Last week, a video game designer I’ve been following on Twitter for a while now, Jennifer Scheurle posted asking game developers to post tricks they use to optimize for fun, versus coding a perfect simulation of an environment:
Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling. Example:
— Jennifer Scheurle (@Gaohmee) September 1, 2017
The responses were great, and the thread is being picked up by all kinds of video game press. Kinda makes me wish I’d chimed in when I saw the tweet come by amidst the political dumpster fire I generally consume on Twitter, though I don’t specifically have my of my own inventions to post about, so maybe just as well I didn’t. Though I have written about a couple related topics here previously.
The thread kicked off a discussion in a FlightlessCo Slack channel as well — my Terraformist collaborator who is taking the lead on game design for that project found it on Polygon and wanted to discuss; this being his first foray into this type of design.
I love these tricks, both as a designer and a player, but I think it’s telling that many of the responses are about single-player games; in a multiplayer PvP situation there are humans trying to have fun on both ends of the equation — and in a direct head-to-head, thumbing the scale for one of them might have a negative impact on the other. For instance, in Terraformist, a player sending a swarm of combat units against another can’t necessarily just result in warning shots ‘across the bow’ to get their attention, because then the attacking player may feel disadvantaged. Continue reading