diff --git a/content/post/always-as-a-design-problem.md b/content/post/always-as-a-design-problem.md new file mode 100644 index 0000000..3a86bb2 --- /dev/null +++ b/content/post/always-as-a-design-problem.md @@ -0,0 +1,108 @@ ++++ +title = "It's always a design problem" +description = "Why you can't blame the player for making your game unfun" +tags = [ + "game-design", + "fonts-of-power" +] +date = 2021-03-30 #TODO: Update date +author = "Alice I. Cecile & Rose Peck" +draft = true ++++ + +As a designer, watching players actually experience your game (or application!) for the first time can be an excruciating experience. +They'll miss the "obvious" approach to a task, use bizarre workarounds, skip all of your attempts to teach them and then complain that nothing works! + +Faced with this, it's tempting to blame the foolish players for failing to grasp your vision: calling them lazy or dense and exclaiming that no, it's the kids who are wrong! + +But, not only is this morally questionable, it's a useless dead-end. +Think like this and you'll often miss both important design flaws and clues from players about how to fix them. +Try as you might, you will not be able to build a better gamer. +You can curate your audience to some degree, but, by-and-large you're stuck with them. + +Instead, understand that it's **always a design problem**. +Once you accept this bitter truth, you can start to make games that players understand naturally. +At its heart: make it so **the easy thing to do is the right one**. + +## The Consumables Problem + +Let's make this a little more concrete by talking about a common case and how we solved it in our RPG, *Fonts of Power*. +**Consumables** are a staple of the RPG genre, and see widespread use outside of that. +In almost every game that they're used however, you see the same pattern play out again and again: +Most players (especially casual players) will horde consumables until the end of time, never using them even when faced with a serious challenge. +At best, you may see them used all at once, completely trivializing a plot-critical climatic boss battle as they guzzle potions and drown the charismatic but creepy vampire in holy water. + +As mentioned, it's tempting (and often quite common!) to blame this pattern on the players. +To say that they are too risk-averse, too stingy, or too afraid of a fair fight. +However this misses the core problem that your players are responding to. +Most consumable systems **fail to communicate their design** to the players. +Players are left wondering: + +- What challenges they'll face, and how hard this particular challenge is +- How much a given consumable will affect the outcome of a fight +- When they'll be able to get more consumables +- How many consumables they can sustainably use each fight +- Whether this is the best time to use a particular consumable + +Players don't have interesting or meaningful choices, and so they become overly conservative or act randomly. + +It's not the player's fault that the game didn't balance and communicate what the trade-offs are for using a consumable. +As we said, it's always a design problem. + +In this case, the core problem is the game's inability to facilitate rational planning. +And if we'd stopped at "those damn players, not using their potions like they're supposed to", we never would have found it. +Now that we've recognized the true design problem at the heart of consumables, we can actually solve the underlying issue. + +## Solving Consumables + +Realizing that there's a design problem at play, it can be tempting to toss on a band-aid solution: disincentivizing the pathological behavior directly. +You see this play out in tabletop RPGs, where the Game Master (GM) plays a dual-role as a game designer. +Out-of-character, the GM begs, exhorts and bribes to get players to drink their damn healing potions when they're at 2hp, promising that they'll discover more soon. +Or worse, they implement a last-second nerf to the players cunning hording strategies under the guise of "realism": explaining how the seven potions they just drank reacted in the wizard's stomach, causing them to take 6d6 poison damage and salvaging the tension of the epic boss battle. + +Obviously, last-minute band-aid solutions are suboptimal and often rob the player of meaningful choice in a similar way to the original problem: the players still don't have sufficient information or agency to reason and strategize around the consumable system. + +So, what's required to do this right? +There are several successful methods that we've seen, and all of them answer the core problem by providing the following things: + +1. Consumables are more effective when used regularly (over long time scales), rather than used all at once. +2. There's clear ways to get more consumables, and transparent pacing for how frequently that should occur. +3. 1 and 2 combine to give the players have a sense of how frequently they should be used. +4. The system makes clear how effective a consumable will be in a given situation. +5. The system clearly communicates relative scale of threats and challenges. + +### Slay the Spire: Potion Belts and Enemy Telegraphing + +TODO: add. + +### Darkest Dungeon: Inventory Limits, Purchasing, and Predictable Dungeons + +TODO: add. + +### Fonts of Power: Essence Overload and Generous Crafting + +TODO: add. + +### Speedrunning: Optimizing Consumable Routing with Perfect Information + +TODO: add. + +## General Strategies + +TODO: add + +- understanding motivations and patterns of users +- incentives and optimal behavior +- friction and discoverability + +## Conclusion + +TODO: flesh out + +Much more productive to view as problem that can be solved. +Not only one solution: "it's always a design problem" is about accurately defining the problem to solve +it also puts the problem into a space that you, the designer, have control over +Don't take this as gospel: sometimes players *are* just being dumb. Look at numbers, try to attract an audience with opinionated design and marketing that communicates your vision. + +Thanks! +mild call to action: [GMTK](https://www.youtube.com/watch?v=7L8vAGGitr8), and let us know if you see other things like the consumable problem