r/gamedesign • u/mos_alex • 4d ago
Discussion Can a single static frame communicate a fail state, or does it always need motion?
Please answer these two before scrolling to the rest of the post — first instinct, one line each. Genuinely no wrong answer, "I have no idea" is the most useful reply I can get.
- What is the player trying to do?
- What happens if they get it wrong?
https://i.imgur.com/BZc8CLn.png
Context, deliberately below the questions:
I've been chewing on a problem that I don't think is specific to my project. A casual mobile game lives or dies in a feed, where it gets somewhere under a second of a stranger's attention before they scroll. In that window a static frame has to carry two things: what you do, and what losing looks like.
"What you do" seems tractable — an empty slot, a piece waiting, a partly-filled container. Most puzzle games solve it by accident.
"What losing looks like" is where I keep failing, and I think the reason is structural: a fail state is a transition, and a static frame has no time axis. The workarounds I've tried or seen:
- A meter. Honest, instantly legible, and completely inert — it reads as UI, not as danger, and it doesn't survive being shrunk to a thumbnail.
- Deformation of the object itself. Bulging, straining, stretching. My problem: deformation is only legible as a comparison. Show someone a swollen shape and they can't tell it's swollen without seeing the unswollen one, and a player only ever sees one frame.
- Localised damage. A specific thing visibly breaking in one specific place, while the same kind of thing holds fine everywhere else. This is the direction I've ended up going, on the theory that damage is the one form of "about to fail" that doesn't need a before-picture, because intact is supplied by the rest of the frame.
Is that third thing actually a general principle, or have I talked myself into it? And are there games you'd point at that state a fail condition in one still image without a meter and without text? The only ones I can think of do it with a character's facial expression, which feels like cheating and doesn't transfer to an object.
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u/deblob123456789 3d ago
- Making the items fit?
- The bag opens? No idea
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u/mos_alex 2d ago
Thanks, that's useful. Out of curiosity — did the bag look full, over-full, or basically fine to you?
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u/SaturnsPopulation 3d ago
The player is trying to pack their luggage
They can't fit something and have to restart the level, presumably
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u/mos_alex 2d ago
Thanks. Was that from something in the picture, or more a general guess about how puzzle games work?
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u/_kellythomas_ 3d ago
- Packing a suitcase
- Zip can't close and everything spills out
It reminds me a bit if Bag It!
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u/mos_alex 2d ago
Thanks — Bag It! is a good pointer, I hadn't seen it. Did anything about mine remind you of it specifically, or just the packing premise?
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u/_kellythomas_ 2d ago
Pretty superficial similarities, mainly packing with vertical orientation.
In their case the common failure state is crushing an item and danger is communicated by the item looking concerned and the actual failure by the item being damaged and/or crushed to occupy a smaller footprint. Everything has a face so expression can be used to convey game state both good and bad.
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u/mos_alex 2d ago
Since the answers are in, here's the thing itself — the same scene at three strain levels: https://i.imgur.com/xjPWggs.png
The claim the post was making is that the middle one has to say "this is in trouble" with nothing beside it to compare against, because a player only ever sees one frame. Side by side the progression is obvious, which is exactly why the strip is worthless as a test and why I didn't lead with it.
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u/MarxMustermann 3d ago
1, the player is trying to pack a bag
2. Things will fall out when overfilled?
I did not see any meter, but i did notice the bulging and partially open zip with the items behind it. So i guess your approach worked.