11 game design goals I wanna hit with the next game

Tom Francis
29 Dec 202330:06

Summary

TLDRIn this video script, the speaker discusses their game design philosophy, emphasizing the importance of 'obvious pleasures' and 'brain food' to create satisfying player experiences. They delve into the concept of 'gut calls' for decisions that are complex but not random, highlighting the appeal of rogue-like games due to their high content-to-fun ratio. The speaker also stresses the value of combinable content that keeps players engaged through surprises and variety. They reflect on past games like 'Gunpoint' and 'Heat Signature', and how they've applied these principles, while also outlining their vision for future projects, focusing on creating a strong core fantasy and expressive play style choices.

Takeaways

  • ๐ŸŽฎ The speaker emphasizes the importance of 'obvious pleasures' and 'brain food' in game design, highlighting how satisfying mechanics like breaking glass or knocking enemies through windows can be enjoyable without needing complex implementation.
  • ๐Ÿ› ๏ธ The concept of 'Gut Calls' is introduced as decisions in games that are complex enough to not have a clear right answer, but not so random that there's nothing to think about, creating a sweet spot for engaging the player's brain.
  • ๐Ÿง  'Brain food' refers to game elements that challenge the player's intellect, with the speaker noting that even games perceived as simple can have more depth, like Candy Crush having more than just obvious pleasures.
  • ๐Ÿ”„ The speaker discusses 'Shuffle Game Design' as a method for creating variety and replayability in games, particularly in roguelikes, by shuffling different game elements to create new challenges and solutions.
  • ๐Ÿ’ก 'Combin, explode in the mind' is a term used to describe the excitement of combining different game elements, which is a core part of the speaker's game design philosophy and a feature they aim to include in their future games.
  • ๐Ÿ“š The speaker values writing in games and seeks game structures that support rich storytelling and character development, as evidenced by the regret of limited writing opportunities in 'Heat Signature'.
  • ๐Ÿ›‘ The 'Failure Spectrum' concept is mentioned, which is about having a range of outcomes between perfect success and game-over failure, allowing players to feel the tension of potential loss without the frustration of actual failure.
  • ๐Ÿ”„ 'Roguelike' games are highlighted as an efficient format for game development, providing a high ratio of content creation to player enjoyment, and allowing for a wide variety of combinations and replayability.
  • ๐Ÿง™โ€โ™‚๏ธ 'Breach Wizards' is presented as an example of trying to create a new fantasy for players, offering a fresh experience of being a wizard in a Tom Clancy-style game.
  • ๐ŸŽจ The speaker advocates for 'expressive play style choices' in games, allowing players to express their identity through their choices in gameplay, which should go beyond just expressing a preference but who the player wants to be in the game world.
  • ๐Ÿ”ง The speaker reflects on the importance of 'tunability' and 'risk' in game design, allowing for fine-tuning of difficulty and a sense of potential for improvement on subsequent attempts, respectively.

Q & A

  • What is the speaker's game design philosophy during the time of 'Gunpoint' and 'Heat Signature'?

    -The speaker's game design philosophy during the time of 'Gunpoint' and 'Heat Signature' was centered around 'obvious pleasures' and 'brain food'. They aimed to create games that were inherently satisfying and mentally stimulating.

  • What makes breaking glass in video games satisfying according to the speaker?

    -Breaking glass in video games is satisfying because it mimics a real-life experience that is inherently gratifying. The implementation work required is minimal, such as a good breaking sound effect and particles, which makes the interaction enjoyable without much finesse.

  • Why did the speaker decide to include knocking people through windows in 'Heat Signature'?

    -The speaker included knocking people through windows in 'Heat Signature' as an obvious pleasure. It was a way to break windows that didn't require shooting the enemies, which aligned with the game's focus on guns being a significant element.

  • What does the speaker mean by 'brain food' in the context of game design?

    -'Brain food' is a term used by the speaker to describe game elements that stimulate the player's mind. It refers to aspects of the game that require thought and strategy, beyond just the immediate gratification of 'obvious pleasures'.

  • How does the speaker describe the importance of 'gut calls' in game design?

    -The speaker describes 'gut calls' as decisions that are complex enough not to have a clear right answer given the information at hand. These decisions are not so complex or random that there's nothing to think about, creating a sweet spot for the brain to chew on without providing clear answers.

  • What is the speaker's view on the role of polish and implementation in making a satisfying game interaction?

    -The speaker believes that while polish is good, it's not everything. What matters most is if the interaction itself is inherently satisfying. If it would be satisfying to do in real life, less work is needed to capture that satisfaction in the game.

  • Why does the speaker favor 'Roguelike' format for future game development?

    -The speaker favors 'Roguelike' format because it offers an incredibly efficient way to create games. The amount of content made versus the amount of fun the end user gets is unparalleled, and the work put in pays off repeatedly as elements can combine in new ways.

  • What is the speaker's approach to game design in terms of making games about combining things?

    -The speaker's approach involves creating games where players can combine different abilities or elements. This is seen in games like 'Gunpoint' where players can wire connections in various ways, leading to a rich combination of strategies and solutions.

  • What does the speaker mean by 'Shuffle game design' and why is it effective?

    -'Shuffle game design' refers to the method of combining different game elements in various ways to create new challenges and solutions. It is effective because it allows for a wide variety of gameplay experiences without the need for complex level design.

  • How does the speaker define 'expressive play style choices' and why are they important?

    -The speaker defines 'expressive play style choices' as options that allow players to express who they are within the game world, not just their preferences. These choices are important because they allow players to embody different identities and explore various aspects of the game's fantasy.

  • What is the speaker's view on the importance of writing in games?

    -The speaker views writing as an integral part of game development that can be straightforward and efficient. They believe that writing can enhance the game by adding flavor, character depth, and narrative, making it a valuable component that should be included in game design.

  • What does the speaker mean by a 'broad failure spectrum' and how does it benefit game design?

    -A 'broad failure spectrum' refers to a range of outcomes between perfect success and absolute failure. It benefits game design by keeping players on the brink of failure without causing frustration, thus maintaining engagement and the desire to improve in subsequent attempts.

  • Why does the speaker emphasize the importance of 'tunability' and 'risk' in game design?

    -The speaker emphasizes 'tunability' and 'risk' because they allow for fine-tuning of game difficulty and create a sense of challenge and unpredictability. These elements can make players feel that they could do better with another attempt, enhancing replayability and engagement.

