[Dawko] Oh, hello! Ah! I’m on a plane! I’m- I’m on a pl- I’m not even-
I’m on a plane, I’m not in a plane. [MatPat] Oh! This is cool! [Dashie] Okay, what’s happening?
What?! Grabbing the screen like- [Brett] Go away, you weird, cloud-farting freaks. [Jerma noise] [Brett] I don’t like that, I don’t
know how I’m supposed to- *Screams* [Vinny] What was that?! [Jerma] Dude how am I supposed to play like this?! Okay… That makes the first phase NOTHING. [Rob] I think I hate this boss fight. It suck
s getting to the last phase. [Brett] Every attempt at
this feels like an eternity. [MatPat] This section is weird. This is
like… “eh, we needed another phase for this.” [Jerma noise] [MatPat] It’s a phase… I guess… [8-BitRyan] So, this first
phase is relatively okay. [Jerma] Oh my… my fingers, I just… [MatPat] Okay, the controls
weren’t flipped, and now they are?? I can’t figure out if the
controls are flipped or not… [Brett] Oh super mega secret level. I’m here now. And my life is so much
worse. [Grayfruit] R-Control A… what?? [Shawn] Cuphead’s presentation is its biggest and
most respected accomplishment, harkening back to 1920s and ‘30s cartoons with hand-drawn animation
and painstaking techniques of the era. But while Studio MDHR nails the style and feel of that era,
Cuphead leaves much to be desired in its game design. The game suffers from poorly structured
bosses as well as unbalanced weapons and charms. In a previous video, I talked extensively about the DLC’s power cr
eep and the clear
imbalance of its weapons and charms, including Ms. Chalice. I also detailed
possible solutions to those problems. The video includes Studio MDHR’s history
and contains interviews regarding their design intent as well as analysis showing the
DLC’s betrayal of said design intent. However, that video is not required viewing for
this one, so I’ll link it at the end. For the rest of our ‘comprehensive Cuphead
analysis series’, we’ll focus on each DLC boss’ upsides and downside
s, their strengths
and weaknesses, and the design principles behind them. While the DLC’s bosses contain fantastic
new mechanics and surprises — and of course, an unbelievable step-up in artistry and animation
— they also suffer from structural issues. These structural issues — being structural —
define the core experience of a boss. It doesn’t matter how amazing the art is or how intelligently
designed a specific mechanic may be, structural problems can turn even the best-designed
content
into a slog, and in the process, break cohesion between boss phases and twist up
what should be carefully-planned thematic threads. This creates a challenge with inconsistent
identity, lost potential, and even tedium. Tedium is a big topic, which I’m sure you’ve heard
of. But what we want to explore in this video is where it comes from and how we can avoid it.
Tedium poses a huge threat to any game, due to its ability to turn otherwise well-designed content
into a chore, but it’s especiall
y treacherous for games which operate off of the extended
challenge, or gauntlet, like in a boss battler. Tedium always seems to be sneaking its way into
boss battlers, and we wanna know how to stop it. Believe it or not, tedium is
mostly a structural issue, and a great boss to showcase that fact
is The Howling Aces in Doggone Dogfight. Soaring in as the first multi-unit
boss of the Delicious Last Course, The Howling Aces reimagines the typical
aeroplane, shoot ‘em up mechanic. Instead of
playing as the plane, the player
controls Cuphead on the plane. But, in keeping with the plane gimmick, the
player still retains some control over the plane’s movement. It’s a level design
subversion that works incredibly well. [Jack] Oh gosh, wait, this is not-
oh… I thought this was in a plane. [Hammy] It does seem like there’s a very
high likelihood of being in a plane. Whoa! We’re not, we’re not. We’re ON a plane. [Dawko] Ah! I’m on a plane! I’m- I’m on a pl- I’m not even-
I’m on a pla
ne, I’m not in a plane. Oh my gosh. I mean, it is actually
a dogfight. They’re all dogs, guys. [Grayfruit] The little dude
— it’s the little guy that upgrades your plane! He’s flying
the plane for me; that’s awesome! This is not a plane fight…
well, okay, it IS a plane fight… [Shawn] Canteen Hughes, the drinking vessel,
plane mechanic NPC from the base game, makes a special appearance in this fight
as he flies his plane to settle his beef against The Howling Aces, a bunch of dog
pilots. A
nd this is where you come in. Cuphead fights atop Canteen Hughes’ plane
and controls its movement by walking back and forth on its wings. The player moves the
plane left by standing on the left wing and right by standing on the right wing. The
plane only moves by the player’s inputs. Despite how much of a maneuvering nightmare
this sort of meta-arena control could have been, it’s surprisingly intuitive.
Each player-driven tilt of the plane feels deliberate with just enough
floatiness to em
ulate a plane’s motion, but not so much that the player is unsure how
far the plane will move. When the player stops inputting — for example, while jumping — the
plane maintains a predictable motion curve, making it easy to judge exactly where it will
stop. It’s natural and intuitive and easy to tell where the plane is and will be.
And on top of these smooth-as-butter controls, the boss’ attacks accommodate the plane
extremely well. Most of the attacks have a big telegraph window or are slo
w moving, so
the player can predict exactly where they need the plane to be and when
and have plenty of time to get it there. What makes the plane such great design
is its role as a ‘facet of the arena’, which generates additional types of challenges,
rather than being a major challenge in and of itself. And, when well-used, the plane is
just as much a tool for the player as it is for the boss. And that’s what’s so cool about
it. The plane contributes to the challenge, but it’s also there
to help the player.
And having that slow and deliberate, yet responsive motion curve carries
that purpose extraordinarily well. In addition to the mechanical fluidity, the
plane also checks a bunch of boxes thematically, which is arguably just as important. Given that
Cuphead’s presentation, art style, and surrealist inspiration are primarily what make the game
unique, it is just as important that the thematic elements complement gameplay as it is that the
gameplay itself is solid. The int
erplay between storytelling and gameplay should be a primary
focus. And the plane does that in a few key ways. Canteen Hughes conveys through visuals
and sound that he’s on Cuphead’s side by shaking his fist at the boss and
by clapping when the player completes a phase. It’s a very ‘Us vs. Them’
‘drinking vessels vs. dog’ mentality. [Dashie] Okay, who is driving this plane? Who is that? Who is this character? Is he with me or against me? ‘Cause I don’t know…. Why is he clapping? Oh, he’s wit
h me then. [Shawn] The moving, single platform that is the plane’s wing also helps build
that daring, dogfight atmosphere. And the plane itself is present in all phases,
which creates cohesion throughout the entire boss. All around, Studio MDHR did a
fantastic job with the plane. And, being integral to the experience since
it’s the only surface Cuphead can stand on, the plane becomes the ‘core mechanic’ of the
entire fight. And this is super important because, as the core mechanic, every ot
her
mechanic and thematic element should relate to the plane in a significant way.
Is that the case? Ehhh… it’s a mixed bag. Unfortunately, the plane is the best, most cohesive and thematic element of Doggone
Dogfight. Which is a bummer because the plane is just the arena. The boss itself
is not nearly so well-assembled. The Howling Aces suffer two fatal flaws, both
arising from structural issues. The first, tedium, and the second, the lack of a
Unifying Theme. Let’s start with tedium. Mor
e than any other design flaw, tedium has the
potential to transform otherwise well-designed and fun content into a slog. That’s exactly what
Doggone Dogfight does. As we’ll talk about soon, Doggone Dogfight has some well-designed moments, but, ultimately, its structural issues
create too much tedium, and, as a result, the whole thing suffers. What should be well
designed content instead becomes tedious. What do I mean when I say “tedium?” Tedium
can be described as unnecessary repetition of
content already mastered. Tedium has a few
sources. It can arise from overly distant save points or checkpoints, which cause a
player to repeat content too many times… [Mark] Whoa, whoa… Wha… Wha… Wha… Wha… no, but I… but this is even before the
ocular upgrade. Why would you do that to me?! I have to put the eyes back in again! What?! AAAAHHHHHHHH Okay, actually now I’m gonna save
before I finish. That’s a good idea, then I don’t have to do THAT again… *sigh* oh… my… gosh… [Shawn] … or it c
an come from the
pure, mind-numbing dullness of repeating content which contains no more
opportunities to learn or improve skills. Tedium is specifically a problem in Cuphead due to
the nature of the ‘extended challenge.’ In short, an extended challenge is a purposefully balanced,
nontrivial collection of tasks that exist between two save points. In the extended challenge,
players must complete that series of tasks, and they must do so within an ‘acceptable
threshold of error.’ In other wo
rds, players have to make it through the entire
challenge without making too many mistakes. In Cuphead, this means beating every phase of
a boss without losing all of your health. The boss phases are the individual tasks
the player must complete, and the threshold of error is the player’s health. Since
Cuphead’s bosses don’t incorporate checkpoints, the entire boss must be completed in one go.
The entire boss is the extended challenge. If the player runs out of health at any point
during t
he challenge, the player must restart the boss from the beginning. You might know the
extended challenge by another name: the gauntlet. Some well-known examples of extended
challenges are Nintendo’s Super Mario Bros. and FromSoftware’s Dark Souls. In
Super Mario Bros., the extended challenge is the entire game. The individual tasks are the
levels leading up to facing Bowser in his castle, and the acceptable threshold of error is the
player’s number of lives. When you run out of lives, you r
estart the game. In Dark Souls, the
extended challenge is getting to the next bonfire. The individual tasks are all the obstacles that
prevent the player from proceeding — enemies, area hazards, bosses, etc. — and the acceptable
threshold of error is the player’s health. When you run out of health, you respawn from
the last bonfire and begin a new attempt. So now that we know what an extended
challenge is, how does tedium affect it? Tedium impacts an extended challenge to
a much greater de
gree than other types of challenges due to something called ‘forced
replay.’ ‘Forced replay’ simply means the player is forced to replay the challenge
over and over until they complete it. In Dark Souls, when a player dies, they
are forced to respawn at the bonfire. Then, in order to get to the location where they died,
they must fight through all the same enemies and obstacles they did the first time — with the
exception of bosses. The player must replay a part of the challenge they’ve alr
eady completed
before they can progress to a new part of the challenge. And each time the player dies,
they have to go through this process again, replaying the same content over and over until
they attain the skills and knowledge required to beat it, at which point, they progress
to the next extended challenge. In Cuphead, when a player loses all their health,
that player is forced to replay the entire boss from the beginning. It doesn’t matter how many
boss phases the player beat, they a
lways start from the beginning. The player must repeat this
process until they can beat the boss all at once. Every single time a player is defeated, that
player must restart from the beginning of an extended challenge, with no exceptions, and
the player must do this until they attain the skills and knowledge required to beat the
challenge in full. This is ‘forced replay.’ In an extended challenge, a specific instance
of forced replay — for example, retrying a level — may constitute a sizea
ble chunk of the
game, and due to the nature of forced replay, whereby one challenge must be completed
before the next challenge may be attempted, replaying that same chunk of content can
very quickly devolve into tedium. AAAAAHHHHH In the case of Cuphead, this may mean playing the
first phases repeatedly while trying to get to the end. At some point, replaying
those first phases becomes tedious. It’s important to note that forced replay
is not the cause of tedium. Forced replay just makes
the player confront that
tedium head-on. Without forced replay, a lot of tedium flies under the radar. It’s the interaction between forced replay and the extended challenge which
makes a player notice tedium. Why is this? An extended challenge has two attributes which, when combined with forced
replay, draw out the tedium. Firstly, an extended challenge may be
mandatory. With a mandatory extended challenge, a player cannot skip or, in any way, circumvent
the challenge. In Mario, the extend
ed challenge is the game. In order to circumvent the
challenge, the player would have to not play the game. In Dark Souls, the player
must proceed to the next bonfire. The whole point of the game is to get to the next
area, and the bonfires complement that goal. These are both examples of games with mandatory
challenges, just like Cuphead. In Cuphead, the player must defeat the bosses. Each
boss is a separate, mandatory extended challenge. The player cannot progress to the next island
unti
l they beat every boss on the current island. The opposite of a mandatory challenge
would be an optional challenge. With an optional challenge, like
with the optional challenges in Yakuza or like most of Skyrim, if a player becomes
frustrated with an optional challenge, the player may, at any point, just walk
away. There’s nothing that forces that player to engage with the content. The
player may continue to play the game, but, instead, focus on a different challenge.
Once the player’s fru
stration subsides, or the perception of tedium wears off, the player
can go back to it, or they can decide to never revisit that content again. The player has the
freedom to either engage with the content or not, and they don’t have to stop playing the game to
do that, like in the case of Mario or Dark Souls. The tedium still isn’t justified, but it
affects the player less because they can walk away from it
and potentially come back. The second attribute that draws out tedium
is that an ex
tended challenge has a fixed length. The challenge will usually
exist between two static save points, and it cannot be subdivided. This means that the
player cannot manually save whenever they want. In Dark Souls, the player is not allowed
to manually save in between two bonfires and subsequently respawn at that manual save
point. Whenever a player fails the challenge, they will always respawn at the bonfire, at the
beginning of the extended challenge. In Cuphead, a given boss will have the
same amount of
health each replay. The player must defeat the boss by reducing that health to zero. If
the player reduces the boss’ health to half, Cuphead does not autosave or create a checkpoint.
No silly, there’s no saving in the middle of the extended challenge. The player must complete
the extended challenge in full, all in one go. The opposite of a fixed length challenge
would be a variable length challenge, or one that may be subdivided
via checkpoints or manual saves. In a game th
at can be manually saved whenever
desired, the design intent is that the player controls their own checkpoints, so that they
never have to replay content they don’t want to. In this type of system, players are very rarely
expected to fail and subsequently retry content, and if they do, they have a nice safety net.
This limits the amount of content that needs to be replayed. For example, in sandbox games
like Skyrim, there are checkpoints in the midst of challenges, and in addition to the ch
eckpoints,
the player has complete control of the challenge duration through manual saving. A challenge
in Skyrim can be subdivided almost infinitely. With the ability to subdivide a challenge,
playing tedious content will only affect the player in the moment. That tedium quickly passes
because the save system ensures that the player never has to play through that terrible
moment again. The content may still leave a bad taste in the player’s mouth, but since
it doesn’t have to be repeated
over and over, it can be quickly forgotten in
lue of new and exciting content. In games with extended challenges, the player has
to interact with the same level, the same boss, the same enemy, the same phase, the same attack,
over and over and over and over. And when the player has to do that thing again and again, that
thing better be an exceptional experience. Because if it’s not, the more times a player has to repeat
content, the more tedious that content becomes, even if it was well-des
igned. The content
may be fun the first time; it may be fun the tenth time, but eventually that’s gonna wear off. And
the challenge must be structured to both mitigate tedium and persist for exactly the amount of time
that it is still fun to replay. That’s the nature of the extended challenge. From a
design perspective, it demands perfection. Is that an unrealistic standard? Yes. But there are plenty of examples of
well-structured extended challenges that are darn near perfect, so we know
it’s possible. And from those examples, we can glean some helpful structural guidelines. Now let’s look at those guidelines. To keep things relevant, we’re going to pull
our guidelines from Cuphead’s base game bosses. These guidelines can be applied generally in
any game that relies on extended challenges, and I would call them ‘best practice’
methods to avoid tedium in these cases, especially when using forced replay. Keep
in mind, these are guidelines; they are not rules. Every extended ch
allenge does
not need to use every guideline, and the fact that a challenge does not use a guideline does not mean
that the challenge is bad. The guidelines are a lens through which to view, and thereby avoid,
structural issues that contribute to tedium. For our purposes here, the extended challenge
in Cuphead is defeating one, individual boss, which includes defeating each of its phases in
order, all without being reduced to 0 health. Going forward, I will refer to the extended
challenge
as a ‘multiphase challenge.’ In this case, a multiphase challenge is
the same thing as an extended challenge, but the term is more precise. Cuphead bosses are
divided into phases, each of which are distinct, which is not always the case with the
more general term, extended challenge. The first structural guideline which may
be employed to mitigate tedium is ‘upfront complexity.’ Upfront complexity simply means
structuring a challenge, so that the most complex aspects are introduced early on
. In
Cuphead these aspects may be a boss’ attacks, boss positioning, components of the
arena, or a combination of these. Real quick, let’s define complexity. Complexity
is the cumulation of unique game elements which a player interacts with and/or unique
actions a player takes. Complexity exists on a scale — there can be high complexity
because there are many game elements, or there can be low complexity
because there are few game elements. The higher the complexity, the steeper the initia
l
learning curve. The player has more to learn because there are more things to interact with
and ways for the player to interact with them. In Cuphead, if you see a bunch of
objects on the screen all at once, like in the DLC’s High-Noon Hoopla, that
phase most likely has a high complexity. You can think of complexity as a measure of the
game’s initial ‘possibility space.’ All of the different game elements and possible player
actions exist within this possibility space and create ‘possibl
e gameplay.’ The more complex
something is, the wider the possibility space, since there are more possible combinations of game
elements and player actions. On the other hand, a challenge with low complexity has few game
elements and a narrow possibility space. Complexity should not be confused with depth
or difficulty. Complexity is simply a measure of unique game elements. It determines how
many different pieces the designers have to work with. Depth, on the other hand,
is how all of tho
se pieces interact. Depth is what gives the
possibility space, well, depth. If complexity is the width
of the possibility space, depth is the height of it. And the
resulting area is all the possible gameplay. Depth is how all of the
game elements relate to each other. You’ve probably heard Skyrim being described as,
“wide as an ocean, deep as a puddle.” This saying describes Skyrim as complex, being extremely wide
with a massive amount of game elements to explore and interact with, but als
o very shallow,
having few game elements that interact with each other in meaningful ways. Most of Skyrim’s
systems — the RPG elements, dungeons, quests, NPCs, etc. — are individually shallow and don’t
interact. Skyrim relies heavily on the sublime, on the expansiveness of the game and the sheer
freedom to go wherever the player wants. Once that wears off, there’s not much to hold the player’s
attention anymore since the game itself doesn’t offer any avenues for deeper learning or mastery
of its systems. This is why, when a player gets tired of Skyrim, they tire of the whole game
at once. The mystique and wonder has worn off. Difficulty is, intuitively, how
hard a challenge is to beat. In order to understand how these three concepts
interact, let’s look at a more specific example from Shovel Knight. We’ll focus on two game
elements in particular from the Enchantress boss fight: the platform rocks beneath the player
and the Enchantress’ fireball attack. Other than Shovel Knig
ht himself, there are only two game
elements at play in this scenario — the rocks and the fireballs — but watch how the interactions
and interplay between them creates depth. The fireballs damage us, but they also destroy the
rocks, which, in turn, reduces our playable space and increases the chance we fall to our doom.
