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Using tension to keep players entertained

In <a href="http://www.gamasutra.com/view/feature/6436/tension_maps_a_process_for_.php">Gamasutra's latest feature</a>, taken from Game Developer magazine, designer Simon Strange describes the concept of "equilibrium tension", in which opposing forces cre

January 11, 2012

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In Gamasutra's latest feature, taken from Game Developer magazine, designer Simon Strange describes the concept of "equilibrium tension", in which opposing forces create "significantly different experiences" for the player. Capcom's Mega Man series uses tension, but it could add more, Strange writes: Mega Man games have always included difficult jump sequences. In most cases, missing a jump means you have to start the sequence over again. But in a few spots, missing a jump means instant death. Jumps always provide opportunities to progress through the level but jumps over spikes or pits also offer an opportunity to fail the level entirely. Spikes and pits have absolutely no consequence on a successful jump, as they are simply an extra harsh penalty for failure. Reducing these cases allows players to master the tricky jumps without fear of penalty. This changes the aggregate angle of the jump "tension" and reduces the player's fear of failure. Less fear equals lower tension. Mega Man games have always been moderately difficult due to tricky jump timing, instant deaths, and limited attack options. But there have never been strict time limits within individual stages. Simply adding a countdown clock would give players yet another way to fail, increasing the tension of every action in the game. Time limits mean higher tension. The full feature, in which strange looks at a variety of other games -- including an in-depth look at the gameplay systems of Doom II -- is live now on Gamasutra.

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