Look forward to a big announcement soon – my project and company are about to go into alpha and out of stealth.
Incoming
September 28, 2009
- Bulletin
- 0 Comments
Little King’s Rough Start
I’ve been playing a lot of Little King’s story lately and I can’t help but notice one major design curiosity:
The game becomes more usable and coherent as you go along.
Normally it makes sense to introduce concepts to the player in a nice smooth logarithmic/sigmoid fashion to optimize learning. A game begins as simple as it can and adds complexity after enough time to digest the previous mechanics has passed, limiting the amount of instantaneous new mechanics. However, with Little King’s story, nearly every time a new feature was added (especially in the early stages of the game)… I felt like it was a convenience issue or it was long overdue.
Each time a feature was added it didn’t feel so much like a new thing to learn, but a shortcut to a boring or frustratingly impossible task previously. It feels as if they started with the final game and removed interface and features until they arrived at the beginning. Some may feel this is a sound design methodology, but I do not. The beginning experience is the most cruicial to the game – it can be looked at as a subtractive version of the game’s concepts, but it should be just as compelling as later play. On examining this I noticed even I noticed some conflicting viewpoints on this issue, even within myself.
On one side, the beginning should be representative of the gameplay, pure and enjoyable in its own right. This is especially true of casual games and seems to come from the casual game part of my brain. The idea is that there is no immediate ‘end’ which you are going to, you are enjoying the gameplay as it is and as it progresses. To me, this is the very zen-like concept that attracts me to more mechanics-based and casual games to begin with.
On the flip side, if you’ve designed a game that has a degree of complexity to it, you can’t give it all up at once. So, like any good school – you introduce a problem, then a skill, and then test for application (designers take note: it’s more effective to introduce the problem before the skill than the other way around). This method leads to a very ‘tutorialish’ beginning, especially if condensed together (skill-skill-skill-game vs skill-game-game-skill-game-game).
Neither side is wrong, but there’s definitely some nuances in the approach that make it worth exploring further. As much as I do truly enjoy Little King’s Story, I did feel like I was playing through about 5 hours of a mediocre / frustrating / aimless game to get to a more polished, enjoyable game later – and I didn’t even know that was going to pan out that way through the first 5 hours (not quite like begrudgingly sitting through tutorials).
Regardless of the design method with respect to the beginning (additive or subtractive), one should never skip polishing the beginning and examining it from a ‘what if this were all it was’ viewpoint.