger and thirst meters seem to just
take the form of padding, to make the player take longer to gather resources
explore around the map, which is a shame because it is astonishingly beautiful.
Perhaps
the previous complaint, however, could have been justified as simply an
inevitable issue given the game’s status as a survival game, but my third
complaint is what propels the issue into a real problem; the meters simply
deplete too fast. Using a protagonist-babysitting model is a difficult
balancing act to be sure, because if hunger depletion is set too slow, then the
game’s difficulty is set too low and integration of the mechanic with the
gameplay systems becomes more difficult, because unless there is a very
significant benefit of constantly feeding your player when not needed, most
players would be content to ignore the bar until they are absolutely desperate.
On the other hand, setting hunger depletion too fast, as it is in Subnautica,
gives the player a sense of being pestered by the protagonist. You truly do get
a sense of artificial babysitting, not unlike an actual baby constantly crying
for something, be it food, nappy changes or attention. We want our games to be
fun, not more stressful than looking after a constantly crying baby, after all.
I
think that Subnautica, for all its strengths, represents a poor implementation
of the hunger and thirst bars, simply because no real gameplay consequences or
benefits seem to come from keeping the meters topped up, apart from death from
neglecting them for too long, and because the protagonist-babysitting model
tears away players from the really good parts of the game as what feels like a
needless distraction, which is made worse by the meters depleting so quickly
that it just feels like the player is being pestered by a real life baby for
arbitrary reasons. It is a shame, because Subnautica otherwise is an excellent
and enjoyable game. However, I think that due to its status as an Early Access
game, as development continues this issue may be addressed in a satisfactory
way, and I only hope that the developers of Subnautica will see the negative
attention that is coming to the protagonist-babysitting model as more and more
mainstream games tack it onto their gameplay as an afterthought, so that they
can make this change before the game is ready for full release.
The
most important thing about protagonist babysitting however is not that it is
always bad, but it is a balancing act, much like any other creative choice in
game design. If the survival game genre is to continue going from strength to
strength, developers must be careful to set this balance just right so that
their games aren’t accused of simply having a tacked-on survival element for
the sake of it. I think that the way ahead is to look at what early adopters of
the trend have and haven’t done in their implementation and trying to come up
with innovative ways to make the player feel less like they are babysitting and
more like they are engaging with a hostile environment in a desperate fight to
survive.
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