Rockstar’s latest masterpiece suffers from a disease a lot of current games have contracted. Minigamitis. Essential parts of the game are handled via elaborate subsystems that exist outside of the gameplay structure of the main game. These subsystes bring various problems to the table, especially the dueling minigame.

Red Dead Dueling
The dueling minigame slows down time with the ‘Dead Eye’ mechanic from the main game, and has the player ‘draw’ with the left Trigger and then pull up the targeting reticule to mark the spots where the shots are supposed to land, and then basically just hammer the right Trigger to score.
Getting the hang of this particular substructure is almost impossible, since duels are few and far between, and never appear in the same spot twice if the player looses and reloads.
Gambling – obviously – is also handled via minigames, which is okay given the overall context. Structurally this is very similar to the approach GTA IV took to games within the game.
Cattle herding and horsebreaking are basically also sort-of minigames, but they do work seamless inside the general game. Most missions also behave like minigames or games-within-the game since they adhere do a different ruleset than the open world does.
Admittedly there are very few open world games that don’t work alongside this formula, embedding the missions more tightly inside the overall rules of the world without inventing new rules and subsystems for each mission.
Another flaw of the game is the checkpoint mechanic. Rockstar’s checkpointing has been heavily flawed throughout each and every game they produced so far – at least, inside the mission structure.
Red Dead Redemption is so far the first proper Rockstar title that uses checkpoints inside the actual missions. The problem here is, that this is only the case during the main story missions.
None of the sidequests, bounty hunts, night watch missions, or random encounters are checkpointed. This is both a blessing and a curse, as a reload of a failed random sidequest resets the world, the random sidequest will never happen again in the same way, since each uploaded instance is different. But at the same time it can produce very frustrating, flowbreaking results, when the player is killed during a specific random encounter that will then be lost and unrepeatable forever, or – worse – during a proper sidequest and then is subjected to the frustration of having to cross a large part of the map once more to get to the sidequest’s starting point.
The rolemodel to avoid most of the problems mentioned in this post are both Far Cry 2, and Crackdown. Far Cry 2 embeds each and every mission tightly into the rulesets of the world in general. Also, Far Cry 2 allows the player to experience failure in a way that very few other games do, since there is a third outcome possible between ‘success’ and ‘player avatar dies’. Crackdown is notable here for it’s true open world structure, and it’s missions which seamlessly take place within the world proper.
Of course it has to be noted that neither of these games strive for the kind of cinematic presentation Red Dead Redemption delivers. But this is another topic for another post at another time. Gamasutra just featured a very good article on just that problem.
Amber Nichols
12/08/2010
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Dan
20/08/2010
Rockstar specializes in cinematic games, but they also specialize in being highly disruptive. Notice all the fades-to-black during a game of horseshoes, the obnoxious cut and fade-to-black while skinning an animal. All the “skip turn” fades during Blackjack. The way that when you pull out the newspaper from your inventory, it takes 5 seconds for Marston to unfold it, and 5 seconds for him to fold it back up again– and you literally cannot even pause the game or trigger your inventory during all the time that he’s folding or unfolding. The way that tying up a bandit, carrying him, putting him on your horse, taking him off, and dropping him on the ground felt a mess. Simply maneuvering John Marston through an average doorway was almost a minigame in itself.
And their menus always feel clunky, and slow, and touchy. In GTA4 I noticed that on the pause-screen menu your selections are not triggered by your button presses, but instead by your button *releases* (after pressing them down and letting them go). It’s sloppy. Navigate a menu, and explore all the menu content for a few minutes in a Rockstar game, and then go into Modern Warfare (1 or 2) and explore the menus for a couple minutes. Compare.
The simple fact that (on XBOX 360) the “BACK” button– which is toward the left of the controller– calls up a huge menu on the RIGHT side of the screen, while the “START” button on the right side of the controller calls up a huge menu on the LEFT side of the screen. And you are always going the extra step of *closing* either the pause menu or your inventory menu, because you can’t open one while the other is already open. It should automatically close!
I know some of this can seem like minor glitches, but it all signals something very bad about the designers and testers. You are spot-on about the duel system. Most commentators online say, “I just mashed all the buttons during all my duels, because I had no idea what to do!”
To say nothing of the fact that many of the in-game menus use grey text against a black background….
At least the voice-acting was good– the Nigel West Dickens actor was a genius. Rockstar makes cool movies that you control using a remote.
tellurianpetshop
21/08/2010
Appreciate your comment, Dan.
It’s not that I think of RDR as a bad game, mind you. It’s a stunning technical achievement and actually a very rewarding and fun experience. It just features a fair share of shortcomings that keep it farther from my game of the year spot than I thought before.
The menus and especially the menu loading times (srsly R*, menu loading times!) are quite distracting. That was something that immediately bugged me about the game, even when just loading it up. Navigating the very first menus felt way too clunky for a game with this kind of production quality.
GTA IV didn’t leave that bad of an impression there though.
The most jarring thing with RDR are the numerous tutorial texts that appear somewhere in fine print at the corner of the screen, while the player is supposed to pay attention to the action in the middle of it. Those were really badly implemented. Just as the weapon selection wheel.
Basically this is all very nitpicky. RDR is still an outstanding game, even if it’s far from flawless.
A supermodel with headlice.
Dan
21/08/2010
It baffles me that they didn’t improve change the tutorial text. There’s so many different ways to do it better, it’s inexcusable. You also had to widely divert your eyes to see what buttons to press, when they gave you a button map for a specific action.
The one thing I really wanted to be right was the cover system, and that was broken. Often times I would be “covered” outside a doorway or window, but Marston would refuse to raise his gun if I tried to make him shoot, and usually the enemy would be shooting him in the head where he poked out.
The minimap was also broken, in that it wouldn’t show icons that should have been nearby me, even at the right time of day.
Did you do the “I Know You” quest? Rockstar wrests control from you to show you the “profound” conclusion of it, when they very simply could have let you, the player, choose to do what Marston does.
Getting into a western shoot-out was still fun though. And Nigel West Dickens was superb. It’s just weird when something gets Game of the Year simply because of its production megavalues (which are impressive), completely apart from whether it is a superbly constructed and conceived.
To me it’s more of a supermodel with cosmetic surgery scars and headlice but really great skin.