To counter the loss of playable area, the player may position themselves so that the Enchantress
throws the fireballs into less important rocks on the sides of the arena. Ne
edless to say, the
less often we have to jump over death pits in the middle of the arena, the better. The interplay
between the player character, the fireballs, and the rocks creates depth. Consider instead
if the fireballs did not damage the rocks. With no gaps in the floor, there would
be no risk of falling and no reason for the player to manipulate where the fireballs go.
The fireballs would become an extremely flat mechanic. The difference between high depth
and no depth is quite clear
and significant. Depth is what takes complexity and turns
it into something greater than the sum of its parts. And since difficulty
and depth exist within the width of the possibility space, they’re all interrelated. Depth, difficulty, and complexity are so
interrelated that if any one of them were to be removed, the whole game would fall apart. A game
with zero complexity would have no game elements, making it nothing more than a story or a fancy
electronic art piece. A game without depth
, would be without form. There would be no interaction
between elements and no way for the player to engage with the game. A game with no difficulty
is functionless, existing just to be experienced rather than played. Complexity, difficulty, and
depth must all exist together in some capacity. But while all of the aspects rely on each other,
they’re also semi-independent. Having a certain level of complexity does not impose a certain
level of difficulty or depth, and vice versa. It’s possibl
e to have low complexity while also having
high difficulty or high depth. It’s also possible to have high complexity and low difficulty
or low depth. And any combination in between. For example, a bullet hell game which uses
many instances of the same projectile on screen at one time may be difficult, but it
is not complex. As another example, in Cuphead, Ms. Chalice’s double-jump and parry,
which afford her excellent air-maneuverability, are not very complex, but
they do create a lot of d
epth. Now that we know what
complexity is, how do we use it? Remember: upfront complexity is simply
introducing the most complex aspects early in the challenge. For Cuphead, this means
placing the most complex aspects of a boss, or the widest possibility space, as early
as possible, ideally in the first phase. The most complex aspect of a fight
might be a boss’ attackset or movements, it might be a multifaceted aspect of the arena, or it could be visual and audio cues, or whatever other gam
e elements will increase
the width of the possibility space the most. In other words, the more visual and
audio elements or objects on-screen, the more complex it will be. And
we incorporate upfront complexity for one primary reason, and that is to
conform to the principles of mastery. Let’s look at an example to show how
upfront complexity encourages mastery. Dr. Kahl’s Robot is an excellent example of
upfront complexity, and, oh boy, is it complex. Dr. Kahl’s Robot’s first phase is wild.
During
Phase 1, the robot has three destructible pieces, each of which spawns an attack. Those
attacks also stay on the screen for some time. That’s six unique, hostile, on-screen
elements the player must pay attention to, in addition to the attacks’ visual
and audio cues, as well as a small, occasional visual obstruction by the arena, and
Cuphead himself. In addition to that, once any of the destructible pieces are reduced to 0 health,
the destroyed piece spawns a different attack, which
replaces the original. In addition
to that, those destructible pieces can be destroyed in any order the player chooses. That’s
a lot of game elements, just in the first phase. [MatPat] There’s a fair amount-
there’s a fair amount going on. [Jack] THERE’S SO MUCH GOING ON! [Dawko] Oh my gosh…
Oh my gosh… This is freakin’ hard, man… *Laughs* That wasn’t even the first part. [Ryan] Let me just try and
get a visual representation. We gotta parry that — I knew it, I knew it. And that reduces tha
t. Okay. We watch the beam. So it’s three things going on
at any given time currently. Oooo. I don’t appreciate now that you’re firing bombs
with skulls on them. Let’s not do that okay. Le- … ‘eah okay. Stay nice and close. You
know what? This works. So… Then we keep our distance for those.
Nice and close again. Whip that. Okay. And his hands… his hands. Woo! And
he fires off little missiles as well. My strat is to focus on the
bottom one here then first, alright? ‘Cause we can also shoot
these guys
as they’re coming through, you see that? So we can get the work done there. Whip that.
Okay. Then dodge. Look at this, this is good. [Jerma] Ooh. It’s a constant beam. Well, there’s other things happening
here I need to be aware of. Alright, that’s just a lot to have to f- What is going on?! I haven’t even done 1%?! Just move around… they’re very slow
projectiles… it’s not even a huge problem. [Laughs] [Brett] Oh and it’s an airplane level. That
much I could most certainly tell y
ou without question considering the fact that I’m apparently
playing Space Invaders and Galaga all in one. What in the world am I currently going through?
Can I destroy this? I’d like to destroy this. [Ryan] We can try and focus on different
areas when we’re targeting this, so we don’t HAVE to focus on
shooting the middle one first. I’m wondering if varying where I do the damage
would be a good course of action. Let me get rid of this central one, ‘cause I don’t mind that.
It’s the bottom
one which really messes me up. [Jerma] Just the deliberate pain
this game tries to send you on. Who’s on the 75 dollar bill? George Lucas? [Shawn] Compared to the boss’ other two phases,
Phase 1 is absolutely the most complex. This is even conveyed thematically when the robot’s
head breaks off and abandons its broken body, which has the added effect of
reducing visual complexity as well. So how does Dr. Kahl’s upfront
complexity encourage mastery? In Cuphead, each phase exhibits a certain a
mount
of complexity and depth and, therefore, contains that amount of possibility space. A player
spending more time playing that possibility space will experience more possible gameplay. And the
more possible gameplay a player experiences, the more of that possibility space will be exhausted.
In plain terms, the more time a player spends playing a phase, the more they will experience
all of the possible gameplay in that phase. Experiencing all possible gameplay
is essential for mastery. M
astering a challenge means improving at that
challenge until the challenge is no longer challenging. In order to master a
challenge, a player must become proficient in the entire possibility space, so that
there is no possible gameplay combination that proves difficult. A player must exhaust
the possibility space in order to master it. If we look at Dr. Kahl’s Robot, we see that the
first phase’s possibility space is so large, that it will take the player much longer
to experience all of t
hat phase’s gameplay combinations than any other phase. Different
projectiles can be dealt with in different orders and with different priorities, the robot’s
destructible pieces can be destroyed in any order, and any combination of projectiles might
create a different situation for the player depending on where Cuphead is on the screen.
The possibility space is huge. Compare that to the second phase where the gameplay consists
simply of moving Cuphead up or down depending on where the robo
t head will show up next,
and you can see just how much longer it would take the player to experience all of the
possibilities in Phase 1 compared to Phase 2. And since a player will necessarily play
Phase 1 more times than any other phase due to forced replay, the player
will exhaust a greater ‘area’ of possibility space in Phase 1 than any other phase. A big source of Cuphead’s tedium comes
from replaying sections of a boss which have already been mastered. So, if you want to
eliminate t
hat source of tedium, then, ideally, the player should never replay something they’ve
successfully mastered. This means arranging the phases’ possibility spaces so that the widest
spaces come first, where the most time will be spent. In Cuphead, this is Phase 1. Phase 2 should
have a narrower possibility space than Phase 1, and Phase 3 should have a narrower possibility
space than Phase 2. Incrementally shrinking the possibility space creates the ideal scenario
where the possibility space o
f all phases are exhausted at the same time, that time being
when the player finally beats the boss. Imagine, instead, a scenario where the most
complex aspects of a challenge are placed at the end of that challenge. The player will
spend most of their time in the early phases, playing a possibility space that is smaller
than the one they actually need to practice. Just like a musician wouldn’t practice
an entire 3 minute song everytime they practice the last 10 seconds of that song, a
pla
yer shouldn’t have to play through a boss that they’ve already mastered, everytime they
want to practice the last phase or attack. [Brett] Every attempt at
this feels like an eternity. I really wish I could drink from that flask
and it was completely 100% proof vodka. [Unhinged Tarzan yelling] [Rob] It sucks getting to the last phase. [Shawn] Our second guideline meant
to reduce structural tedium is late simplicity. Late simplicity means ordering
our game elements, so that the last part of
a challenge is simple — “simple” meaning,
“relatively less complex.” Put the simple things at the end. This might seem the same as
upfront complexity, but there is some nuance. Upfront complexity means that you
put your most complex elements first; late simplicity means that you
make the end of a challenge simple, regardless of how complex the rest of it was. We use late simplicity for two
reasons that play off each other: to create space in the player’s mind, and
to create space in the ch
allenge, itself. Firstly, at any point during a challenge, a player
must keep track of any number of game elements. Decreasing complexity, or simplifying a phase,
simply means removing some of those elements. By decreasing complexity, we decrease the mental
burden imposed on the player. In other words, the player has less things they need to
pay attention to and keep straight. And by reducing the number of things
the player must pay attention to, we create space in the player’s mind.
That
space is now available to use. Okay, cool. How do we use it? Our ultimate goal is to create engaging
situations. We do this by combining all three, complexity, depth, and difficulty. These are the
building blocks of games. We increase depth and/or difficulty to create engagement. However, a player
can only keep track of so many things at once, so the trio must exist in balance. When it
falls out of balance, when we overburden the player — or even underburden the
player — that’s when we get
tedium. Think of a rhythm game. In rhythm games,
you’ll often encounter a brief pause or reprieve right before a super difficult
stretch of a challenge. The purpose of this reprieve is to reset mental burden.
This is an example of a climactic clinch, or drawdown, where the gameplay space narrows
to focus on only one, specific game element that is more demanding or formidable than
the rest. While creating a climactic clinch is only one technique of storytelling, it can be
especially effecti
ve in a multiphase challenge. Simplifying the challenge is
an effective way to maintain the balance while also allowing for an
increase in depth and/or difficulty. Our second reason to use late simplicity
is to create space in the challenge, itself. Creating space in the challenge is
similar to creating space in the player’s mind. Just like our first reason,
decreasing complexity makes room for increased depth and/or difficulty. But
instead of focusing on mental burden, we focus on creatin
g satisfying narrative
action and a cohesive challenge. What does it mean to have satisfying narrative
action? Well in short, the challenge acts like a story. It has a beginning, middle, and end,
and where the player starts is not where they finish. When they finish the challenge, it should
feel as if the player has undergone a journey. Well how do we do that? That sounds… weird. You’re probably familiar with the
3-act structure of storytelling, and if you’re not, here’s a quick breakdown.
The typical story has three acts, the set-up, which introduces the conflict; the confrontation,
which ratchets tension and increases the stakes of the conflict; and then the resolution, which
contains the climactic moment of the story, the most tense point where all the story
elements, or threads, come together. If you view a multiphase boss battle as a story,
you can imagine how any boss could conform to the 3-act structure. The first phase introduces the
boss, the arena, and its distinct
elements. The second phase expands on those elements and
creates additional depth. The third phase brings all of the core skills and layered depth
together at the point of highest tension and then resolves. And what unites all of these phases
into one cohesive picture is the rising action. The rising action can be thought of as an
increase in tension. As the boss progresses, the stakes naturally increase because the player
is further into the boss and therefore further from the nearest che
ckpoint. Increased stakes mean
increased tension. But that’s not the only way tension increases. Tension has two other sources
which may be directly manipulated: difficulty and depth. Difficulty generates tension because higher
difficulty requires a higher skill expression. Greater required skill also means greater
possibility for error. Higher chance for error; more tension. The player must become better. Depth
functions essentially the same way. With more interaction between game elements
, the player must
build new skills; therefore, tension increases. When the player builds new skills, they
are undergoing a journey. That’s what I mean when I say “a player should feel like
where they start is not where they finish.” And this all ties back to mastery. Mastery is
a journey. The player encounters a problem, they build new skills to handle that problem. So, in order to increase tension, in
order to create that rising action, difficulty and/or depth need to increase.
But, if yo
u just increase difficulty or you just create more depth, and, at the same time,
you maintain a constant level of complexity, the challenge will lose focus. Too many game
elements plus too much interaction between those elements plus too great a level of difficulty just
ends up being a convoluted mess. The player will not be sure what they’re supposed to focus
on, what skills they’re supposed to build, or even what the point of it is. You’ll
end up with a challenge containing a bunch of dis
parate elements, which all
overlap but don’t necessarily relate. As a result, if the challenge loses focus, it will
not provide narrative satisfaction. Without focus, the challenge cannot have a satisfying
conclusion where the player feels like they’ve practiced a skillset, mastered
that skillset, then beat the boss. So, if you want to increase
difficulty and/or depth, and you want the player to foster
new skills and build on old ones, complexity has to decrease. We need
room for difficul
ty and/or depth. Let’s look at Dr. Kahl’s Robot. Compared
to the first phase, the last phase of Dr. Kahl’s Robot is relatively simple. There are
three game elements the player interacts with: Dr. Kahl’s gem projectiles, the electrified
walls, and Dr. Kahl himself floating around in an erratic manner. This translates to a
relatively simple but fairly difficult phase where the player must move up and down between
the walls while also accounting for Dr. Kahl’s erratic movement. It is generally
a well-designed
phase and a good use of late simplicity. However, the trio of complexity, depth, and difficulty
are not as well-balanced as they could be. The phase overstays its welcome primarily
due to a blatant overabundance of health. [MatPat & Steph] Oh no! Awww so close! Oh not that close nevermind… you actually
still had a good ways to go. [Dawko] That was so intense;
I got hit right at the end. I was like, one life left, how
long is this going to go on for? [CoryxKenshin] Stop! Pl
ease, stop this! Please! [Grayfruit] Gosh. I was exactly
halfway through the fight there. What the f-. He’s still going. It just
keeps happening. There you go. [Dashie] Look at how much s- I’m dodging. *Sigh* Not even halfway. [Chris] Ahh, I can’t, I died trying
to get to you. How close were we? [Sam] We were not even close! [Chris] No! [Dashie] They can’t be serious! This is ridiculous! Do we just keep going for the whole time?! I’m about to have an emotional breakdown. [Vinny] *Agony* And t
hen like… you see the percentage
done, and it’s still not enough. It’s a long f- fight. *Sigh* F- cock. *Sigh* Like is there any reason for me to say that? Like I don’t need to defeat
a boss and say f- cock. [Shawn] Because both complexity and depth are
low, the player exhausts the relatively small possibility space quickly. And with a high
difficulty, the player will likely replay the phase multiple times with very little mastery
potential. A phase with low complexity and depth but high di
fficulty works ideally when the phase
is kept short. Unfortunately, this phase is by no means short, and that’s an understatement.
