game grammar

  • The Fundamentals of Game Design

    I got a request via Twitter for this old essay which had fallen off the Internet, so I am posting it here. This was originally written for Metaplace users… there is nothing here new to anyone who has followed the blog for a while, but since it was requested, here it is. ๐Ÿ™‚

    * * *
    The fundamentals of game design

    Starting out creating an interactive experience, of any sort really, can be rather daunting. In this tutorial, weโ€™ll run through the basic components of a game, so we can get a handle on what the next steps are when you make the jump from the training tutorials to your own projects.

    Often people have trouble when conceptualizing a game. The idea, after all, is often the easy part. Itโ€™s actually making it, and figuring out where to start, that is the hard part.

    A friendly warning, though! Just like writers have different ways of working, and some composers write music in their head and others at an instrument, different game designers are going to have different ways of working. Some work better โ€œin the codeโ€ and others like doing everything on paper beforehand. Some think in terms of story and narrative, and others are systems designers first and foremost. So this tutorial may actually run a bit against the grain for you, depending on your natural temperament.

    In what follows, I am going to use the language of games, but really, every piece of advice in this article applies equally if you are designing any sort of interactive project whatsoever. So just because I say โ€œgameโ€ in what follows doesnโ€™t mean this article wonโ€™t be useful to you when you start making a classroom experience or a chat room or some other application. Read More “The Fundamentals of Game Design”

  • GDCOnline: my Social Mechanics talk

    The intent of this talk was to do a “powers of ten” sort of look at multiplayer mechanics… not really to describe anything new, but instead to try to take the whole big spectrum of what we think of as multiplayer game design, and do a cross-disciplinary look at it. I covered a bit of game theory, a bit of psychology, a bit of evolutionary biology, a touch of history, a heavy dose of sociology, a dash of social networking theory, and of course, game design stuff.

    My hope was that when done, it would both serve as a good context for thinking about multiplayer games of several sorts, and also as just a plain old reference, something to point at when discussing things like what the impact of gifts and wall posts are in social games, or why some MMOs have longer retention cycles.

    So here it is as a PDF, for your perusal. I tried to make the slides stand on their own as much as I could, but of course, the actual voiceover would make many slides more comprehensible. For that, look for the actual session recording to appear on the GDC Vault.

    Long-time readers will notice that there are bits here that reference and repeat elements of much older presentations. I recommend following up this one with the math-heavy but extremely related presentation on social network theory Small Worlds: Competitive and Cooperative Structures in Online Worlds (PDF), if you have not seen it before… I gave it back in 2003, a year before Facebook launched. ๐Ÿ™‚ It digs a lot deeper specifically into many of the characteristics of large scale-free networks in games.

  • GDCA: Games Are Math slides posted

    Using isomorphic graphs to analyze MMORPG combat
    Using isomorphic graphs to analyze MMORPG combat

    I have posted up the slide deck (PPT) and a page of images of slides for my GDC Austin talk, “Games Are Math: 10 Core Mechanics That Drive Compelling Gameplay.”

    This talk starts out with some game grammar stuff that may be familiar, then moves into looking at a definition of NP-complete problems, then provides ten examples of how they can be used to look at games, then finishes by examining cognitive bugs in the brain that many games exploit. Please note, I am not a mathematician nor even claim to be very good at math. ๐Ÿ™‚

    As usual, this along with all my other talks can be found on the Gaming Presentations page, reached by clicking “Games” on the top bar of the site, then choosing Presentations from the sidebar. For those of you who never click the top bar and think all that is here is the blog — there’s a wealth of stuff available there. ๐Ÿ™‚ I’ve recently updated it to include a few presentations that were buried and hard to find, such as the audio for my Games For Change closing address, the videos for Living Game Worlds IV and Siggraph Sandbox, and more.

  • GDCA: Gamasutra’s write up of Games Are Math

    Gamasutra – News – GDC Austin: Raph Koster’s Deceptively Simple Coin Toss. It’s got a couple of images. ๐Ÿ™‚

    He offered several examples of complex games broken down into abstract graphs. For instance, he took the strategy board game Blokus, in which four players use tiles of various shapes to try to block other players’ ability to place a piece. Only corner-to-corner contact is allowed between pieces of the same color. No edges can touch, and the object is to use as many of your allotted tiles as possible.

  • AGDC: Games Are Math writeup

    Xemu’s Long-Winded Game Industry Ramblings :: AGDC ’09: Raph Koster on Games and Math is a liveblog of the talk I gave a couple of hours ago here at GDCAustin.

    The talk was first a very brief intro to game grammar approaches, followed by digging into the math behind very common game mechanics that have stood the test of time, and then lastly a look at some of the “bugs” in human cognition that games tend to exploit. It was supposed to be an intermediate talk, not superadvanced, so I hope I hit the right levelof complexity for everyone!

    The room was pretty packed — 300 people, I am told! There’s also commentary on Twitter if you go looking.

    I will try to get the slides up soon.