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Who Gets to be Awesome in Games?

🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 Many games come with the promise of letting the player live out some kind of awesome, aspirational fantasy. But the game's design will dictate who gets to live the fantasy, and who might get left behind. Sources [1] The Applied Value of Player Psychology: Putting Motivational Principles to Work | GDC Vault (Free Access) https://www.gdcvault.com/play/1017784/The-Applied-Value-of-Player [2] DOOM Eternal with id Software's Hugo Martin and Marty Stratton | Game Maker's Notebook https://interactive.libsyn.com/doom-eternal-with-id-softwares-hugo-martin-and-marty-stratton [3] Designing DOOM Eternal with Hugo Martin | Noclip https://www.youtube.com/watch?v=qBHIalb01ew [4] Glued to Games: How Video Games Draw Us In and Hold Us Spellbound | Scott Rigby and Richard Ryan https://www.amazon.co.uk/Glued-Games-Video-Spellbound-Directions/dp/0313362246 Games shown in this episode (in order of appearance) Marvel’s Spider-Man (Insomniac Games, 2018) Marvel's Avengers (Crystal Dynamics, 2020) Star Wars Jedi: Fallen Order (Respawn Entertainment, 2019) Assassin's Creed II (Ubisoft Montreal, 2009) Rock Band 3 (Harmonix, 2010) Ghost of Tsushima (Sucker Punch Productions, 2020) Dirt Rally 2.0 (Codemasters, 2019) Yakuza 0 (Sega, 2015) Sekiro: Shadows Die Twice (FromSoftware, 2019) Batman: Arkham City (Rocksteady Studios, 2011) Batman: Arkham Knight (Rocksteady Studios, 2015) Batman: Arkham Asylum (Rocksteady Studios, 2009) DOOM Eternal (id Software, 2020) Celeste (Matt Makes Games, 2018) Dark Souls (From Software, 2011) Grand Theft Auto V (Rockstar North, 2013) Planet Coaster (Frontier Developments, 2016) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Devil May Cry 5 (Capcom, 2019) Hades (Supergiant Games, 2020) Dishonored 2 (Arkane Studios, 2016) Gears of War 4 (The Coalition, 2016) Gears 5 (The Coalition, 2019) Forza Horizon 4 (Playground Games, 2018) Batman: Arkham Origins (WB Games Montreal, 2013) Bayonetta (PlatinumGames, 2009) Titanfall 2 (Respawn Entertainment, 2016) Ori and the Will of the Wisps (Moon Studios, 2020) DOOM (id Software, 2016) Yakuza 6: The Song of Life (Sega, 2016) God of War (Santa Monica Studio, 2018) Skate (EA Blackbox, 2007) Overwatch (Blizzard Entertainment, 2016) Downwell (Moppin, 2015) Music used in this episode Music provided by Music Vine - https://musicvine.com/ Contribute translated subtitles (and see translation credits) - https://amara.org/en-gb/videos/xgKT1Au3qQ1u/