However, it’s still a pretty good example. All this is to say that, if you want to create
a satisfying structure with a climactic ending, use late simplicity. All three,
complexity, difficulty, and depth, exist in a balance, and late simplicity
is one way to achieve that balance. So far, our guidelines have focused primarily on
complexity. Based on our guidelin
es, a challenge should progress from complex to simple, from
widest possibility space to narrowest possibility space. This prevents tedium by concentrating
gameplay possibilities in the section of a challenge that a player will spend the most time
playing — the first phase of a boss — which has the added benefit of encouraging mastery. In
addition, modulating the player’s mental burden across the whole challenge reduces the chances for
burnout, while also creating the opportunity for the ri
sing action to terminate in a climactic
ending. It’s basically the best of all worlds. Depth is basically the opposite. Instead
of a descending arc like complexity, we want an ascending arc. The
challenge should start relatively shallow, but still meaningful, and work its way
deeper. This ascending arc supports the rising action of a challenge, and is one
of our two direct sources to create it. But in order to INCREASE [oops] depth,
we have to employ our next guideline. The third means by
which multiphase challenges
mitigate tedium is through early key learning, or more specifically, by punctuating ‘early key
learning points.’ Early key learning points are pretty much what they sound like. They introduce
a mechanic or concept in a limited capacity, either with less depth and/or easier
difficulty, so that the player can learn and practice that mechanic before
the mechanic evolves. Early key learning points lay the foundation for depth, and in so
doing, encourage mastery and
decrease tedium. For example, Super Mario Bros. introduces
the moving platform very early in the game, and as the player progresses, the
moving platform slowly evolves. The first iteration is a simple up/down
platform. It’s easy to maneuver through because a jump is unlikely to miss, does
not require varying horizontal movement, and there’s a backup platform
underneath in case the player misses. The next iteration is a side-to-side
platform. It’s much more likely a player falls off a side-
to-side platform than they do
an up/down platform. The side-to-side platform also requires the player to jump from one to
another, so it’s a little more challenging. Further along, there are smaller up/down
platforms, and multiple in a row this time. Later on in World 3-3, Mario has to
traverse up/down platforms that fall when he lands on them, as well as jump to and from those up/down platforms while also
navigating side-to-side platforms. What was a relatively shallow mechanic now
affect
s both horizontal and vertical movement, which affects how quickly Mario traverses
the level, and it acts as both a hazard and a tool to either run into enemies,
or to evade them. Depth increases. But imagine if the game didn’t have those early
key learning points. Imagine if the game never introduced the platforms until World 3-3, and the
first platforms the player ever encountered were the up/down, side-to-side combinations. That would
be potentially infuriating. Because of the nature of
forced replay, the player would have to replay
early worlds over and over just to get a shot at practicing all of these different types of moving
platforms. The early worlds would become tedious. Let’s look at Cuphead. Dr. Kahl’s Robot is, again, a pretty good
example. Almost all of the robot’s attacks act as key learning points for the
fight’s last phase. In the last phase, the player has to move up and down
between the electrified walls while moving up/down and side-to-side to avoid the
gem projectiles, while also keeping on target. If we look at Phase 1, the antenna
laser, the light bulb drones, and the chest bot with the electric
wall all support this up/down movement. The homing death bomb teaches the
side-to-side movement required to simultaneously move through phase 3’s
electrified walls and keep on-target. And the nut and bolt projectiles are a
direct precursor to the gem projectiles. In Phase 2, the flying head forces the
player to alternate between the top and bot
tom of the screen, in the exact
same way that the electrified walls do. There are a lot of key learning points
here, and each of them does a pretty good job of introducing a mechanic in a limited
capacity, giving the player time to learn. So if nearly all of the attacks in phases
1 and 2 are leading up to Phase 3 in what should have been a climactic moment, why
does Phase 3 seem a little lackluster? In addition to Phase 3’s overinflated
health pool, Phase 3 falls flat because, despite all
of the fight’s key learning points,
it doesn’t really have any depth. Or I should say, Phase 3 doesn’t increase depth relative
to the other phases. All of the key learning points stressed the up/down, side-to-side
movement. But that’s the thing. If the fight actually conformed to an ascending
depth structure, whereby depth between game elements increases over the course
of the fight, we would see each of those elements introduced gradually and in a way that
starts with less depth and ends
with more depth. In order to conform to the ascending
depth structure, the fight might have introduced the up/down movement or
the side-to-side movement in the first phase. In the second phase, the fight might
have focused on the other element. But Phase 1 encompasses all of the elements,
in a more interesting package, and with a ton more total depth than the other two
phases combined; it’s not even close. By the time the player gets to Phase 3, they’ve already done all of the
things Phase
3 has to offer. They’ve put together the
up/down, side-to-side movement, and they’ve practiced staying on
target despite numerous projectiles. There’s nothing new, no additional
skill the player needs to learn, no new interactions between game elements.
It’s the same thing the player has been doing the entire fight, just with less
depth and more difficulty because the gem shoots a greater number of projectiles,
faster. It’s boring, therefore tedium. Let’s look at an example that incorpora
tes
early key learning a bit better: Cala Maria. The theory behind Cala Maria’s stone gaze
is really neat and effective. The idea is that the player reduces the number of
projectiles by destroying the eels, then predicts where they need
to position themselves, so that, when they’re hit by the stone gaze and
frozen in place, enemy projectiles miss them. The stone gaze is introduced in the second
phase and carries on into the third. Each of the attacks in the second
phase complement the sto
ne gaze. The eels’ attacks are crisscrossing
projectiles that create a grid of ‘safezone,’ which the player must
quickly identify and position within. This idea of the safezone
repeats in the third phase but with a greater emphasis on predicting attacks. The third phase introduces new attacks
which are each very simple but which drastically increase the depth of
the stone gaze. Each attack requires more forethought in positioning
than Phase 2 does. Not only that, but Phase 3 ratchets diffi
culty and, therefore,
tension by enclosing the space above and below. [Steph] Oh geez, oh geez. Oh
my gosh, oh my gosh, okay. [Jerma] *Laughing from relief* [Jack] Whaaat?! Oh, she freezes
me, she freezes me. Oh s-. Come on. Come on. Come on. I’ve
gotten so close. I’m so close! [Shawn] The sudden increase in difficulty and
tension works incredibly well for two reasons. For one, the core mechanic of the fight, the
stone gaze, is an early key learning point, first introduced in Phase 2. Beca
use the
stone gaze mechanic is introduced early on, it creates a more intuitive and gentler
learning curve across both Phases 2 and 3. Cala Maria allows players to adjust to the new core
mechanic and incorporate it into their skillset. Therefore, while Phase 3 ramps up its difficulty
and tension, it also reduces the number of new elements for the player to learn at once. The
player is already familiar with the stone gaze, so Phase 3 significantly reduces its chances
of introducing tedium o
r overwhelming players. Phase 3 can safely increase its difficulty and
depth for a satisfying tension-filled finale. [Dawko] Come on. Come on. Yes! We did it! [Shawn] The second reason Phase 3's
increase in difficulty and tension works well is actually related to late
simplicity, but you’ll often find that these structural guidelines work together
to create the best possible experience. Phase 2’s eels fill the screen with projectiles, which can also be managed by interacting with
the eels a
nd so increases the phase’s complexity. Phase 3 then reduces the objects on screen to
only two — the skulls and spiked columns — and decreases the playable space. Phase 3’s complexity
decreases. There’s less to focus on, less mental burden on the player, and therefore, Phase 3
can comfortably increase difficulty and tension without worrying about introducing tedium from
an overcomplicated and overwhelming third phase. Overall, Cala Maria’s third phase only
works because it introduces the co
re stone gaze mechanic as an early key learning
point in Phase 2, then simplifies Phase 3 in order to further focus on the core
stone gaze mechanic — to increase depth, difficulty, and tension until the
climactic, satisfying conclusion. What makes the stone gaze especially great,
though, is that it reinforces the thematic presentation of the boss, pulling the phases
together and creating a cohesive challenge. Reusing or reimagining a game element
across multiple phases — in this case, the
stone gaze — creates a ‘narrative thread’
that we can trace through the fight and which defines the core gameplay loop. Being such an
iconic attack, the stone gaze really works as the core of this boss, and every other attack is
simply an extension of it. Thus, we increase depth over the course of a fight, giving the player
new skills to master and decreasing tedium. The fourth means by which multiphase
challenges mitigate tedium is through ‘early replayability.’ Replayability is an
elusiv
e concept and one that’s hard to define, but it generally means that, ‘repeated attempts
or playthroughs will not significantly reduce a player’s desire to replay content.’ You can
imagine how important replayability is in a game that exercises forced replay. And
again, given the nature of forced replay, the beginning of a challenge should be
the most replayable, or else, tedium. Since tedium is a surefire way to reduce a
player’s desire to replay content, tedium and replayability generally
cannot coexist. Therefore,
increase replayability, decrease tedium. There are many ways to foster replayability, but we’re going to focus on the two
most-used: mastery potential and variety. We’ve already talked about mastery potential to
an extent in this video, but if you want a much more thorough investigation, I talk a lot more
about it in my video on the Cuphead DLC’s items. If you haven’t already watched it, I’ll link
it at the end of this video for your interest. The deeper the poss
ibility
space of a challenge or, the more depth a challenge presents,
the higher the mastery potential. Games with high mastery potential
typically have high replayability. Consider FromSoftware’s Dark Souls. Dark
Souls is a series of extended challenges, back-to-back, from bonfire to bonfire. Any one
of those extended challenges is typically linear. There are shortcuts and secrets, but most
challenges have to be approached head-on. This is how the gauntlet functions.
The player must over
come the challenge in any way they can, given the tools at
their disposal (weapons, spells, etc.). Each time the player engages with the gauntlet,
their skills improve, and they are more likely to succeed. But while player skill increases,
the gauntlet never changes. The worldmap never changes either. No matter how many times
the player replays a specific challenge, or even the whole game, they experience
the same challenge. So if nothing changes, why do players enjoy playing
the same cont
ent repeatedly? Replayability, in this case, originates from
the player’s urge to improve. And depth is the vehicle for that improvement. Without
depth, there would be no room to improve. Improvement is also an active process.
In order to increase their skill level, players must stay engaged. They can never
just go through the motions. The challenges in Dark Souls force players
to pay attention and adapt because the enemy’s and player character’s positioning
and attacks all interact in a d
angerous arena, which creates consistently engaging scenarios.
If the game was shallow, there would be no interaction between game elements, and mastery
potential and replayability would be small. What about variety? Variety is a simple, direct tool for increasing
replayability. In the most basic terms, variety provides different stuff to engage with on
each attempt. In a more technical sense, variety means that ‘on any repeat attempt, a player will
encounter a different selection of game e
lements.’ Variety should not be confused with the
replayability from depth that we just discussed. Although both depth and variety
are capable of creating unique situations, depth focuses on the interaction between
game elements and actual mastery potential, while variety changes which game
elements are present. Switching out game elements does not affect depth nor, oddly enough, even
complexity. Variety simply provides something new to discover on repeat attempts and nothing more,
but it’
s still a useful tool in the right hands. When we’re using variety, we want it to
be in the right place. Place variety too late in a challenge, and players will get
stuck. They’ll have to replay the whole challenge each time they practice the different
variants. Keeping players stuck at the end of a challenge for too long introduces tedium. It
is best, if a designer wants to use variety, that they place it early in the challenge. This
is the same mindset behind upfront complexity. Djimmi th
e Great is a decent example of early
variety with some flaws. In his first phase, Djimmi pulls out a chest that contains
one of three possible attacks. The other two unchosen attacks aren’t used in that
fight. When the player replays the boss, Djimmi chooses one of the three attacks again.
By switching up the first attack of every fight, the player experience changes. In theory,
this reduces the tedium of repeated attempts. In this example, the early variety is
extremely simple. There’s a
list of attacks; the boss chooses one attack from that
list to use. Variety can also be more complex. For example, a boss might
change attack patterns, attack timing, states or stances, special abilities,
status effect infliction, arena hazards, or any other mechanic that changes
which game elements are in-play. When using early variety, designers should
be wary of a few different pitfalls. There are inherent difficulties in
establishing early variety, especially with the grab-bag type of
variety like we see with Djimmi the Great. Firstly, when trying to increase replayability,
using only variety does reduce tedium, but the result will not be particularly
interesting or engaging. When we look at Djimmi, we see that his first attack
has variety. It does not, however, have any depth. There is minimal interaction
between game elements here. A complete lack of depth results in flat gameplay, and nothing
variety can do will save it. Djimmi’s first phase is not interesting or eng
aging and,
therefore, causes tedium on repeat attempts. Secondly, establishing key learning points
becomes more difficult when the possible game elements are too numerous. It’s difficult
for the player to establish patterns or hone in on specific game mechanics that the
designer wants to solidify. Djimmi falls into this same trap. Each of the three
variations on his first attack teach a different skill. While each of these
skills may be relevant for the boss, the player will have difficult
y identifying
them as actionable key learning points. Thirdly and somewhat related to the
previous point, too much variation can create too great of a mental burden.
Djimmi doesn’t have an issue with this, but imagine a scenario for me. You’re playing a
boss battler, and the first phase of a multiphase boss has a dozen different variants, ONLY ONE
of these variants spawns for each attempt, and for each variant, the player has to
remember a specific visual or audio cue. This would obviously
overwhelm the player
and present too steep a learning curve. To avoid overwhelming players, most designers
implement variation in groups of three. Lastly, each variant has to be balanced against
each other variant. This is probably the most difficult trap to avoid, since each variant should
be distinct enough to offer something unique, and unique elements rarely lend themselves to
balancing. If one variant is easier than the others, the easy variant becomes boring and
tedious. Not only wi
ll it introduce tedium, it also misrepresents the difficulty of the fight and undermines the rising
action that we get from tension. Djimmi’s sword attack is an absolute joke compared
to his other two attacks. It’s essentially free damage and a free parry. And what’s worse,
if the player doesn’t get the sword attack, the player is incentivised to restart the
boss immediately in order to minimize the chance they take damage from the more difficult
attacks. This is a tedious strategy, and one
, unfortunately, supported by the design.
And we cannot be mad at players who, in all rational thinking, decide to
take the path of least resistance. Now that we’ve defined these guidelines, it’s
important to reiterate that these are, in fact, only guidelines. Some of them may apply to
certain challenges and bosses, while others may not be necessary or may not be the right tool
for the job. It all depends on the context. SO, we’ve talked about why tedium is
important in an extended challen
ge, how forced replay exacerbates tedium, and what attributes of a challenge
create opportunities for tedium. We’ve also looked at four structural
guidelines that minimize tedium. Now that we have our tedium,
talking-point ammunition, let’s finally dive into Doggone
Dogfight’s structural issues. Doggone Dogfight suffers
from three structural issues. 1. The fight abandons established skills and
mechanics nearly as soon as they’re introduced, causing each phase of the
challenge to feel disj
unct. 2. The poorly conceived transition phase, Phase
2, erodes any sense of tension established in Phase 1. Without tension, the second phase drags,
and the first phase becomes retroactively boring. 3. The immensely complex Phase 3 overshadows
both of the other phases, while introducing a new mechanic at the end of the fight which
is way harder than all the others. This new, difficult mechanic causes players
to fail and subsequently retry, meaning they have to play through most of the
cha
llenge in order to practice a small part of it. Repeating the first two phases over and over
exhausts any fun a player might get out of them. When we combine all these
structural issues together, we have a challenge containing three unrelated
phases, the first two of which are boring, and the third, which causes players to replay
those boring phases. Naturally, we get tedium. Each of these issues seem simple
when listed out like this, but they are far from it. To show
you how we came to th
ese conclusions, we’re going to break down each phase
in depth, starting with Phase 1. Phase 1 begins with a visual
introduction of Sergeant O’Fera, the central antagonist of the fight, and
Pilot Bulldog, our Phase 1 antagonist. After her introduction, Sergeant O’Fera
zooms off in her chinook helicopter to chill for a couple phases while
her minions do all the work. Once Pilot Bulldog has his
orders, the fight begins. Pilot Bulldog hovers in his plane at top-screen,
occasionally popping d
own on his jetpack to the left or right-screen to shoot lateral yarn
balls and returning crossbone boomerangs. His plane maneuvers side-to-side while
his minion pops out of the wings and throws fanning, tennis ball projectiles downwards. We also get a bonus attack in the form of
Sergeant O’Fera’s slow-moving, fire hydrant, homing missiles coming from off-screen.
Overall, we have a very projectile-heavy phase in addition to the minor arena hazard
of falling off Canteen Hughes’ plane. For the
most-part, as a standalone phase, Phase 1 is solid. However, multiphase
challenges cannot be properly evaluated solely on an individual-phase basis. They
have to be viewed as a ‘whole.’ Because, afterall, a multiphase challenge will only
ever be as strong as its weakest link. Each phase is an essential piece of the whole that
will be replayed countless times, where any amount of tedium compounds with each additional
attempt. That’s the nature of forced replay. But we gotta start somewhere.
