{"id":121675,"date":"2020-12-04T14:29:00","date_gmt":"2020-12-04T14:29:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/374769"},"modified":"2020-12-04T14:29:00","modified_gmt":"2020-12-04T14:29:00","slug":"blog-understanding-pain-points-in-game-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/12\/04\/blog-understanding-pain-points-in-game-design\/","title":{"rendered":"Blog: Understanding pain points in game design"},"content":{"rendered":"<p> <!-- Google Tag Manager --> <!-- End Google Tag Manager --> &lt;!&#8211;  &#8211;&gt;  <title>Gamasutra: Josh Bycer&#8217;s Blog &#8211; Understanding Pain Points in Game Design<\/title>   <!--[if lt IE 9]&gt; <a href=\"http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js\">http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js<\/a> &lt;![endif]--> <!-- CSS -->                    <!-- link href=\"https:\/\/twimgs.com\/gamasutra\/css\/minified.css\" rel=\"stylesheet\" type=\"text\/css\" \/ -->    <!-- Mobile Specific Metas -->  <!-- Start Visual Website Optimizer Asynchronous Code --> <!-- End Visual Website Optimizer Asynchronous Code --> <!-- Start HeatMap.me Code --> <!-- End HeatMap.me Code --> <!-- Start: GPT Sync --> <!-- End: GPT -->    <!-- Eloqua tracking code --> <!-- End Eloqua tracking code -->  <!-- Google Tag Manager (noscript) -->  <!-- End Google Tag Manager (noscript) --> <!--Cookie banner code starts here --> <!--Cookie banner code ends here --> <!-- Informa Branding code goes here--> <\/p>\n<div id=\"iribbon-container\" class=\"content-body-wrapper\"> <button id=\"iribbon-title\" title=\"show\/hide\" class=\"inactive\">Informa<\/button> <\/p>\n<div id=\"iribbon-detail\" class=\"ribbon-hide\">\n<div id=\"iribbon-left\">\n<p>Gamasutra is part of the Informa Tech Division of Informa PLC<\/p>\n<\/p><\/div>\n<div id=\"iribbon-right\">\n<p>This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. 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Number 8860726.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<p> <!-- Informa Branding code goes here--> <!-- Beginning Sync AdSlot 19 for Ad unit Gamasutra\/\/consolepc ### size: [[2,2]] --> <!-- End AdSlot 19 --> <!-- Beginning Sync AdSlot 20 for Ad unit Gamasutra\/\/consolepc ### size: [[7,7]] --> <!-- End AdSlot 20 --> <\/p>\n<div class=\"container\">\n<div id=\"container-main\" class=\"content-body-wrapper\"> <!-- Google Prestitial Ads start here--> <!-- Google Prestitial Ads end here--> <\/p>\n<div class=\"container bottom3\">\n<div class=\"span-7\"> <a href=\"https:\/\/www.gamasutra.com\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design.png\" alt=\"Gamasutra: The Art &amp; Business of Making Games\" width=\"243\" height=\"77\" border=\"0\"><\/a><img decoding=\"async\" alt=\"spacer\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design.gif\" width=\"27\"> <\/div>\n<\/p><\/div>\n<div class=\"span-20\"> <!--end show phone--> <!--end showphone--> <!--end nav--> <\/p>\n<div class=\"span-20 last content_bg\">\n<div class=\"hide-phone\">\n<div class=\"span-4\">\n<div class=\"content_box_left\">\n<div class=\"leftcol\"> <!--member login--> <!--end memberlogin--> <!--begin social icons--> <!--begin social icons--> <!--end social icons--> <!--end social icons--> <!--begin page numbers--> <!--end page numbers--> <!--begin leftnav--> <!--end leftnav--> <!-- Beginning Sync AdSlot 3 for Ad unit Gamasutra\/\/consolepc ### size: [[164,59]] --> <!-- End AdSlot 3 --> <!-- Beginning Sync AdSlot 4 for Ad unit Gamasutra\/\/consolepc ### size: [[164,59]] --> <!-- End AdSlot 4 --> <!-- Beginning Sync AdSlot 5 for Ad unit Gamasutra\/\/consolepc ### size: [[164,409]] --> <!-- End AdSlot 5 --> <!-- Beginning Sync AdSlot 9 for Ad unit Gamasutra\/\/consolepc ### size: [[164,177]] --> <!-- End AdSlot 9 --> <!-- Beginning Sync AdSlot 11 for Ad unit Gamasutra\/\/consolepc ### size: [[164,177]] --> <!-- End AdSlot 11 --> <!-- begin event tickers --> <!-- end event tickers --> <!--begin jobs--> <!--end jobs--> <!--begin blogs--> <!--end blogs--> <!