game grammar

  • Games vs Sports

    044515-glossy-black-icon-sports-hobbies-medalFrom a game design “formalist” point of view, they are not different. A rules-centric view of games doesn’t care whether the interface is computerized, mediated via apparatus, or physical, so it makes no distinction between computer chess and physical chess; similarly, it makes no distinction between the rules of, say, baseball, implemented within a computer or by players on a field. They’re both still recognizably baseball. You can diagram them; you can port the higher level rules between media; you can implement even a phsyical version with a ruleset that requires everyone to play on their knees, or in wheelchairs.

    The major distinction arises with subgames and interfaces present within the rules. For example, baseball-the-sport makes use of extensive implementations of physics, thanks to the real world providing a very robust physics engine. It also has a very rich set of subgames regarding mastering the controls of the human physical body. Computerized baseball is relatively limited on that front, mostly requiring mastery of just your hands as they manipulate the controller.

    Sports historically refers to physical games, but of course even many non-sport games have large physical components involving either strength or dexterity. Many children’s games, such as jacks and tiddlywinks immediately come to mind (not that jacks was always a children’s game…).

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  • When is a Clone

    Just some relatively incoherent notes here, originally written in an email… this post may serve as useful background as it expresses many of the same thoughts in a more coherent form. This was written in part in response to all the discussion around cloning going on in the game industry these days. As it happens, today I read this Gamasutra blog post:

    Everything that can be invented has been invented.

    Svyatoslav Torick

    Which prompted me to post this here.

    “Game” here used in a strict formal sense, to save me from typing โ€œludic artifactโ€ over and over again.

    taflMost games can be described as rules (e.g., processes that are largely based on conditionals, limits, and actions) and sets of numeric values (number of an asset type, values for things, etc). You also have a variety of metaphors and presentation elements that are used to convey these: visuals, sounds, etc.

    In general, if we see a game that has all the same rules and all the same scalars, but uses different presentation, we can consider that โ€œa reskin.โ€ It is exactly the same as a Lord of the Rings chess set or the like.

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  • Interactive Mountain

    mountaingameEveryone is talking about Mountain.

    Mountain is a game where you see a 3d mountain. It can be turned. You can play some notes on the keyboard. The mountain does things on its own. Trees grow, clouds, etc. It “says” things. Stuff falls from the sky. It’s pretty.

    There is nothing you can do to affect the mountain, at least not that anyone has discovered.

    Now, obviously this is the sort of thing that would get called “not a game.” And in fact, while praising it, some get perilously close to saying exactly that, in academic lingo:

    Just to be clear: Mountain is not a text. It shouldnโ€™t be treated as one. Mountain is best understood as an exercise in formรขโ‚ฌล โ€”รขโ‚ฌล itโ€™s a small, contained work that depicts and explores a mountain as an object.

    At Critical Proximity I pointed out that the avant-garde/art/whatever games would have been called “formalist” in any other medium, so I like this observation.

    Here’s Brendan Keogh reacting negatively to Mountain:

    I thought I would write a piece about how it makes a point of nothing-ness in a really interesting way. In its menu, where it explains the controls, both โ€˜keysโ€™ and โ€˜mouseโ€™ are said to do โ€œNOTHINGโ€ despite this being clearly false (keys play musical notes and the mouse rotates and tilts the mountain). It seemed like an explicit commentary on videogames and nothingness, and I thought that would be cool.

    But I found itย so boring.

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  • Balancing novices and experts

    ninjasquirrelOnce again, another question that came in via Quora. The issue at hand is, what do you do to balance experts and novices in a game? Especially if there are persistent elements like leaderboards in the design, which tend to cement experts towards the top?

    This is a big issue as games become more persistent and emphasize multiplayer aspects more heavily. Single-player games now swim in a soup of constantly connected profiles with all sorts of achievement and expertise data, effectively rendering them all multiplayer via the addition of a metagame. And we should not forget: the average player is below average; or to be more precise, the median player will have a win-loss record that is lower than the mean or average win-loss record, because the high-skill players win a disproportionate percentage of the match-ups. This results in the mode for the win-loss record curve being “loss.” (For more on how Pareto curves manifest in this sort of persistent environment, I refer you to my 2003 talk on “Small Worlds” [PDF]).

    This sort of accumulated record of expertise can serve as a huge disincentive to participate. Novices will look at high ratings and consider the game hopeless. Nobody likes feeling inadequate. And of course, once in an actual game session in any sort of competitive scenario, it is rare for the match to actually be between perfectly matched opponents. It doesn’t even take a significant skill gap for an accumulated win-loss record between a novice and a ninja squirrel to begin to look pretty dismal. And of course, in skill-based systems that lack infrastructure, people can try to hide their ratings — that’s the basis behind being a pool shark.

    There is no way known to solve this issue. In fact, balancing arbitrary teams, for example, is an NP-Hard problem. Fortunately, there’s a pretty standard grab-bag of tricks to ameliorate the issue: Read More “Balancing novices and experts”

  • How I analyze a game

    The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective. Oh, I’d like to think it is in some ways more valuable than that of a typical player. After all, I have a very specific set of experiences to bring to bear. But in practice, it probably makes my subjective experience well-informed, but therefore less than helpful.

    Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates.

    Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates. I use that analogy because the typical analogy is that of seeing only the tip of an iceberg. But an iceberg is substantially similar above and below the ground. Sure, there is a lot hidden under the waterline, but it’s not different in nature. When we look around the world, Continental-continental_convergence_Fig21contcontwhat we see, what we experience, is powerfully shaped by things that we do not see. Without understanding fault lines, volcanic activity, and all the rest, we won’t come to understand why a chain of mountains is where it is, and why it takes one form versus another.

    That’s why I start with the stuff “under” the experience. Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink. Read More “How I analyze a game”