WHEN DOES DESIGN OVERTAKE FUN?
Posts
Pages:
1
I've been thinking. A lot of people will spend countless hours pouring over the numbers, thinking of enemy strategies, plotting out the awesome cutscenes, etc. As they meticulously craft their game with utmost precision. Sound familiar? No?
Well anyway, having a design in mind and a plan for what you want the players to do and experience is one thing. But is there a point where your personal vision gets in the way of the fun the players may have?
I bring this up because of terms like "overpowered" and "game-breaking." Not bugs, mind you. Actual in-game stuff. Like weapons or special abilities. I work with SMBX a lot so this is more a question for action games than RPGs. But how much do you really want to limit the player? Is it truly an element of bad design if you give them a way to skip over almost an entire dungeon? Or to have a power-up that can just wreck everything?
I realize that this topic is very situational. But I still feel it's a good thing to discuss.
Well anyway, having a design in mind and a plan for what you want the players to do and experience is one thing. But is there a point where your personal vision gets in the way of the fun the players may have?
I bring this up because of terms like "overpowered" and "game-breaking." Not bugs, mind you. Actual in-game stuff. Like weapons or special abilities. I work with SMBX a lot so this is more a question for action games than RPGs. But how much do you really want to limit the player? Is it truly an element of bad design if you give them a way to skip over almost an entire dungeon? Or to have a power-up that can just wreck everything?
I realize that this topic is very situational. But I still feel it's a good thing to discuss.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm fairly positive that every aspect of my detailed design is there to make the game more fun, not less. I might not always succeed, but I wouldn't be hyperanalyzing my stuff if I weren't trying to improve it.
Yes, I think being overpowered is bad design. I think you should design the dungeons and enemies to be fun, and if you're successful at that, then giving the player a way to skip those parts is giving them a way to skip the fun. In general, skipping things only feels fun when the designer failed at making the things you're skipping fun.
One obvious situation where this doesn't apply is if the player has already done the stuff before and wants to skip it this time through. But, this isn't really the same thing, because they're not really skipping anything. This is just the equivalent of new game+ mode.
Yes, I think being overpowered is bad design. I think you should design the dungeons and enemies to be fun, and if you're successful at that, then giving the player a way to skip those parts is giving them a way to skip the fun. In general, skipping things only feels fun when the designer failed at making the things you're skipping fun.
One obvious situation where this doesn't apply is if the player has already done the stuff before and wants to skip it this time through. But, this isn't really the same thing, because they're not really skipping anything. This is just the equivalent of new game+ mode.
I guess you can "overdesign" your game. But I would say that mostly applies to putting far too much time and effort into a minuscule detail while letting what "made" the game in the first place suffer a bit.
Though if you have enough time and resources to throw at a problem the end result will nearly always be better. I think mostly when overdesign detracts from a game it stems from something that would be better off if it was cut altogether than trying to somehow balance it and shoehorn it into the game. Basically the old psychology of when something you've worked on doesn't work but you don't want to think that all that time was wasted and cut the feature altogether, thus throwing more time and resources on something that will never actually work out.
Also fun is kinda meaningless
Though if you have enough time and resources to throw at a problem the end result will nearly always be better. I think mostly when overdesign detracts from a game it stems from something that would be better off if it was cut altogether than trying to somehow balance it and shoehorn it into the game. Basically the old psychology of when something you've worked on doesn't work but you don't want to think that all that time was wasted and cut the feature altogether, thus throwing more time and resources on something that will never actually work out.
Also fun is kinda meaningless
As you note, this topic is very situational, since every game is going to, ideally, be fun in different ways. However, I can give you my general advice, which is to identify what your game design does well and maximize it as much as possible. If, for example, your game has combo techniques which can be chained for all kinds of effects, try to emphasize situations where that will be relevant. If your game is puzzle heavy, try to implement good brain teasers which provide greater challenges over time. If your game is story-driven, try to get the player invested by having their choices make an impact, etc. Your game can of course do all of these things and do them well, but try to think about your game in terms of what kind of game it is, and who it is for. Place yourself in the player's position and ask, "would I want to play through this section?"
It is also worth noting that delayed gratification is a big part of RPGs, and always has been; whether your game is like a 1980s old school dungeon crawl, or a modern MMO, chances are the player will have to do a great deal of work to have the best items, skills and equipment available. While most players would not consider grinding for these items fun, the satisfaction of having earned them and then being able to use them makes it all worthwhile (without this sense of satisfaction I doubt many people would play MMOs!) When designing such goals, it's important to find the right balance between what is hard work towards a tangible goal, and what is pointless level grinding. There's no perfect answer to this, but it is important to keep the best stuff out of easy reach of the player; the challenge in itself will provide the fun.
