Slashdot Mirror


Balancing Player Input and Developer Vision?

Chris_Jefferson writes "I work on a simple iPhone puzzle game called Combination. Probably the most frequent request I get from users is for an in-game hint system, to help them out on the harder problems. However, when I tried beta testing such a system, almost every user would just hammer the hint button as soon as they got stuck for longer than 30 seconds, spoiling (I believe) their enjoyment of the game. Should games programmers decide they know what's best for users, and not give them features they are crying out for? Has anyone ever seen a good middle-ground, where users are helped, but can't just skip their way through the entire game?" This question can be generalized for just about any game that's being continually developed — where should the game's designer draw the line between responding to feedback and maintaining what they feel is is the greater source of entertainment?

77 comments

  1. "Just about any game"? by BadAnalogyGuy · · Score: 1

    How about "just about any product". No one ever got rich ignoring their customers' requests.

    Except Apple, I suppose. But they usually tell their customers what to want anyway, so it all works out.

    1. Re:"Just about any game"? by Edgewize · · Score: 5, Insightful

      You need to give your customers what they want, but not necessarily what they ask for. There is often a very gulf between the two, and unless your customers are professional designers they are very likely to mistake one for the other.

      The job of a designer is to incorporate feedback and continually improve the design. That does not mean implementing every request, but rather addressing the root problem that leads to the requests.

      In other words, don't give people a free hint button if playtesting shows that it reduces overall accomplishment. Figure out why people are finding certain puzzles so frustrating, and do something about that instead. Or else incorporate the hint mechanic in a way that rewards players for using it sparingly.

    2. Re:"Just about any game"? by 91degrees · · Score: 1

      Customers don't always know exactly what they want, or at least don't express it accurately.

      Users don't actually want a hints system. They want not to be frustrated and irritated by a tricky puzzle. A hints system is the obvious solution but there may well be others.

    3. Re:"Just about any game"? by Tridus · · Score: 4, Insightful

      Yeah, this. A lot of the time the customer doesn't really know what they want, they just think they do. You give it to them and discover that they didn't actually want that.

      WoW raids are a good example. People said for years "we want easier more casual raids!" In Wrath, Blizzard did it. Now people are bored to death because everything is so easily PUGgable, there's no sense of accomplishment that comes from hitting your head against a wall for a while before doing something hard.

      What they really wanted is some of the bureaucracy removed from raiding, so they could get some friends together easily and try stuff. They didn't want every boss to become a total joke. But they couldn't articulate what they actually wanted properly.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    4. Re:"Just about any game"? by cgenman · · Score: 2, Insightful

      I assume this is the game they are referring to?

      As a game designer, 30 seconds actually does sound like a long time to be unable to make even interim progress towards a goal. I personally try to make sure that people aren't stuck for more than 15 seconds without being able to make some perceived progress, though I work on very different types of games.

      If people are abusing hints, perhaps there could be a pre-visualization system, or some other way of helping players understand the consequences of complex interactions? Maybe when you click a piece, the spots that piece cannot take are dimmed out? Also perhaps your visual presentation could be improved / altered somehow to make the piece positions and colors more comprehensible. The green, blue, and yellow you have chosen are way to close to eachother in hue and saturation, and the all important beams across the board are thin and blend together. And perhaps the level design just needs to start simpler and build up towards super hard, training the player more thoroughly in what they might need to be successful. Heck, I got stuck on level Fun 3 for about 3 minutes, and I'm a heavy puzzler. I'm playing through the fun levels now, and it feels like I just jumped into most other games' medium or hard.

      If you are married to the tips system (and it sounds like it is implemented already anyway) there are ways that such a thing can not break gameplay. EA's sudoku had a meta-scoring system, where level completed contributed to an overall constantly-growing score. However, they also implemented two cheat systems to get players unstuck. If the players asked for a hint, their final score plummetted, but at least they weren't totally blocked. You can also offer one tip per level / ten levels / hour / etc. Or otherwise time-limit it.

      Essentially, it sounds like your players are simply getting stuck and frustrated. The simple answer to what to do, is shuffle your difficulty curve to embed core concepts into your players earlier, and adjust your presentation design and artwork to help the player with their task.

    5. Re:"Just about any game"? by Anonymous Coward · · Score: 0

      I second what cgenman said. Take a look at some existing games in terms of their learning curve. Most every game now has some sort of "Training" level, then gradually builds up from there.

      Halo - The initial shield boost, look around, move to this square.
      Uncharted, Drakes Fortune - The first level is a boat with a whole lot of "Use this button to fire, use that one to duck"
      Warcraft - The first few levels are always "build x farms and n barracks".

      You can even take a few hints from Tetris or Lumines. They start out painfully slow and let the player get the feel for the game. Later levels have speed adjustments to vary the style and frantic mode of play.

      With regard to the hint system, I believe there was a version of Klottski (that strange move tiles around to get the odd colored tile out of jail game) that had a hint system. Basically it would have the puzzle solved from where the player was, then hint would move one piece and slam the players score.
      Another idea is from that number matching game whose name I can't remember (series of squares, numbers at top/bottom left and right, match tiles up so adjacent numbers match), the hint would either take a misplaced tile away or put a tile where it should be, and of course kick the players score down significantly.

    6. Re:"Just about any game"? by Jurily · · Score: 3, Interesting

      You need to give your customers what they want, but not necessarily what they ask for. There is often a very gulf between the two, and unless your customers are professional designers they are very likely to mistake one for the other.

