game design

  • Rules versus mechanics

    Ian Schreiber posted on Twitter asking

    Game designers: in your everyday use of the terms, is there a difference between “rules” and “mechanics”? If so, what?

    I do make the distinction, and I had to think a bit about how to even phrase it. So here’s a quick thousand+ words on it. ๐Ÿ™‚

    First off, I think these are both terms that will feel different to a player vs a designer.

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  • Game feedback & hide-and-seek

    Raph, aren’t there some situation where lack of feedback actually add to the experience? I’m thinking, for instance, something as simple as a game of hide and seek. You don’t really know if you’re well hidden until you’re found (or not)! Doesn’t “knowing you don’t know” add more tension and excitement?

    -Olivier Carrรจre

    Well, first of all, let’s not underestimate the amount of feedback there is for the hider while hiding; the sound of giggles and held breaths let go, the clear sounds of the seeker exploring the area, and depending on your location, actual visual tracking of the seeker. But all of that isn’t even really the feedback, as you state — it’s whether or not you’re found. Having to wait for that level of feedback is common in all sorts of games.

    To address your question more specifically: yes, of course a certain amount of lack of feedback is fine. In the case of hide and seek, you are building a heuristic for “how the seeker seeks.” So it’s a psych game as well as a puzzle of finding decent hiding spaces. You are trying to determine how the seeker thinks, and outwit them. Worse, you have to do so with limited resources (limited environment, limited timeframe).

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  • Notes on game feedback

    I was mentioned in a comment on Google+, and ended up writing a little bit about game feedback as a result. So here it is.

    The discussion was on the absence of combat logs (scrolling text windows showing you exact numbers for combat actions) in the new SWTOR MMO. Some folks regret the absence, because they use the logs to optimize what they are doing, and use it as a learning tool. Other players find them a legacy of the text mud days, or a feature that hastens the deconstruction of the entire system and therefore damages the fun factor.

    Both sides are right, really. Combat logs are just a form of feedback. The more feedback the system gives you, the more information you have for the process of figuring out how the system works. This then makes the process of optimizing play easier (read that as “getting the results you want from a given input”).

    The first thing to realize here is that everything the game shows you, really, is a form of feedback. The locations of chess pieces on a board, the “game state,” is a type of feedback. Numbers floating off the enemy are feedback; the glowy effect trailing a swinging sword is also feedback.

    Some forms of feedback are better suited for certain types of information than others.

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  • Interview for a high-school junior

    Hi this is N—–.

    I am a jr in high school right now, we are doing something called a jr research paper, and the career that I chose and have been looking into is game design and I need to get an interview with a game designer, I was wondering if you could email me back and you may help me. If you have the time that would be really nice.

    Thank you

    Sure. Here’s my answers to your questions:
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  • RPG Fanatic interviews me

    Carey Martell, whose interview of Richard Bartle I blogged about not very long ago, stopped by the office here and did an hourlong interview with me, after we failed to connect at GDCOnline. There’s a little ancient history, some talk about the lecture I did at GDCO, and a brief sidebar on gamification in there, and I don’t remember what else.

    RPG Fanatic: Raph Koster Interview – YouTube.