[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:01.50,0:00:06.66,Default,,0000,0000,0000,,SID MEIER: One of the responsibilities I think\Nwe have as designers is to protect the player… Dialogue: 0,0:00:06.66,0:00:08.84,Default,,0000,0000,0000,,from themselves Dialogue: 0,0:00:08.84,0:00:14.02,Default,,0000,0000,0000,,Whenever a designer makes a game, they‘ll\Nhave certain ideas for what would be the most Dialogue: 0,0:00:14.02,0:00:18.04,Default,,0000,0000,0000,,enjoyable or interesting way for a player\Nto approach things. Dialogue: 0,0:00:18.04,0:00:23.71,Default,,0000,0000,0000,,For example, Jake Solomon reckons that XCOM\Nis at its best when the player is taking risks. Dialogue: 0,0:00:23.71,0:00:28.50,Default,,0000,0000,0000,,He told Rock Paper Shotgun: “Risks are what lead to loss and what lead to triumph". Dialogue: 0,0:00:28.50,0:00:33.79,Default,,0000,0000,0000,,But players will often have other ideas, because\Nmany will simply gravitate towards strategies Dialogue: 0,0:00:33.79,0:00:38.92,Default,,0000,0000,0000,,that will most likely lead to success - regardless\Nof how enjoyable those strategies might actually Dialogue: 0,0:00:38.92,0:00:45.20,Default,,0000,0000,0000,,be - so they grind, they use repetitive tactics,\Nand they play slowly and cautiously. Dialogue: 0,0:00:45.20,0:00:49.83,Default,,0000,0000,0000,,As Civilization 4 designer Soren Johnson puts\Nit, “given the opportunity, players will Dialogue: 0,0:00:49.83,0:00:52.10,Default,,0000,0000,0000,,optimise the fun out of a game”. Dialogue: 0,0:00:52.10,0:00:55.59,Default,,0000,0000,0000,,He was talking more about exploits,\Nbut I think the quote still works. Dialogue: 0,0:00:55.59,0:01:00.96,Default,,0000,0000,0000,,And this is kinda what happened in XCOM: players\Nrarely took risks, because why would you? Dialogue: 0,0:01:00.96,0:01:05.40,Default,,0000,0000,0000,,Instead, they found much more success when\Nthey moved slowly, played cautiously, and Dialogue: 0,0:01:05.40,0:01:09.80,Default,,0000,0000,0000,,overused the overwatch ability - meaning they\Noften ended up playing each mission in largely Dialogue: 0,0:01:09.80,0:01:11.80,Default,,0000,0000,0000,,the same, risk-averse way. Dialogue: 0,0:01:11.80,0:01:15.43,Default,,0000,0000,0000,,But the awesome thing about design is that\Nthe game’s developers can tweak things, Dialogue: 0,0:01:15.43,0:01:19.88,Default,,0000,0000,0000,,to make sure players approach the game in\Nthe way they think would be most interesting. Dialogue: 0,0:01:19.88,0:01:23.20,Default,,0000,0000,0000,,The question is - what’s the best way to\Ndo this? Dialogue: 0,0:01:25.62,0:01:29.34,Default,,0000,0000,0000,,The most obvious answer would be to\Nadd some kind of system that will stop the Dialogue: 0,0:01:29.34,0:01:31.01,Default,,0000,0000,0000,,unwanted behaviour from occurring. Dialogue: 0,0:01:31.01,0:01:35.35,Default,,0000,0000,0000,,And that’s what exactly Firaxis did when\Nit decided to introduce turn-limits to standard Dialogue: 0,0:01:35.35,0:01:37.20,Default,,0000,0000,0000,,missions in XCOM 2. Dialogue: 0,0:01:37.20,0:01:41.49,Default,,0000,0000,0000,,Many of the game’s missions will have some\Nkind of time limit - hack the network in 8 Dialogue: 0,0:01:41.49,0:01:44.59,Default,,0000,0000,0000,,turns, destroy the relay in 6 turns, extract\Nthe VIP in 12 turns. Dialogue: 0,0:01:44.59,0:01:49.81,Default,,0000,0000,0000,,And