      Holy shit that is SO true. If they always get what they ask for, they won't enjoy the game. Nobody enjoys a game they always win.

      What you need is an optimum: when they win just slightly more than they lose. Instead of a hint button, you could allow them to give up on, say, 3 of 50 levels and move to the next one. Being limited, the level-skip feature becomes a new aspect of the game, and not just an outside cheat. Say, if you want to beat your high score, you don't skip the level worth the most points. If it's time, you skip the slowest level etc.

    7. Re:"Just about any game"? by nahdude812 · · Score: 5, Insightful

      You need to give your customers what they want, but not necessarily what they ask for.

      Exactly right. And I'd wager to say that this is more true of games than of other products. Customer requests are based on a superficial analysis of the product. Sometimes what they want isn't feasible from a logical perspective (ie the consequences are unconsidered, they only know they want X not that X comes at the cost of Y).

      I've done some game design and balancing (see my sig - that's me in the primary copyright). My players often wanted things that made their life easier, but which would represent a game unbalancing. For example, perhaps I designed in a requirement for the player to make a decision between two trade offs.

      Such decisions are critical to enjoyable game play - if every decision has an obvious right and wrong choice then you are on a rail and that's not as much fun. Players often asked for these trade offs to not be a decision they have to make, or asked that the consequences of the decision not exist; maybe asked to be able to have it both ways.

      They also wanted certain elements which were designed to be highly rewarding but also very rare to be made dramatically more available. Such as having their drop rate increased, or being able to purchase them for prices which would turn them from rare into common.

      I could do these things, and it would be easy for me, and you would be glad that I did... today. Tomorrow you'd be like every other player because everyone made the same choice or didn't have to make a choice at all. Success (however you measure that) would come after a fixed number of clicks.

      There's already a game for people who want that out of a roleplaying game: http://www.progressquest.com/

      No, you have to decode what your users are really asking for and give *that* to them, not the literal request. In the case of games, they are asking you to make it more fun. It's not fun when you get stuck in a puzzle game and can't figure out how to proceed. These times it makes sense to have a Suggest button. However that should be detected and only offered when the user is stuck, because if you offer them it immediately it amounts to a "solve this for me" button (aka an I WIN button), and that isn't fun. Offer the suggest button, but only when they haven't made a move in some amount of time (long enough that it's not viable to use for every move, but short enough that they don't get frustrated and close out your app). Also make it have a cost. Give them either a fixed number of total uses, or make it dock their score in some significant way (if scoring on time, add 30 seconds for each use, if scoring by points, deduct 10 moves worth of points). They choose whether they want to pay that price.

    8. Re:"Just about any game"? by Chris_Jefferson · · Score: 1
      (Question Author) - Yes that is the game I'm talking about!

      You make a very good point about the artwork - I'm a terrible, terrible artist, both in terms of drawing, and just being good at composition. Getting some better artwork could well be a good idea to make the game smoother to play. You should have seem some of the earlier UI designs. They were REALLY horrible.

      --
      Combination - fun iPhone puzzling
  2. Timers? by Lostlander · · Score: 2, Insightful

    How about puting a timer or trigger to reset the hint button. 1 hint per minute/several minutes or 1-3 hints per level. Give the user what they want not what they asked for.

    1. Re:Timers? by D.A.+Zollinger · · Score: 2, Insightful

      Exactly, make the hint button inaccessible for several seconds after a move has been made, justifying it by saying they haven't tried long enough to try figure out the next move. Imagine if you were sitting next to the player, what kinds of hints would you give them, and how often?

      Developers should respond to the requests of their users, however, those requests should be tempered be the social aspect of user (player) interaction with the software (game).

      --
      I haven't lost my mind!
      It is backed up on disk...somewhere...
    2. Re:Timers? by im_thatoneguy · · Score: 1

      Agreed.

      I would want a hinter. But I know in my heart of hearts if there was an unlimited hint button I would just start ramming that sucker like a heroin addicted lab mouse on a drug dispenser toggle.

      Don't give the users unlimited hints. But make sure they never get reallllly stuck.

      You can deliver what they want and teach them the game however. Make a mode with unlimited hints and no time recharge but call it "Practice Mode" and don't keep track of score. That way everyone who's actually competitive (Which is actually e verybody when you get down to it. Even your mom wants a high score.) will use the mode sparingly.

  3. Give them what they want by thebes · · Score: 2, Insightful

    I don't find ultra "realistic" or difficult games fun to play. As a casual gamer, I want to play a game to pass the time and enjoy a sense of accomplishment. If I can't make any progress in what I feel to be a reasonable time, I drop the game and move to something else.

    1. Re:Give them what they want by maven454 · · Score: 1

      Sadly, I have to agree, I want a sense of progress. If I want frustrating difficulty, I'll go attempt to implement some of the customer "requests" at work... :-D

      --Maven

    2. Re:Give them what they want by KDR_11k · · Score: 1

      For what definition of "progress"? Physically progrssing the game or just the feeling that you've come closer to the solution (e.g. figured out a part of the boss's pattern and can now avoid it)? To me it's frustrating when I don't feel like I can improve, when I can't tell what went wrong and needs to be done better next time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  4. Just use dificulty levels. by zwei2stein · · Score: 4, Insightful

    Easy/Normal/Hard mode.

