<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] I have no words and I must design --> <!--X-From-R13: Oqnz Ivttvaf <avtugsnyyNhfre1.vasvpnq.pbz> --> <!--X-Date: from stimpy.globecomm.net [207.51.48.4] by in5.ibm.net id 866040578.28020-1 Wed Jun 11 14:49:38 1997 CUT --> <!--X-Message-Id: 199706111455.HAA18814#user1,inficad.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199706060026.RAA14899#xsvr3,cup.hp.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] I have no words and I must design</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:nightfall#user1,inficad.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01291.html">Previous</a> | <a href="msg01293.html">Next</a> ] Thread: [ <a href="msg01216.html">Previous</a> | <a href="msg01194.html">Next</a> ] Index: [ <A HREF="author.html#01292">Author</A> | <A HREF="#01292">Date</A> | <A HREF="thread.html#01292">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] I have no words and I must design</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] I have no words and I must design</LI> <LI><em>From</em>: Adam Wiggins <<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>></LI> <LI><em>Date</em>: Wed, 11 Jun 1997 07:55:58 -0700 (MST)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > > <A HREF="http://www.crossover.com/~costik/nowords.html">http://www.crossover.com/~costik/nowords.html</A> > > Some of you may already know this document. Its well worth reading, > both from the viewpoint of game design and the recept RP vs GOP > discussions. Enjoy and discuss: > > --<cut>-- > > I Have No Words & I Must Design > > This article was published in 1994 in Interactive Fantasy #2, a > British roleplaying journal. Page down to read, or click on the links > below to jump to a particular section. > > What Is a Game, Anyhow? > It's Not a Puzzle > It's Not a Toy > It's Not a Story > It Demands Participation > So What Is a Game? > Decision Making > Goals > Opposition > Managing Resources > Game Tokens > Information > Other Things That Strengthen Games > Diplomacy > Color > Simulation > Variety of Encounter > Position Identification > Roleplaying > Socializing > Narrative Tension > They're All Alike Under the Dice. > > There's a lotta different kinds of games out there. A helluva lot. > Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market > adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, > hell, don't forget paintball, virtual reality, sports, and the > horses. It's all gaming. > > But do these things have anything at all in common? What is a game? > And how can you tell a good one from a bad one? > > Well, we can all do the latter: "Good game, Joe," you say, as you > leap the net. Or put away the counters. Or reluctantly hand over your > Earth Elemental card. Or divvy up the treasure. But that's no better > than saying, "Good book," as you turn the last page. It may be true, > but it doesn't help you write a better one. > > As game designers, we need a way to analyze games, to try to > understand them, and to understand what works and what makes them > interesting. > > We need a critical language. And since this is basically a new form, > despite its tremendous growth and staggering diversity, we need to > invent one. > > What Is a Game, Anyhow? > > It's Not a Puzzle. > > In The Art of Computer Game Design, Chris Crawford contrasts what he > call "games" with "puzzles." Puzzles are static; they present the > "player" with a logic structure to be solved with the assistance of > clues. "Games," by contrast, are not static, but change with the > player's actions. > > Some puzzles are obviously so; no one would call a crossword a > "game." But, according to Crawford, some "games" a really just > puzzles -- Lebling & Blank's Zork, for instance. The game's sole > objective is the solution of puzzles: finding objects and using them > in particular ways to cause desired changes in the game-state. There > is no opposition, there is no roleplaying, and there are no resources > to manage; victory is solely a > consequence of puzzle solving. > > To be sure, Zork is not entirely static; the character moves from > setting to setting, allowable actions vary by setting, and inventory > changes with action. We must think of a continuum, rather than a > dichotomy; if a crossword is 100% puzzle, Zork is 90% puzzle and 10% > game. > > Almost every game has some degree of puzzle-solving; even a pure > military strategy game requires players to, e.g., solve the puzzle of > making an optimum attack at this point with these units. To eliminate > puzzle-solving entirely, you need a game that's almost entirely > exploration: Just Grandma and Me, a CD-ROM interactive storybook with > game-like elements of > decision-making and exploration, is a good example. Clicking on > screen objects causes entertaining sounds and animations, but there's > nothing to 'solve,' in fact, no strategy whatsoever. > > A puzzle is static. A game is interactive. > > It's Not a Toy. > > According to Will Wright, his Sim City is not a game at all, but a > toy. Wright offers a ball as an illuminating comparison: It offers > many interesting behaviors, which you may explore. You can bounce it, > twirl it, throw it, dribble it. And, if you wish, you may use it in a > game: soccer, or basketball, or whatever. But the game is not > intrinsic in the toy; it is a set of player-defined objectives > overlaid on the toy. > > Just so Sim City. Like many computer games, it creates a world which > the player may manipulate, but unlike a real game, it provides no > objective. Oh, you may choose one: to see if you