Unlocking Game Design Secrets: Why Being Able to Steal Your Money Back Makes a Great Game
Pc Gamer3 days ago
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Unlocking Game Design Secrets: Why Being Able to Steal Your Money Back Makes a Great Game

Design Trends
gamedesign
immersivesims
kcd2
avowed
rpg
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Summary:

  • A good game lets you reclaim your spent money; a bad game doesn't.

  • KCD2 exemplifies this philosophy with immersive gameplay.

  • The rule applies to many games like Baldur's Gate 3 and Fallout: New Vegas.

  • A focus on world-building over linear narratives enhances player experience.

  • Future games like Avowed could benefit from adopting this design philosophy.

The Essence of Game Design

Imagine descending from Sinai with the ultimate truth about game design: A good game is when you can steal back the money you just spent at a shop; a bad game is when you can't. This simple principle underpins the enjoyment of immersive games like Kingdom Come: Deliverance 2. After investing about 40 hours in scamming merchants and honing my skills, I can confidently say that KCD2 embodies this design philosophy.

Dry Devil holds a torch and grins. (Image credit: Deep Silver)

The Capitalist Approach to Gaming

Karl Marx would appreciate this approach as it aligns with his critique of capitalist exploitation: M-C-M—money, commodity, money. If only capitalists leveled their pickpocketing skills, they could walk away with more than just profit.

The Rule of Theft in Gaming

The rule is consistent across various games: Baldur's Gate 3, Fallout: New Vegas, and KCD2 all allow players to reclaim their gold through theft. While some games may not let you steal back your gold, they often allow you to rob shopkeepers directly, indicating a design philosophy that prioritizes a realistic and malleable game world.

kingdom come: deliverance 2 branding (Image credit: Warhorse Studios)

World-Building Over Storytelling

Games should feel like living worlds rather than mere narratives. This philosophy is becoming increasingly popular, as seen in KCD2 and smaller titles like Peripeteia. As we move further into the decade, I hope to see more immersive sims that embrace this design ethos.

Avowed's Potential

Currently, I’m enjoying Avowed, which feels well-tuned but could benefit from a more immersive design approach. The ability to steal and face consequences should be a fundamental aspect of gameplay. If Obsidian adopts this philosophy in future games, we could be looking at a Game of the Year contender.

Avowed masked warrior at night looking at camera (Image credit: Obsidian)

Ultimately, every game can be enhanced by allowing players to rob shopkeepers. This principle holds true across the board, making for a richer and more engaging experience.

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