[Discuss] The Design of Clicker Games!

The Design Elements of Clicker Games!

Ian Bogost was mad at the game industry! He felt modern games were making a mockery of everything he loved. So, he made a spoof called Cow Clicker with only one mechanic - click a cow, once every six hours. He released it to Facebook and began to write about it, hoping to change the industry. And, overtime, people took notice. Some came to look and said, 'Yeah! You show ‘em!’ and some came … and played. More came, and more, until it became so popular he was compelled to remove it entirely!

Whether Bogost deserves the credit or not, there’s no question that clicker games, aka “Incremental Games”, have become their own genre. Today, there are hundreds of clicker games, on all sorts of devices! Of course, the most famous is Cookie Clicker and arguably, one of most beautiful is Clicker Heroes.

The question is … what can we learn about game design from clicker games?

Gigi

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I’m addicted to clickers. (AKA incremental games.) I know they’re stupid and pointless, but I just can’t help but play them.

So of course, I’ve looked at designing them. And what did I find? They’re just as uninspiring to design as to play. There’s an addictive quality to them that defies reason, though.

I’ve found that there is a sense of satisfaction in getting numbers to increase. In managing resources so as to promote further growth in the best way possible.

I recall a gamedev talk that discusses “social” games and the ways that they trick the player into player, and the detrimental effect on people’s lives because of it. In particular, the speaker mentioned that it tricks you into feeling like you’ve been productive, even though you haven’t, and this can lead to letter other parts of your life suffer in consequence. This is something I worry about as I design games. Unfortunately, I don’t think clickers would be compelling without it.

Depth. For me, the best clicker games don’t just add numbers. They present challenges to the player that prevent them from just blindly clicking to maximize efficiency. The least of these is having multiple tiers of things to buy that go up in price as you buy more, but scale linearly in output. This causes you to consider whether you’ll buy the cheaper or the more expensive item, and which would increase your numbers faster.

Speed. I recently played a slow incrementer and it was not fun. I ended up writing cheats to get to the end, rather than waiting. It was stupid. So I think a clicker has to give a frequent increase in the number of things you’re thinking about and dealing with, and not just once in a while.

Plot. The really good ones also have some kind of plot or story. They get you to care about the things that are incrementing, or the people depending on those numbers, instead of just wanting numbers to increase. This could be as simple as a linear story that happens automatically, or a situation where mismanagement leads to “deaths” in the community. Or even something more complex, which threatens to come close to being a regular game. :wink:

Waiting. The best clickers give you something to do when you start, and then encourage you to wait a bit. Then encourage you to click, then wait… And repeat. If there isn’t something you can do to speed things up in a meaningful way, then you lose the player.

Prestige. The best clickers also give a way to start over with bonuses, promising that you’ll get to later parts of the gameplay faster than if you just kept going.

Saving. Saving locally is a must. Saving remotely is a god-send. Exporting a save for safe-keeping is a serious relief to the player.

Hacking. If possible, the game should prevent hacking. At least casual hacking, anyhow. Due to the “wait a while” nature of clickers, it’s very tempting to just hack the numbers you need, but that absolutely destroys the draw of the game. Simple hack prevention is enough to prevent people from ruining the game for themselves.

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I couldn’t explain why I liked them. At first, I thought they were stupid, until I found myself coming back again and again. Then, I figured it was just the Skinner Box/dopemine connection. And now, I’m not so sure. I like the mystery box too! Finding what the developer has to say through his simple game - cookies, pizzas, dogecoins, each is unique. It wasn’t until I made my own, that I realized the design was more sophisticated than I thought. And it turned out to be my funnest solo project thus far!

^ This! I was designing a new clicker game and was planning to simplify away the levels. Except, I then realized that without the VAST number of upgrades, incrementals aren’t nearly as fun! I think clickers are what we love about ‘Upgrading’ our characters in an RPG, without the RPG. Which … is a weird design concept.

Gigi

Before reading this thread, I’d never tried a clicker game. So I checked out Clicker Heroes, and after playing for a bit I can say that I don’t really get it, but…

I don’t think that’s such a weird concept. My favorite part of RPGs is always the battle system, which is really just reward through repetition. What I was missing in Clicker Heroes though was any sort of challenge, but I guess that’s the point?

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I think what clicker games have really optimized is the development curve. By that I mean, how much more bigger/better/faster/stronger can you get your in-game personality to be, compared to where it started?

