Update #5 - Design space, inner/outer conflict
Disclaimer: Long winded theorizing wall of text ahead
I’m going to rant a bit about some design problems i’m still tackling.
Single Player Vs CO-OP Gameplay
This game started as hot-seat co-op multiplayer. As such, the design in that frame resulted to be incredibly simple, and just worked. The thing is, i think releasing a local co-op only game is not enough to hold up to the value standard that games have nowadays, that reign reserved to competitive games.
So, I started prototyping single player after the two players mode. By removing the second player, I learned how the co-op mode added complexity to the system. This game has so few rules that the players arguing about communication strategies, blaming each other for failures, and struggling to sync movements was a relatively big thing (thinking in terms of brain space).
Inner-Outer Conflict
With action games, i tend to visualize the design with a mental model of a inner/outer conflict that fills our brain. Outer conflict would be the level, enemies and hazards. Inner conflict the complexity of controls, the system and cognitive noise the player have to deal with to deal with the outer.
A extreme inner-conflict game would be QWOP or Envirobear-2000. Outer conflict games are games like super-hexagon and danmaku shooters.
I find the difficulty in any action game is a result of the balance of these two conflicts.
Removing co-op mode removed a big deal of inner conflict to the game. With single player, this has to be compensated somehow.
Design Space Nightmare
So, this is a hardcore avoiding game, the design space of this type of games is inmense, there are hundreds of decisions i could take to restore the difficulty. For starters, I could chose to even inner and outer conflict types in similar proportion to the co-op mode. This is -- have some amount of inner conflict (i.e. more than a shmup). and add a lot of outer (harder levels) still i have the same amount of difficulty.
The thing is, you start to write down ideas and realize the possibilities are endless. There are a lot of ideas and there are some that look just about right even after implemented. How are you supposed to filter them?
So, in the next posts i’m going to show you some stuff i already tried/trying and see where this ends.
Any of you have these kind of issues when figuring out how your game is going to work?