- Ho Chi

- 7 days ago
- 3 min read
In this article, I want to explore those game design elements that players vocally despise, yet secretly depend on.
From a first-principles perspective, our brains are hardwired to pursue comfort. However, the "flow state" that games strive to provide requires players to oscillate constantly between pressure and comfort. Therefore, we incorporate design elements that players claim to hate, but which are essential for maintaining that flow. Without contrast, there is no pleasure.
Another way to interpret this phenomenon is that players invest significant effort into mastering a game, and if the designer fails to provide sufficient achievement or sensory feedback, the player feels cheated. Ultimately, players don’t actually hate pain; they hate meaningless pain.
Here are a few examples:
Players often complain about cookie-cutter builds, yet new players need these established patterns to feel secure and guide their initial growth. They rely on these "tropes" to quickly grasp the game world. However, as players become more experienced, designers must use variables to challenge their established understanding and use rewards to encourage experimentation with off-meta routes, ensuring they always have new problems to solve.
In my own game, I utilize terrain-based "class tags" that create intuitive, immediate synergies with the player's hand cards. As players grow more familiar with the game, the introduction of new card abilities, specific play orders, and field event bonuses encourages them to break away from their initial, rigid understanding of "optimal" play.
2. The Nuance of Game Balance
Players claim to hate imbalance, but in reality, they only hate it when it works against them—specifically, when the enemies are overpowered. Conversely, players love discovering strategies that allow them to "break" the developer's intended design, as this provides a sense of psychological satisfaction—the feeling that they have outsmarted the designer.
In my project, I intentionally design card abilities to offer various ways to bend or break the rules. By allowing players to leverage the synergy between cards and terrain, they can achieve that peak gaming experience of feeling like they have truly "solved" or surpassed the system.
這篇文章,我想聊聊遊戲設計中那些「矛盾的存在」——玩家口頭上強烈排斥,但實際上卻極度依賴的機制。
若以「第一性原理」審視:人類大腦天生傾向於追求舒適,但遊戲的核心魅力在於創造「心流體驗」(Flow),而心流必須讓玩家在「壓迫」與「舒適」之間持續擺盪。因此,那些讓玩家感到討厭的設計,其實是維持心流的必要之惡;沒有對比,就沒有真正的愉悅。
換個角度看,當玩家投入大量心力學習你的遊戲,卻遲遲得不到相應的成就感或感官回饋時,他們的反彈便會產生。所以,玩家本質上厭惡的並非痛苦,而是「無價值的痛苦」。
以下列舉兩個例子:
1. 對「套路」的愛與恨
玩家口頭上常抱怨「套路化」,但對於新手而言,套路是提供安全感與成長路徑的基石。他們藉由這些固定的模板快速理解遊戲世界;然而,隨著玩家愈發純熟,設計師便需適時引入變數打破舊認知,並透過獎勵機制鼓勵玩家嘗試「非主流路線」,讓他們永遠有新問題需要面對與解決。
在我的遊戲中,我利用「地形職業標籤」與「手牌職業」產生直覺的聯動,幫助玩家快速上手。而當玩家進階後,新的卡牌能力、出牌順序以及場上事件的獎勵,都會成為引導玩家跳脫既有認知,探索更多可能性的推手。
2. 關於「不平衡」的真相
玩家口頭上總說厭惡不平衡,但事實上,他們討厭的只是「敵人的不平衡」。他們真正熱衷的是——透過自己的智慧,挖掘出超越開發者設計的「破格」套路。這種發現過程,能帶給玩家一種「我比設計師更聰明」的極大心理滿足。
因此,在我的遊戲設計中,我刻意利用卡牌能力創造各種「打破規則」的契機。讓玩家能透過卡牌與地形的巧妙聯動,去體驗那種「凌駕於系統之上」的巔峰快感。