I will add example games as screenshots (game names and more details in the alt text if you're interested).
Thread! 🧵👇
Games I value are all about interactivity. 🎮
I want mechanical challenge (either in a systemic / strategic way or reflex-based) or experiential narrative (i.e. a story you *feel* via mechanics, not one that is told to you). In either case: No wannabe movies!
Games I value enrich players' lives. ➕
I want to to experience intrinsically motivated discovery of either systemic insight or narrative meaning. Don't bait me with dishonest "engagement boosters", don't wave shiny-but-empty carrots in front of my face.
Games I value challenge players. 🏋️
I want to think creatively, to master mechanics, or to interpret narrative contexts on my own. Don't hold my hand all the time. Don't pretend your game is deep by showing me sophisticated audiovisuals or making me watch pretentious cutscenes.
Games I value inspire players to learn. 🤔
I want to receive transparent feedback about how I'm doing or be confronted with empathic narrative that stays with me and informs my personal development. Don't sugar-coat everything in hollow praise. Don't send me on dumb power trips.
Games I value are tightly focused. 🔎
I want to be presented with a clear, conflict-free vision. Let your narrative support your system, or vice versa. Don't make me constantly switch between mechanics and storytelling mode. Don't sacrifice the quality of one for the other.
Games I value are designed cohesively. ⚙️
I want every element to exist in support of the core experience. I want to think "makes sense" whenever I discover a new part of the whole. Don't add stuff just to have "more content" or higher numbers to put in your marketing copy.
Games I value respect the players' time. ⏳
I want every second of the time I invest into playing a game to count. Don't waste time by presenting me with obvious choices. Don't force me into passive waiting times I can't even use to make plans. Don't make me grind.
Games I value respect the players' intelligence. 🧠
I want games to assume I'm decently smart. Don't be condescending and don't try to manipulate me by using methods of psychological exploitation, faking more depth than you actually have, or throwing mindless spectacle at me.
Games I value advance the medium. 🧪
I want games to experiment and to inspire new ways of thinking in their players. Don't be all derivative and just make "X but more polish / content". At least add a twist of your own. Be a little bit of scientist and push your art forward.
Games I value convey progressive values. 🌐
I want games to inspire critical thinking and to promote values such as competence, planfulness, holism, empathy and diversity. We're all in this together and shouldn't constantly reinforce narratives of hierarchy and exploitation.
If you disagree or want to learn more about any of the above, feel free to contact me. I'm up for game design discussions pretty much anytime! :)
Here's a #gameDesign thought: a #roguelike (run-based game with no meta power progression) emphasizes the competence gain of the player, while a #roguelite (run-based game with meta power progression) emphasizes the competence gain of the avatar.
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More context below! 👇
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Research based on self-determination theory has previously linked our innate need for competence to the "fun" of playing games.
Here's an article from back in the day (based on the work of @richardmryan3, @csrigby, @ShuhBillSkee): gamedeveloper.com/design/why-do-…
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Both roguelikes and roguelites usually focus on competence as a key motivator. They're supposed to be difficult, you're supposed to "get better" and overcome their challenges. The question is whether "better" relates to player skill and learning or virtual avatar power gain.
With many recent Vampire-Survivors-likes relying on emptiness, simple enemy behaviors ("walk towards player") and stats, I feel I should reiterate my stance on "spatiality" in #GameDesign.
Don't just "have space" (instead of flat math), but MEANINGFUL SPACE! 🗺️
⬇️ Examples ⬇️
Heat Signature (@Pentadact): Everything revolves around movement. Gadgets swap positions, wind through connected space, teleport, key-clone or disable in a straight-lined shape, slow-down time etc. No number crunching, no "health points" or "damage" or "stats". Voilà, Emergence!
Spelunky (@mossmouth): Bombs open up space, ropes enable upward movement. Most items are about space: jump boots, climbing gloves, jetpack. Enemy behavior is all about shapes: spiders jump, bats fly, mummies vomit into corridors etc. Any combinations are clear, emergent, varied!
Some have called 2022 the year of "microgames". In the wake of @poncle_vampire a host of ~$2 games were created mostly by solo developers or tiny #IndieDev teams in the span of a few months.
Let's talk game dev experimentalism!
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2/9 The reception, surrounding many of these titles is open, forgiving and appreciative. Turns out if players didn't spend $60 and didn't get hyped up for years of dev time by a faceless corporation, the human side of #GameDev actually shines through sometimes, even on Steam.
3/9 This in turn opens up #GameDesign space. "Bullet heaven" is a result of flipping a genre on its head: YOU are the bullet hell! Of course there's iteration in microgames too, but the possibility to experiment is real (e.g. @caiysware's "What if your bullets are minions?").
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.
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