How to make players ADDICTED to your games — Transcript
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- 0:10How does this make you feel?
- 0:12Nostalgic?
- 0:14Excited?
- 0:15The whirl of the disc board.
- 0:18The feel of a plastic controller in hand
- 0:21molding with your palms.
- 0:24A title screen.
- 0:25New game or continue.
- 0:30These sounds, these feelings, these
- 0:32visuals, they're all part of a ritual.
- 0:35Every part of this experience is curated
- 0:38to make you feel something. [music] To
- 0:41water your mouth before you even tasted
- 0:43the meal. To immerse you [music] in a
- 0:45world you'll never forget. The games we
- 0:48remember and crave are like the aroma of
- 0:51fresh coffee in the morning or sliding
- 0:53under fresh bed sheets. A familiar,
- 0:56comforting feeling. Bright blue skies
- 0:59and oceans surrounding neon green
- 1:01fields. The chime of collected crystals
- 1:04or coins.
- 1:06Close your eyes for a moment. What is
- 1:08that game for you?
- 1:10And ask yourself, why do you remember it
- 1:14so well? [music] Was it the blocky
- 1:16sprites or polygon companions, health
- 1:19bars [music] and med kits, save points
- 1:21and level ups, bright colors or
- 1:23unforgettable soundtracks?
- 1:25>> [music]
- 1:28>> You remember these games because they
- 1:31[music] were designed to be remembered
- 1:33through their carefully curated
- 1:35aesthetics, built to make you feel
- 1:38something, created to never be forgotten
- 1:42and feel familiar every time you return
- 1:46to them. What game would you go back to
- 1:47right now and play without a second
- 1:50thought? I bet it's a game you can
- 1:52picture perfectly [snorts] in your mind
- 1:54without even booting it up. Now, how do
- 1:57we make people feel that way about our
- 1:59game? When you decide to start a new
- 2:02campaign in a TTRPG or start designing a
- 2:05board game or video game, ask yourself,
- 2:08how do you want people to feel when
- 2:11playing this game? What aspects do you
- 2:14want them to remember? Because your game
- 2:16can have cool mechanics, interesting
- 2:19characters, or a fascinating story, but
- 2:21what's going to hook people on a deeper
- 2:23level? Are the details that appeal to
- 2:26their senses and psychology? Colors,
- 2:29shapes, sounds, textures, smells. Yes,
- 2:32smells. You want people to remember what
- 2:35your game smells like. I played World of
- 2:38Warcraft for an entire summer one year
- 2:41and burnt an orange candle every time I
- 2:43played it and now anytime I smell that
- 2:46orange scent, my mind is immediately
- 2:48sent back to fishing in Wow like some
- 2:51kind of sleeper agent. Burn the same
- 2:53scented candle every time you run your
- 2:56games or if you're playing online, have
- 2:58your players order the exact same one
- 3:00and demand they burn it during each
- 3:03game. Trust me on this. The immersion
- 3:06will be insane. And if your game can't
- 3:09smell like something, let sound be your
- 3:11smell. Music is great, but it's going to
- 3:14be the flip flip of a navigation menu or
- 3:16the click clack of meeples and tokens as
- 3:18a rummage through and slotted into gaps.
- 3:21These little details are going to be the
- 3:23ones scratching your player's
- 3:25subconscious on the deepest level
- 3:27without them even noticing. This may be
- 3:30controversial, but what is better?
- 3:32Drinking Coca-Cola or the click and the
- 3:36fizz of opening a cold can and taking
- 3:39that very first sip. In my opinion,
- 3:42nothing compares to that first sip.
- 3:45After I've had that, I could take it or
- 3:47leave it. I don't need any more from
- 3:49that drink. So, when you're building a
- 3:51game, think about what rituals and
- 3:53constant details you can add that feed
- 3:57into the overall vibe of the game that
- 3:59you're either planning to run or create.
- 4:02For example, how does leveling up feel
- 4:04in your game?
