Cracking the Cookie Clicker Code: A Game Design Deep Dive
12m 10s
The podcast delves into the addictive qualities of games like Cookie Clicker, emphasizing its simplistic yet engaging gameplay loop that involves clicking a cookie to increase scores. It explores the key design elements that make Cookie Clicker addictive, including simplicity, accessibility, competitive aspects, idle mechanics, and a well-structured reward system. The discussion extends to how successful games like Stardew Valley and Diablo also implement similar reward structures to maintain player engagement. Indie game developers are encouraged to study Cookie Clicker as a model for keeping players engaged without complex gameplay distractions. The episode concludes with a call to action for listeners to engage with the podcast community and support the host's game development project, Samurado.
Transcription
2297 Words, 12333 Characters
Hey guys, welcome to the Indie Game Development Podcast.
Here we tackle the challenges of indie game development head on from the technical to
the emotional, and talk about the secrets to conquering self-doubt on your journey to
crafting games that people will love.
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Let's go.
So there are certain games that I avoid because I'm afraid that I'm gonna get completely
addicted to them.
I have never played World of Warcraft, I tread very very carefully when I played Diablo,
and I've never played Cookie Clicker until very recently.
And when I did play, by the next day I had a lot of wrist pain because I couldn't stop
playing that game.
I did hear about Cookie Clicker when it came out all the way back in 2013.
It was the second most searched game that year right behind Grand Theft Auto V, and
I avoided it on principle because, and I am sorry to all the fans of the idle or clicker
genres out there, but I thought this game is stupid.
It's not even a game, it's just a make numbers go higher simulator.
And not even in like the RPG sense, there was just, I couldn't see anything that made
me want to continue playing, it was just numbers that got higher and higher.
So just really quick, if you're not familiar with the game, if you don't know what it
is, if you've never seen it, you literally, you just click on a cookie to increase your
score so that you can buy things that increase your score faster, so that you can buy more
things that increase your score.
And that's it, that's the whole gameplay loop.
And then I played it so that I could do a tutorial on how to make it, and now I feel
like a hypocrite because I instantly got hooked on the game.
I was watching The Office with Nicky, except I wasn't actually watching the TV.
I was tapping my stupid phone with all five fingers at once so that I could increase my
score faster.
But the part that got me really hooked was that once you buy the right upgrades, it still
increases your score even when your phone is off, hence the genre name, idle game, right?
So I played a lot that night and then I dreamt about cookies.
And then in the morning, I woke up and Cookie Clicker was the first thought that entered
my brain when I got out of bed, well, it was before I got out of bed, I woke up and I thought
about Cookie Clicker.
I was like, oh, I got to go check on how many cookies I got last night.
I bet I can get all sorts of upgrades now.
And later that day, I uninstalled it because I didn't want to become completely addicted
to this game.
But this did get me thinking, right, how in the hell is it possible that a game which
literally has no like actual gameplay, right?
You know what I mean when I say that it's just a glorified shop system.
How can it become one of the world's most searched games?
How can it be so addicting?
And more importantly, because we're trying to make games, right?
What lessons can we take away from this and games like it as game designers?
Can we, in an ethical and responsible way, duplicate the level of fun for our games so
that our players want to keep coming back for more?
Because there's obviously something there.
There's a reason that my brain would get hooked on this game.
There's a reason that it was the number two most searched game.
Not sure what it is at first glance, but let's look into it.
So to break down what is appealing about this game, let's sum it up in five quick points.
Okay.
So number one is it's very simple and it's very memorable.
You could ask your friend, Hey, did you check out that game where you click on cookies?
Right?
That's a really, really short sentence.
Yet you just described the essence of the entire game.
So it's easy to talk about.
It's easy to remember.
I'm a very analytical person, so I don't always like the fact, but it is the truth.
When things are simple, they stick in people's heads more easily.
This is a very important lesson for us to take as game designers.
Okay.
Number two, you can play it for a few minutes or even just a couple of seconds at a time.
The game demands very little from you.