    You can compromise Easy mode challenge and much as possible, up to including auto-solve button.

    Then, you can throw your most sadistic version of game on users in hard mode.

    --
    -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    1. Re:Just use dificulty levels. by Anonymous Coward · · Score: 0

      No way. Think Ninja Gaiden. That game's uncompromising difficulty was considered its greatest virtue. People love to complain when things get tough, but that's also when things get the most interesting. Stay strong, developers!

      I recently realized that I've spoiled the fun of quite a few games by starting off on the easiest difficulty "just to get acquainted." Before too long, you've made it far enough to not want to start over on a harder difficulty, and you stroll the the rest of the game with a bland feeling.

      I think I enjoyed Bioshock much more by starting off on Hard mode and sticking with it. Sure, I died plenty in the beginning, but after learning the game, the enemies, the effective weapon combinations, I adapted. What would a horror-genre game be without a little fear of your character dying?

    2. Re:Just use dificulty levels. by b4dc0d3r · · Score: 1

      Good idea, but it's not enough. You have to let people switch between modes at some point, so they don't have to re-start in order to get the hints. Or if they get better quickly they can turn up the heat. But there has to be some incentive to use normal or hard, otherwise they can get the experience of playing through it without actually getting the feeling and atmosphere the game dev was trying to create.

      I'm guessing you're a console gamer, where these are common tricks, and maybe these details were assumed, but they aren't all that common in the portable games. Or haven't been.

    3. Re:Just use dificulty levels. by KDR_11k · · Score: 1

      There's just a trend to declare a game as "intended to be hard" and then turn up the difficulty to insane levels. People think that's bringing back the good old times from the NES days but those old games weren't really THAT hard. Compare Contra 4 to the original Contra, it's much, MUCH harder.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Make the user feel guilty by DarkDust · · Score: 5, Insightful

    Three things come to my mind:

    First, if your game awards some score or something then getting a hint must cost them.

    And/or you only give a set amount of hints throughout their session. Maybe allow for an additional hint every x levels.

    And/or make them aware that they have not succeeded themselves. I remember a good Solitair back in the MS-DOS days which also gave you a hint if you asked it to. When the game was finished it displayed ''You won (with my help)''. The ''with my help'' was what encouraged me not to press the button.

    1. Re:Make the user feel guilty by MBCook · · Score: 1

      I think Zak and Wiki did this well. As you played through the game you earned coins that you could trade for hints. The thing is that hints got progressivly more expensive, and not slowly. If you used many hints early on in the game, you wouldn't be able to buy them later. You had to really weigh the decision on if you wanted to use those coins.

      Also, predictably, your score for the level would be lower if you used hints.

      It seems like a very good compromise for this kind of problem.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  6. look at the stats by cliffski · · Score: 1

    analyse the stats. Do a version with hints and one without. if more people buy the full copy of the hint one, the it obviously added value to the game. if not, then your fears are right and the hints ruin the fun.
    Nothing beats hard data, even when it comes to game design.

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:look at the stats by Chris_Jefferson · · Score: 2, Insightful
      (Article Author) While I think hard stats are better, I'm not sure the way you suggest going about it is the best.

      I bet if WoW offered two identical releases, one where you started level 1 and one where you could start on any level you wanted most people would choose the second. However, long term that would probably give WoW a worse reputation and an overall loss of sales.

      --
      Combination - fun iPhone puzzling
    2. Re:look at the stats by jgtg32a · · Score: 1

      I think that the worse reputation would be because people would be even worse at their class than they all ready are.

      I like how they required you to level 1 toon to 70 before it would allow you to roll a Death Knight which starts at level 55. I just wish it would let me start a warrior at 55 though.

    3. Re:look at the stats by Nicolay77 · · Score: 1

      There's no way to make that test work unless you can make the buyers of one copy unaware of the existence of the other one.

      --
      We are Turing O-Machines. The Oracle is out there.
    4. Re:look at the stats by LandDolphin · · Score: 1

      people would be even worse at their class than they all ready are.

      Something I am about to experience. Rolling my first Tank class ever (in any game), starting at lvl 55 seems a tad intimidating. Normally people would expect at that level, that I would know how ot tank. Lucky for me, everyone assumes that since your a DK, you don't know your class!

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
  7. What is your goal? by drinkypoo · · Score: 1, Troll

    If your goal is to make the most fun game for you, then do whatever you want. If your goal is to make money, put in the features that will sell the game. Why are you even asking this question? Do we really have to ask slashdot for common sense now? I thought it was for questions that smart people can't answer for themselves with two seconds of thought?

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:What is your goal? by Chris_Jefferson · · Score: 1
      (Original author of the post here)

      What about the obvious third option - I want to make a game that is the most fun for everyone else?

      Even if the aim is the sell the game, what are the features that will sell the game? Just because a bunch of users say they want something, doesn't actually mean that adding that will make the game better, or more popular.

      The real question is (I think) one of self-control. In your (and other's) experience, how easy (if at all) should it be to skip through parts of a game? Should users just be trusted to skip whatever and all parts they want, or should they be forced to put more thought and time in, because in the end they will enjoy it more?

      --
      Combination - fun iPhone puzzling
    2. Re:What is your goal? by drinkypoo · · Score: 2, Insightful

      What about the obvious third option - I want to make a game that is the most fun for everyone else?

      You will never please everyone! Stop trying now.

