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Archive for the 'game design' Category

Will Wright and the Game Industry

Monday, October 30th, 2006

The New Yorker has a very in-depth article on Will Wright and the game industry as a whole. It’s written for people who don’t know much about the history or state of the industry. I found it fascinating.

V for Vendetta

Monday, March 20th, 2006

I saw V for Vendetta last night. It was good. Really, staggeringly, good.

The effect it had on me is a little hard to describe, but perhaps the word inspiring comes close. V That is an emotion I would say I have never really experienced from a game. No game has ever made me want to be a revolutionary. Sure, there have been games about revolution, but they always come off as dry and uninspired, lacking a personal touch. There needs to be a game that really makes you believe in the cause you’re fighting for. This isn’t too tall of an order, movies have developed tons of tricks for this particular emotional manipulation. (Think Braveheart, Saving Private Ryan, etc.)

Here’s a pretty good take on Vendetta from a game developer.

I can’t even play games this fast…

Thursday, January 12th, 2006

How to prototype a game in under seven days. (Gamasutra) This came in my feed from Joystiq this morning, though I read it a while ago. It’s a really cool sounding project at the ETC which had four students each creating a game every week for an entire semester. Some of the games are actually pretty fun! One of them even got a mention in PC Gamer magazine.

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World Creators

Tuesday, January 3rd, 2006

I’ve posted an uncharacteristically high number of times already today, but I just saw this and I think it crystalizes a bit of what I’ve been thinking about game design and game designers for a while now:

To be a Game Designer, relies on the ability to create Rules. Rules that will breed a new virtual world and where it’s inhabitants (the players) will have to move within those boundaries. Just like we move within the boundaries of space and time in the real-life world.

A World Designer is what Game Designers are in their essence.

[Context]

Renaissance

Tuesday, December 6th, 2005

Awesome. Now even MMOs are open to indie development. I think we could really be seeing a major shift in the games industry. As independent game development becomes more viable there will be a shift toward the individual auteur-game-designer building their project. In any art form the most creative pieces come from the mind of individuals. A panel of game designers in a boardroom at EA can no more design a great game than a panel of studio executives at Universal can create a great movie. Not that the big studios will disappear; they will still serve to promote, distribute, and finance games, just as movie studios do now. We could be entering a golden age for games.

Empowerment Across Genres

Tuesday, October 25th, 2005

My copy of Civilization IV shipped today. I’m pretty psyched about that. The Civilization franchise has always been one of my favorites. I am especially looking forward to trying out the multiplayer. Back in middle school I spent many an hour playing CivNet on the school computers during lunch.

I’ve been thinking some more about the the topic of player empowerment. I stated pretty broadly in a previous post that I thought empowering the player is what makes a game great. There are certain genres that may need a bit more explanation. While it’s easy to see how a player is empowered in a strategy game, it is more difficult to see how someone might be empowered in a puzzle game or a massively-multiplayer online roleplaying game (MMORPG).

In certain genres the empowerment of the player is outside the game world. That is to say, the player himself is empowered by doing well. In a game like Tetris, the player is empowered by the rewards they receive (score, access to new levels) rather than being empowered within the game world. Puzzle games also empower the player by rewarding the correct decisions they make. This type of empowerment is fundamentally different and requires less suspension of disbelief, which is why it is more often used in casual games. It is easier for many people to understand who are unable or choose not to fully immerse themselves in the world of a game. For this reason it is also often identified with older games, which were forced to be more abstract by technological limitations.

Attempting to analyze the empowerment of players in MMORPGS yields an interesting conclusion. In an MMORPG, most of the decisions the player makes affect the character, rather than the world of the game. Therefore, it may be useful to think of the character as the world of the game (or at least the play space of the player). An MMORPG then is a game where the goal is creating an alternative identity and the player empowerment comes in the form of decisions that guide the shape of the character. In a sense, each player is playing their own separate game, though they are able to interact with the other players while doing so.

Player empowerment is fundamental to great games. Though it may not be immediately obvious, this is true of all genres of games.