can build a city > without slums, perhaps. But Sim City itself has no victory > conditions, no goals; it is a software toy. > > A toy is interactive. But a game has goals. > > It's Not a Story. > > Again and again, we hear about story. Interactive literature. > Creating a story through roleplay. The idea that games have something > to do with stories has such a hold on designers' imagination that it > probably can't be expunged. It deserves at least to be challenged. > > Stories are inherently linear. However much characters may agonize > over the decisions they make, they make them the same way every time > we reread the story, and the outcome is always the same. Indeed, this > is a strength; the author chose precisely those characters, those > events, those decisions, and that outcome, because it made for the > strongest story. If the characters did something else, the story > wouldn't be as interesting. > > Games are inherently non-linear. They depend on decision making. > Decisions have to pose real, plausible alternatives, or they aren't > real decisions. It must be entirely reasonable for a player to make a > decision one way in one game, and a different way in the next. To the > degree that you make a game more like a story -- more linear, fewer > real options -- you make it less like a game. > > Consider: you buy a book, or see a movie, because it has a great > story. But how would you react if your gamemaster were to tell you, > "I don't want you players to do that, because it will ruin the > story"? He may well be right, but that's beside the point. Gaming is > NOT about telling stories. > > That said, games often, and fruitfully, borrow elements of fiction. > Roleplaying games depend on characters; computer adventures and LARPs > are often drive by plots. The notion of increasing narrative tension > is a useful one for any game that comes to a definite conclusion. But > to try to hew too closely to a storyline is to limit players' freedom > of action and their ability to make meaningful decisions. > > The hypertext fiction movement is interesting, here. Hypertext is > inherently non-linear, so that the traditional narrative is wholly > inappropriate to hypertext work. Writers of hypertext fiction are > trying to explore the nature of human existence, as does the > traditional story, but in a way that permits multiple viewpoints, > temporal leaps, and reader construction of the experience. Something > -- more than hypertext writers know -- is shared with game design > here, and something with traditional narrative; but if hypertext > fiction ever becomes artistically successful (nothing I've read is), > it will be through the creation of a new narrative form, something > that we will be hard-pressed to call "story." > > Stories are linear. Games are not. > > It Demands Participation. > > In a traditional artform, the audience is passive. When you look at a > painting, you may imagine things in it, you may see something other > than what the artist intended, but your role in constructing the > experience is slight: The artist painted. You see. You are passive. > > When you go to the movies, or watch TV, or visit the theater, you sit > and watch and listen. Again, you do interpret, to a degree; but you > are the audience. You are passive. The art is created by others. > > When you read a book, most of it goes on in your head, and not on the > page; but still. You're receiving the author's words. You're passive. > > > It's all too, too autocratic: the mighty artist condescends to share > his genius with lesser mortals. How can it be that, two hundred years > after the Revolution, we still have such > aristocratic forms? Surely we need forms in spirit with the times; > forms which permit the common man to create his own artistic > experience. > > Enter the game. Games provide a set of rules; but the players use > them to create their own consequences. It's something like the music > of John Cage: he wrote themes about which the musicians were expected > to improvise. Games are like that; the designer provides the theme, > the players the music. > > A democratic artform for a democratic age. > > Traditional artforms play to a passive audience. Games require active > participation. > > So What Is a Game? > > A game is a form of art in which participants, termed players, make > decisions in order to manage resources through game tokens in the > pursuit of a goal. > > Decision Making > > I offer this term in an effort to destroy the inane, and overhyped, > word "interactive." The future, we are told, will be interactive. You > might as well say, "The future will be > fnurglewitz." It would be about as enlightening. > > A light switch is interactive. You flick it up, the light turns on. > You flick it down, the light turns off. That's interaction. But it's > not a lot of fun. > > All games are interactive: The game state changes with the players' > actions. If it didn't, it wouldn't be a game: It would be a puzzle. > > But interaction has no value in itself. Interaction must have > purpose. > > Suppose we have a product that's interactive. At some point, you are > faced with a choice: You may choose to do A, or to do B. > > But what makes A better than B? Or is B better than A at some times > but not at others? What factors go into the decision? What resources > are to be managed? What's the eventual goal? > > Aha! Now we're not talking about "interaction." Now we're talking > about decision making. > > The thing that makes a game a game is the need to make decisions. > Consider Chess: it has few of the aspects that make games