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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Quick angry post inspired by an argument Daryl Talks Games gave.

As a player, I'm extremely tired of this overbearing mother approach to game design. Where devs are not only providing an interesting game for you to engage with but also have to try & micro-manage everything down to your mental state while playing because god forbid you put down the controller for a minute instead of compulsively and obsessively playing until you start drooling all over yourself. They have to make the game, and the break rooms you escape from the game to.

It's some experience machine shit where the goal's to keep you hooked up and the pleasure chemicals flooding in. Of course in reality if you can practice basic self control by, say, recognizing when you're getting frustrated and taking a short break, these systems only act as extra punishment. What's more, managing your own mentality is an incredibly important skill outside of games, so it's one way in which games can genuinely enrich your life outside of themselves, yet it's abandoned in favor of treating players like dumb children.

This applies to everything from "dynamic pacing" with quiet time to boss runbacks to even lengthy restart times (even if they're a few seconds). Everything devs use because they're utterly terrified of players putting down the controller for 5 minutes and never coming back. I'd say this speaks to the lack of confidence in the game they're making, but realistically games have horrid retention rates no matter what they do - it's just how players are. Why punish the more responsible players to appease people who will still drop the game quickly anyway?

That's not even getting into the fact that experientially, none of this shit works for me - instant restarts don't raise my frustration levels as much as wait times. And even though my performance does decrease during a long session, breaks are perfect for managing this without making games insufferable, whereas forced breaks immediately make me want to throw the game into the trash. This doesn't apply to others I talk to either, that's why people use practice modes that allow immediate restarts and why so many people I know love Angel Slayer over Bayo's bloated shitty campaign with forced "quiet time".


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in reply to @boghog's post:

To be fair, Daryl seems to acknowledge right after that it can be annoying.
But yeah, devs, quit interrupting my fun badly: introducing quiet moments that don't mean much or trying to distract me from core experience with lesser experience (QTEs used to be like this, now it is platforming).

He did and didn't. He acknowledges that some people won't find this helpful but my argument is that even if this helps many players, or most players, it's still bad not just artistically but also because the devs are punishing mindful players who take breaks and encouraging dumb mindless players. It's a self perpetuating cycle, the less players have to manage their mental state during play, the more alien this idea will feel and the more they'll fall into the latter camp which will encourage devs to micro manage more and more of the experience.

I have this kind of thought about tutorial and stuff. There is some that I have my fair share of problems with (hello vanquish lasting too long for what it is and telling you that slow-mo and by deduction action during a kick is impossible) but I dislike this tendancy of overthinking how to make sure every single person understand the rules even if they don't want to engage with the explanation. Understanding semi-abstract instructions is a VERY usefull skill, and watching someone skipping tutorials or not bothering to check the option menu to see the command is to me much more annoying that someone correctly inputting the instructed command but failling over and over because he have zero eye hand coordination.

Like to take a controversial exemple, it might be because for various reason (not "i was stuck at a boss") i never went beyond cd1 in ffVIII, but the way the combat is explained seemed like, fine to me ? And it was, like, my third rpg after pokémon and paper mario 2. You get magic. You can assign it to your stats. You get G-force. You can train them to be able to assign magic to a stat or other stuff. If you want to check the stuff they can do, from unlocking new command to turning items in more magic, just check the command list. What exactly was so complicated in that ? It's not say tales of zestheria, which is kinda beginning to reach my tolerence limit in term of complexity mixed with debatable tutorials (there was three guys with their own idea on how to explain stuff and the director never picked who was right)

RPG tuts are tricky for me, on one hand yea you're right it gets dumb as fuck when everything has to be explained, BUT the games also want to have a pretty big cost to experimentation. If you wanna respec you'll often need to use limited resources or at least money, and there's stuff like level penalties (new/respecced members are of a lower level than ur party) and other stuff that discourages playing around with mechanics. At that point I could see an argument for more overbearing tutorials cuz it's not action games where experimentation is free so you can drop the player in with some enemies and let them figure things out on their own.

Ofc if you left it up to me Id just let players freely respec shit whenever they want, or at least have a "practice mode" of some kind. But I dunno of RPG fans would like that very much

I think that the big problem of RPG is that they tend to take mechanics that seems tailored for perma death (and rogue-lik/te proof that they work really well in that context) and then smash them in a perma progression system. Choice that can bite you in the future and wanting to make sure the player never get soft locked because your game is 100+ hours long are kinda contradicting design goals.
A way around this would be to do what Resident Evil 4 does and asking the player to play the game once in baby mode so he can know what to come and plan accordingly, but rpg are exausting to play just once and standard among rpg gamers for normal mode are easy as fuck.
Shoutout to fire emblem for putting emphase on replayability and being more interesting to play on repeat playthrough where you can put future items and units in the balance for deciding to reset/take risk or not than blindly.

Lol yes I think the idea is that your first playthrough is "baby mode" but that shit takes so fucking long that I'd never wanna play the damn games again. Plus it's not like playthrough 2 is suddenly no fluff mode - you're still stuck with the same game.

That's a good point that a lot of RPG mechanics are a lot more coherent when combined with permadeath + shorter run times in roguelikes. I even think they tend to work better in arcade games, the mix of no grinding + routing is nice

Not sure if you've played it, but this sort of thing is what made me hate Return of the Obra Dinn.

When you find a clue, you have a tool that lets you enter a static scene to see what happened there in the past. However, you're forced to stay in there for a few minutes. There isn't anything happening besides some music and dialogue (you can't even leave yet after the dialogue is finished. The music needs to end).

I assume the dev did that so that players were encouraged to keep looking around, because there was always more to a situation than it seemed. But good lord, for an investigation game to have zero faith in the player to want to go back and see if they missed anything felt genuinely insulting lol

Haven't played it but yeah that sounds pretty ridiculous. I guess maybe the dev wanted people to experience the story and not push the investigation aspects too far? It sounds really condenscending though, but hey it worked for more ppl than it didn't which is what makes this game design approach so annoying and persistent 💀