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	<title>Comments for Game Design the Wrong Way</title>
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	<link>http://www.design.wrong.net</link>
	<description>Musings on game design</description>
	<pubDate>Wed, 20 Aug 2008 08:09:01 +0000</pubDate>
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		<title>Comment on The Difficulty Equation by kyoryu</title>
		<link>http://www.design.wrong.net/2008/07/07/the-difficulty-equation/#comment-29</link>
		<dc:creator>kyoryu</dc:creator>
		<pubDate>Fri, 11 Jul 2008 00:42:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=20#comment-29</guid>
		<description>They're very arbitrary in designation :D  I'm really trying to look at the relationships between them more than specific numbers.

Interference vs. interruption:  I'd say your Tetris example is more of an overall strategy issue, rather than directly interfering with your ability to perform the action.  I'm not sure I'm right though.

The Mortal Kombat example is probably a good one.  I don't think that there are a lot of examples of this in video or computer games, which was kind of the point.

I'm not really sure of how useful this will be for difficulty balance with new designs, at least in a predictive fashion.  I think it will probably turn out to be more useful in a reflective fashion, helping to tune designs going forward or explaining why difficulty fluctuates.  If it can actually be used predictively, I'd be really happy, though :D</description>
		<content:encoded><![CDATA[<p>They&#8217;re very arbitrary in designation <img src='http://www.design.wrong.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  I&#8217;m really trying to look at the relationships between them more than specific numbers.</p>
<p>Interference vs. interruption:  I&#8217;d say your Tetris example is more of an overall strategy issue, rather than directly interfering with your ability to perform the action.  I&#8217;m not sure I&#8217;m right though.</p>
<p>The Mortal Kombat example is probably a good one.  I don&#8217;t think that there are a lot of examples of this in video or computer games, which was kind of the point.</p>
<p>I&#8217;m not really sure of how useful this will be for difficulty balance with new designs, at least in a predictive fashion.  I think it will probably turn out to be more useful in a reflective fashion, helping to tune designs going forward or explaining why difficulty fluctuates.  If it can actually be used predictively, I&#8217;d be really happy, though <img src='http://www.design.wrong.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /></p>
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		<title>Comment on The Difficulty Equation by Talia</title>
		<link>http://www.design.wrong.net/2008/07/07/the-difficulty-equation/#comment-28</link>
		<dc:creator>Talia</dc:creator>
		<pubDate>Thu, 10 Jul 2008 15:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=20#comment-28</guid>
		<description>Interference, and interruption are two different things for the sake of the equations. Perceptually, the difference to the player is going to be, "Can I beat the player in an opposing skill challenge?" Something like this would be the Tetris in multiplayer, where the other player can interfere with you completing lines by dropping more blocks on your side by completing a combo. The thing is, these types of interferences are usually more complicated, multiple skill based things, I think.
I thought maybe the old Test-Your-Might minigames in Mortal Kombat might qualify as a simplistic example, but I can't exactly remember if the other player jamming buttons faster than you would drive down your meter or not.
On a meta level, your friend yelling obscenities at you from the couch could definately be interference. :D
I like these concepts, cause they're quite well defined mathematically. I'm going to try doing some analysis of existing games using them, to see if the numbers I can come up with match expectations. My only concern is it seems like they might have to be somewhat arbitrary in designation.
This will be useful if it works out for difficulty balance in new designs.</description>
		<content:encoded><![CDATA[<p>Interference, and interruption are two different things for the sake of the equations. Perceptually, the difference to the player is going to be, &#8220;Can I beat the player in an opposing skill challenge?&#8221; Something like this would be the Tetris in multiplayer, where the other player can interfere with you completing lines by dropping more blocks on your side by completing a combo. The thing is, these types of interferences are usually more complicated, multiple skill based things, I think.<br />
I thought maybe the old Test-Your-Might minigames in Mortal Kombat might qualify as a simplistic example, but I can&#8217;t exactly remember if the other player jamming buttons faster than you would drive down your meter or not.<br />
On a meta level, your friend yelling obscenities at you from the couch could definately be interference. <img src='http://www.design.wrong.net/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
I like these concepts, cause they&#8217;re quite well defined mathematically. I&#8217;m going to try doing some analysis of existing games using them, to see if the numbers I can come up with match expectations. My only concern is it seems like they might have to be somewhat arbitrary in designation.<br />
This will be useful if it works out for difficulty balance in new designs.</p>
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		<title>Comment on Good post on savepoints by kyoryu</title>
		<link>http://www.design.wrong.net/2008/06/26/good-post-on-savepoints/#comment-16</link>
		<dc:creator>kyoryu</dc:creator>
		<pubDate>Fri, 27 Jun 2008 23:00:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=18#comment-16</guid>
		<description>Good catch on condition/consequence.  I'll clean that up later.

I think there's two main points of frustration:

1) Pausing and continuing play is conflated with the consequences of failure.
2) Designers tend to not think in terms of using saves to define units of gameplay, and so when people pass sections that they feel are a "unit", and have to do it multiple times, they feel frustrated.

