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@askagamedev / askagamedev.tumblr.com

I make games for a living and can answer your questions.
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recently i was watching a youtuber play mario party against 3 other AI controlled characters and it got me thinking. when it comes to games like mario party (Or any other game where you have an AI controlled opponent like XCOM) how do developers even begin to design an AI opponent who isnt automatically faster than you in a mini game of speed, or doesnt automatically know the solution to a puzzle in a room before you do and still has to figure it out, or cant guess the correct solution to a quiz automatically, all while still making it feel like you could actually lose to the AI without it feeling overly unfair?

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Whenever we design anything, we usually start from the goal and work our way backwards. Our goal for these AI players is absolutely not for them to try to win - that would actually be quite easy, as you say. If we wanted the AI to win, it would always play optimally and, if we wanted, could cheat via inhuman reactions, frame-perfect inputs, utilize CPU-only knowledge, never take a shot that could miss, never make an execution mistake, and so on. However, this is not fun or engaging for players by any stretch. Most players would not want to play against such AI. Our goal is to make AI that players want to play against. That means our goal is for our AI to lose convincingly, much like how parents feign weakness or ignorance while playing with their children.

How do we do that? Well, we can consider the kind of mistakes we expect human players to make and expand on those. Players often overestimate their own resources and overextend. Perhaps the AI spends everything it has immediately and keeps nothing in reserve, leaving itself open after exhausting all of its resources. Players can also play too cautiously, keeping too much in reserve and only spending the absolute minimum. We could make an AI greedy to stockpile resources but only use them when they're near full. Players often tunnel vision on one target and forget to tend other tasks they need to do. We can make an AI do that as well.

These design choices would make the AI players feel more like human players to play against by embracing human foibles as their own driving directives. Similarly, such directives also give the AI weaknesses that a player can observe and exploit to win. If you take a step back, you're looking at the basis for all of game design. We want the players to have a specific experience (e.g. a match that feels like playing another human player rather than an AI), so we figure out what it would take for the player to have that experience, and we construct those bits to convince the player it is happening.

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Anonymous asked:

Mmorpg ingame economies have inflation, that’s pretty much a given. How do developers make it so that it’s not so rampant?

In-game economies are entirely different beasts than real-world economies for one major reason - total currency is not zero-sum. In the real world, it is (mostly) zero-sum - individuals cannot create money out of nothing, so any amount of currency I spend is transferred to someone else and the total amount of currency in the system is preserved. No individual can buy real gold bars infinitely, they'll run out of money to buy the bars eventually and the price of the gold bars will increase as the cheaper sellers are bought out and remaining sellers raise prices. At the ultimate end, there is only so much gold on the planet, which means that even an individual with effectively-infinite money has an upper limit on the total amount of gold she can buy.

In most games, a player character can typically sell as many wombat testicles to the NPC vendor as she might have, creating new currency out of thin air for each testicle sold. There is no limit to the number of wombat testicles she can sell and there is no limit to the amount of currency the NPC can generate for her. Similarly, any currency spent on NPC vendor goods or services (e.g. training costs, equipment repair costs, resurrection costs, consumable costs, etc.) is completely removed from the system. This is called a "faucet to sink" design. The NPCs that generate currency are the "faucet" from which the money comes, and the NPCs that remove currency in exchange for goods and services are the "sink" in which the currency is removed from the system. When the faucet and the sink are generating/removing roughly the equivalent amount of currency from/to the system, the system is in balance. When the faucet outproduces the sink, more players have an ever-increasing amount of currency which is inflation - too much currency chasing too few goods. When the faucet underproduces the sink, we have deflation (which is much rarer) - too little currency chasing too many goods.

In order to reduce in-game inflation, the solution should be fairly obvious - the designers introduce new "sink" options to remove additional currency from the system. This usually takes the form of new consumables, gear options, or benefits from NPC vendors that cost a lot of currency to utilize. Since players will want these new benefits, they'll start spending more currency instead of hoarding and inflation will fall.

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Anonymous asked:

Do you have any tips on making enemy factions feel different to fight against, without spending too much designer and programmer time making full sets of different abilities for each faction? For context, I'm working on a cyberpunk brawler with 3 major enemy factions (corp, gang, cop).

Sure. The way to enforce the feeling that a faction is a real thing is that all units from that faction should feel like there's a common theme among them. I suggest that you establish a "faction ability" (or a pool of faction abilities) that all units from the same faction will share in addition to their "class" ability. This way you can create a handful of abilities that can be reused across many enemies and tie everything together at the same time.

Faction abilities should showcase what that faction "feels" like, both from a narrative sense and a gameplay sense. Starcraft, for example, had all Zerg units regenerate, all Protoss have a combination of shields and health, and Terrans have a mix of organic (healable) units and mechanical (repairable) units. Each faction's abilities in Starcraft helps reinforce what they are and how they work. Your faction abilities should be similar. Your Corp foes should have abilities that make evoke the feeling of Corp representatives. Your Cops should feel like cops, and your gangs should feel like gangs.

To do this, think about what makes a Corp and try to capture that in gameplay mechanics. Maybe the Corp units are ignored by Cops unless they directly harm the cops because they have legal immunity. Maybe they have better stats in general, because they have better gear than cops or gangsters. Whatever qualities they have, as Corporate representatives they should have commonalities that players should consider when engaging with them. When players start a fight with Corp enemies, they should have a good idea about what they should expect from Corp enemies.

