{"id":3598,"date":"2017-10-27T18:15:00","date_gmt":"2017-10-27T18:15:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/308518"},"modified":"2017-10-27T18:15:00","modified_gmt":"2017-10-27T18:15:00","slug":"how-watching-people-play-dead-cells-incorrectly-influenced-its-designers","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/10\/27\/how-watching-people-play-dead-cells-incorrectly-influenced-its-designers\/","title":{"rendered":"How watching people play Dead Cells &#8216;incorrectly&#8217; influenced its designers"},"content":{"rendered":"<blockquote>\n<p><strong><em>&#8220;<\/em>I wasn\u2019t thinking as a player but more like a designer. It\u2019s difficult to get rid of the idea of the way we want it to be played, and the efficient way is usually the opposite.\u201d<\/strong><\/p>\n<\/blockquote>\n<p><em>&#8211; Motion Twin&#8217;s\u00a0S\u00e9bastien B\u00e9nard reflects on how designers and players approach situations differently<\/em><\/p>\n<p><em>Dead Cells<\/em> went through a number of changes before launching into Early Access earlier this year, with everything from its genre to mechanics seeing significant shifts since its initial pitch.<\/p>\n<p>Now five months out from that release, Motion Twin is still poking and prodding at some of its core design elements because, as Motion Twin&#8217;s S\u00e9bastien B\u00e9nard tells Rock Paper Shotgun, players weren\u2019t playing the game how its designers had intended.<\/p>\n<p>As part of its The Mechanic column, <a href=\"https:\/\/www.rockpapershotgun.com\/2017\/10\/23\/the-long-hard-journey-behind-the-design-of-dead-cells-player-builds\/\">Rock Paper Shotgun has published<\/a> an interview with B\u00e8nard detailing how the weapons system has evolved through the development of\u00a0<em>Dead Cells<\/em>, and how it continues to do so as Early Access player feedback rolls in.<\/p>\n<p>The conversation itself offers an interesting look both at how major changes can affect a game for the better and why it can be beneficial to sometimes think like players instead of designers.\u00a0<\/p>\n<p>For example, after the game\u2019s release, the team noticed that many players would opt to make one or both of their equipped items a long-range weapon. It had been an early design philosophy to place no limit on ammo for bows or grenades, which turned out to make ranged weapons a mite overpowered.<\/p>\n<p>The game\u2019s designers had intended for players to use a ranged attack as part of an elegant exchange, like firing an arrow at a foe and quickly dashing in to finish the enemy off with an equipped close-combat weapon. Instead, the team found that players would hang back and fire endlessly at foes until the battle was won.\u00a0<\/p>\n<p>\u201cIt was a problem because, of course, when you make a game you want it to be a challenge, and when a player goes for long-range weapons the challenge should still be there,&#8221; B\u00e8nard tells RPS. &#8220;It shouldn\u2019t be just pressing a button and it kills the enemy.\u201d<\/p>\n<p>The first solution was to go against that early design decision and implement an ammo system; in this case, one that would return fired ammo after an enemy was killed. But shortly after the fix went live\u00a0the team realized that they had made bows a little too inefficient against the game\u2019s bosses, so another tweak was added.\u00a0<\/p>\n<p>B\u00e8nard says that the changes didn\u2019t sour the game for players. Instead, the new rules for bows forced them to adopt new strategies, with the added bonus of making dual-bow character builds a viable but still difficult choice for players to make.<\/p>\n<p>That full story, along with an insightful look at how the weapons-based combat system <em>Dead Cells<\/em> has evolved both before and following its release, can be found <a href=\"https:\/\/www.rockpapershotgun.com\/2017\/10\/23\/the-long-hard-journey-behind-the-design-of-dead-cells-player-builds\/\">over on Rock Paper Shotgun<\/a>.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;I wasn\u2019t thinking as a player but more like a designer. It\u2019s difficult to get rid of the idea of the way we want it to be played, and the efficient way is usually the opposite.\u201d &#8211; Motion Twin&#8217;s\u00a0S\u00e9bastien B\u00e9nard reflects on how designers and players approach situations differently Dead Cells went through a number [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":3599,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-3598","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/3598","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=3598"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/3598\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/3599"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=3598"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=3598"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=3598"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}