As I mentioned in last Thursday’s Indie Illuminator, indie
game Guild of Dungeoneering was free over the weekend. I wanted to get a clear
picture of what the game offers, so I played for several hours. I had a great
time building my dungeoneering decks, beating bumbling bosses, and listening to
the incessantly sarcastic bard who sort of narrates the game.
As is often the case when I play games now, I was also doing
research. It’s difficult to play a game now and not think as a designer. One
small detail that caught my “designer eye,” was the ability to go back to old
completed sections of the game to redo a boss battle. Why include this as a
feature? Certainly it’s always fun to go back with new knowledge and kick the
trash out of an enemy who beat you several times before. And perhaps that was
part of the reason that developer Gambrinous included the feature. But I think
its key function is to act as a failsafe.
Since one of Guild of Dungeoneering’s central conceits is
that all the heroes are simply dungeon fodder for you to make money, you can’t
really get permanently stuck on a level like you might in another game. But if
you didn’t spend your money wisely on upgrades to your guild, you might find
yourself in a frustrating spot. Instead of forcing you to bash your head
against that frustrating quest over and over until you’re fortunate enough to
win against the odds, the game gives you a different option by allowing you to
fight old boss battles and earn extra money for upgrades. The boss battles
provide a failsafe for the game’s strategic layer—providing a way out if the
player is caught in an undesirable loop.
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Upgrading your guild is essential to reliably progress through new quests. (Image source: Pocket Tactics) |
It’s vital for a designer to always consider failsafes,
because when a player doesn’t feel like there’s a way out of the situation, he
or she will simply quit. In Alkanaur, we’re using one of these failsafe
mechanics as a replacement for the “grinding” mechanics in many other RPGs.
Grinding (fighting easy enemies over and over to gain experience and/or money)
certainly works as a failsafe, but it can also paradoxically cripple players
sometimes as they spend too much time fighting repetitive battles so that they
feel “safe.” Side note: this is me in
every Pokemon game ever.
Instead of random encounters, every city in Alkanaur has an
arena that will let you fight a small, randomized battle to gain powerful,
one-use items. The arena doesn’t grant experience or cash, so its use is only
to gain a one-time boost for a mission you can’t get past. One of the other rewards
from an arena battle will provide a different failsafe: a tonic that allows a
character to relearn their skills. So if players don’t like the skill choices
they made earlier, they can put a little extra work into an arena battle to hit
the reset switch. We hope that the arena battles will help our players who feel
stuck without the “dangerous” allure of overleveling.
So to our fellow game dev friends we say: DFYF. Don't forget your failsafes.
So to our fellow game dev friends we say: DFYF. Don't forget your failsafes.
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