appealing > -- no simulation elements, no roleplaying, and damn little color. > What it's got is the need to make decisions. The rules are tightly > constrained, the objectives clear, and victory requires you to think > several moves ahead. Excellence in decision making is what brings > success. > > What does a player do in any game? Some things depend on the medium. > In some games, he rolls dice. In some games, he chats with his > friends. In some games, he whacks at a keyboard. But in every game, > he makes decisions. > > At every point, he considers the game state. That might be what he > sees on the screen. Or it might be what the gamemaster has just told > him. Or it might be the arrangement on the pieces on the board. Then, > he considers his objectives, and the game tokens and resources > available to him. And he considers his opposition, the forces he must > struggle against. He tries to decide on the best course of action. > > And he makes a decision. > > What's key here? Goals. Opposition. Resource management. Information. > Well talk about them in half a mo. > > What decisions do players make in this game? > > Goals > > Sim City has no goals. Is it not a game? > > No, as it's own designer willingly maintains. It is a toy. > > And the only way to stay interested in it for very long is to turn it > into a game -- by setting goals, by defining objectives for yourself. > Build the grandest possible megalopolis; maximize how much your > people love you; build a city that relies solely on mass transit. > Whatever goal you've chosen, you've turned it into a game. > > Even so, the software doesn't support your goal. It wasn't designed > with your goal in mind. And trying to do something with a piece of > software that it wasn't intended to do can be awfully frustrating. > > Since there's no goal, Sim City soon palls. By contrast, Sid Meier > and Bruce Shelley's Civilization, an obviously derivative product, > has explicit goals -- and is far more involving and addictive. > > "But what about roleplaying games?" you may say. "They have no > victory conditions." > > No victory conditions, true. But certainly they have goals; lots of > them, you get to pick. Rack up the old experience points. Or fulfill > the quest your friendly GM has just inflicted on you. Or rebuild the > Imperium and stave off civilization's final collapse. Or strive > toward spiritual perfection. Whatever. > > If, for some reason, your player characters don't have a goal, > they'll find one right quick. Otherwise, they'll have nothing better > to do but sit around the tavern and grouse about how boring the game > is. Until you get pissed off and have a bunch of orcs show up and try > to beat their heads in. > > Hey, now they've got a goal. Personal survival is a good goal. One of > the best. > > If you have no goal, your decisions are meaningless. Choice A is as > good as Choice B; pick a card, any card. Who cares? What does it > matter? > > For it to matter, for the game to be meaningful, you need something > to strive toward. You need goals. > > What are the players' goals? Can the game support a variety of > different goals? What facilities exist to allow players to strive > toward their various goals? > > Opposition > > Oh, say the politically correct. Those bad, icky games. They're so > competitive. Why can't we have cooperative games? > > "Cooperative games" generally seem to be variants of "let's all throw > a ball around." Oh golly, how fascinating, I'll stop playing Mortal > Kombat for that, you betcha. > > But are we really talking about competition? > > Yes and no; many players do get a kick out of beating others with > their naked minds alone, which is at least better than naked fists. > Chess players are particularly obnoxious in this regard. But the real > interest is in struggling toward a goal. > > The most important word in that sentence is: struggling. > > Here's a game. It's called Plucky Little England, and it simulates > the situation faced by the United Kingdom after the fall of France in > World War II. Your goal: preserve liberty and democracy and defeat > the forces of darkness and oppression. You have a choice: A. > Surrender. B. Spit in Hitler's eye! Rule Britannia! England never > never never shall be slaves! > > You chose B? Congratulations! You won! > > Now, wasn't that satisfying? Ah, the thrill of victory. > > There is no thrill of victory, of course; it was all too easy, wasn't > it? There wasn't any struggle. > > In a two-player, head-to-head game, your opponent is the opposition, > your struggle against him; the game is direct competition. And this > is a first-rate way of providing opposition. Nothing is as sneaky and > as hard to overcome as a determined human opponent. But direct > competition isn't the only way to do it. > > Think of fiction. The ur-story, the Standard Model Narrative, works > like this: character A has a goal. He faces obstacles B, C, D, and E. > He struggles with each, in turn, growing as a person as he does. > Ultimately, he overcomes the last and greatest obstacle. > > Do these obstacles all need to be The Villain, The Bad Guy, The > Opponent, The Foe? No, though a good villain makes for a first rate > obstacle. The forces of nature, cantankerous > mothers-in-law, crashing hard-drives, and the hero's own feelings of > inadequacy can make for good obstacles, too. > > Just so in games. > > In most RPGs, the "opposition" consists of non-player characters, and > you are expected to cooperate with your fellow players. In many > computer games, the "opposition" consists of puzzles you must solve. > In