DECONSTRUCTING: Interconnected core design in ADOM and Rocket League, part 2 of 2
Here's the second part of my two piece interconnected design article. Without further ado, let's dive right into the business.
CASE ROCKET LEAGUE
The
more I’ve thought about Rocket League’s
design, the more I’ve started to think, that it is simply a design masterpiece. I personally think huge
part of the reason for this lies, like the title suggests, in the interconnections: it’s a sum of many different core design features, that ALL
compliment, one way or another, the end result and some or all the other features.
But Rocket League is a bit more
complicated in its interconnections than ADOM
(part 1 of this article duo), though
the principle is still the same. Rocket
League is just more like a spider’s web, where the end result (the actual
game) is the spider feeling all the threads in its legs. It is unbelievably
well balanced in this sense, how all the elements live together in a complex
beautiful harmony, helping each other to reach out their full potential.
And just like in spider’s web, in Rocket League’s case the features aren’t as strictly dependent of each other
as in ADOM’s case – remove one
thread and the game would probably still work, although depending of a feature,
more or less likely not as well as it could, if the “web” would be whole.
INTERCONNECTIONS
The
most dominating feature the player notices, when playing the game the first
time, is most probably the element of CHAOS.
If one is keen to draw quick conclusions, the very first impression can very
well be “this is just a game about chaotic situations and luck!” But one
couldn’t be more wrong. Even though
this feature might be more of a sum of many other core features, I’d still like
to argue it is indeed one of the core
features in this game, as being
successful in Rocket League has
actually a lot to do with MANAGING this CHAOS.
![]() |
| Sometimes just about everyone and their mom are trying to interact with the ball at the same time, creating CHAOS. |
Here
steps in the SKILL. As pretty much
all sports games, this game is also highly
SKILL driven. Whether it is about strategy,
playing as a team (both offense and defense), positioning, timing, mastering
the move set and general maneuvering – it is all about SKILL, which can be learned and progressed in. The more SKILL there is involved, (usually) the
less CHAOS, and vice versa. Also
having more SKILL makes the player able
to convert the CHAOS for
opportunities.
From here we can conveniently jump into the next feature: Rocket League is a marvelous design example about making a LOW BARRIER OF ENTRY to work so, that the
veterans can play together with rookies without hindering their game experience too much, or in many cases at all,
especially if one can adjust a bit to the per minute situation. One of the key
things in here lies in the aforementioned field of SKILL vs. CHAOS: new
players can create CHAOS, but the
seasoned ones use that as opportunities via SKILL, thus making LOW
BARRIER OF ENTRY just work pretty much un-dependent of the match making.
Oh, did I mention, that the matchmaking is totally random (NOTE: of course you CAN play with your friends also, but…)?
The default match making really works so mind bogglingly beautifully, because
of how those core design features are so brilliantly interconnected and so
incredibly WELL BALANCED.
![]() |
| Lurking for that opportunity to rise from the CHAOS from far away. |
One
other key feature in making this LOW
BARRIER OF ENTRY work so well is the move set. It’s once again a text book
example how to execute brilliantly something that is welcoming to a beginner,
but still has enough possibilities for depth when the players acquire more
experience and SKILL. This is also
true with many other great sports titles, like FIFA, PES and NHL series, but in Rocket League it is just so un-intimidating, because its
brilliantly crafted learning curve. The first impression about the move set can thus actually be quite
misleading – “Is this really this simple?” The more you play though, the more you’ll
start to figure out the more skill demanding moves, that makes those chaotic situations once again more of
an SKILL driven opportunities.
Having this kind of easy to pick-up, hard to master move set is very meaningful and
clear design.
In the same breath I have to mention, that
the rules are also super-simple, but not in any way restrictive.
Honestly, I haven’t once thought, that “this game should have a rule, that
would make/prevent this…” and so on. It just works beautifully for both newcomers
and veterans.
Using
all the things mentioned above, in order to balance the CHAOS, is one of the most interesting things in this
game. Sometimes it’s almost like the back of The Hitchhiker’s Guide to the Galaxy says: Don’t Panic. Even some truly grim situations can turn upside down,
when suddenly the team finds the right balance and roles, or just right
opportunities.
This
again leads conveniently to the next feature, UNPREDICTABILITY. Even though this could easily be bundled in with CHAOS, I personally wouldn’t do so. And,
even though this also, like CHAOS,
is a bit of a mix of things, it really is more of a matter of EVERY SECOND MATTERS. As the matches
last “only” 5 minutes and as there is
always a hint of CHAOS and LOW BARRIER OF ENTRY thrown in the
mix, anything can happen during the last 30 seconds. It’s not that uncommon to
be in a situation where the underdogs climb from something like 0-2 to 2-2 in
the last 30 seconds and then win in the overtime, because the other team gets
too sure about their win or their concentration simply takes a nose dive, while
the loosing team just don’t panic, but instead gets their act together. NOTE:
Keeping your concentration and cool thru the whole match is an essential quality
in a Rocket League player too, like
in any other sports game or in real life sports. This makes the game incredibly
satisfying and also addictive. It also prevents many rage quit situations as the game isn’t over till it’s over.
Last
but certainly not the least: Rage
quitting conveniently leads to the matter of Rocket League REWARDING its players a LOT. There are all kinds of customization and novelty stuff, XP
from all kinds of activity on the field, ranked points, you name it. This game
even rewards the player with a quite hefty bunch of XP by just completing the
match, which in conjunction with the match
making creates a surprisingly well invested community. Sure there are some rage
quitters here and there, but I’d say way less than in some other
competitive online games, which makes you play with total strangers with
totally different skill levels, even in non-ranked matches.
![]() |
| Rocket League REWARDS the player from pretty much any successful interaction, not just scoring related activity. |
When
people are not rage quitting all the
time, it of course affects to a lot of things and not the least to SKILL, as the game rewards the player for
so many different successful
participations in the game. It really encourages you to learn, get good, but
also to play as a full team, defend, not just score. Also when REWARDING the players for just
completing the match, it isn’t all about just not trying to prevent rage quitting, but also encouraging to play the game as much as possible,
making it satisfying to play even, if one wouldn’t yet quite grasp the finer
details of the game – after all losing is the most important learning
experience in any sports and competitive games.
REWARDING also contributes to UNPREDICTABILITY as when the players
are not as keen to rage quit, the
team play can really improve a lot
during these brief 5 minutes. This is one of the keys of the game having so
strong feeling of EVERY SECOND MATTERS.
![]() |
| Oh my, it seems to actually be a pentagram instead of a spider's web! ;) |
CLOSING THOUGHTS
ADOM and Rocket League aren’t
of course by any means the only games using this kind of design
interconnection, but I think in these two games it is just so huge part of why
they work so well, why their core features feel so meaningful and not just some
filler material. This is also why they work as such great examples.
Basically, judging by these two cases,
in order to do meaningful design by using
an interconnected design, in a
nutshell, every core feature has to support some other core feature AND be supported by at least one core
feature – every core feature always has an input-output connection. This is an easy mantra. J




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