Since Shank 1 came out, we’ve given an enormous amount of time thinking about the user experience of Shank, and we regularly bring players in to see what works, and what doesn’t. I just want to share one story, among dozens of unexpected, fantastic, humbling experiences during development.
Give the player a reason to learn
Shank 1 has a huge amount of moves. In fact, there were tons of strategies that are very effective in different scenarios. However, what we found was that the experience varied wildly whether players would actually learn or employ these strategies. That’s because, in general, players could find one strategy that fit their immediate play-style, and complete the entire game that way, even if it was sub-optimal. This had a few negative consequences: first, it made the game repetitive — a player could end up doing the same actions throughout the whole game. Worse, it made the game unnecessarily hard — the suboptimal strategy didn’t outright fail, but it would be good enough to keep trying until it worked.
Highlight the strategies
Knowing this, in Shank 2, we set out to very purposely to create scenarios where we pace the learning of new movies. The introduction of Shank’s options is deliberate, and the enemies are placed in ways to highlight different strategies: strategies such as dodging, grabbing, pouncing, countering, shooting, multi-weapon combo’ing, using pickups, and so on. But a portion of our players still got stuck in a rut, falling back on button-mashing and luck to complete the game.
And then, one very simple, but non-intuitive change completely altered player behavior: we lengthened the time between death and respawn.
Options, options, options
I’m a big fan of Super Meat Boy, and their implementation of respawning instantaneously was genius — it allowed me to gain muscle memory of their level, and get right back into the action. However, we realized Shank has a very different problem — we noticed some players, after dying, would jam the controls until they restarted, and then proceed to do exactly what they did last time, and fail almost exactly the same way.
Our problem wasn’t that players needed to practice, at least not exactly. Our problem was that these players didn’t know, or had forgotten, what options they had to succeed.
By adding a slight delay of few seconds, two very important things happened. First, players slowed down; the forced pause made players noticeably change posture to a more relaxed state, and stopped button mashing as much. This is very important, because the game very much rewards finesse and reacting to the enemies, rather than just pure offense. Second, they were able to see the hints that we give upon death, whereas previously they skipped right past it. This not only served the purpose of seeing the hint, it also prompts players to think more about their actions, and wonder about what else they could do.
Result!
Immediately, we saw a huge improvement: players were much less likely to simply mash their way into a fight, and started experimenting with different moves and strategies. We would never have figured this out just by thinking and theorizing about the problem. It was extremely eye-opening, and humbling, to see such a small change have huge consequences.
Want to hear more rambling from me? Ask me questions on twitter, or comment below.


Can’t wait!
I wish Shank 2 will be as super as the 1st game..But I’m already dissapointed with what I saw on the new gameplay video, and as I said on twitter it’s too violent..(Especially that effect with the eyes of the enemys, that appear on the screen when they die, yacks!)
Oops! Shank 2 is indeed more grisly than the original, but we also think it’s a better game. I hope you still enjoy it. As developers we can’t try to please everyone — we just do what we think is right for the character, and indeed Shank is pretty violent!
Well, I know he’s pretty violent and that’s what I admire about him: he’s cool, violent and super. And, I know you can’t satisfy everyone, this was only my opinion- but I can’t judge before I play the game, so I don’t know exactly how it looks like. I’ll wait and see…
To the guy who thinks Shank 2 is too violent:
While I understand that loads of blood and guts aren’t for everyone, I thought that the original Shank wasn’t violent enough. I thought that, with its cartoony visuals and furious anti-hero, Shank held back the gore. I mean, shoving a hand grenade down some thug’s throat is fun, but it loses some of the over the top, sadistic thrill when he just falls over instead of bursting into a bloody mess. I, for one, am looking forward to gibbing some punks with my shotgun come Feburary.
ayam
Too violent? This is not a game for small kids you know. And it’s still just a game …
it’s a rated M game it’s not for kids, but I have a 7 year old cousin who play this game, there are other games that is more violent, sadistic and brutal than this, I don’t now about other countries but in our country violent games doesn’t change the attitude and emotions of young player’s our only problem is video games our very addictive.