--begin press releases--> <!--end press releases--> <!--begin calendar--> &lt;!&#8211; <\/p>\n<div class=\"header\"><img decoding=\"async\" alt=\"arrow\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-1.png\" width=\"22px\" height=\"20px\" \/><a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\">Calendar<\/a><\/div>\n<div class=\"leftnav bottom2\"> <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar.php\"><strong>View All<\/strong><\/a> &nbsp;&nbsp;&nbsp; <a href=\"http:\/\/www.gamasutra.com\/calendar\/calendar_submit.php\"><strong>Submit Event<\/strong><\/a> <\/p>\n<hr>\n<ul> <\/ul>\n<\/div>\n<p> &#8211;&gt; <!--end calendar--> <!--begin about--> <\/p>\n<div class=\"bottom2\"> <a href=\"https:\/\/www.gamasutra.com\/advertise\"> <img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design.jpg\" alt=\"Sponsor\" border=\"0\" class=\"whiteTop\" width=\"177px\" height=\"60px\"> <\/a>\n<\/div>\n<p> <!--end about--> <!--begin network--> <\/p>\n<div class=\"leftnav_network bottom2\"> If you enjoy reading this site, you might also want to check out these UBM Tech sites: <\/p>\n<hr>\n<hr>\n<p> <br class=\"clear\">\n<\/div>\n<p> <!--end network--> <!--begin store--> <!--end store--> <\/div>\n<p><!--end leftcol--> <\/div>\n<\/div><\/div>\n<div class=\"span-16 last\">\n<div class=\"content_box_middle\"> <!-- InstanceBeginEditable name=\"BodyContent\" --> <\/p>\n<div class=\"page_item\">\n<div><a name=\"twitter_share\" href=\"http:\/\/twitter.com?status=RT @gamasutra: Understanding Pain Points in Game Design http:\/\/www.gamasutra.com\/blogs\/JoshBycer\/20201203\/374630\/\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-1.gif\" alt=\"Share on Twitter\" border=\"0\" height=\"20\"><\/a>  <span id=\"edit_post_link\"><\/span>&nbsp;&nbsp; <a href=\"https:\/\/www.gamasutra.com\/blogs\/rss\/\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-2.gif\" width=\"15\" height=\"15\" border=\"0\" alt=\"RSS\"><\/a> <\/div>\n<hr>\n<div class=\"item_body mobile_image_transform\"> <strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<figure><img loading=\"lazy\" decoding=\"async\" data-height=\"900\" data-image-id=\"0*D8RqK5ltxf9XzaTK.jpg\" data-width=\"1600\" height=\"309\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-1.jpg\" width=\"550\"><\/figure>\n<p>An often-overlooked issue when it comes to the quality of a videogame are pain points\u2014aspects that make a game frustrating to play. Like a skip in a record, these moments can at best take the player out of the moment, and at worse, ruin the game for them. We are going to talk about how consumers respond to pain points, and why if you send me your videogame, it damn well better include an audio slider and control rebindings.<\/p>\n<h2>Defining Pain<\/h2>\n<p>The concept of spotting pain points in videogames is not something that is often talked about among consumers and reviewers. What we are referring to are elements in a videogame that either break the illusion of the experience or make the game worse to play.<\/p>\n<p>What makes this tricky to spot is that it is rare to see egregious examples, like having a game with a literal unbeatable section. Most pain points are small, and depending on the person, they may gloss over them. To put it another way, it is like someone who has their favorite car they have had all their life, and the windshield wipers do not work right. \u201cYou just learn to live with it,\u201d is a phrase often uttered when it comes to pain points.<\/p>\n<p>For harden fans of popular genres, they have completely internalized any pain points as just the learning curve of the title. For them, it cannot be that the game has a problem, <em>it is just outsiders not understanding it<\/em>. This is often why many pain points in titles tend to center around the new player\u2019s experience and onboarding. Another term often used is \u201cgamer tax\u201d that someone must pay before they can fully enjoy a game. <a data-href=\"https:\/\/game-wisdom.com\/critical\/everyone-gets-wrong-souls-like\" href=\"https:\/\/game-wisdom.com\/critical\/everyone-gets-wrong-souls-like\" rel=\"noopener noreferrer\" target=\"_blank\">In my previous post about soulslike design<\/a>, I talked about the fine line between challenge and frustration in titles.