I love Mark Brown and I think a lot of what he said in the video is right on. One of the huge virtues of good game design is that it can be used to encourage and lead players to have the most possible fun with the "tools" or content in your game. Just loading the right tools in isn't enough; you need to show the player how to have fun with them, and that's easier said than done.
He's also right that rewards will always be more well received than punishments - framing is a gigantic issue here, and you should always think about how you are framing your mechanics to the player.
I think that "Scores" or "Grades" are a pretty weak method to encourage your player to take risks (although it's still better than nothing), unless the Grades give you something tangible in-game. A lot of players care more about completing a mission/level far more than they care about achieving an arbitrary score, and these might not be the same players who would really appreciate using diverse tactics.
I look to
League of Legends for a fantastic example of how to encourage your players to get out into the open and fight. In early seasons of
League, there was a point in most games where the action would come to a standstill - one team got ahead, the other team would need to retreat near the safety of their "towers" (zones of safety where enemies would be bombarded if they walked in), and no one was quite strong enough yet to "tower dive" (achieve their goals even when taking bombardment from the towers). Nothing exciting would happen. The solution was to add compelling "neutral objectives" (like Rift Herald and Infernal Drake) for teams to compete for away from the safety of their towers, which tend to spawn during what used to be slow times in the game. If the team that's behind absolutely needs safety, they can forfeit these neutral objectives and kill enemy minions near their towers to become stronger. But a better way to come back from behind is to let the team that's ahead start to take the neutral objectives, and try to kill them as they do so (since their resources are somewhat depleted from fighting the Herald). It creates a lot of action, and it perfectly lines up the desire to win with the desire to have fun. Bringing this back to Mark's love for FPS's and the problem of abusing "Cover" - I think a better solution than grenade-throwers would be to have strong power-ups spawn in the open battlefield, luring players out into the open to try and pick them up.
There are several points that I felt were important to make, but he didn't quite get to them:
- Your player doesn't always want diversity. Obviously, if you put all the hard work in to create lots of cool gameplay mechanics, you want your player to appreciate them, but don't assume that they are going to enjoy every single one. If your system gets too close to "forcing" players to diversify their tactics, like Tony Hawk's Pro Skater (with its extreme point reductions for stale moves), you take away the player's ability to play using their own style, and you force them to do things that may always feel uncomfortable or simply boring. The balance between "choose your own style" versus "take advantage of the entire toolset" is a very hard one to nail, and I think the right design choice often lies in the type of game and the type of audience you're making the game for.
- Soft timers feel far less punishing than hard timers. Mark mentioned Spelunky and its "avoidable" ghost enemy as a system for encouraging players to move on quickly - but he didn't really contrast it against XCOM2's turn timer which completely failed your mission if you take one turn too long. Hard timers like XCOM2's can be appropriate if the point is to create a climax of excitement as you push up against it - but if timers are being used simply to encourage the player to keep moving, soft timers like Spelunky's work far better. In a turn-based RPG, you could, for example, have the party start taking damage every turn after Turn 10 of a special "timed" boss battle, rather than giving the player a Game Over if he doesn't complete it in 10 turns.
- When it's okay to lose, people will take more risks. In most FPS's, if you die, you get a game over or you are warped back to a checkpoint, and you have to do a lot of stuff over. Either one is a (reasonably) high punishment - and, importantly, the player feels that he failed because he has to do stuff over. Contrast this against, say, a CCG, where players don't have to retrace their steps if they lose (and are expected to lose sometimes). Players are often happy to take risks and try out wild new strategies in a CCG, because they don't feel like they have failed if it doesn't work out. I'm not suggesting removing the Game Over entirely, but avoiding design that forces your player to redo a lot of stuff is a good idea.