- 4:11When I think of Skyrim, one of the first
- 4:14things I think of isn't the combat or
- 4:16the story. It's this. Those deep,
- 4:20resonating chants that play as I see my
- 4:23level bar fill up. The game then
- 4:26launches my perspective into the skies
- 4:28where I'm shown 18 different skill
- 4:30trees. Do I choose to increase my
- 4:32health, mana, or stamina? And what do I
- 4:35spend my single level point on? This is
- 4:39great game design and an impactful
- 4:42ritual, too. Progress feels like it has
- 4:45weight. But, it's not just in the level
- 4:48up process, but it's also anytime I
- 4:50stumble upon a word of power or absorb
- 4:53the soul of a dragon. And when I do, I
- 4:55truly feel like I've gotten stronger
- 4:58because the game's clever use of sound
- 5:01and visuals.
- 5:08In BioShock, when my character injects
- 5:10themselves with new plasmids or vigor, I
- 5:13feel like I've gotten stronger, but at
- 5:15what cost? How has it changed me and
- 5:18what have I lost in return? In Path of
- 5:21Exile, another game with a fantastic
- 5:23skill tree, there's a tactile experience
- 5:26each time you purchase a new [music]
- 5:28node. You get this sudden endorphin hit
- 5:31that scratches your brain in just the
- 5:34right way, and you're left so excited to
- 5:37level up again. Whether it's skill trees
- 5:39or swapping materia or deck building,
- 5:42ask yourself how you can make
- 5:44progression in your game feel like its
- 5:46own sort of mini-game. How can you keep
- 5:49players hooked thinking about and
- 5:51interacting with your game long after
- 5:54the [music] session has ended or before
- 5:56any campaign has ever begun? Maybe it's
- 5:59deciding on loadouts in Daggerheart or
- 6:01pre-planning routes they'll take on a
- 6:03skill tree or maybe just wacky [music]
- 6:05combos that they'll come up with using
- 6:08abilities available to them in the near
- 6:10future. Just keep in mind that whatever
- 6:12system you do create, it should be fun
- 6:15but also simple enough to understand and
- 6:17not distract from the main game itself.
- 6:19[music] In my own TTRPGs, players
- 6:22progress through three classes skill
- 6:24trees focused on combat, the next one
- 6:26being on roleplay, and then finally a
- 6:27skill tree based on crafting. And so
- 6:30much conversation is had between my
- 6:32players and other people playtesting
- 6:34this game [music] about just builds
- 6:36alone. People are still constantly
- 6:39interacting with my game outside of
- 6:41their hours of play. But not just in
- 6:43potential builds, but also in monster
- 6:46designs and magic item crafting. I'm
- 6:48also planning to have a ton of
- 6:50mini-games in my game that just make it
- 6:53feel more reminiscent of the likes of
- 6:55Final Fantasy where you'll be able to do
- 6:57a whole bunch of little things like
- 6:59raise [music] digital pets or play
- 7:01volleyball or run moving bastions. So
- 7:04again, how can you capture this [music]
- 7:06feeling in your game? What little
- 7:09mini-games can you add that don't take
- 7:11away from the main gameplay, but instead
- 7:13enhance the overall experience? I think
- 7:16clever inventory management systems are
- 7:19also a very fun way to tackle [music]
- 7:20this. Think of the many times you've
- 7:23rearranged your inventory in Resident
- 7:25Evil 4 just so you could pick up that
- 7:27one new weapon. But do you really Do you
- 7:31really need that bazooka or are we just
- 7:33getting a little greedy? One of my
- 7:34favorite examples of an inventory
- 7:36management system that combines with
- 7:39level progression is in Kingdom Hearts
- 7:41352 and 1/2 days. What a title. In that
- 7:46game, your inventory is your loadout.
