The bottom line
Designers get players to enjoy a game in the intended way by rewarding that behaviour, rather than by punishing or blocking the alternatives. Players take the easiest route to winning even when it is boring, and forced playstyles tend to cause backlash.
Key takeaways
- Players drift toward the safest strategy, even when it is dull. 0:28
- In XCOM, players moved slowly and overused overwatch, so most missions played out in the same risk-averse way.
- Soren Johnson: given the opportunity, players will optimise the fun out of a game.
- Discouraging the unwanted behaviour works, but it often angers players. 1:31
- XCOM 2 added turn limits to missions, and many players hated them and modded them out.
- Turn limits were cut back in War of the Chosen, and Solomon said he did not expect such a strong reaction.
- Rewarding the wanted behaviour gets the same result without feeling like a penalty. 4:04
- World of Warcraft's falling experience for long play was hated, so Blizzard turned it into a rest bonus with essentially the same numbers.
- Mechanics like DOOM's glory kills and scoring systems like Devil May Cry's grades push players toward the intended style.
- Good design keeps other tactics valid but stops players from relying on them. 7:55
- Against cover-hiding, enemies can throw grenades or cover can break, instead of removing cover.
- In Mark of the Ninja, simplifying combat made players see that sneaking was the point.
- Forcing one playstyle is hard to pull off, so incentives are usually the safer tool. 10:25
- Instant failure when spotted in stealth games makes play annoying and removes the thrill of escaping.
- Even mechanics meant to guide play are among the most disliked, so this design is harder than it sounds.
It's often better to encourage the behaviour you want, than discourage the behaviour you don't.
Game Maker's Toolkit
Chapter summaries
0:00 Intro
Designers have an ideal way to play in mind, and players keep drifting away from it.
- Designers want players to approach the game in its most enjoyable way. 0:08
- Sid Meier says designers must protect the player from themselves.
- Jake Solomon says XCOM is best when players take risks.
- His words: Risks are what lead to loss and what lead to triumph.
- Players choose whatever is most likely to win, fun or not. 0:28
- They grind, repeat tactics and play slowly.
- Soren Johnson was talking about exploits, but the quote fits.
- In XCOM, taking a risk rarely paid off, so why would anyone?
1:25 Discouraging Unwanted Behaviours
Blocking the unwanted style works, but it reads as punishment.
- Time pressure forces players to move and take risks. 1:31
- XCOM 2 missions set limits such as 8, 6 or 12 turns, and miss them and you fail.
- Spelunky's ghost appears after about 2.5 minutes in a level.
- Derek Yu wanted players to face hard choices, not collect everything.
- The ghost doesn't kill you, so you can run and finish the stage.
- Punishment fails when players feel judged for how they play. 2:57
- Many players liked cautious play in the first game and expected it again.
- Solomon suspects a clumsy thematic wrapper on the turn-timer.
- Failing a mission for slowness felt like a penalty for a play style.
3:24 Encouraging Wanted Behaviours
| Beta: fatigue penalty | Launch: rest bonus | |
|---|---|---|
| Triggered by | Playing longer | Time logged off |
| Effect on XP | Kill XP shrinks | XP boost next login |
| Underlying numbers | Essentially the same | Essentially the same |
| Player reaction | Felt punished | Felt rewarded |
Turning a penalty into a reward changes how players feel without changing the goal.
- Blizzard's first attempt to limit long play felt like a punishment. 3:24
- In the beta, experience per kill fell the longer you played.
- Players hated watching the numbers go down.
- The fix: a rest bonus builds while you're away and boosts experience at next login.
- Likewise, reward the fast finisher instead of punishing the slow player.
4:19 Doing it Through Mechanics
| DOOM | Bloodborne | Hyper Light Drifter | |
|---|---|---|---|
| Risky action | Glory kill up close | Strike right after a hit | Sword-slash enemies |
| Payoff | Health drops, no ammo used | Rally: regain lost health | Gun recharges |
| Habit it breaks | Hiding behind cover | Backing off to wait | Plinking from range |
Basic moment-to-moment mechanics can pull players toward the intended style.
- DOOM rewards closing in on enemies. 4:29
- A glory kill kills instantly, uses no ammo and drops health.
- The aim was aggressive push forward combat.
- Years of FPS games taught players to hide behind cover, yet DOOM players race at demons.
- Other games tie recovery or boost to risky actions. 5:02
- Bloodborne's rally restores health if you strike soon after being hurt.
- Burnout gives boost for near misses and oncoming traffic.
- Hyper Light Drifter recharges your gun only by sword hits.
- Rally makes backing off to wait for an opening less tempting.
5:52 Doing it Through Systems
Scores and rewards steer players toward the intended style without touching the moment-to-moment rules.
- Grades let players finish sloppily but reward style. 5:52
- Character action games let you finish on a few repeated tactics, with a poor grade.
- Tony Hawk's awards fewer points for repeated moves.
- Devil May Cry gives better grades and items for varied, harder attacks and gun use to keep combos going.
- Tony Hawk's requires chaining different tricks to keep a combo alive.
- Experience points and achievements can be aimed at chosen activities. 6:30
- The designer decides what earns them.
- Those challenges can be tailored to fit the intended experience.
- High scores demand the full range of the game's mechanics.
6:53 Using Carrot and Stick Properly
Punishment still has a place, but the best fix is to tweak a tactic so players stop leaning on it.
- Discouragement should not slide into forcing one playstyle. 6:53
- In XCOM 2's timed missions, fast play is basically the only way to play.
- The aim is to keep a tactic valid in some situations, so players neither abuse it nor rely on it completely.
- Players hiding in cover can also be pulled out by giving them points for fighting in the open.
- Stealth can be encouraged without instant failure. 8:15
- In the Arkham games, Batman is weak against armed guards, so punching them is a bad tactic.
- In Hitman, a high score and challenges like Silent Assassin demand never being seen, hiding bodies and deleting camera recordings.
- Mark of the Ninja first had stances and parries. Anderson says players would try to sneak, they would fail, and then they'd just Rambo through the rest of the level.
9:46 Conclusion
Designers should decide how they want the game played, then reward that style and leave the others open.
- A problem appears when an easier route to a goal is also a boring one. 10:03
- Goals range from small ones like "get health" to long ones like "earn a new skill point".
- The intended style could be stylish, stealthy, risky, using every mechanic, or feeling like a demon murdering machine.
- Locking off the easy route is one fix, but punishing other styles is fraught with difficulty.
- Rewarding the intended experience works better than blocking the rest. 10:45
- Other playstyles stay allowed, while high scores, easy kills and handy resources go to intended play.
- Done well, this subtly pushes players toward the best experience and, as Sid Meier says, protects them from themselves.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Players tend to pick the safest, most repetitive strategy even when it is the least fun, so designers steer them toward the intended experience by discouraging or encouraging behaviours. Encouraging with rewards usually works better than punishing, as shown by XCOM 2's controversial turn timers against DOOM's glory kills and World of Warcraft's rest bonus.
More from Game Maker's Toolkit · The whole library, and ask it anything