I have no words & I must design by Greg Costikyan Currently a Games researcher at NokiaContextLots of Games out thereDo these things have anything in common? What is a game?What is a game anyhow?Not a toyNot a StoryIt Demands ParticipationSo What is a Game?Other Things that Strengthen GamesSlide 11What do these myriad form of games have in common?I have no words & I must designby Greg CostikyanCurrently a Games researcher at Nokia2Context“I Have No Words” was written in the early 1990s, at a time when virtually nothing had been written on the subject of game design as a discipline, before game studies as a discipline or Game Developer magazine existed. This piece was written with emphasis on decision making and may be less applicable to games that depend on fast action.Greg Costikyan is an inductee of the Adventure Gaming Hall of Fame For a Lifetime of Accomplishment in the field3Lots of Games out thereITS ALL GAMING!!Cart-basedComputer CD-ROMNetworkArcadePBM (Play By Mail)PBEMMass-Market AdultWar gamesCard gamesTabletop RPGsLARPs (Live Action Role Playing)FreeformsPaintballVirtual RealitySportsHorses4Do these things have anything in common? What is a game?How can you tell a good one from a bad one?Good game !!Good book… does that help you write a better oneGame designers need to analyze games–Understand them–Understand what works–Understand what makes them interesting5What is a game anyhow?Its not a puzzle – Puzzles are static–Present logic structures to be solved w/assistance of clues–Games are NOT static and change with player’s actionsThink of games on a continuum Crossword 100% puzzle Zork 90% puzzle – 10% game–Characters move from setting to setting allowable actions vary by setting and inventory changes with action.Almost all games have some degree of puzzle-solving, even military strategy games require players to solve puzzle of making optimum attack6Not a toySim City is not a game at all, but a toy.Will Wright makes a comparison to a ball–Offers many interesting behaviors for your to exploreBounce It, Twirl it, Throw itDribble itCan play multiple games with it–It provides a world that the player may manipulate, but provides NO objective–You may chose one…–BUT Sim City itself has no victory conditions, NO Goals, –It is a Software toy. –A toy is interactive, BUT games have goals7Not a StoryStories are inherently linearGames are inherently non-linear –Depend on decision makingHow would gamers feel if game master says“I don’t want you players to do that, because it will ruin the story?Gaming is NOT about telling stories8It Demands ParticipationTraditional art forms have passive audiences.Admire a painting, you may imagine things in it, you may see something other than what the artist intendedWhen reading a book… Most of it is in your head…You are receiving the authors words.Enter the game.–Games provide a set of rules–But players create their own consequences–Like MusicThe Designers provide the ThemeThe Players provide the Music–A democratic art form for a democratic age.9So What is a Game?Players make decisions –Manage resources through game tokes in the pursuit of a goalOpposition –Competitive games–Real interest is about struggling toward a goal.–After you win you fill the thrill of victory!Game Tokens – entities you manipulate directly–Resources are things you manage efficiently to achieve a goal–Tokens are your means of managing themWithout tokens you have a system that operates with out much player inputGiving the player a sense of control and it makes the game more interesting.10Other Things that Strengthen GamesDiplomacy–Whenever multiple players are involved they are strengthened with diplomacy–Games permit diplomacy if players can assist each otherColor–Color counts a lot and some games work solely because color–Some games suffer because their lack their of.–Pageantry, detail & sense of place can add greatly to emotional appeal, BUT don’t over do it and make it look appealingSimulation–STAR Wars: The Role Playing Game–He adds simulations of the move, to encourage players to attempt far-fetched cinematic stunts–Using the system to reflect something about the atmosphere and ethos of the films.–Can also improve character identification11Other Things that Strengthen GamesVariety of Encounter–Random elements are never wholly random, they are within a range of possibilities–Randomness can be useful.. It is one way to provide variety–Players like to encounter the unexpected–With inadequate variety, it gets boring quicklyPositive Identification–Character identification is a common theme in fiction and games–Lends emotional power to a story–In a sports game the identifying position is YOU,Making the game more important to YOURole Playing – provides position identification, the feeling that the world is alive and colorfulSocializing – When designing think about social issues and how the game encourages or discourages socialization.–How can you encourage better socializingNarrative tension- The story should become more gripping as it proceeds until climatic resolution12What do these myriad form of games have in common?All involveDecision makingManaging Resources in pursuit of a goalHow can we tell a good game from a bad one?Terms to analyze game appeal–Decisions–Variety of encounter–Compelling–Narrative Tension–Role Playing –Socializing–Color–Simulation–DiplomacyGaming is a artform! Be mindful of what it takes to make it
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