- 7:49You have these little chips that slot
- 7:51into a grid, and you can arrange them
- 7:53before each mission. And these chips
- 7:55represent items, accessories, spells,
- 7:58and even your levels. [music] And so,
- 8:00you have to choose if you want to add
- 8:03more levels to your character before you
- 8:05head out on a mission, or do you, for
- 8:07example, choose more spells or healing
- 8:10items instead? These are tough choices,
- 8:12but they're so much fun to make, and the
- 8:15chips are so fun to move around. And as
- 8:17you progress in the game, your inventory
- 8:19also expands, allowing to add more
- 8:22things [music] to your loadout. Does
- 8:23anyone remember this game? I I just
- 8:25found it so much fun. But then there's
- 8:28also the likes of Moonlighter, where you
- 8:29play as a merchant delving into dungeons
- 8:32to find relics to sell back at your
- 8:33shop. And it utilizes this whole
- 8:35Tetris-y backpack system, where certain
- 8:38items are fragile and break if you place
- 8:41anything on top them. Or you've also got
- 8:43these cursed items that will change any
- 8:45item they're pointing to. But everything
- 8:48in your bag is important. [music] It's
- 8:50either a new item for you to sell at
- 8:52your shop, a material to upgrade weapons
- 8:55later, or they could just be the very
- 8:58weapons you need to navigate this
- 9:00dungeon. The TTRPGs Mouse Rider and
- 9:03Crows accomplish this really well in
- 9:05their games with their little chits that
- 9:07you're constantly shuffling around and
- 9:09fiddling with to make everything fit
- 9:11nicely in your inventory. But then Crows
- 9:14has taken this a step further, where the
- 9:16deeper down the item is in your
- 9:18backpack, the longer it takes to find it
- 9:21in a pinch. But the king of item
- 9:23management, I think, has to be
- 9:26Minecraft.
- 9:41>> Just down to how everything sounds when
- 9:44you move it around in your inventory or
- 9:46collect them. That plop plop plop sound
- 9:48of them being sucked up into your bag as
- 9:50you walk past them. And then there's the
- 9:52multitude of crunchy sound effects that
- 9:55you get when breaking different
- 9:56materials. But what made this game so
- 9:59unique and fascinating to me as a kid is
- 10:02how you can arrange those unique
- 10:03materials on a crafting table to create
- 10:05entirely new items. If you're thinking
- 10:08about in crafting your games, here's my
- 10:10advice. Keep it simple and make it feel
- 10:14good. It shouldn't take more than a few
- 10:16moments in real time for people to make
- 10:18a new item once they've gathered the
- 10:20materials. And even then, I don't think
- 10:23the materials need to be all that
- 10:25complicated. It should be down to how
- 10:27your players use them creatively.
- 10:30Listen, I could talk about crafting for
- 10:32hours and how I've incorporated into my
- 10:34own game, but I feel like that would
- 10:36need its own entire video. So, let me
- 10:39know in the comments if that's something
- 10:40you want to see, if you're interested
- 10:42in, I'd love to know. But while we're on
- 10:43the topic, let's briefly look at Skyrim
- 10:46as an example. Again, Skyrim, yes, I
- 10:48know, but it does a lot of things right
- 10:50in its game mechanics and [music]
- 10:51design. Skyrim has several different
- 10:53forms of crafting, alchemy, enchanting,
- 10:56and smithing. What makes each of these
- 10:59forms of crafting so enticing is the
- 11:01sheer variety of different things you
- 11:04can craft and create with each one and
- 11:07the opportunities that these open up for
- 11:09you in game. Smithing requires you to
- 11:12specialize in the smithing skill tree
- 11:14and then gather the correct materials to
- 11:17automatically forge whatever you need.
- 11:19It's a solid, simple process that
- 11:22creates something permanent and
- 11:24unchanging so long as you have the skill
- 11:27to make it. Very reflective of the act
- 11:30of smithing. Alchemy then is a little
- 11:32more random and requires you either to
- 11:34experiment a bit to see what you get or
- 11:38have knowledge on what combos of
- 11:40ingredients make what potions either by
- 11:43having found a recipe somewhere or by
- 11:46eating as many ingredients as you
- 11:48possibly can and it makes you feel like
- 11:51a little weird scientist. And then
- 11:53finally, enchanting requires you to suck
- 11:56up the souls of those you've killed into
- 11:59crystals. And you need crystals. You
- 12:01need to end lives of living creatures
- 12:04and destroy previously enchanted items
- 12:08to learn how they work. This is by far
- 12:10the most destructive and darkest form of
- 12:14crafting in Skyrim. You feel like what
- 12:17you're doing is wrong when you enchant
- 12:19an item and even after all the work you
- 12:22put into making it, the results are only
- 12:25temporary. You still need to constantly
- 12:28recharge enchanted items with more souls
- 12:30by killing more creatures in order to
- 12:33sustain this new source of power. And
- 12:35these items are powerful. You can feel
- 12:38it just by the way they glow alone and
- 12:41the fact that their enchantment bar
- 12:43depletes a little bit every time you
- 12:45swing them, making them feel all the
- 12:48more precious. But if you ever tune into
- 12:50the fact that these little bars are
- 12:52comprised of souls of the damned, uh
- 12:54maybe it's not worth thinking about all
- 12:57that much. Just appreciate your new
- 12:59sword and be happy. The way things feel
- 13:02and sound in a game is so important.
