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#my one published game doesn’t adhere very well to this part of my philosophy
rottenshotgungames · 4 months
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I want to start talking about my personal game design philosophy
Stop Saying “No”
Let’s be honest here, you’ve written a hard limit into at least one of your games. We all have, I certainly have. It’s one of those simple yet effective pieces of tech (one that’s existed since the dawn of games) that can be introduced to bring an option in line with some other option, or to prevent a scaling into eternity, or some other third thing. Maybe skills have maximums, or you can only use a certain number of consumables in a combat, or an item can only be activated every other scene or round. Whatever it is, you’ve written into your game a rule that tells the players, “No. You cannot do this thing.”
I think we overuse hard limits. My goal is to convince you that hard limits, that the “No” you’ve introduced into your rules, is the game design equivalent of junk food: easy to use and bad in large quantities.
My argument boils down to two simple points:
Hard limits are frustrating and boring
Hard limits limit your design
In addition, I will be detailing three alternatives to hard limits:
Costs
Consequences
Balance
Hard vs. Soft
Before we begin, I want to clarify the difference between a hard limit and a soft limit:
A hard limit can generally be defined as, "A rule which expressly forbids or otherwise disallows something, either in a given circumstance or in general."
A soft limit, in contrast, can generally be defined as, "A rule which disincentivizes or otherwise indirectly limits something."
Alright, on with the show.
Hard Limits are Frustrating and Boring
This is what I like to call the, “What do you mean I can’t use my telekinesis to disarm that guy??? That’s fucking stupid!” Put simply, people like using their toys, and people dislike being told they can’t use their toys for whatever reason. Even if you haven’t had as vitriolic of a reaction as the one described earlier, I’m more than positive you’ve felt this way toward some rule in an RPG at some point. Even if a hard limitation is completely reasonable, it can still be frustrating to encounter; I understand why I can’t raise my Skill levels above my character level in Pathfinder, but it was still annoying and saddening the first time I heard it.
There’s this tweet from a while back, in which one Mr. Joshy McCroo (@riseupcomus) argues that any hard CC that fully prevents you from taking actions is inherently poor design as it does nothing but frustrate the person that it’s used on. This is the very same concept, and for the very same reason: it’s just not fun.
The fundamental reason for the frustration caused by hard limits is that they restrict player choice. When you introduce a hard “no,” you often remove an opportunity to create interesting decisions, and decisions are the foundation of play. Boredom with a system or a situation is spawned by a lack of choice, by a necessity to perform the same action over and over or an inability to do anything. When you give players a variety of tools that can each be used consistently—particularly in tactical games—they will use those tools in interesting, creative, and fun ways; if you restrict those tools, restrict the freedom to use those tools as desired, boredom and frustration can set in quickly.
Hard Limits Limit Your Design
This point is less objective and far more experiential / personal. This isn’t meant to demean opposing views or differing design philosophies.
As stated earlier, hard limits are simple, effective, and easy to use. If you come up against a design wall, such as an option being too powerful or players over-centralizing, it can be easy to just institute a rule that says “You can’t use this constantly,” or “You can only have this many Gizmos™️,” but doing so will often deprive you of an opportunity to innovate or otherwise improve your design sense.
For me, learning design was a serious process of Example and Trial. I’d use reference points (such as RPGs or Video Games that I really liked) to guide me through tough decisions, and when I didn’t have that guide I’d just write and revise until something fit. Eventually, I realized that growing as a designer and developing my own philosophy meant expanding beyond (even if ever-so-slightly) my influences, and the balance shifted from Example(60)/Trial(40) to Example(30)/Trial(70). For me, the fun of design is coming up against these kinds of issues and seeing if I can develop a novel approach or take a stale approach and spice it up, and I feel myself getting better every time I try.
Hard limits are easy to use and generally (relatively) easy to implement, as such they offer less opportunity for growth.
Some alternatives to hard limits, and why you might consider using them:
Costs
Two prevalent examples of costs are weapon ammunition and (≥2) times per Scene/Combat/Rest/Day abilities (both of these can be found in D&D 3e onward and many of its derivatives).
A cost is basically just a hard limit that's been a few steps removed, but those few steps manage to turn it into a soft limit of sorts. Costs fundamentally take a hard "No" and turn it into a "Yes, but . . ."
This is probably the easiest alternative to implement, which explains why it's kinda found everywhere. Even spell slots in the Dragon Game are a form of cost limitation. It's also just a generally strong solution, usually removing a significant amount of frustration and adding opportunities for resource management gameplay. However, if not implemented with care or consideration for surrounding options, you could end up with people carrying over 500 arrows at any given time or once more falling into a set rotation of combat abilities that they perform round-to-round (thereby negating the boredom fix).
