How Do You Make Fun Unlockables?

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Unlocks are dead-simple systems. Do thing, get thing. Easy. How complicated can they be? Well, they aren’t complicated exactly, but they are complex. On the surface it’s a simple system, but unlocks can hide design complexity and a game’s unlock system can be used by its designers to help meet dozens of different goals. Game designers use unlocks to help shape how a player experiences a game and reward them for the time they spend. Let’s go over what things an unlock system can do for a game, what combinations of unlocks and prizes work, and how to design a stop sign… that’s fun! I bet you’ve got a million game ideas floating around in your head as we speak. But they’re locked away. No one else can collaborate with you on them in real-time if they’re stuck in your head, and even worse, you could just forget them forever! You gotta get ‘em out of there! With today’s episode sponsor, Milanote! Milanote is an online tool that helps you organize and share your ideas. Mood boards, storyboards, notes, game proposals - Milanote lets you work on all of that in one place and share with everyone else on your team. The interface is super slick, with intuitive drag-and-drop tools on a freeform canvas that lets your designers, developers, visual artists, project managers, and everyone else on your team create boards to help brainstorm and visualize your project. They’ve got great built-in templates made specifically for game designers, too! They’re doing a giveaway for Design Doc viewers right now. Sign up for free by clicking the link in the description, and three lucky winners will be randomly selected to upgrade to Milanote PRO subscriptions for free. Let Milanote help you organize what you’re dreaming about. Thanks, Milanote! If we want to start to tackle unlock systems, I see two big questions that we need to talk about: the WHY and the HOW. Let’s start with the WHY. WHY do games use unlock systems? Well, there are a lot of reasons. The first is the most basic. Unlocks are a quick and easy way to inject a sense of direction and sequence to a game. First, do this tutorial, then you unlock the main mode. First, do level 3, then we’ll unlock 4. First, get used to this weapon, then you can use the better version. Games like Mini Motorways will unlock a new map once you’ve delivered a number of passengers on one of the earlier maps. The passenger gathering threshold isn’t set very high. The goal isn’t to keep you OUT of Dar es Salaam for very long, but the threshold stands in the way just enough to make you play certain maps before other ones. Guaranteeing that a player does one thing before they do something else is the absolute most basic role of an unlock. But don’t sell unlocks short. They can do a lot more than just sequencing. Unlocks are also good at easing a new player into the depth of a game. Laying out all of the options a player will eventually have at the start can be overwhelming, especially when a new player doesn’t have the context to understand the options they’re being given. WarioWare: Get It Together took the series’ frantic micro-game formula and added complexity to it with its cast of 20 playable characters, each with their own unique moveset. Depending on who you’re playing as, your character might be able to fly around freely, or fire off projectiles, or teleport, or they can’t stop moving. Some can’t even move at all. Every character plays so differently to each other, and combine that with how you’re switching between several of them, plus the already-frenetic pace of the micro-games and the short timeframe you get to learn and perform the tasks you need to do, that new players can easily become overwhelmed by the options. To fix it, Get It Together carefully adds its characters one at a time through its short campaign. Every stage introduces a new character with a quick tutorial and forces the player to learn by putting them in your character pool alongside other characters of your choice. By the end of the campaign, you’ll have access to everyone and some understanding of what everyone can do, and that’s when the game can truly begin. You can shoot for high scores in previous stages with your preferred characters, or go full-frenzy by playing with the entire pool of characters all at once. Get It Together’s unlock system structure smoothly guides new players through what would otherwise be a dizzying array of options. Unlocks can be used to gate off modes that would be inappropriate for new players to stumble into. The Devil May Cry series hides increasing difficulty modes as major unlockable rewards. For most players, the default difficulty is already fairly challenging, but for each difficulty you clear you unlock the next one higher. The changes can get pretty complex, too. Enemies are more aggressive and get tougher to take down, sure, but bosses get new moves too, and the margin for error gets smaller and smaller. Keep beating the difficulties and you’ll unlock some fun