Game Maker's Toolkit

3 years ago

Many games come with the promise of letting  the player live out some kind of awesome, aspirational fantasy. Maybe that's to become a comic book  superhero. Perhaps it's the opportunity to wield a lightsaber. Or become the  member of a secretive assassin's guild. To be rock god, a samurai, a rally  car driver, or a no-nonsense yakuza. And from my experience of  playing this sort of game, it feels like there's two, distinctly  different ways of delivering this fantasy. The first way is to simply
give the fantasy  to the player. Easily and immediately. Which is something we see in a  number of recent super hero games: in the Batman Arkham games, the free-flow combat  system makes it effortless to beat up baddies. And in Spider-Man, we don't need a lengthy tutorial  to swing around the city with ease and grace. This is usually achieved by providing  the sensation of being powerful, which happens through simple inputs that  get translated into big, flashy animations. Cinematic set-pieces w
ith pop-up buttons.  Lenient systems that subtly fix your mistakes. Magnetic snapping towards enemies. Big,  obvious indicators that tell you when to counter. Dopey AI that waits  patiently to attack. And so on. These games work really hard  to make you feel awesome, by translating your simple intentions  into impressive feats on screen. Troy Skinner, producer at Batman-publisher WB  Games, explains it like this: TROY SKINNER: When people come in they spam the punch-in-the-face button. In a lot
of games you get punished for that. It makes you look bad. You fail. In this game you spam the punch-in-the-face button and you look awesome! You are in fact Batman  effectively punching people in the face". The second way is to make  the player earn the fantasy. Through skill and mastery. Which is the  approach of this year's DOOM Eternal. That game has a very stiff learning curve with  all sorts of mechanics and systems to figure out - including resource management,  enemy weak points, weap
on switching, lighting-fast movement, the flame belch,  the chainsaw, the blood punch, and more. And until you master all of them, you're going to fail - and you certainly  won't feel like the bad-ass demon slayer in the game's marketing. Which means that  the opportunity to live out the power fantasy is withheld until you've proven that you have real  skill and mastery over a complex set of mechanics. Hugo Martin, is the creative director on  DOOM Eternal, and explains it like so: HUGO MARTIN:
"Hey man I'm dying to these characters because  I'm not doing certain things. I don't feel strong. It's like yeah: but you're gonna feel  strong when you master how to beat them". So we can give the fantasy to the player, or we can make them earn it. But why would  a developer choose one over the other? Well, Hugo Martin puts it  very succinctly when he says: HUGO MARTIN: "We wanna give you something to master.  Because the power fantasy that is earned is far more satisfying than  the one that i
s just handed to you". By making the player actually overcome challenge, failure, and frustration, the end result  will be way more rewarding. He compares the experience of mastering DOOM Eternal to that of  climbing a mountain - it's much more satisfying, he says, to climb it yourself than to  simply take an elevator to the top. It's a fair point. And many of these  superhero games do end up feeling shallow and patronising because they  give the fantasy away too easily. But - when designers tie
the attainment of a  power fantasy to a certain level of skill - they ultimately end up having to ask who gets to  live out the fantasy, and who gets left behind? As Troy Skinner explains... TROY SKINNER: "Because we are expert gamers, we say that mastery should come from overcoming challenge. You earn it. But remember everyone paid $60 and the majority of them aren't going to push  through those barriers to get to the mastery. And mastery is tied to motivation so if they're not  masterful, t
hey're demotivated, they walk away". He argues that there are plenty of players who  simply aren't willing to suffer through failure and frustration in order to experience  the game's core fantasy. For example, Troy points to the bro gamer - casual players who  have a very low threshold for suffering and want to feel competent immediately. And because they  make up 60% of the console market, you ignore them at a cost. More importantly, however, there are players  who simply aren't able to reach
that level. In the book Glued to Games, behavioural  scientist Scott Rigby talks about "control mastery" - which is the time and energy needed  to learn a game's inputs and be able to turn intention into action. He compares this to to  paying for admission to get into a theme park: both are necessary steps in order  to access the actual fun inside. But, Scott says, "when people are discouraged  by a game’s controls, they don’t have the chance to feel competent at gameplay, because they  can’t ev
en get to the real game. For them, the price of admission to the fun of games is  so high, they often stay outside the turnstile". And that's not even mentioning those with  disabilities who may be physically unable to reach that level of skill. Shouldn't they  get to experience the power fantasy, too? Ultimately, then, we end up with a conundrum.  If we make the power fantasy easily attainable, the game is accessible to all but can end  up feeling shallow to more seasoned players. And if we for
ce the player to earn  the fantasy, the experience might be significantly more satisfying - but we  lock out a considerable number of people. By making one type of player  feel awesome, we lose the other. But, maybe, it doesn't have to be a choice. And so, I'm going to explore a number of ways that  games can make both types of player feel awesome. The first solution is to provide options. But not the type you might  be thinking about. Because, yes, difficulty options will allow players  to tune
the game to their ability level. But they rarely fix the actual issue: the inherent  complexity of the game. Making DOOM Eternal easier will let you make a few more mistakes, but  it doesn't reduce the number of buttons you need to remember - and making Spider-Man harder  doesn't actually change the web-swinging at all. So more important are gameplay and  accessibility options. And for a strong example, take Forza Horizon 4. Here, you can enable  things like assisted brakes and steering, automa
ted gear shifting, and a racing line.  With these options turned on, the game helps players reach the fantasy of being a racing  driver - by reducing the need for precision, limiting the number of things you need to  juggle, and providing lots of information. With these options, you can essentially switch the  game from being a rather hardcore simulation racer to a fun and casual arcade romp. And best of all, this is all independent from the difficulty  level of your rival racers - so you can re