A lot of work needs to go into differentiating the members of each faction - what is common to those enemies and how fighting them feels different from fighting enemies from other factions. Also, consider how the factions will interact with each other too - the way the factions behave and act will set the stage for how the game world works. The mechanics you create should, when the enemies engage with each other, play out in a way that makes sense within the world. Your game mechanics should help reinforce the narrative and the narrative should help reinforce the mechanics. This establishes a stronger, more cohesive world and experience to the player.

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So hey, about ten years ago there was basically a phase in video game development where manual saves were disabled in place of (often far apart) automatic saves. It (mostly) passed in its own time, but... what was up with that?

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The big problem with manual saves is that players can potentially save in a situation where the game is in an unwinnable state (e.g. save before the player is about to die). For players who like to overwrite their own saves instead of rotating save files, this can result in a really bad feeling and hours of lost progress. One major guiding principle in game design is "make it easy to do things right and hard to do things wrong". It's a lot easier to ensure the saved game is in a good state under controlled situations, such as with established save points and automatic saves. Since then, we've reallowed manual saves with attached conditions so that players have a harder time saving in a broken state, but the reasons for the progression should be fairly clear.

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Anonymous asked:

How do open world games manage to feel so big? When you sit and look at them they're usually just a couple km per side, but they feel like a whole country at times. What're the tricks?

There's a lot of small details and choices that combine together to make a world feel big. Each small thing isn't enough to do it on its own, but with enough details working together the player will feel that sense of "bigness". Most of these details are rules and expectations that humans have subconsciously internalized, things that we don't necessarily think about but have taken as true.

The most common detail of "bigness" is visible size. Most areas in video games are already built larger than they would be for a real person of that size. Having buildings that are scaled larger than normal in video games contributes to a sense of grandeur. The SWTOR Jedi Temple on Tython, for example, is apparently built for giants. There's no way that normal-sized humanoids could live or operate comfortably in a space that large, but the purpose isn't a real living space, it's to convey a sense of enormity and grandeur to the players who enter that space.

The amount of time it takes to navigate the area also contributes to the sense of how large a place is. If you think about traveling in real life, the metric of travel time is the most commonly used to determine how far away something is. This means that making travel time take longer actually makes something feel bigger, because our brains tell us "the longer it takes to get there means the further away it is", even if it isn't actually that far away. Look at how long it takes the player to approach the Colossus in this animation. It makes the colossus feel so much bigger because it takes so much longer to reach it.

We also often use tricks like forced perspective in certain places in order to make things feel bigger. If we have unreachable areas (e.g. cliffsides, mountain faces, etc.) that are still visible, we can use visual tricks to fool our brains into thinking things are further away or larger than they actually are. Without a reference point that can break the illusion, our minds will fill in the gaps by constructing its own consistent world view - that castle looks this big, so it must be this far away. The illusion above is only broken because we know roughly how tall a human is, so either the humans are giant or the buildings are tiny.

These various tricks (plus others that I haven't talked about) work to stitch a cohesive experience together in the player's mind. Your brain is being shown many things that have all subconsciously meant "big" to it before, so it assumes that its internal rules are still correct and the thing is big.

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Anonymous asked:

How do you go about setting time limits when relevant? Does someone just play through the section and set it? Playtesting? Do you put together some formula?

Most of the time, we start by setting a target time we think the game experience should take for a first-time player to feel what we want them to feel, and then add about 50% to that. A long fight should feel like a protracted fight and the time limit should reflect that. A short fight should feel like a sudden burst with a lot of pressure to finish it quickly. After we set our estimate, we playtest it to see how it feels. If we don't like it or we were off in our estimations, we adjust, playtest, and repeat. We can also ratchet that time limit up or down for various difficulty levels or challenges/achievements.

If we have to do this a lot of times, then yeah - we usually come up with a formula to generate it for us so encounters and similar timed events stay consistent and reasonable, and then tweak the important ones as needed. Consistency is really important for establishing player expectations, so having things become familiar and (to some extent) predictable helps players feel comfortable.

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Anonymous asked:

How do you balance players leveling up and getting cool new rewards that makes them stronger while keeping enemies strong enough to not be a boring cakewalk?

The way we balance expected player level to power level is... We create a math formula. Levels are mostly arbitrary discrete markers of player power. Conceptually, they exist to provide a reference point for players to understand how strong things are relative to each other. Their very presence establishes that all combat encounters in the game will happen in one of five bands:

  • Player vs Higher Level Foe
  • Player vs Evenly Leveled Foe
  • Player vs Lower Level Foe
  • Player vs Trivial Foe
  • Player vs Much Higher Level Foe

We start by establishing what kind of player experience we want these main types of combat encounters to feel like. How long should each of these encounters be? How many mistakes should we allow a player to make (e.g. getting hit) before getting killed in this kind of encounter? How long should enemies be expected to live? How many enemies at a time should the player be expected to deal with? How many enemies should there be before the player actually feels threatened? For the much higher level foe, we need to decide whether we want players to be able to defeat them at all. We need to figure out where the exact line is between a challenging-but-beatable Higher Level Foe and an impossible-to-beat Much Higher Level Foe.

