Value Chains: Designing Video Game Economies
lostgarden.home.blog
lostgarden.home.blog
1. Your core gameplay is complex, for example in Factorio it starts with chopping trees, but it does so as a tutorial so that you manually learn what your later automations are doing. If you can create timing mini-games when you chop the tree at a certain rhythm to do extra damage, and those timings later work against bosses, players will understand what is really going on here. It's an un-punishing tutorial.
2. You want a good mix between extremely intense and more calming gameplay. If your core gameplay is intense then having these sorts of breaks in between the intensity will improve the experience. Without the intensity, your play-testers might not understand the point. Drinking to regain mana in WoW is not fun in itself, but if it gives an opportunity to regain composure and communicate during the run to meet new people, it actually is.
3. These elements tend to be in multiplayer titles, and you can get results that are better than the sum of their parts because of the community bonding aspect. If one player chopping 10 trees and another collects 10 rocks, and then they trade so that each have 5 of each - which because of specialization allows them to have more than they could get alone, then this boring gameplay just facilitated a trade. In fact, I suspect the author would agree with me here, as his earlier blog article on RotMG has this line: 'The rule of thumb for everything is “Does this mechanic make the game better to play together?”'. The entire point of economies in games is to get people to coordinate because coordination is fun.
Checking the Steam reviews for the game mentioned, all of the negative reviews mention gate-keeping and boring repetitive gameplay. It still has a 'Very Positive' rating, but there are a lot of low-hanging fruit that could improve the game. 'A Short Hike' is the perfect example that you should attempt to emulate, and is among the top mentioned games when 'under-rated games' are brought up.
Sure, chopping down a tree may not be particularly fun. But if as the game progresses you can work to build/unlock better and better tools for doing it, you can see and feel the satisfaction that your hard work has provided - making this task easier allowing you to more quickly go on to greater things. If time is limited in the game, that's another layer. The activity hasn't gotten any more fun in itself, but it makes other things more fun. (the gear progression)
I think it's also OK for a game to have some activities that aren't as fun, if they are needed for a system that is very fun. I'd rather have a game that's focusing on what it does well than try to make every single activity good. Sure, Skyrim's lockpicking is pretty dull. But if time was invested there instead of into the core loop of explore->kill->retrieve, I'm not sure it would be a better game.
The Beginner's Guide did not need fun to keep me, at least, engaged. Dwarf Fortress's fun must be made almost entirely by the player. Boring or downright hostile mechanics - such as long travel times in X3, or the long slog of rebuilding an army after a disastrous war in Mount and Blade, or permadeath in Darkest Dungeon and roguelikes - are not fun, yet I contend that without them the rest of the game would feel boring, even weightless. The unfun parts don't just "pad out" the game, they give meaning to the player's decisions and make choices matter.
In a game like Paper's Please, your moment to moment gameplay might not be fun, but the tedium is deliberate and a part of the experience.
Cutting down trees for a half an hour straight so that you can later be creative and decorate your house, much less so.
'A Short Hike' has a meta-critic score of 88 while 'Cozy Grove' has a 72, and while game reviews are generally fairly bad, that's a large margin. I'm not sure how beneath him Hike is.
And to the following comment, metacritic has sadly become a poor method of rating games these days. The whole game industry seems to have shifted to regular updates and metacritic remains stuck in the previous era of one-time boxed releases. Cozy Grove, for example started out around a 77% and after a year of updates is at about 94% on Steam right now. Still room to improve!
> Issue: Multiple undifferentiated inputs to node
Under this segment you say 'and it never is' implies that it's just really difficult, you can be even more forceful here - it's impossible. Sirlin's article on Viable Options[0] goes into depth here - while he's talking about best move to attack in a fighting game, and while your case is simpler in that the enemies don't have options for themselves, the mapping between the two arguments is there. For any given use-case there can only ever be two choices, the best choice, and the counter to the best choice. The counter to the counter just ends up being the best again so you can't have any more depth without creating a new use-case.
[0]: https://www.sirlin.net/articles/balancing-multiplayer-games-...