Consequences
This is my personal favorite alternative.
A consequence, like a cost, is a "Yes, but" that disincentivizes an option or changes how a player thinks about using that option. There are two major differences between a cost and a consequence:
Costs are always negative in nature (you are spending something as part of doing something), consequences can be but aren't necessarily negative.
Costs always lead to a state that acts as a hard limit (once the resource is empty, you cannot do the thing), consequences do not directly involve a hard limit.
Two prevalent examples of consequences are taking damage for doing something (such as the Stress generated by Blades in The Dark's flashback mechanic) and gaining / losing affinity with a person or faction (a la Over War: The Night Comes Down).
The primary benefit of implementing a consequence is the interconnection with other mechanics. Costs are relatively self contained—usually only branching out to a currency mechanic, a weight mechanic, or a leveling mechanic at the very most—because the threat of a hard limit somewhere down the line is often enough to change how players approach a specific mechanic or situation on its own; consequences, on the other hand, necessitate an understanding of and interaction with other mechanics in the system because they literally cannot exist without them. If using a specific ability is going to give you a status condition—for example—that status condition inherently affects other mechanics and how you interact with them as well, changing how you think about that ability and its place in your toolset pretty substantially.
As an example, there's a Priest ability in Hollow Halls (my fantasy dungeon crawler) entitled Glimpse The Plan. Glimpse The Plan doubles the user's Believe proficiency (stat used for casting Parable spells), but also afflicts them with the Blind and Afraid statuses (which are both pretty bad). The Priest playtester quickly realized that if he was Afraid all of the time, then he effectively eliminated half of the consequences—and wouldn't ya know it, there's an option to become permanently Afraid at character creation to increase your health.
All of that being said (and my favoritism clearly on display), consequences can suffer from a difficulty of implementation. Some consequences, particularly the taking of damage, are really easy to throw about haphazardly and thereby suffer from the same "limitation of design" problem that hard limits do; but escaping those, adding consequences that are unique and create interesting choices, takes time and care and an awareness of how certain mechanics can and do interact. Even the easier-to-implement consequences can often take a few tries to fine-tune.
Balance
This is simultaneously the simplest and most complicated alternative. To balance something here means to compare an option to other surrounding options, weigh the value of each, and slowly tweak numbers until they're all in line with each other. Generally speaking, the easiest way to do this is to craft an option as a baseline and balance everything else around that option, but there are times where you'll create a more powerful ability that you don't want to change, thereby causing it to become the new baseline and so on and so forth.
This alternative involves a lot of trial and error, a lot of guesswork, a lot of testing, and a willingness to add, remove, and change elements of any given option. It’s time consuming, stressful, and incredibly rewarding. I don’t recommend going pure nitty-gritty numbers-hound in every situation, or even in every game, but—if used properly—this option can create an incredibly healthy and interesting environment of options.
The primary strength of numbers balancing is that you'll probably be doing it at least a little bit anyways. Unless you're part of the "balance is for pussies" crowd, some amount of balance work will be done on every option you introduce into the game. This is kinda just, y'know, the logical extreme of that process.
All three listed alternatives can be used with each other, even on a single mechanic.
Conclusion
I do not think that hard limits are inherently bad. I really need to make it clear that I DO NOT think that you should never use them (as much as that may be suggested by the title of this post). Sometimes you'll be on a serious time crunch, or you won't be able to come up with a suitable alternative, or it's the most thematically or mechanically sound option, so on and so forth. There are instances in which it will be appropriate, or even preferable, to use a hard limit—but that doesn’t make an over-reliance upon them any better for you or the people playing your game.
Honestly, what I want people to take away from this post is very simple: every design decision matters. Even seemingly inconsequential choices with limited impact can have profound effects on an important moment for some of your players, and as such are worth considering carefully.
Self-Promo
Hey, I'm Gio. I run Rotten Shotgun games. If you wanna support me, or keep up to date on my work, you can find me on Itch.io at https://rotten-shotgun-games.itch.io/
Otherwise, I hope y'all have a great night and a great day!
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thefairystales · 7 years
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Mashima Hiro long interview translation (part 2)
This long interview with Mashima Hiro is published in Magazine Pocket. The interview was carried out right after the storyboard for the final chapter was completed. The interviewer was Hashimoto, who had previously served as Mashima-sensei’s editor for 2.5 years. Mashima-sensei’s current editor was also present at the interview, and the responses labeled with “editor” are from him.
