Alex Rose, Lead Developer, Alex Rose Games
Casting a critical eye on classic game design features like Score, Health, Ammo, Lives, and Crafting.We’ll analyze when these features actually create fun gameplay and, more importantly, determine when to avoid them.
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Stop Using Score – Rethinking Traditional Game Design
1. Stop Using Score [exclamation mark]
AKA: No one wants to play your
space tower defence game
@AlexRoseGames
2. About me
• I’m a serial game jammer
• Been making games for 2 decades
• Obsessive about player feedback
• I apparently know what I’m talking about
• But don’t take my word for it
3.
4. Most games aren’t fun
• They follow rigid formulae.
• This isn’t necessary a problem.
• You’re just following the wrong formulae.
5. Score suuuucks
• Score is a relic of arcade game design
• Arcade games were designed to
take money from people.
• Scoreboards kept people
playing.
• People playing = $$$$$
6. Score encourages mundane behaviour
• Encourages you to stand
around repeating the same
task to make a number go
up.
• Doesn’t affect game
progress.
• Generally measures time
sacrificed, rather than skill.
18. Depletion of ammo/mana/items
• Encourages players to run
around smashing pots.
• Best case scenario,
there’s so much ammo
available there was no
point in limiting it.
19. Worst case scenario, they have to
LEAVE A DUNGEON TO GO SHOPPING.
• WHAT EVEN WAS THIS DUNGEON
20. Alternatives: Just.. don’t
• Hookshot is the same as
arrows.. but with infinite
ammo. So why does Zelda
need ammo?
• Balance your DPS.
• Make the player slow
and visible with OP
weaponry.
22. • Most FPS only let you have two weapons.
• Halo could have limited ammo and fix balance with recoil,
lowered shields, slow movement.
• In fact, this is the worst part of Halo, when you only have a
pistol left.
24. Lives
• LIVES ARE TO MAKE
YOU PAY MORE
MONEY.
• CONTINUES DON’T BELONG ON A
HOME CONSOLE
25. Virtual Console
• Removes
• Perma
• Gameovers
• From
• Badly
• Designed
• NES
• Games
• And
• Lets
• You
• Keep
• Playing
So does this
26. Alternatives:
• Make more fucking content so you don’t have
to threaten the player.
• Make your game more fun so they will replay
of their own volition.
39. SKILL TREES
• They close off end game content if you make
the wrong decisions early.
• So you either get punished.. or spend your
first half an hour reading wikis and skill
descriptions.
40. Why?
• You are limiting your player. You are forcing
them to replay to enjoy the game.
• Let them grind one character.
41. Auto-tree them
• Take the decision out of their hands.
• Give them skills based on what they prioritise
ingame.
43. Conclusion!
• Don’t add features that aren’t fun.
• THINK ABOUT YOUR SYSTEMS. DESIGN YOUR
GAME AROUND YOUR SYSTEMS.
• IF YOU DON’T NEED IT, DON’T ADD IT.
• THESE SYSTEMS RESTRICT THE PLAYER, THEY
DON’T PROVIDE CONTENT.
• MAKE BETTER GAMES
• GO IN PEACE TO LOVE AND SERVE