Outlines

00:00

๐ŸŽฎ Game Design Philosophy and Mechanics

The speaker discusses their game design approach, emphasizing the importance of 'obvious pleasures' and 'brain food' in game mechanics. They highlight the satisfaction derived from simple yet effective interactions like breaking glass in games, which requires minimal implementation effort due to its inherent gratification. The speaker also talks about the need for games to have elements that engage the player's intellect, such as puzzle-solving in 'Gunpoint' or strategic planning in 'Heat Signature'. They introduce the concept of 'gut calls' for decisions that are complex without clear answers, which they find particularly engaging. The speaker is currently refining these ideas to inform the design of their next game, with a consideration for a 'Rogue-like' format due to its efficiency in providing player challenges.

05:01

๐Ÿ› ๏ธ Balancing Game Design with Player Experience

In this paragraph, the speaker delves into the challenges and considerations of designing games with 'Rogue-like' elements, focusing on ensuring player progression and avoiding permanent roadblocks. They discuss the acceptability of failure in 'Rogue-like' games and the importance of making the moments when players realize they are losing as brief as possible. The speaker also introduces 'Shuffle game design', a concept where game levels are not uniquely crafted but are instead generated through the shuffling of pre-existing elements, which can lead to new challenges and solutions. They emphasize the need to reach a 'surprise threshold' by adding enough combinable content to create surprising and engaging gameplay experiences.

10:03

๐Ÿง™โ€โ™‚๏ธ Wizardry and Combining Abilities in Game Design

The speaker reflects on their game 'Breach Wizards', discussing the appeal of combining abilities and the importance of creating a broad range of abilities and upgrades that can be easily added to the game. They highlight the efficiency of 'Rogue-like' games in terms of content creation versus player enjoyment, and the desire to avoid limiting the number of abilities a character can have. The speaker also touches on the importance of a game structure that supports the addition of new content, such as abilities and upgrades, without overcomplicating the game design.

15:04

๐ŸŒŸ Embracing Core Fantasies and Expressive Play Styles

Here, the speaker emphasizes the significance of selecting core fantasies for game concepts that resonate with a broad audience, using 'FTL' as an example of a game that successfully tapped into the fantasy of being a Star Trek Captain. They discuss the importance of allowing players to express their play style choices, which can reveal aspects of their identity within the game world. The speaker also talks about experimenting with 'Heat Signature' to encourage different play styles with each new life, aiming to prevent players from sticking to a single approach throughout the game.

20:04

๐Ÿ“š Integrating Writing and Storytelling in Games

The speaker discusses the integration of writing into game design, expressing a desire to include more narrative elements in future games. They reflect on the limitations encountered in 'Heat Signature' regarding the inclusion of writing and contrast this with 'Gunpoint', which had a more structured approach to incorporating narrative. The speaker also highlights the ease of writing for 'Breach Wizards' and the importance of finding places within the game where writing can naturally fit, such as pre-mission briefings or character interactions.

25:05

๐ŸŽ‰ Designing for Expressive Play and Broad Appeal

In this section, the speaker focuses on the importance of expressive play, where player choices reflect their identity within the game. They discuss the concept of 'Rogue-like Shuffle' as a good vehicle for abilities, upgrades, and writing, and emphasize the desire for the next game to have a broad appeal. The speaker also talks about the efficiency of writing in game development, the importance of a game structure that supports writing, and the need for a wide range of player outcomes to keep the game engaging without causing frustration.

๐Ÿ›ก๏ธ Broadening the Spectrum of Failure and Success

The speaker discusses the concept of a 'failure spectrum' in game design, which allows for a range of outcomes between perfect success and absolute failure. They use 'Plants versus Zombies' as an example to illustrate how being on the brink of failure can create tension and engagement without leading to player frustration. The speaker also touches on the importance of making games 'tunable' and 'risky', allowing for fine-tuning of difficulty and a sense of potential for improvement on subsequent attempts, respectively.

Mindmap

Keywords

๐Ÿ’กGame Design Bible

The term 'Game Design Bible' refers to a comprehensive guide or set of principles that a game designer follows to create a game. It encapsulates the core ideas, mechanics, and philosophies that form the foundation of the game's development. In the video, the speaker discusses their personal 'Game Design Bible' and how it has evolved over time, particularly with the release of games like 'Gunpoint' and 'Heat Signature 2'.

๐Ÿ’กObvious Pleasures

In the context of game design, 'Obvious Pleasures' are the elements of a game that are inherently enjoyable or satisfying to the player. This could be anything from the mechanics, visuals, or sounds that provide immediate gratification. The speaker uses the example of knocking people through windows in 'Gunpoint' as an 'Obvious Pleasure' because breaking glass is satisfying in both real life and in video games.

๐Ÿ’กBrain Food

'Brain Food' is a term used to describe the intellectual or strategic aspects of a game that challenge the player's thinking and problem-solving skills. It's what keeps the player engaged on a deeper level beyond the immediate gratification of gameplay. The speaker mentions 'Gunpoint's puzzle-solving element and the strategic route planning in 'Heat Signature' as examples of 'Brain Food'.

๐Ÿ’กGut Calls

'Gut Calls' refers to decisions in a game that are complex and do not have a clear-cut right or wrong answer. These decisions involve a degree of uncertainty and require the player to think deeply, often balancing multiple factors. The speaker introduces 'Gut Calls' as a new concept in their 'Game Design Bible' and describes it as a sweet spot between overly simple and too complex decisions that keep the player engaged and thinking.

๐Ÿ’กRoguelike

A 'Roguelike' is a type of video game characterized by random generation of levels, permanent death of the player character, and often a focus on strategy and resource management. The speaker expresses a strong desire to create a 'Roguelike' game in the future due to their efficiency in providing a high amount of content and replayability with relatively less development effort.

๐Ÿ’กCombinatorial Content

'Combinatorial Content' pertains to the elements within a game that can be combined in various ways to create new experiences or strategies. This concept is central to the speaker's design philosophy, as it allows for a high degree of replayability and discovery. The speaker emphasizes the importance of adding enough combinable content to reach a 'surprise threshold' where players encounter unexpected and exciting combinations.

๐Ÿ’กShuffle Game Design

'Shuffle Game Design' is a term coined by the speaker to describe a design approach where game elements are rearranged or 'shuffled' to create new challenges and experiences. This is particularly relevant to 'Roguelike' games, where procedural generation ensures that each playthrough offers a fresh experience. The speaker uses 'Heat Signature' as an example where the game's level generator shuffles pre-existing elements to create new scenarios.

