Tyler & Tyler

Tyler Nicoles & Tyler Brotheridge are our leads into the gaming world at Schnooze, they have taught us the key information we need to know on the modern world of gaming.

Here are Tyler's ideas on a new game he designed

Current ideas: How Arvi Teikari designs a puzzle, The genius of Hollow knight’s “soul meter”, The enemy design of The binding of isaac (the gameplay elements),The information horizon of tactics games, achievement design in games,



1 Intro to indie game design

-more experimental

-goal is more just for fun than printing money

-there is more variety in gameplay

-They can be as intuitive as they want, not having to appeal to a vast majority of people

-don't have to teach mechanics using obligatory tutorial windows, instead using gameplay

-developers are more open to feedback

-content updates are generally free

-Game is complete without dlc

-More focused

-AAA industry is counter intuitive- games mostly made for people who have never played a game before

-kickstarter lets games like hollow knight exist

CONS

-Less budget

-Very limited team size

-development time is significantly longer (whens silksong)

-less graphical potential

-very specific target audience

-Inaccessible for most people due to niche mechanics or sheer difficulty

-Less playtesting

-design is seemingly counterintuitive- roguelikes

-almost always requires previous experience from other games

-kickstarter rip-offs (day of dragons and the like)


2 How spelunky 2 expands on the original’s decision making

-Very systemic, all wood catch fire, think botw, all systems interact

-A game about decisions, but some metas overrule like paste+shotgun+jetpack

-knockback system, limited iframes

-everything is turned into a decision, presenting more interesting gameplay

-Creates interesting decisions, Jetpack v.s Vlad's cape

-Interaction with cape and kapala

-Interaction with jetpack and fire

- dynamic fluids, forces rethink of liquids, bombing the base of a lava pool is now a bad idea

- Mounts like the turkeys add more options, though it mainly degenerates to bomb the two in dwelling and then being forced to ditch quilin, bit of a letdown, would have preferred to keep him, he only has 4 health so its not that op

-cosmic ocean is bland but actually encourages visiting the temple for alien compass and elixir

-eggplant creates tension as low chance to actually start a run

- clone gun creates options, clone kali sacrifice or resource pack in sunken city

- elixir helps in CO but you cant get clone gun but allows you to get alien compass

Jungle vs volcana

-Jungle presents more tactical gameplay, no forced movement by environment

-Paste good but witch doctors horrible

-Volcana is more hectic, insta-kill fluid dynamics conveyor belts and explosions, but guaranteed mobillity

Temple vs tidepool

-Tidepool ez and has a clone gun

-Temple hard, no clone gun but elixir and alien compass

-shopkeeps actually have a dynamic sin value rather than a binary docile or hunt phase

-eventually they make kill camps to balance the item gain from stealing, provoking more interesting decision making

-theft can be redeemed if sin value reaches 0, allowing redemption, adding options


3 The interesting logic of difficult games (like dark souls, cuphead, hollow knight, isaac repentance and spelunky)

-High difficulty significantly reduces target audience, seemingly counterintuitive as the objective is to sell a product to as many people as possible

-However, it is the draw to said limited target audience

-an odd occurrence in the marketing of a game is that sometimes they market themselves, lets plays on youtube and such

-and in that, people enjoy said people struggle on a difficult game, gaining it more attention

-However, it leads to controversy, causing some to lean away from said game

-But that gains the attention of people wanting a challenge and bragging rights

-Its like a positive feedback loop

-Ultimately, games are designed to bring about some form of tension, requiring difficulty

-the more games you play, the better you get and you start to move out of that goldilocks zone of tension in most games

-thats where the appeal of difficult games lie for me

-But something interesting happens when it comes to sequels, namely isaac and spelunky

-in order to make a sequel, it must be harder than the original, further limiting the target audience

-creating an interesting divide in the fanbase, as some stick to the original with a passion

- this divide can be seen in the steam reviews for spelunky 2 and isaac repentance (repentance is a DLC but basically a sequel with the amount of content and balance updates)

-But from the developer’s perspective, they’re just expanding on the fundamentals of the main game, difficulty included

-but what if a developer goes the other way, responding to the most common feedback and making an easier sequel?

-then another divide is formed, as can be seen in the monster hunter series, as the games became easier as the series progressed

-im relatively new to said series, starting in rise, the latest installment

-but from what i can get, is that the difficulty has been constantly changing

-this seems to be due to the same enemies being used across all the games, so hypothetically, the first one you play will be the most difficult

-but there was another interesting installment, world

- this one changed the series in a lot of ways, but my point right now is that it made it more accessible

-and rise made a return of sorts, though i think its more of a blend, to the original formula

-so everyone's views on the progression of the franchise are skewed

-difficulty is an odd subject though, as it is subjective to everyone

- but from my perspective, as someone who finds the fun through conquering a challenge, I hope that this niche kind of game design philosophy stays around.

Murwaid Oxen free report.docx