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#but it’s a really smooth experience and a joy for strategy and RPG fans to have such a massive game with lots of options to accommodate you
jaybug-jabbers · 4 years
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Pokemon Sword/Shield: A review of my experience
So, I’ve rung in the new year in style with a bad cold. Fortunately, I received a new Switch Lite for Christmas and a copy of Pokemon Sword, so at least I’ve had something to do while sitting about feeling miserble. I beat the game last night, and I figured I’d say a few words about what I thought of it. There are major spoilers ahead!
Graphics & Music
First of all, it looks absolutely beautiful. I’m used to using my 2DS, so the upgrade to the Switch Lite was quite the jump. When compared to previous Pokemon titles, the game is absolutely stunning to gaze upon. What’s more, the environments are varied, creative, colorful, and just lovely. They were such a delight that when I first started the game and had control of my character, the first thing I did was simply stand there for a solid five minutes just gazing on the dynamic, gorgeous countryside, butterfree flapping in the distance, Wooloo rolling around, people going about their day. It helps that I do love the UK and I’ve visited it in the past, and I have to say they did an excellent job evoking the feel of those landscapes. Exploring the towns and the environments was always a joy. Their layouts were natural, intuitive, and walking around or biking around was easy and fun. I was eager to explore every nook and cranny. Accompanying the environments was excellent music. All of the tracks were on-point. They set the feel of the location and they were all great to listen to.
UI & Battle Mechanics
Another thing you notice right away is the UI has been beautifully updated. It’s logically and appealingly organized, it’s very speedy, and there are a lot of quality-of-life tweaks and updates– such as accessing your pokemon PC from just about anywhere. (or easy access to Flying from the regular Map menu!) These tweaks have really helped smooth and streamline things and make for a better experience. It took some getting used to some of the tweaks, such as a forced Experience Share for the entire pokemon party. I’m still not sure what I think of that, but I kept reminding myself that full-party experience is standard in other RPGs, so it’s not so huge a jump for Pokemon to adopt it as well.
Characters
The game is also populated by many characters that I enjoyed. The character designs were well thought-out and appealing, and the characters themselves were fun. Hop may have a bit of a doofy haircut and be a bit of a dork, but he’s still an enjoyable rival. Professor Magnolia seems cool, as does her daughter Sonia. As we meet each of the gym leaders in turn, I generally liked them, as well. They did a good job adding little bits of personality to each of them. And yes, I even liked Leon, the over-the-top and bizarrely-dressed Champion. He was hammy and I think it worked well for him.
The Sport of Pokemon & Dynamaxing
Something else I found myself really enjoying was how much the game was emphasizing the sport aspect to Pokemon battling in the Galar region. This is something the game has always had to a certain extent, but never to the degree it has here. Pokemon battling was a huge spectacle here in Galar, done in massive statiums to huge, roaring crowds. This is a world of difference when compared to the solemn, trial-like, solitary experience of the Elite Four. It just brings and entirely different energy to the experience. And I found I really liked that. During the first few gym battles, I wasn’t entirely into it at first, largely because the first few gym fights were incredibly easy. But after they got a little harder, I started to get into the feel of things.
Naturally, the whole huge emphasis on the electric thrill of competition and of huge, bombastic spectacle was tied into the gimmick of this particular game: Dynamaxing. And as lukewarm as I was about Dynamaxing when I first heard it announced (I’m pretty tired of these gimmicks– Z-Moves, Mega Evolutions and the likes), I have to give credit where credit’s due: it was at least tied very thoroughly into the plot and into the fabric of the game. It didn’t feel tacked on, and I wasn’t resentful about actually using Dynamaxing. It may have been a silly gimmick, but it was still enjoyable to use, because it made sense to help entertain the crowds with oversized spectacle, and because there was a certain amount of enjoyment in the added strategy it required. I’m glad I was able to get into it.
I think the highest point for me about the gym challenge experience was when I was facing off Raihan. Here’s the chap they’ve been hyping for a while about facing up against, because he’s the last gym leader standing before you move onto the Semi Finals and the Finals. When you walk through the dark corridor out into the pitch, you can feel the electric atmosphere; you can hear people cheering your name as their new favorite trainer hopeful; and then, Raihan, the man who always acted so casual and smooth and cool, suddenly shows his intense side on the field of battle. He flings out two pokeballs and brags about mixing things up for you with a doubles format and with the weather, and dares you to step up for the challenge.
My two front pokemon come out– Snowdrop, my Frosmoth, and Bazz, my Grapploct. After all that weather bragging, I decide to show him, and have my Frosmoth flip his sandstorm weather over to Hail. Surprised, my opponent acknowledges that was a pretty nice move on my part. I then Blizzard and Superpower his first pair of pokemon out of the picture.
I’m feeling pretty good, and then he sends out his second pair of pokemon. I have no idea what the heck the Duraludon is supposed to be. Then he Dynamaxes it, which takes me a little off guard, as I had expected it later, but of course this is doubles so there is no later. I stall for a little bit, trying to decide what to hit the Duraludon with, and my first few pokemon go down, and the sandstorm kicks back in.
I decide to send out my Corviknight out for Dynamaxing. But I’m still floundering over the best tactic for this unfamiliar pokemon. I try Max Airstream to see how much it does, but it’s not a very impressive chunk. Then his Sandaconda gets a Glare off on my Corviknight, which is a pain. I waste one of my Dynamax turns getting paralyzed. I’ve fainted several other pokemon in the process of things. I start to think I’m toast and I’ll need to replay the match. Then I realize this stupid-looking Duraludon is, of course, a Steel type. I’d just recently put Body Press onto my Corviknight for some move variety. On my final Dynamax turn, I use it. It utterly destroys the Duraludon, which had just lost its Dynamax.
