Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

  • Pondering Caillois

    Discussions continue over at Only a Game. Several good points are raised, most of which I’ll save for a comment over there, but there’s a bit on Roger Caillois’ terminology and how it applies that it feels like it deserves a broader sort of discussion.

    Similarly, what exactly does one learn playing a game of pure alea, or from the aleatory elements of most tabletop RPGs? Not to mention games of ilinx, especially those closer to paidia than ludus…

    If you haven’t read the book, it’s probably not clear that when I say “learning” I mean it in a broad cognitive sense of “building patterns, chunks, and schemata.” This cuts across the categories defined by Caillois, in my opinion.

    To crudely summarize his model:

    • agon means games about competition
    • alea means games about chance
    • ilinx means games about vertigo
    • mimicry means games about, well, mimicry

    In addition, there’s a spectrum from ludus to paidia, which basically means from structures game to freeform play.

    Now, there’s a lot of immediate comments that spring to mind there, many of which can only really be addressed if I go back and reread his work. Suffice it to say that in my opinion,

    • chance is a mechanic
    • vertigo is an effect
    • competition in my atomic model is less than a mechanic; it’s a subatomic element that all game atoms make use of
    • mimicry is an objective

    and all of them can and do involve the core issue of mastering a problem space.

    It’s interesting, of course, to see how this overlaps with Lazzaro’s types of fun, since vertigo maps to altered states in her model, and arguably competition is all of the rest of them. As you know if you read the book, I tend to regard only “hard fun” as the core of games, since the other types are to my mind best understood as mapping to different cognitive processes and are generally found in combination with forms of schemata-building that could be classified as hard fun.

    I also differ with Caillois in that I tend to believe that paidia activities generally have MORE rules, not less; the spectrum there is essentially about how descriptive the game is of its own ruleset (to use the Zimmerman/Salen approach to describing it). Paidia generally “imports” rulesets derived from a vast array of cultural assumptions, whereas ludus games are ones that have been tightly defined down (and which nonetheless have an assortment of rules that are implied but not stated that are part of the cultural practice of game playing).

    A game of freeform roleplay (a paidia-mimicry game) is, to my mind, an incredibly difficult challenge involving the learning of and successful navigation of an enormous variety of rules that are no less strict for being unspoken. Often, it’s a process of defining the rules in accordance with cultural assumptions as you go.

    Which leads me to say that not only do most paidia games trend towards ludus games as we build mental models of them, but that the true meaning of that spectrum is how many rules have been codified, and not whether or not they exist. Our lives are constantly circumscribed by rules; paidia games are about learning what they are and modeling them.

  • Hotel California

    AGC day two… a busy day.

    Richard Bartle’s keynote–it coulda been me up there, basically. Yep, what he said. I think the tone of the conference as a whole is “change the world”–a phrase I heard used in at least four different sessions, and Richard’s presentation basically argued both that we do it whether we want to or not, and that there’s a specific culture that we are spreading, the hacker ethic, and that it’s a calling. So many people stuck around to ask questions and discuss the keynote that virtually every panel after it started 5 minutes late.

    The user content panel has been discussed a few places already; it was entertaining. I thought that defining the spectrum of practices as “Vegas to Burning Man” was apt; the answer lies somewhere in between, of course. The audience was split evenly when DanielJames called for a voice vote at the end. I ended up choosing Burning Man, myself.

    The panel I was on, regarding “who owns my lightsaber,” was entertaining to us panelists, at least. We were worried that we’d all just say “it’s the EULA, stupid,” but we moved past that to discussions that were interesting, I think.

    The MMO rant panel once again echoed the “change the world” sentiment. Keep an eye out for Brian ‘Psychochild’ Green posting his rant, which was hysterically funny.

    The presentation by the guys from PARC on key things that would improve social contact in MMOs was very useful and interesting. Eye contact, torso torque, looking where people are pointing, not staring, anims for interface actions so you can tell when someone is checking inventory, display of typed characters in real-time rather than when ENTER is hit, emphatic gestures automatically, pointing gestures and other emotes that you can hold, exaggerated faces anime super-deformed style or zoomed in inset displays of faces, so that the facial anims can be seen at a distance… the list was long, and all of it would make the worlds seem more real.

    The dinner with far too many friends to mention, and then… off to jam with The Fat Man. My rendition of ‘Hotel California’ was well received, but once the classic rock segment ended when most folks had to leave, we got down to the real jamming. And as you see, here I am back at the hotel room blogging at 2:30am–that’s what a good jam will do to you.

  • Damion Schubert’s talk at AGC…

    …was really good. It was one of those talks that doesn’t necessarily bring something majorly new to the table, but instead crystallizes a bunch of things you sort of knew but didn’t have organized in your head.

    Broadly speaking, he was talking about lessons we can learn from casino design and practice and apply to MMO design and practice.Some of those things were straightforward (harshness in dealing with cheaters; listen to mavericks because even if they are wrong, they will shake you out of established thinking) but the core of the talk was about a wonderful new phrase: Cozy Worlds.

    In a nutshell, he advocated that our worlds be designed for proper population density and segmentation. We often overbuild terrain, or emphasize seamlessness, or encourage instancing, to the degree that we lose the ability to easily group players by locale for purposes of chat, and fail to provide the feeling of “playing alongside each other” that is so critical to a sense of massive multiplayerness.

    I’m not really doing the presentation justice with that sort of summary; suffice it to say that it made me look at mapbuilding in a somewhat different way than previously. I have already been very much thinking in terms of neighborhoods even though I am a firm believer that seamlessness is the default technology we need to employ from now on; it was startling to hear his analysis of WoW zones as being the equivalent to a small town square, which i exactly the analogy I used for SWG player towns…

    Looking forward to the PARC talk on socialization tomorrow.

  • A Marxist critique of MMOs??

    How on earth can I have missed this? I guess I tend to click through to the forums and not stop at the front page.

    There’s nothing inherently wrong with the idea of state-owned property in a classless, representative democracy with a magnanimous government providing for all the basic needs of its populace. That is a noble goal for government. But when mixed with the conflicting desires of a power-hungry man with influence like Joseph Stalin, you end up with the creation of a manufactured class system of elites who have everything and proletariat who have nothing, including the ability to choose their own religion or way of life.

    There’s some priceless stuff in the comments thread too. Keep an eye out for the diagnosis of sociopathy of every online character in an MMO.