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Game design is simple

raphkoster.com

41–50 of 186 posts

Re: Game design is simple

#41
post #15

This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space. If you are a game designer, please take this with a grain of salt. Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

Have you made any games?

Just wanted to say that I really appreciated your articles about game networking and game physics (https://gafferongames.com/)!

Re: Game design is simple

#43

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

> But I digress… I essentially hate games nowadays

This is not exactly a new phenomenon. The final cutscene in Metal Gear Solid 4 (2008) is 71 minutes long (Guinness world record). The total cutscenes add up to around 9 hours according to a Reddit user. Maybe more games are doing this now compared to 15 years ago, but I wouldn't bet on it.

Re: Game design is simple

#44

> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective What a great phrase to describe an aspect of game design to strive for. https://www.raphkoster.com/2015/06/29/game-design-ux-design/

"juice" (in terms of game making) will always remind me of this amazing, classic talk - https://www.youtube.com/watch?v=Fy0aCDmgnxg

Re: Game design is simple

#45

When I started writing fiction I found myself naturally gravitating towards inserting puzzles and mysteries and twists and unknowns. I think some people just love that. There's this dopamine aspect of solving the problem or knowing the unknown and the anticipation towards it can be very intriguing! Games do this in a more obvious way, but the 'rule of fun' is everywhere. Look how exciting mystery is and how boring we…

To your last paragraph I think contextualising the mystery is a good amount of the fun and I guess all of the storytelling.

There's a lot of things about our real world, that if told by an alien race, would make us sound like ethereal wizards.

"They convinced the sand itself to think for them, guided the power of Sol to move them, and spoke to eachother through the very fabric of energy that moves invisibly through us all"

Similar to that, there's a bunch of magic/fantasy storytelling that can kind of pull me out of disbelief, because I can't help but think "yeah we have that, it's electricity" or "witches are just pharamacists without good research"

Re: Game design is simple

#46
post #28

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

Sounds like you're still bitter over Dragon's Lair and other LaserDisc games. But like AAA has never been an adjective that meant good or fun. Just that the budget is big. Cut scenese are an opportunity for a change of pace and to tell the story in a different way. Or as a way to emphasize a game action. When you get a touchdown in Tecmo Bowl, you have a little cut scene which is nice (but gets repetitive). The cut s…

Cut scenes can also be a valuable tool for giving information to the player:

- a camera flight go give an overview of the map

- show the location of the final boss

- hint at future missions

- provide a clue for solving the puzzle

- etc.

Re: Game design is simple

#47

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

All the AAA games will be inherently fucking stupid almost by design. And this is unavoidable - massive hundreds of millions if not billions in budget -> even if you alientate the bottom 10%, you lose 10% of sales. Bottom 20%, 20% of sales. Not gonna happen. So you have Legend of Zelda games where pretty much all puzzles are so simple you can instantly tell what the solution is the very moment you see them, ie. downr…

Or God of War. The puzzles almost solve themselves.

Interestingly, Elden Ring (2022) is AAA but very difficult, though not because of the puzzles. Perhaps puzzles test more for IQ (which can't be changed) than for gaming skill.

Re: Game design is simple

#48
post #15

This reads like the handbook for people making grind-based games. Sure enough, the author exclusively works in the mmorpg space. If you are a game designer, please take this with a grain of salt. Fun does not equal repeated challenges. And let me also reject the implicit notion that stories are entertainment but not, academically speaking, fun.

I've played about 20 hours of Arc Raiders and I'm already a little bored of fishing stuff out of draws and lockers. These days I mostly just hunt Arc, or other players that shoot at me first.

It's kind of hard to stay equipped without salvaging though.

Re: Game design is simple

#49

> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective What a great phrase to describe an aspect of game design to strive for. https://www.raphkoster.com/2015/06/29/game-design-ux-design/

"juice" (in terms of game making) will always remind me of this amazing, classic talk - https://www.youtube.com/watch?v=Fy0aCDmgnxg

Interesting, I came across "juice" in this same sense of relatively subtle UX polish in this article: https://garden.bradwoods.io/notes/design/juice.

Re: Game design is simple

#50
post #37

Earlier quoted context omitted.

Game was SWG, not SWTOR. Launched in 2003 and was sunset in 2011 when SWTOR launched. SWG set out to be something like Dwarf Fortress in terms of depth to the worlds physics; for example, gunsmiths could tinker on all parts of a gun and maybe get a lucky roll to unlock +N more damage or -N recoil. Same with land vehicles and bioengineered animals, droids. Parameters to noodle all the way down. Some under user control…

Oh wow it was SWG? It truly was ahead of its time, I don't think any one game has come close to implementing such a rewarding group of systems and economy in an MMORPG, except maybe EVE but that is a very different game and admittedly I did not find EVE fun. The most exciting systems to me had very little to do with combat, but especially as it pertains to this article, also couldn't be as rewarding without it. It wa…

The skill tree system was so nice compared to the rigid class systems of other MMORPGs, too.

The fact that player towns just emerged was really cool.

It was such a shame the space expansion was so ... flat. Neither space nor ground had a storyline to follow, but space wasn't an open world, and had no real element of choice in skill paths.

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