Once we know what we want those experiences to feel like, we work our way backwards to define the variables we can modify for combat - damage, health, attack speed, defense, movement speed, and so on. We use these variables to construct a general combat formula that will satisfy all of our desired encounter band experiences for any set of input levels for player and foe. We use math to model how we want combat to go. The graph of the player's overall power against their level is called a "power curve".

Once we've established our formula, we can fill in the 'expected' stats for a bad guy of a given level. We will do similar passes for equipment, weapons, items, abilities, and so on and so forth. There should be a mathematical formula for the power of each thing so that we can always have a baseline expected experience. We can then fine-tune the individual attributes of any of these things if we want them to be weaker or stronger.

So yeah - system and combat designers are really a bunch of nerds who have to figure out how to turn cool imaginary combat into a bunch of math equations.

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Anonymous asked:

Game Design challenge: analyze the popular monopoly homebrew rule of people who land on free parking get a pot of money. Is it a good or bad idea, why is it not included in the rules, why is it so often added by players, and if you were forced to implement such a rule how would you improve it?

Here's the thing - most people who play Monopoly don't understand how to win at Monopoly. Most players play not to lose, which results in the most standard result - a game that goes on way too long and players get bored. It helps to look at Monopoly as a collection of systems focused around looking at the management of resources.

Let's consider the way a player loses at Monopoly - they completely run out of money and resources and go bankrupt. Think about where the money enters the system, and where the money leaves the system. New money enters the system only through a handful of methods - the money you start with, the $200 you get from passing Go, and the occasional chance or community chest card. Money leaves the system when players buy properties and improve properties by building houses or hotels. Occasionally, there will also be money leaving the system through chance and community chest cards, or paying to get out of jail. Money doesn't enter or leave the system when a player pays another player - it only circulates.

Removing money from the system forces players closer to bankruptcy overall. Adding money to the system makes it easier for players to survive overall. What happens if you have a pot of money on Free Parking? Well, it depends on the source of the money. If the pot comes from the bank, it introduces new money into the system and makes the game last longer. If the pot comes from other players, it keeps money within the system for longer. Neither helps end the game quicker, which should be one of the design goals.

I think that the main issue is that Free Parking isn't compelling to land on for gameplay purposes. Landing there feels bad, so making it a money pot makes it feel better. If our goal is to make it more interesting, I would suggest something that would either be more neutral, or even remove money from the system. I think that Monopoly would do better if there were more ways for players to interact with each other. Instead of calling it Free Parking, I might rename it as the Court House, where a player landing there can pay some fee (e.g. $25) to the bank to sue another player and compel the defendant to hand over some amount of money, e.g. $100, or a higher fee ($100) to take another player’s property. This way we remove a little money from the system whenever players land on it, as well as encourage interaction between players. The two important goals are to incentivize players landing on it and remove money from circulation to push all of the players to the endgame.

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Anonymous asked:

What would be your process for designing the generic ice puzzle section of an adventure game?

Before I begin on this, I would encourage you all to do some background reading - two articles I wrote some time ago. My answer to your question will build on the principles they establish. I'll link them here:

[Tips for puzzle design] for the principles of what a puzzle is.

[What's the deal with sewer levels?] for leveraging environmental context.

Now that we’ve re-familiarized ourselves with these principles, we can combine the two. How do we associate the iciness of the environment with each of the four steps of the player’s approach to the puzzle? How can we represent the cold and chill of the environment in a mechanical sense to the player so that the gameplay experience feels cold or icy? Here is my general thought process when approaching this task:

The player sees and recognizes the puzzle goal 

What does the icy/cold aspect of the environment have to do with the puzzle? Could the way forward is blocked by large amounts of ice that must be melted? Could the machinery to open the path be frozen solid and need thawing? Maybe the person they need to rescue is buried in snow or fallen through the ice into water and the player must rescue their friend before they freeze? Maybe the goal is to reach an island in the middle of a dangerously cold (but not completely frozen) lake. I would establish what kind of obstacle would make the most narrative sense for the puzzle within the greater context of the game as well as emphasize the coldness of the environment.

The player discovers the clues/objects needed to solve the goal 

Now that I know what kind of goal we want the player to have when they reach the puzzle, let’s consider the sort of things they will need to solve that puzzle. What kind of objects or clues could players expect from the environment? If it is an exterior environment, perhaps there are trees and fallen branches. Maybe there are large ice blocks that can be pushed and will slide across areas with smooth floors. Maybe the player can trigger large amounts of snow to fall on something, such as by shaking a big tree. What if they have difficulty moving on ice because they slide around instead of walking normally? Can the puzzle be as simple as finding the right path to take across a slippery icy surface where the player has limited controls? 

Maybe the player has an ability or object by this point in their inventory that they can use in a special way - something that can melt ice or snow in small amounts or a way to propel themselves across the ice, like a fire arrow or a torch. We can leverage that as a tool for the player to use to solve the puzzle. Can the player freeze water solid to reach a goal area? 

