I am playing Squad Busters intensively these days. Hopefully, this game will work because it contains many elements I have been working on with another project up to last year (under NDA).
I am glad when top developers make certain design choices that I proposed or I was guessing but I didn’t have enough time to complete. “Please, Paolo, focus on this other task” is a classic when I start insisting on some point. It’s like when a singer sings exactly your feelings. Satisfying!
But I was also thinking of something else. I was in the middle of an intense moment. A player with a squad better than mine was chasing me. I didn’t have enough coins to open the chest, so I used a booster to open it.
And it reminded me of a quote from J. Riccitiello: “When you are six hours into playing Battlefield and you run out of ammo in your clip and we ask you for a dollar to reload, you’re really not that price sensitive at that point in time”.
I remember that everyone hated that, the only difference was that Mr. R. was pitching a power-up instead of a booster.
(In the jargon adopted by the companies I have worked with, boosters are the ones you buy BEFORE a match, while you can get or create power-ups DURING the match)
The reality of things is that we like to win, as players. And we can also pay for that. I respect the choice of putting this element on a strategic level and not on a tactical one. The latter would have upset too many people.
Anyway, it’s interesting to see how a small nuance can make all the difference in game design. So that also a bad (in the sense of evil) idea can be played well if we have the right time and resources to work on it.
Small nuances in game design
Published inGame Design
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