Making A Good Video Game Secret

What do you think makes a good videogame secret?

This is complicated. Like, a lot of games such as Doom, Quake, Metroid, Dark Souls, these have a mix of secrets. A lot of the secrets in these games are intended to be found however. The trick is, there’s a “secret language” that the developers establish to convey that there are secrets in various places (you should always check under stairs, and bomb off-color blocks for example). There’s a lot of possible tricks you can do for these. Dark Souls always has illusory walls be a bit inset versus the areas around it. Or they show you what’s beyond the wall so you suspect where there might be one. Or they have that boulder wall that needs all the boulders lined up to be broken, which you can figure out on your first try if you’re clever.
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Dynamic Difficulty

Thoughts on this?
https://www.youtube.com/watch?v=rB84uBc68QE

The video is excessively pessimistic about difficulty levels. Difficulty levels work fine in a lot of games. The big issue with them most commonly cited is that players don’t know what the difficulty levels are like before they try them, so they can accidentally get slotted with the wrong one. I played Nier on hard and it was a shitty experience. I for some reason chose to play Metroid Prime 3 on easy, I still don’t know why, and that was entirely too easy. Players are basically being asked to be mind readers about which of your difficulty settings is right for them.

I’m a bit conflicted on how exactly difficulty should be handled here because I’ve accrued some beliefs that don’t totally line up.
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Drawing the Line on Trial and Error

Is it considered bad game design if it involves some trial and error. For example, on the Koei wiki page on Nioh, “The game is specifically designed for trial and error. Developers expect players to retry segments multiple times.” Is trial and error acceptable if minimal?

I think we need to draw a line here on Trial and Error.

There’s like, I Wanna Be The Guy trial and error, then there’s regular hard game Trial and Error.

Here’s someone who has never played the game before playing IWBTG. This is a trial and error game. It sets you up in situations where it will kill you in a way that you almost never can see coming. (Bonus: The game over music is from guilty gear.)

IWBTG is bullshit. It’s alright in a game where you accept that premise and are willing to invest tons of time into dying over and over again. Nioh and the Souls games are not like IWBTG. They have occasional traps. They have occasional death traps. But they give hints about these traps in advance, and never decide to hit you with anything that cannot be beaten by human reaction time unless you place yourself in that situation. That and a lot of traps in those games will not kill you instantly. They allow you to fail without instant death.

Nioh and the Souls games have an element of trial and error in that it is not always clear how enemies work, or what is the best way to clear a stage. In the process of beating a stage, you are expected to try many times, because it is hard, and try many different ways. They expect you to try things out, like approaches, like attacks, and die or get hurt trying, because it’s hard, and then try different things. You are given clues, you are shown an adequate amount of information. If you’re good, you can beat whole stages without dying that you’ve never seen before, but that is unlikely. In IWBTG, that is impossible.

And on a broader level, all games consist of trial and error. It’s connected to the nature of games. You mess up, you try again. It’s just not always blind guesswork.

And the other thing to ask is, is the game still fun when all the surprises are revealed? If someone knows about every trick? In the case of IWBTG, it’s still fairly challenging. I don’t think I’d totally call it fun, for much the same reason as super meat boy, but it’s still a functioning game with a decent challenge.

On the subject of trial and error, do you think it’s reasonable for there to always be a sweet spot for, say, a Souls boss, where they’re totally beatable on a first try but still difficult on a tenth? That seems like a tighter balancing act than it’s worth.

Apparently the way Dark Souls bosses are balanced, the best playtester has to beat them without taking damage, then they’re considered fair. I think this is a bit overboard personally. I don’t think you need to go so far to ensure bosses are beatable on the first try honestly. You just need to avoid instantly killing the player for anything that isn’t totally obviously an instant kill (Bed of Chaos obviously breaks this rule).

What do you think of weak points?

What do you think of enemies with weak points?

I think weak points help focus you on specific things. Like Dracula needs to be hit in the head, a bunch of bloodborne enemies are weaker in the head, many FPS enemies get wrecked by headshots. When you have weak points it can add an element of risk versus reward, time and space your attack well to get bonus damage, or maybe not get damage at all. Weakpoints can put you in harm’s way more, like how to get the most damage on shmup bosses, like touhou bosses that have tiny hitboxes, you need to stay directly beneath them, or close to them, which exposes you to more projectiles.

Weak points can even be used as an optional difficulty thing, like in Megaman ZX, where hitting the enemy weak points will take the boss down faster, but also hurt your grade and consequently the power of the biometal you receive. Some bosses in that games have weak points positioned that are very hard to avoid.

