Title: Game Design Theory
1Game Design Theory
Greg Costikyan www.ungames.comwww.costik.comcost
ik_at_costik.com
2The Game is Plastic
- ...and, of course, wireless.
- Play-by-mail and play-by-email games
3THEYRE ALL GAMES
- But what makes them interesting?
- What makes one better than another?
--We need a critical language.
4Interactive?
- Crawfords Distinction Games vs. Puzzles
- Are non-digital games interactive?
- If it isnt interactive, its a puzzle, not a
game.
- Interactive Game is Redundant
5Goals
- 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 dont have to be explicit
- SimCity
- RPGs MUDs MMGs
- But you still have to point players toward goals
6Games are Goal-Direction Interaction
- But goals arent enough....
7Struggle
- Plucky Little England
- Surrender
- Spit in Hitlers 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
8Struggle (cont)
- You have to make the players work
- A game without struggle is a game thats dead
- In life, strugglepain in games,
strugglepleasure
- There can be no pate without cornichons.
9A game requires players to struggle interactively
toward a goal.
10Structure
- Zimmermans Structures of Desire
- Lets 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
11Structure (cont)
- 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
12A game is an interactive structure that requires
players to struggle toward goals.
13Endogenous Meaning
- Endogenous Caused by factors inside the
system.
- Games create their own meanings
- Monopoly money
- The Bloodforge Hammer
- Is the Stock Market a Game?
14A game is an interactive structure of endogenous
meaning that requires players to struggle toward
goals.
15Interactive Entertainment
- Can it be anything other than a game?
- It could have no recontextualized meaning
- Interactive Entertainment means games
16LeBlanc 1 Sensation
- Visuals, sound, tactile, muscle pleasure
- Sensation increases our pleasure... but its not
the core of gameplay
- Wireless games suffer on this score
17LeBlanc 2 Fantasy
- Analogous to suspension of disbelief
- Abstract games (Chess) have little of this
- Fantasy helps create endogenous meanings
18LeBlanc 3 Narrative
- Doesnt literally mean story
- Easier to accomplish in pre-scripted games
19LeBlanc 4 Challenge
- Equivalent to our concept of Struggle
- Tuning Neither too easy nor too hard
- One area where networked games have an advantage
20LeBlanc 5 Fellowship
- Shared, Intense Experiences breed Fellowship
21LeBlanc 6 Discovery
- Sheer variety of encounter
22LeBlanc 7 Expression
- Important in some soloplay games
- Little tricks go a long way
23LeBlanc 8 Masochism
- Submission to structure the basic transaction we
make with games
- Frustrating to play with those who dont buy in
- Damn frustrating to play with cheaters
- Gaining goals within the structure is what gaming
is all about.
24Artists....
- Move on to mastery of technique...
- Ultimately work with intentionality
25What 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?
26What pleasures does it provide?
27One of the most difficult tasks people can
perform, however much others may despise it, is
the invention of good games. --C.G. Jung
28Suggested Readings
- Crawfords Computer Game Design
www.vancouver.wsu.edu/fac/peabody/game-book/Cover
page.html).
- Various rants www.costik.com/articles.html
- Marc LeBlancs rants world.std.com/mahk/gamedesi
gn.html
- Game Design, Eric Zimmerman Katie Salen, MIT
Univ. Press (in press)