And let's just be honest, you know, not gross hopefully, but if you're using your phone,
then you'll probably use it when you're in the bathroom and being able to check your progress,
buy upgrades, and then turn it off within seconds, makes it really accessible and undemanding,
which will make it more likely that you'll pick it up more often.
It's always there.
It's always in your pocket.
You can whip it out real quick, you know, buy an upgrade or two and then shove it back
in your pocket and not think about it again for a little bit.
Okay.
Number three, because it's all numbers driven, you can take screenshots or just share how
far you got really, really easily with other players, which might drive people to compete
with one another for even higher scores.
People are very competitive by nature.
So anything that will get that kind of thing stimulated is good for your game.
Number four, idle mechanics.
And I personally really don't like idle mechanics, but the only reason I don't like them is because
I find them addicting and I despise things that I find addicting.
I have a lot that I like to get done during my day and addicting things take that time
away from me.
So idle mechanics do work, especially for mobile games.
And when your game is working for you in the background, even when you aren't playing it,
it's just that much more likely that you're going to keep on wanting to come back to check
on your game.
Okay.
Number five, the reward structure.
I feel like this is an obvious one, but this from cookie clicker, it's really worth studying.
And I didn't think about it too much until I made my own version of cookie clicker for
a YouTube tutorial.
But I had to go through several iterations of the reward system in that game and tiny
little tweaks to the reward system made a huge difference in how fun it was to play.
And having to tweak that a bunch of times really did make it sink in that there is very
much a right way and a wrong way to give rewards to players.
Or maybe a better way to describe it is there is an effective way and ineffective ways to
give rewards to players.
If their score increases too slowly and upgrades are too expensive, they're going to get lazy
and they're going to give up.
They just won't care.
But conversely on the flip side, if the score increases too fast or upgrades are too cheap,
somehow this also loses the fun factor and you won't get hooked, which surprised me.
But I did go through an iteration with my own tutorial where upgrades were way too easy
to get and I got bored within five minutes.
So there is this weird fine line that you have to find, but you can find it.
And it seems to be when the reward feels just out of reach for people and players have to
work just hard enough to get it.
And the numbers should be intuitive enough that people can get a good sense of how long
it will take them to reach that next level, right?
People will think to themselves just a few more minutes and I'll get there and then I'll
put my phone away.
By the time that they accomplish that goal, all that's going to happen is they're going
to have a new goal in mind.
The reward system, it's all dopamine driven.
It's frequent rewards that scale properly.
But I do think there are two factors that manage to keep the game fun because on the
surface these five things we just talked about, they're not enough to make the game addicting.
Number one is there's a controlled drip of rewards and new upgrades and achievements,
right?
If you could see every upgrade in the shop all at once, you might feel overwhelmed by
your options or overwhelmed by how much there is to do and that might make you want to give
up.
But the game hooks you, it makes you set a micro goal for yourself.
And by the time you reach that goal, it's very likely that a new upgrade has unlocked
that you now want to shoot for.
So the rate at which you unlock things is controlled and tamed down.
It's a carrot on a stick type of thing where the designer is just getting you to take one
step after another constantly chasing more rewards.
And the second factor is the rate of growth accelerates over time.
And what I mean by that is at first you're kind of this worker bee.
You're just clicking that cookie constantly, but you will eventually reach a point where
time actually gives you a lot more cookies than you tapping that cookie does.
And instead of spending all your time clicking on that cookie, you're going to spend more
time figuring out which power ups to buy and how best to invest your money.
What's going to get you more over time.
So you're working less, but you're earning more.
It's very similar to what every entrepreneur hopes happen to their businesses.
You have to put in all the work at first, but eventually it pays off and you can ease
up on the work later on.
And eventually you'll be able to afford some of the cheaper auto clickers every couple
of seconds.
Yet at that point, you're not even going to care because it's so small and insignificant
and it's not going to help you get to your new micro goal except right.
If you buy enough of those small upgrades, you will get an achievement getting that achievement
will then unlock an upgrade, which will make all of your cheap auto clickers that you've
already bought much more efficient, which is worth it if you have dozens or hundreds
of them.