My own Corviknight falls back down into its normal state. There’s only one pokemon left on either one of our teams; his damned Sandaconda and my half-health Corviknight. The sand is still up, but my Corviknight didn’t mind that at all. It did, however, mind the paralysis and the Fire Fang the snake kept using. Fortunately, Corviknight is still a tanky beast, and I blasted away with Drill Pecks. It was tense, really down to the wire. Would Corviknight tank enough hits to make it? Would he get paralyzed at an inopportune moment?
Fortunately, he makes it, finishing off Sandaconda and taking the match. As I cheer at the victory, my pokemon cheers too, amongst all the swirling sand. The crowd roars, and I feel a genuine respect for my opponent’s skill. It was a good fight. Afterwards, when I returned to the lobby, people were congratulating me on my victory, and it felt truly nice.
Moments like these are not common in pokemon games. At least, they aren’t for me. I had felt everything during that match– the magnificent spectacle of the dynamaxing, the tricks my opponent pulled, his keen desire to win, the crowd’s thirst for a good match, my desire to pull through somehow. As it turned out, after that, I didn’t have battle quite as good. The Semi-Finals and the Finals were a cakewalk for me. Even the Raihan rematch was ridiculously easy. He changed up his team and made it much worse, so that he had different weather-setters for each poke, lacking any team synergey at all. It was a shame. Perhaps the only reason that match was so close was because I had been briefly intimidated over the doubles format and confused over the  Duraludon, but I do wish those magical experiences happened more often.
Indeed, even my final battle with the Champion was a woeful disappointment. I got off one Dragon Dance with Dragapult and swept the whole team cleanly. That brings up another point, though: the difficulty level of this game. It is … well, not very high. It’s a shame. I realize it’s a tricky balance, since this game is aimed at a variety of age levels, and they don’t want it too difficult for the younger audience. Still, it would be nice for Pokemon to implement a ‘hard mode’ to help deal with this issue. Perhaps if they did, we could have more magical moments like the one I had with Raihan.
Character Development & Plot
The low difficulty wasn’t the only thing about Pokemon Sword/Shield that sometimes brought disappointment. At the end of the game, I also found the plot sort of ended up in a no-man’s land. Almost all of the plotlines felt unfinished. Marnie looked like a really cool character full of potential, but then nothing ever really happened with her character. Team Yell ended up being very different from all the other ‘teams’ of the pokemon universe, in that they were just very vocal and sometimes excessively involved fans of Marnie. I actually liked the idea of the ‘team’ not being a group of organized villians up to no good, but Team Yell’s plot ultimately petered out into nothing. The same could be said for other characters. Sonia was a cool-looking character design and again seemed to have a lot of potential as a character, but I never quite understood the point of her plot. She was … uninterested in research, maybe, but became interested? Or was overwhelemed with the work? Or … what, exactly? When she “earned” the lab coat, it didn’t feel like an accomplishment. There was no weight or clarity to her character arc in the slightest. She didn’t even ultimately contribute all that much, because she failed to even be the one to discover the Sword and Shield artifacts.
Again, we find this trend with others, such as Hop’s development. Hop is a cocky, confidant young lad who idolizes his older brother. Eventually he runs into a trainer who throws off his groove, gets into his head with some comments, claiming that he’s dragging his older brother’s name through the mud by being shite at pokemon battling. Then he starts to doubt and second-guess himself, reshuffle his team and his strategies endlessly, and so forth. Eventually, he seems to ‘get over it’ and gets his groove back, but we never are given a really firm reason as to why he gets his groove back. What brought about this change? We need to see why he’s learned and grown. And really, even when he does pull his shit together again, has he really learned much from the experience? I assumed his ultimate lesson would be to see his brother more as an equal, not as someone to idolize; as a human who can self-doubt and make mistakes just like him. But the writers passed up the opportunity to go that way with the plot. They just sort of … gave up halfway.
The most of a glimpse we get from that is something given to us from the animation itself, not the writers. Out on the pitch, during the final battle against Leon, when he’s just about to toss his pokemon out, there’s a moment when he pauses and taps both hands against his face. It’s a subtle little gesture, as if he’s trying to shake off any gnawing self-doubts and get his head into the game, and it echoes his younger brother, who we’ve seen do the same thing. It’s such a lovely little touch, such a human moment, and to me shows that both brothers have been vulnerable to self-doubt despite their swagger, but in the end can overcome it. I only wish the idea were explored further in the actual plot.
The ‘evil plot’ of this particular game also feels only half-baked and incomplete. The motivation behind Rose’s actions feels entirely absent to me, as does any logic whatsoever. What’s worse, the game leaves behind so many lingering questions. OK, so this slumbering Eternatus is the source of all Dynamax power, and he’s discovered the energy will run out in a thousand years or so. How is waking up Eternatus by feeding it Wishing Stars (which, as Magnolia later reports, are bits of Eternatus itself– so, what, feeding  Eternatus pieces of itself?) going to help with that? Will it produce more energy once awake? So he planned on capturing it and … sending it out whenever they needed more energy? Or just keeping it around as a power-giving pet of some sort? But at the end of the game, the player keeps Eternatus for themselves, so doesn’t that mean Galar is sort of screwed now? How can the power plant continue to function (and Dynamaxing) if the source of that power is now inside my pokeball? Also, how exactly did Rose wake up Eternatus to begin with/bring about the Darkest Day? Just release all the energy he had at once? There’s so much that’s confusing and unclear. Basically, the plotline felt very half-baked. I had the sense the writing for this game was frankly very rushed.
It doesn’t stop there. Oleana, the whole thing with Bede, and other characters are left with tons of lingering questions and unfinished plotthreads as well. I suspect the devs simply ran out of time. It’s a huge shame, because I enjoyed all of these characters and felt there was so much potential there, but that potential was never really realized.