This is great it took me 9 hour’s to master other move’s and finish the hard campaign, this look’s great we will experience a new kind of shank.
game is not a violent game is a very very cool game so please stop seing this
Read this >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
I think you might need a dictionary. Shank is an awesome game but it is bloody and violent. It is also very cool.
SALE WHEN THE GAME OR THE DEMO SHNAK 2.
Please tell me or send me an email ….. THANKS …. 2 Hold SHANK!
this is my 6 yo sons fav. game all he talks about is shank 2 and when is it gonna come out since he beat the first one.please give us a kind of time frame when its gonna come out cause im tired of him asking thanks for making my son happy
When it will be release?
February 7th or 8th…
this kind of post, about development experiences (and experiments) is priceless! please post more like this. post everything you have! this kind of reading shows me the correct approach to the game, from day-0. Valve did this with its Portal series, showing the concepts and evolutionary steps, and the gameplay could be better enjoyed, since I could notice things that “were there (or not) for a reason”, and could also pay my respects to some points that seemed to be ordinary, but were result of traumatic decisions, or hard to develop. Shank 2 FTW!
Ok!Ok..Fine, I won’t say anything else, (but I just sayed my opinion for now; maybe if I play the game, that might change my mind)
‘Shank 2′ Gets a Release Date and Price | PolyPwn
Is “Shank 2″ multiplayer gonna work only whit Steam or is it gonna work on its own if u know what i mean…
PS: if u don`t know what i mean i mean am i gonna have to have Steam to play “Shank 2″ multiplayer
Please answer i really wanna play it!!! :)
PS: Shank is AWESOME !!!!!!!!!
‘Shank 2′ Gets a Release Date and Price
Shank | Confect's Codex
I finished Shank 1 with the button smashing technique with my keyboard B-)
Killer Face
From what i saw …
u guys are really thinking and improving the game and am much gratefull for this …
1 suggestion… it would be nice if shank is main story and then we play on other heroes as they do their part on the same time shank is playing
It’s just like collision of 3 storys in 1
More missions + better story
again wanted to thank u for this gr8 thinkin and keep up this gr8 work :D
Shank 2 looks awesome. I love the dev blog! What language/ program did you build it in. . .UDK, etc? I’m looking forward to playing in it;)
Thanks! It’s built in our own custom C++ engine
Hey Klei,
I got Shank 2 on my Steam wishlist since it came out, since it looks like a really awesome, fast and enjoyable game. Kudos to you guys!
/start wall of text:
The ONLY reason why I haven’t purchased it yet lies within the “teach-the-player-by-making-him-wait”-systematics you’re talking about here.
I can’t stand games to artificially force me to look at a death screen for seconds after I screwed something up.
There is NOTHING more unbearable than having to wait after making a mistake for being allowed to try again.
I understand the need to sometimes guard the player in the right direction. But explaining this after EVERY death at EVERY boss is seriously aggravating, especially if you are forced to read the same hints for a boss over and over again!
You mentioned Super Meat Boy, which is one of my most favourite games exactly because of its instant-retry gameplay. I tend to get frustrated with games easily, but I don’t with SMB, which is one of the most frustrating games for a lot of players. It just doesn’t make me wait, like most other games around do.
I really really hope you guys at least made this death screen skippable, or (if not) will do so with an upcoming patch.
Or: Make players read the hints ONCE and then let him jump right back into the game on upcoming tries, but don’t force wating periods on him!
(I even read a review on Shank 2 which was quite positive, but adressed this systematic as one of the game’s only negative points.)
/end wall of text
TL;DR version:
Please take the teaching-by-waiting periods out of Shank 2, or at least make them skippable by patch, because they’re seriously aggravating.
Regards, Bull
love the game fellas! but can we please get some add ons in the way of new survival levels and maybe a couple more weapon loadout choices for the female chqracters? also more trophies please and thankyou