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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It says in my sticky'd post that I am biased towards honest game design, and I wanna talk about what this implies. Cuz the concept seems kinda innocent but it has very radical implications if you take it to its logical conclusion. Fully committing to the idea is basically impossible but it's useful as a limiting principle, IMO.

Games are fundamentally artificial means of creating emotions in the players, so they are always dishonest in some sense. They create fake goals, fake obstacles and get you to care about something "meaningless" - their internal rules, their fiction. However, you do actually experience emotions through your interaction with them. That part is very much real.

Dishonest design is a kind of numbing. It's mechanics and styles of design that try to minimize the negative (or positive) feelings that interacting with games causes with the use of psychological tricks. Usually people euphemistically call this minimizing friction or something like that, Doom 2016's director called this stuff a "pressure release valve" which I think is a good way to put this.

Derek Yu's 2021 GDC talk talks about soft vs spiky design, and I think this is a good lense through which you can view dishonest game design. While some games are naturally soft, a lot of games, especially difficult action games, are naturally spiky. They have very frustrating elements that come from trying to learn their mechanics, trying to execute stuff, trying to get consistent, sustaining focus, etc. They also ideally have very rewarding elements - moments where it clicks, moments you make a string of good decisions, a run where you execute everything flawlessly, etc. These extreme highs and lows form the spikes, they're the nature of the game and its interactions - they're honest.

When games were simple due to physical or tech limitations, they had to let this spiky design rock, they had no other choice. Even though this style of design stuck around even as the tech improved, it started getting undermined very quickly. Over time developers learned that honesty is risky. Players can get hooked on the emotional highs, sure, but they can also get put off by the lows. And even the highs themselves can be exhausting, forcing players to take a break, one they won't come back from. So devs started softening the emotional impact of their games.

Arcade games would create smooth difficulty curves to guarantee a certain amount of "free" playtime in order to prevent new players from getting too discouraged. They added on-the-spot continues to soften the blow of failure. They started messing around with subtler stuff too like more lenient controls (input buffers) and small assist features (varieties of soft locking or hitbox tricks). All of this was minor and severely limited by the need to make money through difficulty.

On PC's and consoles, devs started realizing that they can do another kind of numbing - using progression systems to distract from the feeling of loss, and creating softer punishments for a lack of skill. Instead of getting a strict set of lives and a big fat game over if you fail, they started adding ways to farm recovery items, currency, levels, gear. They started having more & more persistent progress and minimized the importance of things liek scoring (which would get erased). They added more & more layers of metaprogression and meta-ownership elements to lessen the frustration gamers felt when they died. They created very smooth gradual learning curves that guarantee that players are never hit with anything extreme. And they started experimenting with dynamic pacing to soften the blow of even the exciting parts of games, not just frustrating ones.

The goals of these practices are simple - to have every game appeal to every audience, and to keep those audiences hooked as much as possible. This can get so extreme that developers will not care if players are even enjoying the games they're playing, they'll just focus on retention.

So that's the jist of the distinction for me - honest games don't run from what they are, dishonest ones do. Things get trickier because some things that ramp up both positive & negative emotions to the point of making players quit games can be psych manipulations too. And "dishonest" design can be inherent to the style of game - some games are simply not too frustrating nor too exciting by nature, they're in that more chill relaxing comfortable spot. You run into problems trying to define what the "inside" and "outside" of a game is, too. Are the RPG layers of character action games external to what the games are, or do they define them? I consider them external, but it's fuzzy and subjective.

But I think that for all the conceptual problems there are, all of this shit is very clear where it matters - when you're designing games. Subjective questions about the inside vs outside of a game fall away because as a designer, you're the ultimate arbiter of that type of shit. Market forces will almost never reward devs for designing honest games, it has to be down to the individual developer.