๐Ÿ’กExpressive Play Style Choices

This concept refers to the ability of a game to allow players to express their identity or preferences through the choices they make in gameplay. The speaker values games that go beyond just offering different strategies and allow players to embody a certain persona or play style. 'Gunpoint' and 'Heat Signature' are mentioned as games that facilitate different play styles, such as stealthy or violent approaches.

๐Ÿ’กCore Fantasy

'Core Fantasy' is the central, overarching theme or fantasy that a game allows the player to experience. It's the main appeal or draw of the game that resonates with the player's imagination. The speaker discusses the importance of choosing a 'Core Fantasy' that has broad appeal, using 'FTL' as an example where the fantasy of being a Star Trek Captain had a wide appeal.

๐Ÿ’กBroad Failure Spectrum

A 'Broad Failure Spectrum' in game design refers to the range of outcomes a player can experience between complete success and total failure. This concept aims to keep the player engaged by providing a variety of failure states that do not pull them out of the game experience. The speaker uses 'Plants vs. Zombies' as an example, where the player feels the pressure of failure without the frustration of having to restart.

Highlights

Game design philosophy emphasizes 'obvious pleasures' and 'brain food'.

Satisfying interactions in games, like knocking people through windows, require minimal implementation due to their inherent satisfaction.

The importance of making inherently satisfying actions easy to implement for maximum player enjoyment.

Heat Signature's core gameplay revolves around the satisfying action of whacking people with a wrench.

The concept of 'brain food' in games refers to elements that engage the player's intellect.

Games should offer more than just 'obvious pleasures' to keep the player's brain engaged.

Gunpoint's puzzle-solving aspect is highlighted as a form of 'brain food'.

Heat Signature's level design is player-driven, with generated levels and player-determined solutions.

Tactical Breach's gameplay focuses on combining team members' unique abilities for strategic depth.

The introduction of 'gut calls' as decisions that are complex but not so random that there's nothing to think about.

Roguelike games are praised for their efficiency in content creation versus player enjoyment.

The desire to create a roguelike game for the next project due to their content efficiency and player engagement.

The concept of 'combin็ˆ†็‚ธ in the mind' as a core element of game design, encouraging the combination of game elements for new experiences.

The 'Shuffle game design' approach, where game elements are rearranged to create new challenges and solutions.

The importance of reaching a 'surprise threshold' of combinable content to keep gameplay fresh and engaging.

The value of writing in games as an efficient way to add depth and character, with the aim to incorporate more into future games.

The concept of 'expressive play style choices' allowing players to express their identity through their gameplay decisions.

The use of 'broad failure spectrum' in game design to keep players on the edge without hitting frustration.

The desire for future games to have tunable difficulty and a sense of risk to keep players engaged and motivated to improve.

