Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself 😎

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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This post's somewhat of an extension of my previous post about encouraging cheese

All games should have a set of formal incentives/rules/categories that reward or recognize desirable playstyles and punish undesirable ones. And they should flesh them out somewhat. This might come off as obvious, pointless, trivial but bear with me.

Games are systems with their own internal logic. Usually this logic isn't obvious because the games have some contradictory design that pulls them in different directions - maybe in some ways they encourage you to build speed, but in other ways reward playing it safe. The more pressure you apply to a game through higher difficulty or optimization (score runs, speedruns), the more those elements will fight each other, with an eventual winner.

This is further complicated by the "soft" layer of player psychology. Some good things are too boring for players to do (for example farming points via repetitive actions), which creates a kind of soft pressure against doing them.

This layer of soft risk vs reward usually obfuscates the internal logic of a game. The problem is that this layer just doesn't scale properly because of how volatile and conditional the player's feelings are.

Let's take Contra - the internal logic fully allows you to slowly scroll the screen one step at a time (called stepping, or edging 🙃) , spawning enemies 1 by 1 or in very small groups and killing them from a safe distance. In the game's eyes you played it as well as a speedrunner if you do this.

Because Contra games make fast playstyles easy & fun, almost nobody is going to play these games this way, especially once they have a basic familiarity with the levels.

But now imagine turning the difficulty knob up, gradually making the game harder - more enemies, more bullets, more precise shots, etc. Eventually, for most people, the game will hit a point where its internal logic overrides any soft psychological incentives. Players will be forced into a boring playstyle because they feel like the risk isn't worth the non-existent reward. Without formal systems, dealing with that risk & challenge will feel arbitrary.

The fact that it has to pass your personal threshold for diffiuclty and arbitrariness makes this issue sneak up on you. You can handwave away contradictions in the game's logic saying something is too boring to bother with, until it hits you like a truck, after which it's too late - the game has no safety net to prevent this issue. And it probably will sneak up on you sooner or later, if it hasn't already.

Scoring systems, stage ranks, leaderboards, performance-based unlockables, even text pop ups calling the player your little pogchamp are all relatively low effort ways to create a safety net.

Another BIG benefit of focusing on the formal is also that it lets you get away from retroactively looking at player psychology, and into thinking more proactively about what kind of artistic experiences you want to create. Players don't know what they want, so forcing them to engage will often sell them on playstyles that they thought they would hate and help develop their tastes. The player's perception about whether or not a type of challenge is rewarding or arbitrary is heavily conventions-driven, after all.


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in reply to @boghog's post:

Hell yea, great talk, thanks for sharing! I particularly love his point about in and out of combat "states" and how without enemies turns become meaningless. I'm a fan of time pressures for this very reason - they give meaning to everything in a game.

Also yeah this is basically a universal principle for any games with formal goals (basically just non sandboxes), most games just get away with it because they are too easy so people don't notice how broken their logic is

I think Contra is a bad example here. For one, enemies repeatedly respawn behind you, and at a rate where doing this is riskier than just normally playing the game. And two, it's not actually clear that this is possible anyway simply because that happens. A better example of game design like this is in Zelda 2, where certain overworld encounters let you just hold left or right with very little resistance. People new to the game would assume you'd just have to fight every enemy before leaving, but that's not the case. But well, it's not necessarily a waste of time or tedious either too. In these overworld screens you end up practicing core parts of the game if you do hang around. And since you can just leave it's less pressure than trying to adapt on the fly within the temples.

Hold on though, I think that's exactly what makes it a good example! Maybe I just didn't communicate it that well, but the whole point is that, because the game's static spawns are so easy, there's not enough risk to scrolling fast, so you never feel the need to step cuz the respawning dudes aren't much easier anyway. But as you increase the difficulty of the static encounters, even to the level of say Metal Slug X's final stage, suddenly the risk vs reward balance becomes broken and players will be incentivized to edge.

