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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If you play a lot of run or optimization-based games, whatever the genre, you probably know all too well what it's like to be stuck in the early parts of the game, resetting it over and over. Sometimes it can even be the first few seconds of the game.

Restarts build frustration, which degrades consistency, which leads to even more restarts. It's easy to trap players in a small chunk of your game, getting them annoyed & probably even resentful. After a while of being stuck in this loop, a game's fun factor can get flushed down the restart toilet vortex.

Restart syndrome (or RS going forward) happens when the players deem a run not worth continuing because of some mistakes early on. This can either be the result of their lack of skill, their lack of confidence, tunnel vision or a game's internal logic. Some things which cause restart syndrome aren't something you, as a developer, can directly affect. Moreover, at high enough levels of optimization, restart syndrome is nearly unavoidable.

That being said, it's worth isolating the causes and figuring out if something can be done about them. I'll focus on shmups & scoring systems, but really this can be applied to anything else like time or even "style".

Extreme Mechanical Contrast - Players aren't rational, they won't stop doing something simply because it's too hard for them. They will beat their heads against the wall until either the challenge or their skull crack. If the difference between doing something perfectly and doing it a bit sloppily is insanely huge then players will always try to go for it. Reducing the range of outcomes to something more reasonable can fight RS.

Exponential Scoring - If your scoring/movement system is set up in a way where one gain leads to further gains, the player's score gain will resemble a graph with an exponential curve. Any small mistakes will mean that players will be missing out on that exponential gain. Minimizing the exponential element via lower Mechanical Contrast or lower overall importance of the snowballing in the overall scoring system can help fight RS. A hard cap on whatever multipliers or variables are leading to the exponential curve will also help minimize RS.

Persistent, Limited Resources - If your game has strictly limited resources and no cap on how many resources players can carry with them, then you're encouraging RS because any resources will cost the player. Even in survival terms, it makes the chances of clearing the game much lower, and the cost of restarting will often be relatively low. Making sure your game has a resource cap & more total resources than the player can carry will help fight RS. Consider giving players opportunities to recover back to their default state, or at least close to it.

Lack of Skill - This one you can't really do much about. Sometimes players just won't have enough consistency, let them suck.

Lack of Confidence - Sometimes players have the skills to clear games during "bad" runs, but they don't have the confidence to continue with the run. This falls into several categories, but here are some that you can alleviate :

  • Uneven Skill Spread - Sometimes players aren't comfortable or consistent enough to tackle the later parts of your game. Usually, this is a result of uneven practice, mostly focused on the early bits. The goal here is to make practicing later parts not only as convenient as possible (via practice modes available from the start, great checkpoints) but also fun. You can use incentive structures inside the practice mode itself. Why not have optional goals players can go for which earn them ranks and let them, say, unlock extra ship colors? Checkpoints with leaderboards? Extra modes such as boss rushes are also a good way to encourage more holistic practice. Ideally, you want players to practice the final parts the most, because those are the ones they'll play the least during full runs.
  • Tunnel Vision - Players will often focus too much on getting That One Run, and try to maximize their chances of getting it as much as possible. This is very difficult to prevent, but having some meta-goals which reward consistency across many runs should help a lot. Even something simple like graphs tracking run performance over time. The goal is to make every run feel legitimate.

Optimization - This is the end of the line. Once a game gets optimized enough and all score/time gains become important, restart syndrome will creep back in. At that point there's basically nothing you can (or even should) do. Just let the players suffer. :)

Fighting Restart Syndrome with game logic is a bit costly - not only does lowering Mechanical Contrast make your game harder to get into, but lowering the snowballing/exponential effect of resources will often make it feel like the early parts of the game don't really matter. The psychological stuff is more "free" in that regard, but you gotta be careful not to get too overbearing & let players feel the pain.


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in reply to @boghog's post:

isn't it interesting how a "quick restart" button, known as a very highly-requested quality of life feature that reduces friction, can directly enable restart syndrome -- a mode of play which is almost all friction, a part of life truly without any quality?

in the UK there is a limitation on painkiller sales, you can only buy say 2 packs from one store at a time, to prevent self-harm/suicide from overdosing. it might seem pointless, someone trying to OD can just go to another shop or two and get enough, but this small policy directly led to a drop in painkiller overdose cases. and we're talking about people making an very weighty decision here, not just playing a video game. small frictions can have a strong effect on behaviour.

Absolutely, Daryl has a good vid on this topic. Our brains are not good at dealing with that level of convenience.

I will say though, this logic worked in real life for me but it has never worked in games. All it did was either make me quit playing cuz the wait times got obnoxious, or it made me keep playing while being more frustrated and suffering from more tunnel vision not less. The Daryl vid points out that whether these sorta structures work or not heavily depends on the person, and I think it's particularly true in gaming

https://youtu.be/scD_WrHxDPU?t=864

this particular timestamp from... ghost of tsushima? gave me a very visceral reaction. dying and then instantly having the boss charging at you and attacking you instantly again -- i would find that intensely frustrating. there's not even a death menu! (though i'd find it frustrating even with a death menu) and it's got nothing to do with being coddled, either

LoLK pointdevice mode is the most aggravating time i've ever had playing a STG, a genre with typically what you could (uncharitably) call 25-minute runbacks to the last boss. i truly lost my cool trying to get through that

For me it's the exact opposite, stuff like Foreskin Duo in Elden Ring was torture cuz of the runback but then I'll gladly spend far more time resetting an N++ level or something. It's fucked up too cuz it's impossible to please us both so we're destined to clash

the exponential scoring point is such an important one. big issue in rhythm games like project diva arcade and ouendan, where combos increase multipliers and thus missing single notes here and there can potentially tank your score. shifting to games with timing-centric scoring helped me avoid constant resets and focus on sight reading instead

Exactly, gotta join the anti-Dodonpachi chaining club ๐Ÿ˜Ž

Though I think Guwange manages to balance it well where it has the excitement of the game-long expontential chaining but also some nice safety nets since you can take hits without dropping your full chain & use bombs if you fill your chain meter right before bombing.

Stuff like Judgement Silversword is nice too where it has a multiplier that on paper would lead to exponential scoring, but since you lose it gradually over time instead of all at once, that's not how it works in practice.

Metal Gear Rising has been pretty awful with the RS, mainly cause what the scoring system encourages is not fun at all and has too many minor things that can ruin the experience of getting the S rank. Those things are: autosaves that count amount of damage and time you took before the restart counting in the encounter scoring, rockets and other shit ruining your no damage bonus which is in practice absolutely required for an S rank, scoring system encouraging you fish zandatsu and watch the drawn out spine grab animations (which increases drastically with amount of encounters, enemies AND restarts).