Let The Player Break The Game Already; Inscryption, Isaac, and Others

While on break for the holidays I found myself finally taking a look at a little indie card battler game I’d heard much about. Daniel Mullins’ Inscryption is a 2021 roguelike card battler in which you build a bestial-themed deck of cards to traverse a table-top adventure scenario game-mastered by a mysterious shadowy card dealer, who seems to be keeping you in a spooky woodland cabin. You may have heard the game is rife with compelling mystery and secrets, and it is, so rest assured I won’t be spoiling anything about the game, merely talking about its combat mechanics sans any story context.

A stone altar is placed on a wooden table immersed in shadow. A set of cards featuring the likeness of beasts is lined up before the altar. A card with a cat is sacrificed on the altar and disappears, but a stoat card is granted the cat's sigil, a special power in the form of an infinity sign on a dagger.
Yeah, you look very honored.

Specifically I want to talk about this concept of ‘breaking the game’, or employing a strategy so overwhelmingly power it almost seems to throw off the difficulty balance. Here’s the thing though, well-designed games like Inscryption and The Binding of Isaac: Rebirth want to create this feeling in the player of overwhelming power, which is why they tend to be so brutally difficult at the start. Roguelike games, by their nature, are games designed with the players’ repeated failure in mind, and thus repeated replaying. With each of those failures, generally, new inherent advantages are collected, as well as new knowledge of the game. By game’s end, the player will have accrued a large number of mechanical advantages and game knowledge, allowing them to plow through challenges that once seemed insurmountable. The game designer’s fear of the ‘Dominant Strategy’ is the trivialization of their game mechanics.

What’s clever about a lot of the more popular roguelikes, is that they leverage powerful strategies as a way to engage the player with their systems. Knowing exactly what the most reliable and powerful combinations of weapons and items in The Binding of Isaac: Rebirth takes time, effort, and exploration, so by the time you’ve ‘broken the game’ so to speak, you’ve already gone through a lot of the game’s interest curve just getting there, and a well balanced game can tilt that power scale back at you. Often in the roguelike Hades I’ve found myself achieving a combo that can absolutely demolish early content, but I’m then brick walled by later enemies, and have to change up my approach, keeping the game dynamic and interesting. These games make the opposition an overwhelming obstacle, so that overwhelming power is not only incentivized in the player, but almost demanded.

I’m tending more and more towards designing the opposition in a combat game to be more powerful, rather than limiting the powers and options of the player. Finding wacky solutions to the problem of ridiculously deadly enemies is fun! Isaac allows you to reach such absurd levels of power that it’s comical, and yet Isaac is so vindictively engaging. Every time I fail in that game I’m just reminded of how much I want to taste that overwhelming power again, I think about all the little ways I could combine and recombine the disastrously large number of powerups existent in Isaac, and I dive right back in. The same is the case for competitive games with deckbuilding elements such as Dota 2‘s Ability Draft, in which one drafts the ability for their player hero from a pool of powers that don’t normally go together in Dota 2‘s base game modes, but can combine to create some ridiculous effects. The possibilities are just so tantalizing, because the designers went out of their way to insure the various elements all meshed with each other in interesting ways, without much need for exceptions or limitation. Dota 2 also has its own roguelike mode that utilizes design sensibilities as I’ve described. Enemies are monstrous, lethal, and oppressive, but clever power up allocation can render what once seemed impossible, routine, and it’s an exciting climb to that point.

No matter how overwhelmingly powerful one might become in these games, the games generally stay extremely lethal throughout. That is, even if you can crush your opposition with a flick of the wrist, a couple mistakes may still lead to a loss, especially later in the game. Pulling a bad hand in Inscryption, all of your overpowered cards aside, can still be disastrous if you don’t have a plan to stall the game until you can pull your winning cards. This is a pattern games which employ the concept well have in common – their core gameplay is still reinforced even as the player becomes ‘overpowered’. In Hades and Isaac, you still have to be able to dodge attacks, or you’ll most likely be toast very quickly. In Dota‘s Ability Draft, you still need to have a feel for the game to make the advantageous plays. In Inscryption, you still need to think through your strategy in case of unfavorable scenarios, as described above.

The key is to make things dramatic. The game can quickly swing in either direction based on the player’s performance, and if the player ultimately becomes an unstoppable force, it should be as a reward for a good performance, and therefor not feel cheap. The rug can still be pulled out from under you if you underestimate opposition that is designed to itself be powerful, and lethal. Inscryption‘s particular health system resembles other card battlers, but takes the form of a scale, so the winner is determined by who has dealt more damage as weighted by a literal scale, and the threshold of victory is not much. So in other words, even with your most powerful cards, things can swing quickly. If the purpose of combat in a game is to be an easy vector by which to create conflict for the player to overcome, and the purpose of conflict in a narrative sense is to be dramatic, then combat should be dramatic. I’m personally pretty tapped out when it comes to power ups the likes of “Increases critical strike chance by 0.5%”. Sure, such things have their place, but I think I’m over entire skill trees and player progression systems being centered on the low-numbered variety of powerups. They’re often barely noticeable in practice, even if they add up over time. When a player gets a new card, or a new weapon, it should dramatically shift the balance of power, or change how the game is approached. Really play up that drama. Otherwise, what’s the point of the new element even being added?