Let’s examine Phase 1 through
the lens of our four guidelines: upfront complexity, late simplicity, early
key learning, and early replayability. We’ll start with complexity. To begin talking about complexity, we must
first define our game elements. I’m dividing them up into groups to make them easier to talk
about. Phase 1 has three groups of game elements. The first group comprises all
the elements that go into Canteen Hughes’ plane. This is the movement,
the platform, and the visual cue
s. The second group comprises all of the
enemy projectiles and their visual cues. And lastly, the third group is Pilot
Bulldog himself and his movement on-screen. Each of these groups are, in and of themselves,
complex aspects, the most complex among them being Canteen Hughes’ plane. Canteen Hughes’
plane contains multiple game elements all in one package. It acts as an arena hazard,
a helpful tool, and a thematic guide. The plane achieves these purposes through
interactivity. Unlike most
game elements in Cuphead, Canteen Hughes’ plane reacts directly
to player input, beyond just a simple parryable or destructible element. This interactivity
demands an entirely new level of engagement from the player. As opposed to simply reacting
to a boss, the player can proactively change the arena. This is a unique feature of the DLC and
one that really takes the fight to the next level. From a strictly mechanical point of view,
Canteen Hughes’ plane has three game elements. The first el
ement is the most obvious; the player moves from side-to-side on the
wings, and the plane shifts accordingly. The second element is more subtle but goes
hand-in-hand with the first. While the plane is in motion and the player jumps, the plane
continues moving according to a ‘predictable motion curve.’ While this may seem like the same
thing as the first element, they are separate because both ‘moving the plane by standing on its
wings’ and the ‘predictable motion curve’ interact with other
game elements in distinct ways,
which we will discuss in greater detail later. The third element is the relatively small,
moving platform that is the plane’s wing and its associated negative, or void, space
— the arena hazard. If the player isn’t precise with their jumps, they can fall
into the negative space and take damage. We don’t need to go super in-depth on
the projectiles group or on Pilot Bulldog since neither of them introduce anything
incredibly unique to Cuphead. It is enough to
simply recognize that they are groups of
elements and take up space in this phase. However, one thing to note about both these groups
is that they rely heavily on visual cues. Sergeant O’Fera’s homing, hydrant missiles are telegraphed
way in advance, the yarn balls similarly so, and the crossbone boomerang is displayed
on Pilot Bulldog as he slowly descends to fire them. These telegraph windows give the
player plenty of time to adjust the plane. These visual cues are, themselves, game elem
ents, and they exist to support the potential depth
created by Canteen Hughes’ plane. This is good. With all the elements defined, we can see
that Phase 1’s possibility space is very wide. There are a ton of game elements here,
certainly enough to keep a player engaged, and with such a wide possibility space, the chance
that a player exhausts that possibility space too early and encounters tedium is relatively
low. AS LONG AS these conditions are met: Condition #1) Phase 1’s complexity must
be supported by a proportional level of depth — in other words, the numerous game elements
must interact in meaningful ways. Without depth to tie the numerous elements together, Phase 1
devolves into a hodgepodge of random attacks. In a mastery-based game like Cuphead, the
depth must justify the existence of complexity. We’ll see how Phase 1’s
depth holds up in a moment. Condition #2) Phases 2 & 3 must
not overstay their welcome. Again, anytime the latter phases of
a multiphase challenge
take too long, the nature of forced replay will inject tedium
into otherwise well-designed content. If Phases 2 & 3 do overstay, then the possibility
space of Phase 1 will be prematurely exhausted. To ensure they don’t overstay
their welcome, phases 2 & 3 should follow a descending complexity arc. The number of game
elements should decrease each phase, allowing room for increased depth and/or difficulty
without imposing too great a mental burden. Remember, the thing about multiphase challe
nges
is that each phase relies on each other phase to form a cohesive challenge. Phases 2
and 3 must support Phase 1’s existence, or else the whole thing
breaks at the weakest link. If it sounds like I’m foreshadowing something
about Phases 2 and 3, you’d be correct. So, upfront complexity achieved, as long as Phase 1 contains enough
depth to justify that complexity, and as long as Phases 2 & 3 don’t cause Phase
1’s possibility space to be exhausted too early. Moving on. Late simplicity. J
ust kidding, we’re going to skip
late simplicity since it doesn’t apply to Phase 1 and continue
right into early key learning. Right off the bat, the player will
notice that Canteen Hughes’ plane is the star mechanic. Every other
element is designed around it, from Phase 1 through to Phase 3, and
rightly so. The plane is unique and fun. As such an integral part of the fight, we would
expect the plane mechanic to evolve and build new layers of mastery on top of the old. Each
phase might re
quire a new skill expression or in some other engaging way interact with
the plane, so that, by the end of the fight, the player feels there was a beginning,
middle, and end to their mastery journey. They were introduced to the mechanic, they built new skills, then they put it all together and beat the boss. We introduce the concept in a limited capacity, so that we can grow depth and increase
difficulty as the challenge progresses. And that is exactly what Canteen
Hughes’ plane does NOT do.
Unfortunately, this super cool
mechanic that everything is built around is not done the justice it deserves. Canteen Hughes’ plane is a static mechanic. It does not evolve as the player progresses;
it does not create new avenues for mastery. No early key learning points apply. It’s the same in Phase 1 as it is in
Phase 2 as it is in Phase 3. Now, if you’re familiar with this boss,
you might think the wild screen rotation in Phase 3 changes the plane mechanic. Not
quite, but we’ll get to th
at in Phase 3. Don’t think, however, that just because the
plane doesn’t employ early key learning, that there are no early key learning points
in Phase 1. That is to say, there’s one. Well, there’s actually two, but one of the
two is only relevant for the secret Phase 3, so I’m not even going to count that
since most players won’t encounter it through natural play. We’ll talk about the
secret phase more at the end of this video. To be fair, the one key learning point is
important and does
interact with the plane. What is that key learning point? Jumping over projectiles, which
sounds boring just by itself, until you consider the implications in regards
to the plane. Remember how we talked about our plane game elements in the previous
section and how ‘moving the plane’ isn’t the same game element as the ‘predictable
motion curve?’ This is where that comes in. The motion curve means the plane does not
immediately stop moving when the player jumps, so forcing the player to jum
p, like
with Phase 1’s crossbone boomerangs, causes the player to interact with that
motion curve. The player has to get good at judging where the plane is and
will be. Jumping over the plane becomes a core skill in every phase, and
the different projectiles in each of those phases slightly change the player’s required
skill — early key learning point established. However, when viewed next to the plane
mechanic, jumping over a bone seems way less interesting than the potential evolution of
the absolute core mechanic of the whole fight. Moving on. Recall that, for our purposes in this video,
early replayability has two sources: depth and variety. To get a sense of how replayable
Phase 1 is, let’s take a look at that depth. Now, if one wanted to talk about depth, a core
mechanic would be a great place to start. A core mechanic is one which, ideally, all the
game elements relate to and interact with. You could think of it like a holiday dinner. The
turkey is the essential core
of the whole meal, and the cranberry sauce, mashed potatoes, and
stuffing all exist to complement that core. Core mechanics are the centerpiece of depth,
and they help create a cohesive challenge. Not every challenge is going
to have a core mechanic, which in most cases I would consider a design
failure, but in this case, we do have one. Oh look, we’re back at Canteen Hughes’ plane. The projectiles and Pilot Bulldog both
serve to complement the plane. And if we look at each one of these, w
e can
see the core mechanic at work. Both the projectiles and Pilot Bulldog
are pretty boring. Both of them, just on their own and even in relation to
each other, exhibit a shallow level of depth. But then you add in the core mechanic, and
we get a depth explosion. In this case, the core mechanic makes the “whole
greater than the sum of its parts.” Again, the core mechanic here is Canteen
Hughes’ plane. Without the plane, the relative shallowness of the enemy projectiles
and Pilot Bulldog
would have made for a boring fight without any rising action. But it doesn’t
matter that these other game element groups are shallow on their own because that’s not how depth
works. Depth takes into account all elements. Let’s look at why this is effective and
what it actually means for gameplay. The projectiles complement the plane
mechanic exceedingly well. Unlike most bosses where the player simply moves
Cuphead to avoid the projectiles, there’s an extra step with The Howling Aces. The
player’s movement is restricted to the
biplane, so in order to avoid the projectiles, the player must maneuver Canteen Hughes’ plane
across bottom-screen. For each projectile, there is a biplane “state,” or position, that
will minimize the player’s chance of being hit. And those positions are largely conflicting.
One projectile might be best countered in one plane position, while a different
projectile might require another position. For the yarn balls, the player wants to be
close to or m
oving toward Pilot Bulldog, so that the yarn balls pass over their
head as quickly as possible. The sooner the projectiles are past the player, the
sooner the player can start moving again. For the crossbone boomerangs, the player wants
to be directly center-screen, so they have enough time to react to the boomerangs on both their
forward path, and also on their return path. For the fanning tennis balls, the
player wants the plane to be stationary, allowing them to pass easily
between the
projectiles. And lastly, since Sergeant O’Fera’s homing
missiles are destructible, the player wants to be at a forty-five degree angle to the
projectile’s approach from top, corner-screen. Or, wait until the player can safely
move underneath it. Either method allows the player to aim and destroy
the missiles before they get too close. In addition to all these projectiles,
the player must also constantly readjust the biplane to stay on-target as Pilot
Bulldog’s plane floats from side-to-sid
e. So many conflicting elements might have been a
muddled mess, except for the fact that all but the tennis ball attacks are very well telegraphed,
giving the player plenty of time to react. Conflicting elements are
key to depth. For example, the yarn balls are a catalyst for conflict
here, since they force the player to crouch and remain stationary. If the player moves with
yarn balls over their head, they’ll be hit, but if the player does not anticipate the other
projectiles and pick a g
ood spot to crouch, they could get hit by a different
projectile, most likely a tennis ball. The player has to commit to their choice,
a difficult task with so many projectiles. The crossbone boomerangs also serve a similar, confounding purpose. The boomerangs force
the player to jump in order to avoid them, but because Canteen Hughes’ plane does
not immediately stop when Cuphead jumps, the player must exercise air-control to both avoid
the boomerang but also ensure they land safely. Each o
f these interactions create
unique and engaging situations. However… it’s worth noting that much of Phase 1’s
depth relies on equipping standard, non-homing weapons. In the previous video, we discussed how
incredibly unbalanced the Crackshot weapon is, allowing players to deal consistent damage while
dodging, maneuvering, parrying, and otherwise not aiming at the target, and we can see that in play
with Doggone Dogfight. In Doggone Dogfight, if the player has Crackshot equipped, there is ne
ver a
need to reposition the plane. The player can deal consistent damage even when the plane is out of
position, and the homing hydrants pose almost no threat due to Crackshot’s homing. By eliminating
the confounding effects of our different game element groups, Crackshot, to a fair degree,
invalidates the core mechanic of the entire boss. How homing weapons can affect a boss and
what we can do about it will be discussed in the upcoming Glumstone the Giant
design video. For now, just know
that, when I speak of Phase 1’s depth, I’m
assuming that the weapons are balanced. Overall, Phase 1’s depth is sufficient.
Like we talked about in complexity, the interaction between game elements
justifies the existence of those elements. The depth justifies the complexity. We have a
reason for so many different game elements to exist. Without a reason, the entire phase would
devolve into random nonsense — an inherent pitfall of surrealism — and the challenge would quickly
become tedious
. Depth justifies game elements. So what about variety? Our depth is good, but depth is only one of our two sources
of replayability. Variety is another. So how about it? Is it used? No. Phase 1 forgoes variety in favor
of depth. There is no variety in this phase. The player will experience the
same attacks, maybe in a different order, but with no variation in type. Pilot Bulldog’s
plane will always sway back and forth. Bulldog himself will always shoot yarn balls and
crossbone boomerangs —
every single retry. Is there room for variety? That’s a big maybe. When we consider the pitfalls of variety, and we consider that the current Phase 1 is a
solid phase with a strong foundation of depth, it seems unlikely that Phase 1 would benefit
from variety. Two of our pitfalls apply here, the first being that key learning points
are difficult to establish when the game elements are switched up, and the second,
that too much variation creates mental burden. Phase 1 already has an issue wi
th key
learning points. Any added variety might take away from the minimal key
learning points that have been established. Adding variety would worsen
an existing structural issue. Not good. And regarding mental burden, in this phase, there are already several game elements
and their interactions that the player must attend. Adding any more would likely push
that mental burden beyond an acceptable level. So, to answer the question, is there
room for variety? Probably not. If there is room
for variety, it would
need to tie into the core mechanic, Canteen Hughes’ plane, and not
into our other two game element groups. Tying variety to the plane would
minimize the effects of both pitfalls. Any additional key learning points generated from
variety would — ideally — be based on the core mechanic, which would at least give
the core mechanic a learning point. And for mental burden, tying variety
to an established mechanic would make that variety easier to digest
and keep organized
in the mind. But even then, variety would most likely
just confuse both the player and the phase. Overall, just utilizing depth, we have a
pretty decently replayable first phase. Alright, so that’s our four guidelines to
reduce structural tedium applied to Phase 1. Overall Phase 1 is pretty
well designed. Just by itself, Phase 1 is not a big source of tedium. It
has an acceptable number of game elements, which the level of depth supports,
and the phase is replayable enough that a player l
ikely won’t get tired of it,
given that the later phases don’t overstay. Since a multiphase challenge
breaks at its weakest link, we have a lot riding on the second and
third phases here. So, let’s move on to Phase 2. And unfortunately, Phase 2 is
where Doggone Dogfight enters a nosedive. At the end of Phase 1, we see our little
minion friends fire up their jetpacks as Pilot Bulldog goes blasting off again.
Thus begins the battle with the Yankee Yippers — the cute name officially recognize
d
in the DLC’s translator notes. In Phase 2, the Yippers fly circles around the player and
shoot little “BOW WOW”s at them. That’s it. That’s *laughs* that’s it. That’s the phase! That’s it! Compared to phases 1 & 3, Phase 2 is
simple. That’s probably an understatement. Phase 2 takes all of that established
complexity and depth and interesting, engaging situations and pitches them directly into
the burning wreckage of Pilot Bulldog’s plane. So goeth the transition phase. [MatPat] This secti
on is weird. This is like,
eh, we needed a thi- another phase for this, so… [Studio MDHR] just decided to throw these
guys in here. Kind of underwhelming. They’re like, eh… it’s a phase, I guess… [Shawn] I’m going to take a moment here to talk
about what a transition phase is and why it has almost no place in a multiphase boss battler.
Any time a multiphase challenge with forced replay includes a transition phase, there
will be tedium. It’s not even a question. Transition phases create tedi
um. What is a transition phase? Transition phases are short phases that sit
between two other primary phases. Typically, they are simpler and exhibit a shallow level of depth. They usually exist to bridge
the gap between thematic elements, or, to distinguish between
distinct, unrelated game mechanics. Or, in the pursuit of the misguided notion that
“more phases are better” — quantity over quality. Let’s take a look at two transition phase examples
from Cuphead. I want to be very clear up fr
ont, both of these are examples of what not to
do in a multiphase challenge with forced replay, but one of them is considerably
more forgivable than the other. In Djimmi the Great’s second phase, a series of walls with destructible
elements block the player’s path. The player must destroy the correct block in the
wall while maneuvering around flying blades. Djimmi’s second phase is a transition phase. You can tell it’s a transition phase because
the mechanics involved are completely unrelat
ed to any of the other phases, the phase lacks any
sort of depth, it’s incredibly simple with only two game elements, and playing it more than once
makes you want to hit your head against a wall. Any rising action or tension the first
phase mustered immediately evaporates in Phase 2. Replaying it is tedious. There is
zero mastery potential, and what’s worse, it takes the same amount of time to complete
no matter how skilled you are. There is no way to play this phase better. The player’s
s
kill level is practically inconsequential. Normally, when a player fights a boss,
they constantly improve their skills. On each repeat attempt, they dodge more
reliably and deal more consistent damage. In Djimmi’s second phase, the player
can still avoid taking damage, but they cannot demonstrate deeper mastery
of or interact with any game element in any meaningful way. This phase checks
pretty much every tedium box there is. Now let’s look at Dr. Kahl’s Robot. In the second
phase, the pla
yer moves up and down to avoid the big robot head as it zooms across the screen,
while also avoiding the electric death bombs. This transition phase for Dr. Kahl’s
Robot, while simple and lacking depth, is not nearly so offensive as Djimmi’s
transition phase. Why? Let me tell you. The robot’s transition phase is relevant.
It acts as a key learning point. As we talked about in the key learning
points section, the act of moving up and down to avoid the robot head solidifies
that avoidance ma
neuver as a core skill. That avoidance maneuver is immediately
repeated in the third phase in the form of the electrified walls. Without
introducing the maneuver ahead of time, the third phase might have had too high of
a learning curve, which would introduce tedium. However, this raises some questions. If the player has to practice
the maneuver regardless, why not let them practice it sooner?
Why not implement it in the first phase? Or, why not just get rid of the
transition phase altoget
her, and let the player arrive at Phase 3, the
phase they actually need to practice, sooner? By letting the player get on with it, they would spend more time on the
difficult phase, but less time overall. Or, here’s a crazy idea if you really
need to inflate that play time, make the transition phase a real
phase with depth and engaging scenarios and which resonates with the core mechanic of
the fight — that is, if the fight was designed well enough in the first place to have a
core mechani
c — and then shorten Phase 3. If the transition phase exists just to be
gotten through, why have it at all? So if transition phases are just
so awful, why use them? The first reason one might use a
transition phase is to introduce a new mechanic that otherwise does not fit elsewhere.
