The bottom line
God of War's characters spoil puzzles because AAA budgets push studios to remove every spot where a playtester gets stuck. That fear of losing players wears away the thinking that makes games engaging, so players who want a challenge must look to indie games.
Key takeaways
- Playtests show where players get stuck, and developers feel they must fix those spots. 1:44
- A puzzle that was clear with grey cubes can become hard to read once the final visuals are in.
- In Metroid Prime, testers missed morphball tunnels, so Retro added spotlights over the entrances.
- Redesigning a level is the best fix, but it is costly late in development, so teams push hints into dialogue. 2:50
- Dishonored added guest voice lines in Lady Boyle's Last Party after players refused to go upstairs.
- Arkane: we try not to lead the player by the nose, but without some information people just get lost.
- A huge blockbuster budget makes publishers fear losing any player, so every rough edge gets smoothed. 4:04
- If just 1% of the last game's 20 million buyers got stuck and quit, that is 200,000 lost players.
- IO Interactive said only 20% of players would reach the last level of Hitman Absolution.
- The result is a generation of games that seem afraid to let players think for themselves. 5:26
- Waypoints, dotted lines, exhaustive quest logs and map markers mean you never decide where to go.
- Set pieces with one specific solution remove exploration, planning, risk versus reward and the moment of realising an answer.
- Hint options help, but they cannot fix the design philosophy behind big AAA games. 6:59
- A Plague Tale lets you turn down hints, and Jedi: Fallen Order makes puzzle hints opt-in.
- You cannot use options to turn Assassin's Creed into Elden Ring.
As budgets balloon, publishers become more and more averse to taking risk. Which leads to games that are so afraid of losing any players, they practically play themselves.
Game Maker's Toolkit
Chapter summaries
0:00 Why characters talk through puzzles
Hints from companions come partly from the game's genre and from accessibility goals.
- Pacing and accessibility explain part of the chatter. 1:12
- Ragnarok is mainly a combat game, so puzzles are downtime that sets the pace.
- Quick hints get you back to the fights sooner.
- Hints can help players with cognitive impairment.
- Psychonauts 2 and The Medium also keep telling you how to play.
- Aloy narrates her own steps: Hope that there's a control console nearby.
- Atreus offers a stream of tips: freeze the geyser, light the brazier, turn the wheel.
1:44 Why playtests lead to hints
Redesigning is the ideal fix for a confusing spot, and spoken hints are the cheaper fallback.
- Changing the design is the best fix. 2:21
- Developers can tweak the layout, improve visual clarity or change the camera framing.
- The Portal commentary describes levels going through dozens of iterations.
- When many testers fail at the exact same spot, that is the signal to step in.
- The cost bites once artists have finished the level or release is close.
- God of War's hints are clumsy, unlike Dishonored's. 3:41
- Solutions arrive before you can survey the layout.
- The same lines repeat, in a patronising tone.
- In Dishonored, guards said No guests past this point, so the guest hints were subtle and organic.
- God of War gives lines like Not quite right! and That was close! Try again!
4:02 Why big budgets breed caution
A huge, mixed audience and a nervous publisher push studios to remove anything that confuses a player.
- A giant audience makes every stumbling block look expensive. 4:35
- The game will reach casual players and complete novices.
- Publishers dislike paying for content most players never see.
- The budget is described as bigger than some countries' GDPs.
- Trophy data on PlayStation and Steam shows most people don't finish games.
- Studios respond by rounding off every rough edge. 5:08
- Developers and publishers watch playtests closely.
- They jump in with a blunt fix whenever a player is frustrated.
- The aim is to remove anything that might leave a player confused, not just frustrated.
- This can sound valiant, but the outcome is the problem.
6:18 Options help, but not enough
Difficulty and hint settings soften the problem without changing the design philosophy behind it.
- Sliders cannot fix a philosophy built into the game. 6:59
- Shadow of the Tomb Raider tunes combat, exploration and puzzles separately.
- Assassin's Creed has an exploration mode with fewer waypoints.
- Mario Odyssey's main game is fairly straightforward, but its side content and end game suit seasoned players.
- The philosophy is said to drive the current crop of AAA, western-made games.
7:22 Spectacle here, thinking elsewhere
| AAA blockbusters | Indie games | |
|---|---|---|
| Best for | Soaking in spectacle | Engaging your brain |
| Analogy | Marvel movies | A real mental workout |
| Examples | God of War Ragnarok | Obra Dinn, Outer Wilds, Tunic, Immortality |
| Player thinking | Brain switched off | Brain switched on |
Treat AAA games as spectacle and look to indies for a real mental workout.
- Blockbuster games suit players who want to switch their brain off. 7:27
- They are compared to Marvel movies: great fun for soaking in spectacle.
- Players who want to think are pointed to Return of the Obra Dinn, Outer Wilds, Immortality and Tunic.
- On those spectacle merits, God of War is called an absolute gem.
- The reframe is that the fault may lie in expecting these games to be something else.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains why companion characters in AAA games like God of War Ragnarok keep giving away puzzle solutions: playtest-driven fixes, accessibility, pacing, and the pressure of huge budgets and audiences. The example that makes it worth watching is the contrast between Dishonored's subtle, in-world hints and Ragnarok's nagging ones, plus the argument that endless hand-holding wears away what makes games engaging.
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