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Insomniac Games

A game studio that made the Spider-Man games.

insomniacgames.com2 sources2 tips

Where Insomniac Games comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testHow Jusant Makes Rock-Climbing More ImmersiveGcreator of Game Maker's Toolkit testShould Dark Souls Have an Easy Mode? (See Pinned Comment)
In short

Insomniac built Spider-Man swinging so every player feels like Spider-Man immediately, rather than having to master a hard web-swinging system. Its Sunset Overdrive rewards combos for bouncing and grinding, and swarms players who fight from the ground, which makes the intended style obvious. The lesson: decide the experience you intend, shape each mechanic toward it, and judge mechanics by that intent. The sources give no numbers.

At a glanceSunset Overdrive nudged players off the ground with rewards and punishments
Bounce and grindWon
  • Combo points for bouncing on car bonnets
  • Combo points for grinding on cables
Fight from the ground
  • Enemies swarm you
  • No combo points

Intended play style is very clear

From Mark Brown on game design

What was said about Insomniac Games

  • Insomniac made Spider-Man swinging easy so every player felt like Spider-Man at once. Insomniac wanted every player to feel like Spider-Man immediately, not to master a complex web-swinging system. The traversal was built around that intent rather than around depth or realism.

    Mark Brown uses it as a case for judging a mechanic against what the developer intended. He sets it beside the simple downtime climbing in Tomb Raider and Uncharted.

  • Sunset Overdrive rewards bouncing and grinding and punishes fighting from the ground. The game gives combo points for bouncing on car bonnets and grinding on cables. It swarms you with enemies if you fight from the ground, so its intended play style is very clear.

    Brown cites it as an example of mechanics acting as incentives and punishments that steer players toward an intended experience. He compares it with other games that tune damage and rewards for the same purpose. Quote: "A large part of game design is finding ways to nudge a player towards having a certain experience."

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