And I stress that last part. The mechanic you want to introduce in the transition
phase cannot fit anywhere else. Recall Dr. Kahl’s Robot’s first phase. That phase
is deep. It is also complex. The possibility
space is huge. And with so much going on, there
simply isn’t room for another key learning point. The phase is jam packed full of game
elements, and all those projectiles and moving elements force the player to maneuver
constantly. To an extent, in that maneuvering, the ‘up/down avoidance’ is present,
but it was not so nearly the focus as it is in Phase 2. Making it more of a focus in Phase
1 would have proved too much. In fact, adding anything to Phase 1 would create too much mental
burde
n. The key learning point simply doesn’t fit. Then, there’s the thematic reason for using
transition phases. We’ll talk more about this later, but, a transition phase may be
used to create a narrative or thematic breaking point — which ideally launches the rising
action forward as opposed to stalling it. However, theme and mechanics go hand-in-hand. Mechanics must support theme in the same
way that theme must support mechanics. A transition phase cannot be justified on
solely a thematic bas
is, at least not in the case of forced replay. If a phase exists
solely for thematic reasons, forced replay forces the player to replay that phase which
has no mechanical significance, and, therefore, no gameplay significance. We do not want a phase
in our game that is not a part of the game. And that’s pretty much the only reason why anyone should ever use a transition phase in a
multiphase challenge with forced replay. The only time to use a transition phase
is when a core mechanic must b
e introduced but doesn’t fit anywhere else. I repeat, exhaust all possibilities first. If you think you need a transition
phase, you’re probably wrong. Back to Doggone Dogfight,
Phase 2, the transition phase. Doggone Dogfight’s second
phase is a transition phase. And if you couldn’t guess from everything
I just said about transition phases, it’s not a good one. Let’s find out why. In Phase 2, aside from Cuphead, there
are two relevant game elements, and, surprisingly, neither of them
are C
anteen Hughes’ plane. The first element is the four Yankee Yippers
revolving around the plane. All four Yankee Yippers are, for all intents and purposes,
identical. As such, all four of them count as one unique element. Again, some of you that
are familiar with the boss may think otherwise, but we’ll talk about that when we get
to the secret phase. It doesn’t matter how the player deals with the Yippers,
so long as all of them are dealt with. Our second relevant game element is the Yippers’
projectile, the “BOW WOW”s. The projectile is fairly straightforward and requires that the
player simply jump around it. Nothing else to it. Both of these elements together form an
incredibly simple picture. Shoot the boss; avoid simple projectiles. And then there’s the core mechanic of the
entire fight, Canteen Hughes’ biplane, which is just sitting there feeling left out. It’s
not that the biplane isn’t present in this phase. It’s that the biplane just doesn’t matter.
It still functions
as a minor arena hazard, but only insomuch as it is a small platform that
the player can fall off of. That’s all it is. But what’s interesting about the plane taking
a backseat is that the mechanic itself does not change. It’s still the same plane. The player can
still maneuver the plane by standing on the wings, and a predictable motion curve still defines
the plane’s movement when the player jumps. So if the mechanic itself doesn’t change,
why does the plane cease to matter? Canteen Hugh
es’ plane loses its significance along with the removal of all those game elements
which interacted with it. In other words, Phase 2 strips out everything that
made the plane matter in Phase 1. By simplifying the projectiles
and boss positioning, Phase 2 eliminates the need to
maneuver the plane. Not only is there no need to move the
plane; there’s not even a reason. Recall that, in Phase 1, the plane
served multiple functions. Moving the plane was necessary to stay on-target
as Pilot Bul
ldog moved side-to-side, but it also helped the player avoid the
various projectiles. There was incentive to move the plane beyond just the simple
necessity of shooting Pilot Bulldog. And the combination of necessity and incentives
created depth, since necessity and incentive were often in conflicting states. A certain
enemy projectile might incentivize the plane being in one position while the boss position
required another. That conflict created depth. With the removal of those conflictin
g elements,
all that depth disappears in Phase 2. The result: the possibility space shrinks dramatically, and
the core mechanic of the entire fight becomes irrelevant. Just like most transition phases,
there’s nothing to learn here and extremely limited gameplay possibilities. And with so few
gameplay possibilities, why include it at all? Recall that one of the reasons to use
upfront complexity is to increase the allowable depth and/or difficulty. By
reducing the complexity of later stages
, we free up space in both the player’s mind and in
the challenge itself. This space can be used to increase depth and/or difficulty, which naturally
ratchets tension and creates a rising action. Here, we can see a graphical
representation of this concept. The rising action is overlaid on top
of the relationship between complexity and difficulty/depth. This graph is our
guidelines at work in an ideal situation. Now let’s compare this ideal
graph to Doggone Dogfight. I’m going to keep sayin
g this: in order to
evaluate a single phase in a multiphase challenge, one must evaluate the challenge in its entirety.
This is how we identify structural issues. So, let’s start plotting what Doggone Dogfight
looks like on our structural graph here. In Doggone Dogfight’s second phase, both
complexity and difficulty/depth fall off dramatically, causing our rising action to stall,
and our mental burden to bottom out. In our ideal graph, we see that, as complexity falls,
difficulty/depth ris
es. This keeps the mental burden at an acceptable level, thereby — hopefully
— keeping the player engaged, and also supporting the rising action. This reduction in complexity
provides space for the difficulty and depth. In our ideal situation, reducing complexity
has a purpose. In Doggone Dogfight’s Phase 2, reducing complexity does not
have a purpose. The possibility space becomes very shallow at the same time that
it narrows — becoming low in both complexity and depth — resulting in an ex
tremely
small space with very little gameplay. Mind you, low complexity is not necessarily a
bad thing, as long as it is supported by depth. In this case, it is not. And unfortunately in this
case, any tension we got from Phase 1 evaporates. In our holistic view, looking at all the
phases together, we can identify our first, major, structural issue with Doggone Dogfight. When we evaluated Phase 1 by itself, we deemed it, solid. However, when viewed
in light of Phase 2’s issues, we get our f
irst glimpse of how tedium injects
itself into previously, well-designed content. There was a caveat attributed to Phase 1’s
“solidness:” the later phases must not overstay. When we look at Phase 2’s possibility space, it
is very clear that, just from a single attempt, the player will exhaust the small
space. The player will experience and master all it has to offer. And when
the player exhausts the possibility space, any additional attempt will be replaying
exhausted content, thereby crea
ting tedium. [MatPat] This is like… “eh, we needed another phase for this.”
It’s a phase… I guess… [Shawn] So, if a single attempt exhausts
Phase 2’s possibility space, Phase 2 is already overstaying its welcome
by attempt #2. That’s really bad. And that’s why transition phases do not work in a
multiphase challenge with forced replay. That was our first structural issue.
Phase 2’s possibility space is too small, so it’s essentially deadweight.
Now let’s look at key learning. Early key learn
ing points establish core skills
that evolve as the challenge progresses. They allow a player to practice the most relevant
skills as early as possible, which, in effect, reduces the chances for tedium. A player doesn’t
waste time on irrelevant skills in the early phases, and they don’t get stuck practicing
entirely novel skills in the later phases. In order for a mechanic to
function as a key learning point, it needs follow-through, it
needs to actually be used. It’s pretty clear from Pha
se 1, that Canteen
Hughes’ plane is the star mechanic. When we combine the star mechanic of ‘the plane’
with the projectiles, we get a core skill. That core skill is ‘maneuvering the
plane while evading projectiles.’ This skill expresses itself in multiple ways,
from jumping over the plane with its predictable motion curve, to crouching on the plane, to
positioning, shooting, etc. of/from/around the plane. There are a lot of expressions of
this skill, which, if you just list them out, the
possibilities are pretty exciting. There is
so much you could do with this skill group. As a key learning point, Phase 1 establishes a lot
of these skills and really primes the player to receive. It sets the player at the base of a
huge mastery window and promises to deliver. So does Phase 2 follow through? Is the core skill used? Or, did the player just spend an
entire phase learning something that they don’t need? No… no…. Unfortunately, kind of…. In Phase 1, the player jumps over the
cro
ssbone boomerangs at the same time they maneuver the plane. That mechanic
is carried through into Phase 2 but, unfortunately, drops the
maneuvering the plane aspect. Neither the Yippers nor the projectiles
incentivize plane interaction. Since the Yippers fly in a circle, the player can
hit them no matter where the plane is, and since the projectiles don’t block
off areas or in some way force the player to move their safe platform (the
plane), it’s a simple matter of evading them, something
the player already does in every
fight with projectiles. It’s mundane, despite the boss having one of the most
unique mechanics in the entire game. Moving the plane is pointless, so moving the
plane while evading projectiles is also pointless, which, recall, was our core skill:
maneuvering the plane while evading projectiles. THAT was the whole point of
Phase 1. THAT was our key learning point. Yes, the player does evade projectiles in Phase 2, but the plane no longer factors. It just gene
rally
stays in the middle. Key learning point wasted. And here’s the strange thing. Instead of focusing
on that unique mechanic, Studio MDHR chose to carry Phase 1’s most shallow and boring aspect
into Phase 2 — that is, jumping over projectiles. Now, I’m not saying jumping over projectiles is a
bad mechanic. That’s a basic part of Cuphead. But I am saying that jumping over projectiles
should not have been the focus when they spent so much time and effort making Canteen Hughes’
plane so da
ng cool. Especially because the projectiles were only interesting
in Phase 1 due to their conflicting plane-maneuvering incentives, which Phase 2
abandons because there’s only one projectile. Phase 2 had the opportunity to develop the plane mechanic further — take it to new
heights, so to speak *laugh track* — — and THEREBY build new layers of mastery on
top of the old. And by using layers of mastery, Phase 2 would have been a direct continuation
of Phase 1. Build on the skills learned. Thi
s could be done, for example, by focusing on
the confounding effect of the projectiles, a concept which has already been established.
In this example solution, Phase 2 could use area denial attacks like the yarn balls or create
some type of risk-reward situation where putting the plane in a dangerous spot allows the player to
deal more consistent damage. These two ideas would be a natural evolution of our skill, ‘MANEUVERING
the plane while AVOIDING projectiles.’ By focusing on skills alrea
dy learned, Phase 2 becomes
the logical next step in the challenge, as opposed to ‘random stuff happening.’ We
get a cohesive challenge, and we avoid tedium. And if Studio MDHR still wanted to keep
Phase 2 short, they could have. Phase 2 could have remained a transition phase, but
have been justified as such, by its use of key learning. Keep the phase short, but use it to
build new layers of mastery atop the established core mechanic. The only justification for a
transition phase would be
satisfied. However, again, only if the key learning point within
the transition phase could not fit elsewhere. Worse than being a poorly designed phase just
by itself, however, Phase 2 retroactively makes Phase 1 worse. Since Phase 2 just kind of
abandons everything we got out of Phase 1, it makes Phase 1 look like a bunch of random
attacks thrown together and forgotten about. Remember the chain breaks at the weakest
link. It all just seems disconnected. We’ve already established that Phase
2 has practically no replayability since the player likely exhausts
its possibility space after the first attempt. This quickly becomes tedious.
But, again, we cannot look just at Phase 2. Recall that replayability represents any
given player’s willingness to replay content, and due to the nature of forced replay, that
means playing that content in consecutive order. And this is why the connection between
phases is key to the health of the challenge. Between the utter lack of depth, engag
ing
mechanics, and mastery potential; in addition to an unsatisfying complexity curve that leaves the player wondering
when the fight will actually begin; and because practically nothing the player
learns in the first phase matters for the second, forced replay leaves the player
wondering what the point of it was. In order for a multiphase challenge to
have early replayability, playing the early phases must seem worthwhile
in the context of later phases. Phase 2 exists just to be gotten th
rough, making
it pointless, and, by extension, makes Phase 1 seem pointless. Any replayability we had in Phase
1 disappears, or, at least, is greatly reduced. Not before long, trudging through phases 1 and 2
feels like an eternity just to arrive at Phase 3. [Brett] Every attempt at this feels like
an eternity. As my skull screams out, “BRETT, WHY DO YOU KEEP MAKING LOUD
NOISES AND MAKING IT WORSE, WHYYYY?” F-ing go away, you weird, cloud-farting freaks. Every attempt at this feels like an e
ternity. [Shawn] Honestly, the only thing I can say in conclusion about Phase 2 is
that it should not have existed. Given the plethora of directions Studio
MDHR could have taken this phase — and included the core mechanic while they were
at it — it’s astounding they chose this one. The whole fight would be better
if this transition phase simply did not exist. At least it would
not retroactively ruin Phase 1. [Smiling Friends] Look Pim. I know it's our job
to help this guy and everything bu
t I think this guy is a lost cause. Why don't we
just cut our losses and get out of here? [Shawn] And then we get to Phase 3, and oh boy,
does Phase 3 turn everything on its head, literally. But not in the
way Studio MDHR intended. At the end of Phase 2, each of
the Yankee Yippers are destroyed. *Lego Yoda scream* [Monty Python] "And there was much rejoicing. *weak yay's*" [Shawn] And Sergeant O’Fera finally
decides to join the fight. Zooming in from — wherever the heck she’s been this whole
time — Sergeant O’Fera
arrives in her giant metal beast, which, in a spectacular show of breaking the
fourth wall, grabs the edges of the screen. Somewhere in the ideation process of
this fight’s design, when Studio MDHR were devising a core theme, they likely
wanted to push the boundaries of player experience. This is a big hallmark of the
DLC — push boundaries, defy expectations. [Maya] We really honed in on our craft, pushed
the boundaries on what we were able to do. [Creating the DLC
was] more challenging
in the fact that we were pushing our limits in terms of the quality and
the scope of what each boss is. [Shawn] Between riding on Canteen
Hughes’ plane instead of in it, and the fourth-wall breaking metal-dog
chinook, we can see that intent coming through. But, while the chinook gets a little
handsy with the player’s screen, they’ve got bigger problems to deal with:
specifically lasers, which oddly enough have nothing to do with dogs? Anyways, laser
guns pop out of t
he chinook’s hands and shoot horizontal and cross-screen diagonal
beams for the player to jump. After that, we get our first look at the hulking metal
beast’s true power: screen manipulation. The chinook grabs the screen and
yanks it 90 degrees, changing the player’s orientation and controls. Meanwhile, it’s chow time, and Sergeant
O’Fera pops out to finesse some buttons, which I guess makes dog bowls fly
around. These dog bowls are similar to previous projectiles in that they
mimic the ju
mping action of both the crossbone-boomerangs from Phase 1 and the
laser beams the player just encountered. But we’re not done yet, folks. After the dog bowls, the screen flips a further
90 degrees, changing the player orientation yet again. The player must now control Cuphead
upside-down. Laser beams ensue. After this, the screen-flipping continues all the way
around in a circle until the phase is defeated, alternating between lasers
and dog bowls each rotation. While Canteen Hughes’ plane
was clearly
meant to be the star mechanic of the fight, Sergeant O’Fera’s Chinook is its
crowning achievement. Just from its visual presentation alone, the Chinook is awesome. [MatPat] Oh! This is cool! [Dashie] Okay, what’s happening? WHAT?! Grabbing the screen like… I didn’t know that was happening! I didn’t know THAT was happening! What are you suppo- WHAT THE F- IS HAPPENING?! [Hammy] Yeah, let’s see, let’s get some intel. *Immediately screams and dies* [Grayfruit] *Makes concerning noise
s* [Max] Wow! Oh this is something else…
oh my gosh. *Duck noises* That was very fast. Oh nuts… this is such a cool… wow! [Ryan] We’re on the last one- Whoa whoa
whoa whoa… oh my gosh. What the heck! [Shawn] Add in the utterly game-disrupting
screen-flip, and the combined complexity and crazy visuals of Phase 3 totally eclipse
the first two phases. Pilot Bulldog and the Yankee Yippers have nothing on the
Chinook. It’s not even close. Phase 3 is the core and crux of the entire fight, and
ye
t, due to the nature of forced replay, players must trek through comparatively
unremarkable phases to get there. [Charlie] What the- what the f- is this? Okay… that’s rough… This is the first challenge so far. That was confusing. [Vinny] Oh my gosh…
OH MY GOSH… What was that?! [Brett] I don’t like that, I don’t
know how I’m supposed to- *screams* This is the worst thing
I’ve ever experienced since- [Jerma] Oh my gosh… I just went
the- f- my fingers, I just… [Gab] Oh gosh, what are we doing?
Nooo don’t put me upside-down!
Nooo this is so confusing. I can’t… [Mad Matt] Oh no… that’s insane! [Grayfruit] *Laughs from the insanity* Oh f- this… oh gosh… Oh- oh gosh… What do you mean?! [Jerma] It hurts my f- brain. [Jerma noise #1] [Jerma noise #2] [Jerma noises #3] [Jack] Oh my gosh… what is happening?! *screams* What am I supposed to do to that?! [Mad Matt] How am I gonna deal with that…? [Brett] Do you remember when I
said my brain couldn’t handle the… And then that went ahead and ju
st
twisted it like Jason Voorhees would? This is the worst gimmick ever. [Chris] What the f- is happening. [Sam] What is going on?! Why is it reversed?! Why would they do that? [Chris] I mean it’s not the worst but it’s very
difficult. And it’s not fun, I don’t like it. [Sam] I hate when games do the reversed controls. [Shawn] Which brings us to our final
and most damaging structural issue: bookended complexity. Naturally, since this phase
is jam-packed full of late complexity we’ll focus on
our structural guideline, late
simplicity, to explain how Doggone Dogfight’s third phase creates structural tedium.