ones like ‘Heaven or Hell’, where everything dies in one hit, including yourself. There’s also ‘Hell and Hell’, where enemies take hits as normal but YOU still die if someone breathes on you wrong. The unlockable difficulties serve as an achievable but difficult goal to strive for, a reward for long-time players to keep playing through the game, and an inherent skill check to keep out players who are not ready for the challenge that waits for them inside. Unlockables can impersonate other kinds of progression systems, too. Many games use things like skill trees and leveling, but unlock systems can provide the same sense of progress and change through the course of a game. If you have enough small, unlockable prizes, that set can be the carrot on a stick that helps string a player along through a game’s content. Psychonauts 2 has a host of abilities to use both in and out of combat, and hides a collection of upgrades behind its unlockable system. The upgrades aren’t required to get through the game. The system doesn’t serve to block you out from levels or content, but the upgrades do give players an edge and can make things just a tad more fun. To unlock these abilities, you have to rank up and earn skill points to spend. Skill points are earned just through playing the game normally, exploring levels and finding collectibles. Figments, Mental Nuggets, Emotional Baggage, Psi Cards and Psi Challenge Markers will all rank you up once you find enough of them. You spend the points on just what unlockable skills you want, and get a little reward of your choosing for seeing more of the game. The unlock system gives you an incentive to go out of the main path a little and explore the nooks and crannies of a game chock full of the little details that shouldn’t go unnoticed. Developers also use unlocks to give concrete goals to a player. Plenty of people create their own goals in-game, but having some ready-made goals provided by the developers is great for keeping people interested, and the right unlocks can give players goals for both the short term and the long term. Unlocks can help point out what’s possible and suggest how high the skill ladder can go. If someone sees that there’s a prize if they beat the game in a few hours, that implies that you CAN beat the game in a few hours, and then the question is just how to do it. If there’s an achievement for Rocket Jumping, players might have to go look up what that even means, where they might never have stumbled on it otherwise. Players may take a second look at a game’s combo system, how to optimize movement, or other systems in a game that might lie a little bit under the surface. Without that goal, it might be easy for players to assume a game’s skill ceiling is lower than it actually is. In fact, if you create an interesting enough goal you might not even NEED a prize that’s worth much in-game. A little nod might be enough, like a star in your save file in Mario 3D World or a crown in Kingdom Hearts 2. The process of unlocking can be its own reward, and the proof that you’ve done something either hard to do or that not many others have done can be their own inherent ‘prize’. Lots of people love achievement hunting just because PSN or Xbox Live list the unlocks as ultra-rare. OK, so that’s a lot of the WHY, now let’s get into the HOW. HOW do you go about making a satisfying unlock? Each individual unlock is made up of two parts: the Criteria, which is what you have to do to get the prize, and the Prize, which is a prize. You can make a good unlock with just about any Criteria you can think up, but what makes for a great unlock is how you harmonize the criteria with the prize. But how do you know what prizes should go with what criteria? This isn’t the only way to create an unlock, but if you want a rubric that can help put some guardrails in place when you’re thinking about unlock criteria, we’ll have to break it down a little more. Most criteria fall in a couple of schools: Accumulate, where you just gather a bunch of stuff and eventually unlock something, or Achieve, where you do one cool thing and get your prize. Those two styles can make the satisfaction of winning the same prize feel very different. Some combos will make getting the prize at the end feel especially satisfying, and some will just be nice little bonuses you earn along the way. But not all combos work well together. Let’s start by talking about Accumulate. Accumulate-type criteria are where you gather up something over time to eventually unlock your prize. It could be that you collected 100 red somethings, racked up a bunch of time in-game, played enough matches, or you earned a lot of money. It’s easy to think up and implement this type of unlock criteria, so it’s no wonder that they’re extremely popular to sprinkle in all over the place. Easier ‘accumulate’ criteria tend to pair well with prizes that unlock more content. Putting a big chunk of the game you don’t actually want players to miss out on behind an unlock with a criteria that most players will find