game design

  • Deterding does philosophy

    Sebastian Deterding has posted another spectacular presentation on gamification, but really on much more: the reasons why to make games, a great deconstruction of how they function from a social point of view, a lot of insights on game design in general… all in all, really wonderful.

  • Are virtual worlds just for kids?

    Observed:

    • Virtual worlds have gained great popularity among the younger audience, dwarfing their popularity for most adults.
    • Virtual worlds take a lot of time to engage in.
    • Virtual worlds for adults have become less and less like worlds and more like single-player or multiplayer games.
    • Adults use virtual spaces regularly, but with a very different form of identity control largely focused around real-world ties.

    Assumptions:

    • Richard Bartle is correct in saying that virtual worlds are about self-knowledge. (“Virtual worlds are about identity” — Designing Virtual Worlds, p.433).
    • The Laws of Online World Design (in the humbly named “Koster’s Theorem”) are right that “Virtual social bonds evolve from the fictional towards real social bonds. If you have good community ties, they will be out-of-character ties, not in-character ties. In other words, friendships will migrate right out of your world into email, real-life gatherings, etc.”
    • Child psychologists the world over are right that youth is a time of identity formation and experimentation.

    Corollaries:

    • Users grow out of virtual worlds. They may grow out of one of them, or all of them, if they achieve sufficient self-knowledge.
    • Users might fall back into them if they lose their community ties or sense of identity, or have high amounts of available time.

    Hypothesis:

    • Kids find virtual worlds, and being at the prime age for identity exploration, dive headlong into them.
    • Then they grow out of them, and don’t need them anymore.
    • Most adults don’t need that sort of identity exploration anymore. Some do, and some just enjoy identity exploration in its own right.
    • The virtual world boom was about those that did discovering this tool, using it, and then moving on.

    A thought I have had for a while, but was brought briefly to mind by this post on NWN… basically, the question is whether it is in fact an inevitable destiny of the medium that it gravitate towards being for kids because of social and market pressures. This would make me sad — not because kids’ worlds are bad, but because they cannot fully express the power of the medium.

  • The seduction secrets of video game designers

    I had a truly wonderful chat on the phone with Keith Stuart of The Guardian a while back, and recently an article surfaced that is the fruits of his interviewing labors: The seduction secrets of video game designers.

    It’s a bit more of the cogsci thing applied to games, with myself, Margaret Robertson, Jesper Juul, and a bunch of other folks all talking about what makes games tick. A neat element is some analysis at the end of four big games and why they click. I mention signaling theory in the context of Farmville — something I have been reading about some lately, most recently in the entertaining book Snoop: What Your Stuff Says About You.

  • Playtesting versus science

    …there isnโ€™t much resembling a science for designing the abstract game features, or at least not one that is well-known and accepted. Even some of the better-known designers such as Daniel Cook and Raph Koster seem to consider their work to be more about casting an enlightened eye over trial-and-error, relying on play-testers to tell them what is fun. While nobody would seriously argue that you donโ€™t need some sort of play-testing โ€“ just like graphics programming requires the programmer to actually look at what is being rendered โ€“ it seems a bit defeatist to assume that itโ€™s not theoretically possible for a knowledgeable enough designer to be able to create a compelling game experience without needing to have others try it first.

    via The importance of abstraction ยซ Tales from the Ebony Fortress.

    I’ve certainly made games that were fun right off the bat. It’s an exhilarating experience when it happens — though arguably, I played them in my head before playing them in code or on paper, in my first prototype. But I have definitely gotten prototypes to fun before showing them to other people. In fact, I generally don’t show them to other people until I get them to some semblance of fun.

    So sure, it’s possible, and we don’t need to be defeatist about it.

    What I have never done is gotten them to be as fun as they can be without someone else’s eyes on them.

    I suspect this isn’t any different from any other creative medium; writers need editors, theater needs rehearsals, etc. Workshopping and dry runs are classic tools used in the arts for centuries, regardless of how much we manage to turn art from craft into science.

  • Replay as meditation

    If fun is about learning, then why do people replay games that they have mastered? I get asked this question a lot… though usually, it comes withย  a sort of aha! I have caught you out! sort of tone to it, because readers enjoy picking apart the arguments in A Theory of Fun for Game Design.

    Here’s one that doesn’t have that tone, but gets across the essential question:

    The question is then, why do people sometimes enjoy playing the same game over and over again? Iโ€™m not just talking about open world RPGs or MMOs. People often replay their favorite first person shooters, racing games, and strategy games. Why do we replay games that unfold in the same way each time?

    via Joel Pelletier ยป Blog Archive ยป The Joy of Fulfilling the Pattern

    I call this behavior “whittling.” I don’t remember where I got the analogy, but basically, a lot of folks enjoy whittling away at wood until there’s nothing left, then they start anew.

    This would seem to contradict the basic premise that fun comes from mastering patterns. There’s no creative process in play, so no new pattern is being mastered — they’re not whittling to sculpt something. And surely, they aren’t really learning much about the bite of knife into cellulose after having done it a thousand times before. They are doing it to pass the time — the origin of the word “pastime.”

    There are many many activities like this that we do all the time. It has been observed that many Facebook players use the games there as a form of “mindless clicking” to while away time. At GDC, Chris Trottier made the point that

    To many adults and especially a โ€œmomโ€™ demographic, time spent for yourself is a guilty pleasureโ€ฆ What are the things you can do in the game to make a player say โ€œI was really glad I spent my time here.โ€ Fun is not enough. โ€˜Relaxes meโ€™ is a clearer value.

    — via tiltfactor, “Chris Trottier + gameplay models”

    We’ve long known that repetitive action has a calming effect. Meditation techniques are largely premised on repeated simple actions executed consciously until they become automatic, triggering particular brain wave patterns. Similarly, anyone who has run long distances, practiced a musical instrument, or indeed, engaged in focused practice on anything knows how this can feel, and how it can lead to a sense of flow.

    The Wikipedia article on meditation states no fewer than three times that scientific studies on meditation vary wildly in quality, and that there is therefore no clear picture of what meditation actually is. That said, there is some evidence that meditation has positive effects on lowering stress levels, inducing calm, and capacity to concentrate and focus. There are also some physical markers that emerge: changes in heart rate, respiration, blood pressure, and so on.

    It is common in most forms of meditation to have a focus, something that you pay attention to closely, while at the same time allowing your mind to wander freely. A candle, breathing rate, or “everything around you” are common foci.

    I suggest that people who use games as de-stressers by focusing on them in a mindless, repetitive way may well be just using the game as a focus for meditation.

    Now, just as in the book I stated that flow isn’t the same thing as fun, I’m going to state that this isn’t really what we tend to term fun either. It arguably has significant mental benefits, but it doesn’t use the particular virtues of games. You could very well be whittling or gardening or reciting mantras under your breath instead. At most, it is an opportunity to practice mastery — you can’t very well use a game as a meditative device unless you have mastered to the degree where play is largely automatic. And by its nature as a practice, it will tend to push you away from feelings of frustration — which are a characteristic element of the experience of true fun.

    I’ve had people write things like “so you’re telling me that I shouldn’t play games this way?” based on the comment in the book that you ought to move on from a game when you have mastered it, in order to keep learning more. And I still believe that it is true in the general case. But I have nothing against meditation — I actually think it is a very valuable practice — and if doing it with games is what does the trick for you, then by all means, continue. Just be aware of why you are doing it, and be cognizant of the many many other ways in which you could be meditating instead, some of which involve getting some exercise. ๐Ÿ™‚