Imagine you’re a kid at a new school deciding where to sit for lunch. Another kid sees you and offers you some candy, saying they have some extra they don’t want. You eagerly accept the candy and sit with the kid. The next day, you run into the same kid and they offer you candy again, explaining that their parents keep packing their lunch with this candy they don’t like. This keeps happening every day - when you sit with this kid at lunch, they give you candy.
Then one day you go to the candy store and see that same kid buying lots of the candy they supposedly don’t like. You realize they are deliberately getting this candy to give to other kids to try to make friends.
What might you say to this kid if you confronted them? Would you explain that their actions are not only clearly manipulative but also counterproductive in the long run - that they may have an easier time making new friends right now, but these people are likely to be put off when they realize what’s going on, even if they had actually enjoyed spending time together? Might you suggest that the kid should focus instead on being genuinely enjoyable to spend time with and seek out people with compatible personalities and shared interests who actually like spending time with them?
This is basically how I feel about games with log-in bonuses.
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An exploration and survival game with building and space sim elements. Explore procedurally-generated alien worlds, scan the wildlife, and collect resources and artifacts. Craft technology and upgrades, build a base, and trade with aliens. Fight space pirates, command fleets of ships, and investigate the galaxy’s mysteries.
It’s a very ambitious game that constantly gets in its own way. Most of the gameplay is not particularly refined or compelling, but the real problems are the places where the design actively damages what would be enjoyable about the game. The spacious and often beautiful landscapes are made for relaxed exploration, but that’s rendered impossible by a tiny inventory and the constant need to refuel the equipment that enables your exploration. Your space suit’s two types of life support, your multi-tool’s two types of mining beam, and your ship’s three types of engines all take different fuels and are always running out.
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An Old West-themed comedic RPG with monochrome stick-figure art and surprisingly good music and sound effects. Pick your class (Cow Puncher, Beanslinger, or Snake Oiler), get a horse and a “pardner” (a combat teammate who is also tied to a major sidequest), and head out west to seek your fortune. Along the way, run into various random encounters and episodic sidequests featuring combat, puzzles, and a lot of humor. The game is warm and safe, with no game overs or permanent fail states and always warning you clearly before you do anything irrevocable, and whatever you do will probably be funny.
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A sprawlingly-large open-world action RPG with a ton of things to do, all of which are loaded with backstory and world-building. The game’s aesthetic, fascinating world, deep lore, and mechanical variety combine to create a feeling I haven’t experienced since quitting World of Warcraft.
Set in a universe created and fleshed out by fantasy writer R.A. Salvatore, Amalur casts the player as the first person to become free of the threads of fate that bind the world and everyone in it. As such, you are uniquely positioned to thwart destiny and avert disasters - providing an excellent reason why you are the only one who can accomplish tasks ranging from small-scale side quests like saving individuals from preordained deaths all the way up to reversing the tide of the main story’s war.
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I.
Long ago, I wrote a post about the different roles of challenge and punishment in skill-based games and how they relate to flow and learning. My argument was that challenge should vary with player skill to maximize opportunities for flow while punishment should be flat-out minimized to prevent disruptions to learning. Doing things like kicking the player back to a distant checkpoint when they die inserts delays and distractions between attempts, making it much harder to learn. But there’s a significant difference between first learning a skill and mastering that skill, and this absolutely affects what kind of punishment is appropriate. I’ll explain, borrowing an example from commenters on that old post.
Imagine you are playing a new racing game. The tutorial teaches acceleration, braking, steering, and drifting, requiring you to perform each operation before advancing to the next. You hold the accelerate button, then the brake button, steer around some turns, and then try the drift but your timing is off and you fail to execute it. In this case, it would be counterproductive for the game to force you to start all the way over and pass the accelerate, brake, and steer tests again before giving you another chance to drift. The game is teaching the skill, not testing it. Failing to execute this skill should result in an immediate opportunity to try again. Additional punishment would just make it harder to learn, which is the exact opposite of the tutorial’s goal. A punishing tutorial is a bad tutorial.
But once you’re out of the tutorial and you start racing, the scenario is different. The game is done teaching new skills and starts testing them. You are no longer learning skills; you are practicing them. Your goals are larger in scope - not just “perform a drift” but “win this three-lap race.” And because the scope of punishment defines the scope of challenge, a challenge of this scope is not possible without real punishment. If losing the race results in just restarting, say, the final lap, the challenge becomes “win this lap” rather than “win this race.” In order to challenge you to perform well consistently enough to win an entire race, loss must cost you the entire race.
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A game about surviving and escaping a collapsing city on an artificial island. Gameplay includes elements of 3D platformers, adventure games, survival games, and even dating sims.
Gameplay is split into a series of areas you must navigate and survive. Debris, damaged buildings, and uneven terrain present obstacles to get around, while earthquake aftershocks and newly-falling debris present threats to avoid. Usually you’re just trying to get through to the next area, but occasionally the story will lead you to other goals such as helping survivors or finding a missing dog. Reaching your objective is sometimes just a matter of sufficient exploration, but it can also involve basic platforming challenges or inventory-based puzzles such as getting a fire extinguisher to put out a fire blocking your path.
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