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How Game Designers Solved These 11 Problems

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Game Maker's Toolkit15:40Open on YouTube
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The bottom line

Good game designers solve problems by first finding the real problem, then using a few reliable methods to reach a fix, then checking that fix against players. Very few ideas survive first contact with players, so the skill that counts is solving problems, not having ideas.

Key takeaways

  • A fix only works if it targets the real problem. 1:44
    • Dying Light's weapons seemed to break too fast, but the real issue was that players killed only a few zombies per weapon, so designers lowered enemy health instead.
    • Astroneer's designers argued over crafting until they saw one wanted more depth and the other wanted simpler machines, which were two different issues.
  • Fast iteration and big changes find answers that careful tweaks miss. 3:35
    • Diablo 3 tried diluted potions, stealth healing and timed healing before landing on health crystals dropped by enemies.
    • Sid Meier cut the first Civilization map in half and advises designers to "double it, or cut it in half".
  • Knowing which levers can move shows where the fix lies. 5:14
    • Halo 3's sniper rifle kept its range, damage, accuracy and headshots, and only the time between shots changed, from 0.5 to 0.7 seconds.
  • Reframing the problem often gives a better fix than direct tinkering. 8:02
    • Shovel Knight paid players for skipping a checkpoint instead of charging them to use it, which suited novices and experts alike.
    • The Last of Us moved weapon upgrades out of the menu and into benches in the world, and players then chose upgrades more thoughtfully.
    • Gears of War secretly boosted the last bullets in a clip, which helped novices who never reload early.
  • Every fix needs checking for side effects, limits and results. 12:27
    • Nerfing the Rainbow Six Siege shotgun weakened defenders, so Ubisoft shortened round timers to rebalance.
    • Playtesters should not be told how the issue was fixed, so that they are not biased.

A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.

Shigeru Miyamoto

Chapter summaries

0:00 Intro

A feature that delights skilled players can leave novices worse off.

  • Gears of War's active reload helped experts and hurt beginners. 0:34
    • Advanced players nailed the perfect reload and kept getting stronger bullets, so Epic made every enemy tougher.
    • Beginners ignored the mini-game and fought those tougher enemies with weak bullets.
    • A cursor swipes along a line. One zone gives a super fast reload, another adds a weapon boost, and anywhere else jams the gun.
    • New ideas often turn out unbalanced, confusing, off target, or at odds with another feature.

1:44 Identify the problem

Solving the reported symptom wastes effort, so the root cause and a shared view of it come first.

  • Dig below the reported complaint before changing any stat. 1:47
    • Binkowski avoided the durability stat because it might upset the game's economy.
    • Lowering enemy health fixed the problem and made basic combat feel better too.
    • The director's order was only to raise durability. Extra questions exposed the real cause.
    • Binkowski advises stepping back to find the root cause before solving the issue as reported.
    • Astroneer's designers saw the problem from two angles: a wide systems view and a moment-to-moment view of machines.
    • Once aligned, they overhauled the fiddly machines and used them to expand the simple crafting loop into a richer economy.

3:35 Iterate on solutions

Quick, imperfect experiments teach you what the problem is, even when they fail.

  • Each failed Diablo 3 prototype narrowed the path to the answer. 3:41
    • Potion spamming in the previous game forced enemies to deal huge one-shot hits.
    • Weakened potions failed because players chugged four. Stealth healing failed because enemy awareness was unclear.
    • Healing after three seconds without damage made players run away and play defensively, the opposite of the aggressive play Blizzard wanted.
    • Wyatt Cheng: it was something that was going to teach us a lot more about the problem.

5:14 Identify the levers

Lock the identity stats, then pull a free lever
Bungie fixed Halo 3's overpowered sniper with a 0.2-second change, though sometimes the 'locked' stat is the real target.

Ruling out the settings that define a thing reveals which ones are free to change.

  • Listing the movable stats made the right fix obvious. 5:38
    • The sniper rifle was too strong at long range and in close quarters.
    • Time between shots stopped instant re-targeting and made trigger spam weak up close.
    • Free levers: shots per clip, reload length, zoom time, time between shots, insta-kill headshots outside the scope, and maximum ammo.
    • Caveat: the lever you think is untouchable may be the real target, so be ready to kill your darlings.