After that, we’ll look at how the fundamental controls change of the screen-flip invalidates
previously established key learning points. Recall that late simplicity keeps
the player’s mental burden in check, thereby reducing the chance for burnout and
allowing room to increase difficulty and/or depth. Doggone Dogfight’s third phase does
not conform to our late simplicity gui
deline. Phase 3 is too complex. This bookended
complexity creates too much mental burden, and at the same time, does not provide enough
room for the drastic increase in difficulty, created by the screen-flip. The result:
an overwhelmed player and tedious replays. As usual, let’s start by first defining
the game elements. Like every other phase, Canteen Hughes’ plane, along with all its
associated elements, remains the core mechanic, yet, similar to Phase 2, the plane plays
a relatively sma
ll role since it fails to interact with other game elements in meaningful
ways. Everything we talked about in Phase 2 regarding the plane also applies to Phase 3,
so we can largely ignore the plane and move on. Our next game element group comprises the
projectiles. There are only two projectiles in this phase, the laser beams and the
dog bowls. Compared to the first phase, this projectile group is relatively
simple. Only one projectile fires at a time, and avoiding each of them
entails a s
imple, evasive jump. These two groups, the plane and the
projectiles, contain a relatively small number of game elements compared
to the same two groups from Phase 1, especially considering that Canteen Hughes’ plane
is a non-factor, an irrelevant game element. If we just look at these two groups, it appears
as though Phase 3 is simpler than Phase 1, which would conform to our late
simplicity guideline. However, we do have one more element group that we
haven’t talked about yet, the screen
-flip. The screen-flip, on its own, is a simple concept.
The screen flips, and the player adjusts their controls relative to the plane’s orientation. When
the screen is on its side — as in the 90-degree or 270-degree flip — the player pushes the stick
left or right to move along the plane. From Cuphead’s perspective, he moves left or right,
but from the player’s perspective, Cuphead moves up and down. When the screen is upside-down, the
player’s controls are still relative to the plane, so
pushing the stick left moves Cuphead toward the
left wing, but appears reversed from the player’s perspective. To move left on-screen,
the player moves right and vice versa. So what’s the purpose of the screen-flip? Since it does not deal damage, the screen-flip,
by itself, is not a threat. That may seem strange since, narratively, the Chinook is clearly
acting with malice as it yanks the screen around. Nevertheless, the screen-flip is not
inherently a hostile game element. What makes the s
creen-flip dangerous is its confounding
effect over top the other game element groups. The screen-flip increases the chance a player will
be hit by projectiles or fall off the plane. So, while it is not a threat itself, the screen-flip
increases the threat of other elements. In this way, the screen-flip is similar to
the yarn balls, in that it creates conflict with other elements. This is potentially a
great source of satisfying depth. However, I want to be super clear that
the screen-flip
differs from the yarn balls in a fundamental way. The
yarn balls are themselves a threat, and they exist as their own unique game
element. The screen-flip, on the other hand, does not exist as its own element. The screen-flip
piggybacks on top of other elements. From a purely mechanical point of view, aside
from the visual effect of the screen rotation, the screen-flip adds nothing to the fight. It is not a
game element with which the player interacts. Yes, it does require some experimenta
tion from the
player in order to determine which direction they must push the analog stick, and it does require
spatial reasoning in order to orient to the new perspective, but, on the most foundational
mechanics level, the player pushes the stick to move and presses the jump button to avoid
projectiles in the same way they would without the screen flip, just in a different orientation.
The screen-flip is not an element in itself. Instead, the screen-flip changes existing
elements. It embo
dies a fundamental game elements change, the effect of which
changes all the mechanics built on top of it. If you were to flip the orientation of a
foundation stone in a building, all the bricks, walls, columns, etc. that rested on that
foundation stone are going to shift around. That’s what we’re doing here with our game
elements. We’re moving the foundation around. Changing the input required to
move a character affects all of the game elements that interact with the
character moving, wh
ich is ALL OF THEM. The projectiles group and the plane group
are both affected by Cuphead’s movement. Changing the movement changes the other
groups, essentially multiplying the complexity. The result being that the
player has to relearn not only the fundamental controls of the game, but
every single element and every single skill. And here’s the kicker. For what purpose?
Why is the player relearning every skill, including the controls, especially
so late in the challenge? [MatPat] Whoa…
what?! Hold up. Wait. Wait, are the controls- hold
up… are- no the controls aren’t… They aren’t fl- oh geez… now they are flipped. [PBG] I don’t know what I’m doing.
I don’t- how do I control that?! [Grayfruit] The controls are like f- up by the
way. It’s not like… the controls don’t change, it’s like the controls are the same.
Er, no… it’s all f- up, it’s all f- up. [PBG] Is down, left in that?! What
is- what was that?! I literally- Like, my mind saw it, and just gave
up. [gibberish] “I d
on’t know.” [MatPat] Wait wait wait wait
wait… okay, the controls weren’t… Okay the controls weren’t flipped and now
they are?! And now they… oookay… what is… Shoot, I can’t figure out if
the controls are flipped or not. And now we’re gonna go up again. Shoot… [the controls] did shift, it did shift. [Shawn] Recall that we use late simplicity
to make room for additional depth and/or difficulty. Decrease one source of mental
burden to increase another source which fosters player engagement. N
ow, the screen-flip
certainly creates an increase in difficulty, but it does so at the cost of major
mental burden from compounded complexity. So to answer the question, for what purpose
does the player have to relearn everything, well, aside from the thematic, big appearance
of the chinook — which is impressive — I’m not seeing one. Mechanically, we’re increasing
difficulty, but that’s it. That’s it! So, is an increase in difficulty worth
the overwhelming mental burden? Or, was there mayb
e a better way? Multiplying the
possibility space might seem like a good idea because it creates more gameplay. However,
the POSSIBILITY SPACE itself isn’t changed. It is simply repeated. From a purely mechanical
perspective, each new possibility space is the exact same thing as the original
space. We haven’t added anything new, or increased depth, or facilitated engaging
situations. We’ve just rotated the space. Why? Just why? We can only guess, but it’s clear in each of
the DLC bosses th
at Studio MDHR wanted to get big player reactions from novel gimmicks
wrapped up in huge presentation. This is a reasonable assumption because it’s
not just Doggone Dogfight. Each DLC boss incorporates remarkable mechanical and/or
thematic escalations in their last phases. The screen-flip is certainly a shocking and
entertaining surprise. Mission accomplished in that regard. But that’s the end of the
positives. They got their “wow” moment, but they did so at the cost of
overloading the pla
yer while disregarding both the core mechanic
as well as the structure of the boss. Studio MDHR changed the entire foundation of the game at the tail-end of an extended
challenge and thought “this is fine.” Overloading the challenge is not the only
thing the screen-flip screws up. It also undermines our key learning points, something
Doggone Dogfight has trouble with already. We’ve already established that Doggone
Dogfight treats key learning points and learned skills as if they’re disposab
le. This
is evident through the diminished relevance of Canteen Hughes’ plane in Phases 2 and 3, as
well as the abandonment of the player skill, ‘predicting and committing to safe zones
created by enemy projectiles’ — both of which are interesting and engaging elements
of Phase 1 that are totally dropped in Phases 2 and 3. The only learned skill that
remains relevant throughout the entire fight is ‘jumping over projectiles,’ which, of all
the learned skills, is the least interesting. But t
hen Phase 3 comes along, sees
that last remaining key learning point, and tosses it in the trash with
the others. Which is odd because the player still jumps over projectiles.
The skill is still expressed in Phase 3. But because the screen-flip forces the player
to relearn each element from the ground-up, all early key learning points are invalidated. The
player learned ‘jumping over projectiles’ already; now they have to relearn it in
Phase 3. Basically all skills start over. And that’s e
ssentially the same thing
as saying that the fight doesn’t begin until Phase 3. And If the fight doesn’t begin until
Phase 3, guess how much Phases 1 and 2 matter. [Jerma] Am I hurting him?! What the f- Dude how am I supposed to play like this?! Oh my gosh… okay… That makes the first phase NOTHING. That makes the first phase NOTHING. That makes the first phase NOTHING. [Shawn] Welp. Here comes the tedium. The time it takes a player to
learn an essential skill is a direct determinant of tedium
. If it
takes a long time to learn the skill, the player will get bogged down in a specific
area or section of a challenge. After enough time spent replaying the same content
over and over, the player will burn out. [MatPat] ‘Cause this one isn’t too hard, it was
just- more just figuring out the mechanics of that section. And I still- usually I’m not too thrown
off by games when they, like, reverse controls and things like that — I actually th- I always think
it’s really fun when they do t
hat — but, for some reason here, I’m not- you’re not given too much
time to really adjust… and it’s happening so fast. [Studio MDHR] just decided to throw these
guys in here. It’s a phase, I guess… [Rob] I think I hate this boss
fight. I think I actually hate it. It sucks getting to the last phase and then
struggling so hard when I know I can do it. It sucks getting to the last phase. [Shawn] Key learning points serve to introduce
essential skills gradually and with as little friction as po
ssible. Therefore, invalidating
key learning points will likely cause tedium. In some cases, invalidating key learning points
might not cause too many problems. The player may be able to get by with a ‘just adequate’ skill
level. This is not the case with Doggone Dogfight. In Doggone Dogfight, the player must
relearn the essential skills of jumping and moving or they will fail. The player will
not be able to stumble through into a near-win, they’ll just fail. And — I bet you’re sick of
hea
ring me say this — due to the nature of forced replay, they’ll have to replay irrelevant content
to get back to the thing they need to practice. Games must handle changes in perspective
and controls with care because perspective and controls are directly tied to a
player’s physical ability. Therefore, those skills take much longer to relearn than a
mechanic that simply builds on top of them — like our foundation stone analogy. Doggone Dogfight
fails to respect this unique, complex feature.
For the sake of due diligence, I’ll mention the
Run n’ Gun level, Funhouse Frazzle. Changing screen orientation is not unique to Doggone
Dogfight. Funhouse Frazzle introduces the mechanic in the base game, Isle 2. I mention this
because, if the player plays through all Cuphead content in the order of its release, the player
will have experienced the screen-flip previously, certainly not to the extent that it’s used in
Doggone Dogfight, but still. However, I believe it’s enough to say that e
ach challenge in Cuphead
is self-contained. The introduction of a mechanic in Isle 2 does not justify its poor implementation
in the DLC’s Isle 4, especially considering that the player does not need to complete the
base game islands in order to play the DLC. All this is not to say the screen-flip was a bad
idea. It simply was not respected, and it was not done justice. The screen-flip was seemingly
implemented for no other mechanical purpose than to increase difficulty, which could
have b
een done a lot easier and with less effort. If, instead, the screen-flip built
upon previously learned skills, such as maneuvering Canteen Hughes’ plane
— you know that star mechanic the fight just ignores — and the screen-flip was
introduced earlier in the challenge, where the mental burden was relatively low — *ahem* phase
2 — the screen-flip could have been awesome. As it stands, the screen-flip is
pretty much just a frustrating mess. That is all three phases through
the lens of our fou
r guidelines. We can see how small problems add up
into larger structural issues. And we can see how even just one problem can have
a ripple effect in multiphase challenges, potentially causing problems in entirely
different phases. This is largely the work of forced replay. A multiphase challenge with
forced replay must be exceptionally-well designed, or even a small problem can create tedium. Not to
say that some of these problems aren’t gigantic. In games (like a lot of things in life),
there
exists an illusion of importance. In a game, whatever task the player is supposed to
accomplish feels important as long as the player remains engaged. Tedium wrecks
that illusion. The player realizes that, if the thing they’re doing doesn’t
matter in the context of the game, it really doesn’t matter in the context
of their life. In a mastery-based game, if there is no potential for mastery,
there is no game, there is no meaning, there is no accomplishment, there is no reason to
play
. Tedium can single-handedly destroy a game. Up until this point, we’ve focused extensively
on structure and mechanics. But there’s another piece of the puzzle that’s essential to a game,
and that is a Unifying Theme. A theme is an idea that ties an entire game, challenge, or level
together. A theme expresses itself through visuals, audio, gameplay, and narrative.
In Cuphead’s case, each boss has its own theme. This theme encapsulates the surrealist
inspiration behind the boss. In plain ter
ms, the theme is what the boss is about. A boss’
theme is the central, core idea that ties every phase together into one cohesive experience and,
as the glue that holds everything together, must be supported by its game elements and mechanics.
A core theme which is unsupported by its elements is not really a core theme, and elements which
do not support the core theme are irrelevant. Video game designer and author Jesse
Schell describes Unifying Theme perfectly: “The primary benefit of basi
ng your design
around a single theme is that all of the elements of your game will reinforce one
another, since they will all be working toward a common goal. The sooner you have settled
on a theme, the easier things will be for you, because you will have an easy method of
deciding if something belongs in your game or not: If it reinforces the theme,
it stays, but if it doesn’t, it goes.” “Our goal is to create powerful experiences. It is
possible to create games that do not have themes or
that have very weak themes. However,
if games have unifying, resonant themes, the experiences will be much, much stronger.
If you don’t know what your theme is, it is very likely that your game is not
engaging people as much as it could.” That’s putting it lightly in Cuphead’s case.
Likely due to mishandling its surrealist inspiration, Cuphead suffers
from a lack of Unifying Themes, focusing on a stream-of-consciousness
spewage of ideas, as opposed to structured content that leverages its
inspiration
to create zany yet well-designed content. Cuphead’s consistent lack of Unifying Themes
creates bosses with disjointed phases, awkward and steep learning curves that arise
partway through, and scatterbrained ideas. As an example of how the lack of a central
idea or focus can compromise the structure of a boss, look at the abandonment
of Doggone Dogfight’s core mechanic, Canteen Hughes’ plane. Phases 2 and 3
forget about the plane. The entire boss crumbled into a shallow puddle
that completely
wasted the potential of its core mechanic, resulting in no depth and nothing to
master and leaving tedium in its wake. But the Unifying Theme goes beyond just core
mechanics. The theme is what the boss is about — the idea that ties the boss together, so
that the boss’ elements and mechanics can align with it. The theme should reinforce the mechanics
and the mechanics should reinforce the theme. So let’s talk about the visual star of Doggone
Dogfight — the Chinook — and exte
nsively question in an over-the-top fashion: why oh why is
the Chinook not presented as the central theme and foundation of the boss from the very
beginning? I mean, come on, look how cool it is. The Chinook has a monolithic presence that
far outshines Pilot Bulldog and the Yankee Yippers, and this presence sets up The
Chinook as the clear star of the show, not simply because of its size but because
of its commanding presence, because of how it dominates the screen. No other antagonist
in
this fight commands the same presence. The Chinook does this primarily through
its hands — or paws, or helicopter… feet, whatever they are. At the start of the fight, the
Chinook’s huge, daunting hands grab the screen, creating a wall on either side of the playable
area and creating a sense of enclosure, a feeling of being trapped. And this
is awesome because it does two things. Firstly, this visual enclosure creates two
“danger zones” on either side of the player. And these danger zones ju
st so happen to
lie perpendicular to Canteen Hughes’ axis of movement. They constrain the player’s movement,
or at least, give the appearance of doing so. So, the Chinook is interacting with the boss’
core biplane mechanic in a big, visual way. Secondly, the hands help establish the theme,
the “us or them,” “only one of us makes it out of this alive,” sort of mentality. As soon
as those hands go up, the player is trapped, we’ve entered the clinch, the standoff, the true
dogfight. It’s visc
eral, and it’s super effective. Because the Chinook is colossal in its
presence and its fantastic thematic framing, it creates an expectation that it should
be the central focus and hook for the boss. It should be the
focal point of every phase. And by solidifying the Chinook as the central
focus, we would gain a greater emphasis on Canteen Hughes’ plane, the core mechanic. The
Chinook interacts thematically with the plane very well. Having both of them present in every
phase would carry t
hat strong dynamic throughout. The Chinook is the perfect, central idea that ties
every phase together into one cohesive experience. The core theme reinforces the core mechanic,
and the core mechanic reinforces the core theme. Now the foundation for the boss is set, and
the rest of the boss can be built on top of it. Unfortunately, the core theme instead
resides in only 1/3 of the fight, and the absence of that presence and thematic
framing compounds our existing problems. We already have s
tructural issues that make the
phases seem unrelated and irrelevant. But then, once the player witnesses the grandeur
of the Chinook, it feels like the first two phases are just warmup. The fight doesn’t
even start until the third phase. The result: the rest of the boss becomes
noticeably disjunct and overshadowed. [Jerma] Dude how am I supposed to play like this?! That makes the first phase NOTHING. NOTHING. [Shawn] For example, remember how
Phase 2 quickly becomes a menial, pointless tran
sition phase after a single attempt? [MatPat] It’s a phase, I guess… [Shawn] Phase 2’s flaws become — unsurprisingly
— more noticeable once the player realizes that the awesome, central Chinook Phase is basically
tacked on to the end as an addendum. The Howling Aces should be a single-unit boss centered on
the Chinook and not an arbitrary multi-unit boss. I mean, come on, Studio MDHR actually
chose to create a multi-unit boss out of one of the most grandiose designs in
the entire game. And
need I remind you, the Chinook hosts one of the most complex
mechanics imaginable — the screen rotation — which was unironically placed at the tail-end of
a multiphase challenge. What is going on?! So, clearly Phase 2 was a travesty by its
own merits but also when compared to Phase 3, both mechanically AND thematically.
