Designing for Depth v. Accessibility

Recently I’ve been spending a lot of time designing games. It’s always been a bit of a passion, but I never viewed it as a particularly realistic career choice. As a result, I focused my energy on more pratical alternatives like business development and law. Alas, the siren call proved irresistable and I’ve thrown myself unto the rocky shores of the creative. It’s been an eye-opening experience, and I’ve learned a lot. One thing has struck me: you can’t design for everyone.

Well, you can try, but it seems to be pretty tough. There are some notable differences between the general mass of gamers and some of the more idiosyncratic niches. Often it boils down to a choice between depth and accessibility.

I Feel So Alone

So I’m a pretty big fan of depth. My general goal when playing games is to learn the rules and immediately try to break them. The more complicated the rules, the more interesting. Simple games with linear choices are anathema (that would be an awesome game studio name) to me. If I were to design a game for my exclusive consumption, it would be highly complicated, contain horribly sophisticated choices, punishment for poor decisions and a heavy skill element. Clearly not for everyone.

In fact, “deep” games have largely disappeared among large PC and console developers with the rise of the “tentpole” approach to game development. A tentpole strategy entails substantially limiting the pipeline of games and trying to make the few games that do come out blockbusters. The natural outgrowth of this approach is a heavy emphasis on mass market appeal. With fewer games, each release needs to hit a critical number to ensure profitability. Design reflects this business decision.

My recent experience with Diablo III has been a good example of this. In Diablo II, the game boasted a rigorous skill tree system that had some pretty dramatic implications for the strength and style of the each character. This system was further complicated by an elaborate randomized loot drop scheme that contained traits that intersected with the skill trees. Then there was the gem/rune crafting system on top of that, which also had an impact on how people would play. This system has been almost entirely removed from Diablo III.

I have no idea what's going on, but it seems important.

Diablo III provides us relatively streamlined skill system with no real “consequential” choices. Unlike Diablo II, you can’t really bone your character with poor skill selection. Instead, each character gets access to the full range of skills so the real optimization of the character comes entirely from random loot drops rather than conscious choices on the part of the player. This prevents any player from investing time for naught. Everyone gets a gold star and feels like a winner.

It’s a bit tragic for me. I played Diablo II, Warcraft III, and Starcraft into the ground because of the interesting decisions at each step. Sacrificing depth for the sake of accessibility makes me pretty emotional.

Depth In Mobile

I spend most of my time thinking about Valor, which is about as hardcore as you can get in terms of games. Poor decisions result in you getting obliterated and starting over. I really enjoy the risk and sophistication this attaches to the game, even if it means targeting a niche. Having an identity on mobile seems like a crucial component to success. The simple matter is that there are a lot of very similar looking choices on mobile and user acquisition isn’t a particularly delightful process, so finding a niche can be powerful.

Here’s the thing. People are playing in 5 minute increments throughout the day, which is just a reality of the prime use case for mobile. I think depth is a way to capture the minutes between sessions, to allow the player to consider possibilities and ponder the next move. Most games focus on creating small task oriented sessions with retargeting timers. There’s nothing wrong with that, but depth is the way to get a game on a person’s mind. This is something only mobile can really accomplish. Since the person has consistent access and multiple touch points throughout the day, there’s an opportunity to take advantage of the time in between sessions. This means moving beyond the linear nature of directed tasks (even though they’re very accessible) and considering more complicated systems.

Mobile has been limited by a number of things, but we’re still early in the evolution of the platform. Perhaps we’ll end up and a tentpole strategy at some point, but there’s certainly going to be a period of vibrant diversity. Let’s hope we take advantage of it.

JM: I love this idea. It seems like we’re poised to see something new in games, after we get done trying to shoe-horn the past into the present. But it’s understandable. We are all directed by our own interests. We can’t make business decisions based on our own idiosyncrasies, but then where does the vision come from if not from personal insight? The only solution I’ve found is to try. And fail. And try again.

 

 

6 thoughts on “Designing for Depth v. Accessibility

  1. What about games that are accessible, but get deeper as new elements (but not entirely new mechanics or controls) are layered on as the game progresses? Advance Wars and Paper Mario come to mind, or Halo Wars for non-Nintendo example. Granted these games don’t get as deep as many of their genre companions, but I do think they exhibit gameplay. Relatively simple mechanics give way to deeper gameplay later on without really getting much more complicated.

    It might be worth noting, however, that the examples that first came to my mind aren’t as mass market as tentpole games, and are also not as much lauded by hardcore genre fans.

    • There’s certainly an option to try and go for both markets, but it’s probably not worth the design complications. Mass market is mostly about linear progression with fairly obvious choices. It’s tough to design a system that can be very complicated for those inclined toward it while still retaining the accessibility for the broader market.

      I think it often boils down to how much you want to punish a user for making bad decisions in a non-obvious system. Deep games don’t have a problem with you making poor choices and having the only remedy available be a hard restart. Unwinding the depth is often a major component of what can make the game engaging. More mass market games opt to have almost no punishment for bad decisions and emphasize flexibility. I find this makes the play experience much more controlled and uniform across the player base.

      Take Call of Duty — it’s certainly possible to change the perk system so that you can only choose a limited subset rather than just making it so everyone can earn everything. The outcome would be people specializing in styles of play and certain tasks, which would mean the matchmaking would become more complicated as you try to create balanced teams. Allowing everyone to earn everything and switch seamlessly between options eliminates this complication, but it comes at the cost of strategic depth. It’s maybe not the best example, but I figure you get where I’m going.

  2. I like the idea of using the time between sessions, something like Triple Town does. Much of the “whole game experience” is discussing what are your strategies to play around the water cooler. Is a general pattern in general: short burst of fun + something to talk about later. Some simple yet detail heavy games can achieve this as novelty if well executed such as Monsters Ate My Condo and Ski Safari, but they need a clear vision, short scope and impeccable execution. Otherwise you need to spend a lot of time anyway creating a deep system such as in Triple Town. Either way is reaaaally hard work :P !

    • Yea, Edery got it right w/ Triple Town. Really fun/interesting game.

      I strongly believe that the most successful hardcore games on the mobile side will manage to stick with a user between play sessions. Not an easy feat, but I do think complexity in decisions is a key factor.

  3. Hey Shawn -

    After sitting down and just brainstorming what makes a good mobile game, I reached the exact same conclusion and branch in the road. Just couldn’t put it in words quite as well =)

    One more hypothesis of mine is that looking forward to unlocking the next ability, item, or building type in a game also keeps a game on a user’s mind in between 5 min sessions.
    “I can’t wait to see what that egg hatches into!”
    “I wonder what fire ball will look like!”

    And I agree with the comment above. Gating gameplay turns what seems like a casual user’s game into something far more complex than what it looks like.

    • I’ve had some personal debates on the value of showing the player future options ahead of time. I think it’s probably best to let them see the entire tree so they can make a conscious decision about their growth rather than guessing at direction. I do think I’d keep it to a short description and a cool icon though.

      Gating gameplay always makes me a bit sad. I really like the option to explore, even if it leads down sub optimal paths. I think it’s because it leads to linear play and fewer opportunities to find a way to break the game. One of the things I liked about 38 Studios Kingdoms of Amalur was that I could travel across the entire map immediately. Same thing with Skyrim. I like the feeling of being somewhere/doing something I’m not supposed to be doing.

Leave a Reply

Your email address will not be published. Required fields are marked *

*


five + 2 =

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>