6:48 Make big changes

Dramatic changes show quickly whether a direction works, which tiny tweaks can't do in limited time.

  • Sid Meier fixed Civilization's pacing by halving the map. 7:06
    • He did it less than a month before release, and the game felt snappier.
    • Small nudges of 5% or 6% may never reach the answer, or reach it too late.
    • If a big change overshoots, you can step back and readjust.
    • Meier: if I'd been afraid to deviate too severely from what we already had, I never would have gotten to the right size in time.

8:02 Flip it on its head

Reversing the checkpoint kept the risk and removed the flaws
Pay to savePaid not to save
SavingCosts moneyAutomatic, free
NovicesOften can't afford itNever lose out
Ease of useComplicated, unintuitiveSimple
Risk & rewardSkip it to keep cashBreak it for gold
In Shovel Knight, saving became automatic and free, and experts can still break checkpoints for gold.

When a fix fails, reversing the formula can keep its good idea and drop its flaws.

  • Shovel Knight's pay-to-save checkpoint failed until it was turned around. 8:05
    • Players paid to save, or skipped the checkpoint and risked losing progress.
    • Novices, who needed saves most, were least likely to afford them.
    • The first version was also complicated to use and visually unintuitive.
    • The reversed version saves automatically and for free, so it removes the complexity and never punishes novices.

9:06 Solve it elsewhere

A problem in one system can be fixed by changing a different system.

  • The Last of Us fixed its upgrade problem by leaving the interface alone. 9:09
    • The inventory upgrade tab made the minimalist UI more complex, and some players missed it.
    • Players could upgrade any time, so they bought whatever was cheapest.
    • The developers could have kept moving the upgrade button between screens for ages.
    • With benches, players saved resources for an hour or two and planned their next upgrade.

10:17 Solve multiple problems

The best fix is worth waiting for when it also solves a second problem.

  • New Super Mario Bros. Wii found a fix for dying that also let players set their own difficulty. 10:22
    • Dead players had to wait for a checkpoint or the end of the level to return.
    • The first idea was respawning inside question mark blocks, which was cute but not good enough.
    • The bubble fix let novices bubble themselves at a tricky part.
    • Better players then made progress, and the novice popped back out when it was safe.

11:27 Study player behaviour

Boosting a clip's last bullets secretly helps only novices
Epic used the gap in reload habits to give beginners a hidden boost that matched the experts' perfect-reload bonus.

Watching how different players act can show the solution, as it showed the problem.

  • Expert and novice players reload differently, and that gap fixed Gears of War. 11:30
    • Perfect reloads gave experts a damage boost, so Epic raised enemy health.
    • Beginners ignored the system and got wiped out by tougher enemies.
    • Top players reload before the clip is empty.
    • Novices fire until it is empty, so only they received the "magic bullets".

12:27 Implementing solutions

A fix must fit the time and resources available, and then survive testing.

  • Tight resources can produce a good solution. 13:25
    • Late in Prey's development, Arkane needed more monster variety but lacked time, artists and AI programmers.
    • The invisible poltergeist threw physics objects and needed far fewer resources than other enemies.
    • Designer Ricardo Bare says good designers understand how to solve problems within the constraints that they have.
    • The poltergeist became one of his favourite enemies.
  • A failed test can reveal the real problem. 14:34
    • If the problem remains, reframe the question and start again.
    • Diablo 3's rapid iteration worked this way.
    • Fresh eyes or the original playtesters can do the checking.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Shows a set of repeatable approaches for fixing design problems, from finding the root cause to iterating fast, making big changes, flipping a rule, or solving it in another system. The Gears of War active reload story, resolved with secret 'magic bullets' for players who never finish a clip, ties the whole video together.

Lessons that draw on this:

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript196 lines
Intro 0:00
0:01

The coolest feature in Gears of War is, definitely, the active reload. Here's how it works: every time you reload your gun, you're invited to play a tiny mini-game. A cursor swipes along a line and you can hit reload again to try and win a prize. Land here, and you'll reload super fast. Land here, and you'll also get a weapon boost - like, more powerful bullets. But land anywhere else and your gun will jam. It's a great feature - adding tension, skill, and flourish to one of the most basic actions in shooters. But, it also left Epic with a problem. You see, in playtesting, the devs found that advanced players were nailing that perfect reload, constantly giving them better bullets and, thus, an advantage over the enemies. So they had to rebalance all the foes, making them more resistant.