      Once again, you are either making a game which is fun for you or a game which produces some profit, whether it's money or an increased sense of self-worth due to believing that you enriched the lives of others. If you are trying to do the former, then stop! You're done. If you're trying to do the latter, put in the hint feature. It's their choice whether they use it, or not.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:What is your goal? by cgenman · · Score: 1

      You're simplifying a complex question. If you give players an unbalanced sword in an RPG, they will abuse it horribly even though it reduces their enjoyment of the game. The player's goal is never to have fun, the player's goal is to reach the end of the level / beat the boss / save the world / whatever. Enjoyment is actually a side effect of achieving that goal.

      Your goal, as a game designer then, is to establish a goal in your player's minds, then create the most entertaining impediments possible to them reaching that goal. Establish that fun, get good reviews, build up good word of mouth, and get sales. Throwing in a +20 sword of ultimate doomyness to a level 1 player would simply remove the impediments, allowing the player to reach their goal faster but without the side-effect of actually having fun.

      In the game the grandparent posted about, the player can switch between levels at will. This leads me to believe that players aren't interested in progression, persay, but comprehension of the solution. That's good... They're hooked on the mechanic itself. If the grandparent can help them get through the comprehension phase, they might have a winner.

      Jefferson, if you're interested, shoot me a mail. games [at] chriscanfield [dot] net. I'd enjoy chatting a bit about your game.

    4. Re:What is your goal? by drinkypoo · · Score: 1

      You're simplifying a complex question. If you give players an unbalanced sword in an RPG, they will abuse it horribly even though it reduces their enjoyment of the game. The player's goal is never to have fun, the player's goal is to reach the end of the level / beat the boss / save the world / whatever. Enjoyment is actually a side effect of achieving that goal.

      If you give the players the option to get the sword (to borrow your example) through some clearly out of character mechanism or via some other differentiating factor then you can please both types of gamers. I like cheat codes because they completely break the game's metaphor, you can't ignore the fact that you just typed "GIVEMESTUFF" or what have you.

      If what is fun to the player is reaching the end game, then you should make it possible for them to reach the end game. I resist the notion that you can't also please the players who want to struggle.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:What is your goal? by Anonymous Coward · · Score: 0

      "put in the features that will sell the game"

      Just because the gamers ask for it, it does not mean they want it.
      Some gamers will ask for really stupid, game ruining stuff, and only after it is implemented will they realize that the game now sucks.

  8. Hint Tokens by Elrond,+Duke+of+URL · · Score: 1

    I would suggest hint tokens. Completing a level quickly or in a certain way will earn a user hint tokens. Later, if they get stuck, they can spend a token to get a hint.

    You don't need to make the tokens very scarce. The simple fact that they are not unlimited will likely cause most players to conserve them for when they really need them. If they know the system exists and they know they might need it on level 99, they'll be more inclined to save tokens.

    If you have a multi-level hint tree, the token system can work even better. A player might only pay for the simple hint knowing that if they become really stuck, the answer is there, but they better have kept enough tokens around to buy the more descriptive hint.

    Among other games, the Professor Layton DS game used a similar system. I think they erred too far on the side of giving many hint tokens, though. I didn't need to use them for any but the hardest (or, sometimes, poorly defined/written) puzzles and by the end of the game I had a mighty stash of them. Of course, you could also figure out some method to reward the player for having many unspent tokens: more points, extra levels, bonuses, etc.

    --
    Elrond, Duke of URL
    "This is the most fun I've had without being drenched in the blood of my enemies!"-Sam&Max
    1. Re:Hint Tokens by zolaar · · Score: 1

      This is an excellent idea.

      --
      One man's constant is another man's variable.
  9. Frustration! by Aladrin · · Score: 4, Insightful

    So, you're saying that your game can only be enjoyed by the user if they are constantly frustrated with it?

    Maybe the problem has nothing to do with the hint button at all, but rather the game itself. It's apparently not what your test group wants. (What gamers in general want is probably different yet.)

    Also, don't forget that the iPhone is for gamers on the go. They don't -want- to spend more than 30 seconds staring at the screen and doing nothing. They'll also probably be quite a bit more distracted than if they were at home on their PC/console.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Frustration! by Chris_Jefferson · · Score: 1
      I spent literally months being frustrated by various levels in Lemmings (not that I would claim any puzzle game can compare with that), but I still don't think I would change any of it.

      Of course back when I played Lemmings, the only hints I could get get was from the other people I went to school with. Now I could just jump on the internet when I get stuck.

      --
      Combination - fun iPhone puzzling
    2. Re:Frustration! by LandDolphin · · Score: 1

      Seems you have two options: You can create a game the customer wants or the game you want.

      I think the previous suggestions about hints being unlimited on a "practice" mode and limited on regular is the best solution. Those that want easy mode get it, adn those that want a challenge get it too.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
  10. Can you have less useful hints? by 91degrees · · Score: 3, Insightful

    Getting stuck is irritating. Getting a total solution is unsatisfying. There must be an in-between option. Could you just tell them how many pieces are in the right place, or just that they have some in the wrong place?

    1. Re:Can you have less useful hints? by jgtg32a · · Score: 1

      I feel mirror's edge does an ok job with this, using their runner's vision, and look button. Granted it usually shows you just about every move you need to make. But there was one part where it didn't give too much away and I actually had to figure out how to get where I was suppose to.