easy enough to perform is an OK combination. Streets of Rage 4 has a short and sweet campaign full of replayability, thanks to its unique characters, a high skill ceiling, and a scoring and leveling style system used in its set of unlocks. At the end of a stage, your score goes into filling up a meter. Once the meter reaches a threshold, you’ll unlock a new legacy character. Unlocking new characters is as simple as just playing the game. Skilled players will get through the system faster by scoring more points through combo streaks, but everyone will eventually be able to unlock the entire roster. Streets of Rage 4 also does another good thing that might feel obvious, but it’s important for accumulate criteria. It’s a good idea to spread the rewards out over multiple tiers. Small rewards unlocked along the way help encourage players to continue better than saving the entire prize for the end. Think of how weird it would seem if you unlocked every character at once only at the very end of the road instead of multiple new characters along the way. That’s also part of why battle passes are really effective for getting players to keep playing a game. Fall Guys and Rocket League among others use their battle pass system to evenly spread out little unlockable items as prizes for playing. Accumulate-type unlocks are very easy to create, but they’re also very easy to make grindy and unpleasant. Sonic Mega Collection’s method of unlocking games falls into two pitfalls at once. There are several games in the collection that are prizes to unlock, like Ristar, Flicky, and Sonic 3 and Knuckles, but the game doesn’t tell you how to get them. That’s not a problem by itself. If you don’t want to spell out exactly what a player needs to do, that can make it more surprising once a reward does pop. But if you do that, a player needs to reasonably be able to get the reward naturally. To get the extra games in the collection, you have to boot up specific other games either 20 or 30 separate times. It doesn’t sound like all that much, but it actually takes a ton of time for each one. It’s not hard to do, but it’s not that likely that anyone is going to stumble on them naturally. More likely they’re going to see the question marks on the menu, have no clue how to unlock them, look up the secret criteria online, and spend a boring hour grinding booting up a game over and over. That’s what I did. It sucked. You aren’t getting better at a game, or finding a secret in it. It’s not even just booting up a game 5 times, which a person could easily do naturally. The grind to unlock the extra games in Sonic Mega Collection isn’t satisfying, and makes for a worse unlocking experience. It’s so easy to create little unlockable prizes and little criteria for unlocking them, that their sheer number can become overwhelming. If you have a lot of goals you want to add and don’t want to pair up a specific item for a specific unlock, you can add an intermediate step. In-game currencies work as a central point to help simplify an unlock system. If you earn money that you can spend on prizes instead of earning the prizes directly, you don’t have to worry so much about matching the right prize with the right criteria, plus players can spend their money on the prizes they most want to have. Super Monkey Ball: Banana Mania keeps the majority of its unlockable content in an in-game store where players can spend points they’ve earned through playing various game modes and earning achievements. Most of the unlocks are cosmetic with extra characters, skins, costume pieces, and a whole lot of filters for the game’s photo mode. There are also more expensive options that hold more modes, reverse versions of stages, deluxe stages, and more. You can even buy a jump button! It breaks most of the stages, but as an unlockable option it’s great! The store system helps make sense of the huge amount of unlocks, gives players a lot to work towards over time, and helps players unlock exactly what catches their eye. Let’s look at the other side. Unlocks that make you achieve something are a different animal. This is the set of unlocks where you have to complete a single, self-contained task and then you’re done. It could be as simple as beating a level, or fly through these arches once, or choose some specific dialogue options. Achieve criteria can be a great place to put bonus sections of a game. Super Mario World’s unlockable secret stages are one of its most memorable features. In tons of the game’s levels, there are hidden exits that lead you to a secret Star Road, full of gimmicky and unique stages to play. Get through the Star Road and you get access to the Special World with even MORE crazy gimmicks that put a new creative spin on the usual Mario level design. Completing each stage in the Special World would even give you extra visual changes that persisted through the rest of the game, like how these Koopas would wear strange Mario masks. The secret exits aren’t THAT easy to find, but they’re easy enough that most players will stumble