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 ๐Ÿ˜Ž

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 builds on my Don't Trust Speedrunners! and Mechanical Contrast posts, so check those out for more context! If you want somewhat of a positive defense of the value of skips, check my Organic Exploration post.

A lot of players tend to love skips & movement tech, especially in platformers. And on the surface, it seems like they're unambiguously good - they allow for extra skill expression, they widen the skill gap, they make players feel clever, they have nice feedback to them, they seemingly add a more robust routing element, etc. It's only when skips completely override the rest of the game's routing too heavily do players start being concerned, creating no skip categories and stuff like that.

In my view though, in any game with fairly deep, continuous movement, skips are mostly detrimental. If you're making a game like that, I believe you should put a lot of effort into making sure that players have to stick to the "track", and engage with that track as much as possible. You need a really clear framework for what makes a good skip, and what makes a bad skip, because not all of them are equal. Or at the very least, you need to recognize that an emphasis on skips creates a different style of speed-game, similar to linear vs exponential scoring in shmups, rather than creating a game with a higher skill ceiling.

Consider the left side of this post's picture. Imagine a simple Marble-style game where rolling downhill builds speed, rolling uphill decreases it, and going as straight as possible preserves any speed you've built. On the left side, you have a more straightforward route some players might default to. Every single slope can be seen almost like a node (though it's actually more complex than a node!) - a decision point where players figure out which direction to turn in. Depending on where they turn, they might save or lose time. The time gains/saves are extremely small, usually being measured in milliseconds. These optimizations only become truly exciting & intense at higher levels of play, meaning they are pretty invisible (or irrelevant) to newer, and often even intermediate players.

Now consider the right side of this post's picture. You have a similar kind of Marble game, but players have found an exploit. They learned that by doing some dark magic trickery at the corner of the slope, they can launch the ball forward great distances. The exact distance depends on their execution of the trick, so there's a lot of ways to fail or succeed at this trick - it's deep. Successfully performing this trick will save potentially dozens of seconds, while faliling will make you drop off the level.

While this trick might provide an initial burst of excitement, and might create an instant easily recognizable skill gap between beginners & experts - it's an illusion. Instead of the game being broken up into many different "nodes" where micro-optimizations are possible, the game is broken up into a single node or a small set of nodes where micro-optimizations in inputs correspond to macro-level time gains. All skips do is make the difference between bad & good performance more clear. They don't actually meaningfully add skill expression into the games, and often outright remove it.

You can probably see how the depth/challenge level of the skip itself is pretty much irrelevant - it can be extremely deep & difficult, or extremely shallow & easy. You have to evaluate it in relation to what exactly is being skipped, and the potential depth/challenge of that content at high levels of optimization.

You can think of this in terms of Opportunity Cost - a skip's quality depends on whether or not the player is skipping parts that create more room for skill expression. It's possible to separate skips into two categories - High & Low Opportunity Cost Skips. The less deep game's general movement is (and the less your level design capitalizes on it), the lower opportunity cost there is to the types of skips outlined in my example. That's where skips adding more depth & skill to games makes sense. Otherwise? Forget about it.


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in reply to @boghog's post:

I don't know about this. I think that tricks like this increase the range of possible things in the game.

Part of what's interesting about Mirror's Edge is the sideboost and the wallboost. The sideboost lets you get up to speed whenever you turn a corner, or have a straight-away, but it's likely to make you trip in tighter areas. The wallboost lets you opportunistically accelerate faster wherever there's a flat surface that points along your path. Between these two, you want to find routes through levels that let you maintain max speed and opportunistically boost as much as possible, while also traveling the shortest possible distance.

Additionally, there is the kick glitch, which lets you use walls to double jump across thin air, traveling faster than normal and skipping across impassable gaps, but you need to find walls that connect your wallrun kicks. This means that you can travel faster over gaps than flat ground, but you need to find parts of the level that line up with this.

Because the level geometry is so dense and varied, finding the right spots to execute all of these tricks can be highly variable, and different players frequently select to boost off of different parts of the level as suits them and what they've practiced. Some boosts are riskier than others in terms of time gain/loss.

If these tricks didn't exist, then the game would be a lot more flat and linear. There would be a narrower range of skills being expressed. And levels would be a much simpler optimization challenge. You can see this in the True Glitchless category, which aims to ignore all clips and boosts altogether.

Sure, there's an optimization convergence on the node that enables the skip or boost, but racing games, and therefore speedgames, are always about optimization convergences. Having black magic nodes that players search out (like hidden springboards in mirror's edge) means players have more to discover about the game, more to optimize, and more tradeoffs to weigh in their optimization process, as well as more skills to master in the process of speedrunning.

I think rather that skips should be weighed in terms of the variety of skills expressed across the game, and the potential time gains/losses of attempting a skip, as well as whether it sets up a backup strategy (Mirror's Edge has a lot of these too, because many skips depend on the level geometry being in a particular state, or you carrying momentum from a specific direction.) Having variability in these things is what makes speedgames interesting, rather than rigidly insisting that the intended.

For a real example that is similar to your hypothetical, look at Super Monkey Ball, which is considered an extremely fun speedgame. Or Rolled Out, which is a fangame on steam. These games have massive skips, but that doesn't mean they compromise on depth. Some level of convergence in high level play is just kind of inevitable in any speedgame, because it's a game about optimization.

I think I'd prefer a smaller range of skills being tested over just raw variety, all else (depth, challenge) being equal cause it creates a more coherent, enjoyable learning curve where the skills you learn transfer to all levels of play, instead of a bunch of stuff getting undermined/emphasized haphazardly. There is something extremely enjoyable about extremely technical optimizations for me. If you can watch a run and not even see what the high level players are doing that you're not, that's the good shit

The backup strat point is really interesting actually cause I think that could be a good argument for all-or-nothing points of a run (skips or not), but it heavily depends on how the game's being played. If you're playing individual stages for time, I don't think this works very well cause it basically just turns into a restart point. But if you need consistency, like if you're doing a full live run or even playing a particulary long stage, this can work extremely well and add decision making

"If you can watch a run and not even see what the high level players are doing that you're not, that's the good shit"
๐Ÿ˜ซ๐Ÿ’ค๐Ÿ›Œ
Laaaaaaaaaaaaaaaaaaaaaame! I hate runs like that. They're the most boring thing. It's like squeezing water from a stone!