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How Game Designers Protect Players From Themselves | Game Maker's Toolkit

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    SID MEIER: One of the responsibilities I think
    we have as designers is to protect the player…
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    from themselves
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    Whenever a designer makes a game, they‘ll
    have certain ideas for what would be the most
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    enjoyable or interesting way for a player
    to approach things.
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    For example, Jake Solomon reckons that XCOM
    is at its best when the player is taking risks.
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    He told Rock Paper Shotgun: “Risks are what lead to loss and what lead to triumph".
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    But players will often have other ideas, because
    many will simply gravitate towards strategies
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    that will most likely lead to success - regardless
    of how enjoyable those strategies might actually
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    be - so they grind, they use repetitive tactics,
    and they play slowly and cautiously.
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    As Civilization 4 designer Soren Johnson puts
    it, “given the opportunity, players will
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    optimise the fun out of a game”.
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    He was talking more about exploits,
    but I think the quote still works.
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    And this is kinda what happened in XCOM: players
    rarely took risks, because why would you?
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    Instead, they found much more success when
    they moved slowly, played cautiously, and
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    overused the overwatch ability - meaning they
    often ended up playing each mission in largely
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    the same, risk-averse way.
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    But the awesome thing about design is that
    the game’s developers can tweak things,
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    to make sure players approach the game in
    the way they think would be most interesting.
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    The question is - what’s the best way to
    do this?
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    The most obvious answer would be to
    add some kind of system that will stop the
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    unwanted behaviour from occurring.
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    And that’s what exactly Firaxis did when
    it decided to introduce turn-limits to standard
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    missions in XCOM 2.
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    Many of the game’s missions will have some
    kind of time limit - hack the network in 8
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    turns, destroy the relay in 6 turns, extract
    the VIP in 12 turns.
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    And if you don’t finish that objective within
    the turn limit, the mission is failed.
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    And this means that inching slowly across
    the map like in XCOM 1 is now massively discouraged,
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    and the player is forced to move more quickly
    and take more risks.
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    A very similar thing happened in the making
    of Spelunky.
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    Creator Derek Yu says “I never intended
    Spelunky players to collect every piece of
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    treasure, get every item, or explore every
    room each time they play.
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    Instead, I wanted to force them to make difficult
    decisions and experience both the satisfaction
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    of choosing correctly and the regret of choosing
    poorly.”
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    So, he added the deadly ghost enemy which
    appears at about two and a half minutes into
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    every level to put pressure on the player
    and discourage them from dawdling around.
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    Now both of these decisions had the intended
    effect - but they were also both met with
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    some amount of controversy.
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    Spelunky less so - that’s a long time to
    spend in one level.
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    Besides, the ghost doesn’t actually kill
    you. You can still run away and finish the stage.
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    But many XCOM 2 players hated the turn limits,
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    and even made mods to rip them out of the
    game.
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    “I didn't expect people to have such a strong
    reaction to the timers,” says Solomon.
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    And turn limits were greatly reduced in the
    game’s expansion, War of the Chosen.
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    So, what went wrong?
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    Well, there’s a bunch of things.
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    Many people simply just enjoyed playing cautiously
    in the first game, and expected to do so in
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    the sequel.
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    And Solomon suggests that “maybe there’s
    a clumsy thematic wrapper on the turn-timer”.
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    But one thing is clear: some players will
    always react negatively to punishment.
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    And, in XCOM 2, the fact that refusing to
    speed up and take risks will see you fail
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    the mission at hand, means that these players
    felt that the game was punishing them for
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    playing in a certain way.
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    And there’s a famous story about World of
    Warcraft - which I’ve never played so excuse
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    me if I screw this up - but in the story,
    Blizzard didn’t want people to play the
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    game for too long - so they introduced a system
    in the beta where the longer you played, the
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    fewer experience points you’d get for killing
    monsters and whatnot.
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    But players hated it.
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    They hated seeing the numbers going down.
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    It felt like a punishment for playing the
    game.
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    So Blizzard did something pretty clever: they
    flipped the system on its head.
