5 Things I like To See In Games

Hey guys, I’ve been playing a lot of great indie games lately, and have been wanting to note down some ideas about what makes them so fun. This post is for personal reference, but I’m sure a lot of other people will find it useful too. A lot of these notes will apply to some genres of games more than others (I’m mostly thinking about single-player games here), and some of them are even in conflict with each other, but I’ll try to keep as many of them in mind as possible while working on my games.

Anyway, here’s a list of game design elements that I find are important to making entertaining and memorable games…

1. Challenge and Mastery!

I love learning and getting good at things, and I think most people do to some extent or another. Having a high skill ceiling in games is important to keeping players hooked and increasing replay value, and also creates a competitive social aspect where players try to show off their skills.

In a platformer like Super Meat Boy or 1001 Spikes, you may play the same level dozens of times before you beat it. But you’re not playing it exactly the same way every time. With each attempt you’re getting better at it – you keep finding faster paths through the level, you’re no longer distracted by objects that don’t matter, your timing begins to match the rhythm of the obstacles, and you start relying on muscle memory rather than reacting to what you see. Once you’ve beaten the level for the first time, you’ve also mastered it – you’ll easily be able to beat it again. You’ve progressed in the game not just by spending time on it, but by actually improving your skill at it, and that’s a very satisfying feeling – much more than just leveling up to overpower a boss.

And this feeling of mastery isn’t always easy to implement. It has some of the following requirements:
The challenges in the game need to have different ways of approaching them, so the player can learn what works and what doesn’t, and can optimize their approach with each attempt.
There needs to be clear feedback for the player to show them when they’re improving: Timers, life bars, achievements, whatever. The game mechanics must be reasonably transparent so that the player can see exactly what they’re doing wrong or right.
There needs to be no way of cheating. If the player can lower the difficulty setting, or use some cheap trick to complete the challenge, they will!
The challenges should not involve much random elements – the player should feel the results are totally dependant on their performance, and not down to luck.

Platformers and shoot-em-ups are good examples of skill games that I’m familiar with. I try to add a lot of room for skill in the Epic Battle Fantasy games: It’s usually much easier to try different tactical approaches than it is to spend time grinding for level ups. I try to do this by giving the player a huge choice of in-game skills and equipment that they cannot sell, the option to flee battles and re-prepare without penalty, and by making leveling up against weak enemies slow and pointless by comparison – but the option is still there for those who need it.

A lot of turn-based JRPGs don’t seem to do this, and in many of them you’re better off just grinding, which is kind of sad and makes the gameplay quite boring for me personally.

Obviously some players just want mindless fun and no challenge, and that’s fine too. Just look at the popularity of idle games! So I wouldn’t rule out an “easy mode” completely, but I’d do my best to encourage players not to use it.

2. Accessibility in Difficulty and Play Styles!

When making a game, you want it to appeal to as large an audience as it can. If you’re smart, you’ll do this without making it obvious – you don’t want players to think that they’re playing the game “wrong”, by choosing easy mode or whatever. You don’t want skilled players to think you’re dumbing down the game for casual players – you want every play style to feel correct! You don’t want to look like a lazy game designer by just changing monster stats to create different difficulty settings! (I still do this though…)

I think Shovel Knight is a good example of how to create different difficulty settings secretly:
Huge portions of the game are completely optional – usually hard parts that you can do for extra gold. You can obtain the gold through easier means if you prefer.
• You can play it safely, or try to be greedy and take more risks – you can destroy checkpoints for cash, or choose to wear shiny gold armor that does nothing!
You can prepare for levels by spending some time to stock up on limited-use helping items – it’s kind of like cheating, but it doesn’t feel like it because you pay for them with your gold or time. (there’s actually a long cutscene that you have to watch to get certain potions!)
You can try different items and approaches when stuck on a level – you can either use brute force, or take your time and experiment with sneaky tricks.

As a result, the game adjusts to different play styles, without having any explicit difficulty settings, and it just feels like you can play it however you want.

Undertale is another good example, with the easy style of playing just being “do whatever you want”, and the harder ones being more specific types of gameplay: either killing everything, or killing nothing. The player isn’t explicitly told which style of playing is “correct”, they’ve got the freedom to play how they like and adjust the challenge to what they are comfortable with.