Pokemon
This generation has a relatively low number of new pokemon, and you do feel that a little bit as you’re going along. The older pokemon that are mixed in were chosen well, in that they blend naturally with the environments they were placed in, and they’re spaced out nicely, so you encounter a mix of new and old at a nice clip, so they have that going for themselves. But even still, yes, you do start to wish there were a few more surprising faces. Still, there’s definitely fun to be had with new pokemon, especially for some of the cooler Galar regional variants. (I fully support regional variants and am happy they made a comeback in this generation.)
As you’ve no doubt heard by now, there’s also only a very limited set of old pokemon this game has access to. Any species not listed in the Galar dex simply cannot be transferred over. This has upset many people, but when I played the game, it did not feel lacking for that reason. The sheer number of pokemon in the overall franchise is now staggering. It makes complete sense to not include every species in every game now. They intend to include old pokemon on rotation in future games, and that seems like a fair compromise to me. Am I bummed that my favorite Parasect can’t be transferred to Galar? Of course. But I’m not too worked up over the fact. He’ll see another region someday.
To finish this section off, I’m going to do a rapid-fire list of my top 5 and bottom 5 of the new pokemon.
Top 5
Corviknight: An absolutely gorgeous design and easily the MPV of my team.
Wooloo/Dubwool: It’s an adorable ball sheep/ram. You simply can’t go wrong with that. One of the first to be revealed of the new pokes, but I can never get bored with it.
Dragapult: A very creative, lizardy Dragon/Ghost creature that adorably shoots its own babies as ammo. I love it.
Grappaloct: So beautiful. Love its design, its stance, the way one tentacle is a belt, love its colors and pattern, its eyes, its cry, everything. Such a badass and I love octopi in general, so a real winner. This is the octopus we’ve needed for a while.
Snom/Frosmoth: I mean, in some ways its design isn’t revolutionary, since we already have many moth pokemon. However, Snom is still adorable and Frosmoth is still beautiful, something you cannot deny. And it’s been long overdue to get an Ice/Bug. What’s more, Snom is based off real caterpillars (jewel caterpillars), which is wonderful.
Bottom 5
Inteleon: A very distinctive design style that doesn’t look like it belongs anywhere near a Pokemon game. Just feels very mismatched to me.
Alcremie: I hate sentient food. A massive pet peeve of mine.
Applin: See above.
Duraludon: Sorry, but I still think its design is ugly. I can’t get used to it.
Mr. Mime (Galar Variant): No. Mr. Mime is always horrible. Stay away from me. Keep your creepy variant, too.
The Wilds Area
Of course, a review of the game would be incomplete if I didn’t mention the Wild Area. This section of the game was really very lovely. I enjoyed exploring what was essentially Breath of the Wild: Pokemon, and I think it’s a wonderful direction for the game to take. Wandering around, finding goodies, rare pokemon, Dynamax dens and all the rest is very entertaining and it’s just beautiful. Really makes you feel like you’re out in nature exploring, and really encountering pokemon in their natural environment. I’ve read people predicting that Game Freak is using the Wild Area in this game as a test, and something they will probably expand upon in later games. If that’s what they are indeed doing, then I welcome the change. I can’t say I am super interested in fighting wild Dynamax pokemon with my friends, but I did enjoy everything else.
Summary
So, would I recommend this game to others? It would depend on who you are. If you’re a big pokemon fan, then yes, of course. You’ll enjoy the beautiful locations to explore, the new pokemon, and the excitement of the Galar sports arenas, as well as some colorful characters. However, you are going to find some flaws. The plot and character arcs are going to eventually end up a little lacking, and you’ll find there’s not as much new content as you’d have preferred. While some aspects of this game are very well polished and complete, others feel rushed. Overall, it’s going to be a mixed experience, but I think that if you like pokemon, you will still enjoy it.
This is a repost on a new blog. The original post was on Jan 1, 2020.
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symbianosgames · 7 years
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The best games are a slow steady learning process.
They teach and guide while they entertain and challenge. They push players to improve steadily — to master a mechanic not by forcing you to scale a metaphorical wall, but by compelling you to climb a series of metaphorical steps. 
This does not necessarily mean they have great tutorials — indeed, many games with awesome learning curves throw you straight into the experience proper. Nor does it mean that they have to dumb down their design. It's simply a matter of crafting progression systems that allow the player to get a handle on the fundamentals early and then to grow and improve at every stage after that. 
It's not easy to pull this off. To give you some guidance as to how you can execute a brilliant learning curve, we asked several designers to tell us what games they think do it well.
None of the seven examples that follow are easy games, but all of them meter their difficulty with a well-considered learning curve. 
From the moment the player wakes up in protagonist Chell's minimalist living quarters, Portal gently prods her forward. As Global Game Jam co-founder and Rochester Institute of Technology assistant professor Ian Schreiber notes, "the entire game is basically a tutorial on how to beat it, except it expertly frames the learning as gameplay." Portal challenges by crafting puzzles around new mechanics and new applications of existing mechanics.  
It allows all the time players need to get comfortable with the controls or to think about how to solve the next puzzle, and it scales the difficulty by simply incrementing the complexity.
What you learn in completing one puzzle is needed to figure out the next one, and you have environmental cues that indicate what you need to learn or do (though not how to do it). Some cues are subtle such as the position of sentry turrets, while others are obviously instructional like the warning signs at the entrance to each test chamber. And thanks to these cues there's a clear progression from using portals to walk through a wall to using them for high-speed platforming. 
TAKEAWAY: You can simultaneously teach and challenge players at the same time if you weave the learning experience into the environment and level design.
All of the Burnout games do a fine job of introducing faster cars and tougher races and challenges at a comfortable pace. But one deserves special praise.
"I absolutely loved Burnout 3," says Corey Davis, design director at Rocket League developer Psyonix. "The pace of acquiring more powerful cars lined up really well with my mastery of the boost system, crashing opponents, and track knowledge." 