0:52

But, beginner players often ignored the active reload entirely. So they didn't get that weapon buff - and were now fighting these overpowered bad guys with weak bullets. Agh! So much of game design is about solving problems like this. You come up with an idea - and then find out that it's flawed in some way. It's unbalanced. It's confusing. It's not leading to the gameplay you intended. Or it's clashing with some other feature in the game. And, as a designer, you can often find yourself going around in circles to find the right solution.

1:22

Surely there's a better way? Well, in this episode, let's look at how the best game creators go about solving problems in their design - to give us some take home tips for fixing future issues. Oh, and I'll also let you know how Epic fixed the active reload. The solution is... pretty ingenious. I'm Mark Brown, and this is Game Maker's Toolkit.

Identify the problem 1:44
1:44

So, before we start coming up with solutions... we need to make sure that we've accurately identified the problem. During the development of Dying Light, the game's director had an issue: weapons break too fast, and so he told the designers to increase their durability. But, lead designer Maciej 'Matt' Binkowski didn't want to fiddle with that stat because it might mess up the game's economy. So, instead, he dug deeper, asked more questions, and got to the real problem - players could only kill a few zombies before their weapon broke. So, to fix this, the designer didn't touch weapon durability at all, but instead lowered the health points of the enemies. It solved the problem, and basic combat felt better too.

2:23

Binkowski suggests designers step back and figure out the root cause of the problem, before trying to solve the issue that's been reported. We also need to make sure that everyone is on the same page about the problem. Just before Astroneer left Early Access, the designers wanted to improve the game's crafting system - but had very different ideas about the issue. One designer thought it was too simple, and so wanted to add more machines and resource chains. Another actually thought it was already too complicated, with fiddly, unintuitive processes.

2:52

This, naturally, led to disagreements - but it was only when they stepped back and really broke the problem down, that they realised they were talking about two completely different issues. One was looking at the shallow gameplay loop, from a wide-angle systems perspective. The other was looking at the operation of complex machines, through the lens of moment-to-moment interactions. Now, seeing eye-to-eye, they could solve the underlying problem, and fix both issues at once. Those fiddly machines could be overhauled, and then used to expand the simple crafting loop to create a more interesting economy.

3:26

Okay, so hopefully we now know what the real problem is. So how do we fix it? Well, here are some best practices from across the industry.

Iterate on solutions 3:35
3:35

Approach one - quickly iterate through possible solutions. When Blizzard was making Diablo 3, they wanted to fix a problem from the previous game: potion spamming. Players would often just guzzle endless potions during combat - and so enemies needed to do massive one-shot hits to have any chance of actually killing the player. Unfortunately, Blizzard didn't really know how to solve this thorny issue - so, they just tried a bunch of ideas.

4:01

How about - potions become less effective if you drink them in quick succession? Slap a build together and... that didn't work - if a potion only heals for 25%, players would just chug four of them. Okay, how about you automatically heal - but only if enemies are unaware of your presence. Make a build and... no good. Enemy awareness just wasn't obvious enough. Alright, let's simplify the rule: if three seconds pass without you taking damage, you start to heal. Build the game and... didn't work. Players would run away from fights, acting passive and defensive.

4:35

That's the opposite of what Blizzard wanted - players should be aggressive. Ah! But, that did point to the solution: make enemies randomly drop crystal balls filled with health, when you kill them. This removes potion spamming, it's simple to understand, and it makes players act aggressively. Job done. This approach is all about trying stuff and using the results to guide your way to the solution. Like, that first solution with the diluted potions, designer Wyatt Cheng says "we weren't totally thrilled with this solution as we were putting it in, but we did it anyway. We knew that even though this might not be a solution that we're willing to ship with, it was something that was going to teach us a lot more about the problem".

