8 Rookie Mistakes Every Video Game Modder Always Makes

6. Unlocking The Toy Box

Risk and reward. It€™s one of the most basic choices that underpins a player€™s investment in a game, and €“ obvious as it may sound €“ it means that you need to dole our your rewards sparingly, judging what the player deserves for their prize against the hoops you made them jump through. Nowadays, there are two times in games you€™ll see the risk/reward structure be broken. One is during the first hour of the game, which is the length of time most players take to decide whether they€™re enjoying themselves or not. It€™s increasingly common to unlock the toy box for the first hour, in a very safe and scripted way, and so give the player a preview of all the awesome stuff they€™ll eventually be doing before bonking them over the head and taking it all away again. The other time you€™ll see the rule being broken is in user-created content, and most likely it€™s not content that you€™re enjoying. The design pitfall is this: €œusing the ultra-death laser rifle is way more satisfying than the pistol, so I should start my player with an ultra-death laser rifle!€ With a single miscalculation, you€™ve demolished the pacing of your mod. With no greater reward to look forward to, the player€™s got no reason to take risks and, once the novelty of being so overpowered has worn off, the game won€™t feel as fun. As a rookie, think carefully about how you€™re going to push the player €“ who€™ll almost always take the shortest, easiest path to success €“ to take risks, stretch themselves and keep playing your mod to its conclusion. After all, it€™s your efforts going to waste if they don€™t.
 
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Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.