Also it's been too long since I played Zelda 2 - you mean that being able to run past the random encounters makes players think that it's a viable tactic, even though it gets shut down in the actual dungeons?

Well, it's not that you 'never feel the need to step' it's because it isn't exactly clear that the game lets you do this anyway. I think you're approaching this problem from the angle of someone who's already learned the rule of the puzzle. On top of that, it's actually way harder to just hang around instead of holding forward. I think the example of stepping as a natural tactic is a lot rarer than you might think, because it's the type of strategy you only really see in score attacks.

In my Zelda 2 example, it's not necessarily that it makes players think it's a viable tactic. I don't think stepping necessarily makes a game less engaging either. Games like Ninja Gaiden had funny design 'integrity checks' in place like being ruthless with how enemies spawn-- But my Zelda 2 example was mainly that just giving players certain screens like that could work for a myriad of different purposes even though they are functionally a waste of time. There's no reason for most of these overworld screens to exist and yet it really doesn't feel like a waste because the player can choose to try to absorb the encounter design through them. Or they could just move on.

It's not rare at all - basically any challenging run n gun suffers from it (Metal Slug X's final stage, some other areas in MS3 and even 1's bridge, even OutZone), a lot of beat em ups do too (SOR2 Mania is all about spawn manipulation, Final Fight's stage 5 is heavily about that as well, same deal in SOR4, etc.). Contra does let you do this with no issues cuz enemies spawn in very small numbers and won't spawn near the side you're camping on. It's even effective in certain spots like in say Contra 4's final stage since you can more easily take out the mouths. Arguably the only game that doesn't really let you do this is Super Contra arcade's later stages on hardest dips, cause the xenomorphs have too much HP which can result in hard checkmate scenarios.

"Natural tactic" meaning what? I'm not talking about what the player prefers to do, because that's downstream from how demanding a game is - after a game gets hard enough what you prefer to do will crash against the reality of the game's difficulty & its internal logic and your preference will crumble into dust. These choices are only real without pressure - they're only real in easy games

Natural tactic meaning it's what most people playing would learn to do. I don't rly mean 'preference.' But it's kinda hyperbolic to say that 'these choices are only real without pressure.' That's not true. Is the game impossible without doing this? I don't think this concept intersects what makes something engaging so easily. I assume your main thesis lies within the fact that certain games have blindspots where the difficulty may force you play lame or not engage with the main concept-- But I think the way you used it is kind of presumptuous.

If you bump up the difficulty enough, they effectively can be impossible yeah. And my point is, like I said in the OP, that no matter what your threshold for difficulty is, turning it up & up will eventually surpass it. Meaning soft incentives increasingly disappear the more difficult you make something, and the game's logic starts dominating, that's all.

Whether this is engaging or not is besides the point, there's someone who finds any kind of playstyle engaging no matter how dull or tedious it might seem.

I'm not sure what the point of recognizing this is if the end isn't crafting a more engaging experience. You end it with a bit about about forcing them into a type of play proactively through just the greater game design. That's kind of saying the same thing in so many words. There is truth to this concept broadly. It's more so an issue with gameplay identity.

No that's not what I said, I said it lets you, as a designer, think proactively about what kind of experience you want to create at low & high difficulty. Instead of being stuck thinking reactively by looking at what players do or don't do right now, when a game's unoptimized, or easy. This is a big consistent problem in scoring design.

Just recently Penny's Big Breakaway offered a good negative example of this with its combo system - it relies entirely on the player finding certain things fun or unfun to do based on their own preferences/conventions/etc. Because they focused so much on the informal incentives, they didn't think about building any guardrails or question how their system would be broken by players who want to push the scoring system. So you just get completely broken crap where you can infinitely farm points anywhere, and there's no incentive to do anything else, it's exactly how Completionist met the score thresholds in fact. Is that what the developers wanted? Based on their gameplay videos, I'm not sure it is. It basically makes the system unviable past casual level

You can apply the exact same logic to survival - the harder it gets (& more optimization it requires) the more players will be tempted to use busted unfun shit (as defined by you, the creator)