Despite all that, I think a simple difficulty setting is still better than no difficulty options at all. But please: don’t put it at the start of the game and make it unchangeable. How are new players supposed to make such an important decision?

I like challenging games when they’re a genre that I’m familiar with. But there’s many genres that I’m not very familiar with and I feel punished for not playing them correctly. An example being fighting games: I’m not going to practice enough to pull off any cool combos. I just want to play for a few hours and see some cool character animations and get some cheap thrills, but it’s hard to enjoy them when most of the mechanics take some serious dedication to learn.

While my games all have a difficulty setting, I think they also give the player a lot of options in play styles. They can grind for level ups, they can experiment with tactics, they can stock up on items, they can play levels in different orders – I think all of those are nice to have in a game and make it easier for the difficulty to balance itself. If the player gets stuck, they should have different options available to them so they don’t rage-quit out of frustration. I find it interesting to see what strategies players use in Let’s Plays – some play very safely and try to plan ahead and save up their items, while others skip all the fluff and jump right into battle.

3. Call To Exploration!

Humans are really curious creatures and we love exploring new things!
If a game manages to create a world that begs to be explored, that’s awesome!

This one’s quite simple – the game just needs to have hidden stuff the player wants to find. This is quite easy to implement in something like an RPG – where you can raid NPCs houses for hidden items or notes of dialogue. It’s a bit more work in some other genres.

A good example of exploration is Castle In The Darkness, a NES-style metroidvania game:
Some secrets have practical use – you can find items that make your character stronger, or notes that give you useful advice. The game is made easier as a reward for exploring – but it feels fair because you put the time and effort into it.
Some secrets do nothing but put a smile on your face – there’s hidden jokes and fleshed-out references to other games. They serve no purpose, but they show the player that the developer had a lot of fun hiding things, and motivate the player to explore further.
Some secrets are so well hidden that the player feels an incredible amount of accomplishment for just finding them They’ll think “wow, I wonder how many other players have found this?! I need to tell everyone about it!” It may be a tiny cracked block in the ceiling, or a very steep cliff that appears un-climbable.

Exploration isn’t limited to finding items and easter eggs. You can explore the very game mechanics too! Just look at Minecraft – you don’t get many instructions, just an endless world with many types of objects that interact with each other in complicated ways. The player naturally wants to figure out how they work, how they can be exploited or played with. So they start building ever more complicated contraptions to test what is possible, and often they’ll be surprised. I found this to be the best part of Minecraft – and once I eventually figured out how everything worked in the game, it became incredibly dull for me. If you’re making a game with many different mechanics, you should think about how you can connect them in creative but intuitive ways, without telling the player about it. They’ll feel great when they discover them. An example of this in Epic Battle Fantasy 4 is combining the poison status effect with poison absorption, therefore allowing poison to be used like a regenerative healing effect. I plan to open many more similar possibilities in EBF5.

For me personally, I think exploration is the most important thing in making an exciting and memorable game – most of my favourite games have a lot of it. Zelda, Pokemon, Mario Bros, Final Fantasy – they all have a lot of very well hidden secrets that feel great to find.

The EBF games involve a lot of exploration – but so far it has mostly been for practical purposes, and a lot of it is quite predictable. I want to put more effort into secrets that have no practical uses at all, or are uncovered in very unique and interesting ways. I want to include more hidden mechanics that aren’t explained or even mentioned in the tutorials. I want players to think “What the hell did I just find? Was I even supposed to see this? I’m so smart for figuring this out!”

I think a lot of exploration is lost when games hold the player’s hand and explain too much to them – that’s the lazy way of designing a game. That’s not to say games shouldn’t nudge the player in the right direction – but they should do it in a subtle way. The player should feel like they figured things out on their own – even if the game was secretly giving hints. Mario and Zelda were great at this: If you noticed a strangely specific configuration of blocks or boulders, you knew something was probably hidden there – and they always eased you into these concepts without explicitly telling you.

4. Make Me Feel Lots Of Things!

Humans have a lot of emotions and psychological needs that a game developer can play with, and I think a lot of games feel bland because they only focus on a few of them.

