0:00:01.500,0:00:06.660 SID MEIER: One of the responsibilities I think[br]we have as designers is to protect the player… 0:00:06.660,0:00:08.840 from themselves 0:00:08.840,0:00:14.019 Whenever a designer makes a game, they‘ll[br]have certain ideas for what would be the most 0:00:14.019,0:00:18.040 enjoyable or interesting way for a player[br]to approach things. 0:00:18.040,0:00:23.710 For example, Jake Solomon reckons that XCOM[br]is at its best when the player is taking risks. 0:00:23.710,0:00:28.500 He told Rock Paper Shotgun: “Risks are what lead to loss and what lead to triumph". 0:00:28.500,0:00:33.790 But players will often have other ideas, because[br]many will simply gravitate towards strategies 0:00:33.790,0:00:38.920 that will most likely lead to success - regardless[br]of how enjoyable those strategies might actually 0:00:38.920,0:00:45.200 be - so they grind, they use repetitive tactics,[br]and they play slowly and cautiously. 0:00:45.200,0:00:49.829 As Civilization 4 designer Soren Johnson puts[br]it, “given the opportunity, players will 0:00:49.829,0:00:52.100 optimise the fun out of a game”. 0:00:52.100,0:00:55.590 He was talking more about exploits,[br]but I think the quote still works. 0:00:55.590,0:01:00.960 And this is kinda what happened in XCOM: players[br]rarely took risks, because why would you? 0:01:00.960,0:01:05.399 Instead, they found much more success when[br]they moved slowly, played cautiously, and 0:01:05.399,0:01:09.799 overused the overwatch ability - meaning they[br]often ended up playing each mission in largely 0:01:09.799,0:01:11.799 the same, risk-averse way. 0:01:11.799,0:01:15.430 But the awesome thing about design is that[br]the game’s developers can tweak things, 0:01:15.430,0:01:19.880 to make sure players approach the game in[br]the way they think would be most interesting. 0:01:19.880,0:01:23.200 The question is - what’s the best way to[br]do this? 0:01:25.620,0:01:29.340 The most obvious answer would be to[br]add some kind of system that will stop the 0:01:29.340,0:01:31.009 unwanted behaviour from occurring. 0:01:31.009,0:01:35.350 And that’s what exactly Firaxis did when[br]it decided to introduce turn-limits to standard 0:01:35.350,0:01:37.200 missions in XCOM 2. 0:01:37.200,0:01:41.490 Many of the game’s missions will have some[br]kind of time limit - hack the network in 8 0:01:41.490,0:01:44.590 turns, destroy the relay in 6 turns, extract[br]the VIP in 12 turns. 0:01:44.590,0:01:49.810 And if you don’t finish that objective within[br]the turn limit, the mission is failed. 0:01:49.810,0:01:54.700 And this means that inching slowly across[br]the map like in XCOM 1 is now massively discouraged, 0:01:54.700,0:01:59.460 and the player is forced to move more quickly[br]and take more risks. 0:01:59.460,0:02:02.780 A very similar thing happened in the making[br]of Spelunky. 0:02:02.790,0:02:06.979 Creator Derek Yu says “I never intended[br]Spelunky players to collect every piece of 0:02:06.979,0:02:11.000 treasure, get every item, or explore every[br]room each time they play. 0:02:11.000,0:02:15.390 Instead, I wanted to force them to make difficult[br]decisions and experience both the satisfaction 0:02:15.390,0:02:18.050 of choosing correctly and the regret of choosing[br]poorly.” 0:02:18.050,0:02:22.510 So, he added the deadly ghost enemy which[br]appears at about two and a half minutes into 0:02:22.510,0:02:27.110 every level to put pressure on the player[br]and discourage them from dawdling around. 0:02:27.110,0:02:31.090 Now both of these decisions had the intended[br]effect - but they were also both met with 0:02:31.090,0:02:33.190 some amount of controversy. 0:02:33.190,0:02:36.010 Spelunky less so - that’s a long time to[br]spend in one level. 0:02:36.010,0:02:39.980 Besides, the ghost doesn’t actually kill[br]you. You can still run away and finish the stage. 0:02:39.980,0:02:43.160 But many XCOM 2 players hated the turn limits, 0:02:43.160,0:02:45.450 and even made mods to rip them out of the[br]game. 0:02:45.450,0:02:49.819 “I didn't expect people to have such a strong[br]reaction to the timers,” says Solomon. 0:02:49.820,0:02:53.800 And turn limits were greatly reduced in the[br]game’s expansion, War of the Chosen. 0:02:57.020,0:02:58.540 So, what went wrong? 0:02:58.550,0:03:00.409 Well, there’s a bunch of things. 