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in reply to @boghog's post:

Really interesting post. I don't know if I would describe well designed games as fake goals and meaning. To me games are fundementally about teaching and understanding a system, the emotions are a response created by this understanding not the other way around. It is more similar to something like music or playing an instrument where you can appreciate it more as you get more experience. So what you are creating is not fake goals or meaning. You are creating situations and encounters that help the player get closer to understanding the system, presented as challenges and goals. This is why I think these soft games fundamentally don't work. They are just the game equivalent of junk food, it feels nice at first, but you don't get anything out of it. And of course sometimes you want some junk food and thats fine, but if that is all you get then thats bad in the long run. I also think the smooth difficulty curve is not necessarily to soften the design, it can be, but instead again help the player understand the system. Imagine trying to learn a new skill for example, you would want to start with something simple and build upon that, same for games.

I don't think the comparison to instruments works precisely because of the honest nature of learning an instrument. When picking up a guitar, you're IMMEDIATELY faced with your own lack of skill, and the difficulty of playing the instrument. You probably won't understand the full extent of it, but the instruments "do their best" to show what they are at their core. Because of this lack of curation and rawness, learning instruments creates a counter-incentive which makes sure your learning is voluntary instead of purely compulsion driven. Do you love music enough to persist through the frustration and even literal physical pain? Do you want to be a good artist enough to persist despite how rough it can be psychologically? It forces the person approaching the hobby to opt in, in a very direct way, without manipulation. Then once people sign up for it, they can craft their own difficulty curve via self imposed goals, similar to what you have in games with smooth difficulty curves.

Games are unique because not only do developers craft the learning curve for the person playing, but they also deliberately keep "a taste of the full thing" away from the player via progression systems. You've probably played plenty of games where you had to stick through the boring stuff to unlock the hardest challenges and finally have fun, or get to the hardest parts and realize the games suck ass, right? The more devs take the learning curve into their hands, and the more progression systems they add, the more this stuff will happen. And we're not stupid at the end of the day are we? If I'm making a progression system, I'm aware of how it creates compulsive play in the player, and will even consciously take advantage of it. It's hard to avoid.

A very good point, there is definately games where this is not a thing especially modern ones. However like you said honest game design is good game design and if your design is honest it will, just like an instrument, actually show you your lack of skill immediately. A good game will also make sure assure you that it is fine that you are bad or even expected and give you the tools you need to overcome it. There is of course different versions of this. For example very well made competetive multiplayer games are closer to competitive sports for example. Yes I agree with your point a about boring endgame. The problem there I think is that the developers didn't create an interesting system to begin with and tried to hide it fake rewards and busy work. It will work some times for sure, but it is not honest and in my opinion not good game design. Most modern progression systems are like you say just there to manipulate the player, but I would argue that they don't have to be. Take for example a moba or rts games. Their core game loop is about gathering resources efficiently (progression system) and using them better than your oponent (player skill). If the progression system does not add any skillfull expression then I think (very much in my opinion) that it should be removed, it is just manipulation at that point.

Yup, ideally devs would have a rule of thumb which is something like "help players decide if they like your game ASAP", sometimes it's not possible cause of the mechanics but most of the time this is completely doable - the devs just gotta make the hardest difficulties/later stages selectable, at least in some sorta practice mode equivalent. Or something like that. If games do that then there's nothing wrong with some curated difficulty progression modes, it becomes voluntary instead of deceptive.

Wrt empty progression - I agree and it's frustrating when people get defensive over progression systems just cause they have some minor niche case application/depth. Like c'mon, is the 3% of "extra depth" really worth it? It's also useful to distinguish between internal & external progression, internal stuff tends to reset (like power ups in arcade games, roguelike levels, resources in RTS) while external (difficulty mode unlocks, character building across many loops Nioh style, roguelite items) do not. The latter's a lot less integrated into the gameplay, and typically much more manipulative. It's nice cause live service/mobile devs even call these "core gameplay" and "metagame" to clearly distinguish them ๐Ÿ™ƒ

No kidding, I wanted to do a bunch of notes on compulsion driven design in the mobile/gacha/live service space but had to stop cause it legit got depressing listening to all that shit, especially juxtaposed with the amount of money these people rake in while my fav game designers struggle to get anything funded