The player associates the relationship of the clues with the puzzle and each other and works out potential solutions 

This is where I figure out what the puzzle actually is after establishing what the various pieces available are. Maybe I decide that the goal here is to gather enough kindling to start a fire to defrost the frozen gears so that the switch can open the door. Maybe I decide that the player needs to use the giant fan in order to propel themselves across this frozen lake without falling through the thin ice. 

We absolutely need to take the step of teaching the player how this works. We can do this by introducing the puzzle mechanic with a basic puzzle that is very easy to solve, then increase the difficulty and consideration required in subsequent puzzles. We should also provide the players a means to reset the puzzle so they can experiment with it and not get stuck in an unsolvable situation. Even better, we can potentially reuse this sort of puzzle content later in the game and incorporate even more gameplay elements into it for players to reason through as they acquire more abilities or equipment, as well as more difficult puzzles off of the critical path to provide bonus rewards.

The player solves the puzzle with the proper solution 

Once we’ve provided the player the pieces of the puzzle and the context with which to use them and trained them so they know how to use it, they should be able to solve the puzzle and move on to the next challenge.

As you may have gathered, the core of my approach to a design challenge is taking the given theme and incorporating it in various ways into the mechanical aspect as much as I can. I can then leverage the player’s understanding in order to help push certain game or puzzle mechanics that make sense within the context. Keeping with the theme as I approach the design often makes things much more intuitive to the player who’s experiencing it for the first time. From there, it’s just a question of giving the player plenty of opportunity to experiment and play with the mechanics in a low-stress environment in order to teach them how it works, before adding more pressure and increasing the difficulty.

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Breaking Down Testing Chamber 16, part 3: Visual Language

This is the third part in a series breaking down the level design of one of Portal’s more famous levels, Testing Chamber 16. Here are the previous posts in the series: [Part 1] [Part 2]

One major goal of any game is establishing and maintaining a cohesive visual language with the rest of the game so that players can understand the gameplay constraints of the space they inhabit at a glance. Languages are comprised of terms (things) and grammar (the rules that govern the things) and visual languages are no different. Whenever we show a player something gameplay related, there should be a clear understanding of what the thing is and what it does when interacted with. Here are some examples of terms from Super Mario Bros: 

Each of these types of blocks are visual terms, abide by specific rules when you interact with them, and exhibit different behaviors when interacted with. For example, in the case of the second (multi-brick) block, here are the rules associated:

  • Like all blocks, Mario may stand on it
  • Small Mario cannot break the block, but can bump them and damage any enemy walking on the block
  • Large Mario will break the block when jumping into the block from below
  • The block may contain coins, a power up, a vine, or be completely broken to be displayed to the player when bumped from below
  • Once the contents of a non-breakable block have been exhausted, it visually changes to the four-dot inert block on the far left

One way Portal does this is through the clearly displayed wall materials. Within the world of Portal, metallic/dark grey tile walls and floor do not allow portals to be placed on them. Light grey concrete allows portals. Like so:

Similarly, Portal’s visual language draws a clear distinction between the objects placed within the space and the rest of the world, which is comprised of the walls, ceilings, and floors:

The rules up to this point have taught the player that the objects can move (or be moved) and can be affected by the player in various ways. The player cannot place portals on objects, only on certain elements in the geometry. The player can pick up (certain) objects and move them about the level. Movable objects share certain qualities - they stay where they are placed and they are often used to solve puzzles. 

As you can see, there are often a lot of rules (the grammar) associated with these visual language terms that must all be taught to the player so that the player can interact with these terms appropriately when they are presented. Let’s get into how Testing Chamber 16 introduces the player to a new visual language term and its associated grammar - the Turret:

Observe how clearly the grammar rules are implied by the first turret’s placement. The targeting laser beam is clearly visible on the dark background, the shadow cast beneath its spindly legs indicate it is probably an object the player can pick up. The player can immediately grasp the major visually important elements of the turret just by where it is placed and what it looks like when observed. A large, bulky turret would give a different visual impression than a small, spindly turret for example:

It would certainly look a lot more imposing, but would also likely cause some cognitive dissonance trying to lift something so enormous up.

Upon picking the turret up, it responds by wiggling and looking around:

Once it is dropped, it fires its guns for long enough to teach the player that these weird little things are potentially dangerous: 

And then it deactivates, going inert and no longer dangerous:

In this very first encounter with the turret, the player has learned these associated rules:

  • The turret can be picked up
  • The turret can be deactivated by dropping it on the ground
  • The turret has guns and is therefore dangerous 
  • The turret has a laser beam

Most people who have any understanding of modern guns will immediately associate the laser beam with the gunfire and assume it is a targeting laser. For those who aren’t sure, the immediate next step is to prove out that case:

This adds most of the in-game rules the player needs to know regarding how turrets behave in game. From here on out, placing a turret brings all associated rules to the player without further need of explanation. If you observe the rest of the level, you can see that most of the gameplay is there to teach the player more nuanced rules regarding the turrets (e.g. the deactivation of the turret is tied to knocking it over).

The most important thing when establishing a visual language is consistency. When we establish visual language terms with the player, it encourages them to hypothesize “reasonable” connections based on the rules involved. When their hypotheses prove correct, it reinforces the visual language’s grammar and makes the world feel more coherent. If their hypotheses prove wrong, players usually both learn something about how the game rules and experience a bit of cognitive dissonance from the incongruity in how they thought the rules worked and the way the rules actually work. 