0:03:00.409,0:03:04.870 Many people simply just enjoyed playing cautiously[br]in the first game, and expected to do so in 0:03:04.870,0:03:05.870 the sequel. 0:03:05.870,0:03:10.150 And Solomon suggests that “maybe there’s[br]a clumsy thematic wrapper on the turn-timer”. 0:03:10.150,0:03:14.680 But one thing is clear: some players will[br]always react negatively to punishment. 0:03:14.680,0:03:18.910 And, in XCOM 2, the fact that refusing to[br]speed up and take risks will see you fail 0:03:18.910,0:03:22.840 the mission at hand, means that these players[br]felt that the game was punishing them for 0:03:22.840,0:03:24.569 playing in a certain way. 0:03:24.569,0:03:28.130 And there’s a famous story about World of[br]Warcraft - which I’ve never played so excuse 0:03:28.130,0:03:31.480 me if I screw this up - but in the story,[br]Blizzard didn’t want people to play the 0:03:31.480,0:03:36.430 game for too long - so they introduced a system[br]in the beta where the longer you played, the 0:03:36.430,0:03:40.040 fewer experience points you’d get for killing[br]monsters and whatnot. 0:03:40.040,0:03:41.290 But players hated it. 0:03:41.290,0:03:42.959 They hated seeing the numbers going down. 0:03:42.959,0:03:45.840 It felt like a punishment for playing the[br]game. 0:03:45.840,0:03:49.950 So Blizzard did something pretty clever: they[br]flipped the system on its head. 0:03:49.950,0:03:54.290 Now, players can build up a rest bonus whenever[br]they’re not playing the game, and then get 0:03:54.290,0:03:57.330 an experience points boost when they next[br]log in. 0:03:57.330,0:04:02.030 It’s essentially the same numbers, says[br]Blizzard, but making it a reward rather than 0:04:02.030,0:04:04.690 a penalty made it much more agreeable to fans. 0:04:04.690,0:04:10.780 So, it’s often better to encourage the behaviour[br]you want, than discourage the behaviour you don’t. 0:04:10.780,0:04:15.980 Instead of punishing a player who is too slow,[br]reward a player who finishes the level quickly. 0:04:15.980,0:04:19.280 And there are loads of good ways to encourage[br]player behaviour. 0:04:19.280,0:04:24.440 It starts with the fundamental, moment-to-moment[br]gameplay, where designers can tweak the game’s 0:04:24.440,0:04:29.110 most basic mechanics to push players towards[br]a certain style of play. 0:04:29.110,0:04:33.740 Take the latest DOOM, where the designers[br]wanted to promote an aggressive sort of “push 0:04:33.740,0:04:35.050 forward combat”. 0:04:35.050,0:04:39.850 One way id Software achieved this was through[br]the glory kill mechanic which provided plenty 0:04:39.850,0:04:43.990 of compelling reasons to close in on your[br]foes, instead of running away and firing from 0:04:43.990,0:04:45.750 a safe distance. 0:04:45.750,0:04:50.690 This move instantly kills an enemy, it doesn’t[br]use any ammunition, and it showers the player 0:04:50.690,0:04:51.730 with useful health pick-ups. 0:04:51.730,0:04:57.450 And so, despite years of FPS games training[br]players to run away and hide behind cover, 0:04:57.450,0:05:02.860 in DOOM, players spend much of the game racing[br]headfirst towards demons. 0:05:02.860,0:05:06.690 Likewise, Bloodborne encouraged players to[br]be more aggressive than they were in Dark 0:05:06.690,0:05:10.840 Souls by adding the rally mechanic which lets[br]you recover health if you strike an enemy 0:05:10.840,0:05:13.560 within a few seconds of taking damage. 0:05:13.560,0:05:17.080 Players are less likely to back off and wait[br]for an opening if they have a chance to win 0:05:17.080,0:05:20.400 back some health with a quick, aggressive[br]attack. 0:05:20.400,0:05:23.480 Other examples of this sort of immediate encouragement might include the 0:05:23.480,0:05:27.100 Burnout games, where you gather much-needed boost by doing all sorts 0:05:27.100,0:05:31.259 of fun things like driving close to other cars and racing into oncoming traffic. 0:05:31.259,0:05:33.500 You’ve gotta drive dangerously to win. 0:05:33.500,0:05:37.889 And Hyper Light Drifter, where the only way[br]to recharge your gun is to slash bad guys 0:05:37.889,0:05:42.620 with your sword, encouraging you to get up[br]close and personal with enemies. 0:05:42.620,0:05:47.920 Encouragement can also be baked into more[br]abstract, overarching systems like scores. 