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Game Design Theory

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LeBlanc 2: Fantasy. Abstract games (Chess) have little of this. Fantasy helps create endogenous meanings. Analogous to 'suspension of disbelief' ... – PowerPoint PPT presentation

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Title: Game Design Theory


1
Game Design Theory
  • What Is Good Gameplay?

Greg Costikyan www.ungames.comwww.costik.comcost
ik_at_costik.com
2
The Game is Plastic
  • Paintball
  • Console
  • Computer
  • Sports
  • 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

3
THEYRE ALL GAMES
  • But what makes them interesting?
  • What makes one better than another?

--We need a critical language.
4
Interactive?
  • Crawfords Distinction Games vs. Puzzles
  • Are non-digital games interactive?
  • If it isnt interactive, its a puzzle, not a
    game.
  • Interactive Game is Redundant

5
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 dont have to be explicit
  • SimCity
  • RPGs MUDs MMGs
  • But you still have to point players toward goals

6
Games are Goal-Direction Interaction
  • But goals arent enough....

7
Struggle
  • 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

8
Struggle (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.

9
A game requires players to struggle interactively
toward a goal.
10
Structure
  • 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

11
Structure (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

12
A game is an interactive structure that requires
players to struggle toward goals.
13
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

14
A game is an interactive structure of endogenous
meaning that requires players to struggle toward
goals.
15
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

16
LeBlanc 1 Sensation
  • Visuals, sound, tactile, muscle pleasure
  • Example Axis Allies
  • Sensation increases our pleasure... but its not
    the core of gameplay
  • Wireless games suffer on this score

17
LeBlanc 2 Fantasy
  • Analogous to suspension of disbelief
  • Abstract games (Chess) have little of this
  • Fantasy helps create endogenous meanings

18
LeBlanc 3 Narrative
  • Doesnt literally mean story
  • Games as drama
  • Easier to accomplish in pre-scripted games

19
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

20
LeBlanc 5 Fellowship
  • Equivalent to Community
  • Shared, Intense Experiences breed Fellowship
  • Online games excel

21
LeBlanc 6 Discovery
  • Exploring the world
  • Hidden information
  • Sheer variety of encounter

22
LeBlanc 7 Expression
  • Central to RPGs, MMORPGs
  • Vital to social games
  • Important in some soloplay games
  • Little tricks go a long way

23
LeBlanc 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.

24
Artists....
  • Begin with imitation...
  • Move on to mastery of technique...
  • Ultimately work with intentionality

25
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?

26
What pleasures does it provide?
  • Sensation
  • Fantasy
  • Narrative (Drama)
  • Challenge
  • Fellowship
  • Discovery
  • Expression
  • Masochism

27
One of the most difficult tasks people can
perform, however much others may despise it, is
the invention of good games. --C.G. Jung
28
Suggested 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)
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