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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:
- Would this be here if I weren't afraid the game is too short, too shallow or not worth its price?
- 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#
| Method | Look for | Not padding when |
|---|---|---|
| Filler content | collectables, challenges, side stories or systems that exist to give the player "something to do" | the content serves the purpose of the game |
| Artificial difficulty | scarce saves, punishing precision, luck over skill, trial and error, hidden information, lying to the player | the difficulty is what the game is for, and the game is upfront about it |
| Arbitrary unlocks | modes, characters, items or story held back until the player has put in enough time | never as a time-stretcher; access can follow believable in-world logic instead |
| Blatant recycling | the same item, area or dungeon under a new name, color or set of numbers | parts are reused cleverly to make more content cheaply (Content That Multiplies) |
| Tacked-on features | side activities, hunger meters, minigames, extra modes or companion apps nobody planned | the feature was part of the design because the purpose called for it |
| Time gating | real-life waiting, play-time limits, time-of-day content, event exclusives, rotating shops, streaks | never; the player decides when and how long to play |
| Content splitting | near-identical parallel versions, cut content sold back as expansions | an expansion is new work, fairly paid for |
| Hidden delays | long animations, fake loading, slow menus, unskippable scenes, crawling text, hold-to-confirm, a 0.9 timescale | never as a time-stretcher; every pause must have a reason the player would agree with |
| Rewards for staying | achievements, idle rewards, daily bundles, bonus overload, celebration effects, praise | never; feedback and gratitude aren't rewards (Feedback is not a reward) |
| Punishments for leaving | disapproval of short sessions, missed bundles, labels, threats to erase all progress, unbanked progress lost if you stop now | never; a punishing experience is only honest when the player chose it knowing what it is |
| Forced RNG failure | misses beyond the shown odds, crafting that destroys materials, tiny drop rates, random downgrades | randomness creates variety and the player's choices still decide the outcome |
| Playthrough splitting | classes, "choices" or endings that exist to force a full replay for a few new scenes | the choice changes the experience, not just which gate opens |
| Dailies and offline progress | expiring quests, capped resources that wait for collection, "something is ready" notifications | never; the game waits for the player, not the other way round |
| Drip-feeding | slow walking, empty roads, huge maps with little in them, one coin per pot | the distance is the experience, and it's full |
| Removed conveniences | no fast travel, no quick-save, a tiny inventory, no bulk actions, and especially any of those sold back | the 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 health | limits 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).
Reactorcore
Game Design Technology: The Holy Grail of Fun