0:05:47.930,0:05:52.570 In most character action games, you can finish[br]the stage even if you’re pretty sloppy and 0:05:52.570,0:05:55.039 rely on the same few tactics for the whole[br]game. 0:05:55.039,0:05:58.350 But you’ll end up with a crappy grade at[br]the end of the level. 0:05:58.350,0:06:02.150 To get a better grade, you need to play in[br]the way that the designers intended. 0:06:02.150,0:06:06.350 So, for a game like Devil May Cry which is[br]all about being stylish, you’ll get better 0:06:06.350,0:06:11.270 grades - plus, some handy items - if you use[br]varied and more difficult attacks, and use 0:06:11.270,0:06:13.800 your guns to keep the combo ticking along. 0:06:13.800,0:06:17.900 Likewise, Tony Hawk’s makes you connect[br]up different tricks to keep your combo going, 0:06:17.900,0:06:20.930 and will give fewer points each time you repeat[br]a move. 0:06:20.930,0:06:26.120 In all of these games, the only way to get[br]a high score is to play in the most stylish 0:06:26.120,0:06:30.919 and interesting way possible, and to use the full extent of the game’s mechanics. 0:06:30.919,0:06:35.591 Rewards like experience points and achievements[br]can also be used for this purpose, because 0:06:35.591,0:06:39.770 the designer gets to choose exactly what sort[br]of activities or challenges the player must 0:06:39.770,0:06:44.230 do to earn those points, and can tailor this[br]to reward players for taking actions that 0:06:44.230,0:06:46.120 fit the game’s intended experience. 0:06:46.120,0:06:53.180 GRAYSON HUNT: Ooh, son of a mother. Tech is wild. This cocky leash is grading my performance. 0:06:53.180,0:06:58.710 Now, this is not to say that games should[br]never discourage, punish, or penalise people. 0:06:58.710,0:07:00.300 This will always have a place in games. 0:07:00.300,0:07:05.090 But for those games that do focus on negative[br]enforcement, they should be wary of pushing the 0:07:05.090,0:07:10.270 slider from discouraging a playstyle, to practically[br]forcing you not to use it. 0:07:10.270,0:07:14.580 Not to beat a dead horse, but playing fast[br]in XCOM 2’s timed missions is not just the 0:07:14.580,0:07:18.120 best way to play - but, basically, the only[br]way to play. 0:07:18.120,0:07:21.860 Because forcing a very specific playstyle[br]is difficult to pull off. 0:07:21.860,0:07:25.770 I’m sure we’ve all played stealth games[br]where getting spotted by enemies leads to 0:07:25.770,0:07:27.110 instant failure. 0:07:27.110,0:07:31.419 And sure, this makes you play in a stealthy,[br]ninja-like manner, and doesn’t allow you 0:07:31.419,0:07:35.181 to just Rambo your way through the game with[br]superior fire power, but it’s also annoying, 0:07:35.181,0:07:40.470 and it gets rid of exciting moments like where[br]you get spotted but manage to escape and go 0:07:40.470,0:07:41.770 back into hiding. 0:07:41.770,0:07:46.750 So the goal is not necessarily to shut down[br]tactics that can lead to uninteresting playstyles. 0:07:46.750,0:07:51.080 For example, if players are spending too much[br]time hiding safely behind cover in a shooter, 0:07:51.080,0:07:55.569 when you’d prefer them to run around the[br]battlefield, you don’t have to remove cover entirely. 0:07:55.569,0:07:59.900 It’s more often about keeping this stuff[br]as a valid tactic for certain situations - but 0:07:59.900,0:08:03.880 tweaking them so the player will not abuse[br]or completely rely on them. 0:08:03.880,0:08:08.280 So, you can discourage players from abusing[br]cover by having enemies throw in grenades 0:08:08.280,0:08:10.510 or having cover break over time. 0:08:10.510,0:08:14.280 Or you could encourage players to stay out[br]of cover by giving them points for fighting 0:08:14.280,0:08:15.780 out in the open. 0:08:15.780,0:08:19.960 And to go back to the stealth example, there[br]are better ways to encourage stealthy play 0:08:19.960,0:08:22.729 than just insta-failing players who get spotted. 0:08:22.729,0:08:26.420 You could discourage direct attacks by making[br]the player very weak. 0:08:26.420,0:08:30.919 In the Arkham games, Batman is useless against[br]enemies with guns, so punching the crap out 0:08:30.919,0:08:34.830 of guards during the stealth bits is a bad[br]tactic, but you can stay alive long enough 0:08:34.830,0:08:37.130 to grapple hook your way back to safety. 0:08:37.130,0:08:41.060 Or you could encourage stealth by using the[br]scoring systems mentioned earlier. 