if you don’t finish that objective within\Nthe turn limit, the mission is failed. Dialogue: 0,0:01:49.81,0:01:54.70,Default,,0000,0000,0000,,And this means that inching slowly across\Nthe map like in XCOM 1 is now massively discouraged, Dialogue: 0,0:01:54.70,0:01:59.46,Default,,0000,0000,0000,,and the player is forced to move more quickly\Nand take more risks. Dialogue: 0,0:01:59.46,0:02:02.78,Default,,0000,0000,0000,,A very similar thing happened in the making\Nof Spelunky. Dialogue: 0,0:02:02.79,0:02:06.98,Default,,0000,0000,0000,,Creator Derek Yu says “I never intended\NSpelunky players to collect every piece of Dialogue: 0,0:02:06.98,0:02:11.00,Default,,0000,0000,0000,,treasure, get every item, or explore every\Nroom each time they play. Dialogue: 0,0:02:11.00,0:02:15.39,Default,,0000,0000,0000,,Instead, I wanted to force them to make difficult\Ndecisions and experience both the satisfaction Dialogue: 0,0:02:15.39,0:02:18.05,Default,,0000,0000,0000,,of choosing correctly and the regret of choosing\Npoorly.” Dialogue: 0,0:02:18.05,0:02:22.51,Default,,0000,0000,0000,,So, he added the deadly ghost enemy which\Nappears at about two and a half minutes into Dialogue: 0,0:02:22.51,0:02:27.11,Default,,0000,0000,0000,,every level to put pressure on the player\Nand discourage them from dawdling around. Dialogue: 0,0:02:27.11,0:02:31.09,Default,,0000,0000,0000,,Now both of these decisions had the intended\Neffect - but they were also both met with Dialogue: 0,0:02:31.09,0:02:33.19,Default,,0000,0000,0000,,some amount of controversy. Dialogue: 0,0:02:33.19,0:02:36.01,Default,,0000,0000,0000,,Spelunky less so - that’s a long time to\Nspend in one level. Dialogue: 0,0:02:36.01,0:02:39.98,Default,,0000,0000,0000,,Besides, the ghost doesn’t actually kill\Nyou. You can still run away and finish the stage. Dialogue: 0,0:02:39.98,0:02:43.16,Default,,0000,0000,0000,,But many XCOM 2 players hated the turn limits, Dialogue: 0,0:02:43.16,0:02:45.45,Default,,0000,0000,0000,,and even made mods to rip them out of the\Ngame. Dialogue: 0,0:02:45.45,0:02:49.82,Default,,0000,0000,0000,,“I didn't expect people to have such a strong\Nreaction to the timers,” says Solomon. Dialogue: 0,0:02:49.82,0:02:53.80,Default,,0000,0000,0000,,And turn limits were greatly reduced in the\Ngame’s expansion, War of the Chosen. Dialogue: 0,0:02:57.02,0:02:58.54,Default,,0000,0000,0000,,So, what went wrong? Dialogue: 0,0:02:58.55,0:03:00.41,Default,,0000,0000,0000,,Well, there’s a bunch of things. Dialogue: 0,0:03:00.41,0:03:04.87,Default,,0000,0000,0000,,Many people simply just enjoyed playing cautiously\Nin the first game, and expected to do so in Dialogue: 0,0:03:04.87,0:03:05.87,Default,,0000,0000,0000,,the sequel. Dialogue: 0,0:03:05.87,0:03:10.15,Default,,0000,0000,0000,,And Solomon suggests that “maybe there’s\Na clumsy thematic wrapper on the turn-timer”. Dialogue: 0,0:03:10.15,0:03:14.68,Default,,0000,0000,0000,,But one thing is clear: some players will\Nalways react negatively to punishment. Dialogue: 0,0:03:14.68,0:03:18.91,Default,,0000,0000,0000,,And, in XCOM 2, the fact that refusing to\Nspeed up and take risks will see you fail Dialogue: 0,0:03:18.91,0:03:22.84,Default,,0000,0000,0000,,the mission at hand, means that these players\Nfelt that the game was punishing them for Dialogue: 0,0:03:22.84,0:03:24.57,Default,,0000,0000,0000,,playing in a