Weak points can be used as a constraint, like Dracula’s Head or Duke’s Dear Freja from Dark Souls 2. There’s a few different ways to hit each of the weak points on these bosses, but if you’re off then you get no damage. In Duke’s Dear Freja’s case, your sword will bounce off the other part of the enemy, even if you would have hit the weak point. This was fun with a greatsword.

The thing to avoid is making the constraints on the weak points so restrictive that they can only be damaged 1 way. This is when you get to Zelda style boss design. To avoid this I’d say, have ways to damage the boss that aren’t the weak point if the weak point isn’t always exposed, or have the weak point always be exposed, or expose itself irregularly during phases where the player also is doing other things. The point is to make the player question whether they can get damage right now, and how much damage they can get right now. This makes it an interesting choice.

Puzzles vs Games

Layton is awesome. You don’t classify puzzles as games, right? But as something sort of a sidestep away?

Yeah, I don’t think they’re really the same type of thing, or at least, can’t be judged the same type of way. Puzzles tend to focus on a small number of solutions, and games tend to focus on a large number. Puzzles have a spoiler effect, where once you know the answer to a puzzle, it’s trivial; where in games even if you’ve done something before, it can still be extremely difficult.

You could also say there’s a continuum or spectrum between the two. After all, I frequently point out elements in games that are more puzzle-like.

I think Tetris being labeled a puzzle game, as well as other falling block games similar to it, is a complete misnomer.

I like good puzzles, but I think they need to be judged on a set of standards and criteria that isn’t the same as games. Something like depth (as I’ve defined it for games) is no longer a factor for whether a puzzle is good or not. Though then there’s weird exceptions like portal which clearly benefit from depth in a manner similar to games. A large state space in of itself can help prevent a puzzle from being brute forced, by trying every possible solution. A lot of Layton puzzles for example just involve inputting a number, but they are still frequently good. I could probably ruminate on good puzzle making until I come up with something satisfactory with a lot of research, but currently I regard that as outside my scope.

Though now that I think about it, I can see a connection between many puzzles and complexity class, as pointed out by Raph Koster in his Games are Math talk. http://www.raphkoster.com/2009/09/22/gdca-games-are-math-slides-posted/ A lot of good puzzles (and good games) regard problems that are difficult to process in terms of state size, but there are exceptions to that too, like simply figuring out connections between established mechanics.

I know you’ve said several times that you don’t consider puzzles to be real games, but do faster-paced versus puzzle games like Tetris Attack/Puzzle League or Puyo Puyo exceptions? Come to think of it, do they even fit into your definition of puzzle games?

Okay, Tetris, Panel De Pon, Puyo Puyo, Magical Drop and so on, I don’t consider these to be puzzles. I think that’s a misnomer based on their similarity to abstract puzzles. Many people call these action puzzle games. They’re totally games. There’s really no point of ambiguity about them, the same way with puzzles.

I’m fine with misnomers as long as we’re all clear it’s a misnomer and it’s a clear self-contained category (Like Role-Playing Game, or Action Puzzle Game, which both are misnomers, but it’s also really clear exactly what you’re referring to).

Could you shit talk that group of Golden Age mystery novel writers that considered their books to be games played between the author and the reader?

I’d say it’s more like a puzzle or riddle than a game. I mean, Phoenix Wright is built on a similar principle and I’m okay with that.

The trouble with mystery novels, unlike games is, you don’t have repeated chances to solve a generic version of a problem. You have one chance, and you get it, or it’s spoiled for you. You can’t go back and retry because you know the answer. You can theoretically grow the skill of seeing the patterns writers leave for you to have a higher success rate at guessing what the answer to the mystery is, but theoretically, it’s also kind of a crapshot because circumstances are unique to each individual book.

Like, similar to a game, these mystery novels do have something that you can be consistent or inconsistent at, but unlike a game, they have no possibility space.

They’re cool being what they are in my book, even if I might get a bit technical about the terminology.

How come you are so kosher towards Ace Attorney even though it’s almost a visual novel and has no depth?

Don’t forget Professor Layton and The Witness as well. I’m fine with puzzles in general even though they have no or little depth. If you’ve been following along, you’d know I’ve covered this before. I think puzzles probably follow different principles than games and I appreciate a good puzzle. I’m honestly not sure exactly what makes a good puzzle, I just know one when I see one, and I consider the problem of what makes a good puzzle outside the scope of my writing here. Trying to figure out the underlying principles there seems like a hard problem that is way more soft than something like Depth.

Ace Attorney has you thinking in a problem-solving mindset. It’s kind of tricky to figure out the answers, even if you can ultimately brute force everything when it comes down to it. And usually the answers are pretty fair and understandable rather than, “how was I ever supposed to make that connection?” (not always unfortunately). It has its roots in the same sort of mental mechanism that creates fun in games even if the same principles can’t completely overlap.