0:08:41.060,0:08:45.700 In Hitman, the only way to get a high score,[br]or finish many of the challenges like Silent 0:08:45.700,0:08:49.000 Assassin, is to play in the most sneaky way[br]possible. 0:08:49.000,0:08:52.870 Never get seen, hide the bodies, delete the[br]camera recordings, and so on. 0:08:52.870,0:08:57.950 Or, one less obvious way to tackle it, is[br]to make players more aware that direct attacks 0:08:57.950,0:08:59.910 are not the focus of the game. 0:08:59.910,0:09:04.000 With Mark of the Ninja, lead designer Nels[br]Anderson said that the game originally had 0:09:04.000,0:09:09.260 an in-depth combat system with different stances[br]and parries and whatnot, but this level of 0:09:09.260,0:09:14.640 depth signalled to the player that direct[br]combat was may more important than it actually was. 0:09:14.640,0:09:18.500 By reducing the combat to something much more[br]simple, players now understood that direct 0:09:18.510,0:09:20.380 attacks were not point. 0:09:20.380,0:09:22.940 Anderson explained this on the podcast Designer[br]Notes, 0:09:22.940,0:09:27.440 NELS ANDERSON: People would try to sneak,[br]they would fail, and then they’d just Rambo 0:09:27.440,0:09:28.560 through the rest of the level. 0:09:28.560,0:09:33.380 It’s like: okay, we just need to pair this[br]down, get rid of as much of it as possible, 0:09:33.380,0:09:35.010 make it really simple. 0:09:35.010,0:09:39.750 And once we just kept pairing it down to,[br]the amount of presence it had in the design 0:09:39.750,0:09:45.160 was about proportional to how important we[br]thought it should be, that’s when it sat 0:09:45.160,0:09:46.190 about right. 0:09:46.190,0:09:50.490 So, designers should know how they want[br]players to approach their game. 0:09:50.490,0:09:55.500 Perhaps stylishly, or stealthily, or while[br]taking risks, or using the full extent of 0:09:55.500,0:09:58.960 the mechanics, or just feeling like a demon[br]murdering machine. 0:09:58.960,0:10:03.260 Whatever they think is most fun, or interesting, or thematically relevant. 0:10:03.269,0:10:07.470 But if a player can reach their goals - from[br]microscopic targets like “get health” 0:10:07.470,0:10:11.940 or “defeat an enemy”, to longer-term goals[br]like “reach the end of the level” or “earn 0:10:11.940,0:10:16.290 a new skill point” - if players can reach[br]those goals more easily through ways that 0:10:16.290,0:10:21.380 don’t match that intention, and are actually[br]pretty boring, then the game might have a problem. 0:10:21.380,0:10:26.380 Locking off that easier route is certainly[br]one way of going about it, but forcing players 0:10:26.390,0:10:30.600 to meet your vision and punishing them for[br]playing otherwise, is fraught with difficulty. 0:10:30.600,0:10:35.560 And so while I personally understand and even[br]appreciate XCOM 2’s turn timers in the broad 0:10:35.560,0:10:38.720 strokes, I’m not surprised that they were met[br]with controversy. 0:10:38.720,0:10:45.060 So, it’s often better to encourage and incentivise[br]a player to see the game in the best possible light. 0:10:45.060,0:10:50.820 To allow for other playstyle, but give rewards,[br]high scores, easy kills, and handy resources 0:10:50.820,0:10:53.820 when the player is meeting that intended experience. 0:10:53.820,0:10:57.090 Now, please, this is definitely not as easy as I’m[br]making it sound. 0:10:57.090,0:11:01.960 There are plenty of pitfalls to think about[br]and some of the most controversial and disliked 0:11:01.960,0:11:07.800 mechanics are those that were initially designed[br]to encourage or discourage a certain way of playing. 0:11:07.800,0:11:12.820 But when used really well, this type of design[br]can subtly push a player towards having the 0:11:12.820,0:11:18.440 best possible experience, and, like Sid says,[br]protect players... from themselves. 0:11:20.920,0:11:21.800 Hey, thanks for watching! 0:11:21.800,0:11:23.180 I hope you found this one interesting. 0:11:23.180,0:11:28.220 I love seeing all the differnet ways that designers[br]try to encourage and discourage different 0:11:28.220,0:11:31.570 behaviours, and it’s fascinating to see[br]how successful they end up being. 0:11:31.570,0:11:34.640 I’d love to hear your examples from games[br]you’ve played. 0:11:34.640,0:11:36.560 Or games you’ve made, if you’re a designer. 0:11:36.560,0:11:39.100 Leave ‘em in the comments below, if you[br]like. 0:11:39.100,0:11:41.780 Game Maker's Toolkit is funded on Patreon.com