Alex Rose, Lead Developer, Alex Rose Games
Casting a critical eye on classic game design features like Score, Health, Ammo, Lives, and Crafting.We’ll analyze when these features actually create fun gameplay and, more importantly, determine when to avoid them.
Unlocking the Future of AI Agents with Large Language Models
Stop Using Score – Rethinking Traditional Game Design
1. Stop Using Score [exclamation mark]
AKA: No one wants to play your
space tower defence game
@AlexRoseGames
2. About me
• I’m a serial game jammer
• Been making games for 2 decades
• Obsessive about player feedback
• I apparently know what I’m talking about
• But don’t take my word for it
3.
4. Most games aren’t fun
• They follow rigid formulae.
• This isn’t necessary a problem.
• You’re just following the wrong formulae.
5. Score suuuucks
• Score is a relic of arcade game design
• Arcade games were designed to
take money from people.
• Scoreboards kept people
playing.
• People playing = $$$$$
6. Score encourages mundane behaviour
• Encourages you to stand
around repeating the same
task to make a number go
up.
• Doesn’t affect game
progress.
• Generally measures time
sacrificed, rather than skill.
18. Depletion of ammo/mana/items
• Encourages players to run
around smashing pots.
• Best case scenario,
there’s so much ammo
available there was no
point in limiting it.
19. Worst case scenario, they have to
LEAVE A DUNGEON TO GO SHOPPING.
• WHAT EVEN WAS THIS DUNGEON
20. Alternatives: Just.. don’t
• Hookshot is the same as
arrows.. but with infinite
ammo. So why does Zelda
need ammo?
• Balance your DPS.
• Make the player slow
and visible with OP
weaponry.
22. • Most FPS only let you have two weapons.
• Halo could have limited ammo and fix balance with recoil,
lowered shields, slow movement.
• In fact, this is the worst part of Halo, when you only have a
pistol left.
24. Lives
• LIVES ARE TO MAKE
YOU PAY MORE
MONEY.
• CONTINUES DON’T BELONG ON A
HOME CONSOLE
25. Virtual Console
• Removes
• Perma
• Gameovers
• From
• Badly
• Designed
• NES
• Games
• And
• Lets
• You
• Keep
• Playing
So does this
26. Alternatives:
• Make more fucking content so you don’t have
to threaten the player.
• Make your game more fun so they will replay
of their own volition.
39. SKILL TREES
• They close off end game content if you make
the wrong decisions early.
• So you either get punished.. or spend your
first half an hour reading wikis and skill
descriptions.
40. Why?
• You are limiting your player. You are forcing
them to replay to enjoy the game.
• Let them grind one character.
41. Auto-tree them
• Take the decision out of their hands.
• Give them skills based on what they prioritise
ingame.
43. Conclusion!
• Don’t add features that aren’t fun.
• THINK ABOUT YOUR SYSTEMS. DESIGN YOUR
GAME AROUND YOUR SYSTEMS.
• IF YOU DON’T NEED IT, DON’T ADD IT.
• THESE SYSTEMS RESTRICT THE PLAYER, THEY
DON’T PROVIDE CONTENT.
• MAKE BETTER GAMES
• GO IN PEACE TO LOVE AND SERVE