Fire up Rockstar Games’ “Red Dead Redemption,” which takes the open-world play of the “Grand Theft Auto” games to the Wild West frontier, and you may notice something odd. Despite the game’s being set a century ago, it helpfully includes a “Grand Theft Auto IV”-style GPS display that shows you the optimal route to get protagonist John Marston where he needs to go. As in “GTA IV,” you can also set up waypoints on the game’s map and get directions to other places, too.

Even though having your location relayed by satellites orbiting Earth almost 50 years before the launch of Sputnik I sounds laughable on its face, it’s easy to see why Rockstar Games included the feature: The developers didn’t want gamers to abandon “RDR’s” epic narrative midstream because they kept getting lost.

These guys will cross the early-20th century frontier faster, thanks to the wonders of GPS.

But did Rockstar’s developers miss out on a chance to let players find their way around the world using more period-appropriate tools, such as a map and compass, or even navigating by landmarks and constellations, the way the cowboys did? Would it have appeared less anachronistic if Rockstar kept the minimap, compass and waypoints but ditched drawing the routes onto the map? While most gamers might not care about “RDR’s” technical oddity, I’m finding that its inclusion meant I paid very little attention to the game’s expertly crafted scenery as I made my way through New Austin. The next time I sit down to play the title, I’m likely to switch off the GPS, the same way I turned off “BioShock 2’s” waypoint arrows.

“RDR’s” GPS underscores a couple of trends in game design. On the one hand, developers are taking pains to make sure no gamer is left behind, and that video games aren’t just made for a niche audience of hardcore players. From the Wii’s easy-to-use, wandlike controller to the simple, gesture-based controls and timed button presses of the PlayStation 3’s “Heavy Rain,” this big-tent approach to game design has people who wouldn’t have called themselves “gamers” five years ago talking video games with the rest of us.

On the other hand, some developers have pushed to make video games more immersive by removing as many elements of the traditional heads-up display as possible. In theory, the more a game looks like a movie and the less it looks like a “game,” the easier it is for players to get wrapped up in its world. The pinnacle of this movement might be 2007’s “Dead Space.” Instead of the usual health/ammo displays in the corner of the screen, Electronic Arts’ Redwood Shores studio opted to convey that information to the player via digital readouts on the armor and weapons themselves.

Obviously, the “Dead Space” trick is easier to pull off in a sci-fi game than it is in a title set in a historical era. But novel approaches can be found for developers who go looking for them. In “Condemned: Criminal Origins,” an Xbox 360 launch title from 2005, the only ways to keep track of how much ammunition you had left were to have the main character, Ethan Thomas, literally stop shooting guys and check his weapon, or keep count of how many shots you’d fired. While this approach would be impractical in a bulletfest like “Left 4 Dead,” it made the already scary “Condemned” even more tense and realistic.

As a longtime gamer, I tend to chafe a bit at excessive readouts and handholding. While I applaud games with more simple, democratic game design, having a GPS readout tell me that my horse and I need to take the glorified dirt path on the left feels jarring and a bit weird. Is it a game ruiner? No way, but it’s got me and no doubt other gamers wondering if there’s a more period-appropriate way to accomplish the goal of keeping us from getting lost.

For an example of a post-”GTA IV” open-world game that didn’t use GPS, take a look at Double Fine’s EA-published “Brütal Legend.” In that game, you used landmarks, memory, a map and waypoints that shone down like a beacon from the heavens to steer Eddie Riggs’ tricked-out hot-rod through a heavy-metal-inspired landscape. And though some players disdained the game’s real-time-strategy-inspired stage battles, few complained about getting lost. (And let’s face it, having a giant spotlight shine down from the heavens is much more Metal than GPS will ever be.)

“Red Dead Redemption” isn’t the only game that includes GPS-style navigation decades before its invention. I’ve noticed a similar interface in 2K Czech’s “Mafia II” the couple of times I’ve played the game at press preview events. When that game, set in the 1940s and ‘50s, reaches stores at the end of August, it’ll afford another opportunity to debate the merits of accessibility or immersion, and wonder whether the two are mutually exclusive.

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Comments

5 Comments

  1. Rick Rickerson

    Interesting. What about providing a general map of areas that feature no detail until the character “unlocks” the area by being in it. So, if you want to find out what that “blacked out” area is over by the mountain, you have to approach it and explore. After exploration, perhaps a “skill” the player character might employ would be to draft a map of areas explored. Not sure how Red Dead is set up, but in another RPG it might be a skill that you could devote points to – so the higher the skill you have in say, map-making, the more detailed your map becomes as you explore a new area.

    June 2nd, 2010 1:28 pm

  2. James

    Rick, RDR’s in-game map remains void of detail until you actually “explore” the area. And much like real life, you can get those details without exploring by going to a store (in-game) in purchasing a map for that particular area.

    Regarding the GPS minimap, as you mentioned you are able to turn it off. Same with the auto-aim. Same with subtitles etc. Heck, you can play the whole game riding a donkey and only using a six-shooter if that is what you please. Personally I think the GPS is a must-have in this game. Because you are riding horseback through such a massive amount of space “getting lost” would be very very painful. Most likely you wouldn’t even realize you were lost until you’d rode 10 minutes in the wrong direction.

    But enough with the nitpicking, I’m anxious to read your review of the game! btw, speaking of standard HUD items being integrated into the gameplay… Did you notice the lack of a health bar?

    June 2nd, 2010 4:16 pm

  3. GameWit

    I did, James. I love the lack of a health bar. I’m definitely of the less-is-more school. It’s not so much that I’m second-guessing the inclusion of a feature that does what the GPS does. I just wonder whether there was another way to go about accomplishing the same thing. It also might be something I was on the lookout for, since I noticed it a couple of months ago while playing Mafia II and found it kind of weird.

    Oh, and it might be a while before I finish RDR. I’m working on Super Mario Galaxy 2 for next week and am gonna be at E3 the week after that. I want to finish it, though! When I fired it up today to check a couple of things, my wife (who’s not much of a gamer) was impressed with the look. I might even be able to con her into watching a bit of it while I play. She was impressed that it was a period western and not, say, cowboys and aliens.

    June 2nd, 2010 4:57 pm

  4. Cercata

    Nice idea dude, the second time I play the game, I’ll turn it off.

    But knowing R*, perhaps it possible to get oriented by constellations, Sun, More vegetation in the south face of slopes, etc. I’ll pay attention from now. If not possible, it will be in the next iteration of the saga ;)

    By the way, the given path is not optimal, so it force you as you improve to search alternative paths …

    About the GPS in GTA IV, only some cars have GPS, and only those give you spoken instructions also. So the path is not associated to GPS, it’s an in-game help.

    June 3rd, 2010 5:35 am

  5. swiller

    The more I play this the more it becomes just GTA IV on a horse. Rockstar games always wows the heck out of you when you first explore the world, then the grind of knocking out mission out of mission sets in. They even have the same character conversation as you travel from place to place like IV. I do appreciate that all the side activities are much better here. The hunting, horseshoes and poker are actually enjoyable compared to the subpar activities like dating, bowling and pool in IV.

    Sorry way off topic! I don’t know if you all do this frequently, but I’m always going in the menus to refer to the map and that takes me out of it even more. Go point about Brutal Legend. I never thought about how well it handled open world navigation. That would have been nice to see in RDR. At least staring at the mini map, does not incite as many crashes as in Liberty and Burnout Paradise city.

    June 3rd, 2010 7:59 am

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