In a venerable game like D&D, you start off with maybe 5 hit points, and after literal years of building your character up to level 30, you’ve got maybe 50-100 hit points. You started out able to deal 1d8 damage, and after all that development and quest-reward magic swords and so on, you now deal 2d8+2. And, as you get tougher, it gets harder and harder to get any tougher than that.

Other games have little to no development at all. Mario? You can collect powerups, which are handy when you need them, but then they’re used up. You basically can’t make your character fundamentally stronger, faster, or better than he was when he started (at least, not permanently).

Now along comes Cookie Clicker and its ilk. You start off able to generate something like 1 point per second, and this requires manual clicking. But you quickly upgrade, and upgrade, and upgrade some more, until you are literally generating thousands of points per second. There is always a “just one more” upgrade that makes you not just a little better, but a lot better than you are now, so it feels entirely worth the time/effort to get it. And then, of course, there’s another one after that.

To me, that is the key insight of these games: development is a very powerful motivator, so much so, that you can make a game based on nothing else. And people will play it in droves.

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First off, that is not by Raph Koster, he had nothing to do with it. In fact at the time it came out I was working with Raph on a social fantasy RPG attempting to bridge the gap and make a social game that would appeal to core and lapsed gamers. He is certainly experimental, but cow clicker isn’t the type of thing he does, he tends to be more grandiose. (in every detail, which can be a challenge). He certainly commented on it, but had nothing to do with its creation.

Second, cow clicker was a satire game. It was a parody of the current state of social games (about 5 years ago). It was not an effort to change the industry, it was a joke, done for fun. It got ret-conned into an “experiment”, and gained some notoriety. It didn’t really impact game design, primarily because it was just a reflection of current games. But most of the buzz it generated at the time was either as humorous, or from those in the industry (or industry “journalism”). Clicker satire games have been around since the 90s when they shipped on CDs with game magazines. While amusing, no real impact. Definitely not a genre, though they popup from time to time, they are short lived.

I wouldn’t say there are any real lesson here, at least not for serious game design. It didn’t illustrate any new concepts or knowledge, and it didn’t illustrate that the a satire game or single mechanic can be successful. Cow clicker gained some viral interest, but it wasn’t a “success” (most the interest was from devs, not gamers) More to the point, there are much more valuable insights from a variety of sources. While amusing as it was back in social web explosion, taking anything more away from it than a few giggles misses the point completely.

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How did I make that mistake? OMG - so right! Koster and Bogost are … completely different! If Koster had invented it, it would have been called ‘Ludite Clicker’ ;). Thanks for the catch!

Gigi

Related to my post in ‘Some People will download ANYTHING’

The point of Clickers to me has always been the same as many mobile games fill: to find some way to allow a person to waste a small amount of time (e.g. the ‘Toilet Gaming’ theory.)

The most recent resurgence of Clickers happened while I was still in college, and I turned off to it pretty quickly. Sure, a girl I knew played FarmVille. Sure, I would have short bits of down time between some classes. The reason is more or less everything @wccrawford1 alluded to - the games weren’t carefully paced, the games wanted to hoist a one-sided time, money, and social investment onto the player, the games didn’t have varied mechanics, and most egregiously, a way to wait out the waiting.

If I’ve planted an Orange Tree that takes 5 minutes to grow, that’s a short enough time that leaving the game isn’t really productive if I’m into it. Yet, I can’t do anything for 5 minutes. Having a secondary objective, even one that does not directly contribute to the game itself, would have helped bridge the gap and allowed me to play more.

As it is, the games were rather transparent about what they wanted: to feed and reproduce. The clicker genre, especially married with microtransactions, was the least genuine gaming experience I’ve ever encountered, and is the reason why I’m happy that that genre has slid back into obscurity.

I’d readily liken success yielded from an Iterative Clicker to winning in Chess via a Fool’s Mate. Good for you if you do, I guess.

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A clicker with microtransactions? Ugh. That’s disgusting. I think microtransactions are a horrible game-ruining idea most of the time anyhow, but there’s literally nothing to clickers except getting the next upgrade. Buying your way out of it means that the “game” was horribly designed in the first place.

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For some reason I started reading that like Christopher Walken and now it won’t stop.

The only one I’ve played was A Dark Room, which was enough for me. It was more than just OCD taken to extremes. Every new mechanic resulted in a shift in the underlying premise and ended up with that gave it a story.

https://www.youtube.com/watch?v=ptk93AyICH0

because it’s relevant.