Each new car is just the right amount faster and stronger than the previous one to maintain an even challenge level and not pull the player out of their depth. The crafted tracks and frantic high-speed tussles with rival racers grow more intense as the player progresses, and there's a rewarding and fun experience for anyone to find — veteran racing junkies, casual fans, and newcomers alike.  
TAKEAWAY: You need to constantly test players and push them to execute tougher maneuvers as they improve their mastery of the core mechanics, but there's a fine line to straddle here if you want to keep both inexperienced and experienced players engaged from start to finish.
Much like a real instrument, Guitar Hero offers an intensely satisfying learning curve. It arguably even outdoes a real guitar in this respect, as it provides more useful feedback and gave the player ways to play along to their favorite songs regardless of skill level — the chosen difficulty level affects the number of notes to play and fret buttons to hit. It also adds an extra layer of progression by dividing songs into a "setlist" of increasing difficulty — so the challenge ramps up song by song as well as by difficulty level. 
Davis praises this design decision. "I never felt like it was cheap; it felt purely like I needed to get better," he says. And the feedback loops both on the screen during play and intrinsic to the challenge of mastering the twin difficulty systems combine beautifully with the simple joy of making music — of mastering hit rock songs. 
TAKEAWAY: Multi-tiered learning curves can let players control their own challenge level and rate of progress, and also provide a clearer indication of how much harder the next stage will be.
To someone who's heard about but not played the infamously-difficult Dark Souls, it may seem like a strange inclusion in this list. But extreme challenge and a good learning curve are not mutually exclusive. "The difficulty escalates very nicely," says Red Hook Studios creative director Chris Bourassa. 
"Just as you start feeling overwhelmed, you find yourself back in Firelink Shrine," he continues. "It's a clever use of the town hub as a thematic downbeat, and works like a chapter break in the game. As you catch your breath, you can look forward to a meaty jump in difficulty as you set off to the next area, followed by another smooth curve."
Cthulhu Saves the World designer Robert Boyd made a similar point in his 2012 analysis of Dark Souls' design
TAKEAWAY: High difficulty does not necessarily equate to a too-steep learning curve, as Dark Souls exemplifies.
Bourassa also praises the learning curve of real-time strategy/action-RPG hybrid Warhammer 40,000: Dawn of War II. Specifically, he was drawn in by its tension between threat and empowerment. It gives the player confidence to try things and to experiment with new combinations of strategies thanks to a steady trickle of loot and new units. "I always felt confident heading into the missions," says Bourassa, "even when that confidence was misplaced." 
The smaller-scale structure of Dawn of War II's campaign missions in comparison to traditional RTS games helps, too. Short missions with small groups of units battling other small groups (and little or no base building) reduce the need to master micro-management and instead allow the player to learn and adapt as the situation demands. The skirmish multiplayer mode doesn't share this well-balanced learning curve, though, as it's too different to the campaign for knowledge transfer and new players tend to get annihilated. 
TAKEAWAY: A good learning curve balances danger or challenge with player empowerment; it gives the player a taste of both failure and victory and makes either feel like a learning experience.
Ironcast is the rare genre-mashup game that gets the blended elements to fit together. It's a Puzzle Quest-inspired tile-matching puzzler with a touch of roguelite adventuring and steampunk-themed resource management and mech-bot warfare.
Bourassa notes that while it looks straightforward at first, it's actually a deeply layered experience. "They do a lot of interesting things with the mechanics at all levels," he says, "and I found the meta-game quite engaging." 
The player gathers resources from the tile-matching mode, which they soon learn how to use to engage in full-on turn-based mech combat that involves a range of abilities and strategic and tactical decisions. If they lose a battle, it's game over, but certain upgrades and unlocked mech pilots remain so that they can still feel a sense of progress. All the game's complexity is metered out in such a way that you have time to get comfortable with new mechanics before your skill with them is tested. And the upgrades enable new strategies rather than simply incrementing the power of your weapons and shields.  
TAKEAWAY: You can ease players into complexity and surprise them at the same time by starting simple then repeatedly upping the stakes and stripping back the layers underlying the gameplay systems.
The original Super Mario Bros remains a masterclass in game design, and a big part of that is the expert manner in which its difficulty ebbs and flows — a small spike at the beginning followed by a gentle upward curve that has additional spikes at the end of each of its eight worlds (as Mario nears and then battles the world boss). 
It's also a great example of how to teach a player without tutorials. "It introduced most of the core concepts in World 1-1," says Schreiber. It didn't explicitly explain anything, but rather left the player to explore and discover the mechanics simply by trying things.
You may not go into the game knowing that enemies die when you jump on their heads and that blocks with question marks on them give coins or items (or what those items do), but you can stumble on these concepts within seconds and extend your understanding of how they work over the duration of the game. 
TAKEAWAY: Classic games still hold great lessons in game design, and Super Mario Bros in particular is a shining example of how to quickly introduce the core concepts and then playfully explore their permutations over the rest of the game.
There's no point developing a great game mechanic if only a tiny percentage of players can figure out how to use it. If you're striving for challenge, be fair, and remember to allow players some time to acclimatize to their new-found skills. You need to both give your player the appropriate tools and teach them how to use these tools before you ask them to scale a cliff or make a seemingly-impossible leap. 
If you're not trying to make a difficult game, remember that great learning curves should have small spikes along the way to challenge players and test their mastery of the mechanics or to introduce new mechanics. 
Most importantly, consider that teaching people how to play your game is not just a matter of telling them what to do and then leaving them alone. Nor is it about micro-managing their experience. You need to let them play and experiment and to ensure that when they fail they can understand why. Mistakes and successes alike should improve their mental models of how your systems work. And they should drive your players to get better at your game, not to walk away. 
Thanks to Corey Davis, Chris Bourassa, and Ian Schreiber for their help with putting this article together.
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symbianosgames · 7 years
Link
The best games are a slow steady learning process.
They teach and guide while they entertain and challenge. They push players to improve steadily — to master a mechanic not by forcing you to scale a metaphorical wall, but by compelling you to climb a series of metaphorical steps. 
