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Game Design Curses: Solving Impossible Problems (GDC Talk)

Summary

Quick Abstract

Dive into Alex Jaffe's "Cursed Problems in Game Design," exploring the unsolvable dilemmas that haunt game developers. Discover how conflicting player promises, often rooted in the tension between desired gameplay experiences and desired game objectives, create these "cursed" scenarios. Learn to identify these problems early and avoid wasting valuable resources.

Quick Takeaways:

  • Cursed problems arise from incompatible core player promises, often between desired experiences and objectives.

  • There are no direct solutions to these problems; instead, designers must "cut through" them.

  • Key techniques for addressing cursed problems include: erecting barriers that prevent certain actions, creating gates that make unwanted actions difficult, providing alternative carrots to change objectives, or embracing the unwanted behavior with s'mores to make it fun.

  • Examples include addressing free-for-all politics in games like Super Smash Bros., co-op abuse, and the quantified creativity problem in The Sims.

  • Recognizing and strategically addressing curse problems can lead to innovative game designs.

Introduction

This article summarizes Alex Jaffe's talk on "Cursed Problems in Game Design." It explores the nature of these problems, how to identify them, and techniques for addressing them without necessarily solving them directly. The talk highlights the importance of recognizing cursed problems to avoid wasting time and resources on unsolvable issues.

What are Cursed Problems?

Definition

A cursed problem is defined as an unsolvable design problem rooted in a conflict between core player promises. These promises can be either explicit or implicit, stemming from the designer's intention or the player's perception of the game. A key characteristic of cursed problems is that there is no direct solution; instead, one must work around them.

Examples

  • Free-for-All Politics: A fighting game where the optimal strategy is not combat mastery, but forming alliances and manipulating other players. This conflicts with the promise of a skill-based combat experience.

  • Quarterbacking Problem: In cooperative turn-based games, one player may dominate decision-making, undermining the cooperative experience.

  • Skill Inflation Problem: In long-lived competitive games, the skill level of the player base increases over time, making it difficult for new players to enter and enjoy the game.

Identifying Cursed Problems

Recognizing Incompatible Promises

Identifying a cursed problem involves recognizing two incompatible promises that the game attempts to deliver. It's important to acknowledge that not all design problems are cursed problems. A cursed problem requires an acknowledgement that the clash is inherent and not resolvable through standard game design tweaks.

Quiz Examples

  • Exploration Games with Millions of Worlds: Not cursed. While difficult to achieve, the promise of vast exploration and diverse ecosystems is not inherently contradictory.

  • Loot Games with Efficient Trading: Cursed. A rich loot experience relies on varied and exciting drops, while an efficient marketplace makes items fungible and reduces the thrill of individual finds.

  • Location-Based Games: Cursed. The desire to overlay a magical game experience onto real-world locations conflicts with the need for personal safety, convenience, and mindfulness.

Defense Against Cursed Problems: Making Sacrifices

Game Model: Experiences vs. Objectives

A useful model frames games as a journey from a start state (S) towards an objective (O). The player navigates a play space, guided by the objective. However, cursed problems arise when the path to the objective involves undesirable experiences that violate core player promises.

Four Techniques for Addressing Cursed Problems

Instead of striving for a direct solution, designers must make sacrifices and alter some aspect of their original vision. These sacrifices can be categorized into four techniques:

  1. Barriers: Cutting affordances that allow players to break promises. Make the problematic behavior impossible.

    • Example: Limiting player agency over one another in free-for-all games to reduce political play.
  2. Gates: Making it difficult to perform actions that break promises. Introduce challenges to discourage undesirable behaviors.

    • Example: Limiting visibility of player success in free-for-all games to discourage political play.
  3. Carrots: Changing the objective to draw players away from problematic states. Introduce new goals that encourage desired behaviors.

    • Example: Adding meta-game effects to free-for-all games to incentivize individual performance over political maneuvering.
  4. S'mores: Leaning into the problematic behavior and making it fun. Embrace the unexpected outcome and design around it.

    • Example: Giving players tools to engage in deep political play in free-for-all games, transforming the game into a political simulation.

Further Examples

  • Co-op Abuse:

    • Barriers: Limit player communication.

    • Gates: Limit individual responsibility.

  • Quantified Creativity:

    • Carrots: Incentivize players to be creative, offer concrete rewards.

    • S'mores: Create rich, deep goals around the simulation, downplaying the creativity.

Conclusion

Cursed problems, while challenging, present opportunities for innovation. By recognizing these problems and being willing to make sacrifices, designers can create unique and engaging games that may not have been possible otherwise. It's all about turning impossible dreams into the best, unexpected, realities. Seeking them out can lead to groundbreaking game design.

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