It is also worth noting that delayed gratification is a big part of RPGs, and always has been; whether your game is like a 1980s old school dungeon crawl, or a modern MMO, chances are the player will have to do a great deal of work to have the best items, skills and equipment available. While most players would not consider grinding for these items fun, the satisfaction of having earned them and then being able to use them makes it all worthwhile (without this sense of satisfaction I doubt many people would play MMOs!) When designing such goals, it's important to find the right balance between what is hard work towards a tangible goal, and what is pointless level grinding. There's no perfect answer to this, but it is important to keep the best stuff out of easy reach of the player; the challenge in itself will provide the fun.
I think that "overpowered" items in some cases can be fun.
No one is forcing you to use them (unless one of party characters is literally shoving them into your backpack), and quest for finding Fire Sword of Ultra Awesomeness that gives you +600 to your attack and defense can be hard on its own.
Which makes getting it interesting.
Mind you, you don't have to use said sword. You can sell it in shop (apparently, because of its characteristics, it's worth quote much) and spend money on HP potions or something like that.
As for skipping levels, well you have Warp Zone in SMB, which certainly isn't bad designed game. Also you can skip levels in SMB3 (though I don't know how, but I know there's a way to do that).
Skippers (people who'll skip in game on every occasion) won't get much fun out of game, but who cares? That was their choice to skip levels, they wasn't forced to do that. They aren't forced to use OP items either.
I've once seen on YT guy who beat SMB entirely as small Mario, forcing him to shrink every time he accidentally bumped into mushroom. The only bonus he tolerated were 1-up mushrooms and only legit (hidden in question mark blocks), not hidden (unless he accidentally bumped into them), and when he hit star, he waited until it wears off.
So if someone will really want challenge he won't use OP items. On the other hand, people who aren't as good at games, won't get frustrated and throw game.
No one is forcing you to use them (unless one of party characters is literally shoving them into your backpack), and quest for finding Fire Sword of Ultra Awesomeness that gives you +600 to your attack and defense can be hard on its own.
Which makes getting it interesting.
Mind you, you don't have to use said sword. You can sell it in shop (apparently, because of its characteristics, it's worth quote much) and spend money on HP potions or something like that.
As for skipping levels, well you have Warp Zone in SMB, which certainly isn't bad designed game. Also you can skip levels in SMB3 (though I don't know how, but I know there's a way to do that).
Skippers (people who'll skip in game on every occasion) won't get much fun out of game, but who cares? That was their choice to skip levels, they wasn't forced to do that. They aren't forced to use OP items either.
I've once seen on YT guy who beat SMB entirely as small Mario, forcing him to shrink every time he accidentally bumped into mushroom. The only bonus he tolerated were 1-up mushrooms and only legit (hidden in question mark blocks), not hidden (unless he accidentally bumped into them), and when he hit star, he waited until it wears off.
So if someone will really want challenge he won't use OP items. On the other hand, people who aren't as good at games, won't get frustrated and throw game.
In SMB3, there were three ways of skipping levels. The cloud, which gave you the opportunity to skip (almost) any level. The flutes, which made you skip entire worlds. And the SuperP, it didn't made you skip levels automatically, but gave you the opportunity to fly from start to finish non-stop.
And they're not bad-design, because you need to know where you can get them. You have to experience the game, and even unlock some secrets to get them. The flutes for instance, are pretty well hidden, and are just three of them. As for the cloud, you can get like... three of them.
So, if it's a gift for you knowing that much about the game, I think that it's not that bad. If the levels are worth it, you will still play them. It gives the option to the player too. If the player wants to skip the entire game, there has to be something bad about it, not that "skipping ability".
And they're not bad-design, because you need to know where you can get them. You have to experience the game, and even unlock some secrets to get them. The flutes for instance, are pretty well hidden, and are just three of them. As for the cloud, you can get like... three of them.
So, if it's a gift for you knowing that much about the game, I think that it's not that bad. If the levels are worth it, you will still play them. It gives the option to the player too. If the player wants to skip the entire game, there has to be something bad about it, not that "skipping ability".
If you spend a couple of days designing your game well.
And then you actually make it on RM, its going to cut the production time of the game down, as opposed to designing everything "on the fly".
And then you actually make it on RM, its going to cut the production time of the game down, as opposed to designing everything "on the fly".
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I always saw the level warps in SMB 1 and 3 as being there for people who'd already beaten the stuff they were skipping.
Well, I didn't always see it that way. As a kid I just saw it as a cool way to get ahead. But looking back as a designer, I can see that that was how it was presented to me, how I used it, and how the designers wanted me to use it.
Well, I didn't always see it that way. As a kid I just saw it as a cool way to get ahead. But looking back as a designer, I can see that that was how it was presented to me, how I used it, and how the designers wanted me to use it.
author=Rave2020I care! I want my players to have fun. It's my job as a designer to make sure that the way players are most likely to play the game is also the way that's going to be the most fun for them. This means not using psychological tricks to lead them into doing the non-fun ways. Disguising a content-skipping option as a reward is an example of such a trick. I don't think I've ever played worlds 6 or 7 of SMB1.