The interview is really long, and I have broken it up into 3 parts. Part 1 has been posted here, and part 3 will come later.
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Translated by thefairystales | DO NOT EDIT OR REMOVE SOURCE Please credit by linking back when using. (usage rules)
On Erza
What about Erza?
She’s someone who does things without considering any objections to it. I had originally intended for Gray and Erza to be series characters. However, they both grew in popularity and became regulars. For this reason, Erza gives the impression of being a character who is raised by the readers. She grows together with them.
She’s strong.
“Strong” comes to mind when speaking of Erza. In a sense, she’s a character that symbolizes what I picture as “strength”. That might be her greatest identity. There were various reactions from the fans because of that. There are people who think “I never want to see Erza losing!” as well as those who think “Erza is too strong. She should lose occasionally.”
She also has a feminine side.
She likes sweet things and cute clothes, and I personally feel that this side of her is charming.
Do you have a profoundly memorable episode involving Erza?
“Pandemonium” in the Grand Magic Games. It was one of the occasions where I depicted Erza’s strength extremely prominently, and it’s a favorite of mine. It also received a lot of comments from the readers. Erza also has a side where she’s a “big sister” character, and I’ve liked this type of character since a long time ago.
It’s the first time I’m hearing about this.
I’ve always longed to have an older sister since I was a child. That’s why I’m motivated when it comes to drawing characters like that. Haru from RAVE has an elder sister for the same reason.
On Wendy
I’d like to ask about other characters, but there are too many... If you had to name another character who is strong, who would that be?
Wendy. There had never been such a small and cute warrior that appeared in my manga until her. I thought that she was so so cute when I looked at her after I had finished my drawing. (laugh) She became a character that I grew to love even though I was the one who drew her.
Her character setting is one that seems difficult to handle in a battle manga.
She might have become a minor character if she hadn’t been set up to be a dragon slayer. I had originally planned for the female dragon slayer to be a little older. However, when I came up with Wendy, I felt that I had to use her in the manga and I drew her resolutely. The result was good.
What’s your memorable scene of Wendy?
The part where her dragon force awakens towards the end of her battle with Ezel. I drew everything that I wanted to, including her relationship with Carla. I also managed to make the readers wonder if she would die. However, I decided that she would not die, and I didn’t want to confuse the readers, and thus i forcibly added the scene where Mest saved the both of them.
On his conviction
There are various opinions about Wendy getting injured.
I believe there are people who reject the idea of her being injured since she’s a little girl. My editor at that time also said "isn’t this overdoing it”. However, Wendy is a warrior and not an existence that must be protected. A warrior has to fight, and getting injured is something to be expected if you fight.
You said that during our meeting.
I drew Wendy as a comrade who fights together with the others. Even though she’s a little girl, as a fellow comrade, it would be a lie if she doesn’t get hurt together with the others. It hurts me to do that, but it’s something that can’t be helped. It’s painful for me to see her getting hurt. But I feel that this is what it means to be a comrade.
It’s Mashima philosophy.
It’s nothing cool (laugh). There are countless of such minor things that are like “FT rules”. I can’t put it clearly in words, but there are rules that I decided I must adhere to when drawing FT. It’s something akin to the atmosphere.
That atmosphere was understood by your editors during your meeting with them.
I think it was conveyed to the editors to some extent, even though it might not have been everything.
There were several times when I felt “ah, this is the part which shows the conviction” while I was working on the storyboard [as an editor]. I did not understand this when I was a reader.
It’s because I have these rules that I was able to keep drawing. The manga could not have continued for such a long time if I were to tear down these rules and draw without any limits.
Wendy’s story is an example that’s easy to understand.
A rule that I can put into words properly is something rare. I believe that many other manga artists, and not just myself, have such an “atmosphere”. That’s why manga artists are troublesome people. We are awfully particular over things that other people view as inconsequential (laugh). You can say that our convictions can’t be wavered.
I think that should be the way.
On the fans
There are various fans for the various characters.
In manga, there are characters who have bitter experiences and those who face defeat at times. There have been many instances where the fans of these characters have gotten angry. They say things like “Why does Gray have to suffer!”.
Does it bother you?
I accept comments as a whole, but I avoid pondering over each comment individually. There are fans who don’t use social networking sites, and thus I can’t only read the comments from the people who use them. That applies to both positive comments as well as criticism.
Has the story been influenced by the fans’ voices?
I would like to say no, but I wonder. There might have been parts where I accepted their opinions even though I had not intended to. I don’t know.
Were there certain comments that you received especially frequently?