Transcripts

play00:01

okay I've written a game design Bible uh

play00:05

and I want to talk through it a bit I if

play00:06

you'd ask me kind of around the time

play00:09

that gunpoint came out what my you know

play00:12

formula was for a game and during heat

play00:14

signature 2 it would have just been

play00:16

these two so uh obvious pleasures and

play00:18

brain food so uh probably the the most

play00:22

kind of um uh our best known signature

play00:26

is knocking people through Windows right

play00:28

and that came from um

play00:30

just breaking glass is inherently

play00:33

satisfying in real life and in video

play00:35

games and all it needs the only

play00:38

implementation work for that is just

play00:39

like the glass pretty easy uh breaking

play00:42

it sound effect bit of particles the

play00:45

particles in gunpoint aren't even good

play00:46

they're not actually particles they're

play00:48

actual game objects of a technical Point

play00:50

um but what the point is you need very

play00:52

little actual finesse in in making that

play00:54

interaction because the interaction

play00:55

itself is inherently satisfying and then

play00:57

knocking people through Windows was kind

play00:59

of a

play01:00

um uh just the most obvious way to break

play01:03

them really didn't want you to have to

play01:04

shoot them um especially cuz the whole

play01:06

game was meant to be about guns being a

play01:08

big deal

play01:10

um but that's just one of many things

play01:12

you know he signature you can break

play01:14

windows and that and it that's cool um

play01:16

but it's not as core a part of the game

play01:18

it's not something you're doing every

play01:19

single level um but whacking people with

play01:21

a wrench is the obvious pleasure in heat

play01:23

singure I think that that just always

play01:25

feels good and we try and have like a

play01:26

few of those like that's sort of the the

play01:29

bedro Rock of the game and the like

play01:31

they're pretty easy to make those things

play01:34

and something that's just going to be

play01:35

fun every time you do it um and it

play01:38

matters a lot what the like it's not all

play01:41

polish it's not all implementation as

play01:42

with the windows example it matters that

play01:44

the thing is inherently satisfying

play01:46

itself it would be satisfying to do in

play01:47

real life and the more satisfying it

play01:49

would be to do in real life really the

play01:51

less work you have to put into really

play01:53

capturing that because it will get

play01:55

through anyway um obviously polish is

play01:57

good but um yeah uh um and then brain

play02:01

food it was a very generic term for just

play02:03

anything that tingles your brain you

play02:05

know obvious Pleasures if it was just

play02:06

that you're talking about like Candy

play02:08

Crush I don't want to say Candy Crush

play02:10

has no brain frood in it but you know

play02:12

there are games that where the obvious

play02:13

Pleasures all of all there is um but

play02:15

actually the fact that Candy Crush does

play02:16

have more than than obvious Pleasures is

play02:19

is kind of what I'm talking about it's

play02:20

kind of the point I'm making um you want

play02:23

a little bit more and for me you know

play02:25

something for your brain to think about

play02:27

it's pretty different in each game

play02:28

gunpoint is the puzzle solving of the uh

play02:31

messing around with with connections

play02:33

figuring out how you want to wire the

play02:34

building um Heat Signature it's much

play02:37

more about sort of the map of the level

play02:39

and what route you're going to take and

play02:41

it's I say maybe arguably a bit more

play02:44

creative or it's a bit more player

play02:45

driven in the sense that I didn't design

play02:46

any the levels they're all just

play02:47

generated you figure out a solution I

play02:49

don't know what the solution is um and

play02:52

then tactical breach res is about

play02:54

combining the abilities of your team you

play02:55

have all these different abilities uh uh

play02:57

that are unique to each team member what

play02:59

order you do them in which ones to use

play03:01

this turn which to save for later how to

play03:02

spend your Mana all this stuff is is

play03:04

this and I've got a little addendum here

play03:06

which was not part of the thinking for

play03:08

heat or gunpoint but lately I've come

play03:10

with this term gut calls for decisions

play03:13

that

play03:14

are complex enough that there is no hard

play03:17

and fast right answer given the

play03:19

information you have it's impossible to

play03:20

just say oh this is always the right

play03:21

answer given this information uh there

play03:23

too complex a question to to answer and

play03:25

there's too many uncertainties either

play03:27

Randomness or other players intent or or

play03:28

whatever

play03:30

um but they are not so complex or so

play03:33

unknowable or so random that you that

play03:35

there's nothing to think about um

play03:37

there's a sweet big actual Sweet Spot

play03:39

zone between those two things um where

play03:43

there's a lot for your brain to chew on

play03:44

but there's no clear answers and I think

play03:46

that's the fun part board games are

play03:48

really good at this Mo most good board

play03:50

games have this in Spades uh video games

play03:53

sometimes have it but but it's not

play03:54

necessarily the call and now that I've

play03:55

zero down on that like that is a type of

play03:57

decision that's very juicy it's very

play03:59

satis it's very my brain loves it I just

play04:02

like want to spend time in that

play04:03

zone um so those are the two I already

play04:06

had this has got a bit longer because

play04:08

this really I've called it game design b

play04:10

as if it's what we obey for all games I

play04:13

I'm crystallizing this because I'm

play04:16

thinking ahead to what we make next and

play04:18

this is really a list of you know a

play04:21

checklist for the next game um so Rog

play04:23

like format is on here like gunpo is not

play04:25

a road like breach isn't a road like but

play04:27

I put this in design Bible because for

play04:29

the next game at least there's no point

play04:31

thinking about beyond the next game um I

play04:33

definitely want to make a roog lake um

play04:35

they making a non-road lake then a rogue

play04:37

like then a non- Rog L has really

play04:39

cemented that Rogue leges are an

play04:41

incredibly efficient format for a game

play04:44

uh the little agendum here is make

play04:45

completability of the players problem

play04:47

that's just the the aspect of Road likes

play04:48

that that especially appeals to me right

play04:50

now I did a whole video on this um but

play04:53

if you handcraft a game it is your job

play04:55

as a game designer to ensure the player

play04:57

cannot get permanently stuck because if

play04:59

they did it would be such a bad outcome

play05:00

that it doesn't matter even if it is the

play05:02

player's fault that sucks so much that

play05:04

it's really your fault your problem as a

play05:06

game designer in a road like if you'll

play05:08

run if you just can't win your run like

play05:11

you you you up your your your

play05:13

deck it's not great we we don't want to

play05:14

load of outcomes like that especially if

play05:16

you if you couldn't have seen it coming

play05:18

um but it is the a sort of you know

play05:22

accepted and common feature for Rog

play05:25

likes that you're not going to win every

play05:27

time and and for you to hit a point in

play05:29

your run where you think I'm not winning

play05:31

this this is this is going south um it's

play05:35

normal it's it's the player's problem to

play05:37

make it to to give themselves a clear

play05:40

Runway to Victory um and that's that's

play05:43

fine it's not a thing that people

play05:45

complain about

play05:47

um obviously like my personal taste on

play05:49

this is is the moment that you realize

play05:51

you're to the moment your run

play05:53

ends should be as short as possible I

play05:56

absolutely um don't want you to spend a

play05:59

ton of time and they like I can't win

play06:00

from here but I guess I got to play it

play06:02

out

play06:03

um uh but equally you don't want it to

play06:05

be too sudden you don't want it to be

play06:07

like you go from I'm definitely going to

play06:08

win this too like oh um it's over like

play06:10

that that sucks too so it's about having

play06:12

that Arc of like this is this going I

play06:15

want something to come together it's not

play06:17

really coming together all right no I'm

play06:20

dead you certainly don't want to be like

play06:22

oh this is great this is the best one i'