certain way. Dialogue: 0,0:03:24.57,0:03:28.13,Default,,0000,0000,0000,,And there’s a famous story about World of\NWarcraft - which I’ve never played so excuse Dialogue: 0,0:03:28.13,0:03:31.48,Default,,0000,0000,0000,,me if I screw this up - but in the story,\NBlizzard didn’t want people to play the Dialogue: 0,0:03:31.48,0:03:36.43,Default,,0000,0000,0000,,game for too long - so they introduced a system\Nin the beta where the longer you played, the Dialogue: 0,0:03:36.43,0:03:40.04,Default,,0000,0000,0000,,fewer experience points you’d get for killing\Nmonsters and whatnot. Dialogue: 0,0:03:40.04,0:03:41.29,Default,,0000,0000,0000,,But players hated it. Dialogue: 0,0:03:41.29,0:03:42.96,Default,,0000,0000,0000,,They hated seeing the numbers going down. Dialogue: 0,0:03:42.96,0:03:45.84,Default,,0000,0000,0000,,It felt like a punishment for playing the\Ngame. Dialogue: 0,0:03:45.84,0:03:49.95,Default,,0000,0000,0000,,So Blizzard did something pretty clever: they\Nflipped the system on its head. Dialogue: 0,0:03:49.95,0:03:54.29,Default,,0000,0000,0000,,Now, players can build up a rest bonus whenever\Nthey’re not playing the game, and then get Dialogue: 0,0:03:54.29,0:03:57.33,Default,,0000,0000,0000,,an experience points boost when they next\Nlog in. Dialogue: 0,0:03:57.33,0:04:02.03,Default,,0000,0000,0000,,It’s essentially the same numbers, says\NBlizzard, but making it a reward rather than Dialogue: 0,0:04:02.03,0:04:04.69,Default,,0000,0000,0000,,a penalty made it much more agreeable to fans. Dialogue: 0,0:04:04.69,0:04:10.78,Default,,0000,0000,0000,,So, it’s often better to encourage the behaviour\Nyou want, than discourage the behaviour you don’t. Dialogue: 0,0:04:10.78,0:04:15.98,Default,,0000,0000,0000,,Instead of punishing a player who is too slow,\Nreward a player who finishes the level quickly. Dialogue: 0,0:04:15.98,0:04:19.28,Default,,0000,0000,0000,,And there are loads of good ways to encourage\Nplayer behaviour. Dialogue: 0,0:04:19.28,0:04:24.44,Default,,0000,0000,0000,,It starts with the fundamental, moment-to-moment\Ngameplay, where designers can tweak the game’s Dialogue: 0,0:04:24.44,0:04:29.11,Default,,0000,0000,0000,,most basic mechanics to push players towards\Na certain style of play. Dialogue: 0,0:04:29.11,0:04:33.74,Default,,0000,0000,0000,,Take the latest DOOM, where the designers\Nwanted to promote an aggressive sort of “push Dialogue: 0,0:04:33.74,0:04:35.05,Default,,0000,0000,0000,,forward combat”. Dialogue: 0,0:04:35.05,0:04:39.85,Default,,0000,0000,0000,,One way id Software achieved this was through\Nthe glory kill mechanic which provided plenty Dialogue: 0,0:04:39.85,0:04:43.99,Default,,0000,0000,0000,,of compelling reasons to close in on your\Nfoes, instead of running away and firing from Dialogue: 0,0:04:43.99,0:04:45.75,Default,,0000,0000,0000,,a safe distance. Dialogue: 0,0:04:45.75,0:04:50.69,Default,,0000,0000,0000,,This move instantly kills an enemy, it doesn’t\Nuse any ammunition, and it showers the player Dialogue: 0,0:04:50.69,0:04:51.73,Default,,0000,0000,0000,,with useful health pick-ups. Dialogue: 0,0:04:51.73,0:04:57.45,Default,,0000,0000,0000,,And so, despite years of FPS games training\Nplayers to run away and hide behind cover, Dialogue: 0,0:04:57.45,0:05:02.86,Default,,0000,0000,0000,,in DOOM, players spend much of the game racing\Nheadfirst towards demons. Dialogue: 