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> <channel><title>Comments on: Cooking up Chemistry</title> <atom:link href="http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Raph&#8217;s Website &#187; From the Mailbag: Where&#8217;s A Grammar of Gameplay?</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-142667</link> <dc:creator>Raph&#8217;s Website &#187; From the Mailbag: Where&#8217;s A Grammar of Gameplay?</dc:creator> <pubDate>Tue, 11 Nov 2008 22:18:33 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-142667</guid> <description>[...] http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/ [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] <a
href="http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/" rel="nofollow">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/</a> [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125890</link> <dc:creator>Raph</dc:creator> <pubDate>Fri, 27 Jul 2007 07:16:07 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125890</guid> <description>Yes, it&#039;s definitely a question of info design. So in the skill chains, it proceeds from simple tasks and into complexity, because you are following the process from the mastery point of view. I tend to think of it organizationally, I suppose, where you start graphing the game at the highest level, largest challenges, and decompose down until you reach the trivial challenges.</description> <content:encoded><![CDATA[<p>Yes, it&#8217;s definitely a question of info design. So in the skill chains, it proceeds from simple tasks and into complexity, because you are following the process from the mastery point of view. I tend to think of it organizationally, I suppose, where you start graphing the game at the highest level, largest challenges, and decompose down until you reach the trivial challenges.</p> ]]></content:encoded> </item> <item><title>By: Danc</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125889</link> <dc:creator>Danc</dc:creator> <pubDate>Fri, 27 Jul 2007 05:52:25 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125889</guid> <description>Ah, I see what you are getting at.  In the skill chains, the atoms further down the chains are fed by skills from the previous atoms. This conveys the same info as explicit nesting. I suspect this is just a very subtle difference in emphasis since we seem to be talking about similar concepts...just shown in slightly different ways.
A directed graph ends up being a bit more flexible when a single atom feeds into multiple other higher level atoms.  For example, jump might be used in both &quot;crossing the canyon&quot; and in &quot;climbing the cloud tower&quot;  This seems to be a rather common structure.
Strict nesting where a higher level atom contains all its component skills can get quite messy with many duplicated atoms if you show the contents all the time. The opposite problem is that if you don&#039;t show the contents, it becomes harder to visualize the relationships and the &#039;flow&#039; of mastery along the entire chain.
So much of this is &#039;just&#039; visual information design. The bigger question ends up being &quot;What is it important to show explicitly?&quot;
take care
Danc.</description> <content:encoded><![CDATA[<p>Ah, I see what you are getting at.  In the skill chains, the atoms further down the chains are fed by skills from the previous atoms. This conveys the same info as explicit nesting. I suspect this is just a very subtle difference in emphasis since we seem to be talking about similar concepts&#8230;just shown in slightly different ways.</p><p>A directed graph ends up being a bit more flexible when a single atom feeds into multiple other higher level atoms.  For example, jump might be used in both &#8220;crossing the canyon&#8221; and in &#8220;climbing the cloud tower&#8221;  This seems to be a rather common structure.</p><p>Strict nesting where a higher level atom contains all its component skills can get quite messy with many duplicated atoms if you show the contents all the time. The opposite problem is that if you don&#8217;t show the contents, it becomes harder to visualize the relationships and the &#8216;flow&#8217; of mastery along the entire chain.</p><p>So much of this is &#8216;just&#8217; visual information design. The bigger question ends up being &#8220;What is it important to show explicitly?&#8221;</p><p>take care<br
