Mathematician | Making a strategy game | Maybe writing a murder mystery


Kayin
@Kayin

That difficulty post got me thinking about other things and how I generally kinda strongly dislike videogame advice that attempts to 'flatten' the medium. "You have to do this, you never should do this, use this trick all the time" blahblah you heard me talk about Coyote Time.

So here is one I loathe. "Players shouldn't think about the controls! They should be invisible! It's your job to put the player's intentions on screen. If the player isn't getting what they want, it's a failure of the game" ... or similar variations.

The most insidious little bits of advice are the pieces of advice that are true like, 90% of the time, cause most of the time, this is a great advice! But in this time where arcades are rare and virtually all games are designed for the same type of controller, people forget that sometimes the controller is as much of the game as the game.

I'm a flight sim nerd. I love controls, I love buttons, I like awkward operating mechanisms, cockpits with poor visibility. I dream about getting more gear that will, ultimately, make me less precise, but increase my immersion. I'm not the airplane. I am the little dude inside the airplane, trying to be the airplane... and I think this example makes sense to people? Like who is gonna say "Having to use a stick shift in a hardcore racing sim is a failure of UX", right? But lets extend this to other games.

I took a long time away from the FGC pre covid and when I came back and was watching a someone play on twitch (thx pat) and he said "I really like how [Player] pilots [Character]." and I immediately fell in love with this expression cause it bridged two concepts so perfectly. Fighting games are the poster child for the "If the players are messing up their moves it's a problem with the game! Why don't they do what Smash did already??" but a fighting games, especially the ones I love the most, are less about being a character and more about being a pilot. It's about having a character, with all these capabilities and this super high performance theoretical ceiling and being the horrible meat bag that has to try and cox a fraction of that out. There was a great Day9 I think about a Starcraft Broodwar and it's hard mechanics and chunky interface and all the things players think they need to learn before playing.

All of these are not requirements to begin to play the game... They are they game

The controls and interface are as just much of the games as the developer wants them to be... and you can take this single player and talk about Bennett Foddy games, or Dark Soul's infinite input buffer thats actually trying to get you killed, but it's the same idea. The game just did what you asked it to. It's on you to get better at communicating.


junkmail
@junkmail

Other Game Design Advice I hate:

"The player should always know what they need to do next! If the player is stuck and not making progress, you need to fix your game flow."

"There should be an obvious counter to anything your opponent does. The response needs to be stronger than the threat."

"Some players only care about the story, and some only care about the gameplay."


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in reply to @Kayin's post:

Wait, dark souls has an INFINITE INPUT BUFFER?! That's cool, I hadn't realized but makes sense.

Great post btw! I think that advice has another potential problem of erasing how 'conscious' using an input device is for new players too. Also how there is just a lot of joy in being conscious of your controls? A super embodied experience often involves that to some degree, as you say with flight sticks, but even just 'a fun way to use the gamepad'. I think there's some Foddy quote about making games that are fun to play with the controller unplugged? As in, just the motions it asks of you on the controller are enjoyable to perform.

On that point of 'a fun way to use the gamepad', I've been playing Splatoon a lot and singing the praises of motion aiming, but even outside of the aiming benefits its just fun and intuitive to look around this way. I've totally caught myself picking up the controller while its off and just moving it around, or spent way too long in the lobby just moving/shooting around, there's a joy in controlling this game that makes it hard to put down.

There's of course a lot of talk about how having precision aiming like this leads to better competitive play vs sticks with motion assist, but even at complete casual/beginner levels, I'd say there's fun in being at fault for a miss, in having to perfect the piloting, to manage getting precise movement out of a fuzzy input device.

Yeah, gyro control in Splatoon is really excellent. In general, I think motion control is seriously underrated and a great example of this kind of thing! It really has an unnecessarily bad wrap.

I was having a chat with some friends the other week about how it's criminal that so few switch games use the touch screen, but also just not enough using gyro or motion in general. The fact that as far as I know hardly any switch games use it's touch screen (even just for optional inputs like clicking on menus) is willlddd to me.

the concept of piloting is critical in competitive Magic; there have always been players who get very upset at the idea that someone is playing a deck they didn't personally come up with, but it's an inevitability because of the internet that anyone with the money to pay for cards can easily find out what the most successful deck in any constructed format is and have a good deck. but simply having ~the best deck~ doesn't mean you'll win against players who are playing other decks; there are so many layers of instinct and deep understanding of the format you're playing. the ability to assess what information your opponent gives you and what information they might be concealing is the product of endless hours of practice, and the ability to quickly adapt to an evolving format and continue to perform at that level as the meta evolves is what truly separates the best players.

One thing I find interesting in magic too is like any deck you look up online is no longer the best deck. Like the deck may still be leveraging the strongest card combos and strategies in the current block, but the "best" deck can only exist in the moment, where a skilled player has predicted the meta and has tuned their deck and their sideboard as a precision strike, tuned for exactly that moment.

Yeah, I've seen this metaphor of "invisible" aspects being propped up in other areas too, such as "The Crystal Goblet" in typography. I don't think it ever holds up to scrutiny. Interaction, just as presentation, cannot be invisible. It can at most be homogenized.

this reminds me of how i sorta felt about the controls in hardspace shipbreaker. the game has really sluggish controlls (which simulates the fact that you are in space using a jetpack to move around). its six degrees of freedom as well (up down left right forward back and also rotate left and right). learning how to get around fluidly is a huge part of the game. starting out you are extremely aware of how awkward the movement is—you overshoot targets constantly and end up upside down a lot. but theres this wonderful progression of getting better at the movement to where they slowly start to disappear. its genuinely really thrilling to go from “ah fuck what button was rotate again? shit how do i brake??” to “okay and now ill just grapple over there and slam everything into the barge. sweet. lets get to the back of the ship now”. if the controls were “better” the game would be much less interesting to play

been thinking about how the rhythm game community, specially iidx's, really go out their way to replicate the exact arcade measurements for their homemade controllers.

despite iidx's button and turntable placement being objectively awful ergonomics (your hand can't rest in a natural position to reach every button and the disc is far from the hands despite being required to spin constantly on some charts), it's arguably also what makes that game and players clearly recognize that since they are actively seeking to reproduce arcade accurate measurements instead of settling for something far more efficient to reach higher scores.