LARPs, the "opposition" is often the sheer difficulty of finding > the player who has the clue or the widget or the special power you > need. In most solitaire games, your "opposition" is really a random > element, or a set of semi-random algorithms you are pitted against. > > Whatever goals you set your players, you must make the players work > to achieve their goals. Setting them against each other is one way to > do that, but not the only one. And even when a player has an > opponent, putting other obstacles in the game can increase its > richness and emotional appeal. > > The desire for "cooperative games" is the desire for an end to > strife. But there can be none. Life is the struggle for survival and > growth. There is no end to strife, not this side of the grave. A game > without struggle is a game that's dead. > > What provides opposition? What makes the game a struggle? > > Managing Resources > > Trivial decisions aren't any fun. Remember Plucky Little England? > > There wasn't any real decision, was there? > > Or consider Robert Harris's Talisman. Each turn, you roll the die. > The result is the number of spaces you can move. You may move to the > left, or to the right, around the track. > > Well, this is a little better than a traditional track game; I've got > a choice. But 99 times out of a 100, either there's no difference > between the two spaces, or one is obviously better than the other. > The choice is bogus. > > The way to make choices meaningful is to give players resources to > manage. "Resources" can be anything: Panzer divisions. Supply points. > Cards. Experience points. Knowledge of spells. Ownership of fiefs. > The love of a good woman. Favors from the boss. The good will of an > NPC. Money. Food. Sex. Fame. Information. > > If the game has more than one 'resource,' decisions suddenly become > more complex. If I do this, I get money and experience, but will Lisa > still love me? If I steal the food, I get to eat, but I might get > caught and have my hand cut off. If I declare against the Valois, > Edward Plantagenet will grant me the Duchy of Gascony, but the Pope > may excommunicate me, imperilling my immortal soul. > > These are not just complex decisions; these are interesting ones. > Interesting decisions make for interesting games. > > The resources in question have to have a game role; if 'your immortal > soul' has no meaning, neither does excommunication. (Unless it > reduces the loyalty of your peasants, or makes it difficult to > recruit armies, or... but these are game roles, n'est-ce pas?) > Ultimately, 'managing resources' means managing game elements in > pursuit of your goal. A 'resource' that has no game role has nothing > to contribute to success or failure, and is ultimately void. > > What resources does the player manage? Is there enough diversity in > them to require tradeoffs in making decisions? Do they make those > decisions interesting? > > Game Tokens > > You effect actions in the game through your game tokens. A game token > is any entity you may manipulate directly. > > In a boardgame, it is your pieces. In a cardgame, it is your cards. > In a roleplaying game, it is your character. In a sports game, it is > you yourself. > > What is the difference between "resources" and "tokens?" Resources > are things you must manage efficiently to achieve your goals; tokens > are your means of managing them. In a board wargame, combat strength > is a resource; your counters are tokens. In a roleplaying game, money > is a resource; you use it through your character. > > Why is this important? Because if you don't have game tokens, you > wind up with a system that operates without much player input. Will > Wright and Fred Haslam's Sim Earth is a good example. In Sim Earth, > you set some parameters, and sit back to watch the game play out > itself. You've got very little to do, no tokens to manipulate, no > resources to manage. Just a few parameters to twiddle with. This is > mildly interesting, but not very. > > To give a player a sense that he controls his destiny, that he is > playing a game, you need game tokens. The fewer the tokens, the more > detailed they must be; it is no cooincidence that > roleplaying games, which give the player a single token, also have > exceptionally detailed rules for what that token can do. > > What are the players' tokens? What are these tokens' abilities? What > resources do they use? What makes them interesting? > > Information > > I've had more than one conversation with a computer game designer in > which he tells me about all the fascinating things his game simulates > -- while I sit there saying, "Really? What do you know. I didn't > realize that." > > Say you've got a computer wargame in which weather affects movement > and defense. If you don't tell the player that weather has an effect, > what good is it? It won't affect the player's behavior; it won't > affect his decisions. > > Or maybe you tell him weather has an effect, but the player has no > way of telling whether it's raining or snowing or what at any given > time. Again, what good is that? > > Or maybe he can tell, and he does know, but he has no idea what > effect weather has -- maybe it cuts everyone's movement in half, or > maybe it slows movement across fields to a crawl but does nothing to > units moving along roads. This is better, but not a whole lot. > > The interface must provide the player with relevant information. And > he must have enough information to be able to make a sensible > decision. > > That isn't to say a player must know everything; hiding > information can be very