Building and maintaining this sense of coherence is extremely important for a good player experience! If design breaks the rules they’ve established too often, it breaks player immersion and can cause a lot of frustration. Take a look at this environment from Uncharted 4:

There’s a very clearly established visual language at work here to broadcast the environment’s traversible areas to the player at a glance. If there are environments where the traversible areas are hard to differentiate, the player can get confused and frustrated. The easiest example of this is with jump distances, especially in platformer games. 

One of the biggest visual language terms in games like this is the maximum distance a player can jump. If the gap is significantly longer than the maximum jump distance, the player can understand that this is not a traversible path (yet). If the gap is visibly shorter than the jump distance, the player can make the jump. But if the gap is just a little bit further than the jump distance, it’s unclear and the only way to tell is by the frustrating process of trial and error:

To recap, our takeaways from today’s post on breaking down Testing Chamber 16 are:

  • Each game establishes a visual language and it is up to design to add to and maintain that visual language
  • Visual language is made up of terms (specific visual things) and grammar (game rules that govern those things)
  • Teaching the player the grammar for the terms is super important to establish for the rest of the game.
  • Consistency between visual language and gameplay is super important to keep players engaged. Ambiguity makes them feel bad

When next you play through Portal, observe how the visual language terms like the turrets are both established and then subsequently used. Whenever a new language term is introduced, note what the level design does to teach you how the rules work. Then, in subsequent encounters with those terms, see what they assume you already know and what else they expand on with those terms.

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Anonymous asked:

How would you design a game specifically for speedrunners? No, I'm not looking into idea how to make one, just curious about your answer :)

If I have a particular target audience in mind when designing a game whole cloth, I approach it by trying to identify the things that the target audience looks for specifically. I’d probably start with a list of features that speed runners look for and like, and then try to fit an overall core game loop around improvement and mastery of those features. So what kind of features do speed runners like?

When you peel back all of the layers, a speed run is really an optimization problem. The goal is to get to the end of the game as quickly as possible by taking the most efficient route that the players can collectively figure out. The fun comes from identifying and improving the various parts of the run to optimize them further. After thinking about it a little, these are what I think of as the core pillars of a good speed runner’s game:

  • Improvements in execution result in incremental improvements that add up over the course of the full run (i.e. save a few frames here, save a few frames there)
  • Minimal or mitigatable RNG on run attempts
  • Disparate game systems that interact with each other in interesting (but not necessarily intuitive) ways
  • A high skill ceiling/potential level of execution
  • Multiple routes through the game that can each be optimized (e.g. any %, 100%, warpless, etc.)

Other smaller quality of life features that would also be good to include:

  • A standardized run timer
  • Leaderboards with video replays for players to share
  • Skippable cinematics/conversations/tutorials/etc.

As you may have surmised, these pillars are fairly broad and can be applied to a pretty wide variety of game genres. The most important factor is realizing what it is that your target audience is looking for (e.g. interesting optimization problems with high execution potential) and making sure your game provides that kind of experience.

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Design Principles: Crafting Interesting Choices, part 1

Recently, a follower on twitter asked me a question that I thought would make for a good post. Specifically, it was about how to go about making interesting cards for a cooperative deck building game. I want to expand on that because I thought that it would make for a good central design concept post - what does it mean for a player to make a choice that is interesting? As a designer, how do I provide interesting choices to the player? Choices become interesting when they generate some tension in the player. This comes from two fundamental elements: 1.) no clear “best” answer and 2.) established stakes that aren’t trivial. 

An Interesting Choice shouldn’t have just one answer

A choice is a situation where a player must decide between two or more mutually exclusive options. A choice is not interesting where the better option is obvious. If you are choosing between spending one mana and dealing two damage or dealing three damage to any target in a vacuum, the choice is obvious. Even if it involves some amount of calculation, if those calculations are the same, the choice isn’t interesting. It’s a math problem and it gets solved. A solved choice is not interesting by definition, because there’s a right answer and a wrong answer. The choice is no longer interesting once you know what the answer is. Memorization isn’t interesting.

An interesting choice is one where things aren’t always known. Conditions that are not always fulfilled (e.g. flame punch deals high damage than laser fist normally, but laser fist deals extra damage to burning enemies) lead to interesting choices. Controlled randomization of outcome (e.g. this move has a higher chance to critically hit than that one) can be interesting. Choosing a character can be interesting if the characters are reasonably balanced. 

An Interesting Choice needs stakes

If a choice doesn’t cost the chooser anything, it isn’t interesting because the stakes are too low. When you have tens of thousands of gold coins, deciding whether to buy a potion for single-digit gold cost isn’t really interesting. If the player isn’t aware of the stakes of the decision, the choice won’t be interesting. When you want the choice to be interesting, the player must be aware of what the stakes are for the choice - choosing this option means this big event happens, which means that other big event won’t happen. If the results from the choice are significant to the game, the story, or the character, we must convey this to the players in order for them to understand full weight of the choice that is being made. 

This isn’t limited to a game’s story though - think about the factors involved in making the decision to use your character’s Ultimate in Overwatch or League of Legends. The stakes are important - using it right can often swing the game in a drastic way. Using it wrong and you’ve wasted a long cooldown for little appreciable gain. Deciding when to use your ult in a close game is much more interesting than deciding when to use it in a curbstomp game because the stakes are higher.