This does not necessarily mean they have great tutorials — indeed, many games with awesome learning curves throw you straight into the experience proper. Nor does it mean that they have to dumb down their design. It's simply a matter of crafting progression systems that allow the player to get a handle on the fundamentals early and then to grow and improve at every stage after that. 
It's not easy to pull this off. To give you some guidance as to how you can execute a brilliant learning curve, we asked several designers to tell us what games they think do it well.
None of the seven examples that follow are easy games, but all of them meter their difficulty with a well-considered learning curve. 
From the moment the player wakes up in protagonist Chell's minimalist living quarters, Portal gently prods her forward. As Global Game Jam co-founder and Rochester Institute of Technology assistant professor Ian Schreiber notes, "the entire game is basically a tutorial on how to beat it, except it expertly frames the learning as gameplay." Portal challenges by crafting puzzles around new mechanics and new applications of existing mechanics.  
It allows all the time players need to get comfortable with the controls or to think about how to solve the next puzzle, and it scales the difficulty by simply incrementing the complexity.
What you learn in completing one puzzle is needed to figure out the next one, and you have environmental cues that indicate what you need to learn or do (though not how to do it). Some cues are subtle such as the position of sentry turrets, while others are obviously instructional like the warning signs at the entrance to each test chamber. And thanks to these cues there's a clear progression from using portals to walk through a wall to using them for high-speed platforming. 
TAKEAWAY: You can simultaneously teach and challenge players at the same time if you weave the learning experience into the environment and level design.
All of the Burnout games do a fine job of introducing faster cars and tougher races and challenges at a comfortable pace. But one deserves special praise.
"I absolutely loved Burnout 3," says Corey Davis, design director at Rocket League developer Psyonix. "The pace of acquiring more powerful cars lined up really well with my mastery of the boost system, crashing opponents, and track knowledge." 
Each new car is just the right amount faster and stronger than the previous one to maintain an even challenge level and not pull the player out of their depth. The crafted tracks and frantic high-speed tussles with rival racers grow more intense as the player progresses, and there's a rewarding and fun experience for anyone to find — veteran racing junkies, casual fans, and newcomers alike.  
TAKEAWAY: You need to constantly test players and push them to execute tougher maneuvers as they improve their mastery of the core mechanics, but there's a fine line to straddle here if you want to keep both inexperienced and experienced players engaged from start to finish.
Much like a real instrument, Guitar Hero offers an intensely satisfying learning curve. It arguably even outdoes a real guitar in this respect, as it provides more useful feedback and gave the player ways to play along to their favorite songs regardless of skill level — the chosen difficulty level affects the number of notes to play and fret buttons to hit. It also adds an extra layer of progression by dividing songs into a "setlist" of increasing difficulty — so the challenge ramps up song by song as well as by difficulty level. 
Davis praises this design decision. "I never felt like it was cheap; it felt purely like I needed to get better," he says. And the feedback loops both on the screen during play and intrinsic to the challenge of mastering the twin difficulty systems combine beautifully with the simple joy of making music — of mastering hit rock songs. 
TAKEAWAY: Multi-tiered learning curves can let players control their own challenge level and rate of progress, and also provide a clearer indication of how much harder the next stage will be.
To someone who's heard about but not played the infamously-difficult Dark Souls, it may seem like a strange inclusion in this list. But extreme challenge and a good learning curve are not mutually exclusive. "The difficulty escalates very nicely," says Red Hook Studios creative director Chris Bourassa. 
"Just as you start feeling overwhelmed, you find yourself back in Firelink Shrine," he continues. "It's a clever use of the town hub as a thematic downbeat, and works like a chapter break in the game. As you catch your breath, you can look forward to a meaty jump in difficulty as you set off to the next area, followed by another smooth curve."
Cthulhu Saves the World designer Robert Boyd made a similar point in his 2012 analysis of Dark Souls' design
TAKEAWAY: High difficulty does not necessarily equate to a too-steep learning curve, as Dark Souls exemplifies.
Bourassa also praises the learning curve of real-time strategy/action-RPG hybrid Warhammer 40,000: Dawn of War II. Specifically, he was drawn in by its tension between threat and empowerment. It gives the player confidence to try things and to experiment with new combinations of strategies thanks to a steady trickle of loot and new units. "I always felt confident heading into the missions," says Bourassa, "even when that confidence was misplaced." 
The smaller-scale structure of Dawn of War II's campaign missions in comparison to traditional RTS games helps, too. Short missions with small groups of units battling other small groups (and little or no base building) reduce the need to master micro-management and instead allow the player to learn and adapt as the situation demands. The skirmish multiplayer mode doesn't share this well-balanced learning curve, though, as it's too different to the campaign for knowledge transfer and new players tend to get annihilated. 
TAKEAWAY: A good learning curve balances danger or challenge with player empowerment; it gives the player a taste of both failure and victory and makes either feel like a learning experience.
Ironcast is the rare genre-mashup game that gets the blended elements to fit together. It's a Puzzle Quest-inspired tile-matching puzzler with a touch of roguelite adventuring and steampunk-themed resource management and mech-bot warfare.
Bourassa notes that while it looks straightforward at first, it's actually a deeply layered experience. "They do a lot of interesting things with the mechanics at all levels," he says, "and I found the meta-game quite engaging." 
The player gathers resources from the tile-matching mode, which they soon learn how to use to engage in full-on turn-based mech combat that involves a range of abilities and strategic and tactical decisions. If they lose a battle, it's game over, but certain upgrades and unlocked mech pilots remain so that they can still feel a sense of progress. All the game's complexity is metered out in such a way that you have time to get comfortable with new mechanics before your skill with them is tested. And the upgrades enable new strategies rather than simply incrementing the power of your weapons and shields.  
TAKEAWAY: You can ease players into complexity and surprise them at the same time by starting simple then repeatedly upping the stakes and stripping back the layers underlying the gameplay systems.