Case closed, nothing more to say. Phase 1’s Pilot Bulldog, on the other hand,
is a much more interesting story. Firstly, even though Pilot Bulldog makes for a
solid first p
hase mechanically, he isn’t reinforced by the central theme. Pilot Bulldog
is overshadowed by the actual star of the show. What’s intriguing about Phase 1,
however, is how it appears that Studio MDHR was at least somewhat aware
of the Chinook’s commanding presence and thematic framing because the Chinook
actually makes an appearance in Phase 1. Partway through the phase, the Chinook
wiggles through the sky and blasts out homing fire hydrants which then descend
toward the player. Yeah, that
’s right, those fire hydrants come from the Chinook,
and I bet that comes as a surprise to many of you. The Chinook’s fire hydrant artillery
is more obvious when watching a playthrough, but is surprisingly tough to notice
while playing the game yourself. This is because the Chinook does not maintain
a reasonably strong presence throughout. Remember our mental burden. A player only has so much space in their head,
and they will only pay attention to those elements which are immediately relev
ant. In Phase 1, the
Chinook is presented as background information. Literally in the background. The background is not
relevant. If a player even notices the Chinook, they will likely ignore it since its presence is
supported by neither strong visual nor audio cues. For something that commands such presence, it’s
a wonder Studio MDHR put it in the background. Here’s a compilation of players not
noticing the Chinook in the background. Here’s another compilation of players
who notice the Ch
inook in the background but are unable to determine what
it’s doing or what its purpose is, or they notice the fire hydrants
and don’t know where they come from. [Hammy] Why does the dog… [PBG] They’re shooting fire hydrants. [Hammy] Well, they’re shooting fire
hydrants, but also, he’s shooting cats. [Grayfruit] Look at the
background, that looks so cool. *Notices the Chinook* Oh sh- I haven’t even seen the second
phase- fire hydrants, really? [Sam] Okay… and there’s a dog copter. [Shawn] T
here are several reasons
why the Chinook is easily missable background information and wasted potential. Firstly, the Chinook only shows up for a couple
seconds. It doesn’t become a prominent or even reasonably noticeable figure. Naturally, players
are going to miss an important detail when it’s only briefly shown, especially given how much
there is to concentrate on in the foreground. Secondly, while we can briefly see the black
cannons on the Chinook, the weapons disappear before the Chin
ook flies from the background
into the foreground and thence off-screen. The smoke from the cannons also blends into the
clouds, making even that detail hard to notice. Thirdly, the fire hydrants don’t arrive
on-screen as a relevant game element for another 6-7 seconds, so it’s easy to
disassociate them from the Chinook. Fourthly, when playing a game that
demands one’s entire attention, the player will concentrate only on what
immediately matters. There’s only so much concentration to go a
round. Anything that
does not immediately matter is filtered out. That doesn’t mean, however, that background
information cannot be useful. The information must simply be conveyed in a way that makes it
seem immediately relevant to a burdened player. Captain Brineybeard’s shark is a good example of
this. The captain whistles to spawn the shark and, after its background telegraph, the
shark immediately performs its attack. The background information here is the shark, but that background inf
ormation
is accompanied by a visual and audio cue. These are immediately relevant
because they are performed by the captain. If the Chinook wanted to be a part of Phase 1,
as it should be, then one easy yet significant change would be to incorporate audio cues.
In order to draw attention to the Chinook, there could be a distinct and noticeable
booming sound as each of the cannons fire, followed by a whistling, whoosh sound as
the fire hydrants close in. This would invoke a sense of persist
ence and continuity, and
would help tie into the theme. Imagine the player’s anticipation when they hear distant
cannon reports followed by a whooshing sound. That would be intimidating, and it
would help build the Chinook’s presence. As an alternate visual presentation, the
Chinook could have flown up beside the player at the screen’s edge to fire hydrants from the
foreground. A clear visual cue like this would make the phase feel more dynamic, although
it would likely overload the visual
space. Phase 1 is already at the tipping point
of the game elements it can support. Adding any more visual elements would
serve only to clutter the screen. So, even with better sound design, the
Chinook would still be confusing. To fix all these issues, we would have
to make some hard decisions. It’s a given that Phase 2 should be entirely reworked to
better integrate the Chinook and probably introduce the screen-flip while we’re
at it, but Phase 1 is a different story. Phase 1 is a prett
y solid phase. We would want
to change as little as possible while giving the Chinook space for its thematic framing to
work, but given how cluttered Phase 1 already is, the Chinook could not be given more space without
subtracting other elements. And subtracting elements would ruin the carefully-designed
interaction between the projectiles and the plane. Phase 1 balances on a pinhead;
changing anything would throw it off. So, do we simply add some audio
cues and leave Phase 1 alone, allow
ing the Chinook to take over Phases
2 and 3 after Pilot Bulldog is defeated? Or, do we start subtracting elements from Phase 1 and build it all back up with
greater emphasis on the Chinook? Or, does the Chinook take over the entire
fight and assume its role as the centerpiece, replacing Pilot Bulldog as the antagonist of
Phase 1 and embracing an ascending challenge structure like we see with Captain Brineybeard?
Pilot Bulldog could still feature in Phase 1, but he would play the role
of th
e background attack dog, instead of the central antagonist. Essentially,
the roles of Bulldog and Chinook would be reversed. This third option begins with
the Chinook and ends with the Chinook, and all other antagonists exist to complement it —
creating coherent phases and obvious core skills, all centered around both a Unifying Theme and
core mechanic. This is called “designing a boss.” Whatever direction a theoretical remake
of Doggone Dogfight would take is beyond the scope of this video
, but the problems are
very clear and the possible solutions in this case study align with solid and well-defined
game design. All that matters is that Doggone Dogfight must be structured in not only
its mechanics but also its theme. Without sufficient gameplay or mechanical structure,
the boss will feel unsatisfying, tedious, and frustrating. Without a sufficient Unifying
Theme, a player will be less likely to engage with the boss. The boss will feel disjointed and
will appear as a shallo
w assortment of objects. For those of you unfamiliar with the DLC, or for
those of you who’ve only played it through once, and especially for those of you who
don’t play a game by reading the wiki, you may be surprised to know that Phase 3
has an alternate version, a secret phase, which can only be triggered by defeating Phase
2’s Yankee Yippers in a very specific way. To unlock the secret phase, the player
must reduce each of the Yankee Yippers’ health below a threshold, at which point,
t
hat individual Yipper’s smoke turns gray. The player must then be careful not to deal
any additional damage to that Yipper because, if the player destroys any one Yipper, the secret
phase will remain locked until the next attempt. Once all four Yippers pass that health threshold, the Chinook comes and chomps them up,
thus starting the secret third phase. It’s important to note that the alternative
Phase 3 differs from the standard Phase 3 visually, mechanically, and thematically. The
altern
ative phase is extra, optional content, but it’s not just the same phase reskinned. It
is its own phase — strangely, one that’s nearly impossible to discover through natural play.
Which, begs the question: “Why does it exist?” In a game with very little optional content,
why spend the development resources to create an alternate version of something that
does not serve an alternate purpose? In other words, why create this secret
phase if it has the same purpose as the original phase? — that
purpose being, ‘beat the
phase, complete the boss, continue the game.’ Like most of Cuphead, the phases
exist for the satisfaction of beating them. But if we’re going
to create new, optional content, I would argue that new content
should offer something new. Does the Secret Phase exist just to be beaten? Or does the Secret Phase serve some other purpose? Does it exist to be
discovered, like an easter egg? Does it exist to offer a mechanical
variation to the screen-flip? Or does it exist b
ecause Studio MDHR had
too many ideas and just couldn’t decide? Does it even have a reason? Keep this question in mind as we explore
the Secret Phase and all it has to offer. Since the Secret Phase is its
own phase with unique visual, mechanical, and thematic aspects, let’s
briefly talk about what those are. First off, the Secret Phase
shares the same monolithic, domineering presence and initial thematic
framing as the standard Phase 3. The same huge, daunting Chinook hands grab the screen
,
creating a wall on either side of the playable area and creating a sense of enclosure,
a feeling of being trapped. It’s a visceral, almost personal standoff — a true dogfight
where one of us is careening below. It’s super effective and interacts with Canteen
Hughes’ plane in a visually significant way. What is unique to the
Secret Phase is what happens next. The Yankee Yippers pop out of the paw
pads and start throwin’ grenades at us, and this is what’s really neat about
the Secret Phas
e. Recall that one of the major sources of tedium within
Doggone Dogfight is its utter lack of mechanical follow-through. Doggone Dogfight
routinely establishes key learning points, and then immediately throws whatever skill
the player learns from those learning points in the garbage. The player quickly learns that
none of the skills they’re practicing matter in the larger scheme of things, so each
phase feels isolated and inconsequential. But the Secret Phase, and
specifically the pineapp
le grenades, buck this trend. The Secret Phase actually uses
previously-established key learning points, and most importantly, integrates our
core mechanic, Canteen Hughes’ plane. Recall in Phases 2 & 3 that Canteen
Hughes’ plane stops mattering because none of the boss’ projectiles
require the plane to move. In fact, most projectiles after Phase 1 actually
encourage remaining stationary. Phase 1 established the key learning point of
maneuvering the plane to avoid projectiles, but then Pha
ses 2 & 3 don’t use it. That’s
not the case with the pineapple grenades. The pineapple grenades incentivize moving the
plane. They do this by locking-on to the player’s current location and following a trajectory that
would guarantee a hit should the player remain stationary. A player cannot stand still after
being targeted by a grenade, or they will take damage. The grenades force the player to move,
and ‘forcing the player to move’ forces them to interact with the core mechanic. But that’
s
not all. There’s another level to the grenades. To further encourage interaction with Canteen
Hughes’ plane, the grenades are destructible. Wait a minute? Shouldn’t being able to
destroy them make them easier to avoid? Nope. Because… the pineapple grenades
do what grenades do best, they explode, and they create a big, fanning hazard
similar to the Phase 1 tennis balls. If the player destroys a pineapple
grenade, the fairly easy projectile turns into one that’s much harder to
both see an
d avoid. Instead of having the player want to destroy the grenades,
the player wants to avoid them. And by simply moving the plane side-to-side,
the player can consistently do so. The grenades don’t change trajectory, so once
they’re in the air, it’s easy to predict where they’ll fall. Add to that a huge
telegraph window on each of the grenades, and we start to see how the Secret Phase
takes those skills the player learned in Phase 1 and reuses them. Maneuvering
the plane is once again ess
ential to beating the boss. But that’s not the only
thing the Secret Phase takes from Phase 1. Remember how Phase 1 was full of confounding
effects? Same thing for the Secret Phase. And the plane is the center of it, as it
should be. Let me outline all the pieces because understanding the confounding effects
requires a holistic view. There are three pieces: Sergeant O’Fera, the Yippers and
their grenades, and the plane. The only way to beat the Secret Phase is
to deal damage directly to Se
rgeant O’Fera, the central antagonist of the fight. Any
damage dealt to a Yipper does not reduce the remaining health of the boss and serves only
to make that Yipper retreat into its hatch. So, shoot the Sergeant. Got it. However,
Sergeant O’Fera does not make it easy. Similar to Pilot Bulldog from Phase 1,
Sergeant O’Fera is constantly moving. She pops in and out of the hatches, making
it hard for the player to get a bead on her. Because the player can only fire in
six directions by holdi
ng the aim button, the player must position the plane in
the optimal location according to the hatch O’Fera pops out of. Each of the
hatches requires a different position. If O’Fera pops out of the bottom hatch, the player may easily target her
no matter where the plane is. If she’s in either of the top two hatches,
however, the player must fire up at an angle. You can see these angles here. Where the firing lines touch Canteen
Hughes’ movement axis is generally where the player needs to po
sition the
plane. Notice how the lines originating from the middle hatches require
the player to be fairly close, while the lines originating from the top
hatches require a center-screen position. And this is where the confounding effects come
in. In order to shoot O’Fera, the player needs to position the plane in specific places,
but in order to avoid the pineapple grenades, the player needs to constantly move
side-to-side. Just by themselves, these two elements conflict. This
is good. H
owever, that’s not all. The player must also be careful not
to shoot the pineapple grenades, and since the player is constantly
moving side-to-side, the trajectory of the pineapple grenades will frequently
intersect with the player’s firing line. All of these conflicting elements create depth. Thank goodness, finally our
core mechanic gets used. Now, let’s compare the Secret
Phase 3 to the standard Phase 3. The Secret Phase has some key strengths
compared to the standard phase. Firstly, th
e Secret Phase has mechanical
follow-through. Key learning points are used, and this helps foster a cohesive challenge.
The confounding elements concept introduced in Phase 1 is also carried into the Secret
Phase in a way that creates satisfying depth. Secondly, the Chinook’s hands are fantastic as
a thematic element. As the border of the arena, the hands help create an image of bouncing between
a rock and a hard place. Thematically, the hands are great. However, compared to
the standard p
hase, the Secret Phase does not have a whole lot of spectacle. That’s
where the standard phase really shines. The standard Phase 3 utilizes the Chinook
extremely well by not only zooming in on its face, but by using its hands to rotate the
entire screen. This is big and impressive, both thematically and mechanically. The hands
demonstrate that Cuphead is outmatched. The Chinook can just yank us around however it sees
fit. In the Secret Phase, we lose a lot of that spectacle. The Secret Phas
e uses the hands,
just not as spectacularly. As launch points for projectiles, the hands serve an important
mechanical purpose, and they create a cohesive challenge, but it’s really just the same thing as
Phase 1: Dogs throwing stuff at us out of holes. Overall, the Secret Phase is a much
tighter challenge. It’s well-designed and complements Phase 1. But when
compared to the standard Phase 3, we can see why Studio MDHR
went with the screen-flip. So let’s go back to our original question:
why does the Secret Phase exist? Seeing the comparison between the two phases, I’m going to
speculate. It’s likely that the Secret Phase was the original, standard phase. It relates to the
mechanics of earlier phases and creates a cohesive challenge. But it’s kinda boring. So Studio
MDHR scrapped it and came up with something new, but they didn’t really want to just get rid
of it since they’d already done that work, so they made it a Secret Phase. And that’s all part
of the design process.
Ideas evolve and stuff. But let’s give Studio MDHR the benefit
of the doubt and assume they made the Secret Phase for a better reason than,
“our original idea was boring.” Again, that was just speculation. There’s no way to
know for sure what Studio MDHR’s intent was, since they unfortunately did
not respond to me for comment. Let’s look at our first reason.
The Secret Phase is a puzzle. The Yankee Yippers have the potential to be
a small yet interesting puzzle. The Secret Phase acts as th
e reward for solving that
puzzle. Hints and clues would be placed in the overworld and/or boss, and the
game would reward players for piecing them together. The act of discovery is
a game all in itself. Unfortunately, this was not done. It should have
been done. But it wasn’t. Generally, Cuphead doesn’t prop up the game’s secret phases.
It doesn’t provide clues. Doggone Dogfight is no exception. And if the player isn’t given clues,
how are they to discover these secret phases? Through natu
ral gameplay — and by this, I mean,
‘playing the game without any outside sources such as online playthroughs or wikis, and only
experiencing the game as it is presented through gameplay’ — through natural gameplay,
there is only one other method by which a player may discover a secret phase: sheer
accident. Except, given how unlikely that is, the overwhelming majority of players are never
going to know about Doggone Dogfight’s Secret Phase unless they see it online. So, while the
Secret P
hase is a potentially welcome surprise because it’s different and unexpected, figuring
out how to unlock it is not a satisfying process. It isn’t really a process at all. It just
happens. The player just stumbles upon it. And while accidentally triggering the Secret Phase is
surprising, the actual act of discovery is absent. If a player stumbles onto the phase,
and they don’t know how they got there, the player will just be confused. They’ll start
looking for clues, but there won’t be any t
o find. Gab and Brett experienced this very situation.
After they accidentally trigger the secret phase, they lose, then have absolutely no
idea what caused it in the first place. [Brett] WHYYYY?! Oh… Oh….. Oh super mega secret level? I’m here now… and my life is so much worse. I got the secret stage, where the dogs are alive and I’m f- not. [Shawn] Gab in particular tries to experiment
to figure it out but is ultimately unsuccessful. [Gab] They’re being chomped on. So, when I see the lady… o
h, lasers?