Empowering the Player

Thursday, October 13th, 2005

What makes a great game? I am not an expert in game design, but I posit the following: a great game puts power in the hands of the player. All aspects of the game serve to make the player feel they have power and can influence something in the game. This is what divides games from other media, notably film. Games are special, in that they can present a creative experience to the user that would be impossible with other media.

Engrossing games in any genre have in common that they make the user feel they are powerful within the game world. I mean this not in the sense that they give the player a lot of spells or abilities, but rather in the sense that they put the player in a role that allows them real influence over the path the game takes. Ineffective games, conversely, fail to convey the sense that the user is impacting the outcome of the game.

The greatness of a game is not discrete; it exists on a continuum. Most gamers would have a hard time disputing the greatness of certain games: the Civilization franchise, the Sim franchises, the Grand Theft Auto franchise, the Half-Life franchise, etc.; but most games fall somewhere between Half-Life and Deer Hunter 17. The more the game empowers the player, the closer it will be toward the Half-Life end of the spectrum.

All aspects of the game have to empower the player for it to be a truly great game. Even the aesthetic elements of a game, like its graphics, serve to empower the player. For example, the player will feel more empowered when making a moral decision in the game if the graphics reflect the choice. Lionhead Studios has realized this and has built three games touting this as a/the major feature. (Black and White, Black and White 2, and Fable) Take Fable for example: the fact that the world around your avatar visually changes to reflect the moral decisions of the player gives an immediate feeling of empowerment. It lends a certain weight to the player’s choices which is often missing in electronic role-playing games. Many games, especially first-person shooters are often defined by how photorealistic their graphics are, with each generation of games upping the ante. This also empowers the player, by making the world the game creates more believable, which in turn makes the results of the player’s choices more meaningful.

The most compelling way to emphasize the player’s empowerment is to allow them to use their own creativity and/or problem-solving skills in the game. Many games in many genres have done this effectively (notably strategy games), but I would like to focus on two genres in particular: so-called “sandbox” games and first-person shooters.

Sandbox games represent an entire genre based around empowering the player to create. Sandbox games usually have open-ended gameplay and feature construction as a prominent game mechanic. As such, they do not typically present objectives for the player to complete, so much as they create a sandbox for the player to play in. The Sim games (The Sims, SimCity, etc.) are the typical example of a sandbox game, but there are others; Rollercoaster Tycoon and Civilization are two good examples. In a sandbox game players are usually not trying to beat the game or progress to the next level, instead they are creating something impressive. Even The Sims encourages players to create stories using the game as a tool. This kind of creative play is what makes a great game. There have been a lot of knockoffs of these types of games, due to the overwhelming popularity of franchises like Rollercoaster Tycoon and The Sims. Unfortunately, most of these knockoffs don’t quite understand the creative aspect of the gameplay and they too often make the game objective based, where the player must work toward the next level.

The first-person shooter genre might not immediately come to mind as a genre that empowers players to think creatively, but some successful first-person shooters have done just that, with great success. Deus Ex comes to mind as one example of a shooter that rewarded players for thinking about alternative solutions to a problem. Another, more recent, example is Half-Life 2. HL2 incorporated one of the most realistic physics simulation engines ever put in a game. This enabled the designers to create levels which could only be beaten through some creative thinking on the player’s behalf. It also empowered the player to impact the world in more ways than any other shooter which came before it. In fact, simply interacting with the world proved to be so much fun that a third-party mod was produced, called Garry’s Mod, that was based on non-violent sandbox-like gameplay.

Finally, I would like to mention a much maligned game that, I think, represents a high point in video game acheivement. I am talking about the Grand Theft Auto franchise. Since the first iteration of the series, GTA has broken the mold of how a player should interact with a game. Rather than forcing a player into a channel, GTA strives to provide the player as much freedom as possible, laying out a whole world for the player to interact with. There is a linear story there, to be sure, but the player is in no way confined to the bounds of that story. By enabling the player to interact with the world when, where, and how they want to, they are empowered.

The best games in every genre empower players and enable them to make meaningful decisions within the game. By enabling players to play creatively, the game becomes much more engrossing. Many of the greatest games have been those that gave the player the most freedom to interact with the game. I hope that we will see more games along the lines of GTA, Half-Life 2, and SimCity in the years to come.