The original Super Mario Bros remains a masterclass in game design, and a big part of that is the expert manner in which its difficulty ebbs and flows — a small spike at the beginning followed by a gentle upward curve that has additional spikes at the end of each of its eight worlds (as Mario nears and then battles the world boss). 
It's also a great example of how to teach a player without tutorials. "It introduced most of the core concepts in World 1-1," says Schreiber. It didn't explicitly explain anything, but rather left the player to explore and discover the mechanics simply by trying things.
You may not go into the game knowing that enemies die when you jump on their heads and that blocks with question marks on them give coins or items (or what those items do), but you can stumble on these concepts within seconds and extend your understanding of how they work over the duration of the game. 
TAKEAWAY: Classic games still hold great lessons in game design, and Super Mario Bros in particular is a shining example of how to quickly introduce the core concepts and then playfully explore their permutations over the rest of the game.
There's no point developing a great game mechanic if only a tiny percentage of players can figure out how to use it. If you're striving for challenge, be fair, and remember to allow players some time to acclimatize to their new-found skills. You need to both give your player the appropriate tools and teach them how to use these tools before you ask them to scale a cliff or make a seemingly-impossible leap. 
If you're not trying to make a difficult game, remember that great learning curves should have small spikes along the way to challenge players and test their mastery of the mechanics or to introduce new mechanics. 
Most importantly, consider that teaching people how to play your game is not just a matter of telling them what to do and then leaving them alone. Nor is it about micro-managing their experience. You need to let them play and experiment and to ensure that when they fail they can understand why. Mistakes and successes alike should improve their mental models of how your systems work. And they should drive your players to get better at your game, not to walk away. 
Thanks to Corey Davis, Chris Bourassa, and Ian Schreiber for their help with putting this article together.
0 notes
symbianosgames · 8 years
Link
The best games are a slow steady learning process.
They teach and guide while they entertain and challenge. They push players to improve steadily — to master a mechanic not by forcing you to scale a metaphorical wall, but by compelling you to climb a series of metaphorical steps. 
This does not necessarily mean they have great tutorials — indeed, many games with awesome learning curves throw you straight into the experience proper. Nor does it mean that they have to dumb down their design. It's simply a matter of crafting progression systems that allow the player to get a handle on the fundamentals early and then to grow and improve at every stage after that. 
It's not easy to pull this off. To give you some guidance as to how you can execute a brilliant learning curve, we asked several designers to tell us what games they think do it well.
None of the seven examples that follow are easy games, but all of them meter their difficulty with a well-considered learning curve. 
From the moment the player wakes up in protagonist Chell's minimalist living quarters, Portal gently prods her forward. As Global Game Jam co-founder and Rochester Institute of Technology assistant professor Ian Schreiber notes, "the entire game is basically a tutorial on how to beat it, except it expertly frames the learning as gameplay." Portal challenges by crafting puzzles around new mechanics and new applications of existing mechanics.  
It allows all the time players need to get comfortable with the controls or to think about how to solve the next puzzle, and it scales the difficulty by simply incrementing the complexity.
What you learn in completing one puzzle is needed to figure out the next one, and you have environmental cues that indicate what you need to learn or do (though not how to do it). Some cues are subtle such as the position of sentry turrets, while others are obviously instructional like the warning signs at the entrance to each test chamber. And thanks to these cues there's a clear progression from using portals to walk through a wall to using them for high-speed platforming. 
TAKEAWAY: You can simultaneously teach and challenge players at the same time if you weave the learning experience into the environment and level design.
All of the Burnout games do a fine job of introducing faster cars and tougher races and challenges at a comfortable pace. But one deserves special praise.
"I absolutely loved Burnout 3," says Corey Davis, design director at Rocket League developer Psyonix. "The pace of acquiring more powerful cars lined up really well with my mastery of the boost system, crashing opponents, and track knowledge." 
Each new car is just the right amount faster and stronger than the previous one to maintain an even challenge level and not pull the player out of their depth. The crafted tracks and frantic high-speed tussles with rival racers grow more intense as the player progresses, and there's a rewarding and fun experience for anyone to find — veteran racing junkies, casual fans, and newcomers alike.  
TAKEAWAY: You need to constantly test players and push them to execute tougher maneuvers as they improve their mastery of the core mechanics, but there's a fine line to straddle here if you want to keep both inexperienced and experienced players engaged from start to finish.
Much like a real instrument, Guitar Hero offers an intensely satisfying learning curve. It arguably even outdoes a real guitar in this respect, as it provides more useful feedback and gave the player ways to play along to their favorite songs regardless of skill level — the chosen difficulty level affects the number of notes to play and fret buttons to hit. It also adds an extra layer of progression by dividing songs into a "setlist" of increasing difficulty — so the challenge ramps up song by song as well as by difficulty level. 
Davis praises this design decision. "I never felt like it was cheap; it felt purely like I needed to get better," he says. And the feedback loops both on the screen during play and intrinsic to the challenge of mastering the twin difficulty systems combine beautifully with the simple joy of making music — of mastering hit rock songs. 
TAKEAWAY: Multi-tiered learning curves can let players control their own challenge level and rate of progress, and also provide a clearer indication of how much harder the next stage will be.
To someone who's heard about but not played the infamously-difficult Dark Souls, it may seem like a strange inclusion in this list. But extreme challenge and a good learning curve are not mutually exclusive. "The difficulty escalates very nicely," says Red Hook Studios creative director Chris Bourassa. 
"Just as you start feeling overwhelmed, you find yourself back in Firelink Shrine," he continues. "It's a clever use of the town hub as a thematic downbeat, and works like a chapter break in the game. As you catch your breath, you can look forward to a meaty jump in difficulty as you set off to the next area, followed by another smooth curve."