- 13:06These little aesthetic choices all
- 13:08compound to create that addictive
- 13:10feeling that will get under your
- 13:11player's skin in the best way possible.
- 13:16The sound of rain in Minecraft.
- 13:19The way the game goes silent for so long
- 13:22and then all of the sudden you're hit
- 13:25with this crescendo of music that
- 13:28somehow makes you feel more alone. The
- 13:32unmarked maps of Elden Ring fill you
- 13:34with wanderlust. The Poké Ball shaking
- 13:36back and forth fills you with tension.
- 13:39The chime of gems or the slurp of
- 13:41gathered Wumpa fruits pushes you forward
- 13:44and makes you hungry to progress. And
- 13:46when you gather all of these little
- 13:48aesthetically pleasing sounds and
- 13:50visuals, you get something like mixtape.
- 13:54The music, graphics, and even the choice
- 13:57of menu screens in this game all scream
- 14:00nostalgia. There's so much character and
- 14:03personality to this game. Every single
- 14:06beat of its game design feeds into a
- 14:09single sensation. What does it feel like
- 14:13to exist in this game? Flicking through
- 14:16Public Access's rulebook, I get the
- 14:18exact same sensation. This analog horror
- 14:21or PG does not waste a single inch of
- 14:24real estate on anything that doesn't
- 14:26concentrate on its immersion. How are
- 14:29you immersing people in your game?
- 14:31>> [music]
- 14:32>> And how does your resolution mechanics
- 14:34or progression system immerse people?
- 14:36Here's a really weird one, but let's
- 14:38look at RollerCoaster Tycoon or like any
- 14:41other city builder out there for that
- 14:43matter. [music] When you start a new
- 14:45game, you're thrown into this silent
- 14:48void, eerie and endless, but filled with
- 14:52possibility. And as you add additional
- 14:55rides to your theme park, you'll notice
- 14:57something start to change. [music]
- 14:59The sound, the sound of small screams
- 15:02and laughter. Or as you build cities,
- 15:04possibly the sound of sirens or traffic
- 15:07all start to fill the space. In these
- 15:09games, your progression is not depicted
- 15:12with experience bars or achievements,
- 15:15but with the orchestra of sound. But
- 15:18there are other aesthetically pleasing
- 15:20ways to depict progression in games too.
- 15:23Vee, from my wife as the MC, often says
- 15:26that the real end game of Monster Hunter
- 15:28is character customization. When you
- 15:31finally unlocked all of the dyes and
- 15:33ways to modify your armor, you know that
- 15:35you're in the end game. And now you live
- 15:38for those visual ways to alter your
- 15:40character and express yourself. But
- 15:42throughout your entire Monster Hunter
- 15:44journey, you're constantly changing as
- 15:47you slay each creature and forge their
- 15:50remains into new weapons and armor. Each
- 15:52piece of gear a trophy and a symbol of
- 15:55your journey and progression. It's
- 15:57funny, TTRPGs are these unbridled
- 16:00creative spaces where you can kind of
- 16:02have your character look however you
- 16:04want. And yet, maybe even because of
- 16:07this, there's actually very little
- 16:09visual customization options open to you
- 16:12as you progress in games like these.