/> Danc.</p> ]]></content:encoded> </item> <item><title>By: links for 2007-07-26 : Metaverse Network</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125885</link> <dc:creator>links for 2007-07-26 : Metaverse Network</dc:creator> <pubDate>Fri, 27 Jul 2007 00:25:32 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125885</guid> <description>[...] Raph&#8217;s Website &#187; Cooking up Chemistry Commentary on Dan Cook&#8217;s &#8220;Chemistry of Game Design&#8221; article. The way Raph sees it, atoms aren&#8217;t necessarily linear chains, but nested &#8220;pretty much indefinitely and arbitrarily.&#8221; Also see work by Andrew McLennan and Ben Cousins. (tags: games design language commentary systems) [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph&#8217;s Website &#187; Cooking up Chemistry Commentary on Dan Cook&#8217;s &#8220;Chemistry of Game Design&#8221; article. The way Raph sees it, atoms aren&#8217;t necessarily linear chains, but nested &#8220;pretty much indefinitely and arbitrarily.&#8221; Also see work by Andrew McLennan and Ben Cousins. (tags: games design language commentary systems) [...]</p></div> ]]></content:encoded> </item> <item><title>By: Clickable Culture</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125861</link> <dc:creator>Clickable Culture</dc:creator> <pubDate>Thu, 26 Jul 2007 15:15:40 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125861</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph&#8217;s Website &#187; Cooking up Chemistry Commentary on Dan Cook&#039;s &quot;Chemistry of Game Design&quot; article. The way Raph sees it, atoms aren&#039;t necessarily linear chains, but nested &quot;pretty much indefinitely and arbitrarily.&quot; Also see work by Andrew McLennan and Ben Cousins. (tags: games design language commentary systems) [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph&#8217;s Website &#187; Cooking up Chemistry Commentary on Dan Cook&#8217;s &#8220;Chemistry of Game Design&#8221; article. The way Raph sees it, atoms aren&#8217;t necessarily linear chains, but nested &#8220;pretty much indefinitely and arbitrarily.&#8221; Also see work by Andrew McLennan and Ben Cousins. (tags: games design language commentary systems) [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125836</link> <dc:creator>Raph</dc:creator> <pubDate>Wed, 25 Jul 2007 20:59:00 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125836</guid> <description>Dan, I agree that a directed graph can represent nesting, but I think that seeing everything at only the individual skill atom level is misleading. After all, when individual skill atoms are mastered, what starts happening is that higher-level ones get built out of the mastered components. &quot;You mastered jump... now solve jumping onto this particular ledge.&quot; &quot;You solved jumping onto high ledges. No solve crossing this entire canyon.&quot; And this eventually leads to &quot;get across fifty canyons to rescue the princess.&quot;
Each of these differing levels actually has exactly the same components and characteristics as your skill atoms. And in the way I see it, a skill atom decomposes into elements that are also skill atoms -- just that the lowest level ones are interface actions like pressing a button.</description> <content:encoded><![CDATA[<p>Dan, I agree that a directed graph can represent nesting, but I think that seeing everything at only the individual skill atom level is misleading. After all, when individual skill atoms are mastered, what starts happening is that higher-level ones get built out of the mastered components. &#8220;You mastered jump&#8230; now solve jumping onto this particular ledge.&#8221; &#8220;You solved jumping onto high ledges. No solve crossing this entire canyon.&#8221; And this eventually leads to &#8220;get across fifty canyons to rescue the princess.&#8221;</p><p>Each of these differing levels actually has exactly the same components and characteristics as your skill atoms. And in the way I see it, a skill atom decomposes into elements that are also skill atoms &#8212; just that the lowest level ones are interface actions like pressing a button.</p> ]]></content:encoded> </item> <item><title>By: Charles Ellis</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125832</link> <dc:creator>Charles Ellis</dc:creator> <pubDate>Wed, 25 Jul 2007 19:52:13 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125832</guid> <description>&lt;blockquote&gt;I always wondered why games don’t give players more game play through jumping, climbing, and other basic activities that players seem to really enjoy. These things are just plain fun. In WoW, you can jump. But the application falls short of where it could be. The chain is broken. It stops at jumping over objects and up cliff sides. Where are the tests of skill?&lt;/blockquote&gt;
It seems like every time a game has these platforming elements, regardless of genre, many people find it to be extremely frustrating. It may be partly due to the manner in which the jumping puzzles are implemented that makes them to harsh, but I think a lot of times our control possibilities are just not good enough.
That said, many MMOs have &quot;emergent&quot; jumping gameplay, but it&#039;s really up to the player to find it. Jumping up a mountain one vertex at a time to find a way underneath Stormwind is quite challenging, but it largely won&#039;t gain you any advantages in game. Likewise for using whatever jumping/hovering options are available to get on top of buildings. In fact, if you actually tried to gain some gameplay advantage from it, you&#039;d probably be labeled a cheater.
