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Insider (February 2018)

🕑 Added 2018-02-28 09:23:54 +0000 UTC
Insider (February 2018)

Comments

Neil

It's very unlikely you haven't already, but you should definitely talk to Alan Hazelden (@draknek) re: puzzle designs! Lovely guy and wicked smart.

TheSandromatic

that is exactly how I think about mario + rabbids, but what is weird is that mario + rabbids is easily the most constrained tactics game I've ever seen.

Felipe Dal Molin

A piece of advice I use to give is on the possibility space of the puzzles. That is, the quantity of possible moves at any given time. It's also where most aspiring game designers fail when tackling puzzle design: they'll make five or six puzzles that lay down the rules, then quickly go on to make a level that uses all mechanics and starts so open-ended that it's tiring just to look at. That's a common shelf moment for the first half hour of a puzzle game. Puzzles are more enjoyable when you know the possibility space is small, discrete, and yet you can't bear to find the solutions. Ever got tired of starting a new Mario+Rabbids battle, with that camera sweep of the entire battlefield, enemies that are going to take 3 or 4 turns to reach, and several characters to choose from? I think Stephen Sausage Roll is one of the good examples, almost to the point of being too tight. Portal also takes advantage of that, with its closed rooms with only a couple of interest points, growing with time but never to the point of being overwhelming. The Witness does that too, leaving the big boards for completionists (say, the one in the ship, huge and with 3 different mechanics that you don't even know are in play). Into the Breach takes a similar route to Mario+Rabbids (tactic combat with displacement-based core mechanics), but constrains the board and fits it in one screen to embrace the puzzle aspect. I think there are exceptions. A level with a huge possibility space but less points of tension can be enjoyable (say, there's plenty of ways to beat it, or the turn/time limit is relaxed, or there are limitless undos and restarts...) Either that, or you put it in a "Side B" of sorts and let the willing players spend hours trying to finish it in under 120 moves. It's important not to mistake "small possibility space" for linear solution, or small number of solutions. The possibility space refers to the player's affordance and their understanding of the game space and available actions. Your research and commitment are awesome, keep up the good work!

Christopher Spong

Ditto this!

Paul Andrei

Hey Mark, congrats on the award, you really deserve it! Could you, maybe, share the data/interviews/ideas you gather for a essay but don't make it in the final cut? I understand that your videos must be accessible for a broader audience but some of us would like to see the more technical stuff :) Thank you very much for your awesome work!

Manuel Alcoba

Congrats on the totally deserved award! Regarding length, the duration of your videos is simply perfect. One of your virtues is that you are able to convey the exact amount of content in just the right time. I'm also glad that Toki Tori 2 gets a Switch version, hopefully Two Tribes get some income from it, it's kind of sad to see that this masterpiece was the reason of their demise. And +1 for anything Antichamber :)

Josh Foreman

Congrats on the well earned award! Your educational vids are my favorite, and why I support you at the level I do. You have a real gift. Your educational pieces rival even best lectures I've attended at GDC.

Garrison Gondek

To me, I think the core question for whether an easy mode is a good or bad inclusion is whether the challenge is core to the feeling the game is trying to evoke or not. In many games, I'd argue it isn't--Uncharted, for example, is famously more fun on easy mode (before 4, at least) because it encourages you to take the sort of mobile, free-wheeling approach to combat encounters that feels like how Nathan Drake would approach things. (Uncharted 4's normal mode is perfect, though, because it encourages those mobile, improvisatory tactics by making them the most effective tactics.) Something like Dark Souls, though? I had a (controversial) comment on Mark's video to the effect of: I think most people who want an easy mode for Dark Souls would be disappointed by the game. Remove the challenge and I think you lose most of what makes people so enamored with that series--that feeling of growth and mastery, looking back at the difficult journey you've taken and how far you've come as player. The combat itself, honestly, is nothing special. Remove the threat from it and I'd argue you really lose something crucial to the game experience. The games would still be wonderfully atmospheric, of course, and have in some cases still quite satisfying to explore, so I might be off base on this. But that's my take on the "Dark Souls easy mode" discussion, at least.

Matt Glanville

I've worked on a few games which included puzzles in my career. The first game I worked on in a professional sense at EA was Create. It's a physics simulation puzzle game very much like The Incredible Machine, where you had to set up elaborate Rube Goldberg-esque chains of events to nudge physics objects into the right place. My approach to designing puzzles is to work backwards. Start with a clear, desirable end result. Then come up with a problem or a complication which prevents that being a simple, straightforward task. Then you can layer in more of these complications, still working backwards, to make puzzles bigger or longer. For example, in Create, I might need to get this ball to start rolling so knock over a tower, but the ball is really heavy so I need to knock it with a fast rocket, but rockets are pulled off course by that magnet so I need to compensate for that, etc. I also try to ensure that when the puzzle is solved, the end result is something satisfying which has a pleasing payoff like some eye candy or watching some big, spectacular thing kick off. One drawback I have found with the approach I described above is that you can end up with very linear puzzles which require the perfect sequence of events to be carried out in a pre-defined way. This can be very frustrating for players and can lead to them just trying to second guess how the designer thinks. In the game I'm working on now and we are definitely trying to move away from this approach to puzzles (if you can call them puzzles) and think of them more like mini sandboxes with one or several problems or obstacles to overcome, and a few different tools available with which you can do that. But the core idea of having a desirable outcome and a complication making it tricky remains a solid high level starting point.

Andy Latham

On the subject of easy modes and the like: I'm of a similar opinion that if a person gets enjoyment from a game using an easy mode, then great. However I wonder if there's some value in comparing with other media. Imagine having an intellectual film that takes a ton of concentration and a level of intelligence to understand, and then making an "easy" version of it, with extra exposition scenes explaining more about what's happening. That would have all sorts of connotations in terms of the film as a work or art (affected by the delivery of its message), as a piece of entertainment (affected by the pace of the scenes), and how it would be received by the public. Secondly the whole subject raises questions about education in the various media. If a game doesn't encourage less experienced/skilled players to try to improve, then does that make it harder for them to become as game-literate? I don't know the answers to these things, but I feel there is more to the conversation than people just giving militant views.

Emanuel

If you are going to shoot on First person puzzlers, you need to checkout Antichamber.

Gabriel Henrique Dalposso

Hey Mark, you talked about never making a long-form video, but I believe it could help a lot if you could make one to deeply look into some aspect of game design (I know it could be a lot of work, but I'd love to see something like that and I believe many would too). Regarding the Puzzle video, I think it's best to try getting into some designer's mind, to see what are their processes and inspirations (instead of trying to figuring them out yourself :D )

Andres de Pedro

I wish i could spend more time on reading/viewing books/tutorials/articles/design tips, but as i cant have 30hours per day, your videos really come handy, thanks for that! Also, praises for your well earned reward!, greetings from Spain ;-)

Congrats Mark for you reward, you really deserve it ! I find your work awesome and inspiring, love it and can’t wait to more. Mael, from the south of France.


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