0,0:05:02.86,0:05:06.69,Default,,0000,0000,0000,,Likewise, Bloodborne encouraged players to\Nbe more aggressive than they were in Dark Dialogue: 0,0:05:06.69,0:05:10.84,Default,,0000,0000,0000,,Souls by adding the rally mechanic which lets\Nyou recover health if you strike an enemy Dialogue: 0,0:05:10.84,0:05:13.56,Default,,0000,0000,0000,,within a few seconds of taking damage. Dialogue: 0,0:05:13.56,0:05:17.08,Default,,0000,0000,0000,,Players are less likely to back off and wait\Nfor an opening if they have a chance to win Dialogue: 0,0:05:17.08,0:05:20.40,Default,,0000,0000,0000,,back some health with a quick, aggressive\Nattack. Dialogue: 0,0:05:20.40,0:05:23.48,Default,,0000,0000,0000,,Other examples of this sort of immediate encouragement might include the Dialogue: 0,0:05:23.48,0:05:27.10,Default,,0000,0000,0000,,Burnout games, where you gather much-needed boost by doing all sorts Dialogue: 0,0:05:27.10,0:05:31.26,Default,,0000,0000,0000,,of fun things like driving close to other cars and racing into oncoming traffic. Dialogue: 0,0:05:31.26,0:05:33.50,Default,,0000,0000,0000,,You’ve gotta drive dangerously to win. Dialogue: 0,0:05:33.50,0:05:37.89,Default,,0000,0000,0000,,And Hyper Light Drifter, where the only way\Nto recharge your gun is to slash bad guys Dialogue: 0,0:05:37.89,0:05:42.62,Default,,0000,0000,0000,,with your sword, encouraging you to get up\Nclose and personal with enemies. Dialogue: 0,0:05:42.62,0:05:47.92,Default,,0000,0000,0000,,Encouragement can also be baked into more\Nabstract, overarching systems like scores. Dialogue: 0,0:05:47.93,0:05:52.57,Default,,0000,0000,0000,,In most character action games, you can finish\Nthe stage even if you’re pretty sloppy and Dialogue: 0,0:05:52.57,0:05:55.04,Default,,0000,0000,0000,,rely on the same few tactics for the whole\Ngame. Dialogue: 0,0:05:55.04,0:05:58.35,Default,,0000,0000,0000,,But you’ll end up with a crappy grade at\Nthe end of the level. Dialogue: 0,0:05:58.35,0:06:02.15,Default,,0000,0000,0000,,To get a better grade, you need to play in\Nthe way that the designers intended. Dialogue: 0,0:06:02.15,0:06:06.35,Default,,0000,0000,0000,,So, for a game like Devil May Cry which is\Nall about being stylish, you’ll get better Dialogue: 0,0:06:06.35,0:06:11.27,Default,,0000,0000,0000,,grades - plus, some handy items - if you use\Nvaried and more difficult attacks, and use Dialogue: 0,0:06:11.27,0:06:13.80,Default,,0000,0000,0000,,your guns to keep the combo ticking along. Dialogue: 0,0:06:13.80,0:06:17.90,Default,,0000,0000,0000,,Likewise, Tony Hawk’s makes you connect\Nup different tricks to keep your combo going, Dialogue: 0,0:06:17.90,0:06:20.93,Default,,0000,0000,0000,,and will give fewer points each time you repeat\Na move. Dialogue: 0,0:06:20.93,0:06:26.12,Default,,0000,0000,0000,,In all of these games, the only way to get\Na high score is to play in the most stylish Dialogue: 0,0:06:26.12,0:06:30.92,Default,,0000,0000,0000,,and interesting way possible, and to use the full extent of the game’s mechanics. Dialogue: 0,0:06:30.92,0:06:35.59,Default,,0000,0000,0000,,Rewards like experience points and achievements\Ncan also be used for this purpose, because Dialogue: 0,0:06:35.59,0:06:39.77,Default,,0000,0000,0000,,the designer gets to choose exactly what sort\Nof activities or challenges the player must Dialogue: 0,0:06:39.77,0:06:44.23,Default,,0000,0000,0000,,do