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Game Design Theory. What Is “Good Gameplay”?. Greg Costikyan www.ungames.com www.costik.com costik@costik.com. “The Game” is Plastic. Paintball. Computer. Sports. Console. Online. Casino games. Arcade. The horses. “Folk” Card & Boardgames. Kriegspieler.
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Game Design Theory What Is “Good Gameplay”? Greg Costikyan www.ungames.comwww.costik.comcostik@costik.com
“The Game” is Plastic Paintball Computer Sports • Console Online Casino games Arcade The horses.. “Folk” Card & Boardgames Kriegspieler ...and, of course, wireless. Miniatures “Mass Market” Boardgames Board wargames Roleplaying Games Collectible Card Games Play-by-mail and play-by-email games LARPs LBEs
THEY’RE ALL GAMES But what makes them interesting? What makes one better than another? --We need a critical language.
Interactive? Crawford’s Distinction: Games vs. Puzzles • Are non-digital games “interactive?” If it isn’t interactive, it’s a puzzle, not a game. “Interactive Game” is Redundant
Goals Interaction must have a purpose • Decision-making is the essence of gameplay ...or at least purposeful interaction. Goals, objectives, are what make interaction purposeful Goals don’t have to be explicit SimCity RPGs & MUDs & MMGs But you still have to point players toward goals
Games are Goal-Direction Interaction But goals aren’t enough....
Struggle • Plucky Little England • Surrender • Spit in Hitler’s Eye! Rule Britannia! Britons Never, Ever, Ever Shall Be Slaves! • Competion is one way of creating struggle Other obstacles can do the same The environment, NPCs (RPGs) Puzzles (graphic adventures) Tuning “struggle”: Too hard is frustrating, too easy is dull
Struggle (con’t) You have to make the players work • A game without struggle is a game that’s dead In life, struggle=pain; in games, struggle=pleasure There can be no pate without cornichons.
A game requires players to struggle interactively toward a goal.
Structure • Zimmerman’s “Structures of Desire” “Let’s Pretend”: Unstructured play • Zones of Control: small changes in structure can breed big changes in play Algorithms (=rules mechanics) are the building blocks of game structure Digital game structures affect player behavior in the same way
Structure (con’t) Structure shapes (but does not determine) player behavior • You must define structure intentionally to achieve the effect you desire Game structure is analogous to economics
A game is an interactive structure that requires players to struggle toward goals.
Endogenous Meaning Endogenous: “Caused by factors inside the system.” • Games create their own meanings • Monopoly money • The Bloodforge Hammer Is the Stock Market a Game? “Fiction” vs. “Non-Fiction”
A game is an interactive structure of endogenous meaning that requires players to struggle toward goals.
Interactive Entertainment Can it be anything other than a game? • It could be unstructured It could have no recontextualized meaning It could lack struggle It could be pointless Interactive Entertainment means games
LeBlanc 1: Sensation • Visuals, sound, tactile, muscle pleasure Example: Axis & Allies Sensation increases our pleasure... but it’s not the core of gameplay Wireless games suffer on this score
LeBlanc 2: Fantasy Analogous to “suspension of disbelief” • Abstract games (Chess) have little of this Fantasy helps create endogenous meanings
LeBlanc 3: Narrative Doesn’t literally mean “story” • Games as drama Easier to accomplish in pre-scripted games
LeBlanc 4: Challenge Equivalent to our concept of “Struggle” • At the heart of any game Tuning: Neither too easy nor too hard One area where networked games have an advantage
LeBlanc 5: Fellowship Equivalent to “Community” • Shared, Intense Experiences breed Fellowship Online games excel
LeBlanc 6: Discovery Exploring the world • Hidden information Sheer variety of encounter
LeBlanc 7: Expression Central to RPGs, MMORPGs • Vital to social games Important in some soloplay games Little tricks go a long way
LeBlanc 8: Masochism Submission to structure: the basic transaction we make with games • Frustrating to play with those who don’t buy in Damn frustrating to play with cheaters Gaining goals within the structure is what gaming is all about.
Artists.... Begin with imitation... • Move on to mastery of technique... Ultimately work with intentionality
What makes it a game? What types of interaction? (Are they fun?) • What goals does it support? Does the structure support my objective? What makes it an entertaining struggle? What meanings does it create?
What pleasures does it provide? Sensation • Fantasy Narrative (Drama) Challenge Fellowship Discovery Expression Masochism
One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games.--C.G. Jung
Suggested Readings • Crawford’s Computer Game Design www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html). Various rants: www.costik.com/articles.html Marc LeBlanc’s rants: world.std.com/~mahk/gamedesign.html Game + Design, Eric Zimmerman & Katie Salen, MIT Univ. Press (in press)