In dark cabin a rustic card game is set up on a wooden table, seen from first-person perspective. The player attacks with two cards marked 'wolf' and 'stoat', causing teeth to be loaded on the opponent's end of a scale. The opponent attacks with their own wolf in kind, and the scale swings back toward the player.
Danger in this game is swift and intense, but it swings both ways

Inscryption embodies this philosophy with how its death cards and sacrificial altars work. Death cards are essentially custom cards, created by the player, utilizing elements of their own deck to combine into one card. The player is given a random assortment of cards from their deck, from which they can choose one card’s play cost, one card’s power and health, and one card’s special effects aka sigils. The result is more often than not something far and away more powerful than what can be normally obtained. The sacrificial altars are similar, allowing you to sacrifice one card to permanently transfer its sigils to another, making a powerful card. This system greatly rewards understanding of the game’s mechanic, and is inherently explorative in nature. Player’s are invited to use the game mechanics as a form of personal experession, so they can leave their own mark (in this case literally, as you can also name the card) on the game. A personal favorite of mine was a card with a medium level of power and health, but no play cost, the ability to attack three times, and the ability to return to my hand when killed on the play field. I called him ‘The Immortal Mantis’. Needless to say, getting this card into play was a reliable way to end matches in my favor. And yet, I never felt as though I was cheating the game, or robbing myself of a more compelling and challenging play experience, because Inscryption like Hades, like Isaac, like enemy players in Dota‘s Ability Draft, and like many other roguelikes, because it took a lot of effort on my part to make this power happen. Either effortful forethought, or playing through a challenging game with little power to start, or both. My ability to swiftly end combat encounters feels earned, and misplays can still lead to a loss by virtue of how lethal a game Inscryption is.

I think making the player ‘too powerful’ is more a question of how you design their environment, or high you contextualize that power, than it is something to be altogether avoided. Inscryption is one of the most compelling play experiences I’ve had this year, all other advantages it has such as its narrative and world-class aesthetic presentation aside. Inscryption certainly allows you to become ‘too powerful’! Power in a combat game often means a wide breadth of possibilities, and that power can translate directly into a sense of ownership of, and self expression within the game mechanics. There are many ways to ‘break’ Inscryption and Isaac and Hades, but no two players are likely to do it in exactly the same way.

In dark cabin a rustic card game is set up on a wooden table, seen from first-person perspective. The player draws a card featuring a silhouetted figure with the name... Explodia
This card right here is dopamine, in auido-visual format

In that fashion, ‘breaking’ the game, is the game. Outmaneuvering and outwitting your opposition is the essence of conflict. Building systems where breaking free from their perceived constraints is the point of those systems seems somewhat counterintuitive, but I think the continued explosive success of the roguelike genre, especially in regards to games that operate this way, speaks for itself. There is a market for this specific flavor of power fantasy, and there are ways to give the player that overwhelming power without trivializing the game.

Sacrifices must be made…

Everything Stacks With Everything, ft. Risk of Rain, Binding of Isaac, etc.

There’s a specific design ethos that I’ve noticed runs through a lot of roguelike games such as Risk of Rain 2 and The Binding of Isaac: Rebirth. These are action games in which the player collects a myriad of various weapons, powerups, and augments to enhance their combat capabilities. These items often do weird and wild things that greatly change up the gameplay, and yet, they all almost always work together in ways that never cancel out. Every item you collect remains significant throughout your run of the game, and adding new powers on top of it only further enhances your abilities, and often, these items even synergize in exciting ways that multiply your capabilities. Risk of Rain 2 and The Binding of Isaac: Rebirth adhere to this design philosophy almost religiously.

A lot of games have cool effects and weapon qualities that augment your combat abilities, but tend to lean toward special exceptions, edge cases, and fuzzy inter-connectivity between combat abilities. For example, I play a Dark Knight character in the online RPG Final Fantasy XIV. The Dark Knight can spend the resource MP on special abilities which deal extra damage, allowing them more attacks in the same amount of time than they’d normally be able to do . The Dark Knight can also activate an ability called Blood Weapon to restore some MP with every attack ability they land for a few seconds. I’d often find myself wondering if I can generate MP with the same abilities that spend it, as they are technically attack abilities. Through experimentation, unfortunately, the answer is no. I feel as though storing up MP to spend before using Blood Weapon to get in more hits is a cool ability synergy I’m missing out on because of this arbitrary lack of inter-connectivity. Blood Weapon also specifies in its description that extra MP is not awarded for using AoE abilities which hit multiple enemies, another case of non inter-connectivity of abilities. A lot of RPGs do this, Final Fantasy is just one example. This can not only cut off cool synergies that reward exploration of ability interactions, but also makes systems more difficult and complicated to read, as the player needs to parse sometimes very complicated layers of exceptions when it comes to understanding how things work. Being able to critically strike with normal attacks does not guarantee one can critically strike with special attacks, etc.

