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! 👇 Rogue Legacy meta progression
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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. Vampire Hunters meta
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Example: Spelunky is a roguelike by this definition. You rely on your knowledge and dexterity as a player. You don't gain power between runs.

Rogue Legacy has a wide variety of bonuses and stat boosts though, thereby emphasizing the avatar's competence over the player's.
Spelunky HD
Rogue Legacy meta upgrades
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Side note: As most things in game design this isn't binary but a spectrum. There are games with power progression that still take skill to master, and games without it that are too easy to inspire much learning. The differentiation here focuses on what the design emphasizes.
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Another side note: The focus on virtual competence is something roguelites share with many AAA ("press a button to cause a very competent-looking spectacle") and F2P titles (like Candy Crush calling you "DIVINE!" every 10 seconds for combos you had little influence on).
Slide from Jonathan Blow's 2008 talk "Conflicts in Game Design"
Candy Crush
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All of this is not to say one is better than the other. As @KirbyKid noted way back, real learning in games takes effort:

Whether you're willing or able to invest that effort depends on messy real-life circumstances. It might even change day-to-day. critical-gaming.com/blog/2012/4/4/…
From Richard Terrell's "A Defense of Gameplay": "Putting it all together, to embrace and appreciate gameplay you must embrace the fact that learning is a crucial part of most gameplay experiences. This means that playing most games won't be without bumps, mistakes, and other drawbacks of learning. This also means that you may be held back by your brain instead of your will to progress. Gameplay is stressful and learning gameplay systems is player driven. For anyone looking for an activity to kick back, relax, and unwind from the stresses of real life, gaemplay may not be a fi...
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That said, the design of each game we play leaves us with certain messages beyond its mere content. See @ibogost's "procedural rhetoric". We should care about these messages and ask ourselves what they are and whether we're okay with them.

See also: fischerdesign.medium.com/when-games-ido…

Slide from Jonathan Blow's 2007 talk "Design Reboot"
Illustration from Fabian Fischer's "When Games Idolize Busywork"
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In the end it's about preference and daily mood. Sometimes you want to be a hero, other times you prefer helping a virtual hero succeed. Just be aware the latter may tickle your competence desire, but it's really more a (often just as necessary) way to shut down and relax.
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Thank you for reading! I hope you took something of value away from this thread or at least got some of your game design thinking wheels turned a little.

P.S.: Also check out this very relevant @gamemakerstk video:
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More from @Ludokultur

May 23
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 ⬇️


Vampire Survivors
Heat Signature
Spelunky
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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! In Heat Signature you enter procedurally generated spaceships and, by making use of a diverse set of gadgets, try to reach a specific target object or person. Almost everything in the game is centered on movement. For example, there are multiple types of teleport gadgets that e.g. allow you to swap positions with an enemy ("Swapper"), to instantly move through open corridors and doors ("Sidewinder"), or to jump to any position within a certain radius for a short amount of time ("Visitor"). The "Key Cloner" lets you steal key cards if the guard carryin...
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! Bombs allow you to reach sealed off areas or create new connections. Ropes can be used to move upwards, which goes against the natural gravity-based direction the game usually takes. The same is true for climbing gloves and the iconic jetpack that additionally increases your horizontal reach. Jumping boots increase your jumping height. The mattock can manipulate a level's layout. Spike shoes prevent you from sliding over ice blocks.  But it is not just the items. The behavior of each enemy and trap in the game has immediate spatial impact and forces you to reconsider how to move. You cannot...
Read 10 tweets
Nov 8, 2022
Today I'll talk about my personal #GameDesign and #IndieDev philosophy, specifically these principles: fischergamedesign.com/design-philoso…

I will add example games as screenshots (game names and more details in the alt text if you're interested).

Thread! 🧵👇 The Ludokultur logo in front of a black-and-white image of E
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! Monster Train is entirely focused on the systemic challenge Celeste is first-and-foremost a precision platformer. While What Remains of Edith Finch tells stories via mechanics. YouThe story of SOMA could not have been told the same way in a
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. Braid makes you discover the inner-workings of its time-basePortal is all about placing you in a unique context - a worlInto the Breach is a very "pure" strategy game in Heat Signature does away with "math stuff" almost
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Sep 13, 2022
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!
🧵👇 1/9 Screenshot of Vampire Survi...Screenshot of Shotgun KingScreenshot of StacklandsScreenshot of Just King
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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. 4 exemplares Steam reviews:...
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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?"). Screenshot of BrotatoScreenshot of Seraph's Last...Screenshot of Boneraiser Mi...Screenshot of Nomad Survival
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Aug 12, 2022
Always nice to find support for one's #GameDesign thoughts in academia!

This great piece by @dingstweets, @Marc_M_Andersen, @JulianKiverste1 and @PredictiveLife connects to @raphkoster's Theory of Fun and some of my own musings: frontiersin.org/articles/10.33…

Details below! 🧵

1/10 "Mastering uncertainty...
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.

2/10 A quote from the article: &...
I wrote about this phenomenon here: gamedeveloper.com/design/why-ele…

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 A parabola that initially r...
Read 10 tweets
Aug 1, 2022
Here's another attempt at explaining the strengths and weaknesses of certain #roguelike metagame / difficulty systems!

(These are broad buckets. At this point there are many combinations and variants. Let me know about your favorites!)

👇 #GameDesign Thread 🧵
1/6
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
Read 6 tweets
Jul 25, 2022
"If indie games are underreported, mobile games must be invisible" gamesindustry.biz/articles/2022-…

If the paragraph below is an example of the press picking up on mobile games, I'd rather they stay invisible tbh.

That being said, here's a bunch of actually good mobile games! 🧵 1/10 Image
==ACTUALLY GOOD MOBILE GAMES== 2/10

Auro by @DinofarmGames is a super-tight tactical roguelike you can play for years (I've been playing it for about 9 and still counting). Image
==ACTUALLY GOOD MOBILE GAMES== 3/10

Seven Scrolls by @JesseVenbrux lets you create crazy combo chains of spells with weird triggers. Image
Read 10 tweets

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