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    Now, players can build up a rest bonus whenever
    they’re not playing the game, and then get
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    an experience points boost when they next
    log in.
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    It’s essentially the same numbers, says
    Blizzard, but making it a reward rather than
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    a penalty made it much more agreeable to fans.
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    So, it’s often better to encourage the behaviour
    you want, than discourage the behaviour you don’t.
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    Instead of punishing a player who is too slow,
    reward a player who finishes the level quickly.
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    And there are loads of good ways to encourage
    player behaviour.
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    It starts with the fundamental, moment-to-moment
    gameplay, where designers can tweak the game’s
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    most basic mechanics to push players towards
    a certain style of play.
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    Take the latest DOOM, where the designers
    wanted to promote an aggressive sort of “push
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    forward combat”.
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    One way id Software achieved this was through
    the glory kill mechanic which provided plenty
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    of compelling reasons to close in on your
    foes, instead of running away and firing from
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    a safe distance.
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    This move instantly kills an enemy, it doesn’t
    use any ammunition, and it showers the player
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    with useful health pick-ups.
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    And so, despite years of FPS games training
    players to run away and hide behind cover,
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    in DOOM, players spend much of the game racing
    headfirst towards demons.
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    Likewise, Bloodborne encouraged players to
    be more aggressive than they were in Dark
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    Souls by adding the rally mechanic which lets
    you recover health if you strike an enemy
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    within a few seconds of taking damage.
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    Players are less likely to back off and wait
    for an opening if they have a chance to win
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    back some health with a quick, aggressive
    attack.
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    Other examples of this sort of immediate encouragement might include the
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    Burnout games, where you gather much-needed boost by doing all sorts
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    of fun things like driving close to other cars and racing into oncoming traffic.
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    You’ve gotta drive dangerously to win.
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    And Hyper Light Drifter, where the only way
    to recharge your gun is to slash bad guys
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    with your sword, encouraging you to get up
    close and personal with enemies.
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    Encouragement can also be baked into more
    abstract, overarching systems like scores.
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    In most character action games, you can finish
    the stage even if you’re pretty sloppy and
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    rely on the same few tactics for the whole
    game.
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    But you’ll end up with a crappy grade at
    the end of the level.
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    To get a better grade, you need to play in
    the way that the designers intended.
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    So, for a game like Devil May Cry which is
    all about being stylish, you’ll get better
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    grades - plus, some handy items - if you use
    varied and more difficult attacks, and use
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    your guns to keep the combo ticking along.
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    Likewise, Tony Hawk’s makes you connect
    up different tricks to keep your combo going,
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    and will give fewer points each time you repeat
    a move.
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    In all of these games, the only way to get
    a high score is to play in the most stylish
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    and interesting way possible, and to use the full extent of the game’s mechanics.
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    Rewards like experience points and achievements
    can also be used for this purpose, because
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    the designer gets to choose exactly what sort
    of activities or challenges the player must
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    do to earn those points, and can tailor this
    to reward players for taking actions that
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    fit the game’s intended experience.
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    GRAYSON HUNT: Ooh, son of a mother. Tech is wild. This cocky leash is grading my performance.
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    Now, this is not to say that games should
    never discourage, punish, or penalise people.
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    This will always have a place in games.
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    But for those games that do focus on negative
    enforcement, they should be wary of pushing the
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    slider from discouraging a playstyle, to practically
    forcing you not to use it.
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    Not to beat a dead horse, but playing fast
    in XCOM 2’s timed missions is not just the
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    best way to play - but, basically, the only
    way to play.
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    Because forcing a very specific playstyle
    is difficult to pull off.
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    I’m sure we’ve all played stealth games
    where getting spotted by enemies leads to
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    instant failure.
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    And sure, this makes you play in a stealthy,
    ninja-like manner, and doesn’t allow you
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    to just Rambo your way through the game with
    superior fire power, but it’s also annoying,
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    and it gets rid of exciting moments like where
    you get spotted but manage to escape and go
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    back into hiding.
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    So the goal is not necessarily to shut down
    tactics that can lead to uninteresting playstyles.
