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Game talk

On choice architectures

April 24th, 2013

Yesterday Andrew Vanden Bossche posted a great article called The Tyranny of Choice in response to the formal questions about narrative that were in my post A Letter to Leigh.

In the article, Andrew argues that every system by its very nature is a statement, not a dialogue. After all, if we artificially control the boundaries of the system, then every system imposes a worldview. (This is the same argument made about how the original SimCity espoused liberal politics through its simulation).

There are not some games that subvert player agency, and others that grant it. Rather, all games, by nature of being games, by nature of being systems, inherently restrict player agency in the exact same ways. The difference between the games with this “aesthetic of unplayability” (as Koster calls it) and any other game is nil. Other games are merely better at hiding their true nature.

…I question whether there is a difference at all between this games that subvert and refuse player agency and those that encourage and celebrate it. I wonder whether player agency, as we know it, this quality we assume games just naturally have, is actually an illusion. Koster implies that games are capable of create dialogue with their systems; I believe games can only make statements.

This led to a great little discussion with Andrew and also with Andrew Doull, which I have captured as a Storify post here.

It led me to think a bit about architectures of choice. As Andrew Vanden Bossche put it, “if a ‘fake’ choice is as meaningful as a ‘real’ one, is there a difference?”

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Posted in Game talk | 26 Comments »
Game talk

Playing with “game”

April 16th, 2013

020780-rounded-glossy-black-icon-symbols-shapes-spinner4-sc36The world is full of systems. Often they exist below the threshold of what we perceive. It’s all a whirling clockwork of near-infinite complexity, from the tiny mysteries of quantum physics to the wonder of a single tree spanning miles, to the vastness of neurons that sit inside our relatively small skulls.

These systems are dynamic. They move, they change. Had we only the right vantage point, we might be able to see how every gear, every electrical impulse, every vibrating superstring, all can be seen as a filigreed marvel of machinery, the insides of a grandfather clock.

Is everything only this? That’s a question for philosophers and the religious. Many of these systems are of an order of complexity that we may be simply unable to comprehend. Our mental capacity is not so great, after all.

So we arrive at heuristics, our good enough rules of thumb, for addressing these complexities. We can understand physics well enough to plant a robot on a distant planet, but we don’t understand physics. We can understand another person well enough to interact with them, but no one ever really knows anyone fully. We can read a novel — a vast profusion and entanglement of signs, story-worlds, mirror neurons, syllabic scansion, mythmaking, and metaphor — and take away some part of understanding, but likely never all.


033465-rounded-glossy-black-icon-culture-holiday-valentines033460-rounded-glossy-black-icon-culture-holiday-tree11-sc44047441-rounded-glossy-black-icon-sports-hobbies-fishing-sc46
Our means of coping with these systems is to simplify. We reduce great complexity down to signs. We classify and categorize and collate. We iconify, cartoon, sketch. When we stop to think about it, we know that all these simplifications are lies. But they are lies we use to live our daily lives, and so we carry on.

 

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Posted in Game talk | 64 Comments »
Game talk

GDCOnline: A Theory of Fun, 10 Years Later

October 10th, 2012

Here are the slides for the design track keynote I gave yesterday, as a PDF. Edit: thanks to Alexandre Houdent for providing a version of the PDF that works on all OSes…

Among the topics: a recap of Theory of Fun, discussion of what I would change about it today, and all the thoughts it led me to: game grammar, games as art, games as math, the ethics of games, gamification, etc. With a dash of Classical philosophy.

I had the shakes bad before I started… but it felt like it came together in the end.

Apologies to anyone whose face I rendered unrecognizable. And the unlabelled woman is Jane McGonigal.

The press coverage so far:

A challenge for you all: can you name all these people without peeking at the slides? Read the rest of this entry »

Posted in Game talk | 30 Comments »
Game talk

OGDA meeting

September 17th, 2012

On Saturday I met with the Omaha Game Developers Association in a Google Hangout for a couple of hours of interview-style questions. The whole thing was streamed live on YouTube and also captured afterwards, so here it is for those who have the patience.

Among the things we talked about:

And way more… vid after the break.

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Posted in Game talk | 6 Comments »
Game talkGamemakingMisc

The best game design articles on the site

March 15th, 2012

This is post #2,342 on this blog (not counting the dozens of articles, snippets, and presentations not in the blog database)… yet more of the over a quarter-million words written here since the site started in 1997 and the blog in 1998. And I have to admit, I tend to take for granted the idea that people have read all the stuff that matters, so they understand me when I throw around terms or assume that they know what my past writing on the topic is. Which is ludicrous, of course.

So I got asked on Twitter for a list of my juiciest game design posts, to serve as a central jumping-off point.

This was hard. But here’s a list of ones that I think are my best. Many of these are actually talks, rather than posts. These are usually in sort of rough reverse chronological order, but there’s plenty of places where they are just in the order I found them in, or random cut & paste order.

Feel free to list your own favorites in the comments. And if you haven’t seen some of these before, well, this is the best way to catch up on my overall beliefs and philosophies on games.

Theory of fun (cognition and games) and game grammar overview. This covers the very highest level structure of the thinking on these two interrelated subjects.