to earn those points, and can tailor this\Nto reward players for taking actions that Dialogue: 0,0:06:44.23,0:06:46.12,Default,,0000,0000,0000,,fit the game’s intended experience. Dialogue: 0,0:06:46.12,0:06:53.18,Default,,0000,0000,0000,,GRAYSON HUNT: Ooh, son of a mother. Tech is wild. This cocky leash is grading my performance. Dialogue: 0,0:06:53.18,0:06:58.71,Default,,0000,0000,0000,,Now, this is not to say that games should\Nnever discourage, punish, or penalise people. Dialogue: 0,0:06:58.71,0:07:00.30,Default,,0000,0000,0000,,This will always have a place in games. Dialogue: 0,0:07:00.30,0:07:05.09,Default,,0000,0000,0000,,But for those games that do focus on negative\Nenforcement, they should be wary of pushing the Dialogue: 0,0:07:05.09,0:07:10.27,Default,,0000,0000,0000,,slider from discouraging a playstyle, to practically\Nforcing you not to use it. Dialogue: 0,0:07:10.27,0:07:14.58,Default,,0000,0000,0000,,Not to beat a dead horse, but playing fast\Nin XCOM 2’s timed missions is not just the Dialogue: 0,0:07:14.58,0:07:18.12,Default,,0000,0000,0000,,best way to play - but, basically, the only\Nway to play. Dialogue: 0,0:07:18.12,0:07:21.86,Default,,0000,0000,0000,,Because forcing a very specific playstyle\Nis difficult to pull off. Dialogue: 0,0:07:21.86,0:07:25.77,Default,,0000,0000,0000,,I’m sure we’ve all played stealth games\Nwhere getting spotted by enemies leads to Dialogue: 0,0:07:25.77,0:07:27.11,Default,,0000,0000,0000,,instant failure. Dialogue: 0,0:07:27.11,0:07:31.42,Default,,0000,0000,0000,,And sure, this makes you play in a stealthy,\Nninja-like manner, and doesn’t allow you Dialogue: 0,0:07:31.42,0:07:35.18,Default,,0000,0000,0000,,to just Rambo your way through the game with\Nsuperior fire power, but it’s also annoying, Dialogue: 0,0:07:35.18,0:07:40.47,Default,,0000,0000,0000,,and it gets rid of exciting moments like where\Nyou get spotted but manage to escape and go Dialogue: 0,0:07:40.47,0:07:41.77,Default,,0000,0000,0000,,back into hiding. Dialogue: 0,0:07:41.77,0:07:46.75,Default,,0000,0000,0000,,So the goal is not necessarily to shut down\Ntactics that can lead to uninteresting playstyles. Dialogue: 0,0:07:46.75,0:07:51.08,Default,,0000,0000,0000,,For example, if players are spending too much\Ntime hiding safely behind cover in a shooter, Dialogue: 0,0:07:51.08,0:07:55.57,Default,,0000,0000,0000,,when you’d prefer them to run around the\Nbattlefield, you don’t have to remove cover entirely. Dialogue: 0,0:07:55.57,0:07:59.90,Default,,0000,0000,0000,,It’s more often about keeping this stuff\Nas a valid tactic for certain situations - but Dialogue: 0,0:07:59.90,0:08:03.88,Default,,0000,0000,0000,,tweaking them so the player will not abuse\Nor completely rely on them. Dialogue: 0,0:08:03.88,0:08:08.28,Default,,0000,0000,0000,,So, you can discourage players from abusing\Ncover by having enemies throw in grenades Dialogue: 0,0:08:08.28,0:08:10.51,Default,,0000,0000,0000,,or having cover break over time. Dialogue: 0,0:08:10.51,0:08:14.28,Default,,0000,0000,0000,,Or you could encourage players to stay out\Nof cover by giving them points for fighting Dialogue: 0,0:08:14.28,0:08:15.78,Default,,0000,0000,0000,,out in the open. Dialogue: 0,0:08:15.78,0:08:19.96,Default,,0000,0000,0000,,And to go back to the stealth example, there\Nare better ways to encourage stealthy play Dialogue: 