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Heat Signature

A space action game by Tom Francis with procedurally generated missions and permadeath.

heatsignaturegame.com1 source4 tips

Where Heat Signature comes up1 episode or test

Gcreator of Game Maker's Toolkit testWhat Makes Celeste's Assist Mode Special
In short

Tom Francis first refused to remove permadeath from Heat Signature, then asked how to help players who hate it. The first major update added an optional toggle, buried in settings and labeled as leading to less interesting stories and less variety. Lesson: ask whether you can help players who dislike a feature, and use wording, placement and timing to signal what an optional mode means.

At a glanceFrancis reframed the question and made permadeath optional
What is best for the game?
  • Removing permadeath makes a different game
  • Stories become less interesting
  • Permadeath stays mandatory
Can we help players who hate it?Won
  • Optional toggle added in first major update
  • Buried in the options
  • Label advises against using it

Optional toggle shipped, labelled as not a recommendation

From Mark Brown on Tom Francis

What was said about Heat Signature

  • Francis asked how to help players who hate permadeath, then made it optional. Tom Francis first resisted removing permadeath because it would make a different game with less interesting stories. He then changed the question from what is best for the game to how to help players who hate it, and added an optional toggle in Heat Signature's first major update.

    His reframing, as Mark Brown quotes it: "can we help the players who hate it?"

  • Heat Signature labels its permadeath toggle so it doesn't read as a recommendation. The toggle is buried in the options. Its label advises against using it unless permadeath is spoiling the game, because it leads to less interesting stories and less variety. Francis said it was important to show this is not a normal option: "I don’t want players to feel like they’re being asked to design how the game should work."

    Mark Brown groups it with Darkest Dungeon, SOMA, BUTCHER and Celeste, which each mix wording, placement and timing differently to signal what an optional mode is for. He concludes that when designers inform players well, as Celeste and Heat Signature did, players can be trusted to choose how they want to play.

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