Wednesday 19 October 2011

I have no words, I must design: Notes

2   )They’re all games. But how to make sense of this amazingly disparate
fi eld? What is it about all these games that makes them interesting? Do they
even have anything in common, when you get down to it?
To understand games, to talk about them intelligently, and to design
better ones, we need to understand what a game is, and to break “gameplay”
down into identifi able chunks. We need, in short, a critical vocabulary for
games.
3  ) Almost every game has some degree of puzzle-solving; even a pure
military strategy game requires players to, e.g., solve the puzzle of making
an optimum attack at this point with these units. In fact, if a game involves
any kind of decision making, or trade-offs between different kinds of
resources, people will treat these as “puzzle elements,” trying to devise
optimal solutions. Even in deathmatch play of a fi rst-person shooter, players
will seek to use cover and terrain for advantage – ‘solving the puzzle’ posed
by the current positions of opponents and the nature of the surrounding
environment, if you will. You can’t extract puzzle from game entirely.
4  ) A light switch is not a game, obviously. Interaction has no game value in
itself. Interaction must have a purpose.
5  ) Aha! Now we’re not talking about “interaction.” Now we’re talking about
decision making – interaction with a purpose.

6   ) What makes a thing into a game is the need to make decisions. Consider
Chess: It has few of the aspects that make games appealing – no simulation
elements, no roleplaying, and damn little color. What it’s got is the need to
make decisions. The rules are tightly constrained, the objectives clear, and
victory requires you to think several moves ahead. Excellence in decision
making is what brings success.
7  ) At every point, he or she considers the game state. That might be what
he sees on the screen. Or it might be what the gamemaster has just told him.
Or it might be the arrangement on the pieces on the board. He considers his
objectives, and the game tokens and resources available to him; he considers
his opposition, the forces he must struggle against. He tries to decide on the
best course of action.
8  ) Some years ago, Will Wright, in a speech at the Game Developers
Conference, described SimCity, which he designed, as a software toy. He
offered a ball as an illuminating comparison: It offers many interesting
behaviors, which you may explore. You can bounce it, twirl it, throw it,
dribble it. And, if you wish, you may use it in a game: soccer, or basketball, or
whatever. But the game is not intrinsic in the toy; it is a set of player-defi ned
objectives overlaid on the toy.
9  ) A game without goals is a game that’s dead. Objectives, so interactions with a purpose à you can give yourself goals.
Struggle ----à something to overcome a way to improve & get better. Adds competition to games
Structure ---à shapes player behaviour
Endogenous meaning ---à things that are meaningful within the game.

1 comment:

  1. Hi Jo

    The comments here are pretty much what i said to entry above on schell. You need to say something about how the writing makes you think about the games you play or are wanting to design.

    ReplyDelete