useful. It's quite reasonable to say, "you > don't know just how strong your units are until they enter combat," > but in this case, the player must have some idea of the range of > possibilities. It's reasonable to say, "you don't know what card > you'll get if you draw to an inside straight," but only if the player > has some idea what the odds are. If I might draw the Queen of Hearts > and might draw Death and might draw the Battleship Potemkin, I have > absoutely no basis on which to make a decision. > > More than that, the interface must not provide too much > information, especially in a time-dependent game. If weather, supply > state, the mood of my commanders, the fatigue of the troops, and what > Tokyo Rose said on the radio last night can all affect the outcome of > my next decision, and I have to decide some time in the next five > seconds, and it would take me five minutes to find all the relevant > information by pulling down menus and looking at screens, the > information is still irrelevant. I may have access to it, but I can't > reasonably act on it. > > Or let's talk about computer adventures; they often display > information failure. "Oh, to get through the Gate of Thanatos, you > need a hatpin to pick the lock. You can find the hatpin on the floor > of the Library. It's about three pixels by two pixels, and you can > see it, if your vision is good, between the twelfth and thirteenth > floorboards, about three inches from the top of the screen. What, you > missed it?" > > Yeah, I missed it. In an adventure, it shouldn't be ridiculously > difficult to find what you need, nor should victory be impossible > just because you made a wrong decision three hours and thirty-eight > decision points ago. Nor should the solutions to puzzles be arbitrary > or absurd. > > Or consider freeforms. In a freeform, a player is often given a goal, > and achieving it requires him to find out several things -- call them > Facts A, B, and C. The freeform's designer had better make damn sure > that A, B, and C are out there somewhere -- known to other > characters, or on a card that's circulating in the game -- whatever, > they have to be there. Otherwise, the player has no chance of > achieving his goal, and that's no fun. > > Given the decisions players are required to make, what > information do they need? Does the game provide the information as > and when needed? Will reasonable players be able to figure out what > information they need, and how to find it? > > Other Things That Strengthen Games > > Diplomacy > > Achieving a goal is meaningless if it comes without work, if there is > no opposition; but that doesn't mean all decisions must be zero-sum. > Whenever multiple players are involved, games are strengthened if > they permit, and encourage, diplomacy. > > Games permit diplomacy if players can assist each other -- > perhaps directly, perhaps by combining against a mutual foe. Not > all multiplayer games do this; in Charles B. Darrow sMonopoly, > for instance, there's no effective way either to help or hinder > anyone else. There's no point in saying, "Let's all get Joe," or > "Here, you're a novice, I'll help you out, you can scratch my > back later," because there's no way to do it. > > Some games permit diplomacy, but not much. In Lawrence Harris's > Axis & Allies, players can help each other to a limited degree, > but everyone is permanently Axis or permanently Allied, so > diplomacy is never a key element to the game. > > One way to encourage diplomacy is by providing non-exclusive > goals. If you're looking for the Ark of the Covenant, and I want > to kill Nazis, and the Nazis have got the Ark, we can work > something out. Maybe our alliance will end when the French > Resistance gets the Ark, and we wind up on opposite sides, but > actually, such twists are what make games fun. > > But games can encourage diplomacy even when players are directly > opposed. The diplomatic game par excellence is, of course, > Calhammer's Diplomacy, in which victory more often goes to the > best diplomat than to the best strategist. The key to the game is > the Support order, which allows one player's armies to assist > another in an attack, encouraging alliance. > > Alliances never last, to be sure; Russia and Austria may ally to > wipe out Turkey, but only one of them can win. Eventually, one > will stab the other in the back. > > Fine. It's the need to find allies, retain them, and persuade > your enemies to change their stripes that makes sure you'll keep > on talking. If alliances get set in stone, diplomacy comes to an > end. > > Computer games are almost inherently solitaire, and to the degree > they permit diplomacy with NPC computer opponents, they > generally don't make it interesting. Network games are, or ought > to be, inherently diplomatic; and as network games become more > prevalent, we can expect most developers from the computer > design community to miss this point entirely. As an example, > when the planners of interactive TV networks talk about games, > they almost exclusively talk about the possibility of > downloading cart-based (Nintendo, Sega) games over cable. They're > doing so for a business reason: billions are spent annually on > cart-based games, and they'd like a piece of the action. They > don't seem to realize that networks permit a wholly different > kind of gaming, which has the potential to make billions in its > own right -- and that this is the real business opportunity. > > How can players help or hinder each other? What incentives do > they have to do so? What resources can they trade? > > Color > > Monopoly is a game about real estate development. Right? > > Well, no, obviously not. A real estate developer would laugh at > the notion. A game about real estate development needs rules for > construction loans and real estate syndication and union work > rules and the bribery of municipal inspectors. Monopoly has > nothing to do with real estate development. You could take the > same rules and change the board and pieces and cards and make it > into a game about space exploration, say. Except that your game > would have as much to do with space exploration as Monopoly has > to do with real estate development. > > Monopoly isn't really about anything. But it has the color of a > real estate game: named properties, little plastic houses and > hotels, play money. And that's a big part of its appeal. > > Color counts for a lot: as a simulation of World War II, Lawrence > Harris's Axis & Allies is a pathetic effort. Ah, but the color! > Millions of little plastic airplanes and battleships and tanks! > Thundering dice! The world at war! The game works almost solely > because of its color. > > Or consider Chadwick's Space 1899. The rules do nothing to evoke > the Burroughsian wonders, the pulp action thrills, the > Kiplingesque Victorian charms to be gained from the game's > setting. Despite a clean system and a detailed world, it is > curiously colorless, and suffers for it. > > Pageantry and detail and sense of place can greatly add to a > game's emotional appeal. > > This has almost nothing to do with the game qua game; the > original Nova edition of Axis & Allies was virtually identical > to the Milton Bradley edition. Except that it had a godawful > garish paper map, some of the ugliest counters I've ever seen, > and a truly amateurish box. I looked at it once, put it away, > and never looked at it again. > > Yet the Milton Bradley edition, with all the little plastic > pieces, still gets pulled out now and again... Same game. Far > better color. > > How does the game evoke the ethos and atmosphere and pageantry of > its setting? What can you do to make it more colorful? > > Simulation > > Many games simulate nothing. The oriental folk-game Go, say; > little stones on a grid. It's abstract to perfection. Or John > Horton Conway's Life; despite the evocative name, it's merely an > exploration of a mathematical space. > > Nothing wrong with that. But. > > But color adds to a game's appeal. And simulation is a way of > providing color. > > Suppose I think, for some reason, that a game on Waterloo would > have great commercial appeal. I could, if I wanted, take > Monopoly, change "Park Place" to "Quatre Bras" and the hotels to > plastic soldiers, and call it Waterloo. It would work. > > But wouldn't it be better to simulate the battle? To have little > battalions maneuvering over the field? To hear the thunder of > guns? > > Or take Star Wars: The Roleplaying Game, which I designed. I > could have taken Gygax & Arneson's Dungeons & Dragons and changed > it around, calling swords blasters and the like. But instead, I > set out to simulate the movies, to encourage the players to > attempt far-fetched cinematic stunts, to use the system itself > to reflect something about the atmosphere and ethos of the > films. > > Simulation has other value, too. For one, it improves character > identification. A Waterloo based on Monopoly would do nothing to > make players think like Wellington and Napoleon; Kevin Zucker's > Napoleon's Last Battles does much better, forcing players to > think about the strategic problems those men faced. > > And it can allow insight into a situation that mere narrative > cannot. It allows players to explore different outcomes -- in > the fashion of a software toy -- and thereby come to a gut > understanding of the simulation's subject. Having played at > least a dozen different games on Waterloo, I understand the > battle, and why things happened the way they did, and the nature > of Napoleonic warfare, far better than if I had merely read a > dozen books on the subject. > > Simulating something almost always is more complicated that > simply exploiting a theme for color. And it is not, therefore, > for every game. But when the technique is used, it can be quite > powerful. > > How can elements of simulation strengthen the game? > > Variety of Encounter > > "You just got lucky." > > Words of contempt; you won through the vagaries of chance. A game > that permits this is obviously inferior to ones where victory > goes to the skilled and smart and strong. Right? > > Not necessarily. > > "Random elements" in a game are never wholly random. They are > random within a range of possibilities. When, in a board > wargame, I make an attack, I can look at the Combat Results > Table. I know what outcomes are possible, and my chances of > achieving what I want to achieve. I take a calculated risk. And > over the whole game, I make dozens or hundreds of die-rolls; > given so much reliance on randomness, the "random element" > regresses to a mean. Except in rare cases, my victory or defeat > will be based on my excellence as a strategist, not on my luck > with the dice. > > Randomness can be useful. It's one way of providing variety of > encounter. > > And what does that mean? > > It means that the same old thing all over again is fucking > boring. It means that players like to encounter the unexpected. > It means that the game has to allow lots of different things to > happen, so there's always something a little different for the > players to encounter. > > In a game like Chess, that "something different" is the > ever-changing