I already mentioned greed, curiosity and mastery, but here’s some others a game can exploit:
Subsistence – Gamers love food and shelter and comfort. Make them really feel the need for those in the game. Make them salivate when they collect food items. Make them feel warm and fuzzy when they see a cute animal.
Safety – Take the player in and out of dangerous or scary situations, make them crave moments when they are safe. Make them care about the safety of the other characters in the game.
Creativity and freedom – Give the player the ability to create or customize things and express themselves. Make them feel attached to the game because they created a part of it.
Love and lust – Make some attractive characters that the player wants to protect or get involved with or just stare at!
Leisure – Make some minigames or other relaxing activities that allow the player to take a break from the action so they don’t get too stressed out!

There’s a lot of different triggers you can use to make players feel things – you can find lists of emotions and needs on Wikipedia or whatever, and see how many of them your game might invoke in a player.

What’s most important though is variety – too much of anything will make it boring.
If I see a super cute game, I might assume it’s just a generic casual game for kids. But if I see something cute in an otherwise scary adult-themed game, it’s going to be much more powerful and memorable. I’m usually guilty of the opposite – my games have cute graphics but there’s the occasional adult joke, and I get hundreds of comments about how inappropriate they are.

First person shooters are boring to me because you shoot so many people that you no longer feel anything when you do it. If you give me the option to kill or spare enemies – I’ll think about my actions. If you give the enemies stories and personalities – I’ll actually feel guilty about harming them!

I think that’s the key to what made Undertale so fantastic: All the characters in the game are developed and have strong distinct personalities, and you have options in how to treat them. I don’t want to spoil anything, but you feel a lot of emotions in the game because there’s such a variety of circumstances that you have direct influence over.

I have a long way to go before I make anything like Undertale, but I do try to invoke a variety of emotional responses in players, by using: funny, serious or awkward dialogue, delicious or disgusting looking items, creatures that look anything from cute to terrifying, puzzle breaks from the action, and hot anime girls. I think something I can do better is writing more interesting characters – especially enemies and NPCs. I’d like to write characters that feel more alive – especially in battles, which can get a bit monotonous if there’s no interesting dialogue added.

5. Collecting Is Fun!

I’m not sure if collecting is something that all humans like, but a great deal of them seem to really enjoy it. I love it when game developers go out of their way to make interesting collectable items. When you pick up something new, and you see that’s it part of a set, you instinctively want to find more.

There’s tons of different collectables for all sorts of purposes: they can have practical uses (power ups, weapons), be used for bragging rights (achievements, ranks), provide extra information (bestiary, maps), provide more story (story pages), or provide busy-work (quests). Some of my favourite collectables are just artwork: concept art, character trophies, alternate costumes, background music, etc.

Collections often show that the developers put a lot of love into their game – they want you to find every item, they want you to read the description for every enemy, they want you to see the concept art that was made behind the scenes.

Even just watching pointless numbers go up can be fun, it gives you something permanent for all the time you spent messing around in a game. It’s nice to have some stats that say, “Hey, we remember all the time you spent!”

However, a lot of games go overboard with collectables. If collecting stuff is a major part of a game, it better have an incredible amount of variety to it. I feel collectables are generally better off as a progress indicator rather than a central goal – otherwise you just end up mindless idle games. Additionally, the collecting aspect can sometimes pressure a player to backtrack and hunt down items that they’ve missed, even if they don’t really want to, and this can be quite frustrating for completionists. Finding the last few items in a collection should never be a chore – a challenge is okay, but it shouldn’t be boring or tedious. Think of games that give you some sort of item map towards the end that makes finishing collections much easier.

So basically, use collectables responsibly and make sure they’re fun!

Anyway, that’s enough for now. Let me know what you think.