The Line between Complexity and Accessibility

For a developer, in your eyes, is it a necessary evil to sacrifice the complexity that translate to depth, in order to prevent alienating their target audience? It is a dilemna I struggle with. I want my game to be deep, which comes from complexity, but not if it means people won’t play it.

I think there’s ways of getting both, and I’d cite Smash Bros Melee for this. It was a commercial success, but it’s also tremendously complex and deep. It was able to accomplish this because the majority of people who played the game have no actual fucking idea how to play it, or what most of the functions are. It has a very simple foothold for people getting into the game. You move around like a platformer, you attack in the direction of your opponent and it usually works. Super simple.

Making a game deep but understandable is about connecting with what your audience actually wants and actually can understand. The key is building a low “skill floor”, the minimum level of skill necessary to functionally play the game.

Street Fighter has a very high skill floor in comparison to Smash Bros. To play on a basic level, you need to know a LOT more and be competent at a lot more, otherwise you can’t even make real decisions.

I think this is what holds back a lot of action games, they have these complex move lists and people take one look at that and go, “like fuck I’m gonna remember all that” or they just mash buttons and it usually works, so they call it a button mashing game.

A ton of really complex games are extremely successful, like league of legends, but they do that by making the players’ most basic means of interaction with the game really simple. You can move, you can shoot, you have like 4 abilities. A lot of the other stuff is more advanced and you don’t need to know immediately. You can feel like you actually understand the game well enough to play fairly quickly. Similar deal with Pokemon, which has hundreds of actual pokemon, hundreds of moves, abilities, and weird other shit, but kids don’t need to know all that just to play.

I think the key is layered complexity, and introducing things one at a time, while not holding advanced players back. It’s a fine line to walk.

Feeling of Speed

What makes for a good “feeling of speed” in racing games? that’s one of those terms reviewers use a lot but I’ve never really understood exactly what it consists of

That’s okay, they don’t understand what it consists of either.

I haven’t done much study on this, but I’d say it relates most heavily to the scale of the camera, it’s position relative to the vehicle (how close or far it is), the scale of the vehicle relative to its surroundings, the scale of detail in those surroundings, and particle effects. Continue reading

GAME OVER YEAAAAAAAH!

You’ve said that for short games it’s reasonable to reset to begining in case of repeated failure, as in Curse of Issyos. While I can see that, it still comes off as frustrating when you want to practice a specific section, and the game keeps demanding you get from the begining to there. Plus, it creates the problem of unnecessary, trivial repetition, because you have to continually repeat parts that you’ve already mastered, which is a complete waste of player’s time when they’re wanting to practice a different section. Seems better to leave self challenge to the player, rather than ask for consistency, at least at this kind of level that demands a lot of time spending.

All arcade games are this way, and most games to some extent are this way. Dark Souls shunts you back to the bonfire, and you can’t get back to the part that gave you trouble until you get through all the stuff inbetween.

I mean, maybe there’s a case that these games should have more interspersed checkpoints, that’s what Super Mario Bros and Castlevania did on console, but I’m not gonna harsh on games of reasonable length like Contra sending you back to the beginning.

That and frequently you haven’t already mastered those parts, you’re still getting hit. Segments of this length get repeated in games like Ninja Gaiden or Nioh or Dark Souls all the time. I don’t think it’s a big deal to lose 6-15 minutes over this type of thing. It took me like 6 hours to beat contra, it’s probably gonna take me less to beat curse of issyos, both because it’s easier and because it’s shorter. Continue reading

Hand-Holding

What do you think of hand holding in games?

Okay, hand holding, it can be a pain, especially in Nintendo games, double especially in Zelda Games.

I think Hand Holding is primarily a User Experience issue. Like, if you use photoshop, or microsoft word, or another such program, it won’t constantly stop you to tell you how to use it, it’ll maybe pop up a tip of the day at the start, which you can disable, and have a separate manual, plus little tooltips reminding you of functions when you hover over things and their key shortcut.

In games, we’ve come to build tutorials into every game, because manuals went the way of the dinosaur.

Old games didn’t need as much tutorialization, because they were simpler. You could figure out the functions really easily through simple experimentation. Continue reading

Games with Conveyance Issues & Intentional Lack of Affordance

What do you think are some games with conveyance issues?

MGR, Parrying. I honestly didn’t get this without guides and the ingame tutorials were not very helpful.

W101, knowing you should buy unite guts and unite spring from the store, knowing you should use unite guts to reflect projectiles, knowing to use the whip to pull spikes off enemies, a lot of things.

God hand, pretty much everything, the basic method you’re supposed to be playing. Continue reading