
A survival game by Klei where players explore and craft to stay alive.
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Gcreator of Game Maker's Toolkit testHow Game Designers Protect Players From ThemselvesKlei's Mark of the Ninja cut combat depth, including stances and parries, so players stopped Rambo-ing and sneaked, and it made detection readable with vision cones and sound pulses. Klei also dropped Don't Starve quests that left testers flat once finished, using UI hints instead. Lesson: shrink systems that compete with your core loop, and guide players with subtle cues, not explicit tasks.
From Klei producer Jamie Cheng
Reveal the perception system fully to make players feel like apex predators. Mark of the Ninja draws guards' vision cones, shows light and shadow on the ninja's sprite, and previews sound pulses before a noise is made, so detection is binary and readable.
How much of a perception system you surface sets the feel. A hidden system like Alien: Isolation's Xenomorph keeps tension high, while a revealed one trades tension for confidence. "With the info on screen, there's no arguing about what's happening in the system."
Clear information turns guessing into planning traps. Producer Jamie Cheng found he cared far more about building elaborate death traps than guessing whether a guard would hear him. Because the information is already fair, detection can be near instant.
"I wasn't nearly as interested in guessing whether a guard would hear me or not, and way more interested in creating an elaborate death trap." Refuge zones and gadgets can also create the predator feel, but clear information gets players there faster.
Precise previews let players plan exactly. Mark of the Ninja shows exactly what a thrown knife will do to a lamp, so players can make very specific plans.
The trade-off: the further ahead and more precise a preview is, the less players have to internalise how the mechanics work themselves.
Size each system's depth to how much it should matter. Mark of the Ninja first had an in-depth combat system with stances and parries, so players tried to sneak, failed, then went Rambo through the level. Simplifying combat showed players that sneaking was the point.
Designer Nels Anderson: "the amount of presence it had in the design was about proportional to how important we thought it should be, that's when it sat about right."
Gadgets that rewrite guard behaviour create cascading chaos. The Terror Dart makes an enemy panicked and paranoid, so they may accidentally kill their own teammates.
It goes beyond moving a guard: it changes how the AI acts and lets the player trigger chain reactions.
Reward restraint to make non-lethal play a challenge. Mark of the Ninja took Thief's ideas into a side scroller and added rewards for finishing without killing.
Thief enforced the same restraint as a constraint on higher difficulties instead of a reward.
Hints onboarded players without killing discovery
From Klei on Don't Starve
Explicit tutorial quests taught players to depend on tasks for meaning. Klei added quests like surviving a number of nights to help stuck testers. Players then ignored everything outside the quests, played in optimised, risk-averse ways and lost motivation once the quests ran out.
Klei: "In structuring the game as a series of explicit tasks to be completed, we taught the player to depend upon those tasks to create meaning in the game." It fits the overjustification effect: expected rewards weaken motivation for play people already enjoy.
Subtle UI hints onboarded players without killing discovery. Klei removed the quests and instead tweaked the UI with gentle nudges, such as highlighting the most important items you can craft.
Testers who were stuck at first enjoyed experimenting once given hints, and still learned the game by themselves.
Placeholder assets kept the first prototype focused on mechanics. Klei's first Don't Starve jam prototype used Link from Zelda as a stand-in hero.
Placeholder art, music and plot let a team iterate on design before committing to content.
Klei followed how players wanted to play and built co-op. Players showed they wanted to play the solo-built Don't Starve cooperatively, so Klei made Don't Starve Together.
Reusing combat mechanics for negotiation cut the cost of conversations. Griftlands uses a card deck for both: negotiation has resolve like health, gambits like attacks, composure as defence and arguments like shields. Players can beat enemies up or talk them round.
Cards like threaten and segue mirror fight cards like elbow strike and feint. Klei: "having a chat with someone requires the same design skills and workload as punching them in the nuts."
These are about other apps, not Mark of the Ninja: examples from the same sources that help explain it.
Peggle cuts its shot preview short so players learn the physics. Peggle's shot indicator stops at the first hit, so players must work out the ricochet, and a longer preview is a power-up.
The opposite choice to Mark of the Ninja's precise knife preview: "it forces the player to learn and internalise how the game's mechanics work."
It shows exactly what a thrown knife will do to a lamp, giving players precise information to plan with.
Precise previews let players plan exactly. Mark of the Ninja shows exactly what a thrown knife will do to a lamp, so players can make very specific plans.
The trade-off: the further ahead and more precise a preview is, the less players have to internalise how the mechanics work themselves.