Identify the levers 5:14
5:14

Approach two - identify the levers In a fascinating GDC talk about game balance, Bungie's Jaime Griesemer explains how his team fixed the sniper rifle in Halo 3. You see, the rifle was broken: players were able to acquire long-range targets too quickly between shots - and, they could also use the sniper rifle in close quarters for massive damage. It was overpowered. Fixing an issue like this means first identifying which levers can be pulled - and which ones can't.

5:43

For Griesemer, you can't shorten the range of a sniper rifle. And you can't nerf its damage, reduce its accuracy, or stop it doing insta-kill headshots, either. Those factors all define the sniper rifle - you can't change those stats without breaking the very identity of the weapon. So by removing those options, it became clear what can be changed. Stats like the number of shots in the clip. The length of the reload. The time it takes to zoom in. The time between shots.

6:11

Whether you can do insta-kill headshots outside of the scope. And the maximum ammo you can carry. The right call was changing the time between shots. It stopped players from instantly acquiring and shooting a target after each bullet, and it made it much less effective in close quarters now you can't spam the trigger. In the end, it was enough to increase the time from 0.5 seconds, to 0.7 seconds. By figuring out what can and can't be changed, you can better focus your attention on potential solutions. However - this must be done carefully. Sometimes the target really is that thing you've convinced yourself cannot be changed. As always, be prepared to kill your darlings.

Make big changes 6:48
6:48

Approach three - make big changes Okay, so I just talked about a change of 0.2 seconds - a pretty small change that had a big impact on the game. But sometimes, you want to swing for the fences. Less than a month before the first Civilization was released, Sid Meier realised that the game had pacing issues. So he decided to solve the problem by reducing the size of the map. Not by a few tiles. Or a few percentage points. He cut that sucker in half. And this worked wonders - the game moved faster, felt snappier, and it better captured that true Civ feeling of relentless forward progress.

7:25

We've already talked about iterating on a problem - but development time is limited, so if you're only ever changing things by tiny amounts - a 5% nerf here, a 6% buff there - you may never get to the right answer. Or you'll find out too late that your solution would never have worked. Meier's advice is to "double it, or cut it in half". With such dramatic changes, you'll very quickly see if the change has an effect - and if you go too far, you can always drop back down to readjust. Talking about that Civ map, Meier says "if I’d been afraid to deviate too severely from what we already had, I never would have gotten to the right size in time before the game shipped".

Flip it on its head 8:02
8:01

Approach four - flip it on its head In Shovel Knight, Yacht Club wanted to put an interesting twist on saving your progress. They wanted a system where players could risk skipping a checkpoint, in order to get a reward. So they made a checkpoint that you have to pay to use. If you want, you can skip it and save the cash - but at the risk of losing more progress when you die. But this system didn't really work. It was complicated to use and visually unintuitive. And, worse still, it had a big balance problem: novice players, who needed the checkpoints the most, were also least likely to have the funds to save their game. No good.

8:38

So the solution was to flip the concept upside down. Instead of paying money to save your game... what if you get paid if you don't save? So now, saving is automatic - removing that complexity. And it's free - so novice players never lose out. But it also has that spicy twist of risk and reward - cocky platforming experts can intentionally break the checkpoint to make more money. Sometimes you're close to the right solution, but you just need to reverse the formula.

Solve it elsewhere 9:06
9:06

Approach five - find the solution elsewhere So when Naughty Dog was working on the UI for The Last of Us, they initially let Joel upgrade his weapons at any point, from a tab in the inventory UI. But that created problems - it added complexity to the minimalist interface, some players missed the option entirely, and because players could upgrade whenever they wanted, they'd typically just upgrade as soon as they could afford something. Whatever was cheapest.

9:30

Now the developers could have iterated on this UI design for ages, moving the upgrade button to different screens or changing how it was communicated to the player. But the ultimate solution was to pull upgrading out of the UI entirely. Now, the game has upgrade benches. These are specific points in the world where you can modify your weapon, meaning you might not have a chance to upgrade for an hour or two. This ensured that players actually engaged with the system. And because they had more resources saved up, they were able to boost the weapons they enjoyed using the most - not just the cheapest. They also spent more time assessing all the options, and made plans for the next upgrade bench.

10:08

Remember that games are a massive web of interconnected systems - so sometimes you can fix a problem in one area, by actually making a change somewhere else.

