Players will take the dull win

12 min read

By Eduardo Orellana ·

Give people a slow, safe, repeatable way to win and many of them will take it. Protecting them means closing that path, not scolding them.

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The optimal play can be the boring one

Players optimise. Hand them a slow, safe, repeatable way to win and a large share of them will use it, even when the result is flatter than the game you thought you made. The obvious response is a tip, or a difficulty scold. Neither works. The path is still there, and optimal is a powerful word.

Protection is a closed door. You remove the dull tactic, or you make it cost the thing the player actually wants, so the interesting action is also the sensible one. That can look like cruelty from the outside. From the inside it is how a combat system stays a combat system instead of becoming a waiting system. The player who finds the dull win is not wrong. The level that still offers it is.

Players will grind the excitement out of a game

Players optimize. Hand them a slow, safe, repeatable way to win and many of them will use it, even when the result is flatter and duller than the experience the game was built around. Protecting the player from that instinct is part of a designer's job. It is not about calling players foolish or funneling them into one approved answer. It is about admitting that people are extremely good at finding the reliable route.

A designer usually knows what makes their game sing. XCOM is at its best when soldiers are exposed and something can go badly wrong. Risk is what produces the losses, the comebacks, and the missions people still talk about years later. Yet the first game let players creep forward one tile at a time and lean on overwatch over and over. That works. It keeps the squad alive. It also flattens every mission into the same cautious routine.

Soren Johnson summed it up: given the opportunity, players will optimize the fun out of a game. His subject was exploits, but the pattern runs much wider. Players grind. They repeat the tactic that keeps working. They sidestep danger and pick efficiency over variety. They are not being difficult. The game told them that winning is the point, and they are trying to win.

So blame is the wrong frame. The interesting question is what a designer does once the path of least resistance through their game turns out to be the most boring path through it.

One fix is to shut down the dull tactic outright

The bluntest answer is to build a system that makes the unwanted behavior impossible. Firaxis took that route in XCOM 2, attaching turn limits to a large share of ordinary missions. Hack the network inside a fixed number of turns. Blow the relay before the counter empties. Get the VIP out before the clock expires. Miss the window and the mission is lost.

The rule aims squarely at what the designers had watched players do in the first game. Crawling across the map stops being the safe default, because standing still now costs the mission. Soldiers have to advance, take ground, and get exposed while the pressure builds. Risk shifts from an optional flourish to the ordinary texture of a turn.

Spelunky applies pressure of its own with a different flavor. Derek Yu never wanted players sweeping up every gem, buying every item, and combing every corner. The game is sharper when choices are hard, when picking well feels earned and picking badly stings. Hence the ghost: a lethal presence that shows up after a few minutes and makes lingering expensive.

Both systems steer play somewhere more interesting, and together they show how delicate blunt enforcement is. Spelunky's ghost tends to be accepted, because the window before it arrives is generous, the rule takes one sentence to explain, and escape stays possible. XCOM 2's timers were far more divisive. Some players disliked them enough to mod them out, and the expansion scaled them back considerably.

Penalties can read as a verdict on the player

Negative enforcement carries a risk that positive enforcement does not: it can feel like judgment. Some of the XCOM 2 backlash was about expectation, since plenty of players had loved the cautious rhythm of the first game and wanted to keep it. Some was about theme and presentation. But the sharper wound is that declining to hurry does not cost you a few points or a smaller payout. It costs you the mission. To players attached to the old style, the game looked like it was penalizing them for playing wrong.

World of Warcraft is the instructive counterexample. In beta, Blizzard wanted to take the edge off marathon sessions, so experience gains shrank once a player had been at it for a long stretch. Players watched the numbers fall and hated it. The mechanic read as a fine levied for playing too much.

The fix was framing rather than math. Blizzard stopped subtracting after long sessions and started accumulating a rest bonus while a player was logged off, then paying it out on their return. The curve can land in roughly the same place. The feeling is nothing alike. What had been a punishment became a gift.

That lesson travels well beyond experience bars. Encouraging what you want usually beats punishing what you do not. Rather than failing the slow player, pay the player who commits. Rather than making the timid route miserable, make the intended route generous, loud, and obviously worth taking.

The strongest encouragement lives in the core rules

The best place to encourage a playstyle is inside the moment-to-moment mechanics, where the player feels the payoff as they act. Doom 2016 wanted forward pressure instead of hiding behind waist-high walls, and the glory kill supplies the reason. Close the distance and you finish an enemy on the spot, save ammunition, and get showered in health. A decade of shooters had trained players to back off and survive at range. Doom gives them a running list of reasons to charge instead.

Bloodborne argues the same case through rally. Take a hit and a window opens where fast attacks claw the lost health back. A player schooled on Dark Souls will want to retreat, raise a shield, and wait for something safer. Bloodborne rewrites that calculation. Retreat and the damage is permanent. Answer with aggression and some of it comes back.

Burnout pays out boost for driving dangerously, so power comes from threading traffic, crossing into oncoming lanes, and getting close enough to crash. Hyper Light Drifter refills the gun only when the player lands sword hits, which drags them back into knife range. None of these games has to explain the style it wants. The rules simply make that style the profitable one, decision by decision.

What makes this work is proximity. The reward shows up exactly where the choice is made, so nobody is being lectured in the abstract about being bold or stylish or fast. The safe option is still sitting there in plain view. The exciting one just has better feedback, better resources, or a better shot at staying alive.

More on this: Health systems in games tell you where to stand

Grades and payouts can teach a whole style of play

Larger scoring systems teach style across a whole level rather than a single exchange. Character action games will usually let you reach the exit while mashing two dependable attacks and ignoring most of the move list. The results screen is where the game answers back. A poor grade draws a clear line between surviving the level and playing it well.