As David mentioned, jumping puzzles require physical/twitch skills and do not fit in with the (MMO)RPG skillset, which is focused on character-management skills. If you further add gameplay incentives to those jumping puzzles, it basically becomes a requirement, and many people who lack the skills (or are simply uninterested), will be annoyed that they have to do this to advance, or to reach parity with the best of their peers. Probably the best solution would be to have these puzzles in there with no gameplay incentive (other than bragging rights), and let interested players go through them. The number of people who would experience this gameplay vs. the time it would require to design and test the puzzles is probably not high enough, though.</description> <content:encoded><![CDATA[<blockquote><p>I always wondered why games don’t give players more game play through jumping, climbing, and other basic activities that players seem to really enjoy. These things are just plain fun. In WoW, you can jump. But the application falls short of where it could be. The chain is broken. It stops at jumping over objects and up cliff sides. Where are the tests of skill?</p></blockquote><p>It seems like every time a game has these platforming elements, regardless of genre, many people find it to be extremely frustrating. It may be partly due to the manner in which the jumping puzzles are implemented that makes them to harsh, but I think a lot of times our control possibilities are just not good enough.</p><p>That said, many MMOs have &#8220;emergent&#8221; jumping gameplay, but it&#8217;s really up to the player to find it. Jumping up a mountain one vertex at a time to find a way underneath Stormwind is quite challenging, but it largely won&#8217;t gain you any advantages in game. Likewise for using whatever jumping/hovering options are available to get on top of buildings. In fact, if you actually tried to gain some gameplay advantage from it, you&#8217;d probably be labeled a cheater.</p><p>As David mentioned, jumping puzzles require physical/twitch skills and do not fit in with the (MMO)RPG skillset, which is focused on character-management skills. If you further add gameplay incentives to those jumping puzzles, it basically becomes a requirement, and many people who lack the skills (or are simply uninterested), will be annoyed that they have to do this to advance, or to reach parity with the best of their peers. Probably the best solution would be to have these puzzles in there with no gameplay incentive (other than bragging rights), and let interested players go through them. The number of people who would experience this gameplay vs. the time it would require to design and test the puzzles is probably not high enough, though.</p> ]]></content:encoded> </item> <item><title>By: Danc</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125831</link> <dc:creator>Danc</dc:creator> <pubDate>Wed, 25 Jul 2007 19:24:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125831</guid> <description>A &lt;a href=&quot;http://en.wikipedia.org/wiki/Directed_acyclic_graph&quot; rel=&quot;nofollow&quot;&gt;directed graph&lt;/a&gt; like the ones found in skill chains can easily represent nesting.  Nesting, grouping, or encapsulation is usually a visual technique that might make certain complex graphs easier to read. Video effects program (or shader creation tools) do this all the time.  However, nesting doesn&#039;t, at least for skill chains, alter the fundamental structure of the graph.
A -&gt; B -&gt; C is the equivalent of A -&gt; D where D = (B -&gt; C).
&quot;Chains&quot; as directed graphs are important because the structure captures the concept that players must learn basic skills before they learn complex skills.  You don&#039;t immediately master a combo kill in Mortal combat.  First you need to learn how to press the buttons.  This dependency has an important effect on burnout.
It is fascinating to see these similar concepts bubbling up to the surface from multiple perspectives.  Though my crystal ball is still fuzzy, work of this nature is going to a major impact on how game design is done in the future.
take care
Danc.</description> <content:encoded><![CDATA[<p>A <a
href="http://en.wikipedia.org/wiki/Directed_acyclic_graph" rel="nofollow">directed graph</a> like the ones found in skill chains can easily represent nesting.  Nesting, grouping, or encapsulation is usually a visual technique that might make certain complex graphs easier to read. Video effects program (or shader creation tools) do this all the time.  However, nesting doesn&#8217;t, at least for skill chains, alter the fundamental structure of the graph.</p><p>A -&gt; B -&gt; C is the equivalent of A -&gt; D where D = (B -&gt; C).</p><p>&#8220;Chains&#8221; as directed graphs are important because the structure captures the concept that players must learn basic skills before they learn complex skills.  You don&#8217;t immediately master a combo kill in Mortal combat.  First you need to learn how to press the buttons.  This dependency has an important effect on burnout.</p><p>It is fascinating to see these similar concepts bubbling up to the surface from multiple perspectives.  Though my crystal ball is still fuzzy, work of this nature is going to a major impact on how game design is done in the future.</p><p>take care<br
/> Danc.</p> ]]></content:encoded> </item> <item><title>By: Michael Chui</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125816</link> <dc:creator>Michael Chui</dc:creator> <pubDate>Wed, 25 Jul 2007 12:09:16 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125816</guid> <description>Also, there were comments on the article:
http://lostgarden.com/2007/07/chemistry-of-game-design.html</description> <content:encoded><![CDATA[<p>Also, there were comments on the article:<br
/> <a
href="http://lostgarden.com/2007/07/chemistry-of-game-design.html" rel="nofollow">http://lostgarden.com/2007/07/chemistry-of-game-design.html</a></p> ]]></content:encoded> </item> <item><title>By: Michael Chui</title><link>http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/comment-page-1/#comment-125814</link> <dc:creator>Michael Chui</dc:creator> <pubDate>Wed, 25 Jul 2007 12:02:14 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/07/23/cooking-up-chemistry/#comment-125814</guid> <description>Raph, would you terribly mind creating a webpage on this site linking to all the various grammar-type stuff you&#039;ve found? It&#039;d be a pain to slog through your old posts finding them, and not all of them were worth full commentary or whatnot...
It&#039;d be very nice to have a set of links.</description> <content:encoded><![CDATA[<p>Raph, would you terribly mind creating a webpage on this site linking to all the various grammar-type stuff you&#8217;ve found? It&#8217;d be a pain to slog through your old posts finding them, and not all of them were worth full commentary or whatnot&#8230;</p><p>It&#8217;d be very nice to have a set of links.</p> ]]></content:encoded> </item> </channel> </rss>
