Game design consideration in a GUI based typing game
In making a GUI based, typing game (very much inspired by Hacker Evolution), I have encountered a few interessting* design challenges that I'd like to share. My guess is that much of what I'll discuss is not groundbreaking in anyway, but I hope it can be interessting for others as well.
I'll start by making the claim that; Making any GUI based game is about making an aspect of office work entertaining.
For a hacking game, the act of hacking needs to be abstraced. So if it is not abstrated into a mini game, then typing out commands is probably what comes closest in the mind of people to actual hacking. Only problem, typing out text, especially the same text again and again, can become very tedious, very fast having. So how do you prevent it that?
First we need to understand why it can become a slog. Well typing the same thing over and over is boring. Even if you have interesting puzzles or a great story writen, if the method of interacting with the gam keeps the player from the interesting things, it wont matter. In a Design Delv video, J talks about the worst puzzle of all time. The problelm, with the puzzle in question, is that from the time the player solves the puzzle, til they can procede in the game is very long. It's the same problem here.
The player knows what to do and there is nothing preventing the player from doing it.
So.. What to do about it?
Well, I can only give you some of the considerations I have done, and possible solutions.
Minimize Typing
When it typing out a computer's (often long) adress', especially multiple commands in quick succession for the same computer, is just tediouse. So a possible solution is to have a little pop up with the last few computers the player has interacted or other available computers to autocomplete the command. This is an interaction people are familiar with from texting on their phones, so it does not break - or at least only breaks a little, people expectation of typing text.
Streamline small frequent actions
You can also allow small, but frequent, actions to be executed in alternate way. For example: In the game the player may add hacked computers as a bounce, making it harder to trace the player. The player can either type out the command and adress, or simply click on the icon on the player map. So if the player needs to add a single computer it may be faster to type it out - But adding five computers one after the other will be much faster to just click on the map.
Game Evolution
I can't excaty remember where I heard it, but I think it was on the podcast Board Game Design Lab; If the player takes the same action based, on the same perameteres 5 minutes into the game as they do 30 minutes into the game, the game is to long, OR it needs to evolve.
This is problably the hardest to solve, because simply increasing numbers does not fundamentally change the decision making.
I'm taking some inspiration from Cyberpunk 2077 and the board game Android: Netrunner, where hacking is done with Deamons and computers are protected by ICE. Deamons and ICE could have certain abillities and/or limitations, and finding the correct Deamon to break a specific piece of ICE would be part of the challenge.
Hope you found something to use or considere from this post.
- Cheers, Fox
* Well I find them interessting.
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