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Posted in Game talk, Gamemaking, Misc, Open thread | 14 Comments »
Game talk

“X” isn’t a game!

March 13th, 2012

I called this out as one of the trends I saw at GDC. Last year, people were saying that Farmville was not a game, and I argued that it was. This year, I wrote about narrative not being a mechanic and had to extend my comments on it because of the controversy, and Tadhg Kelly bluntly said “Dear Esther is not a game.” At GDC, the rant session featured Manveer Heir saying that it was arrogant and exclusionary not to consider it a game, and arguing that the boundaries of “game” needed to be large and porous. Immediately after, Frank Lantz gave his own rant, which used sports extensively as examples of games.

The definition of game that most people — and I am particularly thinking here of the layman’s use of the term — is basically something like “a form of play which has rules and a goal.” Lots of practitioners and academics have tried pinning it down further. I’ve offered up my own in the past:

Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model.

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Posted in Game talk | 71 Comments »
Game talk

Awesome paper on games math

January 27th, 2012

Giovanni Viglietta of the University of Pisa has posted up a paper called “Gaming is a hard job, but someone has to do it!”. 

In it, he not only analyzes a variety games to determine their complexity class, but he also arrives at a few metatheorems that are generically applicable for all game design. In other words, “include these features and your game gains fun.”

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Posted in Game talk | 10 Comments »
Game talkGamemaking

Narrative isn’t usually content either

January 26th, 2012

When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

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Posted in Game talk, Gamemaking | 42 Comments »
Game talk

An atomic theory of fun game design

January 24th, 2012

This is the original essay in which I worked out the basics of my game grammar approach. It later became a GDC talk. This essay was written in 2004, and the genesis of it was working through issues with the crafting system in Everquest II with Rod Humble. This essay no longer represents my current understanding of game grammar, but it’s a decent start.

This essay has never been publicly posted (it was originally posted only to a private game developer forum, on June 26th of 2004), but I thought I should make it available both for historical interest and also for the sake of clarifying some of the things that I now take for granted when I discuss game design here on the blog. I can’t expect everyone to have read everything I have ever written, of course, and in this case it’s even worse since some of the material was only delivered at conferences. So many of the responses to the article on narrative were clearly from folks unaware of some of this work that it felt like the right time to post it up.

Since this was written, I have met fellow travelers — boy, was I pissed when Dan Cook’s “Chemistry” article came out a few years later, and had such nicer diagrams! I also found Ben Cousins’ work on “ludemes” later, a term I gladly stole. And I think this served as some inspiration to folks like Stéphane Bura and Joris Dormans who have pushed this in fresh directions I would never have pursued. There have been grammarian get-togethers, Project Horseshoe whitepapers, and more. I even have a pile of blog posts that fit under the “game grammar” tag here on this site for those who are curious about more.

* * *

Lately, I’ve been spending a lot of time thinking about the nature of fun. I’ve reduced it down to a cognitive challenge, the notion that fun is the feeling you get when you are exercising your brain by solving a cognitive puzzle. Sometimes the puzzle is provided by a computer, sometimes by another player, but either way, your brain is basically trying to perceive a pattern; victory usually comes from identifying the pattern, then correctly executing on some action that the pattern does not account for. For further thoughts on this and its implications for game design as an art form, I refer you to my presentation “A Theory of Fun.”

This suggests that there are probably ways to break down or otherwise analyze what makes a given puzzle or challenge fun. Now, challenges or puzzles come in a very wide array of forms—spatio-temporal challenges like Tetris, and physical dexterity ones like soccer. What do all of these have in common?

Building a subgame atom
The following algorithm came about from attempting to map the basic features of MMOG combat systems onto MMOG tradeskills, which are usually regarded as not having met a sufficiently high bar of fun. Interestingly, MMO combat itself is often not regarded as having reached that bar either, and yet it succeeds in keeping players captivated for many months on end, when correctly executed.

A successful MMO probably needs to have many individual subgames (of which combat may be one) in order to be successful, and for maximum impact, each of them needs to fulfill all of the following requirements. In fact the atom needs to have certain known “system inputs” and “system outputs” so that it can be hooked together to build game “molecules” if you like.

We typically refer to each atom as being “a game system” in game design, but part of the point of this essay is to show that this definition is to a degree recursive. Once you have knitted together several atoms into a molecule, the molecule as a whole must also meet all the criteria for what makes an atom fun. When looking at a piece of interactive entertainment, it is made out of at least one atom, and possibly many molecules, as in the case of MMOGs. In the end, what we refer to as “scope of a game” is really measure of how many atoms it has.

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Posted in Game talk | 9 Comments »
Game talk

Narrative is not a game mechanic

January 20th, 2012

I love stories. My chief hobby is reading. I was formally trained as a writer, not as a game designer (there wasn’t really any formal training for game design I got started, but that’s another story). I think most game stories are not very good. And I quite enjoy games with narrative threads pulling me through them. When I find a game with a good story, I frequently prefer to the story to the actual game! So please keep that in mind as you read: I love story.

Narrative in a game is not a mechanic. It’s a form of a feedback.

This simple fact is frequently ignored, particularly in games aimed at the mass market.

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Posted in Game talk | 108 Comments »