  11. One one way to determine what's "best" by Shrike82 · · Score: 2, Insightful

    Make a number of versions and divide your beta-testers into groups. A control group playing the current version, perhaps one where hints are unlimited and have no penalty, one where there are limited numbers of hints, or some penalty is associated with using them. After they've played ask them to fill out a questionaire rating their enjoyment of the game overall, and in specific areas.

    That way you'll have useful, qualitative data about the overall "enjoyment factor" of your game, as apposed to using guesswork and the (possibly biased) opinions of others to decide which features you need. This masters dissertation contains some relevant points, and seems to have some references which may be useful to you.

    On a more personal note, I find games that provide hints can be more satisfying than games that leave it entirely to the user, especially in cases where the puzzles require a certain way of thinking, or a certain intrisic understanding of a system that I perhaps do not possess. Limited hints allow me to continue past a puzzle or area that I might otherwise have been stuck on, and in some cases might have caused me to ragequit. It's a fine line though, as some games provide hints too freely, and I find it too tempting to click the hint button whenever my progress is delayed more than a few minutes or seconds. In these situations I might have discovered the answer on my own in time and felt elated by my own cleverness, probably enhancing my perceived enjoyment of the game. There are probably those that only derive enjoyment from a game through its completion, or through using every possible hint, guide or even cheat to be the "best".

    Basically I think you need some empirical testing to determine what system is right for your game, and what your target users will find to be the most fun.

    --
    You can advertise in this sig from as little as £99.99 a month!
  12. It depends... by castironpigeon · · Score: 1

    What's the purpose of the game? If the developer is making it to amuse themselves then player input can be zero. If the developer is making it for a target audience, assuming they have a target audience in mind, then player input should supercede all other considerations. There's plenty of room to compromise somewhere in the middle.

    Most failed games that aren't the fault of pushy investors seem to be the case of developers missing or not defining a target audience or else not catering to that audience. I don't have hard facts to back this up, just observations of recent failures - SC:S (didn't cater to audience), Spore (poorly defined audience), HGL (didn't cater to audience), TR (didn't cater to audience).

    --
    mmmm...forbidden donut
  13. Bad design by Moraelin · · Score: 4, Insightful

    However, when I tried beta testing such a system, almost every user would just hammer the hint button as soon as they got stuck for longer than 30 seconds, spoiling (I believe) their enjoyment of the game.

    So you're telling me that almost every single user would reach several points in your puzzles where, for a whole 30 seconds they have no bloody clue what to do, and essentially have to surrender and use that button? And you think they should enjoy the frustration instead?

    I'm sorry, but that's not a case of mindlessly hammering away at the "help" button. If they hit it each second, ok, I could see it that way. But if they first did try 30 seconds, that's really an "ok, I give up" gesture. It's reaching a point where it's either that button or they uninstall the stupid game.

    But, at any rate, if almost every user gets stuck repeatedly in your game, I'd say that's bad design. The help button may be a band-aid fix for the symptoms, but the underlying problem remains. And forcing the players to stay stuck there, is only going to build up frustration, not fun.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Bad design by KenRH · · Score: 1

      So you're telling me that almost every single user would reach several points in your puzzles where, for a whole 30 seconds they have no bloody clue what to do, and essentially have to surrender and use that button? And you think they should enjoy the frustration instead?

      IMHO, if the game has a timer and you lose when it runs out then 30 seconds is long time to be stuck. But if it is a game with specific puzzles where when you have solved it once you know the solution and no timer, then spending 30 seconds thinking should be minimum for solving a level.

    2. Re:Bad design by Nicolay77 · · Score: 1

      Bah. Slackers.

      The Portal puzzles I enjoyed the most are precisely the ones that made me think for longer than 30 seconds.

      And no one can say that Portal is bad design.

      I have seen people, mindlessly hammering away at the hint button is pretty much what I would expect from 70% of them.

      (But as I said in another post, if you don't display that button for 30 minutes no one will try to hammer it, and no one will complain.)

      --
      We are Turing O-Machines. The Oracle is out there.
    3. Re:Bad design by Anonymous Coward · · Score: 0

      If you think 30 seconds is a long time to think about part of a puzzle, whether it's a placement or a move or whatever, then it's time to go back on the Ritalin.

    4. Re:Bad design by Moraelin · · Score: 1

      I don't read it as "solve the level in 30 seconds" but as "30 seconds of being stuck." There's a massive difference there.

      As a partially silly example to illustrate that difference, think Tetris: a whole game usually takes a lot longer than 30 seconds, but the time you get for each piece is a heck of a lot less.

      That's the case I'm trying to make: 6 times thinking 5 seconds is ok. A combined 30 seconds of looking at it and having no bloody clue what next isn't. A game or a level can be made arbitrarily long by adding more of the former, without falling into the non-fun trap of the latter.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    5. Re:Bad design by Anonymous Coward · · Score: 0

      I'll echo this (though I might have phrased it differently).

      The question isn't whether or not the user is wrong for skipping through puzzles if given the option. The question is why do they want to skip at all.

      Different questions arise at that point:

      1) Is the game is reaching the wrong audience?

      2) Was the user properly eased into the style of the game? (see Portal for how this is done well)

      3) Is there a way to provide moving on that doesn't trivialize the content? For example, allowing them to move on to the next puzzle while making it clear the last one was unfinished, and making it easy to come back to at a later time.