- 16:14Items like the dyes for your armor in
- 16:17Runescape or the plethora of weapons you
- 16:19can choose from in games like
- 16:21Borderlands. Most of the time, the items
- 16:24that we get in TTRPGs are the ones
- 16:26gifted to us by our GMs. And even then,
- 16:29we're not typically given all that many
- 16:32toys to play with. Or in most cases,
- 16:34it's pretty obvious which weapon is
- 16:37better than the other. And so it only
- 16:39makes sense to wield that one for all
- 16:41situations. I know it's a bit of a side
- 16:43tangent, but I do think that we need to
- 16:45be spoiled more with items in TTRPGs and
- 16:49have more visual customization options
- 16:52open up to us as we progress in our
- 16:54games. In my TTRPG, every time you gain
- 16:58a new power on the skill tree, it
- 17:00changes you just a little bit because
- 17:02the whole premise of my game is about
- 17:04how you slowly become these little
- 17:06freaks and steadily start to resemble
- 17:08the monsters you fight more and more
- 17:10[music] with each level up. How can your
- 17:12game award more options to visually
- 17:15change up their characters so they can
- 17:17better express their identities and how
- 17:19they've evolved throughout their
- 17:21adventures. Maybe it's as simple as just
- 17:23giving them more items than they need,
- 17:25so they can create little loadouts for
- 17:27themselves for different situations. And
- 17:30while you're at it, ask yourself, "How
- 17:32can I give out more useless gear?"
- 17:35There's something to be said about
- 17:37having useless items in your games. In
- 17:40Fallout, I find myself constantly
- 17:43hoarding so much crap because I never
- 17:46know what's going to be useful in the
- 17:48future. I think a lot of games today
- 17:51feel like they need to make everything
- 17:53feel useful. But by adding uselessness
- 17:56to items in your game, you make your
- 17:58world feel real. Think of how much crap
- 18:02is in your desk drawer right now, or how
- 18:05many yard sales are being held every day
- 18:08filled with crap that people want to get
- 18:10rid of, but also filled with so much
- 18:13potential. The beauty of having a bunch
- 18:16of useless things in the likes of a
- 18:18teacher RPG is that players will find a
- 18:20way to make it useful because they have
- 18:23that freedom of limitless creativity in
- 18:26a tabletop role-playing game. You don't
- 18:29have the restrictions of code limiting
- 18:32your creative solutions. Another common
- 18:34thing that I see in games now, like in
- 18:36Dragon Age Veilguard, for example, is
- 18:38that you have a bunch of useless items,
- 18:41but they're all just lumped together as
- 18:43things you can sell on mass. You just
- 18:46hit that sell button every time you see
- 18:47a merchant and never really think about
- 18:49them. And somehow, by simplifying junk
- 18:52in this way, it loses so much substance.
- 18:56>> [music]
- 18:56>> Now, all of a sudden, it doesn't really
- 18:58feel real. It's just this blue or green
- 19:01labeled thing in your inventory that's
- 19:03worth maybe a little more or little less
- 19:05money, but it no longer has an identity.
- 19:08It simply exists as a pile of coupons.
- 19:11And they did something very similar with
- 19:13gold, too, in later editions of Dragon
- 19:15Age. In Origins and also in Dragon Age
- 19:172, I believe, you'd have to earn 100
- 19:20copper pieces to gain one silver, and
- 19:23then earn 100 silver to make one gold.
- 19:27By the time you've earned that first
- 19:29gold coin, it not only felt earned, but
- 19:32you also now understood the weight
- 19:35[music] of its value in the world. But,
- 19:37in recent editions of games, they've
- 19:38removed this and just gone with gold
- 19:40coins for everything. And it makes
- 19:42sense. It certainly makes things easier,
- 19:45but what harm was it doing? Maybe it was
- 19:48taking up a bit of cognitive load for
- 19:50players, but each time you simplify
- 19:52parts of your game like this, you remove
- 19:55some of the texture from your world. Do
- 19:58this enough times, and your game will
- 20:00start to feel weightless. Nothing will
- 20:02have an impact as you have no immersion
- 20:05left to give. So, when deciding between
- 20:08simplification and complexity in your
- 20:11game, consider what you're losing and
- 20:13what you're gaining. Maybe you want the
- 20:15bottle caps of healing potions be
- 20:17[music] the currency of your game
- 20:19because it feels cool to have a pouch
- 20:21full of caps on your hip. But, now
- 20:23you've got to consider the potential of
- 20:25limiting healing potions in your games
- 20:27because you don't want to break the
- 20:28economy. Or maybe, as another example,
- 20:31you want this little annoying tune to
- 20:33play anytime a Pokémon's HP is low. It'd
- 20:36be pretty cool and make things feel
- 20:38pretty tense, but also be hella
- 20:42annoying. Or maybe you choose to remove
- 20:44the bzz bzz animation of poison slowly
- 20:48killing Pokémon with each step outside
- 20:50of battle because it was stressing kids
- 20:51out. But, now we don't know how close
- 20:54our Pokémon is to death, and so we're
- 20:55constantly opening up our inventory to
- 20:57check on them. And
- 20:59oh, let's just screw it. Let's remove it
- 21:00entirely. It's too much. It's a slippery
- 21:03slope. Now, you've completely lost that
- 21:05sense of tension entirely. All for the
- 21:08sake of what? For convenience? What have
- 21:10you lost and what have you gained? These
- 21:13are the questions you need to be asking
- 21:15yourself as a game designer with each
- 21:16choice you make. Because little cool
- 21:18features and complexities like these can
- 21:20really add to the overall experience,
- 21:23but too many can make it feel sluggish.
