There isn’t an official list of laws on game design, but if there were one, ‘the art of losing’ would be near the top of the list. How often do you see a great Flash game with an engaging experience ruined by forcing its players to restart? In an ideal Flash gaming experience, there are no losers and winners… only gauges of success.

Dying Sucks

TG Motocross 3 on Teagames is a perfect example of an impressive, fun, and addicting Flash game that unfortunately interrupts player experience. So I started up the game and clicked Play (my favorite button). The game is organized by levels. Each level has its own terrain and difficulty and it’s the player’s goal to bring the character riding the motorcycle to the other side of the map. It’s quite simple and incredibly fun. The first thing I noticed when playing TG Motocross (besides the smooth style, easy controls, and advanced physics) is that I died – a lot. The terrains are tough, and the game takes a bit of practice. But once you get the hang of it the game becomes quite fun.

Dying in TG Motocross 3

Unfortunately, the pain of losing nearly ruined my entire experience. You only have five lives.

Only 5 lives

Five lives is all you get before having to start all over from the very beginning.

Annoyingly, I am forced to restart the game after falling five times to my death. It’s hard to want to continue seriously when you’re only level 2 of 10 and only have one life. You know that you’ll eventually die and have to start over… so why keep trying to get to level 3? That’s the big problem with having lives. Having only 1 life left doesn’t make me appreciate my character’s life more when I’m only on level 2. I might as well kill myself and start all over with a fresh 5 then to continue trying to complete the game.

Don’t force players to repeat challenges

Consequently, one of the best attributes of the game quickly becomes worthless. The advanced physics made me want to play around with my character (the ragdoll effect). However, with only five lives, I am unable to drive like a maniac (which can be very fun) because lives are too valuable to be lost. No playing around if you want to complete this game.

All this dying made me remember a Practice Mode button I saw on the main screen. Thinking this could be the “sandbox” mode I’ve been looking for, I refreshed the page. It turns out that practice mode is identical to Play Mode. The only difference is that the player has the ability to select which track to play. You still have lives on practice mode!

Even the sandbox has lives

In summary, a game is only as great as the players that play them. If you make a game with 10 levels and nobody can reach level 8, then that’s 30% of your game that nobody will ever see. TG Motocross would have still been a fun game if lives were taken out of the picture. If the game had unlimited lives, then more people like me wouldn’t be so frustrated and we’d be able to enjoy the well designed levels and driving physics. The more advanced users who compete for highscore boards would still have to compete for points (based on time and viewable on the top left).

Games typically don’t need to have more than one dimension of challenge. TG Motocross has two – score and lives. Scoring is all games need to distinguish players from one another! Adding more usually just complicates things. So, to flash game developers out there, don’t make me restart!

Read the rest of the series: ‘Designing Fun’

  1. Designing Fun: Learning To Play
  2. Designing Fun: The Art of Losing