NiGHTS into Dreams

17th March 2007:

There’s so much speculation around the world about NiGHTS 2 at the moment, which means lots of people want to learn about the original game – brilliant! If you’re here from a link on a forum or just from browsing, I hope you feel welcome and enjoy reading about NiGHTS. Today I wrote another article responding to the NiGHTS 2 rumours, which you can read here.

All in all, thanks for coming and I hope you find NiGHTS interesting. If you have any questions I will do my best to answer!

NiGHTS into Dreams Part one – the score system

First of all, I’m certainly guilty of not playing NiGHTS as much as I should. I have put a lot of time into it (at least £500’s worth, I would’ve thought), but I keep telling myself I should play it more often, considering how often I bore everyone to death talking about how brilliant it is. The thing is that it’s a game of such rare quality I feel in some danger of somehow spoiling it; it’s an indulgence. If it were a cake it would be one of those massively fattening chocolate cakes with more sugar than most people can stomach (this isn’t to say I’m better than anyone, by the way.) Something like that, anyway. NiGHTS is a treat in the true sense of the word and, although it has more play value than almost any other game it should still be reserved for special occasions. I’ve deliberately not called it replay value as that somewhat implies you’re repeating things, but with NiGHTS you’re moving ever forward, exploring and discovering with every play. That’s down to some design ideas which still strike me as genius to this day.

The most important aspect of the game is its drive towards improvement by way of score; this system is so well-balanced it lends itself to almost infinite possibilities (though not scores.) Every item is worth a certain amount of points until you release the Ideya – at this point you get a bonus relating to how many seconds you took, and from then on all points are worth double. Simple. When you collect two or more items in quick succession you get a Link bonus – the more items you connect, the higher the bonus. Even one or two extra Chips represent an achievement when added to a Link.

For example, a course might feature two sections containing ten items each. If taken separately, the player will get two Links of nine – if she or she is able to connect them (through Paralooping or an extra item found somewhere) that can become twenty or more, which is much more valuable. This is an extremely simple example – more common in NiGHTS is the use of “teaser” items which promise massive continuous Links “if only” they can be used as connectors. The first time the player successfully achieves that continuous Link forms the achievement/satisfaction stage – the player has proved his or her goal to be attainable, and often recognises the quality of the game design and the understanding of the player’s mind.

After this achievement has been repeated (even improved) a few times comes the “expectation” phase – the player has proved it can be done and now expects him or herself to achieve it the majority of times. Failure to do so often results in increased determination in the player, an incorporation of stage four. In other games such failure could easily lead to frustration and eventually rejection, but in NiGHTS the margin of success* (not error) is so slim that the player knows it would only take an incremental improvement to fulfil his or her expectations. Either way, the sense of satisfaction more than compensates for any frustration the player might feel at their incompetence; if it were so easy to achieve, the sense of pleasure would be considerably reduced.

The stage of expectation is shared with that of altered objectives – the player has demonstrated his or her first target is attainable, and so begins to conjure up other ways in which their score could be improved: getting to the Ideya Capture a second earlier, executing a tighter Paraloop to save more time. Again, the margin of success for these targets is often extremely slim, but a brilliant consequence is that these skills are transferable across all courses; there are familiar item layouts and sequences in many courses, resulting in similar opportunities for continuous Links and so forth. This creates a cogent, ever progressing score narrative* encapsulating the entire game – a high score in one dream is likely to enable you to improve in another and so on. In this manner, the levels are connected through the player’s development, not the plot’s; targets achieved influence the player’s expectations and confidence as well as their abilities and awareness of what is possible within the game.

I’ve tried to investigate and theorise the NiGHTS score system as best I can, but there have been inevitable omissions, particularly the boss multiplier system. What’s here, however, is (pretty much) most of what I think is important to NiGHTS’s score-improving ethos.

Margin of success – the distance between fulfilling and failing the desired objective. Score narrative – the progression and improvements the player makes in his or her score over the game’s lifetime.

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1 Comment by Chris | Wednesday, July 5, 2006 @ 10:28 am

NiGHTS: Into Dreams remains one of my favourite games of all time. I’m looking forward to playing it again on the Wii (if I’ve understood the press releases correctly!) The scoring system you describe here is definitely part of the long term appeal to me, although I still don’t really like the way the boss system works (an outstanding run in the world can be ruined by a careless mistake on the boss – I find that an annoyance).

The other thing I love about this game is that it is imaginative – in a way that mainstream games just aren’t allowed to be any more. A forgotten gem.

2 Comment by James | Thursday, August 10, 2006 @ 5:50 pm

Thanks for the comment, Chris.

I’m with you on the boss system – I only ever managed to master Puffy, and although I felt a little guilty for fighting her all the time, I felt worse when I lost a potentially high score!

NiGHTS on Wii is a strong possibility; I guess it would be like the Air NiGHTS game Yuji Naka mentioned a few years back. Whether or not it would be a great game given Sonic Team’s recent track record, who knows? Either way, at least we’ll always have, as you quite rightly say, the forgotten gem of NiGHTS.

3 Comment by Deku Tree | Saturday, December 23, 2006 @ 11:07 pm

I have never played Nights Into Dream, but a game that does something similar is Umihara Kawase for the SNES and Playstation. Instead of playing for score, however, you play for speed and survival.

In the game you are given a rubber line which can be manipulated in all sorts of ways (but is incredibly hard/fun to use). The game is made of consecutive stages with no saving in between (but there are multiple paths). The level design for some later levels will suggest certain advance techniques for you to learn, and then after you die(which is expected) you can go on to use the new technique in the earlier levels to beat them faster. There are many videos around the internet for you to see if you are interested.

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6 Comment by nick.M | Tuesday, June 12, 2007 @ 2:14 am

What console is this game on? Dreamcast, Gamecube?

7 Comment by James | Tuesday, June 12, 2007 @ 7:23 pm

How stupid of me not to put the console name in the article! NiGHTS into Dreams was released on the wonderful and incomparable Sega Saturn.

8 Pingback by No. 1 - NiGHTS into Dreams @ The Collected Writings of James Newton | Saturday, January 10, 2009 @ 7:26 am

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