I love that genre. I can remember as a child I played with my calculator. Just entering something like 1+= and hitting the “=” all the time to increase the numbers linear just to see how far I can get. :smile:

Maybe you can help me on this, guys. I sometimes read about things like “prestige” in incremental games. How’s that working? As far as I see you just “reset” everything you made just to get some … what? Bonus?

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A Dark Room is definitely an awesome incremental game. They really knocked it out of the park.

Prestige is just as you say. You start from scratch to get a bonus on your next playthrough. The good ones give a good enough bonus that you can get quite a bit further in the same amount of time, and you’ll have to restart several times to reach the highest levels.

So yeah, I think I’ll definitely create one! Maybe it’s a good idea to combine severall game mechanics. Pure clicking is a bit odd. I like this game for instance: Derivative Clicker

Maybe it’s even good to combine different genres, just brainstorm!

edit:

(1) Raw idea: You just click into a bucket to fill it with your clicks. As soon as it’s full it spills over into neighbor ones. Well even my Paint&Conquer game uses that kind of mechanic. :smile: You could buy larger puckets or play against a friend with a different color…

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Mixing genres is definitely good. Adding the clicker design to other game types can really make the game feel more interactive.

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In its way, Bravely Default does something similar with the rebuilding of Norende. Pretty much you place a building every interval of time, which allows you to get useful items for the main game, but it also opens up special boss fights (for instance, the Mega Ultra Waifu Chicken.)

I’ve got a question: since the hard mechanics of a clicker are to press a button to interact with something across set intervals of time, would it be possible to consider, say, the first Sim City an Iterative Clicker, as well as a City Sim?

SimCity definitely has some of the same mechanics as clickers, and while it’s possible to fail at SimCity, it’s really hard to do that. Clickers generally have no fail conditions. So yeah, some might consider it a clicker.

But it’s got enough complexity that I think it separates itself from the clicker genre. Even “A Dark Room” is headed more towards Visual Novel territory, and might have been widely considered to be a VN if it didn’t start out so strongly like a clicker.

Sorry for this maybe stupid question, but what is a “VN”?

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Are upgrades only an OCD thing? Most RPG’s have upgrading stats as a core part of the mechanic. Typically, it looks like this:

  • Level 1 Magic Missiles
  • Level 5 Fireblast
  • Level 10 Fireball
  • Level 15 Fire Rain

Strip away the graphics, and what you have is a treadmill where the player is racing forward, to access new content, which is the same as the old content except with bigger numbers. Repeat until the player quits. This design is called the ‘Treadmill.’ Of course, RPG’s and MMO’s have many other mechanics too, and yet, under all the glitz, special abilities, and group play, sits this core treadmill of upgrades. Clickers have just found that some players enjoy this single mechanic enough to build entire games around them.

I wonder if other bits of games could stand on their own…

Gigi

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I think the main point is to keep it really simple in the beginning, it can become complex later on.

Having just a simple one click interface makes it easy to grasp for everyone. I’m not that a fan of just stupid clickers but I’m a fan of incremental games and surprises. So you obviously should the player keep clicking by just give him some surprising results, achievements and whatever from time to time.

For me just tapping forever to count something up like I did with the calculator as a child is not compelling enough anymore. I will think heavily about this and maybe I find some ideas to share here.

I can think of stuff like combos for instance where you click as fast as you can as long as you can. As soon as your click rate goes below let’s say 3 clicks per second your combo is finished. That again could be combined with some crafting, so the crafting result becomes better the better your combo is. Again that could be combined with for instance two different areas the player has to click in a deterministic manner like the games where you always have to click on the lighter of two colors…

Lots of games have a similar “treadmill” (what I prefer to think of as a development curve), but few take them to the extremes that the clicker games do. Your Fire Rain spell does maybe 10 or 100 times as much damage as the Magic Missiles… but in modern clicker games, you’re quickly leveling up to where you produce points thousands or (literally) millions as fast as you did initially. I believe that is what makes them more compelling: the “I’m producing a million cookies per second!” realization is quite a rush for many players.

Never mind that numbers are numbers, and as you point out, it’s exactly the same as it was before, but with more digits before the decimal point.

Now as for whether SimCity counts as a clicker game… this is a very important question to me, since I’m working on a city sim (in space!) now. I don’t really think so, but there’s certainly some design lessons to be learned from comparing various simulation games. I think I’ll start a separate thread about that.