play06:24

ever had oh I'm dead SL fire does

play06:26

have that actually a fair bit I want to

play06:28

get into it too much um but yeah there

play06:30

are some road likees where like you can

play06:31

go from really Riding High to just oh I

play06:34

just just that this is such a good deck

play06:36

but I just drew just the wrong cards at

play06:38

just the wrong time with just The Wrong

play06:39

Enemy that I'm just going to bleed out

play06:42

uh and and the the fact that I went into

play06:44

this fight with like less than on full

play06:45

health is a consequence of the like

play06:47

sacrifices I made to build to this point

play06:49

and it is sort of your fault but it

play06:50

there are some that feel bad anyway um

play06:53

that's one of the things that I like

play06:54

about Rogue likes the main thing I like

play06:56

about Rogue likes is just the amount of

play06:57

content you make um versus the amount of

play07:01

hours of fun that the end user gets out

play07:04

of it uh is an incredible ratio like

play07:07

unparalleled really um and all the work

play07:12

you put in just just pays off again and

play07:14

again and again and can combine and

play07:16

actually that leads me to uh this is

play07:18

sort of our signature this uh I don't

play07:20

know if you know I didn't necessarily

play07:22

group it in with brain food and obvious

play07:24

Pleasures back in the day but this has

play07:25

always been part of the suspicious

play07:27

developments kind of DNA is combin

play07:29

explode in the mind um I think I've

play07:31

sometimes said like make games about

play07:33

combining things uh so gunpoint you you

play07:36

are connecting the different devices I

play07:38

just make all the devices I let you

play07:39

connect them the combinations then are

play07:41

your your work you can daely chain

play07:43

things together you can create these

play07:44

laborate machines all of that stuff he

play07:46

signature very much about uh he signat

play07:49

is a left hand right hand game it's like

play07:51

uh you get to select something for your

play07:52

left Mouse button like if your right

play07:53

Mouse button and it's like if you want a

play07:55

side one teleport in your right hand and

play07:56

a wrench in your left that's one build

play07:58

uh if you want a you know silent shotgun

play08:01

in your right hand and a sword in your

play08:02

left that's a different thing you're not

play08:04

they're not long time long-term

play08:06

commitments in heat signature you can

play08:07

absolutely pause and change your build

play08:08

at any time um but there still you know

play08:12

however whatever number of these things

play08:13

you can buy um in a given run it is

play08:16

about daisy chaining these things if I

play08:18

do this into that and then I do this

play08:20

that happens and even just combining

play08:22

your abilities with the enemies they're

play08:23

all just it's very much a game where we

play08:24

just built the elements and we let the

play08:26

random generator shuffle them in um

play08:29

uh combine them and then you combine

play08:31

your abilities with their their threats

play08:33

and stuff comes out of that and I

play08:35

phrased it as grasp the elements quickly

play08:37

never stop seeing new AG to mix them

play08:38

that's a high goal never stop is is is

play08:42

uh too high a bar to hit but it's just a

play08:45

convenient way to phrase it like the

play08:47

idea is should be really easy to

play08:48

understand the elements and then how

play08:50

they can combine is you're going to keep

play08:52

discovering oh wait could I if I had

play08:54

this when I fight this guy would would

play08:56

that work if I had this and this

play08:58

couldn't I deactivate a shield and then

play08:59

hit him with this thing um love that

play09:01

stuff that is that is core to everything

play09:04

and of course stach Wizards that's like

play09:07

the combining abilities game just like

play09:10

uh everyone each unique wizard is kind

play09:13

of offering you some new ingredients and

play09:15

then which wizard you have with you and

play09:16

and what the challenge is and what

play09:18

abilities you've unlocked and how you've

play09:19

upgraded those abilities all just feed

play09:20

into like the richness of combining

play09:22

those

play09:23

things um I in the middle of that I

play09:25

mentioned the word Shuffle and so I'm

play09:27

going to skip straight to Shuff game

play09:28

design which is the a term I kind of

play09:30

came up with for the road L uh talk I

play09:32

did recently um this was explaining like

play09:36

why Heat Signature didn't need a good

play09:37

level generator the level generator heat

play09:39

signature is very rudimentary in terms

play09:40

of like it's not trying to create a

play09:42

unique interesting space every time the

play09:44

layout is not trying to be um you know

play09:47

visually arresting and and we're very

play09:50

much not doing the No Man's Sky thing of

play09:51

like there's infinite planets in every

play09:53

planet is going to wow you and think

play09:54

whoa I've never seen this before um it's

play09:57

really just like here are the arms of

play09:58

the game all the level generation is

play10:00

going to do is shuffle them and you can

play10:03

approach game design with that in mind

play10:05

and make sure that the the constraints

play10:08

of each of each ability the player has

play10:10

or challenge that or you power that the

play10:12

enemy has whatever uh the constraints

play10:15

and the freedoms that each individual

play10:17

element has like relate to the level and

play10:21

the layout and the space they can relate

play10:23

to distance they can relate to line of

play10:24

sight they can relate to pathing they

play10:26

can relate to position of of guards and

play10:29

then if the constraints and freedoms of

play10:30

each element are different in that way

play10:32

and then you just Shuffle things around

play10:34

you get new challenges you get new

play10:36

Solutions you get new stuff and that

play10:38

that's ultimately what ended up working

play10:39

with each sish show that's kind of how

play10:41

it it got from this game that was for

play10:43

about two and a half years kind of

play10:45

promising which is horrible uh and then

play10:48

finally started to click together like

play10:50

ah now it's it suddenly it's producing

play10:53

moments that make me laugh it's

play10:54

producing moments that surprise me it's

play10:55

producing moments that that are really

play10:57

cool um and that reminds REM me of

play10:59

something else on this list that I'm now

play11:01

looking for oh no it's actually just the

play11:03

subtitle of this very thing reach the

play11:05

surprise threshold of combinable content

play11:07

bit of a jar and heavy sentence but this

play11:09

is what happened to me at stugan uh this

play11:11

treat I went on I just I I reevaluated

play11:14

my priorities with heat

play11:16

signature and I just focused on let's

play11:19

just add more stuff it just needs like

play11:21

more item types more guard types more

play11:23

defense types you know all these

play11:24

different things just put more

play11:25

ingredients in the bowl cuz it's it's

play11:27

already stirring these things but

play11:29

there's not much to stir yet it's like

play11:31

all we've got is cheese and sugar and

play11:35

one grape and we just keep recombining

play11:38

those things and you can try cheese and

play11:39

sugar together it's not great you can

play11:41

try grape and sugar together and that's

play11:42

fine you can try cheese and grapes

play11:44

together and that's all right but with

play11:45

only three elements you're never going

play11:47

to get like surprising stuff beyond that

play11:49

and so once you add like 12 elements

play11:51

Suddenly It's like every time you play

play11:53

like I've never seen this combination

play11:54

things before and these things you know

play11:56

uh click together in in cool ways

play11:59

um so that's the surprise threshold add

play12:01

enough combinable content that you start

play12:03

to see surprises every time you

play12:06

play um maybe that's a good springboard

play12:11

into uh the game being a good vehicle

play12:14