      4) #3's twin brother: is there enough incentive to want to finish the puzzle in the first place?

      "You'll have more fun by not doing what you want" should be warning signs that you're arguing symptoms rather than causes.

    6. Re:Bad design by geekoid · · Score: 1

      Jeez, are you saying that any problem that take more then 30 seconds to solve is worth the time?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:Bad design by tlhIngan · · Score: 1

      IMHO, if the game has a timer and you lose when it runs out then 30 seconds is long time to be stuck. But if it is a game with specific puzzles where when you have solved it once you know the solution and no timer, then spending 30 seconds thinking should be minimum for solving a level.

      But consider the play environment - unless you're playing your iPhone for hours at a time, you will probably have use periods of anywhere from 10-30 minutes (during commuting) or 1-5 minutes (waiting for something). For the commuters, they probably spend several minutes trying to find the solution, but for the rest trying to play a quick game, getting stuck for 30 seconds is all the time you have. Then you come up against another quick break, and spend another 10-15 seconds reviewing the stuff you did in the last 30 second break. Frustration builds fast when you're stuck on the same spot for the past week if you're only playing in quick breaks.

      The iPhone has an interesting set of use cases - there will be periods where people can spend hours on it, periods where there'll be short breaks, and periods where there are quick breaks.

      Offer variable hints - easy - hit it as often as you want. Medium - N hints every M minutes (real-time - so if you get stuck now, maybe in an hour you can get a hint (the next time you take a break). Hard - no hints at all.

    8. Re:Bad design by Deosyne · · Score: 1

      Portal puzzles can be actively worked through rather than just idly stared at, though. You walk around the level, determine what the next step is, and then figure out what chain of events would need to occur in order to accomplish that step. Often, some trial and error experimentation was needed to determine what was feasible and to lock down the positioning and timing. Rarely did any single step ever require the player to be idle for more than a few seconds, and even when they did it was for a specific purpose, such as to demonstrate a new game dynamic to the player.

      If the submitter, or anyone else interested in game design, really wants to learn some great strategies for created compelling and effective game content, then pick up Portal, play it through a couple of times, and then go through it a third time listening to all of the interactive commentaries. They go into some depth about the design decisions that were made throughout Portal.

  14. Hide by default. by Nicolay77 · · Score: 1

    Easy:

    Don't show the button until after half an hour have passed.

    The people that ask for the button is probably the ones that have invested that much time trying to solve a problem.

    --
    We are Turing O-Machines. The Oracle is out there.
  15. 30 seconds is a long time by ledow · · Score: 1

    There's nothing worse than a developer who refuses to listen to his users. It annoys me, greatly. You don't have to concede everything (otherwise you'd end up with the Turbo-Hyper-Fighting edition where they can play multiplayer across the Internet with Mario, based on real-time data sucked from their personal Facebook account, etc.) but you do have to listen.

    If *several* users are saying that the hint button would be valuable, then to those users, it *would* be valuable. You can make it optional (i.e. a "Hard" difficulty where you can't use the hint button) and so not alienate established users who don't *want* to use it. You can make it so they have to "earn" a hint powerup. You can make it so that they can't submit their scores online if they have used hints, and so on.

    I tend to find that "make it optional" is a cure-all for the vast majority of problems like this.

    Additionally, this is the problem I have with 99% of computer game sequels - the players say for years how good it would be to finally do X in the game and the sequel totally ignores the possibility. Often, you then find people patching the original to do X in place of buying the sequel. The GTA series is a big example of this - MultiTheftAuto would have been infinitely popular if it was tied into the games that it was available for, but nobody ever bothered (despite even the original GTA having integrated multiplayer). Suddenly, with GTA 4 - Hmm, let's put some multiplayer back in.

    The users are your BEST source of ideas... you will dry up for ideas after a while. You won't play the games anywhere near as much as they do (honestly!). Their collective testing power vastly outweighs anything even the biggest company can afford to do. This is how the best stuff appears - this is how Valve works, for example - release a game that's easily moddable, let people mod it, buy the mods, sell them back to the users. It happened with Quake, too. Quake multiplayer gets dull quickly but being able to load up new user-created content from *their* ideas, even if it's thing that you never wanted implemented, are what keeps the game fresh, interesting and popular.

    Listen to your users. Yeah, it's a pain to filter out the crap. Yeah, it's disheartening that people get more excited over a hint button and anti-aliased fonts than your super-duper complicated solve system. But at the end of the day, these are the people that make programming worthwhile - would you have carried on making the game if your websites/distributors said that nobody had downloaded it?

    1. Re:30 seconds is a long time by ledow · · Score: 1

      Oh, by the way, I converted/ported/maintain an SDL port of Simon Tatham's Portable Puzzle Collection to the GP2X. I know *exactly* the problem you are talking about. I end up fixing what people see as problems myself, because it's hard to get code to go upstream and a lot of my user's problems are related to the nature of the port (running on a device without a mouse or keyboard, just a joystick, for example). I've had to tweak several games to make sure they don't do stupid things and work around a lot of "PC-isms" in the code just to satisfy my users.

