Challenge Vs. Punishment
One of the fundamental components of an engaging game (card, board, electronic, party, etc.) is that there is some degree of difficulty between starting the game and arriving at the success state, whatever that may be. While this can be applied to games of all lengths and depths, the bottom line is that a player that goes unchallenged for too long is going to get bored. It's one of the amazing properties we possess as living creatures; we need to go face to face with our environment in SOME way or else we start feeling numb.
The geniuses that developed the first arcade games realized that tapping into this evolutionary compulsion was the perfect business model. They realized that by engaging players hard enough with a game they must pay to play, then they will happily pay to play...over and over again. This is why coin-operated games were often times so difficult yet so successful; they managed to find the sweet spot between compelling and punishing. The problem here is that a lot of us game designers who grew up playing those games still think that challenge must be appropriated in those archaic ways. But times have changed. Different kinds people are playing different kinds of games and expectations have mutated, for better or worse.
Now I want to talk about Super Meat Boy for a quick second. Edmund McMillen (one of the two developers of the game) wrote an awesome post on the Team Meat blog about challenge in games and he broke it down into a really straightforward formula; (% chance the player will die) x (Penalty for dying) = Difficulty. This formula is basically addressing the player concern of "How often will I fail and how much and I going to be punished for it?" Super Meat Boy answers this question in a very distinct way - you die very often and are punished very little. This was a conscious decision on the part of Team Meat and they have specifically constructed all of their levels around this equation.
So what does this have to do with Aztez? It has to do with the fact that we are also going to answer this question in a very distinct way; by making it very difficult to die in addition to punishing you very little when you do. Of course this seems to introduce the problem of having too little challenge, and I absolutely agree that the danger is there. So my perceived solution to this potential problem is to alter the nature of the challenge itself and design accordingly. Instead of challenging the player to not die, Aztez will challenge the player to perform very well (phase 1 of the game). Games like Tony Hawk Pro Skater and Off-Road Velociraptor Safari have done this to great effect; the onus is on the player to accumulate high scores in creative ways as opposed to avoiding a death state. The only problem with those types of games is they are timed and you are restricted to experiencing the game in specific difficulty levels in specific amounts of time. I believe there is a way to circumvent these traditional restrictions and still create an engaging game.
How are we going to do this? Don't know yet! But I'll tell you this much - I'm asking the following questions: What if the player had control over the difficulty of the game on a moment-to-moment basis? What if the player could end the current gameplay segment whenever they wanted? What if the player was rewarded for taking creative risks by having their punishment states delayed, or even eliminated? Help me out here, gamers!


June 30th, 2010 - 13:08
Hi Ben,
Considering the nature of Aztec warfare, the creative risk could perhaps revolve around not killing opponents – after all, an Aztec warrior was motivated by taking live captives for later sacrifice. Dead enemies served no purpose to the individual warrior; progression through the ranks of Aztec warrior societies (commoner to Eagle/Jaguar warrior to Otontin and then elite Cuahchicqueh) was achieved by the capture of enemy warriors (I know that you know this already!)
Perhaps this could be an element of the game – a twist on the beat-em-up. Killing is not so hard, but taking live captives is tough and more risky. If the primary weapon is a macuahuitl, for example, then a more complicated move is required in order to use the blunt bludgeoning point of this leathal bladed weapon.
Dying does not need to be the principal threat in the game (Aztec warriors were not particularly afraid to die). Social promotion and demotion could serve as the reward/punishment in the game as the warrior tries to rise through the Aztec elite societies.
Sorry, I’m not a major gamer so I may have missed the point (a! Your blog is intriguing – I’m the Latin American History feature writer for Suite101.com and I write about the Aztec military amongst other things. I’ll follow the game’s development – I’m always interested to see how the Aztecs are portrayed in games (Total War, Age of Empires, Civilization etc). Aztez sounds like quite a different perspective!
Cheers.
July 25th, 2010 - 14:32
Hey Tony! Thanks so much for throwing your thoughts into the mix, I really appreciate it and it’s always cool to meet other Aztec buffs.
So the major idea of the character that you play as (which hasn’t been elaborated on yet) is that he is a concept warrior, so to speak. A small group of very subversive priests at Tenochtitlan created this warrior by taking a promising young combatant and indoctrinating him in such a way that he suppresses his traditional military training in favor of a more direct and deadly approach. They become far less concerned with capture and become focused on killing. While this flies in the face of Aztec culture, it serves a purpose; to give the priests a tool they need to get things done. To stop riots, subjugate potential tributaries, mercilessly stop outbreak, perform an assassination, and so forth. It’s a very controversial idea amongst the Mexica Tenochca’s administration, but no one can argue with the results. The beauty of the idea is that when one of these young Aztez warrior dies (which he most likely will) he is simply replaced with another promising young warrior. This essentially creates a warrior that is not only very frightening, but does not appear to die and can also appear in multiple places at once.
But that’s not to say there will be no sacrifice! One of the important mechanics of the combat in the game will be the ability to perform a high-risk move on a weakened enemy that will result in a high-speed ritual sacrifice that the player will be greatly rewarded for performing. The key skill area will be balancing killing (less difficult but less rewarding) with sacrifice (more difficult but more rewarding) in the heat of combat, where there very well could be a whole lot of enemies surrounding you.
Thanks so much, again! Hope you come back.