Devil May Cry is a game about style, so its scoring pays for varied, difficult, expressive combat. Chain attacks together, keep enemies under constant pressure, reach deeper into the system, and the grades improve, sometimes along with the items. Tony Hawk pushes the same way from the other end, inflating the value of linked tricks and deflating anything repeated. The high-score route runs straight through the most interesting mechanics.

Experience and achievements can pull the same weight, because the designer decides exactly what registers. A game can pay for risk, for tactical variety, for optional challenges, for touching a mechanic most players would otherwise skip. The prize does not have to be large. It has to make the intended behavior feel noticed.

The point is that the player keeps their freedom. A messy Devil May Cry run still reaches the credits. A Tony Hawk player who wants to spam one trick can spam it. The game just saves its best rewards for the style it was designed around, guiding without bolting every other door shut.

Discouragement has not gone out of style

Discouraging, penalizing, and punishing all remain legitimate tools. Negative enforcement is ordinary game design. The failure mode is going far enough that a designer is no longer discouraging one weak playstyle but quietly outlawing every alternative.

XCOM 2's timers mark that boundary. On many of those missions, speed is not merely the strongest approach. It is the only approach. A design can survive that, but it has a much harder sell, because a rule that mandates one specific style has to keep earning its place every mission.

Stealth games hit the same wall whenever detection means instant failure. The rule certainly produces stealthy behavior. It also deletes some of the genre's best moments: the alarm, the scramble, the broken line of sight, the slow fade back into the shadows. The stealth fantasy gets protected by removing the messy recoveries that often make stealth thrilling in the first place.

A better target is usually not the removal of every tactic that could dull the game. It is keeping those tactics legitimate where they fit while making sure nobody can lean on one forever. If cover-camping dominates your shooter, deleting cover is not the only move available. Enemies can throw grenades. Cover can crumble under fire. Points and resources can flow to players who fight in the open.

Shape direct combat instead of erasing it

Stealth can be made attractive without a fail state attached to being seen. One option is to make direct attacks genuinely risky because the hero is fragile. The Arkham games do this: Batman shreds an isolated guard, but during predator encounters guns hurt enough that walking into armed enemies is a poor idea. There is room to absorb a few shots, grapple out, and reset the encounter, so open combat stays survivable without ever becoming the focus.

Hitman leans on scoring and challenges instead. Improvise badly and you can still finish the contract, but the top ratings demand quiet, tidy, controlled work: stay unseen, hide the bodies, wipe the camera footage, leave almost nothing behind. Chaos is never deleted. Mastery is simply defined in a stealthier direction.

Mark of the Ninja found a subtler lever. Its direct combat once carried stances, parries, and real depth, and that depth was sending a message the team did not want. Players who fumbled a sneak could read a rich combat system as an invitation to fight through the rest of the level. So the designers trimmed combat until its size matched its intended importance. Fighting remained available. It stopped looking like the main event.

That is the underlying idea, and it reaches well past stealth: how much attention a system gets is how important players will assume it is. Give the fallback tactic the deepest mechanics, the loudest feedback, and the clearest rewards, and players will treat it as the real game. If the game is meant to be about stealth, or risk, or variety, or speed, every surrounding system has to say so as well.

Name the experience you are defending

Before any of these tools help, a designer has to name the experience being defended. Stylish, sneaky, reckless, patient, aggressive, or built on using the whole spread of mechanics. The right answer comes out of what is actually fun in this game, what fits the theme, and what makes it unlike anything else.

With that settled, the next job is hunting the routes that quietly undercut it. When a small goal, such as topping up health or removing one enemy, is easiest to reach through a dull tactic, that tactic gets tempting. When a big goal, such as clearing a level or banking a skill point, can be reached while skipping the game's most interesting decisions, the whole structure starts bending around the boring option.

Sealing off the easy route is available, and it is the hardest option to land. Players register the moment a game tells them their preferred way of playing is no longer permitted. They register punishment that feels arbitrary. They register the difference between a nudge and a designer leaning over their shoulder.

Encouragement ages better. Pay out rewards, high grades, quick kills, useful resources, recovery windows, and expressive feedback when the player reaches for the experience you built. Where you can, leave the other styles standing, and make the best version of the game the one that pulls hardest.

More on this: Celeste's Assist Mode is a tone of voice

Even good nudges are hard to get right

None of this is easy, and some of the most argued-over mechanics in games started life as an honest attempt to encourage or discourage a way of playing. A timer can produce urgency or resentment. A score can invite mastery or feel like a report card. A reward can teach a style or curdle into busywork. Even a smart reframing falls apart if players can see the hand doing the reframing.

Which means the thing to watch is the feeling, not the rule as written. Is the timer generating good pressure, or making missions feel brittle? Is the grade inviting the player to improve, or shaming them for experimenting? Is the reward pulling them into a richer mechanic, or adding another line to a checklist? Those questions do not resolve on paper. You answer them by getting the build running and playing it, and your own read on how it feels is the test that counts.

When the balance lands, the effect is quiet and valuable. The game shows itself in its best light. It steers players off the safe, drab path and toward the decisions that generate drama, mastery, and surprise, without ever making them feel penned in.

That is what protecting players from themselves really means. Nobody is being rescued from incompetence. The game is being rescued from a perfectly rational strategy that would make it less interesting to play. The best version leaves enough freedom for ownership, enough guidance to find the fun, and enough incentive that players choose the exciting path deliberately.

Build it in Flockbay

In the Flockbay app, build one fight that can be won by waiting in a corner, then close the corner. Play both. Keep the version you would rather play a second time, not the version that is easier to clear.

An AI soulslike maker and a character-action template will both let the corner exist unless you forbid it.

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