Not all Choices must be Interesting

It’s important to recognize that not all choices must be interesting. Making a choice requires the decisionmaker to expend mental energy. Think back to when you spent a lot of time thinking about hard problems all day and just felt utterly exhausted afterward. Expending too much mental energy leads to mental fatigue. Too many Interesting Choices can cause that to happen to our players if we’re not careful. Interesting Choices are good at raising the tension level of the current gameplay experience and not good when players are already riding high on the [tension curve] and the choices push them over the edge into feeling stressed out. When you’re designing the gameplay experience, consider where these choices are offered and what the expected tension level should be.

These two elements are the core of what makes choices interesting. I’ll soon post part 2, where we can examine some details in the implementation - different ways we can adjust the answers and stakes of some example choices to make them more or less interesting. In the meantime, try looking at the various choices you are offered in games. You should start seeing how they break down - what the stakes are, what the answers they offer are, etc. Consider which choices you found interesting. Can you see the options and the stakes? What about for those that weren’t interesting?

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I have a friend who is designing a digital card/boardgame (kinda a mix of magic and chess). In his game he have 6 different factions/colors. What could the potential difficulties be for it having this many factions? How could such issues be mitigated? When should you decide to cut down the number of factions/colors in such a game? Sorry if the question is a bit too broad but I would appreciate any input on this, even if very generalized.

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If it’s a physical game with multiple factions, the driving design principle is “each different faction needs to play differently from the others” because there are no fancy graphics or sound to cover up the illusion. If the different factions do not feel sufficiently differentiated from each other, there is no point in their existence - they just add to the list of things a player must remember without any real gain in gameplay. Having different types of play has many benefits - players can find things that suit their particular play styles, players can learn more about the game by playing different factions, it provides a lot more possible depth when players have to think about the different matchups, and it makes creating content a little easier by establishing firm constraints on what a particular faction can and cannot do.

Therein also lies the biggest problem - it’s hard to really differentiate ways to play a game. Even a game as old and storied as Magic runs into this problem - there’s a constant push and pull over what makes an artifact different from an enchantment and many of their set-specific card mechanics are essentially a more limited version of “kicker” with a different name. By having a lot of factions, you have to spread your resources pretty thin across each one in order to build up enough depth to the play style that’s still both easily understandable to new players and unique to the faction. Furthermore, each additional faction increases the number of matchups geometrically. If you have three factions, there are three matchups (AB, AC, BC). For four factions, there are six matchups (AB, AC, AD, BC, BD, CD). Five factions is ten matchups and six factions raises it to fifteen. That’s a lot of balance testing that needs to be done!

One good way of mitigating some of that complexity and overall scope is to have a pool of “common” gameplay elements that all factions can potentially pull from, like artifacts and specialty lands in Magic or the general cards usable in any deck in Hearthstone. If you do this, you need to carefully mind the dividing line - the more general options there are, the more heavy lifting the faction-specific cards need to make the faction feel distinct. If you do this, you must consider the number of elements to create for each faction and the number of common elements.

If you ever want to finish this project, you need to set some hard limits. Think about how many total cards/gameplay elements you have the resources/time to make, and figure out how those will be divided among each faction (and any common elements).Remember, the way the faction feels when played will drive how the players feel about the game. Each faction should have a strong mechanical identity that differentiates it from the others. That could mean a different way to manage resources, a unique way of gaining card or board advantage, or a different way of interacting with other players/factions. If you don’t have enough cards/elements to define the play style of the faction, it won’t feel good to the player. If you don’t have enough cards to establish an early, mid, and late game strategy for each faction, it won’t feel good to the player. Setting scope is super important here. Will 10 cards be enough for a faction? Do you need 20? 50? Figure out what you think the core has to be for that faction and build it out. Then use that as a guideline for creating the other factions.

A faction isn’t really fun if it doesn’t feel sufficiently different from the others. Be wary of the problem of scaling up as you add more factions, rather than adding more options to each faction. Each faction should have roughly the same number of options and resources, so the game’s scope must widen to encompass the total amount of work that must be done for each faction times the number of factions you want to make. Set a hard limit on how many cards/resources/elements each faction gets and then try to make it work within those limits. 

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

Hiya, Dev! Long time follower and ask sender. Kept my account after "The Purge" just to follow you. I want to make arcade shooters like Armed Police Batrider. I'm learning GMS along with the asset creation required for such a thing. But, I'm worried. Sure, I can learn the tools, but I don't know where I'd go to initially learn good >design

It’s important for any budding game designer to realize just what it is we do and how it is we do it. Game design is ultimately about constructing an experience for the player. All of the numbers, visuals, randomization, timing, everything builds towards the experience that we want the player to feel. When designing anything, a designer wants to be cognizant of two main things:

  1. What experience do I want for the player to feel?
  2. How do I make the player feel this experience?

Let’s get into these two questions. 

What experience do I want the player to feel? 

For shoot-em-ups like Armed Police Batrider, what this generally translates to is varying levels of tension. Tension in shmup games is directly proportional to how much precision the player needs to move their avatars to survive. The more wiggle room they have, the less tension there is. 