10 thoughts on “5 Things I like To See In Games

  1. Absolembum

    Nice work here, I agree with most of your thoughts ! :hurray:
    If I may, i have some reactions :
    1. Truth has been spoken o/ It’s really hard to have a RPG with a lot of challenge, because you don’t need skill, and RPG bosses are the only tye of bosses that doesn’t have any scheme, they mainly are just regular enemies with huge stats. Hopefully, everything is not that sad, and a lot a RPGs do have some features that allow the player to think harder or to use his skill. In Bravely Defaulf, the Brave feature allow bosses to have schemes, like staking up BP to prepare a huge attack, or attacking multiple times at once, and in those cases, you can acyually learn from the ennemy and act consequencely. Better, in Undertale of the Mario RPGs, you can actually act to escape ennemies attacks or enhance yours, and those are just example of what you can do to make the game more challenging.

    2. The accessibility / difficulty settings and challenge are really complex to tackle both smoothly, but a possibility is to make harder challenge more interesting (and I don’t think an achievement for beating the game on Hard mode is enough). An idea could be to have harder optional bosses at disposal, providing the most courageous gamers a great challenge and great reward. Or you can also make a “train mode” when ennemies can’t kill you, but you can’t earn gold or achievment.
    I think some games adapt the game difficulty by themselves, so the more a player losses, the weaker the ennemies will be (and the opposite), without being an option, so the players can’t tell if they are playing “hard” or “easy” mode, wich would be more encouraging to less experimented players (but probably a lot more difficult to make).
    Also, if you plan on having difficult settings, I heavily encourage you not to have one option that just change monster stats. You can make multiple options like having more ennemies, or ennemies with new capacities, etc.
    The main goal is to have a good balance between challenge and reward with multiple options, but you have already done a great job with this in previous games, so keep going and it will be fine! :yay:

    3. I have nothing to say, you have everithing. Make more quests, more optional places, and why not secret shortcuts to go from one place to another!

    4. I actually looked up in Wikipedia, and I saw a lot of things: Fear, anger, sadness, joy, trust, anticipation or apprehension, surprise… I also found “Envy”. First I thought it was not a good idea to have negative feelings, but I remembered Megaman X, how you envy all those cool things Zero has, until you finally realize that you obtain everything he got, being as cool as him. Envy can be used to push the player forward, giving him a sense of mastery once he got the best stuff if you showed him earlier. Also I support you with the adult jokes and the hot anime girls. :shades:

    5. Actually, I don’t love collecting stuff that much, except for the weapons, the costumes, the skills, and so on. I really ove the artworks too, but for me, collectinf every single piece of equipment is what makes me alive. Having a lot of differents things to try on my characters is really neat. If you also add creation and customization, 100% would play. :love:

    Reply
    1. Ulysses Moore

      Anna was pretty well balanced, I beat all boss ushes on epic with her in my party.
      Her poison attacks are genius, lso her triple shot rocks. ^_^
      However i dont understand how she could put lightning freeze and water on her arrows, but cant put them on fire =P

      Reply
  2. Radene

    Interesting read. I may not agree with everything, though, because as they say, “tastes are not to be disputed”. And it’s difficult to talk about this stuff without making it sound as if you think that those who do things you don’t prefer are “doing it wrong”. I’ve tried to get analytical about it like that, to make some bullet points about what I like in games, about what attributes a perfect game will have but thing is…I am not actually sure about anything specific!

    In the end, games are a leisure activity, and they can entertain in a variety of ways. Was it fun? Did it make me feel anything? Did it make me feel like it wasn’t wasted time? It varies from game to game, for example, I can’t see what’s the big deal about the Witcher series and Dark Souls, as both felt “meh” and boring, and failed to make me care; but on the other hand I quite enjoy the quirky brutality of Darkest Dungeon. I might get tired of trying to get a randomly dropping quest item in one JRPG after ten minutes; but on the other hand I could spend hours on grinding in some other JRPG (or EBF, for that matter!) simply because I enjoy the battle animations/character reactions in them. Reading/Listening to NPCs ramble on and on about their wife’s second cousin’s roommate or reading the in-game encyclopedia infodumps can get real grating, but then we have the masterpieces like Baldur’s Gate and Planescape: Torment.

    And of course there’s the entire “How I’m feeling when I play” thing. After a 12-hour workday that’s left me cranky and high-strung, give me something mindless that makes my brain rev down, I don’t want to rev it up even more. But if I’m feeling numb and lethargic myself, I’m gonna grab some platforming or alien shooting (XCOM 2 is allllmost here….).