<\/p>\n<p>One surefire way to distinguish the two is that frustration is often caused by a pain point while challenge is not. When you have played as many games as I have, you tend to start to see patterns in terms of pain points that developers miss, and that brings up an important point about someone\u2019s limit.<\/p>\n<h2>User Tolerance<\/h2>\n<p>On our weekly live show on game dev topics, my cohost Sharky came up with a brilliant way to describe this phenomenon for a consumer by making pain points a literal measure. Everyone has a tolerance level to frustration when it comes to a game, and each time they run into something that would be considered a pain point, it begins a tally for them.<\/p>\n<p>Without realizing it, once a game\u2019s pain point level reaches the person\u2019s internal limit, they just stop playing. Not only does everyone have different tolerance levels, but they also have different things that cause this point buildup to multiply.<\/p>\n<p>For me, I no longer have any patience for user interface and user experience (UI\/UX) issues. If your core gameplay loop cannot be enjoyed comfortably, my interest in your game nosedives. And that takes me back to the start about audio sliders\u2014<strong>basic UI quality of life features should be standard in games by now<\/strong>. That includes, but not limited to, audio sliders, key rebinding, accessibility features, and even just allowing someone to exit the game from the main menu. Further examples would be tutorial design and basic onboarding to make sure that someone knows how to play your game.<\/p>\n<p>What makes pain points so problematic is that they are not that hard to spot when you know what you are looking for.<\/p>\n<h2>Reducing Pain<\/h2>\n<p>Spotting pain points in a game begin and end at the user experience. As always\u2014anything that interferes or prevents someone from experiencing your core gameplay loop is a pain point. For ARPGs, a common one is not having a sort feature for inventories full of items.<\/p>\n<p>Even something as innocuous as an annoying sound bite that repeats constantly would be considered a pain point. A common theme is that a pain point is something that stays consistent during the play. A consideration would be having a difficult section that would be more of a difficulty spike rather than a pain point.<\/p>\n<p>Part of the challenge of identifying pain points is that they are often conflated together with other issues. Asking someone about what is annoying them in a game is kind of like asking a patient what is wrong with them. People can talk about the symptoms, but they will not be able to tell a doctor what they have.<\/p>\n<p>Here is a little example of some of the challenge of spotting pain points. A game has two negative reviews, \u201cThis game sucks and is a waste of time, I keep dying no matter what I do,\u201d and \u201cThis game is horrible, the bosses are stupidly designed by crappy game developers who should drop dead.\u201d Some of you reading this would completely tune out these reviews due to the vitriol in them, and I know that some developers have been taught to disregard negative reviews.<\/p>\n<p>[embedded content]<\/p>\n<p>However, part of being a game developer is being about to read between the lines of comments. I have spoken with designer and expert on playtesting John Brieger on several occasions. One of the things we talked about was how you are not going to get perfect feedback from testers. Those two reviews tell us something beyond just attacking the developer\u2014something is not clicking with the combat system. If we push further, we could possibly spot something going on with how responsive combat is, the overall difficulty of the enemies, attack buffering, and many other possible problems.