Peggle cuts its shot preview short so players learn the physics. Peggle's shot indicator stops at the first hit, so players must work out the ricochet, and a longer preview is a power-up.
The opposite choice to Mark of the Ninja's precise knife preview: "it forces the player to learn and internalise how the game's mechanics work."
Klei added tutorial-like quests, and players ignored everything else, avoided risk, and lost motivation once the quests ended. Klei cut the quests and used UI hints, such as highlighting key craftable items, instead. Klei concluded that structuring the game as explicit tasks taught players to depend on those tasks for meaning. It removed the quests and switched to subtle UI nudges for onboarding.
Explicit tutorial quests taught players to depend on tasks for meaning. Klei added quests like surviving a number of nights to help stuck testers. Players then ignored everything outside the quests, played in optimised, risk-averse ways and lost motivation once the quests ran out.
Klei: "In structuring the game as a series of explicit tasks to be completed, we taught the player to depend upon those tasks to create meaning in the game." It fits the overjustification effect: expected rewards weaken motivation for play people already enjoy.
Subtle UI hints onboarded players without killing discovery. Klei removed the quests and instead tweaked the UI with gentle nudges, such as highlighting the most important items you can craft.
Testers who were stuck at first enjoyed experimenting once given hints, and still learned the game by themselves.
Klei's first jam prototype used Link from Zelda as a placeholder hero so the team could focus on mechanics.
Placeholder assets kept the first prototype focused on mechanics. Klei's first Don't Starve jam prototype used Link from Zelda as a stand-in hero.
Placeholder art, music and plot let a team iterate on design before committing to content.
Klei saw players wanted to play the solo-built Don't Starve cooperatively, so it made the co-op version.
Klei followed how players wanted to play and built co-op. Players showed they wanted to play the solo-built Don't Starve cooperatively, so Klei made Don't Starve Together.
Its Terror Dart panics an enemy, who may accidentally kill teammates. The guard's behaviour is rewritten instead of just moved.
Gadgets that rewrite guard behaviour create cascading chaos. The Terror Dart makes an enemy panicked and paranoid, so they may accidentally kill their own teammates.
It goes beyond moving a guard: it changes how the AI acts and lets the player trigger chain reactions.
It shows vision cones, light and shadow on the sprite, and sound pulses before the noise is made, making detection binary. This trades tension for player power, and producer Jamie Cheng cared more about building elaborate death traps than guessing about hearing.
Reveal the perception system fully to make players feel like apex predators. Mark of the Ninja draws guards' vision cones, shows light and shadow on the ninja's sprite, and previews sound pulses before a noise is made, so detection is binary and readable.
How much of a perception system you surface sets the feel. A hidden system like Alien: Isolation's Xenomorph keeps tension high, while a revealed one trades tension for confidence. "With the info on screen, there's no arguing about what's happening in the system."
Clear information turns guessing into planning traps. Producer Jamie Cheng found he cared far more about building elaborate death traps than guessing whether a guard would hear him. Because the information is already fair, detection can be near instant.
"I wasn't nearly as interested in guessing whether a guard would hear me or not, and way more interested in creating an elaborate death trap." Refuge zones and gadgets can also create the predator feel, but clear information gets players there faster.
Klei says a chat in Griftlands needs the same design skills and workload as punching someone. Its early access game lets you beat enemies up or talk them round.
Reusing combat mechanics for negotiation cut the cost of conversations. Griftlands uses a card deck for both: negotiation has resolve like health, gambits like attacks, composure as defence and arguments like shields. Players can beat enemies up or talk them round.
Cards like threaten and segue mirror fight cards like elbow strike and feint. Klei: "having a chat with someone requires the same design skills and workload as punching them in the nuts."
It turned Thief's ideas into a side scroller and rewarded non-lethal play.
Reward restraint to make non-lethal play a challenge. Mark of the Ninja took Thief's ideas into a side scroller and added rewards for finishing without killing.
Thief enforced the same restraint as a constraint on higher difficulties instead of a reward.
It first had stances and parries, so players would try to sneak, fail, then Rambo through the level. Simplifying combat showed players that sneaking was the point.
Size each system's depth to how much it should matter. Mark of the Ninja first had an in-depth combat system with stances and parries, so players tried to sneak, failed, then went Rambo through the level. Simplifying combat showed players that sneaking was the point.
Designer Nels Anderson: "the amount of presence it had in the design was about proportional to how important we thought it should be, that's when it sat about right."
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