    So, it’s all pretty complicated, at least to me. And in the end…yeah. I’m not actually entirely sure what my preferences are 🙂

    Reply
  3. Matheus "Thisx"

    I find it really interesting the way Undertale makes you actually care for the characters. I mean, i didn’t felt anything near to emotionally attached to them or anything (*cough genocide cough*), but i like to see that the characters are actually different from each other. I believe that’s something you may like to work more on your games… Maybe adding a characters that’s not necessarily playable, but important to the plot. Something close to a coadjuvant, a character that may help the player in some way or the other (similar to what No Legs were on EBF3/4, but a little bit more consistent). It adds complexity, and another flavor to the game, it makes the world feel like its alive. 🙂
    Keep working hard on your games, even though there’s a lot to improve, they are really, really nice! 😀

    Reply
  4. Arcterran

    Coming from someone with completely different tastes (Unlike you I love me my FPS games :P) I mostly agree.

    I only can really add my thoughts to two of them

    On Point 2

    Two things

    First: “I like challenging games when they’re a genre that I’m familiar with. But there’s many genres that I’m not very familiar with and I feel punished for not playing them correctly.”

    Heck there’s some stuff from Genres I like but because I feel like I’m punished because “I’m not playing it right” *Cough* Starcraft *cough cough*

    Secondly, I’ll just leave this. It is COMPLETELY possible to have a game that both accessible and has some great depth in their mechanics. I think the best often do.

    5. Here’s my disagreement.

    I’m probably in the minority here and if so that’s 100% fine, but I’ll only collect if i think it’s worth going the extra mile to collect them. Otherwise If i spend a lot of time collecting something only to get something that I feel isn’t worth the effort, I’ll be disinclined to collect much else.

    Best example I can give to demonstrate this thought process is the Tomb Raider Reboot that was released a few years back.

    The game had a couple different kinds of collectables you had the “ooohh shiny!” kind of collectables that when you unlocked everything in that set, you got art galleries…yay….

    Those just felt like an afterthought to me (Even if some of the ways you got them were cool, like shooting hidden spider tokens in the first level), especially given the amount of time I spent finding some of these.

    On the other hand, I think they did it right with the stuff that gave you in-game benifet . You can get weapon upgrades that not only hilariously change the make and model of your weapon (silliest example: Your Sten Submachine gun becomes an AK-47 Assault Rifle), but provide some very potent bonuses that come to define your weapons (like Undermounted grenade launchers, headshot bonuses to pistols, ect). Or the hidden treasure maps that show you where ALL the secrets are! They tend to be rather difficult to get but worth your while, especially if you are having trouble finding hidden tombs.

    Doesn’t necessarily have to be a direct in-game benefit, but it HAS to be worth my while, otherwise It’s gonna leave a bad taste in my mouth.

    Again Tomb Raider, the artifacts? It was cool to look around the 3D model and find interesting things on them!

    Very well written!

    -Arc

    Reply
  5. Zed

    1. You’re very unnecessarily writing off turn-based JRPG’s. Most of them offer grinding as an option, not something you have to do. I could grind collecting ingredients and levels in EBF and hyper upgrade my equipment and skills to make the game trivial up until the monsters catch up. It’s just an option.
    Personally, I will mostly try to enjoy games in the most balanced fashion I can, because I perceive that as the game being in its best state, and how I can enjoy the highest quality sessions. If I find something overpowered, I will often ignore it, unless it’s some kind of mechanical/tactical function that I will use in a particular situation. I’m in control of my experiences and I can handle my situations, I’m not just a victim of the game. That’s one of the big issues with fat RNG, the game victimizes you… but even then you just relax and try to get into the casual flow and appreciate it that way.
    A lot of the JRPG’s have plenty of tactical maneuvering which is largely skill based. Someone wasteful and inefficient will get completely different gameplay out of games like this than value hunters. Grinding is often a tool for casuals or players with less skill.
    You also have speed runners, who try to get through the games in minimalistic ways. Try watching speedruns of some of these and they might make you realize there’s ways of using the game that you never considered.