As far as what else would you take away from the player - why do you have to take anything from the player?  Simply not allowing them to continue past the failed challenge is a punishment in and of itself.  Puzzle Quest actually *rewarded* you for failure.

More to the point, why do you have to reload from a saved game on failure of a challenge?  Why can't the game simply put you back at the beginning of the challenge/level/area?  Why do we need to go through the mechanics of selecting a saved game when we fail to pass a challenge?

If I save before a tricky jumping puzzle/boss/whatever, and die in the process, putting me at the beginning of that challenge is functionally equivalent to me loading my save game from that point.

Making the two use the same mechanism is lazy design.  By using "loading your game" as the mechanic to reset state on death, the designer doesn't have to think about where to break up sections of gameplay.  The problem with this is that it forces that on the player - and if the player doesn't know that a particularly tough section is coming, and forgets to save, then they're kind of SOL.  I personally think that any time a designer increases the load on the player so that they can do less work, it's a mistake.

Half-Life 2 is a pretty good example of doing this right.  While they technically used auto-save as the failure mechanism, the presentation of it to the user was entirely different - it wasn't "hit the load key," or "navigate the load menu," it was just "click the mouse button."  Through this dissassociation of loading/saving and failure, I generally found myself not using save games to protect against failure, but only to stop play and resume it later.

There are some evils with save points - 20 minutes between saves (like you mentioned), saves right before cutscenes (I'm looking at you, God of War 2), no saves before bosses, etc.  And those can suck.

But powerups done poorly can suck, too.  Poor level design can suck.  That doesn't mean that we don't ever use levels or powerups - it just means that we need to fix problems with them when they're discovered.

I do think there are some games that don't work well with save points.  Generally, those are games that can't be chunked into discrete sections - things like Civilization.

I guess my biggest point here is that saying "save points are evil" is too broad of a brush.  They can be a useful tool, if used right.  We just need to think more about *how* and *why* to use them.

Which is kind of an overall theme of this blog.

Thanks for the comment :)</description>
		<content:encoded><![CDATA[<p>Good catch on condition/consequence.  I&#8217;ll clean that up later.</p>
<p>I think there&#8217;s two main points of frustration:</p>
<p>1) Pausing and continuing play is conflated with the consequences of failure.<br />
2) Designers tend to not think in terms of using saves to define units of gameplay, and so when people pass sections that they feel are a &#8220;unit&#8221;, and have to do it multiple times, they feel frustrated.</p>
<p>As far as what else would you take away from the player - why do you have to take anything from the player?  Simply not allowing them to continue past the failed challenge is a punishment in and of itself.  Puzzle Quest actually *rewarded* you for failure.</p>
<p>More to the point, why do you have to reload from a saved game on failure of a challenge?  Why can&#8217;t the game simply put you back at the beginning of the challenge/level/area?  Why do we need to go through the mechanics of selecting a saved game when we fail to pass a challenge?</p>
<p>If I save before a tricky jumping puzzle/boss/whatever, and die in the process, putting me at the beginning of that challenge is functionally equivalent to me loading my save game from that point.</p>
<p>Making the two use the same mechanism is lazy design.  By using &#8220;loading your game&#8221; as the mechanic to reset state on death, the designer doesn&#8217;t have to think about where to break up sections of gameplay.  The problem with this is that it forces that on the player - and if the player doesn&#8217;t know that a particularly tough section is coming, and forgets to save, then they&#8217;re kind of SOL.  I personally think that any time a designer increases the load on the player so that they can do less work, it&#8217;s a mistake.</p>
<p>Half-Life 2 is a pretty good example of doing this right.  While they technically used auto-save as the failure mechanism, the presentation of it to the user was entirely different - it wasn&#8217;t &#8220;hit the load key,&#8221; or &#8220;navigate the load menu,&#8221; it was just &#8220;click the mouse button.&#8221;  Through this dissassociation of loading/saving and failure, I generally found myself not using save games to protect against failure, but only to stop play and resume it later.</p>
<p>There are some evils with save points - 20 minutes between saves (like you mentioned), saves right before cutscenes (I&#8217;m looking at you, God of War 2), no saves before bosses, etc.  And those can suck.</p>
<p>But powerups done poorly can suck, too.  Poor level design can suck.  That doesn&#8217;t mean that we don&#8217;t ever use levels or powerups - it just means that we need to fix problems with them when they&#8217;re discovered.</p>
<p>I do think there are some games that don&#8217;t work well with save points.  Generally, those are games that can&#8217;t be chunked into discrete sections - things like Civilization.</p>
<p>I guess my biggest point here is that saying &#8220;save points are evil&#8221; is too broad of a brush.  They can be a useful tool, if used right.  We just need to think more about *how* and *why* to use them.</p>
<p>Which is kind of an overall theme of this blog.</p>
<p>Thanks for the comment <img src='http://www.design.wrong.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on Good post on savepoints by Dave Mark</title>
		<link>http://www.design.wrong.net/2008/06/26/good-post-on-savepoints/#comment-15</link>
		<dc:creator>Dave Mark</dc:creator>
		<pubDate>Fri, 27 Jun 2008 14:24:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=18#comment-15</guid>
		<description>Turok was ridiculous in this sense... and led to me quitting the game early on. There were three separate areas (in a row) where I would lose 20 minutes of play time because I died. There were probably one or two different places where an extra save point could have been added in between them.

