11 game design goals I wanna hit with the next game
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
- ๐ฎ 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.
- ๐ ๏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.
- ๐ง '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.
- ๐ 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.
- ๐ก '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.
- ๐ 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'.
- ๐ 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.
- ๐ '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.
- ๐งโโ๏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.
- ๐จ 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.
- ๐ง 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.
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