{"id":1434,"date":"2011-05-06T13:09:18","date_gmt":"2011-05-06T12:09:18","guid":{"rendered":"http:\/\/www.stevebromley.com\/blog\/?p=1434"},"modified":"2019-11-06T17:45:00","modified_gmt":"2019-11-06T16:45:00","slug":"how-to-make-an-addictive-strategy-game","status":"publish","type":"post","link":"https:\/\/www.stevebromley.com\/blog\/2011\/05\/06\/how-to-make-an-addictive-strategy-game\/","title":{"rendered":"How to make an addictive strategy game"},"content":{"rendered":"<p>A few weeks ago we looked at <a href=\"..\/..\/..\/..\/..\/2011\/04\/06\/how-to-make-an-addictive-social-game\/\">how to make an addictive social game<\/a>. Another mechanic that is a key element of successful games is the idea of eliminating \u2018down-time\u2019 and disrupting the flow at the end of a task. This has been applied with great success to create many addictive strategy games, such as Game Dev Story, and gives them that \u2018unputdownable\u2019 feeling. Today I\u2019m looking at some examples of this in games such as Game Dev Story, Civ Rev and Farmville, and how these methods can be applied to your game:<!--more--><\/p>\n<p>There are a number of games which aim to disrupt the completion of tasks, with amazing success in controlling the psychology of the player. Here are just a few of them:<\/p>\n<p><strong>Game Dev Story<\/strong><\/p>\n<p>In Game Dev Story, the player\u2019s job is to run a game studio and create hit games. The game takes the player through a \u2018flow\u2019 of designing and building your game, naming it, and releasing it.<\/p>\n<div align=\"center\">\n<div id=\"attachment_1437\" style=\"width: 283px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1437\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/MonkeyTennis.png\" alt=\"MonkeyTennis\" title=\"MonkeyTennis\" width=\"273\" height=\"330\" class=\"size-full wp-image-1437\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/MonkeyTennis.png 273w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/MonkeyTennis-248x300.png 248w\" sizes=\"auto, (max-width: 273px) 100vw, 273px\" \/><p id=\"caption-attachment-1437\" class=\"wp-caption-text\">Such as monkey tennis<\/p><\/div>\n<\/div>\n<p>This sequence seems to flow logically, with each section following the previous, and leads to a natural \u2018conclusion\u2019 point after a game launches. However, Game Dev Story then takes an important step which helps create it\u2019s addictive nature.<\/p>\n<p>To see how well the game did, the player have to wait weeks for the sales data to come in. However, while waiting, the player\u2019s development team is sitting idle. So, they may as well start building another game, to avoid wasting any precious development time. Essentially, before the player\u2019s felt the first task is \u2018complete\u2019, they start another cycle, disrupting the game\u2019s natural \u2018end point\u2019. Hence, without a natural place to finish playing, and with an incentive to continue, the player doesn\u2019t feel like they want to, or have the opportunity to, stop playing.<\/p>\n<p><strong>Civilisation Revolution <\/strong><\/p>\n<p>World-Domination-Simulator-Lite, Civilisation Revolution, allows the player \u00a0to embody a famous ruler from history, and take over the world. A key part of this is building cities, exploring the globe, and attacking rivals.<\/p>\n<p>Much like in Game Dev Story, to build things in cities (such as armies, or defences), the player is required to start construction then wait for construction to complete. For things like city walls, this can take up to ten turns. Ten turns in which the player is left hanging, with nothing to do but use their existing armies to attack other states, or get themselves into trouble.<\/p>\n<p>Hence, by the time construction is complete, it is likely that the player will suddenly have a much more interesting scenario to deal with, which will inevitably require more construction, and your attention elsewhere. The \u2018downtime\u2019 created by waiting for construction encourages the player to start a new endeavour, and hence keeps their engagement levels up.<\/p>\n<p><strong>Farmville<\/strong><\/p>\n<p>Farmville, and similar successful \u2018social\u2019 games have utilised aspects from the games seen above as a core mechanic. \u00a0As discussed in my <a href=\"..\/..\/..\/..\/..\/2011\/04\/06\/how-to-make-an-addictive-social-game\/\">social games blog post<\/a>, a key aspect of these games is the delay between planting a crop, and harvesting it. This long wait not only gives players opportunity to explore other tasks and journeys within the game while waiting, but gives the player an incentive to come back to the game later when their crops are done \u2013 particularly since Farmville allows the player to choose which crops they plant based on the time to harvest, letting the game fit into their social life<\/p>\n<div align=\"center\">\n<div id=\"attachment_1438\" style=\"width: 288px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1438\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/GamerKid.png\" alt=\"King Of Nintendo\" title=\"GamerKid\" width=\"278\" height=\"330\" class=\"size-full wp-image-1438\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/GamerKid.png 278w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2011\/05\/GamerKid-252x300.png 252w\" sizes=\"auto, (max-width: 278px) 100vw, 278px\" \/><p id=\"caption-attachment-1438\" class=\"wp-caption-text\">Pictured: My Social Life<\/p><\/div>\n<\/div>\n<p><strong>How can your game replicate this?<\/strong><\/p>\n<p>So how can you apply these lessons to your game? Here are the key elements distilled into knowledge-flakes:<\/p>\n<p>Create a flow in your game<\/p>\n<ul>\n<li>These games all take advantage of a clear task flow, where the player knows what series of actions they need to take do to progress.<\/li>\n<li>This creates familiarity with the mechanics, and lets the player know how their actions will affect the game world.<\/li>\n<li>It also gives us the opportunity to\u2026.<\/li>\n<\/ul>\n<p>Disrupt the flow near the end to avoid \u2018down-points\u2019<\/p>\n<ul>\n<li>As was particularly evident in Game Dev Story, which disrupted the player as the flow ends, and gives them a new task or area to explore.<\/li>\n<li>This removes natural \u2018end-points\u2019 for games, and will keep the player active in the game \u2013 making sure they don\u2019t want to stop playing!<\/li>\n<li>This also prevents the player feeling like they are just continually following repetitive actions.<\/li>\n<\/ul>\n<p>Keep them coming back<\/p>\n<ul>\n<li>Through careful use of longer-term flows, games like Farmville create reasons for the player to keep coming back.<\/li>\n<\/ul>\n<p>Giving players the ability to decide how long they need to wait before acting again allows the game to work around their real-world commitments, without being obnoxious!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A few weeks ago we looked at how to make an addictive social game. Another mechanic that is a key element of successful games is the idea of eliminating \u2018down-time\u2019 and disrupting the flow at the end of a task. This has been applied with great success to create many addictive strategy games, such as [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[117],"tags":[],"class_list":["post-1434","post","type-post","status-publish","format-standard","hentry","category-games-user-research","grve-entry-item","grve-blog-item"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v15.0 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>How to make an addictive strategy game - Steve Bromley - User Research<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.stevebromley.com\/blog\/2011\/05\/06\/how-to-make-an-addictive-strategy-game\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to make an addictive strategy game - Steve Bromley - User Research\" \/>\n<meta property=\"og:description\" content=\"A few weeks ago we looked at how to make an addictive social game. Another mechanic that is a key element of successful games is the idea of eliminating \u2018down-time\u2019 and disrupting the flow at the end of a task. 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