for ab upgrades I guess I'll mention

play12:15

these these headings to like I've

play12:17

divided into excitement efficiency and

play12:19

playability efficiency is about how easy

play12:21

the game is to make um and so that's

play12:23

about leaning into our strengths leaning

play12:24

to stuff that is quick to to make um and

play12:29

this is very breach wizard specific I

play12:31

just recently had a um a case

play12:34

where trying to think of a new ability

play12:36

for a wizard we just needed one more for

play12:37

him and I came up with three that all

play12:39

kind of worked they're all pretty good

play12:42

and we're like I can't put three in he's

play12:44

already got three having six abilities

play12:46

this guy is just overwhelming this is a

play12:48

game where the abilities you get are not

play12:50

up to you the the upgrades for them are

play12:51

you get total freedom over that but you

play12:54

don't get it's not like you have there's

play12:56

10 abilities available and you pick five

play12:58

of them you just get the abilities

play13:00

because we need we're hand designing

play13:01

levels so we need to know whether you

play13:03

can do this or you can't do that um and

play13:07

that means we can't just give one wizard

play13:08

six abilities there just isn't kind of

play13:09

room in the structure and that's a

play13:11

failing of the structure it shouldn't I

play13:12

don't want that to be that case because

play13:14

because making abilities is pretty quick

play13:16

and high value for the player making

play13:18

upgrades is incredibly quick and incred

play13:21

well incredibly high value to the player

play13:23

for the amount of time it takes to us to

play13:25

do them and so I had this moment of like

play13:27

I never want to be in this situation

play13:28

again I only want to make games where

play13:30

every cool ability we can think of every

play13:32

cool upgrade we can think of it just

play13:33

goes in there just throw it in the

play13:35

bowl like it's all good stuff

play13:37

and it should just be the structure of

play13:38

the game should support us just adding

play13:40

as much fit as we can make uh and it

play13:43

should all be positive and that's you

play13:45

know Rog likes just naturally do that

play13:47

really just it's it's in the loop table

play13:49

it's in the it's in the list of things

play13:51

that could come up in a given run boosts

play13:54

variety um boosts kind of promise it

play13:57

exponentially boosts combinations like

play13:59

having this ability with this perk and

play14:00

this perk is you know magic and that's

play14:04

that might even be one of one like top

play14:07

of the list of the many many reasons why

play14:09

the next game has to be a rogue like I'm

play14:11

just 100% on that that's the thing I'm

play14:13

most sure of it's the only thing I'm

play14:14

100% sure of um because handcrafting

play14:18

there's lots of reasons it's

play14:21

costly I'm tempted to justify why we

play14:23

went with handcrafter Stu for wizards

play14:25

but I think that's a whole other video

play14:27

but yeah next time definitely Ro

play14:30

uh okay strongly appealing core fantasy

play14:32

is easiest one to get H around I think

play14:34

um uh I I I really

play14:36

didn't consciously recognized this as a

play14:39

as a rule or as as a desirable thing

play14:42

until FTL was as big as it was I knew I

play14:46

loved FTL before it came out and then it

play14:47

came out and it was huge and um it was

play14:51

pretty clear that that part of that

play14:53

success was um you know I I the reason

play14:58

it's is brilliant I could have told you

play14:59

all the reasons it's brilliant before it

play15:01

came out but after it came I had to come

play15:03

out and do as well as it did for me to

play15:05

understand for me to think about like

play15:06

why is it you know as broadly popular

play15:10

because that's not necessarily to do

play15:11

with quality um does that sound critical

play15:14

I didn't mean that's criticism at all um

play15:16

uh what I'm saying is is the broad

play15:18

appeal is very hard to predict quality

play15:20

is easy to predict um and uh I think

play15:24

part of the magic of FTL the reason it

play15:26

was really touched a nerve was being

play15:28

being a Star Trek Captain is something

play15:30

the games have not served well and the

play15:33

ones to this day like the ones that do

play15:34

it really that now serve that fantasy

play15:36

best are multiplayer games and that's

play15:38

just hard to you know get a team

play15:40

together for um so just a little single

play15:43

player game that's pretty understandable

play15:47

it's not very complex it's not

play15:48

simulation it's it's it's nice and easy

play15:50

to pick up and you can just be making

play15:52

the kinds of calls that a Star Trek

play15:53

Captain has to make for real like you

play15:55

know it actually matters whether you

play15:56

make this Choice one way or the other

play15:58

that's something that just games hadn't

play16:00

really done before to my knowledge and

play16:03

it's a huge core fantasy it's it's it's

play16:05

very appealing and loads of people want

play16:07

that fantasy so I think you know for me

play16:10

um I want to pick fantasies I'm excited

play16:12

about you know being a a private

play16:13

detective in in gunpoint I'm very into

play16:16

that um breaking into spaceships in heat

play16:19

signature maybe not such a core fantasy

play16:21

like space pirate is never been a

play16:22

particular thing for me but you know

play16:25

sci-fi and and just um the fantasy of

play16:28

like there's a spaceship out there it

play16:30

hasn't docked it's not I'm not going to

play16:33

raid the spaceship on the ground I'm

play16:34

going into space I'm going to

play16:36

break in through a window or an airlock

play16:38

and I'm just going to get in and sneak

play16:40

through it it's it's wildly ambitious

play16:42

it's audacious um uh and that appeals to

play16:46

me so like my appeal is going to be

play16:49

based on how much I want to do this

play16:51

fantasy but now I think a bit more of

play16:53

like if you're thinking about the

play16:54

commercial potential of a game idea um

play16:57

how many people have that fantasy like

play16:58

key Singlish is maybe not such a broad

play17:00

one um breach Wizards is an interesting

play17:03

one cuz I think it's very for me it's a

play17:05

very Snappy inable idea in the sense of

play17:08

just the title for some people you D on

play17:09

the title and they're just like oh I'm

play17:10

in that sounds great so it's a strong

play17:13

fantasy in that sense um and but it's

play17:17

it's not like one of those big

play17:19

fundamental core core memory um

play17:22

fantasies for all nerds being a Star

play17:23

Trek Captain being a um you know Hot

play17:28

Shot space pilot um

play17:31

being um I don't know like a military

play17:35

General there's some that are very well

play17:37

served and there are some that

play17:38

underserved um but uh yeah breach

play17:42

Wizards is is sort of trying to be and

play17:46

hopefully succeeding at being a new

play17:48

fantasy like you you probably haven't

play17:49

sat there thinking I wish I was a wizard

play17:51

in a Tom Clancy game but but once I say

play17:54

do you want to be a wizard in a Tom

play17:55

Clancy game a lot of people be like yeah

play17:57

sure so that's that's good who knows it

play18:00

yeah it' be too soon to anyway to

play18:01

comment on on how broad that fantasy is

play18:03

because we wait to find out how well the

play18:05

game

play18:05

does um expressive play style choices uh

play18:10

yeah this can be manifested in lots of

play18:12

different ways there's lots of different

play18:13

sort of avenues for this but obviously

play18:15

play style just how do you approach this

play18:16

level do you want to do it stealthy do

play18:17

you want to do it non-violently

play18:19

violently um I think this is definitely

play18:22

call to to gunpoint um uh it's pretty Co

play18:25

to heat signature uh which was is maybe

play18:29

less so in that we don't let you be

play18:30

lethal exactly there's uh for various

play18:34

reasons it just this in the story

play18:36

context it doesn't make sense to say hey

play18:37

