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I designed a world to explore. Why is everyone in a hurry?

Start with Fallout’s deadline and a lump of charcoal in Ultima Online. A visible cue can shift a goal, and an item’s actual use can turn a penalty into a prize. Five encounters reveal the rules a player takes away.

Questions in this reading · 10
  1. An open map with a clock running
  2. How did charcoal become a prize?
  3. When does falling lava look like a mistake you made?
  4. Can a shovel in five places still feel discovered?
  5. Which losses are worth keeping?
  6. Can a player read a locked door?
  7. Where does the experience table start?
  8. What a waist-high wall tells a player
  9. Why can another dimension remove the challenge?
  10. When players can see the consequences, what choices are available to them?

An open map with a clock running

Would you take a detour on an open map with a deadline looming? Fallout’s timer gave its story urgency, but its designer worried that it pushed players past things worth exploring. Koster deliberately uses that same effect. Measure and display time, which was passing anyway, and a level can become a speed challenge. In one design the new goal displaces something the author wanted. In the other, creating that goal is the point.

Passages and timestamps · 2
he had to rush through the game and miss fun things to do
Classic Game Postmortem: Fallout · ▶ 24:35–24:45
The minute you track it and display it, goals will be created around it
Practical Creativity · ▶ 22:42–22:46

How did charcoal become a prize?

Ultima Online gave charcoal to players with bad reputations. Would you try to avoid it? If it dyes armor a rare pure black, you might seek it out. Civilization shows a similar gap in an action. Meier imagined battle lines at the border, while players found reasons to mass their units around cities. To inspect a rule, try following what a player can actually do with it and what another player might pay for the result.

Passages and timestamps · 2
turn their armor into pure black, which made it rare
Classic Game Postmortem: Ultima Online · ▶ 46:28–46:34
putting together a bunch of units and moving them around
Classic Game Postmortem: Sid Meier's Civilization · ▶ 28:25–28:33

When does falling lava look like a mistake you made?

Lava dropping from nowhere in Noita looks like a glitch. Let the player see a plank burning beneath it and the same death becomes a story they can reconstruct. Alone in the Dark exploits the reverse effect. One collapsing floor taught testers to hesitate at a dark pixel on later, perfectly safe floors. Pause a playtest one second before an accident. Which links in the causal chain could a viewer already see?

Passages and timestamps · 2
the wooden plank sets on fire and the lava drops on them
Exploring the Tech and Design of Noita · ▶ 25:00–25:10
each time they saw a darker pixel somewhere, say, be careful
Classic Game Postmortem: Alone in the Dark · ▶ 36:50–36:58

Can a shovel in five places still feel discovered?

Players missed the shovel at a supposedly inevitable crossroads in A Short Hike. Its designer placed five and removed the others when any one was picked up. Several routes could lead to one discovery. Breath of the Wild instead gives wind, electricity and other effects a common way to change objects. One design varies the path to an encounter. The other lets shared rules produce different encounters. Decide which kind of variation you need before choosing the mechanism.

Passages and timestamps · 2
as soon as a player picked one of them up, though, all the rest of them would disappear
Crafting A Tiny Open World: A Short Hike Postmortem · ▶ 21:39–21:43
a state calculator for all these objects that are connected to one another
Breaking Conventions with The Legend of Zelda: Breath of the Wild · ▶ 43:45–43:51

Which losses are worth keeping?

A Civilization player could accept losing at two to one and object at twenty to ten. An identical ratio can feel like a different promise. RimWorld asks a question further upstream. Can the loss itself make a worthwhile story? If a setback changes how a player feels about a colonist, removing it might erase an experience the game was designed to provide. Separate the local odds from the larger purpose a defeat serves.

Passages and timestamps · 2
it's 20 to 10. That's a whole different odds than two to one
Sid Meier's Psychology of Game Design · ▶ 23:37–23:43
Stories can end in success or failure and still be great stories.
RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods · ▶ 6:40–6:43

Can a player read a locked door?