Something that a lot of roguelike games such as The Binding of Isaac and Risk of Rain have embodied, is a system of interconnected combat abilities which do not interfere with one another, and coexist with very few special exceptions. I never find myself asking the question ‘do these two things work in concert?’ while playing Risk of Rain 2, as pretty much invariably, they do. Sometimes this happens in ways you may not even expect, but are a welcome synergy when you realize. For example, Risk of Rain 2 features an item which will spray razors at nearby enemies when you take damage, and even these razors will apply any attack effects the player has, like bleed and critical strike, among others. This opens a world of possibilities, where things like building a loadout in which taking hits is a viable method of destroying enemies, may be plausible.

Isaac from The Bind of Isaac destroys some monsters by crying tear "bullets" at them, goes through a door, then fires said tears from both his eyes and the back of his head.
Here my tears (bullets) are capable of blocking enemy projectiles, shooting out of the back of my head, and inflicting fear on enemies, all-in-one!

There are a couple of big advantages to this strategy. As I explained above, it allows for a much grander scope of variety when it comes to player loadout, which often translate to a grander variety of playstyles. Variety is always an excellent tool for increasing replayability, expanding your games appeal, and just generally enhancing interest. Another advantage is a clarity and unity of combat attributes when it comes to the player’s loadout. You’re demanding less parsing of systems, rules, and exceptions on the part of the player if it can be assumed that any advantage they obtain from an item or powerup can be applied universally.

Captain from Risk of Rain 2 shoots a shotgun at a bell-like robot in a purple field. A missile fires at the contraption, causing lightning to arc from it to nearby floating fireball enemies.
Notice that the arc of lightning, itself a powerup, originates from the missile, another powerup. Powers in Risk of Rain can be nested, and synergize in this way.

To be clear, there are also advantages to making exceptions to ability interaction, even beyond the technical overhead. Design wise, lots of games have made interesting decision making out of a specific separation of abilities. One of the most common forms this takes is separate magic and physical ability types, wherein each set of abilities have their own advantages and disadvantages that don’t intersect, which leads to compelling strategizing on the part of the player. Sometimes having to choose between one advantage and another is a good thing, both for strategic depth and for fun. Another advantage to compartmentalizing game mechanics in this way is simplicity for the designer’s sake. Making sure everything in a very large pool of game mechanics mix and mingle in an organic way can be a daunting task.

The disadvantages, however, become apparent when abilities do not combine in ways that feels like they should. If a special item exist that causes your bullets to split on impact and hit multiple enemies, and there’s another item that causes your bullets to bounce between enemies, it stands to reason having both my allow your bullets to split as they bounce between targets. In The Binding of Isaac, this is the case! Although I’m sure you can imagine a fair few games with similar scenarios in which these items are mutually exclusive, and that cuts off a lot of interesting gameplay opportunity!

Captain from Risk of Rain 2 destroys monsters simply by walking near them in a hellish cavern. Lightning arcs from the Captain, and a missile fires from his back just after.
Passive damage is one of my favorite ways to play Risk of Rain 2

I love how in this clip, my passive lightning-emitting item is launching missiles and spraying lava at enemies. I have an item that causes me to do so when damaging enemies, and indeed that means all damage I deal, no matter the source. This comforting reliability, that any special bonus to attacks I pick up applies to all forms attack allows me to play the game in whatever way I want. If I prefer to use the shotgun, I can. If I want to focus on passive damage, I can. If orbital strikes are more my thing, that works too.

I do love those orbital strikes.

Another example of this from Risk of Rain 2 that I love are the mobility items. The Hopoo Feather allows your character to perform a double jump, or in other words jump a second time in midair before touching the ground. If get multiple Hopoo feathers… you just get more midair jumps. In fact, I was lucky enough on my last run to get three Hopoo feathers, meaning I can jump a total of four times in one. This insane level of mobility is something many games would shy away from, the fact that Risk of Rain 2 does not makes all of its systems feel a lot more organic and reactive to the player.

Captain from Risk of Rain 2 jumps three times in midair above a greenish canyon full of mossy old ruins.
Get enough items in this game, and you can basically fly.

Overall, I tend toward preferring this sort of game mechanic parity that allow unambiguous and universal interaction between mechanics. When every stacks with everything, I find it all much simpler to understand as a player. I also find it affords a lot more room for creativity in playstyle by allowing a multitude of interesting and often bizarre combinations. There’s a lot of design overhead necessary to make sure everything works together seamlessly and without jank, and not every gameplay system will be conducive to this level inter-connectivity of gameplay mechanics

WEAK, WITHOUT YOUR BAUBLES AND TRINKETS…