How Game Designers Protect Players From Themselves

Game Maker's Toolkit11 minutes read

Designers shape game mechanics to guide players towards enjoyable experiences, adjusting elements to steer them towards more engaging strategies. Encouraging desired player behavior is more effective than punishing unwanted behavior, as seen in games like DOOM and Devil May Cry.

Insights

  • Designers shape game mechanics to guide players towards enjoyable experiences by encouraging specific behaviors.
  • Balancing encouragement of desired player behavior with discouraging unwanted tactics is crucial for enhancing the gaming experience and maintaining player engagement.

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Recent questions

  • How do game designers shape player behavior?

    By adjusting game mechanics to encourage certain behaviors.

  • What are some examples of game mechanics that influence player behavior?

    Turn limits in XCOM 2 missions and the addition of a ghost enemy in Spelunky.

  • How do games like DOOM and Bloodborne promote certain gameplay styles?

    By using mechanics to encourage aggressive gameplay and discourage passive tactics.

  • How do scoring systems impact player strategies in games like Devil May Cry and Tony Hawk's?

    By incentivizing players to use varied and challenging strategies.

  • Why is it important for game designers to balance player behavior guidance?

    To enhance the overall gaming experience while allowing player exploration.

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Summary

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Influencing player behavior through game design.

  • Designers aim to guide players towards enjoyable gameplay experiences by shaping game mechanics to encourage certain behaviors.
  • Players often gravitate towards strategies that ensure success, even if they are repetitive and less engaging.
  • Game developers can adjust game elements to steer players towards more interesting approaches to gameplay.
  • Introducing turn limits in XCOM 2 missions forced players to take risks and move quickly, altering their playstyle.
  • Spelunky creator added a ghost enemy to discourage players from dawdling and force difficult decisions.
  • Some players reacted negatively to the turn limits in XCOM 2, leading to modifications in the game's expansion.
  • Encouraging desired player behavior is more effective than punishing unwanted behavior.
  • Games like DOOM and Bloodborne use mechanics to promote aggressive gameplay and discourage passive tactics.
  • Scoring systems in games like Devil May Cry and Tony Hawk's incentivize players to use varied and challenging strategies.
  • Designers should carefully balance discouraging unwanted tactics with allowing players to explore different playstyles to enhance the gaming experience.
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