An app verifying invitations gives the game a definite answer at a doorway. A guest who never got an invitation may not even know about the missing scene. Valve’s recollection of placing Ravenholm after the gravity gun offers another sequence: players arrive with a tool they can try. One prerequisite leaves its explanation backstage, the other puts a clue into the player’s hands.

Passages and timestamps · 4
everyone else has deeper missions
The Spectacular Failure of the Star Wars Hotel · ▶ 105:07–105:09
unless the app verifies you've been invited by a character
The Spectacular Failure of the Star Wars Hotel · ▶ 142:21–142:24
It was like a development tool.
Half-Life 2: 20th Anniversary Documentary · ▶ 38:28–38:29
reorganizing the game to put Ravenholm after you get the gravity gun
Half-Life 2: 20th Anniversary Documentary · ▶ 38:49–38:56

Where does the experience table start?

In the developers’ anecdote retold by Extra Credits, the same experience rates can be introduced as a fatigue penalty or as normal progress with a rested bonus. Record both the baseline presented to players and the points actually awarded. Copying only the rates loses the part of the design that changed.

Passages and timestamps · 2
it had an unrested penalty mechanic
Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits · ▶ 4:19–4:21
they started referring to the unrest experience penalty state as normal
Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits · ▶ 4:37–4:43

What a waist-high wall tells a player

A waist-high wall in a shooter can suggest combat before any enemy appears. The essay carries that visual cue into schools and public buildings while distinguishing the aims of emergency protection, protest control and combat-level design. Peterson proposes abstracting an ideal from recurring actions in a lecture on religious stories. The wall illustrates a limit of that move: observed sheltering documents an action; inferring its designer’s original ideal requires evidence of the design process.

Passages and timestamps · 4
adding cover fundamentally recontextualizes the space
Games, Schools, and Worlds Designed for Violence · ▶ 3:10–3:15
Designing to stop active shooters
Games, Schools, and Worlds Designed for Violence · ▶ 14:04–14:09
extract out the core of
Lecture: Biblical Series I: Introduction to the Idea of God · ▶ 50:22–50:25
an attempt to abstract out the ideal
Lecture: Biblical Series I: Introduction to the Idea of God · ▶ 95:13–95:16

Why can another dimension remove the challenge?

If players rush through a level, inspect the choices it actually gives them. Gavin found that moving a 2D platformer into 3D let players sidestep enemies that once formed an unavoidable sequence. More space with the same enemies no longer produced the intended rhythm. Chasing boulders, a constantly moving hog and narrow jungle routes constrained different freedoms; crates could then invite an optional risk. Players could take a safe route or attempt harder timing to collect a crate. This serves a different aim from an open world: forward pressure is deliberately part of the experience. Before judging a constraint, state whether the intended experience is exploration, urgency or optional risk, then check whether the available routes support it.

Passages and timestamps · 2
diluting the ratio between choice and conflict
How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica · ▶ 15:00–15:07
adding constraints or removing areas of degrees of freedom
How Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica · ▶ 17:46–17:52

When players can see the consequences, what choices are available to them?

Nijman adds a short hit animation so players can tell that their action changed an enemy’s state. Blow asks what choices a payment model creates. He imagines adding a paid option to Papers, Please. The player originally weighs enforcing the paperwork rules against the person’s circumstances, and payment would introduce another decision into the same scene. When evaluating a game mechanic, ask whether players can see what their actions changed and what the rules and payment model give them reason to do.

Passages and timestamps · 2
you communicate the changes the player put into the game
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013 · ▶ 12:15–12:22
the shape of a container determines what can be contained
Jonathan Blow: Game design: the medium is the message · ▶ 30:45–30:53

Try it on your own example

Recall the last time you stopped exploring and started hurrying. What was counted? What did you expect to lose? Remove one cue and ask whether you would still make the same choice.