The fans were so excited over the coupling controversy that it surprised me. However, I had decided not to take fan opinions in this matter. I’m sorry about that, but I had already decided everything myself and finished drawing the manga in the manner that I had decided.
On popularity overseas
The foreign fans seem unusually lively.
I’ve heard that FT has been popular overseas since the beginning, and it’s something I’m thankful about. Because of this, I tried my best to reduce the amount of bad puns and wordplay in the manga, and also drew the speech balloons to be circular. So that it would be easy to translate.
Was it something you aimed for?
Certainly not! I’m still surprised even now. There have been times when I thought “it’s popular for this reason”, but I couldn’t analyze it. I can only say that I was lucky.
Do you feel that you are accepted overseas?
I have many overseas followers on Twitter, and I feel accepted there. There are also many wikis overseas, and they have diligently recorded minute details that even I myself might forget. Don’t tell anyone else about this, but I am very thankful for that (laugh).
You have the most Twitter followers among manga artists. You have over 1 million of them.
I’m really grateful. I opened my Twitter account when the manga was at the Grand Magic Games. The manga was unexpectedly popular back in its early days, and I received many comments saying that “it was really interesting!”. Being a simple person, my mood becomes good when someone say “this person isn’t bad”. (laugh)
(laugh)
I receive many messages from overseas fans, and I try to read them using translation software. I also tweet in English sometimes. Also, drawings are common to the world, and it seems that the fans are happy when I post many sketches.
That’s certainly the case.
(to be continued in part 3)
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"Golden Rules" for Living with Type 1 Diabetes
New Post has been published on http://type2diabetestreatment.net/diabetes-mellitus/golden-rules-for-living-with-type-1-diabetes/
"Golden Rules" for Living with Type 1 Diabetes
One of the best resources for learning about diabetes and connecting with other PWDs (people with diabetes) locally can be summed up in five letters: TCOYD.
That would be Taking Control of Your Diabetes, the national educational conference series founded by endocrinologist and longtime type 1 Dr. Steven Edelman in San Diego. He's not only a super-knowledgeable clinician and researcher, but a really funny, passionate guy who infuses these day-long seminars with energy and inspiration. Seriously, everything I need to know about diabetes I learned at TCOYD.
For the past dozen years, I've had the privilege of speaking at my local Santa Clara event, that brings in about 1,000 patients for a full day of talks, panels, activities, a product expo and a banquet lunch -- all at the affordable price tag of just $20 per person!
This year, I was honored to be on a very cool opening panel for the Type 1 Track led by another awesome accomplished endo + type 1, Dr. Jeremy Pettus (who shared his smarts on alcohol and diabetes with us here).
Our panel was titled, "Golden Rules for Type 1s: Tips for Living Well with Diabetes," and included Dr. Bruce Buckingham of Stanford, Dr. Christine Ferrara of UCSF, Adam Brown of diaTribe, and Yours Truly from the 'Mine.
I think the audience really appreciated that we weren't trying to act as if we had all the answers, but rather just talking turkey about the realities of the hour-by-hour challenges of T1D. I thought you all might enjoy hearing the answers I prepared for this session, which aren't exactly "golden rules" but my own personal best practices, such as they are...
TCOYD) Do you have an overarching philosophy with your approach to managing your diabetes?
Amy) Do just enough to stay in decent control while STAYING SANE.
Has this philosophy changed over time?
It’s only grown stronger. Not having regular meltdowns over diabetes issues is an ongoing effort.
What would you say is the most important thing that has made a difference in your type 1 life and helped you keep on track? Inner strength/approach? A healthcare provider? Family members? Your job?
The support of my family for sure, and to a large extent exercise -- which makes me feel good physically and psychologically.
I also think it's super important to connect with other PWDs for sanity checks (TCOYD is excellent for that!)
What therapy or equipment has made the biggest difference in your life (CGM, pump, rapid insulin)?
I would say the OmniPod tubeless pump and Dexcom CGM. I love being able to pump with no dangling cannula, and the CGM has been a huge game-changer in just being constantly aware of what's happening in my body. I've also been using Afrezza inhaled insulin for the past year and have found the biggest advantage of that is having less complexity with IOB (insulin on board).
As you know, injected insulin sticks around in your system for four hours, whereas Afrezza is in and out in 1.5 hours. That means way less chance of insulin stacking, going low during exercise, nighttime lows, and more.
How important, or not, has a healthcare provider been in your success?
From my POV, the priority is that your HCP does NOT annoy / judge / misunderstand you / dismiss your concerns. You need to be comfortable and feel respected with that person! I have been fortunate to find such a doctor, although I must admit I don't see her all that often.