onto one by exploring just a little. Once a player finds one of the doors and enters the Star Road, they’ll be on the lookout for more hidden doors for the rest of the game, and there are plenty to find, even in the Star Road itself. The hidden-but-not-too-hidden nature of the doors and the unique persistent prizes made Super Mario World feel like it was hiding something worth finding around every corner. There’s a funny thing that happens as an achieve criteria gets more and more difficult. Look at superboss rewards. Your reward for beating Ruby Weapon, the most powerful boss in Final Fantasy 7, is the Desert Rose, which can be traded for a gold chocobo. Gold Chocobos let you into the area that holds the ultimate materia, Knights of the Round. But Ruby Weapon is the toughest boss in the entire game. There’s nothing left to beat that you couldn’t beat WITHOUT the Knights of the Round. Or you got Knights of the Round yourself by getting your own Gold Chocobo. Either way, the prize for beating the game’s toughest challenge is theoretically cool, but practically useless. It’s like winning the key to a lock you had to break on your way in. For the most difficult achieve criteria, it might help to think of the prize as a certificate, not a coupon. Those little nods I mentioned earlier work as prizes here. Kingdom Hearts 2 has bronze, silver, and gold crown rewards for completing three special end game tasks - beating every Data Organization boss, completing every special mushroom heartless minigame, and defeating the “Lingering Will” superboss. In Breath of the Wild, completing every shrine in the base game gives you the Tunic of the Wild, which looks like the classic series outfit. What do you get In Final Fantasy VIII if you beat Omega Weapon? Proof of Omega. This tutorial option line. You did it…okay maybe these rewards should be a little cooler than that. Powerful but normal items might not be a great idea, but there are other worthwhile things that affect gameplay that you can lock behind the most difficult Achieve criteria. Difficult achieve unlocks are a perfect place for cheat codes and other game-breaking things. The kinds of players that are able to complete more difficult achieve-type criteria are the people who know the game the best. At this point, they can likely do anything the game throws their way, so giving them cheat codes won’t break the experience for them. Adding a little expectations-breaking fun through infinite health, or big-head mode, or some other bonus that would otherwise break a game fits well. Look at Goldeneye. The top rewards involve beating levels extremely quickly. The prizes you get for them are things like unlocking the golden gun that insta-kills in one shot, 2x rocket launchers you can use in levels that really don’t need rocket launchers, slow animations for NPCs, or DK mode, where characters have huge heads and arms. They totally break the game balance, but the people getting these cheats have already proven themselves experts at it. They’ve wrung a lot of enjoyment out of it already, there’s not much else for them to do, so making the game a quasi-parody of itself with weird cheats helps wring out a little more fun. OK, that’s a lot to take in, but if you want to see how small tweaks can make big differences in how an unlock system feels, take a look at the entire Super Smash Bros. series. It started with fun unlockables, and game to game made small but significant changes to how its prizes and criteria were combined. Not all of the changes worked out. Smash 64 doesn’t have a ton of things to unlock. There are only four characters, one stage, some item setting options, and a sound test. But it makes up for quantity with the unusually prominent role they play. First, the game makes it immediately clear that there are secrets to discover. The intro cutscene, the first thing a player sees, highlights and hypes up the secret characters. The sizzle reel shows mysterious silhouettes, and the characters are fuzzed out on the character select screen. The criteria to unlock each character is pretty straightforward: Beat the single-player mode once, beat it once but kinda fast, beat the game on normal or higher without using a continue, and complete the target bonus stage with each of the starting characters. The goal of these unlocks isn’t to keep the characters away from the player. It’s to reward them for playing the game. However, each character is a double-unlock. Once you satisfy the basic criteria, there’s a music stinger, a warning screen, and then you play a one-on-one match against the CPU. Win, and you unlock the character. For a new player, the extra match raises the stakes, and you get to see exactly what you’re fighting for. The item options, sound test and stage unlocks are more accumulative, requiring you to play 100 VS. mode matches and beat the single-player modes with all the characters. Even though the game doesn’t have a ton of unlocks, they’re spread out in a way where a new player will find them more evenly throughout the