do you want to murder

play18:39

everybody um but the the expressiveness

play18:42

in in breach wiard is more about like

play18:45

which abilities do you love which

play18:46

abilities are you going to try and knock

play18:48

everyone out of a window or are you

play18:49

trying to slam them with damage or or

play18:51

you know which abilities really click

play18:53

for you and you're like ah I want to go

play18:54

big on this and I want to make this the

play18:56

core of my play St um and then more

play18:58

expressive the better here so for future

play19:00

games I really want your choices here to

play19:03

be expressing who you are that's what

play19:05

expressive means is is uh you make a

play19:08

choice that it's not about expressing a

play19:11

thought you just had it's expressing an

play19:13

identity it's it's like in a in a video

play19:16

game whether it's actually a role

play19:17

playing game by name or not um part of

play19:21

the fantasy part of what we're inviting

play19:23

you to do to to to uh embody to uh uh to

play19:29

explore is going to be an identity is it

play19:31

like who do you want to be you know heat

play19:33

is about being a space pirate it's not

play19:35

just about breaking into spaceships if

play19:37

that makes any sense um and so how do

play19:39

you want to break into a spaceship how

play19:40

do you want to go about that how do you

play19:42

want to approach that is going to not

play19:45

just Express a preference you have as a

play19:46

gamer but it should Express who you want

play19:49

to be in this world and actually he

play19:51

signature um we did something kind of uh

play19:54

a little bit unusual with this where

play19:56

each life you're a different person and

play19:58

then especially with the the anniversary

play19:59

update we did um we pushed you to play

play20:02

differently each time we told you this

play20:04

person doesn't want to ever kill this

play20:06

person is on a Revenge quest

play20:08

with a sword they are definitely going

play20:10

to kill uh this person you know can't

play20:12

use gadgets or passes out with their

play20:14

teleport we tried to prompt you to play

play20:16

differently with each life and so that

play20:18

was Heat sish Big experiment really or

play20:21

one of the most interesting things that

play20:22

I was uh wanted to explore with it was

play20:25

um yes people have different play style

play20:27

preferences in emergent games and and in

play20:29

games that allow that kind of thing can

play20:31

we coax you into varying that rather

play20:33

than just the sort of um I guess I don't

play20:38

mean to pick on this game because I love

play20:39

it but I call it the prey problem where

play20:42

like prey just it's real long

play20:45

and it's great and you can be loads of

play20:46

different characters but you kind of

play20:48

pick one and you stick with it for all

play20:49

of the 35 hours that you're going to be

play20:51

playing the game and that feels like a

play20:52

waste of its breadth I think probe maybe

play20:54

Springs to mind because they did the

play20:56

moon crash DLC which is specifically

play20:57

about and it does a really good job and

play20:59

a really interesting way of breaking

play21:01

that problem anyway play style choic us

play21:03

should be expressive expressive means it

play21:05

expresses something about who you are

play21:07

playing this time and that doesn't have

play21:09

to be core to you it's it's usually cool

play21:12

if it is core to you uh but then I also

play21:15

believe that players have more in them

play21:17

than one person they they can be

play21:19

different kinds of people and explore

play21:21

that and I want games to validate that

play21:22

and and encourage

play21:24

it um yeah Rog Lake Shuffle B good vle

play21:28

writing I talked about being good

play21:29

vehicle for abilities and upgrades good

play21:31

vehicle for

play21:32

writing um over the years I mean the

play21:34

Heat Signature uh one of my regrets with

play21:36

that and it's a hard one to fix is just

play21:38

that there wasn't a lot of place for me

play21:40

to just put writing into it uh I did a

play21:43

little bit of that but it just didn't

play21:45

Naturally Fit and I didn't force it

play21:46

which is a good thing I shouldn't have

play21:47

forced it but for future games um the

play21:51

reason I I especially want to get

play21:53

writing in there in a big way and the

play21:55

reason it's under the efficiency

play21:56

category is it's just

play21:58

very straightforward like I'm not going

play22:01

to um you know I'm not the greatest

play22:03

writer and I'm definitely not the most

play22:05

versatile writer there's I have a voice

play22:07

and I stick to it you can recognize my

play22:09

my voice pretty easily um breach Wiz I'm

play22:11

trying to Branch out a bit and I hope

play22:13

some of the characters sound different

play22:14

to each other um but the the reason one

play22:17

reason that that you'll hear a very

play22:19

familiar voice in a lot of my writing is

play22:20

that that voice comes very easily to me

play22:22

and writing is that is very

play22:24

straightforward and you know it's not

play22:27

not quite that the first draft goes in

play22:29

but it's not a lot of drafts it's

play22:30

usually it's a first draft that's pretty

play22:32

quick and then I come back to it a

play22:34

couple weeks later and play it in

play22:35

context and I see a bunch of things I

play22:36

want to change and compared to every

play22:39

other part of game development that is

play22:42

like miraculously simple um uh if you

play22:46

can have a game structure that supports

play22:48

like there's going to be a conversation

play22:49

here I'll write the conversation a

play22:51

little while later if I'm unhappy with

play22:52

the conversation I'll tweet the

play22:53

conversation and that is all of the work

play22:55

I'll ever do on it that is incredible

play22:57

that's a gift everything else is like oh

play22:59

God this is broken now because we

play23:01

changed this other thing oh God and

play23:03

there's actually all of my ideas about

play23:05

this make perfect sense on paper but

play23:07

then when you play them this doesn't

play23:08

line up with that and now because we

play23:09

changed this this thing breaks and this

play23:12

thing works perfectly for me someone

play23:13

else played it they had 100% different

play23:15

experience and it didn't work at all for

play23:16

them and now we got to try and find a

play23:17

way to fix it for them without breaking

play23:18

it for me like game development in every

play23:22

other way is such an intricate Balancing

play23:23

Act and the writing is the only part of

play23:25

it that for me has gone real smoothly

play23:28

where like just write something and

play23:29

usually people like it and so the the

play23:32

key thing here for like coming with the

play23:34

game concept is uh writing needs to slot

play23:37

into it so Heat Signature fails this

play23:39

there just wasn't a good place to put

play23:40

the writing um gunpoint really does well

play23:44

on the on this um this bit structure

play23:46

where well writing takes adding some

play23:50

writing to the game takes a little more

play23:51

than writing it so in gunpoint every

play23:54

Mission has a briefing and a debrief

play23:56

those writing those was was a case of

play23:58

writing those and nothing else if you

play24:00

were talking to a character you've never

play24:01

talked to before I would need to to talk

play24:03

to John to to make a portrait for that

play24:05

character other than that no further

play24:06

work just write the tile it's done uh

play24:09

breach

play24:10

Wizards the I I writing the dialogue is

play24:12

pretty easy but then we need to lay out

play24:14

the scene and every scene is a custom

play24:17

art thing it's basically it's kind of

play24:18

like a cut scene uh and so um my artist

play24:21

John Roberts has to be heavily involved

play24:23

and has do a bunch of work for each one

play24:24

of those and if I want to add a new

play24:25

scene he has to make a new scene uh was

play24:27

a bit more expensive uh where gunpoint

play24:30

shortcoming though was that there was no

play24:31

way to add optional writing with there's

