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Earlier this week I released an episode of
Game Maker’s Toolkit about how designers
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push you to try more interesting gameplay
styles - and how those decisions can be met
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with controversy when the game forces you
to play in a specific way, or punishes you
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for not meeting the creator’s vision.
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I got loads of great comments on that video, with many of them focused on XCOM 2’s design choices.
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A quick reminder to get everyone up to speed.
XCOM Enemy Unknown was awesome, but Firaxis
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wasn’t happy with the fact that players
were approaching the game slowly and cautiously.
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They thought the game was more interesting
when the player was faster and took more risks.
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So, for the sequel, XCOM 2, the studio put
a timer on many of the missions, so if you
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take too many turns, you’ll fail the main
objective. This certainly did the job, but
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it was met with no small amount of controversy.
Lots of players just didn’t like being rushed
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by the game.
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Anyway. Lots of people in the comments pointed
out that there’s actually a number of tactical
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games out there that have found clever ways
to encourage players into speeding up, without
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completely annoying them.
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And so, in this cheeky bonus video, I want
to give a shoutout to these games and take
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a look at their unique solution to this tricky
design problem.
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Let’s start with Invisible Inc, which is
by Klei Entertainment - the same studio as
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Mark of the Ninja. This game is heavily inspired
by XCOM but has more of a focus on stealth
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and espionage. So in each mission you’ll
be sneaking past guards, hacking into cameras,
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and pinching valuable secrets.
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Technical Designer James Lantz told Gamasutra,
“We knew we needed [a] sense of time pressure
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for Invisible, not only because it fit the
game’s theme but also because we wanted
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players to be making interesting tradeoffs
with every move, and keeping busywork to a
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minimum”.
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Basically, the studio was looking for high
stakes break-ins, where you’d have to make
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the tough choice between robbing a few more
safes or booking it towards the exit.
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The solution was a security system. Every
single turn, the system ticks up one notch.
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And every five notches, a new level of security
is introduced. Maybe new cameras come online,
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or it becomes more expensive to hack things,
or additional guards are introduced.
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So it’s still a turn timer, just like XCOM
2, but the consequences for taking too long
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are nowhere near as severe. It’s not a fail
state - it just ramps up the challenge. In
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fact, it can be kind of fun, because these
extra security measures can add surprising
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new wrinkles to mess up your plan.
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The alarm system still was met with some resistance,
but Lantz says “we were able to ameliorate
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the issue by providing lots of in-world fiction
for the alarm and making it very clear and
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predictable to players with extra UI and tutorialization,
including the small but incredibly effective
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change of renaming it from ‘Alarm’ to
‘Security Level’.”
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Okay, so the next example comes from Mario
+ Rabbids Kingdom Battle. This is another
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XCOM-style game, only this time with the surprising
inclusion of, uh, Super Mario and those annoying
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Rabbids from the Rayman games.
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So in this game, you’re basically just graded
on your performance in each battle - with
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the game noting down how many team members
made it out alive, and how many turns you
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took compared to a par time.
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And then, at the end of the chapter, you’ll
be rewarded with a trophy and - more importantly
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- coins based on your performance. So finishing
missions within a smaller number of turns
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rewards you with handy goodies. Which is cool.
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It certainly doesn’t put any pressure on
the player, though. And that’s maybe something
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I should have addressed in my original video.
Rewarding players for being fast is one way
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of doing things, but it’s fundamentally
a different experience to feeling the pressure
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of death looming over your head if you don’t
speed up - which is why systems like the rebel
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fleet following you in FTL are still extremely
worthwhile.
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But stress is not really the aim of a game
like Mario and Rabbids. The game does want
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you to be fast and mobile, but it achieves
this just by giving you lots of fun and powerful
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tools for zipping around the battlefield,
like how you can get big damage from sliding
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into enemies, or cover huge amounts of ground
by bouncing off other team members.
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The coin reward for finishing within fewer turns
is just an extra incentive for playing in
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a bouncy, zippy Mario-like way.
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Okay, so the final example comes from another
very XCOM-like game... uh, XCOM! Enemy Within,
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that is, which is the expansion pack for the
original Enemy Unknown.
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Not the original original. You know what I mean.
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So, Firaxis was thinking about encouraging
speed back during the development of this
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DLC. Enemy Within lead designer Ananda Gupta
told Eurogamer, "We really felt players were
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having fun with the tactical game, but we
felt like, especially on the harder difficulty
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levels, heavily conservative play was being
rewarded. There's nothing wrong with heavily
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conservative play - that's fine - but we wanted
to make it so that it wasn't a no-brainer”.
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So in this expansion, you’ve got all these
cool new toys to play with like mech walkers
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and genetic upgrades to create ridiculous
super soldiers. And this useful junk is all
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purchased with a new currency, called Meld.
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Now this stuff is found on the battlefield
of many of the game’s missions, in Meld
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Canisters. And this is where the time pressure
comes in. As soon as you spot one of these
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things, they start a self destruct sequence.
If you get to the canister in time you can
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take the currency home with you. If not, the
meld is lost.
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These meld containers provide a reward for
taking risks, and a certain level of pressure
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as the timer ticks down, but speeding up is
optional and the punishment for running out
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of time is a missed opportunity - not a completely
failed mission.
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I think this is a pretty great piece of design,
but I’m not trying to say that these games
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are necessarily better than XCOM 2, or that these designs are “right” and the more simple turn timers
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are “wrong”. But it’s just interesting
to look at some other ways that designers
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have attempted the same idea - but in a unique
way.
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And, often, with less backlash. But not zero
backlash - Invisible Inc’s James Lantz admits
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“there are definitely players we lost
along the way with the alarm system”. Though
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Klei does let you turn the whole system off, from
a generous menu of options and modifiers.
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But, that’s a whole ‘nother topic.
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For now, thank you so much watching and thank you for your comments. I try to read as many as
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I can, and all your feedback helps make the
show better and more informative. Without
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you, a bonus episode like this just wouldn’t
exist. See you soon.