implications of the positions of the pieces. In a > game like Richard Garfield's Magic: The Gathering, it's the > sheer variety of cards, and the random order in which they > appear, and the interesting ways in which they can be combined. > In Arneson & Gygax's Dungeons & Dragons, it's the staggering > variety of monsters, spells, etc., etc., coupled with the > gamemaster's ingenuity in throwing new situations at his > players. > > If a game has inadequate variety, it rapidly palls. That's why no > one plays graphic adventures more than once; there's enough > variety for a single game, but it's the same thing all over > again the next time you play. That's why Patience, the solitaire > cardgame, becomes dull pretty fast; you're doing the same things > over and over, and reshuffling the cards isn't enough to > rekindle your interest, after a time. > > What things do the players encounter in this game? Are there > enough things for them to explore and discover? What provides > variety? How can we increase the variety of encounter? > > Position Identification > > "Character identification" is a common theme of fiction. Writers > want readers to like their protagonists, to identify with them, > to care what happens to them. Character identification lends > emotional power to a story. > > The same is true in games. To the degree you encourage playes to > care about "the side," to identify with their position in the > game, you increase the game's emotional impact. > > The extreme case is sports; in sports, your "position" is you. > You're out there on the baseball diamond, and winning or losing > matters, and you feel it deeply when you strike out, or smash > the ball out of the park. It's important to you. > > So important that fistfights and bitter words are not uncommon, > in every sport. So important that we've invented a whole cultural > tradition of "sportsmanship" to try to prevent these unpleasant > feelings from coming to the fore. > > Roleplaying games are one step abstracted; your character isn't > you, but you invest a lot of time and energy in it. It's your > sole token and the sum total of your position in the game. > Bitter words, and even fistfights, are not unknown among > roleplayers, though rather rarer than in sports. > > Getting players to identify with their game position is > straightforward when a player has a single token; it's harder > when he controls many. Few people feel much sadness at the loss > of a knight in Chess or an infantry division in a wargame. But > even here, a game's emotional power is improved if the player > can be made to feel identification with "the side." > > One way to do that is to make clear the player's point of view. > Point of view confusion is a common failing of boardgame > designers. For instance, Richard Berg's Campaigns for North > Africa claims to be an extraordinary realistic simulation of the > Axis campaign in Africa. Yet you, as player, spend a great deal > of time worrying about the locations of individual pilots and > how much water is available to individual batallions. Rommel's > staff might worry about such things, but Rommel assuredly did > not. Who are you supposed to be? The accuracy of the simulation > is, in a sense, undermined, not supported, by the level of > detail. > > What can you do to make the player care about his position? Is > there a single game token that's more important than others to > the player, and what can be done to strengthen identification > with it? If not, what is the overall emotional appeal of the > position, and what can be done to strengthen that appeal? Who > "is" the player in the game? What is his point of view? > > Roleplaying > > HeroQuest has been termed a "roleplaying boardgame." And, as in a > roleplaying game, each player controls a single character which, > in HeroQuest's case, is a single plastic figure on the board. If > you are a single character, are you not "playing a role?" And is > the characterization of this game as a "roleplaying" game > therefore justified? > > No, to both questions. > > The questions belie confusion between "position identification" > and "roleplaying." I may identify closely with a game token > without feeling that I am playing a role. > > Roleplaying occurs when, in some sense, you take on the persona > of your position. Different players, and different games, may do > this in different ways: perhaps you try to speak in the language > and rhythm of your character. Perhaps you talk as if you are > feeling the emotions your character talks. Perhaps you talk as > you normally do, but you give serious consideration to "what my > character would do in this case" as opposed to "what I want to > do next." > > Roleplaying is most common in, naturally, roleplaying games. But > it can occur in other environments, as well; I, for one, can't > get through a game of Vincent Tsao's Junta without talking in a > phony Spanish accent somewhere along the line. The game makes me > think enough like a big man in a corrupt banana republic that I > start to play the role. > > Roleplaying is a powerful technique for a whole slew of reasons. > It improves position identification; if you think like your > character, you're identifying with him closely. It improves the > game's color, because the players become partly responsible for > maintaining the willing suspense of disbelief, the feeling that > the game world is alive and colorful and consistent. And it is > an excellent method of socialization. > > Indeed, the connection with socialization is key: roleplaying is > a form of performance. In a roleplaying