ToxicClay

Half-formed thoughts on "difficult" game design

Dec 13th, 2021 (edited)
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  1. I found this post on my feed, and I had to take a moment to think about it from my perspective as a player. My first instinct was to simply dismiss it as another involuted post from a game designer trying to ~say something~ with their work, but as I turned my attention back to other things, this post stayed up on my side screen -- and I thought about it again. Mr Nelson is right, to an extent: as in the realm of physics, friction engages, forces a slowdown, requires an investiture of energy to overcome. At the same time, I think it's important to analyze systems on a case-by-case basis: from the perspective of the system in question, is it working with the player, against the player, or is it something the player simply works through?
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  3. Monster tells in MonHun games, for example, are an example of the player and system working in concert; as the former learns, the game becomes smoother, and by resolving the friction, the investment is deepened. Underwater movement in Metroid games before you get the Gravity Suit I see as an example of the last category: it's an element, but not one that particularly deepens a connection nor boots the player out. It's the middle category, the system actively working against the player, that I feel is permissible to call "bad" or at least troublesome design. In the linked post, the system that I would most clearly place in this category is the instant-purchase, no-confirmation ordering. The order book shifting around without player input is something the player works through, but zero confirmation actively works against the player, and might merit another look.
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  5. In summary: 'bad' game design needs to be evaluated in the context of whether it actively works against the player before it can be fully placed into context.
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