    Trying to write such a wide branch of games off is just unwise. If you honestly believe all that various gameplay is unappealing to you, I recommend you reevaluating your ways, because the games are not the problem. Not that you have to play them, just don’t have prejudice and immature opinions.

    2. Good points. If I’m to contribute, I’d bring up how a smooth and lenient difficulty curve isn’t always good. I love games that shock you when you start playing. Like roguelikes where you’re just “wtf is going on here” at the start. There’s so much content and stuff, and you just gotta start picking it apart piece by piece. A lot of people miss out on healthy experiences like these too, because they look up guides on the internet or are stuck in approaching a game in a certain mindset. Or refuse to do anything but cookie cutter shit… Challenges are good for your health and personal development!

    point #3 is great stuff, and something that was essential in old school games. There are tons of awesome DOS goodies, that a lot of people haven’t experienced. I really enjoy that the current era of modern games are bringing back more and more oldschool features. EBF4 had great exploration and secrets too!

    My last comment is going to be on point 5, because I feel like I have something to contribute here…
    I feel absolutely NOTHING about collecting sets, achievements and what a lot of gamers seem to live for. This is a variation in the individual, we have things that we are “weak to” or that strums our heart strings in certain ways…
    Now I love playing ARPG’s like Diablo, Torchlight etc. However I have a completely different mentality to them than most other people. For me it’s about builds, having nice skill rotations and enjoying the gameplay.
    Further on collecting and getting more onto mmorpgs and stuff… Funny thing is, even if I care considerably less about cool gear compared to the main body of gamers, I absolutely love economic macro collecting. I have a severe heart string for working the auction house, squeezing value, feeding my guild and just being rich and wealthy in a game. In the ARPG Path of Exile I love just getting a bunch of the currency items and being able to gift or trade in a generous fashion with my friends, or even some minor hoarding. In MMORPG’s I just love being well off, having stacks of crafting materials – preferably lots of shiny gems! I have hardly raided at all in MMORPGs, but I have gathered quite a lot! In, the originally quite economic driven MMORPG, Archeage release about a year ago I gathered a bunch, was feeding my whole guild and went on trade runs and shit. I did several market moves and was figuring out the economy to get an upper hand in a quite intensive release. It was super great for me. Unfortunately they ruined the game, but I still had a good run while it lasted.

    Reply
  6. Travis Rogers

    I think adversity where you need strategy to succeed is good, but I hate when games punish players for grinding or leveling up, I think grinding and over leveling should always be a viable option, games like ff8 where monster always scale with you, or kingdom hearts final mix bosses with damage caps so no matter what your strength you always deal chip damage is always a bad choice in my opinion, there should be recommended levels for certain areas and the player should be able to choose if they want to do 0 grinding and do a low level run for extra difficulty, or kill every monster on the path to gain the normal exp with maybe 5 minutes of grinding over the course of the game for the balanced difficulty, or grind for 30-120+ minutes and come through 5+ levels higher than normal and destroy the boss, I think the final boss(if there is no post game) or the post game super boss should always be required max level + skill/strategy to win, but the rest of the game should be cheeseable

    Reply
  7. KK

    I certainly agree with all those points you’ve made. If I could add anything, it would be a consistent sense of progression and reward proportional to time or effort invested. If the player doesn’t constantly feel that their actions are in some way bettering their character or experience, they can quickly lose their motivation and interest in the game. Something as standard as an experience system will generally fit the bill, but more creative methods are definitely encouraged. Also, on the subject of mechanic exploration, that was probably my favorite part of Undertale and a big plus to a number of other games for me. Any time seemingly obvious game mechanics are expanded upon in some new and interesting way, it feels like a whole new world has been opened to the player and an entirely different sort of challenge has presented itself. I’m glad to see that you’re investing this level of thought and effort into your design and I’m looking forward to seeing these elements put into practice in EBF5.

    Reply
  8. komodor

    Wow a lot of great thoughts you put into this text. I agree with most of them but I would add one major thing that a good game needs in 7 words: YOU NEED TO HAVE SOMETHING TO DO. because otherwise even the perfectionists just say its over the game is done I go out and get a life. a good game keeps you hours in it, but never gets repetitive. :hurray:

    Reply

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