      I've had tons of users come to me and ask if I can put in "interruptible generation" (that is, being able to cancel a puzzle if it's taking too long to generate one). All of the 31 puzzles in my version of the collection (including some of my own making and some I found in other places) are generated dynamically by some of the most complex code I've had to play with. To just *stop* this single-threaded, C-based, dynamically-allocated-memory code that can easily run for hours on even the most powerful machine if you put in silly numbers, when it's running on an embedded processor with 32Mb RAM and a 200MHz CPU, and to stop it in a way that the overseeing threads can recover and continue at a convenient point means understanding the entire puzzle generator (and therefore the puzzle itself, plus a lot of game theory and programming logic) and solver. Just so that when an idiot user builds a stupidly large puzzle (which will probably run out of memory within the first few moves anyway) they don't have to reset their GP2X (which takes about 5 seconds and teaches them not to do it again).

      The other requests I had included lots of reasonable requests, which I tried to take account of as much as I possibly could, but I still haven't made this one practical without understanding every puzzle I touch. It took me several months to track down a stupid crash problem with the Minesweeper code (I mean, come on, it's minesweeper! I was writing minesweeper games ten years ago on my TI-85 graphical calculator), because the code was so complex I couldn't follow it even in a debugger line-by-line. Turned out to be a faulty library providing an inadequate version of memset, but it took the original author of the puzzle, some ARM disassembly and a lot of work to spot that! Users don't care though - as far as they are concerned "that port crashes". Nothing to do with whether it's my fault, or a problem upstream, or a faulty library, or code that's virtually inaccessible without months of study - it just "doesn't work" and they want it fixed.

      You have to do your best to meet their expectations - they are the driver. You're just a code-monkey that does it for fun! :-)

  16. Ask Pidgin by go-nix.ca · · Score: 1

    Wars with the users about which features of Pidgin to implement, and why certain features have been dropped or changed have been waged repeatedly. If I may be so bold, I think I can summarize the Pidgin devs' attitude: "We're writing Pidgin for our own enjoyment and not for the purpose of attempting to gain as much IM client market share as possible. Nobody's forcing you to use it." They also use the "patches welcome" approach: "If you want a feature, write it, and we'll consider it." I have probably mis-stated/-paraphrased/-summarized at least some of their opinion, so have a look at the Pidgin mailing lists and trac tickets for some animated discussions.

    1. Re:Ask Pidgin by lisaparratt · · Score: 2, Insightful

      Which is an acceptable attitude right up to the point where you start asking people for money.

  17. What players say they want by holychicken · · Score: 1

    and what they actually want are two entirely different things.

  18. Limit the number of available hints by Anonymous Coward · · Score: 0

    you could limit the number of hints per game.

    1) Easy Level gets 10 hints
    2) Medium Level get 5 hints
    3) Advanced Level gets 3 hints
    4) Champion Level get 0 hints

  19. forum's are a good option by Anonymous Coward · · Score: 0

    provide a forum(s) that users can post walkthroughs and guides to.

  20. Ah, a willy-waver. How cute :) by Moraelin · · Score: 1

    If you think 30 seconds is a long time to think about part of a puzzle, whether it's a placement or a move or whatever, then it's time to go back on the Ritalin.

    Just as well that you don't design games, eh? Because the point isn't even what _I_ think of that, but what his players (and thus potential customers) think. By his own experimentation, after 30 seconds they give up. _That_ is the data that actually matters.

    Game design isn't some kind of "let's create some reasons to sneer at the customers" contest. Your job there is basically to entertain them. That's why they pay you for.

    Silly willy-waving about who should go back to ritalin is already a loser's game as it is. As a philosophy for game design, it's outright idiotic.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Ah, a willy-waver. How cute :) by ClosedSource · · Score: 1

      I totally agree.

      I suspect the author is worried that some hard-core gamers would think his game lame if it allowed hints. The question is whether those guys outnumber more causal folks. If not, and the goal is to maximize sales, he should put the hint in.

  21. Arrogant designers... by Anonymous Coward · · Score: 0

    How arrogant is this? Once the game is in the user's hands, it is up to them to decide what entertains them. If you get any kind of score, you can certainly refuse to list it if they use the hint system, but if it is just about solving the puzzle, let them be. Some people cheat at solitaire and still claim to be entertaining themselves. Is this any different? Vision is great, but you can't cram it down people's throats "for their own good".

  22. I love Combination because it is difficult by Maerid · · Score: 1

    I love this game because it is so difficult and does not offer any help. You get a real sense of achievement when you complete a level. Which is a really good early morning boost on the daily commute. It also really brings out my competitive side, I want to do better than my peers who also have a copy of the game. We have started emailing each other to tell which of the super hard levels we have completed. It is just like sudoku you often stare at that for 30secs not knowing what to do, but when you work it out you get a real sense of achievement.

  23. Oi Professor, ayve got it by Anonymous Coward · · Score: 0

    Hide some hint coins throughout the game and make them tap endlessly to find them. You could make your puzzles worth so many picara...

  24. Faulty assumption: gamers have similar motivations by Locklear93 · · Score: 1

    If I'm stuck, I'm not having fun. The end. There's more than one kind of gamer. Many play for the challenge, to be sure. Some play for diversion from frustration, and frustration with the game does not help. I play to "see stuff" as Penny Arcade once put it. If I'm stuck, screw that; I want to see what comes next. Granted, the last doesn't apply to puzzle games, but the developer needs to realize that he may have a significant number of players who aren't playing to be challenged.

  25. Depends by Moraelin · · Score: 1

    Jeez, are you saying that any problem that take more then 30 seconds to solve is worth the time?