Solve multiple problems 10:17
10:18

Approach six - solve multiple issues at once During the madcap multiplayer sessions of New Super Mario Bros. Wii, the designers found it annoying to die - and then have to wait until the end of the level, or a checkpoint, to come back to life. So they needed a fix. The first idea was that knocked-out players could randomly spawn inside question mark blocks. Which is pretty cute. But they kept going until they found a better solution: players would come back in a bubble, and their team mates have to pop it to get them back into the game.

10:48

This didn't just solve the original problem. It also helped fix another one - sometimes, novice players get to a tricky bit that they can’t tackle. So, now, they can intentionally put themselves in a bubble, let the better players make progress, and then pop back out when it's safe. This one feature made dying more fun, and also let players dictate their own difficulty. Mario's daddy, Shigeru Miyamoto, has that classic quote - "A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once." So, sometimes, it's best to wait for a solution that also has other benefits for the game.

Study player behaviour 11:27
11:27

Approach seven - study player behaviour Okay, let's finally get back to that Gears of War story. So, remember - Epic had to boost the health points of enemies, because advanced players kept doing perfect reloads and getting a damage boost. But this screwed over beginner players who ignored the system entirely and were now getting wiped out by these amped up bad guys. But Epic noticed another difference between these two player types. Top shooter players rarely finish a clip - they reload before they're out. But novices would typically shoot until the clip is empty, and let the game automatically reload. So this offered up a solution.

12:02

The devs secretly boosted the power of the last few bullets in a clip. Dubbed them "magic bullets". And so - on the whole - only novice players would get this buff, giving them a similar advantage to the expert players with their perfect reloads. Most of the problems in game design are derived from watching how players interact with the game. So why not that use that same approach in order to find the solution?

Implementing solutions 12:27
12:26

Okay, so now we have a solution, we can implement it. But there's still a few more challenges ahead. The first is second-order effects. In Rainbow Six Siege, Ubisoft knew that it needed to fix its overpowered shotgun. So they nerfed it - and it had the intended effect. The shotgun was no longer outperforming the other weapons. But it also had a knock-on effect: because the shotgun is a great defensive weapon, this nerf made it much harder for defenders to win against attackers. They just couldn't hold them back.

12:59

Fixing a problem in one place can create another problem elsewhere. Designers should be aware of how different systems might interlink, and be smart about avoiding these issues. Or, perhaps, figure out how to solve these new problems. The solution for Siege was to reduce the time limit on rounds. Because defenders automatically win if time runs out, this made that side more likely to succeed, bringing the balance back in line.

13:25

Another challenge is finding the resources to implement those changes. Late in development of Prey, Arkane's designers realised they needed more monster variety on the space station - but they didn't really have the time, artists, or AI programmers to make anything new. So the designers found a creative solution: the poltergeist. This enemy is invisible and attacks by throwing nearby physics objects. It needed dramatically fewer resources than the other foes in the game.

13:55

Prey's designer Ricardo Bare says "good designers understand how to solve problems within the constraints that they have", and adds that the poltergeist actually ended up being one of his favourite enemies in the game. A lot of game design issues crop up late in development - or even after the game has gone live. So sometimes the best solution is just the one that you can actually achieve with the time and resources available.

14:17

And finally, you need to test if the solution actually has the desired effect, by going back to those playtesters, or getting fresh eyes. Halo's Jaime Griesemer recommends that you don't tell your playtesters how you fixed the issue as that can bias their experience. Just see if the problem has been resolved. If not - well, hopefully, like in the case of Diablo 3's rapid iteration, this helped you figure out what the actual problem is, and you can reframe the question and start again.

Conclusion 14:44
14:44

As I've been discovering myself, game design is all about solving problems. Very few ideas survive first contact with players. And so the best game designers aren't those who can come up with good ideas - they're the ones who can also figure out good solutions to problems. This video was absolutely packed with stories of clever developers solving game design problems. It's like, my favourite genre. There were loads more that I couldn't fit in, so if you're a GMTK Patron on the Bonus Video tier, you can now check out a special tie-in video with even more stories.

15:16

Oh, and what about if your game has already been released and then you start getting criticism? Well, then you should check out this video to find out how to handle negative player feedback. See you soon.