Game Design Technology: The Holy Grail of Fun3 min read

Back matter

The Padding Checklist

The catalogue of fear-driven padding from Afraid the Game Is Too Short, as a checklist to run over your own design. Almost none of these techniques are destructive by their very nature. What makes something padding is the reason it was added. So for every item you find, ask two questions:

  1. Would this be here if I weren't afraid the game is too short, too shallow or not worth its price?
  2. Does it serve the purpose?

If the first answer is "no" and the second is "no", it's padding. Players will feel it, even when they can't name it.

The checklist#

MethodLook forNot padding when
Filler contentcollectables, challenges, side stories or systems that exist to give the player "something to do"the content serves the purpose of the game
Artificial difficultyscarce saves, punishing precision, luck over skill, trial and error, hidden information, lying to the playerthe difficulty is what the game is for, and the game is upfront about it
Arbitrary unlocksmodes, characters, items or story held back until the player has put in enough timenever as a time-stretcher; access can follow believable in-world logic instead
Blatant recyclingthe same item, area or dungeon under a new name, color or set of numbersparts are reused cleverly to make more content cheaply (Content That Multiplies)
Tacked-on featuresside activities, hunger meters, minigames, extra modes or companion apps nobody plannedthe feature was part of the design because the purpose called for it
Time gatingreal-life waiting, play-time limits, time-of-day content, event exclusives, rotating shops, streaksnever; the player decides when and how long to play
Content splittingnear-identical parallel versions, cut content sold back as expansionsan expansion is new work, fairly paid for
Hidden delayslong animations, fake loading, slow menus, unskippable scenes, crawling text, hold-to-confirm, a 0.9 timescalenever as a time-stretcher; every pause must have a reason the player would agree with
Rewards for stayingachievements, idle rewards, daily bundles, bonus overload, celebration effects, praisenever; feedback and gratitude aren't rewards (Feedback is not a reward)
Punishments for leavingdisapproval of short sessions, missed bundles, labels, threats to erase all progress, unbanked progress lost if you stop nownever; a punishing experience is only honest when the player chose it knowing what it is
Forced RNG failuremisses beyond the shown odds, crafting that destroys materials, tiny drop rates, random downgradesrandomness creates variety and the player's choices still decide the outcome
Playthrough splittingclasses, "choices" or endings that exist to force a full replay for a few new scenesthe choice changes the experience, not just which gate opens
Dailies and offline progressexpiring quests, capped resources that wait for collection, "something is ready" notificationsnever; the game waits for the player, not the other way round
Drip-feedingslow walking, empty roads, huge maps with little in them, one coin per potthe distance is the experience, and it's full
Removed conveniencesno fast travel, no quick-save, a tiny inventory, no bulk actions, and especially any of those sold backthe purpose is about travel, survival or planning
Difficulty as padding"beat it on hard for the real ending", items that only exist on higher settings, settings that only add enemy healthlimits for new players and a "pro mode: no limits" for experts (Chapter 25)

If you found some#

The worry behind the padding is real. Padding is the wrong answer to it: it adds time without meeting any needs, and drains respect, freedom, rest and trust along the way. The real answers are structural (What happened, and why):

  • Short because it's a handmade gift? Make it excellent, price it honestly and say what it is. An honest short game is respected.
  • Short because the content runs out? Make the content multiply instead of add (Content That Multiplies).
  • Short because the structure ends? Give it a structure that doesn't have to end (Infinite Metagames).
  • Years of work for minutes of play? Build the forces, not the desert (Build the Forces, Not the Desert).

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