So from every possible angle, there's almost always something for you to look forward to
or another reward that's just out of reach.
And if you think about it, a lot of games that have done really, really well have a similar
reward structure to this.
I would not normally compare Stardew Valley to Cookie Clicker, but Stardew doesn't overwhelm
you in the beginning.
The mines not even open.
You run out of energy really fast at the start of that game.
You cannot do a whole lot in each day, but you work and you start earning money and you
level up, which makes tasks cost less energy, which slowly but surely lets you get further
and further from your farm to explore more and more of the game.
But whenever I play Stardew, there's always a goal I have in my head.
What crops do I need to plant by when I want to get, you know, five levels deeper in the
mines or if I'm in the late game, the Skull Cavern, I'm going to get this reward from
the community center before the end of the season, whatever it is.
And it also follows an accelerated growth model.
You make way more money in the late game, but everything you want to buy is also way more
expensive, which keeps it from getting boring.
I love Diablo.
I have not played a whole lot of Diablo 4 yet, so let's talk about Diablo 3 instead.
But I have to assume that the same thing applies, at least I hope so.
It's a big deal the first time you find a legendary piece of gear in Diablo, but later
you'll end up leaving dozens of them on the ground because they become so common and you
might be searching for a particular one to help you with your build you're working towards.
Accelerated growth, steady drip, feeding of the rewards.
If you were an indie dev, Cookie Clicker is worth studying because it strips all the gameplay
distractions out of the equation and basically gives you the raw formula for how to keep your
players engaged with no complex systems getting in the way.
If you want to chime into the conversation or connect with more devs like yourself, you
can check out our Discord server.
We have an amazing community of indie devs, I will leave a link in the description.
And as an indie developer, I feel like it's my duty to tell you to go to Steam and wish
list Samurado, the game that my wife and I are currently working on.
And that's all I've got.
If you loved this episode and you haven't already left a rating and review, please consider
doing that now.
It really helps the podcast grow and reach more awesome people like yourself.
Thanks so much.
Bye.
Podcast Summary
Key Points:
The podcast discusses the addictive nature of games like Cookie Clicker and their design elements.
Describes the appeal and addictiveness of Cookie Clicker, focusing on its simple gameplay loop.
Highlights key game design elements such as simplicity, accessibility, competitive nature, idle mechanics, and reward structure.
Compares the reward structure of Cookie Clicker to successful games like Stardew Valley and Diablo.
Encourages indie game developers to study Cookie Clicker for player engagement strategies.
Summary:
The podcast delves into the addictive qualities of games like Cookie Clicker, emphasizing its simplistic yet engaging gameplay loop that involves clicking a cookie to increase scores. It explores the key design elements that make Cookie Clicker addictive, including simplicity, accessibility, competitive aspects, idle mechanics, and a well-structured reward system. The discussion extends to how successful games like Stardew Valley and Diablo also implement similar reward structures to maintain player engagement.
Indie game developers are encouraged to study Cookie Clicker as a model for keeping players engaged without complex gameplay distractions. The episode concludes with a call to action for listeners to engage with the podcast community and support the host's game development project, Samurado.
FAQs
Cookie Clicker is a game where you click on a cookie to increase your score and buy upgrades to increase your score faster, creating a simple yet addictive gameplay loop.
Cookie Clicker's addictiveness comes from factors like its simple and memorable gameplay, accessibility for short play sessions, competitive elements for sharing progress, idle mechanics, and a well-designed reward structure.
Game designers can learn from Cookie Clicker by studying its simplicity, accessibility, competitive features, idle mechanics, and effective reward structure to create engaging and addictive games.
The reward structure in Cookie Clicker plays a crucial role in engaging players, with frequent rewards that scale properly, controlled drip of upgrades, and an accelerated growth model that keeps players invested.
Cookie Clicker is worth studying for indie developers as it provides a clear formula for player engagement by stripping away complex gameplay distractions, offering insights into simplicity, accessibility, and effective reward mechanisms.
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