This Unicorn Is Named Stretch

“What’s wrong?”
“I gotta babysit my little sister tonight. How bout you? You don’t look happy.”
“I just beat the sewer level, and now I have to do an escort mission.”
“Ouch. And I thought I had it bad.”
Gamers hate escort missions. We really do. From X-wing to Goldeneye to Bioshock, escort missions are the equivalent of the absent-minded dentist drilling into your face before giving you a shot of novocaine.
Well, I should quantify that statement - the gamer one, not the doc-these-tears-are-real one. Most hate this mechanic because the person/object you have to escort is equipped with moron AI; poor path-finding, an inability to distinguish between walking down a hall and walking into gunfire. They have to be watched every single step of the way. They are babies, minus the cute factor.
Well, some babies are cute.
In the world of science - where magic takes place - there are two ideas called the Availability Heuristic and the Affect Heuristic - or what Daniel Gardner in his book The Science of Fear calls the Example Rule and Good-Bad Rule, respectively. Example Rule states “the easier it is to recall examples of something, the more common that something must be or the more common they judge that thing to be.” The Good-Bad Rule states “when faced with something, Gut [unconscious thought] may instantly experience a raw feeling that something is good or bad.”
In the world of non-scientific polling - where you can make all the correlations you want - I’ve found that the majority of people who don’t mind escort missions are the ones who either game as a mere distraction or have started gaming within the last generation. For the rest of us gamers going all Wrath of Khan, Good-Bad tells us escort missions feel more like work than fun. Example tells us this is an epidemic because every other game since the beginning of the dinosaurs has an escort-type mission and only every other one of these is barely tolerable.
So no more escort missions please.
Something to think about: What are some other gameplay mechanics you can do without? Cuz I’ve got a ton.
November 18th, 2008 by Mike / 2 Comments / Trackback / game design, humor, magicianism




