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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Been replaying SOTN/the DS Castlevanias and they reminded me why I don't like how metroidvania games tend to handle exploration. Their goal, intentionally or not, is to clog up your mental backlog with an endlessly expanding and changing checklist of small, effortless tasks. While the tasks are usually extremely boring IMO, consisting of the usual stuff like keeping a mental note of an unreachable platform for when you get a double jump, they are still really effective at creating compulsive play.

The fact that all of this is handled by the player, with no note systems (until DS) that'd let you mark rooms isn't a bug, it's a feature. It refuses to let you store information in the game and ease the burden of remembering random bs, with this they increase the cost of quitting. After all, you might remember where to go, but will you remember a random raised platform you can't reach? Or the location of a suspicious wall? The "best" metroidvanias from this compulsion driving perspective will then be ones which manage to work each micro-secret into each other, creating an endless feedback loop of ever changing tasks which feed into one another. This is the crux of metroidvania-style "secret" hunting (ability gating or key gating, both work) - completing one task instantly creates sub-tasks, and completing those subtasks can potentially branch out into even more tasks. This is the strength of various survival/crafting games as well from a compulsion-driving POV - each thing you craft creates subtasks. The more you clog those mental pipes up, the harder it will be for players to stop, even if they're not really enjoying themselves. It's a very lowkey kind of background stress, it taps into your hoarding instinct or into the feeling of forgetting if you locked your door when you went out. That "but what if...?" sensation that drives irrational compulsive behavior. It also masks the lackluster nature of what it is you're actually doing.

In contrast, Rain World is really pure and immediate. There's almost no character progression - damn near everything you need is available from the start, the only progression is the game's equivalent of lives/keys. Items are found lying in semi randomized spots on the levels and often used shortly after you find them. There's very little item persistence (or need for it) aside from the masks, troll toll checkpoints and a tiny handful of quest items. Your mental pipes are clean, stress is immediate, and it's remarkably easy to stop playing if you need a break.

It's surprising how vividly I feel the compulsion when playing CV, and frustrating that despite knowing all this and experiencing both the compulsion loops and the feeling of emptiness that comes after I finish the tasks & look back, THEY STILL WORK. I know the exploration isn't fun, I know that I don't need the levels/items to beat the game, I know that if anything they make the games less fun cause they make it easier, and yet I can feel the compulsion regardless. Truly lab rat type of stuff. If only my personal task lists were this effective...


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in reply to @boghog's post:

i've never felt a compulsion when playing them, but i definitely know a lot of people who "fall for it" (for lack of a better phrase), if you're a completionist. I never bother to remember all the high ledges or whatever though, and i don't care about getting everything, so to me it's always felt more like "rewarding playfulness" โ€“ at some random point i'll think "oh, the chapel was cool, i wanna go back there just for the heck of it" and find a few items i couldn't get the first time around. Usually it's nothing, but maybe it'll be a neat weapon that gives me a slight advantage for like 15 minutes until it becomes obsolete by something on the main path ๐Ÿ˜†

there's definitely certain types of games you should stay away from if you have completionist urges though, and this might be one of them!

But where's the play really? I can understand play in something like Minecraft, since you're building interesting unique things. I can understand play in Tears of the Kingdom, or DMC's combos. Castlevania though is compulsion devoid of play IMO. The solutions aren't interesting, the items are (mostly) not interesting. Stuff like Order of Ecclesia is a little better about this than most because it tries to make the glyphs quite unique, but still.

the play is the wonder of exploring this big physical space, taking in the beautiful backgrounds, knowing you can walk all the way from one side to the other if you wish. It's about finding new things that can help you, or seeing if there's clever ways you can avoid those things and take the progression into your own hands. It's about simple action combat, not too deep but still satisfying to learn all the enemy patterns and counterplay, and seeing all the silly ways they react to your actions. But most of all... it's about finding an item called Peanuts where the description says "difficult to eat", and you push the button and Alucard tosses it into the air and you need to manually stand under it and hold Up with precise positioning to eat it! The tiny untracked things like that the real exploration to me. ๐Ÿ˜„

Right but how many of your total exploration time do these moments take up, 3%, maybe 5%? It feels like looking for crumbs of play & fun. I mean hell, Rain World itself has a huuuge play element once you get comfortable with its enemies and it doesn't need this sorta mental checklist design at all to achieve it. It doesn't even need to script it, it's just kinda inherent to its world/mechanics design. Even the backgrounds in CV are really repetitive, standardized tiles which repeat room to room, or are even symmetrical with a lack of unique landmarks cause the games need to increase playtime.

The DS games have markers but only 3-5 per map and you can't label them

This is why I gravitate more towards Order of Ecclesia than the others, because it doesn't emphasize big sprawling maps - at least until you unlock the second half of the game

WAIT WHAT

Had to check and oh SHIT, all these years and I never bothered checking the "map" section of the menu. Oh well, none of that shit in SOTN which is what annoyed me enough to write this to begin with LOL

Also yup, even Drac's Castle itself is really straightforward in OoE. It has the odd annoying crevice you have to go back to but it feels much better paced. Plus the actual moment-to-moment level design is better

yes!
Like I don't as a rule hate backtracking, but a lot of times in these games it feels like tedious busywork- like blasphemous or similar sprawling maps with sparse fast travel- you've got this ability, now go here, get this, go there, double jump up this plinth you saw earlier, collect the widget, now trudge slowly across the map back to the main quest. It feels like a slog.

IMO a game that does backtracking well is Soul Reaver- in part because the world is so interconnected and dense- backtracking doesn't feel intentional, just a natural result of looping through the world. Also generally doesn't ask you to backtrack Very far. Some metroidvanias take great pleasure in asking you to troop all the way back to the first stage with a late-game unlock for some moderately useful upgrade. I can only assume this is sadism.

really wish I could play rainworld