0,0:08:19.96,0:08:22.73,Default,,0000,0000,0000,,than just insta-failing players who get spotted. Dialogue: 0,0:08:22.73,0:08:26.42,Default,,0000,0000,0000,,You could discourage direct attacks by making\Nthe player very weak. Dialogue: 0,0:08:26.42,0:08:30.92,Default,,0000,0000,0000,,In the Arkham games, Batman is useless against\Nenemies with guns, so punching the crap out Dialogue: 0,0:08:30.92,0:08:34.83,Default,,0000,0000,0000,,of guards during the stealth bits is a bad\Ntactic, but you can stay alive long enough Dialogue: 0,0:08:34.83,0:08:37.13,Default,,0000,0000,0000,,to grapple hook your way back to safety. Dialogue: 0,0:08:37.13,0:08:41.06,Default,,0000,0000,0000,,Or you could encourage stealth by using the\Nscoring systems mentioned earlier. Dialogue: 0,0:08:41.06,0:08:45.70,Default,,0000,0000,0000,,In Hitman, the only way to get a high score,\Nor finish many of the challenges like Silent Dialogue: 0,0:08:45.70,0:08:49.00,Default,,0000,0000,0000,,Assassin, is to play in the most sneaky way\Npossible. Dialogue: 0,0:08:49.00,0:08:52.87,Default,,0000,0000,0000,,Never get seen, hide the bodies, delete the\Ncamera recordings, and so on. Dialogue: 0,0:08:52.87,0:08:57.95,Default,,0000,0000,0000,,Or, one less obvious way to tackle it, is\Nto make players more aware that direct attacks Dialogue: 0,0:08:57.95,0:08:59.91,Default,,0000,0000,0000,,are not the focus of the game. Dialogue: 0,0:08:59.91,0:09:04.00,Default,,0000,0000,0000,,With Mark of the Ninja, lead designer Nels\NAnderson said that the game originally had Dialogue: 0,0:09:04.00,0:09:09.26,Default,,0000,0000,0000,,an in-depth combat system with different stances\Nand parries and whatnot, but this level of Dialogue: 0,0:09:09.26,0:09:14.64,Default,,0000,0000,0000,,depth signalled to the player that direct\Ncombat was may more important than it actually was. Dialogue: 0,0:09:14.64,0:09:18.50,Default,,0000,0000,0000,,By reducing the combat to something much more\Nsimple, players now understood that direct Dialogue: 0,0:09:18.51,0:09:20.38,Default,,0000,0000,0000,,attacks were not point. Dialogue: 0,0:09:20.38,0:09:22.94,Default,,0000,0000,0000,,Anderson explained this on the podcast Designer\NNotes, Dialogue: 0,0:09:22.94,0:09:27.44,Default,,0000,0000,0000,,NELS ANDERSON: People would try to sneak,\Nthey would fail, and then they’d just Rambo Dialogue: 0,0:09:27.44,0:09:28.56,Default,,0000,0000,0000,,through the rest of the level. Dialogue: 0,0:09:28.56,0:09:33.38,Default,,0000,0000,0000,,It’s like: okay, we just need to pair this\Ndown, get rid of as much of it as possible, Dialogue: 0,0:09:33.38,0:09:35.01,Default,,0000,0000,0000,,make it really simple. Dialogue: 0,0:09:35.01,0:09:39.75,Default,,0000,0000,0000,,And once we just kept pairing it down to,\Nthe amount of presence it had in the design Dialogue: 0,0:09:39.75,0:09:45.16,Default,,0000,0000,0000,,was about proportional to how important we\Nthought it should be, that’s when it sat Dialogue: 0,0:09:45.16,0:09:46.19,Default,,0000,0000,0000,,about right. Dialogue: 0,0:09:46.19,0:09:50.49,Default,,0000,0000,0000,,So, designers should know how they want\Nplayers to approach their game. Dialogue: 0,0:09:50.49,0:09:55.50,Default,,0000,0000,0000,,Perhaps stylishly, or stealthily, or while\Ntaking risks, or using the full extent of Dialogue: 0,0:09:55.50,0:09:58.96,Default,,0000,0000,0000,,the mechanics, or just feeling like a