early stages of the game. In an era without as much internet access, there was mystery in the system, even if there wasn’t all that much to unlock. Smash 64 was the seed from which the series’ unlock approach sprouted. Super Smash Bros Melee expanded every aspect of the first game, and its approach to unlockables was no exception. Melee has 11 unlockable characters, 11 stages, a few extra game modes, and an avalanche of trophies. With more unlockables, the criteria for each one could become more complicated. Most of the modes have at least a few unlocks tied to them. Some characters are unlocked by playing through the new adventure mode or tied to completing specific event mode matches. Some are entirely accumulative, unlocking when you’ve racked up 20 hours of playtime or by just trying out all the starting characters. Like Smash 64, you don’t know when something new will pop up, and again with the new characters, you’ll have to conquer them once to claim them for yourself. The higher bar for a lot of the unlocks does risk keeping players from accomplishing them, so there’s also a safety valve. There are multiple ways to unlock characters, and the backup criteria is something accumulative, where you simply play enough matches in versus. Sooner or later, everyone gets a chance to get everything. Super Smash Bros Brawl has yet even MORE things to unlock. Everything from before, but more characters, more stages, trophies, stickers, and even music tracks. The approach is the same, but there’s a new secondary way to unlock characters centered around the new Subspace Emissary single-player mode. There’s even a new challenge mode with a grid of minor unlockables listing their criteria. Plus, if you find something in there you really want but don’t want to bother working for, you can just force-unlock the prize immediately. With a hammer. There’s so much to unlock that the game really can play around with the variety of criteria, and players will almost constantly find something new they’ve just unlocked. After Brawl, Smash Bros for 3DS and Wii U took a slight step back from unlockable stages and characters. Extra side content like trophies and music were largely unchanged, and hey, there was even more of it! But the main unlockable content was toned down significantly. Most of the game’s large roster is available at the start, and in contrast with the previous game, there just isn’t that much left to unlock. It’s not a major problem, but it’s a touch underwhelming. Instead, there’s an entirely new set of things to unlock. Custom Moves! There are 376 custom moves to unlock by random chance through playing the single-player modes. You can barely influence what character’s custom moves you want to get, and the system allows you to get repeats. If you’re looking for a specific character’s custom move, you have to keep playing with them over and over to increase your chances and then just hope the game randomly rewards you. It’s a gacha-influenced system and the lack of control you have over the outcome makes it a far less satisfying one to use. And custom moves are massively unbalanced anyway, largely banned from tournaments and unusable in online public matches, so maybe you’re better off not trying. And now we’re up to the present. Smash Bros Ultimate. They got rid of the custom moves! That’s a good start. Ultimate starts with the 8 original characters from 64 and hides the other 63 characters as unlockables. The characters are given out at regular intervals through playing the single player modes or basically any kind of match, and with such a large roster you’re unlocking new things constantly. The sheer number of them and regularity at which you’re getting a new character can make them feel a little less special. It’s back to the problem of not feeling like you as a player are doing anything specific to get rewarded with this character. It’s a minor flaw, but you can feel it. Smash Ultimate may not have the most rewarding unlocks, but the speed and randomness without repeats at least give the game an exciting first impression. Boy, that’s a lot of stuff. Stop me if you’ve heard this before, but this is scratching the surface of what unlock systems can do. Head to the comments and let’s talk about some of your favorite unlocks, especially satisfying accomplishments and really cool prizes. Unlocks aren’t complicated, but the complexity of what they can bring to a game is immense, and pairing the right unlock criteria with the right sort of prize can be the difference between something satisfying or a weird grind. *chill vibes outro from Bayonetta 2*
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Channel: Design Doc
Views: 282,476
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Keywords: game design, smash bros, design doc, designdoc, unlocks, unlockables, wario ware, goldeneye, game analysis
Id: R8EyVhHRjqc
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Length: 24min 0sec (1440 seconds)
Published: Fri Oct 22 2021
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