That’s new, what the f-, what do I do?! Okay, I will not attack the
little doggos. And then I might have a different outcome. I’ll
just take the letters and wait it out. [Shawn] Mike also tries to solve it on his own,
but there’s nothing to solve since there are no hints or clues; it’s just there to discover on the
internet, which is exactly what he ended up doing. [Mike] Okay so I think you have to get every
single letter… if you miss one, then you won’t get the secret phase, o
r whatever. Should I
be hitting them? Maybe I shouldn’t hit them… Nooooo. I don’t know, that probably
messed me up. I missed one. No, I guess I didn’t do it right, maybe I’m wrong. So the YouTuber Flembons made a video about
it, and if you shoot the trails… oh okay okay. I did it wrong, I thought you
had to parry, I was wrong. I have to get all of their- you have
to get all of their smoke black. Oh, okay I got one. This is harder than
it looks. Three, just one more. OOOHHH. [Shawn] So, tha
t theory is
unsupported. Without the act of discovery, the Secret Phase can’t be a puzzle. What if the Secret Phase instead exists as
an accessibility option? The screen rotation changes the fundamental controls and visual
orientation of the game. This not only forces the player to relearn the controls but also inherently
increases the likelihood of physical limitations. [MatPat] Oh hello. Whoa… what?! Hold up. [PBG] My mind saw it and just gave up. [gibberish]
“I don’t know. I don’t know,
I’m dead.” [MatPat] Shoot, I can’t figure out
if the controls are flipped or not. [Shawn] Therefore, because a change in
controls may produce problems involving physical limitations and input devices,
an alternative third phase would, ideally, provide an equally challenging scenario
that does not fundamentally change the game. However, we’ve already established that
Cuphead’s secret phases would work best if they acted as discoverable puzzles
rather than random stumbling points, and that s
ame idea extends to accessibility.
There is one simple reason why the Secret Phase cannot be an accessibility option: accessibility
cannot be used if it cannot be discovered. Because the Secret Phase is not reasonably
discoverable by players who may need it, it would be dishonest to say that it exists for
accessibility reasons. The only way someone that needs the accessibility option could discover
it is by reading about it online, and a game’s features should not depend on external
source
s for the player to know about them. But get this, we actually do have
an accessibility option for this fight. This is an option that is specific to
Doggone Dogfight and only appears for this boss. And we have an unnecessarily
confusing naming convention to go with it. The default controls, which change the orientation
to the perspective of Cuphead are considered “R-Control A.” However, the player may change the
control type to “R-Control B.” For R-Control B, the player’s movement is no lon
ger relative
to the plane but to the player. When the screen is on its side, the player pushes the
stick up and down to move along the plane instead of left and right. The player
can swap controls whenever they want. But in case you were worried this accessibility
option would be too accessible, don’t. In addition to the confusing name, the
R-Control setting comes with unnecessary trial and error. Unlike a truly accessible
option, this one does not provide a tooltip or any useful indicatio
n of what
it does. You just have to figure it out. [Grayfruit] R-Control A… what?? Huh?? What does this mean?? That’s new … Is that like … … something to do with the plane? You control the plane by
walking on it. After this one, I’m gonna try R-Control B and
we’re gonna see if it’s different. [Chris] Let’s go back to the overworld. Wait,
what is R-Control A? What the f- is that? What? [Sam] I don’t know…
Right-Control A, Right-Control B? [Chris] I… I don’t know. Let’s exit to the map. [Chri
s] I still don’t know what’s going
on with the R-Control or whatever? [Sam] I don’t know either. I think it’s for
whenever it flips in that crazy direction I guess? [Chris] Yeah maybe- oh you know what,
it might be level specific, yeah. [Sam] I think it’s level specific. [Shawn] I know this is a crazy idea, but
I believe a feature which changes the controls should tell you what it’s changing the
controls to. It’s a plain and simple concept, but this is the same studio who wrote those awful
charm descriptions shown in my previous
DLC video, so it’s par for the course. Imagine playing through The Howling Aces up
until Phase 3 only to realize that R-Control A or R-Control B is not the control scheme you
thought it was. Or maybe you just didn’t know what it did. Oh look, you’re dead. You have to
start over. Now you have to change the R-Control setting again and try to figure out what that
one does. That’s called trial & error and creates tedium and frustration. Additionally, sinc
e
nobody initially knows what the crap R-Control A and B means without tedious trial & error,
most people are simply going to ignore it, even if R-Control B would help them. Players
who would love to use R-Control B will never discover that it exists because it sits
as an undefined setting. That’s called a lack of transparency. I’ll go into more
detail on trial & error and transparency in the upcoming Esther Winchester design
video, but suffice to say here, it’s bad. But that’s somehow not
all. Remember earlier
when MatPat was overwhelmed by the controls during the screen-flipping? Well, ends up,
his confusion of the controls has real merit. [MatPat] Whoa… what?! Hold up. Wait. Wait, are the controls- hold
up… are- no the controls aren’t… Now they are flipped. Okay the controls weren’t
flipped and now they are?! Shoot, I can’t figure out if
the controls are flipped or not. [Shawn] MatPat is, in fact, correct. As we’ve discussed, for R-Control A,
the controls are relative to
the plane, so moving left moves left on the plane, right
moves right, up looks up, and down crouches. This should work the exact same across all
orientations: upright, sideways, and upside-down. The controls work perfectly for upright
and sideways — both 90° and 270° — but, for whatever reason, when upside-down,
everything is backwards. When you’re upside-down, moving left moves right, right
moves left, up crouches, and down looks up. Incredibly, while upside-down, Cuphead
moves the exact
same between both control schemes — R-Control A and R-Control
B. What does this mean? It means the R-Control B control scheme somehow bled
into R-Control A. While upside-down, Cuphead should not move like R-Control B if
the player has R-Control A selected. Instead, Cuphead should move left when pressing
left, and look up when pressing up. We can already reasonably estimate
that the R-Control option was not thought through as an accessibility option
during the design and planning of the DL
C, but it goes beyond that: mixing the two
control schemes together is a massive and careless oversight for what’s supposed
to be an accessibility option. At best, it’s inconsistent controls,
and that’s bad enough as is. So not only is the Secret Phase virtually
useless for accessibility purposes, but the R-Control accessibility option is also pretty
much useless and doesn’t even work correctly. Let’s move onto our next reason. Honestly,
at this point, I’m just scraping the barrel. Does th
e Secret Phase exist as an
easier Phase 3? At first glance, this idea seems to run counter to the established
design intent of Cuphead. If a player is unable to beat a boss, that player is expected to
practice until they can. Offering a secret option that is easier than the intended
difficulty would violate this principle. Primarily due to the screen-flip, the
standard Phase 3 is much more difficult than the Secret Phase. The Secret Phase has
the benefit of relevant key learning points, ma
king the learning curve shallow.
The standard Phase 3 does not benefit from key learning points, so the
learning curve is steep. This is the major source of difficulty and the reason why
the standard phase is so much harder. And that creates a problem. The Secret
Phase now circumvents the challenge of the standard phase. In a mastery-based game, this is bad. But let’s not dismiss this
idea yet. Let’s look a little closer. There is a way an easier phase could work, and
that is by tying the
easier phase to the act of discovery. If discovery is a game all in itself,
then we’re not subtracting gameplay by making an easier phase gated by that discovery. But the
key here is to lean into the idea of optional content. We cannot have an easier phase
that serves the same purpose as the standard phase. That would violate our design intent. But
we can have optional content that’s easier. Instead of counting as a defeated boss,
which is required to beat the game, the easier Secret Phase
could give
the player an optional reward. For example, completion of the easier
Secret Phase could award the player a special Rank or distinct indicator
of completion, similar to the special pacifist P Rank awarded when completing
Run ‘n’ Gun levels without hurting enemies. Or instead, it provides no
Rank whatsoever but rather a new equipment option. That’d be really cool. Or maybe, the overworld is all just one
big puzzle, and if the player completes all of those puzzles, they get a
uniq
ue game ending or something. The DLC already introduces something similar
with the secret graveyard boss. Players unlock the boss by talking to the Lantern, Shovel,
and Pickaxe NPCs and using the information they provide to solve an overworld puzzle. And
it works pretty darn well. A giant, overarching overworld puzzle is probably an idea getting
too big for its britches, but you get the point. Make the easier content optional, make it its own thing, and it doesn’t have
to conform to the ori
ginal design intent. But none of what I just talked about exists.
This is all just theoretical. So obviously, this is not the reason why
the Secret Phase exists. That just brings us back to our original
question, “Why does the phase exist,” and honestly, I don’t have an answer. The phase is not
reasonably discoverable, which makes all of the reasons it could exist moot. And since it’s not
reasonably discoverable, it’s essentially wasted. Which is a shame because the Secret Phase is
pretty
well-designed, if a little lackluster, and given the numerous problems the
standard Phase 3 has, it’s a bummer that the two weren’t combined. Take the best
elements from both and leave the bad. Combine the good mechanical follow-through of the Secret
Phase with the big thematic presentation of the standard phase. And since we’ve got the entire
second phase to rework since it’s garbage, we can introduce the screen-flip earlier on,
making the whole thing more cohesive. Introduce the screen-fl
ip earlier, reduce mental burden and
carry key learning points through the whole fight. So anyway, here’s your 2-hour examination
of a 2-minute boss fight. Game design is complicated. But thankfully, you have this
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Comments
============================ IMPORTANT! Please Read for FAQ! ============================ Hi all, thank you so much for watching! It means a lot that you would join me in this crazy and deep game design journey. Your viewership and Liking/Commenting on the video help a ton and I greatly appreciate each one of you! This pinned comment is where I'll update with any corrections or FAQ. Such as... yes, I make a couple word slips. They're correct (and emphasized) in the subtitles, but was caught too late to fix. Also, yes, Hughes is actually pronounced differently (and strangely). It's a good thing that it doesn't affect the content. 1. Feeling of repetition. After some study, I now understand that the thoroughness is also being perceived as long-winded. The thoroughness includes filling in every hole and brief callbacks to ensure everyone stays on the same page. It's a balance. The thoroughness is quite unique to this channel on YouTube, so it can't go away entirely, BUT I understand I have to find that balance for you all, and also for my own sanity haha. Thank you all for being patient with my growth as a creator.
Holy shit. I’ve beat that level and the entire dlc, but I never noticed you could control the plane by standing on the edges
Excuse me 2 and a half hours for one boss?? That’s actually amazing
Super pumped to watch this! Design Frame more like if you don't watch this video then that is a SHAME
This was cool to see. Howling Aces is one of my favourite bosses, but this is coming more from aesthetic and the spectacle of the third phase, so it was interesting to see it broken down in terms of game feel and structure. With regards to the screen orientation I think the increase in complexity can also be modelled by considering what elements the attack introduces outside just those on screen. Namely the controls themselves. For most of Cuphead the game controls are pretty much fixed. The player learns them early on and then that's sorted. You can even forget that the input method exists and exclude it from analysis. Flipping the screen suddenly cuts through that self-constructed wall and forces the player to start re-evaluating assumptions about things like core mechanics (falling down, pressing left to go left). I think this also brings us into conflict with our usual concepts of immersion since this would technically be 'immersion breaking' (since it forces you up one level of abstraction higher to think about the controller rather than the moves the controller represents) it could actually boost engagement by providing a massive spectacle/climax to the scene. I wonder if this problematises the metaphor of immersion (more of course than it's already problematised) but that's a whole different issue.
Elaborating on the idea of Chinook being missed: why not do the same as the comparative example? Have the main danger, Captain Pitbull, call in support, using a clear visual and audio cue that the player will notice. As for the redesign of the entire boss, I would take a cue from Gunstar Heroes, which also has a stage where the player takes on a big (space) ship. The battle pans around the ship, visiting different areas as different challenges. As such, my redesign would have the player chase down the Chinook. The first phase would be the back. The middle would be flying along the side and the final phase could be either of the existing third phases.
Awesome video! This was really fun to watch, and great insight into boss design. You explained it very clearly, it gave the vibe of a college lecture (this is a compliment). :3 I have a few points I'd like to communicate: 1) I appreciate the work you put into the subtitles: keeping them accurate, correcting mistakes in the recording, and keeping them correctly timed. I have Audio Processing Disorder, and correct subtitles make the viewing experience so much easier. There are a few times when words are italicized and the subtitles cover half the screen, or when subtitles cover some text information at the bottom of the screen. This is only a minor issue, but worth looking into to make your videos the best they can be. 2) I had no idea there even was a secret phase for this boss. I'm one of those people who only watched a playthrough and played it once myself, but I had no idea I'd missed anything based on my experience. There's no real reason for it to be hidden the way it is, we're designing a video game, not an ARG. 3) I've seen a lot of the comments criticizing length and repetition of points, and I think they're overly critical. In my opinion, it's more an issue of target audience rather than anything inherently wrong with the script or structure. While there are a few minor script changes I would make, this is overall a very clean video essay and the length is exactly what it needed to be for the level of detail you're examining. I understand how it can be perceived as long-winded, but I never had a moment where I felt like it dragged or where I got bored. One comment in particular said it felt like you thought the audience were idiots, but I never got that impression. I got the impression you were trying to be as clear as possible, avoid confusing uses of pronouns when just saying the term would suffice, and reminding the audience of key points established long ago. Since everyone has different retentions for new terms and this is a longer video, I liked the way you reestablished what a phrase meant when it became relevant again. In situations where it could be anywhere from several minutes to an nearly an hour before a concept becomes relevant again, just making sure everyone is on the same page is good practice, since you can't control how much memory a viewer has. I have also been accused of over-explaining when I'm just trying to be articulate, and improving that is just the sort of thing that develops with practice. o.o I ended up writing an essay here. Apologies if there are any spelling or grammar errors that slipped through the cracks. I looked over it several times, but I'm dyslexic and it's late so I can never be sure. Once again, I loved the video. I ended up watching this instead of studying for midterms tonight (oops .-.)
I played cuphead on switch. So what did I do when she flipped the screen? Paused, moved to handheld mode, and flipped it right back.
thanks for another delicious video!
im very glad he got grayfruit in the clips
Thank you for long format video, we need more in-depth and thought provoking videos and analysis.
I love how you made a nearly 3 hour video over 1 boss fight. It’s nice you gave examples of when Cuphead did it better etc. I watched all of it! Great video.
Nice to see you back
I rewatched the video and then something hit me. In Darksouls you can quit out of the game and then load back in in order to teleport all remaining enemies that are still alive back to their starting positions. This results in them completely forgetting about your exitence and resuming their normal patrol routes ontill you get spotted or make a noice loud enough for them to want to investigate. Speedrunners use this tech all the time. They even use it to avoid falling to their deaths in certain locations. This tech is also used in games like Elden Ring and Bloodborne, however quitting out and reloading wont work in DS2. Unlike the other Soulsborne games, quitting out in DS2 wont result in enemies teleporting back to their starting positions and forgetting about you. This probably has something to do with DS2 not being on the same engine as the other games.
OOOOOOOO BABY WHEN DESIGN FRAME COOKS THEY ALWAYS DELIVERRRR
Haven't watched the whole video yet (one thirds in), but I really love the amount of research you did; video must have taken a lot of effort. I never knew how important Complexity, Difficulty, and Depth have to be; supporting each other for design. And I was initially confused why Cuphead's boss designs was applauded since they create frustration and seem to disregard difficulty curve/flow channel (which are guidelines, not rules admittedly), but you explained it very clearly. Weird comparison I'm doing, but I don't like Tropical Freeze's bosses. Might be because they structure their bosses like how they structure levels; training players early on with mechanics safely, then ramping the complexity/challenge of those mechanics later on (flow channel). Tropical Freeze's bosses are thst, but with no checkpoints, so the trial and error feels worse as replaying essentially the phases that teach the mechanics over and over wastes time. They have speed run strats within phases, but they're optional and (usually) harder to do, so players that aren't speedrunners might not want to put in the extra work. Sorry about the comparison, but your beginning section about Cuphead's boss design looking unfair on the outside, but twists that into brilliant game design really was great! Btw, is it your intention to censor cusses in this video? If so, then you missed one here 39:25 just pointing it out :3 I'm intrigued to watch more of the video later, and thanks for your hard work!
Finally finished the video. Thanks, Shawn. Hope to see you again soon
That is a LOT of TearOfGrace clips in the beginning and it makes me glad to see.
i think there's one guideline you missed, i don't really have a name for this one but it generally shows itself through "resource management". it's when the game has elements that make later sections of the fight easier when an earlier section is mastered, cuphead only really has one element working on this, being the health. (arguably special too but i don't think that one counts as much) you can imagine a theorical cuphead that resets health inbetween phases which could be more tedious since mastery of the earlier section does not mean any advantage for the later sections. though i think i get why you didn't add this guideline, because it's generally a broader game mechanic (such as hp) and not purely boss/level specific, either way, the howling aces doesn't have anything like this.
your videos are always a joy to watch; have you ever played Furi?? its similar to Cuphead with the whole boss-fight to boss-fight shtick, and i think you might like to analyze it in comparison to Cuphead. thank you for the sick content!!