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    For example, if players are spending too much
    time hiding safely behind cover in a shooter,
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    when you’d prefer them to run around the
    battlefield, you don’t have to remove cover entirely.
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    It’s more often about keeping this stuff
    as a valid tactic for certain situations - but
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    tweaking them so the player will not abuse
    or completely rely on them.
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    So, you can discourage players from abusing
    cover by having enemies throw in grenades
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    or having cover break over time.
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    Or you could encourage players to stay out
    of cover by giving them points for fighting
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    out in the open.
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    And to go back to the stealth example, there
    are better ways to encourage stealthy play
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    than just insta-failing players who get spotted.
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    You could discourage direct attacks by making
    the player very weak.
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    In the Arkham games, Batman is useless against
    enemies with guns, so punching the crap out
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    of guards during the stealth bits is a bad
    tactic, but you can stay alive long enough
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    to grapple hook your way back to safety.
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    Or you could encourage stealth by using the
    scoring systems mentioned earlier.
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    In Hitman, the only way to get a high score,
    or finish many of the challenges like Silent
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    Assassin, is to play in the most sneaky way
    possible.
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    Never get seen, hide the bodies, delete the
    camera recordings, and so on.
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    Or, one less obvious way to tackle it, is
    to make players more aware that direct attacks
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    are not the focus of the game.
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    With Mark of the Ninja, lead designer Nels
    Anderson said that the game originally had
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    an in-depth combat system with different stances
    and parries and whatnot, but this level of
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    depth signalled to the player that direct
    combat was may more important than it actually was.
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    By reducing the combat to something much more
    simple, players now understood that direct
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    attacks were not point.
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    Anderson explained this on the podcast Designer
    Notes,
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    NELS ANDERSON: People would try to sneak,
    they would fail, and then they’d just Rambo
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    through the rest of the level.
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    It’s like: okay, we just need to pair this
    down, get rid of as much of it as possible,
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    make it really simple.
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    And once we just kept pairing it down to,
    the amount of presence it had in the design
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    was about proportional to how important we
    thought it should be, that’s when it sat
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    about right.
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    So, designers should know how they want
    players to approach their game.
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    Perhaps stylishly, or stealthily, or while
    taking risks, or using the full extent of
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    the mechanics, or just feeling like a demon
    murdering machine.
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    Whatever they think is most fun, or interesting, or thematically relevant.
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    But if a player can reach their goals - from
    microscopic targets like “get health”
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    or “defeat an enemy”, to longer-term goals
    like “reach the end of the level” or “earn
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    a new skill point” - if players can reach
    those goals more easily through ways that
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    don’t match that intention, and are actually
    pretty boring, then the game might have a problem.
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    Locking off that easier route is certainly
    one way of going about it, but forcing players
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    to meet your vision and punishing them for
    playing otherwise, is fraught with difficulty.
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    And so while I personally understand and even
    appreciate XCOM 2’s turn timers in the broad
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    strokes, I’m not surprised that they were met
    with controversy.
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    So, it’s often better to encourage and incentivise
    a player to see the game in the best possible light.
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    To allow for other playstyle, but give rewards,
    high scores, easy kills, and handy resources
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    when the player is meeting that intended experience.
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    Now, please, this is definitely not as easy as I’m
    making it sound.
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    There are plenty of pitfalls to think about
    and some of the most controversial and disliked
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    mechanics are those that were initially designed
    to encourage or discourage a certain way of playing.
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    But when used really well, this type of design
    can subtly push a player towards having the
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    best possible experience, and, like Sid says,
    protect players... from themselves.
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    Hey, thanks for watching!
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    I hope you found this one interesting.
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    I love seeing all the differnet ways that designers
    try to encourage and discourage different
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    behaviours, and it’s fascinating to see
    how successful they end up being.
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    I’d love to hear your examples from games
    you’ve played.
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    Or games you’ve made, if you’re a designer.
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    Leave ‘em in the comments below, if you
    like.
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    Game Maker's Toolkit is funded on Patreon.com
Title:
How Game Designers Protect Players From Themselves | Game Maker's Toolkit
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Video Language:
English
Duration:
11:52

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