<\/p>\n<p>Remember, one pain point is not enough to raise alarms. However, what I have found is that if a developer has one pain point, chances are there are multiple ones waiting to rear their head and ruin the experience. Good quality of life features can help to reduce pain points, and even if you don\u2019t realize it consciously, they make the game more enjoyable to play and are a sign that the developer understands their game design well.<\/p>\n<p>As we have said many times before: it is very easy to design complex systems but making them easy to understand is another story entirely.<\/p>\n<h2>Playtesting, Playtesting, Playtesting\u2026<\/h2>\n<p>For our final point, this seems to become the standard conclusion for my design posts lately, we turn to playtesting. If you want to know if your game has pain points, put it in the hands of consumers and see if they complain about anything. Remember, you not only want fans of the genre to play your game but non-fans or critics who are more receptive to pain points.<\/p>\n<p>As a developer, you are going to need playtesting no matter what kind of game you are making<em>. <\/em>Look for game clubs in your local area, or while you are networking, ask people if they would like to look at your game. As a shameless plug, I am open to consulting work, and I examine indie games every week on my indie showcase streams and do my best to point out the good and bad of the titles I take a look at.<\/p>\n<p>Regardless, designing a game in a bubble is the easiest way to make a pain point-filled experience. With playtesting, one playtest session is not enough: you want multiples and with different groups. And again, you are going to have to take all the feedback, especially the ones that are not going to be nice. A good videogame is always about being greater than the sum of its parts, and pain points subtract from that.<\/p>\n<p><strong><em>If you enjoyed my post, consider joining the <\/em><\/strong><a data-href=\"https:\/\/discord.gg\/MFdkhMz\" href=\"https:\/\/discord.gg\/MFdkhMz\" rel=\"noopener noreferrer\" target=\"_blank\"><strong><em>Game-Wisdom discord channel<\/em><\/strong><\/a><strong><em> open to everyone.<\/em><\/strong><\/p>\n<\/p><\/div>\n<hr>\n<div class=\"hide-phone\">\n<h3>Related Jobs<\/h3>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/ui-ux-designer-forge-of-empires-hamburg-34693\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-2.png\" alt=\"innogames\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/assistant-professor-of-game-design-ndash-tenure-track-southfield-michigan-34676\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-2.jpg\" alt=\"Lawrence Technological University\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/lead-game-design-karlsruhe-34660\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-3.jpg\" alt=\"Gameforge AG\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/lead-3d-artist-remote-environment-design-for-exercise-games-new-york-new-york-34690\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-understanding-pain-points-in-game-design-4.jpg\" alt=\"Jintronix Inc.\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<hr><\/div>\n<p> <!-- InstanceEndEditable --> <\/div>\n<p><!--end contentbox-->\n<\/div>\n<p><!--end span-16--> <\/div>\n<p> <br class=\"clear\"> <\/div>\n<p><!--end span-21--> <!--begin right sidebar--> <!--end right sidebar--> &lt;!&#8211; <\/div>\n<p> Extra Div &#8211;&gt; <!-- Beginning Sync AdSlot 21 for Ad unit Gamasutra\/\/consolepc ### size: [[8,2]] --> <!-- End AdSlot 21 --> <!-- Beginning Sync AdSlot 22 for Ad unit Gamasutra\/\/consolepc ### size: [[8,4]] --> <!-- End AdSlot 22 --> <!-- Beginning Sync AdSlot 23 for Ad unit Gamasutra\/\/consolepc ### size: [[4,4]] --> <!-- End AdSlot 23 --> <br class=\"clear\"><\/p><\/div>\n<p><!--end content-body-wrapper--> <\/div>\n<p><!--end container--><br \/>\n<!--begin footer--> <!--end footer--> <!-- SiteCatalyst code version: H.21.\nCopyright 1996-2010 Adobe, Inc. 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