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Three Other Approaches to Turn Timers | GMTK Extra

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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.
Title:
Three Other Approaches to Turn Timers | GMTK Extra
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Video Language:
English, British
Duration:
06:13

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