One of the core findings is concerned with players not being as much after success as they are after improvement, i.e. reducing failure or "expected error" or, simply, learning. The more of this they get (per time played), the better.
My thinking back then was based on @Qt3's "Chick Parabola". You traverse phases of competence until you're so good at a game that the additional value (i.e. "error reduction") per time stops being worth it.
3/10
Back to the article, where "optimal challenge" (in the sense of flow theory, i.e. confronting players with challenges matching their skill) is described as a path to allowing players to maximally reduce their error rate, i.e. learn the most.
4/10
I've previously written about how even single-player games could make use of "matchmaking" systems and adapt to the player's skill: gamedeveloper.com/design/the-res…
I recently revisited this in a thread on #roguelike games:
Back to the article, it also discusses idle games and correctly finds them to be about competence as well ("economic meta-game of progressing fastest" & "discovering the effect of the next upgrade"). It also hints at a connection to lifting mood and treating depression.
6/10
I'm not rejecting these suggested connections, but I see danger in using these kinds of games to "paint over" real issues. Beyond the likely "relapse", you're idolizing systems you really shouldn't: fischerdesign.medium.com/when-games-ido…
Back to the article, it also discusses Soulslike games at the other end of the spectrum to idle games, i.e. "too difficult". It finds that players are able to find competence gain in these games by pushing through, basically making them not be "too difficult" anymore.
8/10
Not arguing with that, but reducing the barrier of entry is still a good idea, and arguably the latest entry, Elden Ring, has done just that (to an extent).
Finally, the authors did a fantastic job compiling sources from academia and game design alike to fuse them them into a coherent, progressive theory. 👏
Also a shoutout to @gamemakerstk for highlighting the importance of alt text. Every tweet in the above thread has it.
10/10
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Roguelikes with one single difficulty have the advantage of the whole community discussing "THE" game. However, they often scare away new players depending on how difficult they start out, and bore veterans by having them repeat sections they already mastered over and over. 2/6
A popular answer to roguelikes frustrating new players is meta progression. This however fights symptoms more than flawed fundamentals, exacerbating the reset problem and introducing new issues of fuzzy feedback and "solvedness", at worst making entire mechanics irrelevant. 3/6
2/9 The core game builds on Downwell's combo system. You chain jumping on enemies, bouncing off walls and collecting fruit. Though in this one you have multiple jumps and time slows down when you aim. Much more accessible and more about thinking on your feet rather than reflexes.
3/9 The combo system is very good at making the most fun and interesting way of playing also the most rewarded one in-game. You fill your "gourmet level" much faster with higher combo chains, so you're always encoured to take a risk and "do cool stuff" instead of playing it safe.
1/10 Been thinking about #GameDesign reasons that make me return to @TeamWoodGames' #SuperAutoPets more than to other (match-based, vaguely roguelike-ish) games. To me it's all about how the game is systemically built to be playable "whenever" and "forever".
Let me explain! 🧵
2/10 With its asynchronous format (at least with its front-and-center "Arena" mode), the game sacrifices elements of counter-play other auto-battlers offer. You can't adapt to a specific opponent, because you don't have one. You just go up against a random sample team each round.
3/10 However, even in other auto-battlers "direct duel" situations are rare and building the best generalist team from the shop draws you get is usually what you want to do anyways. SAP builds all around that (more in Arkuni's great reddit post btw: reddit.com/r/superautopet…)
#GOTY 1/11
Super Auto Pets by @TeamWoodGames is a simple, yet surprisingly deep auto-battler. Its true genius lies in its laid-back asynchronous format. You can play a full run in 10 minutes without ever waiting for anyone, but also take breaks anytime.
#GOTY 2/11
Roguebook (@PlayRoguebook) is the best #roguelike deck-builder of 2021 for me. It didn't really break genre conventions, but did enough to stand on its own (such as heroes switching positions all the time for special effects, or the overworld map exploration part).
#GOTY 3/11
Gem Wizards Tactics is a true @keithburgun game in how it boils down tactical combat to where it's at its most interesting and builds an intricate, massively replayable system of emergent depth on top of that. So many unique situations and creative combos to explore!