For example, this screenshot shows a situation of low tension:

This screenshot shows a situation of high tension:

As you may have guessed, the amount of stuff the player has to dodge on the screen is directly proportional to how tense the situation is. The more bullets/bad guys/etc. there are at once, the more tense the player gets.

This doesn’t mean you want the player to always feel super tense all the time. A good tension curve will draw the player in, give them an exciting experience, and then let them relax, feeling satisfied at the end. In abstract terms, it should look like a curve. More specifically, something like this:

It’s important to note that it isn’t super fun to be maximum tension on all the time. It will get exhausting for the player if there isn’t a lot of variation. You should build up tension over time, the action should climax for a brief moment and then, after it passes, there’s a “relaxation” period where the player can rest a bit before building up to the next climax (or level). But how do you actually do this in a shoot-em-up? Let’s take a look at the more practical side of things.

How do I get the player to feel this experience?

Shmup games especially are built on overlapping patterns. Enemies and objects appear at various timings and positions and release bullets for the player to shoot and dodge, respectively. These are the tools designers use to craft the experiences in these games. If you want lower tension, decrease the number of bad guys over time. If you want to raise tension, increase that number. You can build interesting patterns within these by creating different types of enemies - enemies that take longer to kill, large groups of easily-cleared enemies that release a single cloud of shots to dodge, etc. Then you use those enemies like a toolbox to create enemy groups that are designed to provide specific experiences to the player in terms of the tension they deliver.

The other important thing to note in this formula is the timing of things. A designer can increase tension by spawning more enemies over time, especially if the player probably hasn’t finished dealing with the last group. You can adjust these values by calculating the average amount of damage you expect the player to deal over time and dividing that among the health of the enemies you have on screen. This has roots in with the [Time to Kill metric] I’ve written about before.

In your situation, I suggest you start by creating the different classes of desired tension (rising, climax, relaxation, etc.), and then creating different squadrons of enemies that will release bullets in different and interesting patterns for each of those tension classes. Then, you can construct a new level by spawning the appropriate squadrons at scheduled times according to the sort of tension curve you want. Design bosses similarly - the boss should follow patterns based on the desired tension curve. There should be a brief period of lower tension at the start where the boss appears and begins to do its thing, with successively more complex patterns, culminating in some sort of high tension moment. 

This is how you learn design. Game design is all about figuring out how to craft the experience you want from the tools you have available. A lot of this is learning how the different things you do make the player feel. When you’re playing games, try identifying what feeling you’re getting when you play and what elements exactly the game is using to make you feel this way. Once you’ve identified them, you can try crafting them yourself.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

I've noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go "Oh nice, there's so much to do" and sometimes I go "oh no, there's so much to do". Why does this happen and what design choices make the difference?

In cognitive psychology, there’s this concept called “Cognitive Load”. It refers to the maximum number of things a person can easily remember and recall at once. Beyond that maximum, you start forgetting things and need to be reminded. Your brain is full, so finding space for the new thing becomes a little harder.

When you’re playing a game and your cognitive load is too light, you’re at the risk of feeling a little aimless and bored. Your brain just isn’t super engaged because it doesn’t have to be, so you start to tune out to varying degrees. In such situations, getting a bunch of new tasks will usually engage you more because it gives you more to think about, anticipate, plan for, remember, etc. This causes the “Oh nice, there’s so much to do!” sensation, because you’ve become more engaged. You’re looking forward to seeing where these new things will take you and what sort of fun new things you’ll be doing.

When you’re already near your cognitive load limit, this sensation turns to overwhelming instead. You already have all of these things you’re thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. When you’re near maximum capacity and you suddenly are thrust into even more things to think about, your brain rebels. Humans are very loss averse - we feel worse if we have to put something back than if we never got it in the first place. Seeing all of those things you have to pass over makes you feel bad. This is why you say “Oh no, there’s so much to do!” Your brain is upset because you’ve given it things to think about and now it has to put them back because it’s too full.

Generally, the way to handle this situation as a designer is to work carefully on the game’s pacing. We want the player to stay in that sweet spot of cognitive load, where they have enough tasks to keep them from getting bored and tuning out, but not so many that they feel overwhelmed and anxious about leaving something behind. 

For an open world game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world. Have you ever played a game where you felt frustrated because the quest you were on had you running back and forth to places you just came from without anything else to do? This is usually because you’re at minimal cognitive load - you are spending all this time to do this one task and tuning out because it doesn’t bring anything else new along the way, so you’re starting to get bored and disengage from the game. If you had other quests you wanted to do along the way each direction, this would not happen.

In order to ensure a good flow for the player, you want each set of quest goals (e.g. where the bears spawn for me to collect bear claws) to overlap with the next planned set of quest givers (there’s a small hunter’s camp visible just beyond with some more quests). This way, the player’s brain can process through its cognitive load by finishing the older quests/tasks as we introduce new ones. Optimally, this keeps the player loaded up but not overwhelmed by adding new tasks as old ones complete. We want the player to continue doing these quests without sliding into the frustration zone, as well as gradually ramping up their power level, drops, difficulty, etc. to account for players learning to play the game better. In a lot of ways, our ability to keep everything flowing nicely for the player tends to be a factor of our maximum cognitive load as designers.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

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Anonymous asked:

So I've been playing an old favorite of mine, Ketsui. This game is a next level sort of brutally difficult but it's somehow 100% fair and can be bested with practice. And it got me wondering. How do you guys accurately play test games THIS hard and decide when something isn't cheap? Do you get skilled players, are you all really good at games, or do you use certain other methods?