Skippers (people who'll skip in game on every occasion) won't get much fun out of game, but who cares? That was their choice to skip levels, they wasn't forced to do that. They aren't forced to use OP items either.
author=Rave2020To me this isn't a satisfactory solution. You know why this stands out as memorable to you? It's because almost no one does it. Normal people play the game as presented to them; they don't make up their own game rules when they find yours unsatisfactory, and they shouldn't have to. You're the game designer. It's your job to create the game, not the player's.
I've once seen on YT guy who beat SMB entirely as small Mario, forcing him to shrink every time he accidentally bumped into mushroom. The only bonus he tolerated were 1-up mushrooms and only legit (hidden in question mark blocks), not hidden (unless he accidentally bumped into them), and when he hit star, he waited until it wears off.
So if someone will really want challenge he won't use OP items. On the other hand, people who aren't as good at games, won't get frustrated and throw game.
author=LockeZ
To me this isn't a satisfactory solution. You know why this stands out as memorable to you? It's because almost no one does it. Normal people play the game as presented to them; they don't make up their own game rules when they find yours unsatisfactory, and they shouldn't have to. You're the game designer. It's your job to create the game, not the player's.
This is the kind of excuse you see people on Bethesda's forums making for Skyrim. "If something's overpowered, just don't use it!"
It really is a silly excuse, because as a designer it's your job to make sure overpowered stuff isn't there to begin with, and if it is, you haven't really done your job right. Unless, of course, the overpowered-ness is intentional. For example, in my game there's a spell called "Banish" which can kill just about everything in one shot, 100% of the time. It's only available in scroll form, though, and it costs 5000 gold to buy one scroll. So, overpowered as it is, the rarity makes up for it because you're only going to be using on the super difficult fights.
This is the kind of excuse you see people on Bethesda's forums making for Skyrim. "If something's overpowered, just don't use it!"It could also simply be that everything else is underpowered. It's no secret that dragons in Skyrim are a pushover unless you run some mods on them, why is everyone parading me about as the Dragonborn when a random troop of 3 guards can take down that giant flying lizard? ┐( ̄ー ̄)┌
It really is a silly excuse, because as a designer it's your job to make sure overpowered stuff isn't there to begin with, and if it is, you haven't really done your job right.
Back on topic, I'd say design gets in the way of fun when the numbers take on an exceeding presence in the game. Min-maxing might be fun for some people, but it should never be required to min-max, or otherwise manipulate the numbers in a specific way to achieve something crucial to the game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
@hereisnowhy:
Limiting the number you can use in the game like that is actually a pretty appealing method of including overpowered stuff. You can probably include almost any power in a game without unbalancing it, if the cost and limitations are right. In your case, the player will want to save the banish scroll for a last resort, since he might potentially need it more later. (And then if he does need it later, if he's like me he'll keep saving it anyway, because maybe even later he will need it even more.) But if you just want to blow some enemies away, or you're having trouble, or something is taking way longer than it should, it's there as an option.
My personal recommendation would be to not only make them expensive but also make a limited supply. Like, you can only buy ten or so before the store runs out. Or maybe each town only has one. (Look, here I am in a topic about overdesigning, and I'm going off on a tangent to help someone overdesign their game instead of talking about the topic. I WIN AT RPGMAKERING.)
Limiting the number you can use in the game like that is actually a pretty appealing method of including overpowered stuff. You can probably include almost any power in a game without unbalancing it, if the cost and limitations are right. In your case, the player will want to save the banish scroll for a last resort, since he might potentially need it more later. (And then if he does need it later, if he's like me he'll keep saving it anyway, because maybe even later he will need it even more.) But if you just want to blow some enemies away, or you're having trouble, or something is taking way longer than it should, it's there as an option.
My personal recommendation would be to not only make them expensive but also make a limited supply. Like, you can only buy ten or so before the store runs out. Or maybe each town only has one. (Look, here I am in a topic about overdesigning, and I'm going off on a tangent to help someone overdesign their game instead of talking about the topic. I WIN AT RPGMAKERING.)
author=LockeZ
@hereisnowhy:
Limiting the number you can use in the game like that is actually a pretty appealing method of including overpowered stuff. You can probably include almost any power in a game without unbalancing it, if the cost and limitations are right. In your case, the player will want to save the banish scroll for a last resort, since he might potentially need it more later. (And then if he does need it later, if he's like me he'll keep saving it anyway, because maybe even later he will need it even more.) But if you just want to blow some enemies away, or you're having trouble, or something is taking way longer than it should, it's there as an option.