Cthulhu Saves the World designer Robert Boyd made a similar point in his 2012 analysis of Dark Souls' design
TAKEAWAY: High difficulty does not necessarily equate to a too-steep learning curve, as Dark Souls exemplifies.
Bourassa also praises the learning curve of real-time strategy/action-RPG hybrid Warhammer 40,000: Dawn of War II. Specifically, he was drawn in by its tension between threat and empowerment. It gives the player confidence to try things and to experiment with new combinations of strategies thanks to a steady trickle of loot and new units. "I always felt confident heading into the missions," says Bourassa, "even when that confidence was misplaced." 
The smaller-scale structure of Dawn of War II's campaign missions in comparison to traditional RTS games helps, too. Short missions with small groups of units battling other small groups (and little or no base building) reduce the need to master micro-management and instead allow the player to learn and adapt as the situation demands. The skirmish multiplayer mode doesn't share this well-balanced learning curve, though, as it's too different to the campaign for knowledge transfer and new players tend to get annihilated. 
TAKEAWAY: A good learning curve balances danger or challenge with player empowerment; it gives the player a taste of both failure and victory and makes either feel like a learning experience.
Ironcast is the rare genre-mashup game that gets the blended elements to fit together. It's a Puzzle Quest-inspired tile-matching puzzler with a touch of roguelite adventuring and steampunk-themed resource management and mech-bot warfare.
Bourassa notes that while it looks straightforward at first, it's actually a deeply layered experience. "They do a lot of interesting things with the mechanics at all levels," he says, "and I found the meta-game quite engaging." 
The player gathers resources from the tile-matching mode, which they soon learn how to use to engage in full-on turn-based mech combat that involves a range of abilities and strategic and tactical decisions. If they lose a battle, it's game over, but certain upgrades and unlocked mech pilots remain so that they can still feel a sense of progress. All the game's complexity is metered out in such a way that you have time to get comfortable with new mechanics before your skill with them is tested. And the upgrades enable new strategies rather than simply incrementing the power of your weapons and shields.  
TAKEAWAY: You can ease players into complexity and surprise them at the same time by starting simple then repeatedly upping the stakes and stripping back the layers underlying the gameplay systems.
The original Super Mario Bros remains a masterclass in game design, and a big part of that is the expert manner in which its difficulty ebbs and flows — a small spike at the beginning followed by a gentle upward curve that has additional spikes at the end of each of its eight worlds (as Mario nears and then battles the world boss). 
It's also a great example of how to teach a player without tutorials. "It introduced most of the core concepts in World 1-1," says Schreiber. It didn't explicitly explain anything, but rather left the player to explore and discover the mechanics simply by trying things.
You may not go into the game knowing that enemies die when you jump on their heads and that blocks with question marks on them give coins or items (or what those items do), but you can stumble on these concepts within seconds and extend your understanding of how they work over the duration of the game. 
TAKEAWAY: Classic games still hold great lessons in game design, and Super Mario Bros in particular is a shining example of how to quickly introduce the core concepts and then playfully explore their permutations over the rest of the game.
There's no point developing a great game mechanic if only a tiny percentage of players can figure out how to use it. If you're striving for challenge, be fair, and remember to allow players some time to acclimatize to their new-found skills. You need to both give your player the appropriate tools and teach them how to use these tools before you ask them to scale a cliff or make a seemingly-impossible leap. 
If you're not trying to make a difficult game, remember that great learning curves should have small spikes along the way to challenge players and test their mastery of the mechanics or to introduce new mechanics. 
Most importantly, consider that teaching people how to play your game is not just a matter of telling them what to do and then leaving them alone. Nor is it about micro-managing their experience. You need to let them play and experiment and to ensure that when they fail they can understand why. Mistakes and successes alike should improve their mental models of how your systems work. And they should drive your players to get better at your game, not to walk away. 
Thanks to Corey Davis, Chris Bourassa, and Ian Schreiber for their help with putting this article together.
0 notes
symbianosgames · 8 years
Link
The best games are a slow steady learning process.
They teach and guide while they entertain and challenge. They push players to improve steadily — to master a mechanic not by forcing you to scale a metaphorical wall, but by compelling you to climb a series of metaphorical steps. 
This does not necessarily mean they have great tutorials — indeed, many games with awesome learning curves throw you straight into the experience proper. Nor does it mean that they have to dumb down their design. It's simply a matter of crafting progression systems that allow the player to get a handle on the fundamentals early and then to grow and improve at every stage after that. 
It's not easy to pull this off. To give you some guidance as to how you can execute a brilliant learning curve, we asked several designers to tell us what games they think do it well.
None of the seven examples that follow are easy games, but all of them meter their difficulty with a well-considered learning curve. 
From the moment the player wakes up in protagonist Chell's minimalist living quarters, Portal gently prods her forward. As Global Game Jam co-founder and Rochester Institute of Technology assistant professor Ian Schreiber notes, "the entire game is basically a tutorial on how to beat it, except it expertly frames the learning as gameplay." Portal challenges by crafting puzzles around new mechanics and new applications of existing mechanics.  
It allows all the time players need to get comfortable with the controls or to think about how to solve the next puzzle, and it scales the difficulty by simply incrementing the complexity.
What you learn in completing one puzzle is needed to figure out the next one, and you have environmental cues that indicate what you need to learn or do (though not how to do it). Some cues are subtle such as the position of sentry turrets, while others are obviously instructional like the warning signs at the entrance to each test chamber. And thanks to these cues there's a clear progression from using portals to walk through a wall to using them for high-speed platforming. 
TAKEAWAY: You can simultaneously teach and challenge players at the same time if you weave the learning experience into the environment and level design.
All of the Burnout games do a fine job of introducing faster cars and tougher races and challenges at a comfortable pace. But one deserves special praise.
"I absolutely loved Burnout 3," says Corey Davis, design director at Rocket League developer Psyonix. "The pace of acquiring more powerful cars lined up really well with my mastery of the boost system, crashing opponents, and track knowledge." 