demon\Nmurdering machine. Dialogue: 0,0:09:58.96,0:10:03.26,Default,,0000,0000,0000,,Whatever they think is most fun, or interesting, or thematically relevant. Dialogue: 0,0:10:03.27,0:10:07.47,Default,,0000,0000,0000,,But if a player can reach their goals - from\Nmicroscopic targets like “get health” Dialogue: 0,0:10:07.47,0:10:11.94,Default,,0000,0000,0000,,or “defeat an enemy”, to longer-term goals\Nlike “reach the end of the level” or “earn Dialogue: 0,0:10:11.94,0:10:16.29,Default,,0000,0000,0000,,a new skill point” - if players can reach\Nthose goals more easily through ways that Dialogue: 0,0:10:16.29,0:10:21.38,Default,,0000,0000,0000,,don’t match that intention, and are actually\Npretty boring, then the game might have a problem. Dialogue: 0,0:10:21.38,0:10:26.38,Default,,0000,0000,0000,,Locking off that easier route is certainly\None way of going about it, but forcing players Dialogue: 0,0:10:26.39,0:10:30.60,Default,,0000,0000,0000,,to meet your vision and punishing them for\Nplaying otherwise, is fraught with difficulty. Dialogue: 0,0:10:30.60,0:10:35.56,Default,,0000,0000,0000,,And so while I personally understand and even\Nappreciate XCOM 2’s turn timers in the broad Dialogue: 0,0:10:35.56,0:10:38.72,Default,,0000,0000,0000,,strokes, I’m not surprised that they were met\Nwith controversy. Dialogue: 0,0:10:38.72,0:10:45.06,Default,,0000,0000,0000,,So, it’s often better to encourage and incentivise\Na player to see the game in the best possible light. Dialogue: 0,0:10:45.06,0:10:50.82,Default,,0000,0000,0000,,To allow for other playstyle, but give rewards,\Nhigh scores, easy kills, and handy resources Dialogue: 0,0:10:50.82,0:10:53.82,Default,,0000,0000,0000,,when the player is meeting that intended experience. Dialogue: 0,0:10:53.82,0:10:57.09,Default,,0000,0000,0000,,Now, please, this is definitely not as easy as I’m\Nmaking it sound. Dialogue: 0,0:10:57.09,0:11:01.96,Default,,0000,0000,0000,,There are plenty of pitfalls to think about\Nand some of the most controversial and disliked Dialogue: 0,0:11:01.96,0:11:07.80,Default,,0000,0000,0000,,mechanics are those that were initially designed\Nto encourage or discourage a certain way of playing. Dialogue: 0,0:11:07.80,0:11:12.82,Default,,0000,0000,0000,,But when used really well, this type of design\Ncan subtly push a player towards having the Dialogue: 0,0:11:12.82,0:11:18.44,Default,,0000,0000,0000,,best possible experience, and, like Sid says,\Nprotect players... from themselves. Dialogue: 0,0:11:20.92,0:11:21.80,Default,,0000,0000,0000,,Hey, thanks for watching! Dialogue: 0,0:11:21.80,0:11:23.18,Default,,0000,0000,0000,,I hope you found this one interesting. Dialogue: 0,0:11:23.18,0:11:28.22,Default,,0000,0000,0000,,I love seeing all the differnet ways that designers\Ntry to encourage and discourage different Dialogue: 0,0:11:28.22,0:11:31.57,Default,,0000,0000,0000,,behaviours, and it’s fascinating to see\Nhow successful they end up being. Dialogue: 0,0:11:31.57,0:11:34.64,Default,,0000,0000,0000,,I’d love to hear your examples from games\Nyou’ve played. Dialogue: 0,0:11:34.64,0:11:36.56,Default,,0000,0000,0000,,Or games you’ve made, if you’re a designer. Dialogue: 0,0:11:36.56,0:11:39.10,Default,,0000,0000,0000,,Leave ‘em in the comments below, if you\Nlike. Dialogue: 0,0:11:39.10,0:11:41.78,Default,,0000,0000,0000,,Game Maker's Toolkit is funded on Patreon.com