3 min read

๐Ÿ•ธ๏ธ Game design for indies: Webbiness

Webbiness describes how big of an impact a game element has on your game. Let's podcast about it!
Webbiness and Refactoring

It's podcast time! In this episode of Make the Game, I finally discuss something I've been wanting to for years:

WEBBINESS How much of your game an element impacts. This web represents the experience of playing your game. How much of the web shook when you added that new thing? Matt Hackett valadria.com

Webbiness is a measurement that represents how much of a game is affected by a given element. Picture your game as a spider web. When you add something to the game, does the whole web shake, or just a small portion of it?

๐Ÿ“ˆ High Webbiness

When an element has high webbiness, it affects a lot of the game.

HIGH WEBBINESS EXAMPLE: Something that's always dangerous and can spown in almost any level. Matt Hackett The bat in Spelunky valadria.com

Examples include:

  • The bat in Spelunky โ€“ a nuisance in the very first level, and potentially any level in the entire game. It could kill you almost any time!
  • A heal or cure spell in an RPG โ€“ you'll likely use it a lot in the beginning of the game, and could end up using it all the way to the end.
  • The rocket launcher in DOOM โ€“ it's great when you get it, and you'll likely use it occasionally for the rest of the game.

๐Ÿ“‰ Low Webbiness

When an element has low webbiness, it affects very little of the game.

LOW WEBBINESS EXAMPLE: An item that's only useful in the beginning of a game. Matt Hackett A wooden starter sword valadria.com

Examples include:

  • The first wooden sword you are given in The Legend of Zelda โ€“ it's useful right away, but you want to upgrade it ASAP, then never use it again.
  • A defensive item such as a shield that protects against something that only appears in a few places in the game (for example, protection against fire, ice, or poison).
  • A secret, hidden level in an adventure game โ€“ this could reward player exploration, but never be seen in any other part of the game.

Now, not everything in a game needs high webbiness. Every game is made up of elements that have low webbiness and high webbiness, and that's OK.

As game designers, sometimes we want to introduce high webbiness elements that have big impacts on the game. Other times, we want to introduce low webbiness elements that differentiate the player's experience, giving them unique moments that separate themselves from the rest of the game.

For further details and clarity ...

๐ŸŽง Listen to the Podcast

Listen to this episode for the long-winded explanation with examples, stories, and other ramblings! You can listen in all the expected podcast places, including:

Make the Game with Matt Hackett
A show about making & selling games hosted by Lostcast co-host and How to Make a Video Game All By Yourself author Matt Hackett. Topics include: * ๐ŸŽฎ Developer interviews * ๐Ÿ“ˆ Marketing tips * ๐ŸŽ™ Podcasts * ๐Ÿ›  Devlogs Listen to the latest episode right now Hereโ€™s everywhere you can listen Does anyone (besides me) use an RSS

๐Ÿ“‹ Show Notes

What do you think about webbiness? Do you have your own term for this concept?

Discuss in the very chill, very helpful Valadria Discord community.

Coming soon: Steam developer optimizations, extending gameplay with meta game design, and new cheat sheets.