When everything goes to shit, what is usually the reason? Travel? Life stress? Change in diet? And what do you do to get back on track?
Travel and lack of sleep are huge for me; they usually go hand-in-hand. For that, I do my best to eat as low-carb as possible and check often, plus correct often.
Laziness / procrastination are also big factors. There are lots of times when my pump is beeping that it's time for a pod change or my CGM is alarming high, and I just don't want to deal with it immediately. I don't want to have to drop what I'm doing. But the results are almost always bad. I chalk this one up to being human.
Finally, my period does wonky things to my BG levels that are hard to predict. For the Ladies reading this: am I right? Hormonal cycles have a strong effect on blood sugar, an issue that's not discussed or explored enough.
How do you deal with exercise? Does it help your BGs or make them worse?
It’s constant trial and error. I have some set Temp Basals that I use regularly for spin class, aerobics, kick boxing, hiking and other workouts, but they’re far from fool-proof. To me, the most important thing is not to have to eat a bunch of empty calories I’m not hungry for -- in other words, to avoid going low at all costs, which often means I end up high after exercise and have to spend several hours at least chasing those highs. Come to think of it, I could use some improvement in this area.
What's your approach to food? Do you eat whatever the hell you want and just bolus for it, or do you avoid certain foods? Do you have any additional dietary restrictions?
I’m also gluten-intolerant, which is a pain in the rear, but it helps keep me very low-carb. I try to eat as low-carb as possible without making myself miserable -- meaning I try to do "just a taste" of the carby foods I desire most (which for me is mainly tortilla chips and granola bars).
Overall, I just eat a lot of protein and veggies, mostly salads. Thank God I actually like kale 🙂
How involved, or not, is your significant other in your diabetes? Do you want them more or less involved? If you could tell them one thing to change, what would that be?
My partner is very supportive, but not at all involved in the daily nitty-gritty. That's usually how I like it.
If I could change one thing, I guess I wish that instead of peering over my shoulder every once in a while to ask something like, "175, wow isn't that kind of high?," he would periodically ask a broader question, like, “Hey, how’s it going with your diabetes?” and then just listen to whatever I feel like sharing -- without necessarily trying to "fix it."
What do you LOVE to eat when you are low?
Raisins! I loved to eat lots of dried fruit before I got diagnosed, and had a hard time giving that up. Now I buy copious amounts of those little red snack boxes of raisins. Did you know the mini-boxes come in chocolate-covered and yogurt-covered varieties now too? Yum!
I stash them in my car, purse, nightstand, kitchen, suitcase, etc.
I stock up so much that one day when I had a bunch of six-packs piled in the backseat of my car, I picked up my daughter and her little friend asked, "Does your mom sell raisins?!"
Tell us a time that you have used type 1 to your advantage?
This is a hard one to admit, but I've definitely used it to get to the front of a buffet line. When I get really hungry, it feels like a low, even if my BG isn't dipping too badly. If you tell people you have type 1 diabetes and need to eat now, they're usually accommodating.
I've also had my doctor write me a letter to avoid jury duty. She actually encouraged me to get out of it if possible, because it really is tough if you get stuck there for weeks on end -- in terms of being able to eat right, exercise, etc. (Before you get judgy, know that many PWDs have gone this route.)
What does "being in control" mean to you? Is it an A1C? No hypos? Time in range?
I would say an A1C of 7.4 or less WITHOUT FREQUENT HYPOS.
My good friend Dr. Richard Jackson of Joslin Diabetes Center always encouraged me to think of "good control" this way -- not as pressure for ever-lower A1Cs, but maintaining a decent level without frequent lows, which shows that you are actually staying "in range" most of the time.
Tell us about your approach to complications. If you have them, how do you deal with them? If you don't, how often do they enter your mind?
I don’t have any yet, knock on wood! But I do think about them often – especially for eyes and feet, which are my “weak spots.” Gotta get those screenings regularly!
Give us a parting piece of advice to others on how to make life with type 1 better?
I’d return to my overarching philosophy: “Do just enough to stay in decent control while STAYING SANE.”
Sanity in this case means allowing yourself slip-ups, and taking time for family, friends and activities you enjoy (and occasional food splurges) WITHOUT FEELINGS OF GUILT.
So Dear Readers, got any "golden rules" of your own to share?
Disclaimer: Content created by the Diabetes Mine team. For more details click here.
Disclaimer
This content is created for Diabetes Mine, a consumer health blog focused on the diabetes community. The content is not medically reviewed and doesn't adhere to Healthline's editorial guidelines. For more information about Healthline's partnership with Diabetes Mine, please click here.
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