10 Game Design Lessons from 10 Years of GMTK
Summary
TLDRIn this reflective video marking the 10th anniversary of Game Maker's Toolkit, Mark Brown shares the key lessons he's learned about game design over the years. From understanding how game mechanics shape player experiences to questioning the relevance of game genres and difficulty modes, he offers insights on creating engaging, accessible, and innovative games. Highlighting the importance of audience-focused design, playtesting, and constantly reevaluating past lessons, Brown emphasizes that game design is a dynamic, iterative process. His journey from a novice to a seasoned creator is a testament to the evolving nature of both the craft and the industry.
Takeaways
- 😀 Game mechanics define the player's experience, not the plot or graphics.
- 😀 There is no universal right or wrong game mechanic; it depends on the experience you want to create.
- 😀 Game design must be tailored to the target audience, as different players require different experiences.
- 😀 Offering options and bonus content allows games to cater to both casual and hardcore players.
- 😀 Difficulty modes should be adjustable to accommodate different players' needs without compromising the intended experience.
- 😀 Genres are flexible; designers should mix and match elements to create fresh and innovative gameplay.
- 😀 Good AI doesn't need to be lifelike, but should instead enhance the gameplay and provide interesting challenges.
- 😀 Prototypes are essential for proving the value of a game idea; you can only spot flaws when the game is built.
- 😀 Frequent playtesting is crucial, as players will identify problems and misunderstandings that designers didn't foresee.
- 😀 Game design is a continuous learning process, and lessons should always be re-evaluated as trends and technologies change.
Q & A
What is the main lesson Mark Brown learned from comparing *Far Cry 2* and *Far Cry 4*?
-Mark learned that a game's experience is driven by its mechanics rather than its plot, setting, or graphics. The mechanics shape how players feel and experience the game, such as how *Far Cry 4*'s action-oriented mechanics provide a thrilling experience, while *Far Cry 2*’s survival-focused mechanics create a grueling one.
What does Mark mean when he says there is no right or wrong game mechanic?
-Mark emphasizes that the effectiveness of a game mechanic depends on the type of experience the designer wants to create. There is no universal 'right' or 'wrong' mechanic—what matters is how the mechanic serves the game’s goals and the experience it creates for players.
Why did Mark initially criticize the *Spider-Man* game’s web-swinging mechanics, and what did he later realize?
-Mark initially criticized *Spider-Man* (2018) for its simple web-swinging mechanics, believing that complexity and challenge were necessary for a thrilling power fantasy. However, he later realized that the game was designed for a more casual audience, not for hardcore players like himself, and that simplicity and accessibility were key to providing the desired experience for the target audience.
How do modern Mario games cater to both casual and hardcore players?
-Mark discusses how modern Mario games offer a broad appeal by being accessible to new and casual players while providing hidden challenges for more experienced players. These optional challenges, like collecting tricky coins and unlocking harder content, keep hardcore players engaged without detracting from the game’s accessibility for families or newcomers.
What is Mark’s perspective on adding an easy mode to games like *Dark Souls*?
-Mark suggests that while *Dark Souls* is intentionally difficult to create a specific experience of triumph and tension, adding an easy mode could undermine the intended experience. He contrasts this with *Celeste*, which allows players to adjust the difficulty while maintaining the game’s core experience, demonstrating that accessibility options can coexist with a challenging game design.
What lesson did Mark learn about genres, particularly regarding 'Soulslike' games?
-Mark learned that designers should not be overly focused on rigid genre definitions, like the 'Soulslike' label, because it can lead to predictable and uninspired games. Instead, designers should treat genres as flexible guidelines, mixing and matching different mechanics to create fresh and innovative experiences.
What does Mark believe is the true purpose of AI in games?
-Mark believes that the primary role of AI in games is to create interesting gameplay, not to simulate realistic or lifelike behavior. Effective AI systems, such as the Nemesis System in *Shadow of Mordor* or the AI in *The Sims*, are designed to enhance the player’s experience, often by presenting unique and engaging challenges.
Why does Mark say that game ideas are worthless until they are prototyped?
-Mark points out that game ideas may seem exciting in theory, but they only reveal their true potential or flaws when put into action through prototyping. Prototyping allows designers to identify issues that might not be apparent during the planning stage, proving the concept's viability or highlighting the need for revisions.
How does frequent playtesting help improve game design, according to Mark?
-Mark emphasizes the importance of playtesting throughout the development process. Players often encounter issues that designers might not foresee, such as confusing controls or difficult puzzles. Frequent playtesting helps identify these problems early, ensuring that the game is fine-tuned and that the design works as intended for the target audience.
What is Mark’s final lesson after ten years of making GMTK videos?
-Mark’s final lesson is that any game design principle or lesson should be constantly re-evaluated. As the gaming industry, player preferences, and trends change, it’s important for designers to remain flexible, open to new ideas, and willing to adapt their thinking based on the evolving landscape of game design.
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