Thursday, August 11, 2016

Empowering Players

This won’t be a long post, but I’d like to quickly share Rob the Sky’s design motto and explain how that motto influences our day-to-day design choices. We’re still working on our first published game, and we want to make sure that this game and all our future games possess a consistent design that fulfills our goals as developers. For this reason, all our game design choices will refer back to one essential question: how do we empower our players?

Empowering our players affects all aspects of design, from the narrative to the gameplay to the user interface. So we’ve developed a few key “pillars” that will support our overarching motto.


Meaningful Gameplay


We don’t think it’s fair to our players to limit them to only gameplay or only narrative. We don’t subscribe to that kind of binary thinking, and we believe that games can be an excellent vehicle for both meaningful narrative and engaging gameplay. We feel that the best games use gameplay to enhance and inform the narrative, and vice versa.

Strong Characters


We want our characters to feel real, to feel “human” (assuming the character is human, of course). Helping our players suspend their disbelief will give their actions and choices weight and meaning.  An assembly of flat, boring characters won’t allow our players to dive into the story like they want to. We also want to keep our cast of characters diverse so that all our potential players may feel represented.

Consequential Choice


We think a good game provides tradeoffs and significant decisions. Consequential gameplay choices allow a player to express themselves through their gameplay. However, we don’t believe in overloading our playerbase with choices simply for the sake of “choice.” We strive to have every gameplay decision offer competitive choices, instead of one clear path to victory.

Clear Design


If our players don’t know where to click, what to do, or why their character just died, that’s on us. We want to ensure that we provide clear feedback throughout the gameplay experience. That way our players will know precisely what happened and what they need to do next. When feasible, we want to give user interface choices to the player so that they can have a comfortable amount of input.


Of course, these four pillars don’t cover every aspect of design. But working toward them will help our games empower players and will help us make the kind of games that we always enjoyed playing. Have you ever played a game that exemplified one of these four pillars of design? Let us know in the comments!