Each new car is just the right amount faster and stronger than the previous one to maintain an even challenge level and not pull the player out of their depth. The crafted tracks and frantic high-speed tussles with rival racers grow more intense as the player progresses, and there's a rewarding and fun experience for anyone to find — veteran racing junkies, casual fans, and newcomers alike.  
TAKEAWAY: You need to constantly test players and push them to execute tougher maneuvers as they improve their mastery of the core mechanics, but there's a fine line to straddle here if you want to keep both inexperienced and experienced players engaged from start to finish.
Much like a real instrument, Guitar Hero offers an intensely satisfying learning curve. It arguably even outdoes a real guitar in this respect, as it provides more useful feedback and gave the player ways to play along to their favorite songs regardless of skill level — the chosen difficulty level affects the number of notes to play and fret buttons to hit. It also adds an extra layer of progression by dividing songs into a "setlist" of increasing difficulty — so the challenge ramps up song by song as well as by difficulty level. 
Davis praises this design decision. "I never felt like it was cheap; it felt purely like I needed to get better," he says. And the feedback loops both on the screen during play and intrinsic to the challenge of mastering the twin difficulty systems combine beautifully with the simple joy of making music — of mastering hit rock songs. 
TAKEAWAY: Multi-tiered learning curves can let players control their own challenge level and rate of progress, and also provide a clearer indication of how much harder the next stage will be.
To someone who's heard about but not played the infamously-difficult Dark Souls, it may seem like a strange inclusion in this list. But extreme challenge and a good learning curve are not mutually exclusive. "The difficulty escalates very nicely," says Red Hook Studios creative director Chris Bourassa. 
"Just as you start feeling overwhelmed, you find yourself back in Firelink Shrine," he continues. "It's a clever use of the town hub as a thematic downbeat, and works like a chapter break in the game. As you catch your breath, you can look forward to a meaty jump in difficulty as you set off to the next area, followed by another smooth curve."
Cthulhu Saves the World designer Robert Boyd made a similar point in his 2012 analysis of Dark Souls' design
TAKEAWAY: High difficulty does not necessarily equate to a too-steep learning curve, as Dark Souls exemplifies.
Bourassa also praises the learning curve of real-time strategy/action-RPG hybrid Warhammer 40,000: Dawn of War II. Specifically, he was drawn in by its tension between threat and empowerment. It gives the player confidence to try things and to experiment with new combinations of strategies thanks to a steady trickle of loot and new units. "I always felt confident heading into the missions," says Bourassa, "even when that confidence was misplaced." 
The smaller-scale structure of Dawn of War II's campaign missions in comparison to traditional RTS games helps, too. Short missions with small groups of units battling other small groups (and little or no base building) reduce the need to master micro-management and instead allow the player to learn and adapt as the situation demands. The skirmish multiplayer mode doesn't share this well-balanced learning curve, though, as it's too different to the campaign for knowledge transfer and new players tend to get annihilated. 
TAKEAWAY: A good learning curve balances danger or challenge with player empowerment; it gives the player a taste of both failure and victory and makes either feel like a learning experience.
Ironcast is the rare genre-mashup game that gets the blended elements to fit together. It's a Puzzle Quest-inspired tile-matching puzzler with a touch of roguelite adventuring and steampunk-themed resource management and mech-bot warfare.
Bourassa notes that while it looks straightforward at first, it's actually a deeply layered experience. "They do a lot of interesting things with the mechanics at all levels," he says, "and I found the meta-game quite engaging." 
The player gathers resources from the tile-matching mode, which they soon learn how to use to engage in full-on turn-based mech combat that involves a range of abilities and strategic and tactical decisions. If they lose a battle, it's game over, but certain upgrades and unlocked mech pilots remain so that they can still feel a sense of progress. All the game's complexity is metered out in such a way that you have time to get comfortable with new mechanics before your skill with them is tested. And the upgrades enable new strategies rather than simply incrementing the power of your weapons and shields.  
TAKEAWAY: You can ease players into complexity and surprise them at the same time by starting simple then repeatedly upping the stakes and stripping back the layers underlying the gameplay systems.
The original Super Mario Bros remains a masterclass in game design, and a big part of that is the expert manner in which its difficulty ebbs and flows — a small spike at the beginning followed by a gentle upward curve that has additional spikes at the end of each of its eight worlds (as Mario nears and then battles the world boss). 
It's also a great example of how to teach a player without tutorials. "It introduced most of the core concepts in World 1-1," says Schreiber. It didn't explicitly explain anything, but rather left the player to explore and discover the mechanics simply by trying things.
You may not go into the game knowing that enemies die when you jump on their heads and that blocks with question marks on them give coins or items (or what those items do), but you can stumble on these concepts within seconds and extend your understanding of how they work over the duration of the game. 
TAKEAWAY: Classic games still hold great lessons in game design, and Super Mario Bros in particular is a shining example of how to quickly introduce the core concepts and then playfully explore their permutations over the rest of the game.
There's no point developing a great game mechanic if only a tiny percentage of players can figure out how to use it. If you're striving for challenge, be fair, and remember to allow players some time to acclimatize to their new-found skills. You need to both give your player the appropriate tools and teach them how to use these tools before you ask them to scale a cliff or make a seemingly-impossible leap. 
If you're not trying to make a difficult game, remember that great learning curves should have small spikes along the way to challenge players and test their mastery of the mechanics or to introduce new mechanics. 
Most importantly, consider that teaching people how to play your game is not just a matter of telling them what to do and then leaving them alone. Nor is it about micro-managing their experience. You need to let them play and experiment and to ensure that when they fail they can understand why. Mistakes and successes alike should improve their mental models of how your systems work. And they should drive your players to get better at your game, not to walk away. 
Thanks to Corey Davis, Chris Bourassa, and Ian Schreiber for their help with putting this article together.
0 notes