Like many game designers from around the world, I am participating next week in Fuck This Jam! This is a game jam with a week-long duration and one simple rule: you have to make a game in a genre that you hate.
Conveniently for me, I hate a type of game that seems to come together well in game jam environments. I fucking hate tower defense.
Why the hate?
I’ve broken this down before, but, in detail, there are two highly scientific reasons:
1. Tower Defense is The Anti-Flow. Flow is the concept of increasing difficulty in games. The better you’re doing, the harder you have to play to keep up with how the game responds to your skill level. In an ideal game, your skill level is matched by the game so precisely that you need to continue to concentrate to rise to the increasing challenge.
Tower Defense does the opposite of promoting flow. The better you’re doing, the less you’re actually playing. If you have a perfect tower setup, you’re just watching. Some smart people, like the folks at PopCap, fixed this by giving players some additional busywork to do during the tower defense scenario. This adds something, but doesn’t defeat the underlying problem.
2. Tower Defense creates a Positive Feedback Loop. In a standard bug-squashing game, a player gets “coins” for each “bug” killed by a tower. The coins are used to buy more towers. If the player does a poor job early on, and tower setup isn’t good, the player will get less coins. Therefore, the player won’t be able to afford better towers. So if a player starts playing poorly, the player will fall behind, and play worse and worse until all hope is lost.
So, there you go: two scientifically proven game design reasons why Tower Defense is bad and you should hate it. Yet so many people seem to like it anyway! Why?
I realize, for one thing, that the amount of idle time in a TD game makes it ideal as a “windowed in the background” experience. If your towers are set up well, you can casually walk away from the TD game without much fear, checking it now and again. Not every game needs to be a flow experience. And I also realize that there are TD games that people play for the story. So if trying to create such a game somehow gives me new appreciation for what’s out there in Tower Defense, so be it. As I understand it, that’s perfectly aligned with the goals of the jam.
I’m not entirely sure it’s possible to make TD a flow experience anyway. When I pitched this concept casually to a few people, they thought of some ways to mix it up. One idea was to set the game from the point of view of a single tower, and aim and click at bugs. But that’s not really tower defense; it’s just a shooter. Another idea was to do a sort of reverse tower defense where the player controls the bugs… but I’m not sure that’s really Tower Defense either. I could do a sort of parody text-adventure Tower Defense where the player takes on the role of some dude in the tower and types SHOOT BUG tediously. I may save that plan as a last-minute backup if I can’t do much better.
But what I really want is a Tower Defense game that respects my time, the way Earthbound is a JRPG that respects my time. In Earthbound, if you are definitely going to win a fight anyway, you instantly win that fight without actually playing out the combat. So it should be in Tower Defense. If all my towers are properly set up, and victory is inevitable, why make me push down a Fast-forward button or otherwise go through the motions to watch it play out? If the towers are set up toward an inevitable loss due to positive feedback, why not let me know that now rather than slowly sinking under?
Does this game exist already? If not, are these design problems I can solve with limited coding experience? I plan to try to find out.
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