Halo 3's save points were a lot better about that.

However, I'm not sure if there is a better solution to the your issue about the ONLY consequence (didn't you really mean consequence rather than "condition"?) of dying is going back to the last save point. What else would you take away from the player?</description>
		<content:encoded><![CDATA[<p>Turok was ridiculous in this sense&#8230; and led to me quitting the game early on. There were three separate areas (in a row) where I would lose 20 minutes of play time because I died. There were probably one or two different places where an extra save point could have been added in between them.</p>
<p>Halo 3&#8217;s save points were a lot better about that.</p>
<p>However, I&#8217;m not sure if there is a better solution to the your issue about the ONLY consequence (didn&#8217;t you really mean consequence rather than &#8220;condition&#8221;?) of dying is going back to the last save point. What else would you take away from the player?</p>
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		<title>Comment on All Genres are Doomed by modern combat simulators</title>
		<link>http://www.design.wrong.net/2008/05/26/all-genres-are-doomed/#comment-11</link>
		<dc:creator>modern combat simulators</dc:creator>
		<pubDate>Thu, 12 Jun 2008 18:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/2008/05/26/all-genres-are-doomed/#comment-11</guid>
		<description>[...]  [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;]  [&#8230;]</p>
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		<title>Comment on Positive and Negative Feedback by Video Arcade</title>
		<link>http://www.design.wrong.net/2008/05/22/positive-and-negative-feedback/#comment-10</link>
		<dc:creator>Video Arcade</dc:creator>
		<pubDate>Mon, 26 May 2008 21:46:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=14#comment-10</guid>
		<description>[...] Bike 2, Bike &#171; Gold21c&#8217;s Weblog PSP Juiced 2 HIN - Underrated &#171; Arvin Writes Game Design the Wrong Way &#187; Positive and Negative Feedback games &#187; Blog Archive &#187; Monkey &#38; Tiger (Racing/Dueling B&#38;.. Play Car Racing Games [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Bike 2, Bike &laquo; Gold21c&#8217;s Weblog PSP Juiced 2 HIN - Underrated &laquo; Arvin Writes Game Design the Wrong Way &raquo; Positive and Negative Feedback games &raquo; Blog Archive &raquo; Monkey &amp; Tiger (Racing/Dueling B&#38;.. Play Car Racing Games [&#8230;]</p>
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		<title>Comment on AI and the Single Player Game by Game Design the Wrong Way &#187; Complexity vs. Depth</title>
		<link>http://www.design.wrong.net/2008/05/18/ai-and-the-single-player-game/#comment-9</link>
		<dc:creator>Game Design the Wrong Way &#187; Complexity vs. Depth</dc:creator>
		<pubDate>Tue, 20 May 2008 19:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=10#comment-9</guid>
		<description>[...] dealing with a single player game, one thing to look at is AI.  As discussed here, if the AI always chooses the &#8220;best&#8221; option, it is predictable and therefore [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] dealing with a single player game, one thing to look at is AI.  As discussed here, if the AI always chooses the &#8220;best&#8221; option, it is predictable and therefore [&#8230;]</p>
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		<title>Comment on Balance is not Equality by Game AI Roundup Week #20 2008: 7 Stories, 2 Quotes, 2 Videos &#8212; AiGameDev.com</title>
		<link>http://www.design.wrong.net/2008/05/18/balance-is-not-equality/#comment-8</link>
		<dc:creator>Game AI Roundup Week #20 2008: 7 Stories, 2 Quotes, 2 Videos &#8212; AiGameDev.com</dc:creator>
		<pubDate>Sun, 18 May 2008 22:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=11#comment-8</guid>
		<description>[...] Balance is not Equality [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Balance is not Equality [&#8230;]</p>
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		<title>Comment on Opportunity Cost by Game Design the Wrong Way &#187; Balance is not Equality</title>
		<link>http://www.design.wrong.net/2008/04/14/opportunity-cost/#comment-6</link>
		<dc:creator>Game Design the Wrong Way &#187; Balance is not Equality</dc:creator>
		<pubDate>Sun, 18 May 2008 10:19:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=8#comment-6</guid>
		<description>[...] let&#8217;s go back to an earlier post - Opportunity Cost.&#160; What&#8217;s the opportunity cost of sitting in an unassaultable spot?&#160; The fact that [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] let&#8217;s go back to an earlier post - Opportunity Cost.&#160; What&#8217;s the opportunity cost of sitting in an unassaultable spot?&#160; The fact that [&#8230;]</p>
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		<title>Comment on 3 stages of decisions by SEO updates</title>
		<link>http://www.design.wrong.net/2008/04/16/3-stages-of-decisions/#comment-4</link>
		<dc:creator>SEO updates</dc:creator>
		<pubDate>Tue, 06 May 2008 12:36:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=9#comment-4</guid>
		<description>Good post!</description>
		<content:encoded><![CDATA[<p>Good post!</p>
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