play24:33

laptops who could hack but but if I just

play24:34

wanted to add a conversation for flavor

play24:37

there wasn't a structure for that that

play24:38

was maybe a positive in the sense that

play24:40

we got the game done much faster than

play24:41

any of my other games um but the

play24:44

downside is I think that the story of

play24:46

that game is a little bit dry in the

play24:49

sense that like the plot is entirely

play24:51

about the machinations of some companies

play24:53

and there's some interpersonal stuff

play24:54

between those guys but it has nothing to

play24:56

do with you really

play24:58

and there isn't a lot of scope for just

play25:00

building up the characters and having

play25:01

the characters matter in terms of the

play25:03

plot having like your character matter

play25:04

in terms of the plot and someone else's

play25:05

charact like breach Wizards is is a

play25:07

ensemble cast and who they are and how

play25:10

they feel about each other and what

play25:11

they're going through is is core to the

play25:13

story and that is partly because there's

play25:16

just way it's a much better vehicle for

play25:18

writing there's loads of places that

play25:19

writing can go the one of the best

play25:21

things the one of the greatest gifts for

play25:23

that was realizing that like in a breach

play25:26

and clear scenario right before every

play25:28

time you breach the characters are

play25:29

standing next to each other and they

play25:31

have some time and they they can talk

play25:34

there and so we have a breach

play25:35

conversation before each level and

play25:37

that's just been a great place to put

play25:38

little you know it it follows a an

play25:41

interesting um thing I've noticed with

play25:43

writing in general in lots of different

play25:44

ways where

play25:47

um in a breach conversation either I

play25:50

have some important information I want

play25:51

to get across to you I want to tell you

play25:52

something about the the challenge you're

play25:53

about to face you know there's going to

play25:54

be a new mechanic and I want to like

play25:56

lead into it a little bit one of the

play25:57

characters might know something about it

play25:59

um or I don't I have nothing to say at

play26:02

all but there's still a slot for writing

play26:04

there and in those situations I don't

play26:06

want to waste your time too much they're

play26:07

not going to be long but uh sometimes

play26:10

the writing that's that you're most

play26:12

pleased with is stuff that you did what

play26:13

you had nothing to

play26:15

say um because I remember like a PC

play26:18

Gamer writing the the guide to the demo

play26:20

dis um that would come with each issue

play26:23

that used to be my job and uh when I was

play26:26

writing about game I didn't know or care

play26:28

about uh some some of that was my best

play26:30

writing let me tell you about this

play26:32

football game I don't like can't

play26:34

understand because I don't know football

play26:35

and I'm just going to write for a while

play26:38

um you definitely want both you wouldn't

play26:39

want too much of that but

play26:40

yeah um broad failure Spectrum I've done

play26:43

a whole thing on failure spectrums

play26:44

before it means it means there's a range

play26:46

of outcomes between perfect success and

play26:48

absolute failure got to restart the game

play26:50

you want as many different gradations

play26:52

between that and the advantage of that

play26:55

is that you can be always on the brink

play26:56

but rarely hit frustration and so what I

play26:58

mean by that is like Plants versus

play27:00

Zombies you're trying to stop all the

play27:03

zombies before they get to your plants

play27:04

at all if they do get to your plants

play27:05

they'll start to eat your plants and

play27:07

they might destroy your plants I think

play27:08

that's how it works um but until that

play27:10

happens you're on the brink of that

play27:11

happening and you you feel like that

play27:13

will be failure but then when it happens

play27:15

the game doesn't end you have to restart

play27:16

you're not pulled out of the game and

play27:18

lose immersion and and get frustration

play27:20

uh a plant gets eaten and then if they

play27:22

eat all of your plants then they get all

play27:23

the way to the end of the thing and when

play27:25

that's at a risk of happening you're on

play27:27

the brink of happening you're really

play27:28

trying to make it not happen you're

play27:29

having that good like threshold um kind

play27:32

of feelings that you get in video games

play27:34

and but if it does happen that's not the

play27:35

end of the game a lmer goes out and

play27:37

kills the all the zombies in that row so

play27:39

even if you're about to fail multiple

play27:40

times all of those failures have gone

play27:41

away and you've lost a lmer so that

play27:44

can't happen again in that

play27:45

row yeah row but it can happen again in

play27:49

every other row um and so it all that

play27:52

that's a failure Spectrum it makes you

play27:53

feel like you're on the brink of failure

play27:54

when you're not uh which the advantage

play27:56

of that is you don't don't hit

play27:57

frustration very often but you do always

play27:59

feel like oh I've got it really got to

play28:01

make this work um tunable and risky I

play28:05

always feel you could do better next

play28:06

time this these two are probably too big

play28:08

of a topic to to really explain right

play28:10

now but tunable means that you it is

play28:13

possible to tweak the game's difficulty

play28:14

by say 5% up or down by turning you got

play28:17

some dials you can turn so a game like

play28:19

Hades all the enemy attacks are

play28:21

telegraphed how long between it being

play28:23

telegraphed and it actually happening is

play28:24

something you could very finely fine

play28:26

tune and it would dramatically affect

play28:27

the difficulty well you know it would

play28:29

affect the difficulty and so if you

play28:31

hared it you would have a huge effect on

play28:32

the difficulty if you reduced it by 5%

play28:34

it would have an effect on the

play28:35

difficulty you could fine-tune it and

play28:37

risky means that it's um uh if you

play28:42

failed to do something in the game that

play28:44

you wanted to do for example win a run

play28:46

over a road like or maybe just just

play28:47

achieve more than you did last time um

play28:51

in a risky game you always feel like

play28:53

damn it give me one more go I could do

play28:55

it like either because of skill of a bit

play28:58

of random chance uh maybe just the way

play29:01

that an enemy behaved was was you know

play29:03

different this time um there's risk

play29:06

whereas a completely figured out like

play29:10

um uh deterministic game say chess

play29:12

against a completely deterministic AI um

play29:15

you might learn something and you might

play29:17

have a reason to think you could if I

play29:19

played differently I could I could uh

play29:21

have a different outcome but there's an

play29:24

advantage there's an upside to a game

play29:25

just being risky in the sense of like I

play29:27

think if I just give it another go I'll

play29:29

do better um without necessarily using

play29:32

some new upgrade or or anything like

play29:33

that there are virtues to that that I I

play29:35

won't go into in depth here because I

play29:37

just out of time uh I think that's it

play29:40

yeah I think that's it so that's what

play29:42

I'm going for next time who knows if

play29:44

this is the right formula it's done it

play29:46

feels like about 70% of this is probably

play29:48

as core DNA for um for me as a designer

play29:52

and 30% is just stuff that's on my mind

play29:54

right now because of the limitations I

play29:55

hit with breach Wizards or or just

play29:57

things that I'm impatient to sort of get

play29:59

back to um but yeah this is going to be

play30:01

what in what's high on my mind when

play30:04

making the next game

Rate This
โ˜…
โ˜…
โ˜…
โ˜…
โ˜…

5.0 / 5 (0 votes)

Related Tags
Game DesignVideo GamesPlayer ExperienceGame MechanicsSatisfying InteractionsPuzzle SolvingRoguelike ElementsCombination DynamicsGame DevelopmentNarrative Integration