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
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
| Pay to save | Paid not to save | |
|---|---|---|
| Saving | Costs money | Automatic, free |
| Novices | Often can't afford it | Never lose out |
| Ease of use | Complicated, unintuitive | Simple |
| Risk & reward | Skip it to keep cash | Break it 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
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