duce the complexity of controlling the car, but  without also dumbing down the competition. Other examples of gameplay options include the automatic  combo mode in Devil May Cry, the way Jedi Fallen Order makes parry timing windows bigger  on easy mode, and how some of the Arkham games let you turn off those counter indicators so you have to pay attention to the enemy animations. A second solution is to reward  mastery - but not actually require it. For this one, let's look at Bayonetta.  This
is a game where you almost immediately feel empowered and awesome: thanks to  great animation, absurd finishing moves, a very forgiving dodge, and a reasonably low  level of challenge. You can basically just mash the controller against your face and  Bayonetta will pull off a huge variety of awesome-looking attacks. It's easy to feel  fluid, cool, and competent in this game. But there's so much hidden mastery in this game  for those who are willing to put in the work. Things like the dodge offse
t system, and the  huge number of possible moves - means that those who want to get combo mad can express  their skill and mastery. That ends up being the real power fantasy which is, indeed,  more satisfying… because it's earned. If we think about this by borrowing  terms from e-sports: there's skill floor, which describes the base-line level of skill  needed to be effective with that character. And skill ceiling, which describes the highest  level of skill you can potentially express. If Spide
r-Man has a low skill floor, but  low skill ceiling - and DOOM Eternal has a high skill ceiling and a high skill  floor to match, something like Bayonetta strikes a better balance by having a low  skill floor and a high skill ceiling. Solution three is to layer  on complexity over time. In a lot of Metroidvanias, such as the Ori  games, you start the game with a very simple set of controls. You can really just focus  on movement and jumping, so players who are unfamiliar with platformers only ne
ed to  wrestle with the absolute basics at this point. As you play on, the game gives you upgrades - like  additional jumps, new attacks, more complex moves, and so on. By the end of the game, Ori has  become a complex game with a huge moveset: but without overwhelming anyone in the process.  By stretching the learning curve out to encompass pretty much the entire game, players can gradually  get used to more and more complex gameplay. We do see some of this in DOOM Eternal,  with weapons and en
emy types being introduced throughout the campaign. And in  Spider-Man, where the skill tree lets you add new mechanics that let you swing faster - but  also increase the complexity of the controls. Solution four is to simply prime  players for failure and learning through the narrative and marketing. One of the issues with DOOM Eternal is that the  game suggests that you are the most powerful, demon slaying bad-ass in the universe. I mean,  you just ripped your way through hell in the previous
game. And now, you're falling at  the feet of the game's most basic demons? Ultimately, when games promise to  let you play as Batman or Spider-Man, or the Dragon of Dojima, or the God of War it's  priming us to be powerful and skilful: and so it does make sense that we immediately get to feel  awesome. Anything else would just be discordant. And so if a game wants to make us earn the  fantasy, it needs to explain that up front. A good example of this is Skate: a skateboard  simulation game with
a significant learning curve just to do a kickflip. But it doesn't  suggest that you'll immediately start playing as a pro skater - instead, you're just a  lowly amateur trying to get their photo on the 37th page of a magazine. The game's  narrative - which is about slowly becoming more successful as a skater, neatly mirrors  the game's challenging learning curve. And finally, solution five, is  to provide multiple ways to win. I've been playing a lot of Hades lately. And  in each run of this m
ythological roguelite, you pick a weapon - perhaps a  sword, or maybe a bow and arrow. Some of these weapons are far easier to use than  others: the shield, for example, lets you absorb enemy attacks and play in a very defensive  and reactionary manner. Whereas the fists force you to get up close and personal with your  enemies, which puts you at a significant risk. By having different ways to succeed,  players can gravitate towards the weapon, the character, or the build - that works for them.
Hades also lets you unlock additional power,  health, and help - so it's possible to succeed not by getting better - but by simply playing  the game for a long time. That's not my personal preference for how roguelikes should work:  but I can see the advantage in giving players a different way to succeed. Through time  and effort, rather than skill and mastery. Most of these solutions are  about the same exact thing: letting players find their  own way to feel powerful. That might mean using acc
essibility  options and tuning down the difficulty, or it might mean ramping the game up to hard, playing with the most challenging character,  and exploring the game's most complex rules. Both of those might be the optimum challenge  for two completely different people. And something else that a lot of  these solutions have in common is that they encourage players to  always be pushing themselves to be better. To be moving towards more  challenging and complex gameplay. In Forza, using those as
sist options  reduces the amount of XP you gain, so you're encouraged to eventually turn them  off as you get better at the game. In Bayonetta, scrappy play leads to rubbish trophies, so you're  motivated to be more thoughtful with your actions. In Hades, there are rewards for trying  out weapons you haven't used in a while. And in Ori, the game just naturally  gets more complex, the further you go. Because the power fantasy, it turns out, is  not one specific point on the learning curve: it's s
omething more dynamic, that can move  and grow as you do. You might feel the power fantasy immediately, and then feel it even more  strongly as you challenge yourself to do better, to explore more of the game's systems,  and to increase the challenge of the game. So ultimately, if the question is: who  gets to be powerful? My answer would be: everyone. Not just those who are skilful.  And not just those who want to feel immediate empowerment. But games should use design and  systems to ensure th
at at every skill level, the player feels powerful and masterful.  But always with room to grow and improve. Hey - don't click away just yet! I know, YouTube end screens are boring. I've seen the  stats. So I'm gonna make them more interesting by using this time to recommend  a different game at the end of each video. These will be recently-released indie games,  and entirely based on my own preferences - so, it's definitely not an ad spot. Are you ready?  Because I only get twenty seconds to do
this! Let's go. Disc Room is a juicy arcade romp about  dodging a bullet-hell spread of deadly saw blades. The masterstroke is the way it  entices you to keep playing with bitesize goals and challenges, surprising abilities, and best of all - Fez-like puzzles and  mysteries. It's out now on Steam and Switch.

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