My personal recommendation would be to not only make them expensive but also make a limited supply. Like, you can only buy ten or so before the store runs out. Or maybe each town only has one. (Look, here I am in a topic about overdesigning, and I'm going off on a tangent to help someone overdesign their game instead of talking about the topic. I WIN AT RPGMAKERING.)
Well, there's currently only store you can buy them from and it's kind of remote compared to where everything else in the game is. I thought about putting those scrolls in every magic shop, but now I think it'd be a better idea if you could only buy them there. But yeah, it could be good idea to make them even harder to get/make less of them.
I allow overpowered options under one condition, it's harder to access those overpowered options than it is to beat the game without them. So, I'll let the player grind, but for a decent player, it will take much more time to grind it's way past a challenge than to learn the right tactics. Or rather, that's my goal.
I do know from what I've seen in various message boards that only a few players will skip overpowered options if handed them on silver platter. I can't recall ever seeing anyone do a "no Metal Blade" run on Megaman 2. If you make it easy for a player to get an overpowered option, they will use it. While Megaman 2 is still fun with Metal Blades, RPGs are pretty much never fun when battles consists of using the same tactics over and over.
From what I've seen on various message boards, most players does seem to refrain from grinding in games that are designed to be beatable without doing so. In this case, it's less work to learn the game than to grind. However, by still making grinding possible, there's an emergency option for newbies. Also, players who don't think the game is fun the way it's intended to be played, may be able to play it a different way. The drawback is that some players will screw themselves over, that is, they will grind even though they don't enjoy it. I think it's a good tradeoff though.
In short, I don't think giving the player an overpowered option is a bad design, but I do think it's a bad design to make the overpowered option easily available.
I do know from what I've seen in various message boards that only a few players will skip overpowered options if handed them on silver platter. I can't recall ever seeing anyone do a "no Metal Blade" run on Megaman 2. If you make it easy for a player to get an overpowered option, they will use it. While Megaman 2 is still fun with Metal Blades, RPGs are pretty much never fun when battles consists of using the same tactics over and over.
From what I've seen on various message boards, most players does seem to refrain from grinding in games that are designed to be beatable without doing so. In this case, it's less work to learn the game than to grind. However, by still making grinding possible, there's an emergency option for newbies. Also, players who don't think the game is fun the way it's intended to be played, may be able to play it a different way. The drawback is that some players will screw themselves over, that is, they will grind even though they don't enjoy it. I think it's a good tradeoff though.
In short, I don't think giving the player an overpowered option is a bad design, but I do think it's a bad design to make the overpowered option easily available.
I thought this thread was about over-designing making the game development process not fun for the developer(s).
To which I would say: Pretty much as soon as you have to start implementing the grand ideas you've carefully crafted in your head.
As far as the game. If a designer has spent so much time on it that he's made it not fun, that's kind of his own fault. It's up to the designer and play testers to determine how fun a game is. If an product that isn't fun makes it to release, either the designers/playtesters are at fault, or the production company forced them to release it before it was ready.
To which I would say: Pretty much as soon as you have to start implementing the grand ideas you've carefully crafted in your head.
As far as the game. If a designer has spent so much time on it that he's made it not fun, that's kind of his own fault. It's up to the designer and play testers to determine how fun a game is. If an product that isn't fun makes it to release, either the designers/playtesters are at fault, or the production company forced them to release it before it was ready.
imo you should really have your player have an awesome skill but it takes a while to be able to use it, like in Final Fantasy VII, with a steady stat. growth.
If you make the character weak it would make the game A LOT Harder, which would probably be annoying and would get you bad reviews, and if you make the character overpowered what kind of game is that?
You would basically skip half the game! (Of course I would think you know all that.)
But I would always think the fun of the game matters more than the quality of graphics and how many scripts it has. (Although I wouldn't play the game if it looked very crappy, or it was just attacking not any special moves.)
In the end I wouldn't want to play a game with no story, but still I would play it if it had AWESOME battle features.
If you make the character weak it would make the game A LOT Harder, which would probably be annoying and would get you bad reviews, and if you make the character overpowered what kind of game is that?
You would basically skip half the game! (Of course I would think you know all that.)
But I would always think the fun of the game matters more than the quality of graphics and how many scripts it has. (Although I wouldn't play the game if it looked very crappy, or it was just attacking not any special moves.)
In the end I wouldn't want to play a game with no story, but still I would play it if it had AWESOME battle features.
author=hereisnowhy
For example, in my game there's a spell called "Banish" which can kill just about everything in one shot, 100% of the time. It's only available in scroll form, though, and it costs 5000 gold to buy one scroll. So, overpowered as it is, the rarity makes up for it because you're only going to be using on the super difficult fights.
That’s… actually a really, really good idea. I might have to “borrow” it for my project.
Pages:
1






















