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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I am writing this with singleplayer games in mind, for various reasons this won't directly apply to multiplayer games. Keep that in mind.

Games are a process. As you play something and improve at it, your relationship changes. Both you and the game go through different phases which never linearly build on each other. Rather, different parts of the whole get emphasized or diminished. IMO, it's very useful to see these phases as somewhat distinct sub-games (& player types) which exist in a state of tension/contradiction.

Usually these phases are split into 3-ish categories that correspond to a player's skill level - beginner, intermediate and expert. Let's say that beginners are figuring out the game and cannot play with intentionality - they are concerned with learning. Intermediate players can play with intentionality and start applying what they've learned. Expert players start thinking of games in a more holistic, meta level and are concerned with creative solutions + optimization.

While these phases are already helpful because they let devs figure out how to make the best subgame for each of the phases, looking at how these stages conflict is even more interesting. To demonstrate this, let me focus on a particular contradiction between intermediate and high level players - that of RNG-driven decision making and optimization.

When looked at in the context of optimization (speedruns, scoreplay) game decision making is a bell curve. At low levels of optimization, all game states are viable but none of them "weigh" much - so while there is choice, there's not enough conflict to create meaningful decision making. As a game gets more optimized, the states start to fatten up - suddenly choices mean something and players have to think. When the game's optimization surpasses a certain threshold, though, some states become too thick and start breaking the scales - decision making gets diminished because the suboptimal choices are obvious.

This is all fine and expected - no game can last forever, and singleplayer depth is ultimately a type of obfuscation. Things get trickier when you add RNG into this process, though.

RNG has the potential to make that middle phase a lot more interesting - it shuffles around the fatness of the game states and makes you estimate and decide which state's fatter at very hihg speeds. Sometimes, it deprives you of desired peak fatness and forces you to quickly asses which chubby states you can go for instead. It's fuzzy, varied & unpredictable.

As a game gets optimized, the less viable, thinner states will get filtered out. But unlike in the example without RNG, you have a bigger problem than just your game getting potentially "maxed out". Now you've made the process of maxxing it out pure luck based trash, hell on earth. Players will now get arbitrarily locked out of the desired states at no fault of their own.

This problem might seem like it happens at the highest of levels, but this isn't true - depending on how much RNG is involved and how much it affects your outcome, this can even become a problem at an intermediate level, long before the player maxes a game out. If I'm doing a run and get screwed over cause I'm unlucky at the start, it often doesn't even matter if I could compensate for it later on because I'm thinking about my moment-to-moment performance, not the game as a whole.

Games like this tend to be at their best when the RNG and optimization are balanced in a very particular way - they have to be optimized enough so choices have meaning, but not enough to counter the averaging out effect of the player dealing with a shit ton of instances of RNG. I call this phase The Wiggle Level - the player's stuck in a box but they can wiggle around and it feels nice (note : I will never call it this again after I finish this article). This can either be achieved with capped, built in optimization challenges (S ranks, counter stops, etc), or with low levels of competiton cuz nobody's playing your shitty RNG driven game.

Thinking about The Wiggle Level as a distinct skill level/phase of play helps clarify a lot. Some games might be good at the Wiggle Level but not High Level, some games might suck at the Wiggle Level cuz the decision making dries up too fast, but become fantastic at High Level because the consistency allows them to focus purely on maxxing out a game through skill.

Realistically though, this doesn't matter too much. If players get to either level - you've won. The modes are fundamentally incompatible, but their conflict can be minimized a lot. With enough tuning and luck, you might be able to make a game that keeps players of both levels happy enough. Many players also recognize this conflict and accept that games will boil down to luck. But I think it can be useful to decide if you wanna focus on the wigglers or the maxxers during the conceptual or early design phases, because it stops you from wasting your time trying to reconcile the 2 by somehow making a game that's decision making heavy but also very optimization-friendly. Often it's not really worth it.


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in reply to @boghog's post:

What about games that have rng that feels random to the average player but can actually be manipulated by a very good player ? Do you think they help solve that conundrum or that it's not a good idea ?

Yea it's a good idea, you can basically make "RNG" mastery a skill in and of itself where players get better at managing it as they memorize value tables & get better at controlling where they're at. Simpler RNG systems from old games come to mind, Pokemon speedrunning's an obvious example but that sorta stuff is everywhere. Something like OutZone is the same way, for example. Hell, in a sense the chests from GnG are like a very simple version of this

Thinking about it, there's actually no reason why RNG systems themselves can't be treated as a type of sub-game with its own design. The current systems we have are mostly different due to hardware limitations and implementations, but devs could deliberately design their "random" number distributions to achieve a desired effect. Even the common problem where missing a frame perfect input can wildly fuck up the outcomes can be mitigated if devs treat RNG as a mechanic like any other

Forgot to type it, but something else that I thought a bit about how realigning both intermediates and advanced players goals could work.

Sorry if I simply reword a bit the article, but I think that I need to lampshade certains ideas to make my point. Intermediate players want regular results. RNG give them a varieties of situation and they want to adapt on the fly to get to their low level goal as often as possible. If they think they're playing a slot machine, it's either because they lack flexibility or they're just right and the game is just bad. However, expert players usually want THE best result. They know which rn make them closer to their goals, and past a certain point there is just no playing around bad rng, resulting in the slot machine problem.

One way around it would be to mesurate expert player performance in terms of regularity instead of player peak. Roguelikes come to mind here; they're an handful of ones that use hi-scores table, but from what I understood what make you a good nethack players theses days is less your highest or lowest score and more your victory percentage on some site that save your results. DCSS also have this "online account that save player result" and I'm sure it's far from the only one. IDK how viable it would be to implement in other game genre but I think it's an interesting way to keep rng intended goal.
Of course it's easier said than done, since you need a game that is hard enough to not be doable too easily consistently, yet is still possible no matter the rng.

Consistency points (in the form of graphs, ones which reward you for finishing full runs to boot) is something I've thought about a lot in regards to shmup, to get people out of the "that one run" mentality. It's definitely something to consider & try out, but I have my doubts. I gotta look into competitive roguelike play, cuz oftentimes when you see this sorta stuff it's the result of low levels of optimization since the games aren't taken very seriously. You can kinda see that with beat em up decision making - sometimes it still exists at high levels, because high levels aren't all that high. It's also less viable for shorter games, like racers/movement platformers. There you'll get "that one group of runs" or some other kinda stretched out meta-scores

competitive roguelike play is a bit of an hyperbole, i just recalled differents game offering completion play ratio and someone mentioning a few 100% success rates nethack account when talking about the fairness of the game, I don't think there is any e-sport event or streamer on twitch showing ascii screens to hundred of people lol.