So… the main requirement for “fairness” in games is this - as a designer, for any challenge I pose to the player, I must clearly show the player what she needs to do, and how she needs to do it. There shouldn’t be any kind of ambiguity or gotcha about it. No tricks, no hidden gimmicks, no weird moves without adequate warning. The player must be aware of what needs to be done, and then given sufficient opportunity to complete the challenge. If the player is unable to complete the challenge as presented clearly through no fault but their own, then the player gets punished. That’s what makes it fair. As long as the player understands that the punishment or reward directly results from her actions, she will consider the challenge to be fair.

This is a key principle in the design of punishing but “fair” games. The Dark Souls series is famous for this - the enemies always behave consistently. They always telegraph their attacks. When you die to them, you know exactly why you died - they did something that you didn’t deal with properly, and you got punished for it. The execution barrier might be narrow and difficult, but you can tell that it is doable. You just need to get it right.

So how do we design such an encounter? We start by building it and making it easy. We can make the tells super obvious, give plenty of time to react, and minimize the punishment for failure. We can adjust the environment, placing obstacles and power ups. We can adjust the encounter speed. Then, once we have something that feels mechanically satisfying, we can start tuning these individual factors to tailor the encounter to where we want it to be. Things like timing windows are given a hard lower limit (because players can’t react faster than humanly possible) but, as long as the warnings and tells are all visible so the player is given time to react, the player should understand that it is still a fair encounter. With shoot-em-up games like Ketsui, the key element in the difficulty is the sizes of the collision boxes for the player’s ship and enemy shots, and the speed at which enemy shots travel. As long as there is clearly enough space at any given time for the player to slip between enemy shots and the player has sufficient time to navigate through them, the player will still consider it fair. 

For playtesting, we in the AAA space usually train some QA testers to be experts at execution. They are often tasked with reproducing some pretty execution-heavy or timing-related bugs, but it’s also what they have been doing for months. They are usually the ones with the highest player skill level, since they are the ones who have put in the most time playing the game (unlike devs like me, who spend all that time making the game - not the same thing). Designers might know what’s coming, but that doesn’t mean that they have the muscle memory and hours of play experience to make it through the challenge.

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Anonymous asked:

Do you have any tips for designing great puzzles?

Sure. When designing a puzzle, a designer must think of the process by which the player interacts with them. Specifically, there are four steps:

  1. The player sees and recognizes the puzzle goal
  2. The player discovers the clues/objects needed to solve the goal
  3. The player associates the relationship of the clues with the puzzle and each other and works out potential solutions
  4. The player solves the puzzle with the proper solution

The designer must make it clear to the player what is happening and what to look for each step of the way. This means that the designer needs to clearly establish context for all four of the elements above. More specifically:

  1. Show the player the goal - a locked door, a treasure chest, an object they want, etc. - but also clearly show that it is not immediately attainable.
  2. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path. 
  3. Provide a way for the player to experiment and learn how the clues interact and behave. This doesn’t have to mean that the player can make attempts until they succeed, but it does mean that they get enough tries with the puzzle to learn the rules.
  4. Create a solution for the puzzle that isn’t too difficult or too easy for the challenge level the designer has chosen.

These are the basic elements that a designer must create in order to make a good puzzle. Missing one of these elements is a recipe for player frustration, and that is something we always want to avoid.

The second layer of designing a puzzle is deciding on the distribution. Puzzles have two primary elements to them - discovering the clues, then using clues to solve some sort of pattern. Some puzzles are 100% clue-finding, such as “find the key to unlock this door”. Some are 100% pattern-solving, such as the Tower of Hanoi. Many are a combination of the two - e.g. the player can play around with this pattern, but is missing a critical piece to finish it.

When designing the pattern, make sure that the pattern is clear and makes sense once all of the pieces are known. If the designer presents a pattern or set of rules to the player for a puzzle, it’s a promise that those rules will be followed. A good puzzle design will let the player make certain assumptions and have a way to test those assumptions. The solution should require some kind of non-obvious, lateral thinking that still satisfies the rules that the designer has set. If the solution breaks the rules or pattern, it will be extremely frustrating to the player.

A good designer will also use multiple solutions to the same puzzle judiciously. Under such circumstances, it’s important to communicate to the player that there are more than one solution and which solution each clue belongs to. Otherwise, the puzzle can cause frustration by making players think that they are missing something when they aren’t, like the nagging feeling one gets when there are leftover parts when building something. One good strategy in puzzle design, in my experience, is to provide a secondary optional bonus puzzle that uses the same rules as the puzzle on the critical path, but provides some additional content or reward to the player for completing it. 

Remember the fundamentals of puzzle design when constructing them. They might seem obvious, but it can be extremely easy to skimp or skip in the creation of one or more of those basic elements. It’s important to get playtesters who aren’t familiar with the puzzle to test it, especially noting any frustration points. Show the player the way first, point out the necessary elements to complete it, and then let the player make those connections and solve it.

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