- 21:25This is especially true if these new
- 21:28add-ons don't add to the overall
- 21:30experience that you're looking to
- 21:32instill into your game. So, again, ask
- 21:34yourself how do you want people to feel
- 21:37when they play your game? What games
- 21:40have you played that made you feel
- 21:42something and how did they achieve that?
- 21:45Ask yourself, how did they achieve that?
- 21:48Really look into it and explore what
- 21:51those games meant to you, what they were
- 21:53doing to your psychology. How did they
- 21:55immerse you and leave you daydreaming
- 21:57about the game long after it ended? But
- 22:00also, why did you [music] pick up the
- 22:02game in the first place and why did you
- 22:04stick with it? I guarantee you a large
- 22:06part of that was because it was easy to
- 22:09imagine what the experience was going to
- 22:11be like before you even played it. And
- 22:13then when you did play it, it lived up
- 22:16to those expectations. And maybe it
- 22:18started to surprise you later on, but it
- 22:21utilized familiarity before that. And
- 22:24that's a final piece of advice I want to
- 22:26leave with you. You can make your game
- 22:28as weird and as wonderful as you like,
- 22:31but I think you need to have some level
- 22:34of familiarity to it. At least at an
- 22:36introductory level that makes your
- 22:38players go, "Oh, hey, I know this
- 22:40thing." Make them feel comfortable. Show
- 22:43them something familiar, something they
- 22:45understand, so that you can subvert it
- 22:48later and leave them amazed.
- 22:52But simply going through those motions
- 22:53isn't going to be enough. You need to
- 22:55marinate it in this cohesive aesthetic
- 22:57that gets under their skin. Something
- 22:59that scratches [music] their
- 23:01subconscious on a deeper level and has
- 23:03them coming back for more. Thank you so
- 23:06much for watching, folks. And if you
- 23:07like the sound of the game that I was
- 23:08talking about that I'm designing, you
- 23:10can check out any of these videos here
- 23:11on screen. And if you want to support
- 23:13its development as well as gaining
- 23:15access to its alpha and tons of other
- 23:17creations I've made for D&D and this
- 23:19game and many other things, you can do
- 23:21so over my Patreon. And I just want to
- 23:23give a very big thank you to all of my
- 23:26patrons, especially all of you who
- 23:28continued to support me during the month
- 23:29of September while I was away. Thank you
- 23:31so much to my hero goblins, Bridge on
- 23:33the Lake, Tom WDW, Binary Kitten, and
- 23:36Sam Lake. And to all my giga chads, my
- 23:39fancy goblins, and pajama goblins. And
- 23:41thank you so much for watching this
- 23:43video, for getting right to the end. Uh
- 23:45please do subscribe and hit that all
- 23:47bell uh drop-down so you don't miss my
- 23:49next video. I'm planning on releasing
- 23:51maybe one big whopper video like this
- 23:54each month now instead of the more
- 23:56regular smaller videos that I was doing.
- 23:59I just want to see if that process works
- 24:01for me and if you all like that kind of
- 24:03thing. But for now, thank you again so
- 24:06so much. I love you all. Have a great
- 24:08day. Bye-bye.
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