game, roleplayers > perform for the amusement of their friends. If there aren't any > friends, there's no point to it. > > Which is why "computer roleplaying games", so-called, are nothing > of the kind. They have no more connection with roleplaying than > does HeroQuest. That is, they have the trappings of roleplaying: > characters, equipment, stories. But there is no mechanism for > players to ham it up, to characterize themselves by their > actions, to roleplay in any meaningful sense. > > This is intrinsic in the technology. Computer games are > solitaire; solitaire gamers have, by definition, no audience. > Therefore, computer games cannot involve roleplaying. > > Add a network, and you can have a roleplaying game. Hence the > popularity of MUDs. > > How can players be induced to roleplay? What sorts of roles does > the system permit or encourage? > > Socializing > > Historically, games have mainly been used as a way to socialize. > For players of Bridge, Poker, and Charades, the game is > secondary to the socialization that goes on over the table. > > One oddity of the present is that the most commercially > successful games are all solitary in nature: cart games, > disk-based computer games, CD- ROM games. Once upon a time, our > image of gamers was some people sitting around a table and > playing cards; now, it's a solitary adolescent, twitching a > joystick before a flickering screen. > > Yet, at the same time, we see the development of roleplaying, in > both tabletop and live-action form, which depend utterly on > socialization. And we see that the most successful mass-market > boardgames, like Trivial Pursuit and Pictionary are played > almost exclusively in social settings. > > I have to believe that the solitary nature of most computer games > is a temporary aberration, a consequence of the technology, and > that as networks spread and their bandwidth increases, the > historical norm will reassert itself. > > When designing any game, it is worthwhile to think about the > game's social uses, and how the system encourages or discourages > socialization. For instance, almost every network has online > versions of classic games like poker and bridge. And in almost > every case, those games have failed to attract much useage. > > The exception: America Online, which permits real-time chat > between players. Their version of network bridge allows for > table talk. And it has been quite popular. > > Or as another example, many tabletop roleplaying games spend far > too much effort worrying about "realism" and far too little > about the game's use by players. Of what use is a combat system > that is extraordinarily realistic, if playing out a single > combat round takes fifteen minutes, and a whole battle takes > four hours? They're not spending their time socializing and > talking and hamming it up; they're spending time rolling dice > and looking things up on charts. What's the point in that? > > How can the game better encourage socialization? > > Narrative Tension > > Nebula-award winning author Pat Murphy says that the key element > of plot is "rising tension." That is, a story should become more > gripping as it proceeds, until its ultimate climactic > resolution. > > Suppose you're a Yankees fan. Of course, you want to see the > Yankees win. But if you go to a game at the ballpark, do you > really want to see them develop a 7 point lead in the first > inning and wind up winning 21 to 2? Yes, you want them to win, > but this doesn't make for a very interesting game. What would > make you rise from your seat in excitement and joy is to see > them pull out from behind in the last few seconds of the game > with a smash homerun with bases loaded. Tension makes for fun > games. > > Ideally, a game should be tense all the way through, but > especially so at the end. The toughest problems, the greatest > obstacles, should be saved for last. You can't always ensure > this, especially in directly-competitive games: a chess game > between a grandmaster and a rank beginner is not going to > involve much tension. But, especially in solitaire computer > games, it should be possible to ensure that every stage of the > game involves a set of challenges, and that the player's job is > done only at the end. > > In fact, one of the most common game failures is anticlimax. The > period of maximum tension is not the resolution, but somewhere > mid-way through the game. After a while, the opposition is on the > run, or the player's position is unassailable. In most cases, > this is because the designer never considered the need for > narrative tension. > > What can be done to make the game tense? > > They're All Alike Under the Dice. Or Phosphors. Or What Have You. > > We're now equipped to answer the questions I posed at the > beginning of this article. > > Do all the myriad forms of gaming have anything in common? Most > assuredly. All involve decision making, managing resources in > pursuit of a goal; that's true whether we're talking about Chess > or Seventh Guest, Mario Brothers or Vampire, Roulette or Magic: > The Gathering. It's a universal; it's what defines a game. > > How can you tell a good game from a bad one? The test is still in > the playing; but we now have some terms to use to analyze a > game's appeal. Chess involves complex and difficult decisions; > Magic has enormous variety of encounter; Roulette has an > extremely compelling goal (money--the real stuff). More detailed > analysis is possible, to be sure, and is left as an exercise for > the reader. > > Is the analytical theory presented here hermetic and complete? > