1 00:00:01,500 --> 00:00:06,660 SID MEIER: One of the responsibilities I think we have as designers is to protect the player… 2 00:00:06,660 --> 00:00:08,840 from themselves 3 00:00:08,840 --> 00:00:14,019 Whenever a designer makes a game, they‘ll have certain ideas for what would be the most 4 00:00:14,019 --> 00:00:18,040 enjoyable or interesting way for a player to approach things. 5 00:00:18,040 --> 00:00:23,710 For example, Jake Solomon reckons that XCOM is at its best when the player is taking risks. 6 00:00:23,710 --> 00:00:28,500 He told Rock Paper Shotgun: “Risks are what lead to loss and what lead to triumph". 7 00:00:28,500 --> 00:00:33,790 But players will often have other ideas, because many will simply gravitate towards strategies 8 00:00:33,790 --> 00:00:38,920 that will most likely lead to success - regardless of how enjoyable those strategies might actually 9 00:00:38,920 --> 00:00:45,200 be - so they grind, they use repetitive tactics, and they play slowly and cautiously. 10 00:00:45,200 --> 00:00:49,829 As Civilization 4 designer Soren Johnson puts it, “given the opportunity, players will 11 00:00:49,829 --> 00:00:52,100 optimise the fun out of a game”. 12 00:00:52,100 --> 00:00:55,590 He was talking more about exploits, but I think the quote still works. 13 00:00:55,590 --> 00:01:00,960 And this is kinda what happened in XCOM: players rarely took risks, because why would you? 14 00:01:00,960 --> 00:01:05,399 Instead, they found much more success when they moved slowly, played cautiously, and 15 00:01:05,399 --> 00:01:09,799 overused the overwatch ability - meaning they often ended up playing each mission in largely 16 00:01:09,799 --> 00:01:11,799 the same, risk-averse way. 17 00:01:11,799 --> 00:01:15,430 But the awesome thing about design is that the game’s developers can tweak things, 18 00:01:15,430 --> 00:01:19,880 to make sure players approach the game in the way they think would be most interesting. 19 00:01:19,880 --> 00:01:23,200 The question is - what’s the best way to do this? 20 00:01:25,620 --> 00:01:29,340 The most obvious answer would be to add some kind of system that will stop the 21 00:01:29,340 --> 00:01:31,009 unwanted behaviour from occurring. 22 00:01:31,009 --> 00:01:35,350 And that’s what exactly Firaxis did when it decided to introduce turn-limits to standard 23 00:01:35,350 --> 00:01:37,200 missions in XCOM 2. 24 00:01:37,200 --> 00:01:41,490 Many of the game’s missions will have some kind of time limit - hack the network in 8 25 00:01:41,490 --> 00:01:44,590 turns, destroy the relay in 6 turns, extract the VIP in 12 turns. 26 00:01:44,590 --> 00:01:49,810 And if you don’t finish that objective within the turn limit, the mission is failed. 27 00:01:49,810 --> 00:01:54,700 And this means that inching slowly across the map like in XCOM 1 is now massively discouraged, 28 00:01:54,700 --> 00:01:59,460 and the player is forced to move more quickly and take more risks. 29 00:01:59,460 --> 00:02:02,780 A very similar thing happened in the making of Spelunky. 30 00:02:02,790 --> 00:02:06,979 Creator Derek Yu says “I never intended Spelunky players to collect every piece of 31 00:02:06,979 --> 00:02:11,000 treasure, get every item, or explore every room each time they play. 32 00:02:11,000 --> 00:02:15,390 Instead, I wanted to force them to make difficult decisions and experience both the satisfaction 33 00:02:15,390 --> 00:02:18,050 of choosing correctly and the regret of choosing poorly.” 34 00:02:18,050 --> 00:02:22,510 So, he added the deadly ghost enemy which appears at about two and a half minutes into 35 00:02:22,510 --> 00:02:27,110 every level to put pressure on the player and discourage them from dawdling around. 36 00:02:27,110 --> 00:02:31,090 Now both of these decisions had the intended effect - but they were also both met with 37 00:02:31,090 --> 00:02:33,190 some amount of controversy. 38 00:02:33,190 --> 00:02:36,010 Spelunky less so - that’s a long time to spend in one level. 39 00:02:36,010 --> 00:02:39,980 Besides, the ghost doesn’t actually kill you. You can still run away and finish the stage. 40 00:02:39,980 --> 00:02:43,160 But many XCOM 2 players hated the turn limits, 41 00:02:43,160 --> 00:02:45,450 and even made mods to rip them out of the game. 42 00:02:45,450 --> 00:02:49,819 “I didn't expect people to have such a strong reaction to the timers,” says Solomon. 43 00:02:49,820 --> 00:02:53,800 And turn limits were greatly reduced in the game’s expansion, War of the Chosen. 44 00:02:57,020 --> 00:02:58,540 So, what went wrong? 45 00:02:58,550 --> 00:03:00,409 Well, there’s a bunch of things. 46 00:03:00,409 --> 00:03:04,870 Many people simply just enjoyed playing cautiously in the first game, and expected to do so in 47 00:03:04,870 --> 00:03:05,870 the sequel. 48 00:03:05,870 --> 00:03:10,150 And Solomon suggests that “maybe there’s a clumsy thematic wrapper on the turn-timer”. 49 00:03:10,150 --> 00:03:14,680 But one thing is clear: some players will always react negatively to punishment. 50 00:03:14,680 --> 00:03:18,910 And, in XCOM 2, the fact that refusing to speed up and take risks will see you fail 51 00:03:18,910 --> 00:03:22,840 the mission at hand, means that these players felt that the game was punishing them for 52 00:03:22,840 --> 00:03:24,569 playing in a certain way. 53 00:03:24,569 --> 00:03:28,130 And there’s a famous story about World of Warcraft - which I’ve never played so excuse 54 00:03:28,130 --> 00:03:31,480 me if I screw this up - but in the story, Blizzard didn’t want people to play the 55 00:03:31,480 --> 00:03:36,430 game for too long - so they introduced a system in the beta where the longer you played, the 56 00:03:36,430 --> 00:03:40,040 fewer experience points you’d get for killing monsters and whatnot. 57 00:03:40,040 --> 00:03:41,290 But players hated it. 58 00:03:41,290 --> 00:03:42,959 They hated seeing the numbers going down. 59 00:03:42,959 --> 00:03:45,840 It felt like a punishment for playing the game. 60 00:03:45,840 --> 00:03:49,950 So Blizzard did something pretty clever: they flipped the system on its head. 61 00:03:49,950 --> 00:03:54,290 Now, players can build up a rest bonus whenever they’re not playing the game, and then get 62 00:03:54,290 --> 00:03:57,330 an experience points boost when they next log in. 63 00:03:57,330 --> 00:04:02,030 It’s essentially the same numbers, says Blizzard, but making it a reward rather than 64 00:04:02,030 --> 00:04:04,690 a penalty made it much more agreeable to fans. 65 00:04:04,690 --> 00:04:10,780 So, it’s often better to encourage the behaviour you want, than discourage the behaviour you don’t. 66 00:04:10,780 --> 00:04:15,980 Instead of punishing a player who is too slow, reward a player who finishes the level quickly. 67 00:04:15,980 --> 00:04:19,280 And there are loads of good ways to encourage player behaviour. 68 00:04:19,280 --> 00:04:24,440 It starts with the fundamental, moment-to-moment gameplay, where designers can tweak the game’s 69 00:04:24,440 --> 00:04:29,110 most basic mechanics to push players towards a certain style of play. 70 00:04:29,110 --> 00:04:33,740 Take the latest DOOM, where the designers wanted to promote an aggressive sort of “push 71 00:04:33,740 --> 00:04:35,050 forward combat”. 72 00:04:35,050 --> 00:04:39,850 One way id Software achieved this was through the glory kill mechanic which provided plenty 73 00:04:39,850 --> 00:04:43,990 of compelling reasons to close in on your foes, instead of running away and firing from 74 00:04:43,990 --> 00:04:45,750 a safe distance. 75 00:04:45,750 --> 00:04:50,690 This move instantly kills an enemy, it doesn’t use any ammunition, and it showers the player 76 00:04:50,690 --> 00:04:51,730 with useful health pick-ups. 77 00:04:51,730 --> 00:04:57,450 And so, despite years of FPS games training players to run away and hide behind cover, 78 00:04:57,450 --> 00:05:02,860 in DOOM, players spend much of the game racing headfirst towards demons. 79 00:05:02,860 --> 00:05:06,690 Likewise, Bloodborne encouraged players to be more aggressive than they were in Dark 80 00:05:06,690 --> 00:05:10,840 Souls by adding the rally mechanic which lets you recover health if you strike an enemy 81 00:05:10,840 --> 00:05:13,560 within a few seconds of taking damage. 82 00:05:13,560 --> 00:05:17,080 Players are less likely to back off and wait for an opening if they have a chance to win 83 00:05:17,080 --> 00:05:20,400 back some health with a quick, aggressive attack. 84 00:05:20,400 --> 00:05:23,480 Other examples of this sort of immediate encouragement might include the 85 00:05:23,480 --> 00:05:27,100 Burnout games, where you gather much-needed boost by doing all sorts 86 00:05:27,100 --> 00:05:31,259 of fun things like driving close to other cars and racing into oncoming traffic. 87 00:05:31,259 --> 00:05:33,500 You’ve gotta drive dangerously to win. 88 00:05:33,500 --> 00:05:37,889 And Hyper Light Drifter, where the only way to recharge your gun is to slash bad guys 89 00:05:37,889 --> 00:05:42,620 with your sword, encouraging you to get up close and personal with enemies. 90 00:05:42,620 --> 00:05:47,920 Encouragement can also be baked into more abstract, overarching systems like scores. 91 00:05:47,930 --> 00:05:52,570 In most character action games, you can finish the stage even if you’re pretty sloppy and 92 00:05:52,570 --> 00:05:55,039 rely on the same few tactics for the whole game. 93 00:05:55,039 --> 00:05:58,350 But you’ll end up with a crappy grade at the end of the level. 94 00:05:58,350 --> 00:06:02,150 To get a better grade, you need to play in the way that the designers intended. 95 00:06:02,150 --> 00:06:06,350 So, for a game like Devil May Cry which is all about being stylish, you’ll get better 96 00:06:06,350 --> 00:06:11,270 grades - plus, some handy items - if you use varied and more difficult attacks, and use 97 00:06:11,270 --> 00:06:13,800 your guns to keep the combo ticking along. 98 00:06:13,800 --> 00:06:17,900 Likewise, Tony Hawk’s makes you connect up different tricks to keep your combo going, 99 00:06:17,900 --> 00:06:20,930 and will give fewer points each time you repeat a move. 100 00:06:20,930 --> 00:06:26,120 In all of these games, the only way to get a high score is to play in the most stylish 101 00:06:26,120 --> 00:06:30,919 and interesting way possible, and to use the full extent of the game’s mechanics. 102 00:06:30,919 --> 00:06:35,591 Rewards like experience points and achievements can also be used for this purpose, because 103 00:06:35,591 --> 00:06:39,770 the designer gets to choose exactly what sort of activities or challenges the player must 104 00:06:39,770 --> 00:06:44,230 do to earn those points, and can tailor this to reward players for taking actions that 105 00:06:44,230 --> 00:06:46,120 fit the game’s intended experience. 106 00:06:46,120 --> 00:06:53,180 GRAYSON HUNT: Ooh, son of a mother. Tech is wild. This cocky leash is grading my performance. 107 00:06:53,180 --> 00:06:58,710 Now, this is not to say that games should never discourage, punish, or penalise people. 108 00:06:58,710 --> 00:07:00,300 This will always have a place in games. 109 00:07:00,300 --> 00:07:05,090 But for those games that do focus on negative enforcement, they should be wary of pushing the 110 00:07:05,090 --> 00:07:10,270 slider from discouraging a playstyle, to practically forcing you not to use it. 111 00:07:10,270 --> 00:07:14,580 Not to beat a dead horse, but playing fast in XCOM 2’s timed missions is not just the 112 00:07:14,580 --> 00:07:18,120 best way to play - but, basically, the only way to play. 113 00:07:18,120 --> 00:07:21,860 Because forcing a very specific playstyle is difficult to pull off. 114 00:07:21,860 --> 00:07:25,770 I’m sure we’ve all played stealth games where getting spotted by enemies leads to 115 00:07:25,770 --> 00:07:27,110 instant failure. 116 00:07:27,110 --> 00:07:31,419 And sure, this makes you play in a stealthy, ninja-like manner, and doesn’t allow you 117 00:07:31,419 --> 00:07:35,181 to just Rambo your way through the game with superior fire power, but it’s also annoying, 118 00:07:35,181 --> 00:07:40,470 and it gets rid of exciting moments like where you get spotted but manage to escape and go 119 00:07:40,470 --> 00:07:41,770 back into hiding. 120 00:07:41,770 --> 00:07:46,750 So the goal is not necessarily to shut down tactics that can lead to uninteresting playstyles. 121 00:07:46,750 --> 00:07:51,080 For example, if players are spending too much time hiding safely behind cover in a shooter, 122 00:07:51,080 --> 00:07:55,569 when you’d prefer them to run around the battlefield, you don’t have to remove cover entirely. 123 00:07:55,569 --> 00:07:59,900 It’s more often about keeping this stuff as a valid tactic for certain situations - but 124 00:07:59,900 --> 00:08:03,880 tweaking them so the player will not abuse or completely rely on them. 125 00:08:03,880 --> 00:08:08,280 So, you can discourage players from abusing cover by having enemies throw in grenades 126 00:08:08,280 --> 00:08:10,510 or having cover break over time. 127 00:08:10,510 --> 00:08:14,280 Or you could encourage players to stay out of cover by giving them points for fighting 128 00:08:14,280 --> 00:08:15,780 out in the open. 129 00:08:15,780 --> 00:08:19,960 And to go back to the stealth example, there are better ways to encourage stealthy play 130 00:08:19,960 --> 00:08:22,729 than just insta-failing players who get spotted. 131 00:08:22,729 --> 00:08:26,420 You could discourage direct attacks by making the player very weak. 132 00:08:26,420 --> 00:08:30,919 In the Arkham games, Batman is useless against enemies with guns, so punching the crap out 133 00:08:30,919 --> 00:08:34,830 of guards during the stealth bits is a bad tactic, but you can stay alive long enough 134 00:08:34,830 --> 00:08:37,130 to grapple hook your way back to safety. 135 00:08:37,130 --> 00:08:41,060 Or you could encourage stealth by using the scoring systems mentioned earlier. 136 00:08:41,060 --> 00:08:45,700 In Hitman, the only way to get a high score, or finish many of the challenges like Silent 137 00:08:45,700 --> 00:08:49,000 Assassin, is to play in the most sneaky way possible. 138 00:08:49,000 --> 00:08:52,870 Never get seen, hide the bodies, delete the camera recordings, and so on. 139 00:08:52,870 --> 00:08:57,950 Or, one less obvious way to tackle it, is to make players more aware that direct attacks 140 00:08:57,950 --> 00:08:59,910 are not the focus of the game. 141 00:08:59,910 --> 00:09:04,000 With Mark of the Ninja, lead designer Nels Anderson said that the game originally had 142 00:09:04,000 --> 00:09:09,260 an in-depth combat system with different stances and parries and whatnot, but this level of 143 00:09:09,260 --> 00:09:14,640 depth signalled to the player that direct combat was may more important than it actually was. 144 00:09:14,640 --> 00:09:18,500 By reducing the combat to something much more simple, players now understood that direct 145 00:09:18,510 --> 00:09:20,380 attacks were not point. 146 00:09:20,380 --> 00:09:22,940 Anderson explained this on the podcast Designer Notes, 147 00:09:22,940 --> 00:09:27,440 NELS ANDERSON: People would try to sneak, they would fail, and then they’d just Rambo 148 00:09:27,440 --> 00:09:28,560 through the rest of the level. 149 00:09:28,560 --> 00:09:33,380 It’s like: okay, we just need to pair this down, get rid of as much of it as possible, 150 00:09:33,380 --> 00:09:35,010 make it really simple. 151 00:09:35,010 --> 00:09:39,750 And once we just kept pairing it down to, the amount of presence it had in the design 152 00:09:39,750 --> 00:09:45,160 was about proportional to how important we thought it should be, that’s when it sat 153 00:09:45,160 --> 00:09:46,190 about right. 154 00:09:46,190 --> 00:09:50,490 So, designers should know how they want players to approach their game. 155 00:09:50,490 --> 00:09:55,500 Perhaps stylishly, or stealthily, or while taking risks, or using the full extent of 156 00:09:55,500 --> 00:09:58,960 the mechanics, or just feeling like a demon murdering machine. 157 00:09:58,960 --> 00:10:03,260 Whatever they think is most fun, or interesting, or thematically relevant. 158 00:10:03,269 --> 00:10:07,470 But if a player can reach their goals - from microscopic targets like “get health” 159 00:10:07,470 --> 00:10:11,940 or “defeat an enemy”, to longer-term goals like “reach the end of the level” or “earn 160 00:10:11,940 --> 00:10:16,290 a new skill point” - if players can reach those goals more easily through ways that 161 00:10:16,290 --> 00:10:21,380 don’t match that intention, and are actually pretty boring, then the game might have a problem. 162 00:10:21,380 --> 00:10:26,380 Locking off that easier route is certainly one way of going about it, but forcing players 163 00:10:26,390 --> 00:10:30,600 to meet your vision and punishing them for playing otherwise, is fraught with difficulty. 164 00:10:30,600 --> 00:10:35,560 And so while I personally understand and even appreciate XCOM 2’s turn timers in the broad 165 00:10:35,560 --> 00:10:38,720 strokes, I’m not surprised that they were met with controversy. 166 00:10:38,720 --> 00:10:45,060 So, it’s often better to encourage and incentivise a player to see the game in the best possible light. 167 00:10:45,060 --> 00:10:50,820 To allow for other playstyle, but give rewards, high scores, easy kills, and handy resources 168 00:10:50,820 --> 00:10:53,820 when the player is meeting that intended experience. 169 00:10:53,820 --> 00:10:57,090 Now, please, this is definitely not as easy as I’m making it sound. 170 00:10:57,090 --> 00:11:01,960 There are plenty of pitfalls to think about and some of the most controversial and disliked 171 00:11:01,960 --> 00:11:07,800 mechanics are those that were initially designed to encourage or discourage a certain way of playing. 172 00:11:07,800 --> 00:11:12,820 But when used really well, this type of design can subtly push a player towards having the 173 00:11:12,820 --> 00:11:18,440 best possible experience, and, like Sid says, protect players... from themselves. 174 00:11:20,920 --> 00:11:21,800 Hey, thanks for watching! 175 00:11:21,800 --> 00:11:23,180 I hope you found this one interesting. 176 00:11:23,180 --> 00:11:28,220 I love seeing all the differnet ways that designers try to encourage and discourage different 177 00:11:28,220 --> 00:11:31,570 behaviours, and it’s fascinating to see how successful they end up being. 178 00:11:31,570 --> 00:11:34,640 I’d love to hear your examples from games you’ve played. 179 00:11:34,640 --> 00:11:36,560 Or games you’ve made, if you’re a designer. 180 00:11:36,560 --> 00:11:39,100 Leave ‘em in the comments below, if you like. 181 00:11:39,100 --> 00:11:41,780 Game Maker's Toolkit is funded on Patreon.com