    I'm saying: it depends.

    1. If we're talking about inventing cold fusion, yes, it's worth spending more than 30 seconds on it. But then I'd presumably be paid for that, one way or another.

    If it's a game I play to relax, then no, it's not worth it.

    2. A well designed game would split that in several steps that take less than 30 seconds each.

    A trivial example is Mahjongg or Shisen-sho: a whole game takes much longer than 30 seconds, but spotting a pair of tiles that match takes a couple of seconds. You can make a game arbitrarily long by just having more tiles, without each individual step being longer than that. And in fact if I reached a point where for 30 seconds I can't see a matching pair, I'd probably conclude that there aren't any more and hit the "new game" button.

    If a game routinely hits points for most players where they try for 30 seconds and conclude "I have no fucking clue", then that's a badly designed game in my book.

    3. The fact is, it's trivial to make any game arbitrarily hard.

    I'm not even going to go into FPS or RTS (making the enemies 100% accurate is actually the easiest maths there), but even for puzzle games see the XKCD strip about NP-Complete problems. There's a whole class of problems that are NP-Complete, and (thus) you can raise the difficulty exponentially by just adding more nodes. It's trivial to add a couple more apetizers to the XKCD list, for example. Or double them, and get something that will make even Mensa members go cross-eyed.

    There you go. Just make each step (or the whole puzzle) such a NP-complete problem that the user must solve in his head, and it's trivially easy raise the difficulty to whatever insane levels you wish.

    The hard part is making it _easy_ but still interesting. That's really what separates the good designers from the wannabes. Not how hard can you make it, but really how easy can you make it. That's the challenge. The good ones can make an immersing game that actually could be played by a drunk epileptic.

    4. It's worth noting that the shortest term memory buffer in humans is only 8 seconds long. So any problem which needs more thinking, is going to require more swapping information around and/or going back and forth to seeing what the problem was again. So difficulty and effort rise disproportionately. Just as a design principle to keep in mind.

    5. But that's all a bit moot. As I've said before, it doesn't matter what _I_ think, it matters what his players think. Because they're the ones paying for the damned thing.

    His own market research shows that most of them give up after 30 seconds. That's his market research data. He can factor it in the design and get their money, or he can stick to his vision and lose their business. It's really that simple.

    You can choose to complain about how they're all idiots and stuff, but that's really not the point. It's those idiots who are willing to pay to be entertained. And they're not paying to be educated about how they should use their head more, but to be entertained. If you want their money, you have to match their tastes. If not, not.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Depends by Pulzar · · Score: 1

      His own market research shows that most of them give up after 30 seconds. That's his market research data. He can factor it in the design and get their money, or he can stick to his vision and lose their business. It's really that simple.

      His market research says that they be using the hint button after 30 seconds if available... It doesn't say that they'd be closing the game down and asking for a refund if one was not available.

      I remember the games where I had to sit down and think for more than 30 seconds, I feel good about solving the problem, and I recommend them to my friends. I finish the games where a series of simple steps is required (or hints are easily available), and I never come back or think about them again.

      Of course, that's just me. Nonetheless, his market research says nothing about the user's reaction to complex problems with no hints available. His market could be people like me, or people like you, we don't know. You're advocating your preference as the only right way to appeal to everyone.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    2. Re:Depends by Moraelin · · Score: 1

      His market research says that they be using the hint button after 30 seconds if available...

      ... and that they keep asking for such a button if not. It doesn't exactly sound to me like they're appreciating the extra time to think.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  26. Do not comply. by mfh · · Score: 2, Insightful

    Designers have creative license to do what they want to do. If a gamer doesn't like something, they can move on to another game or learn to create a game themselves.

    As a designer, you have an obligation to your process and your field not to pay any attention to the people playing the game.

    Unless of course, you are doing it for the money -- then you better listen to them or you'll be broke soon! :)

    You can't please everyone. You can please some, but not all of them. If you please them all you please nobody, least of all yourself.

    --
    The dangers of knowledge trigger emotional distress in human beings.
  27. If I had complete control by Anonymous Coward · · Score: 0

    My answer to these customers would be:

    "Yes, to experience my full game, you are required to develop some playing and / or problem-solving skills. Practice makes perfect. Bye now!"

    If you click the hint button... why are you playing? Too see all the pretty colors and go "ooh ahh" when it beeps? Then why don't you just watch a cartoon, since you seek entertainment that doesn't require you to participate?

  28. According to Malcolm Gladwell by asadsalm · · Score: 1

    To answer your question and to quote Malcolm Gladwell, that users/consumers do not know what they want.

  29. So, getting stuck and struggling is enjoyment ? by unity100 · · Score: 1

    i fail to see the same way.

  30. Defective by design by Anonymous Coward · · Score: 0

    Give them one new hint credit per level.let them bank the credits. Now they still have what they want and won't slack their way to success. You can also change the difficulty level by increasing the number of turns between credits.

    Seriously, why is this on the front page of /.?

  31. Share your vision... by Anonymous Coward · · Score: 0

    At the start of a game or gaming session, Give them a chance to opt-in to hints, defaulting on No hints. Explain why they should try without, if they are looking for a good challenge and all that good stuff.

    You could also add a level based timer before a hint will show up, to at least give them time to really have thought it out.

  32. A idea. by pojr · · Score: 1

    Divide the modes out from Easy, Normal and/or Hard.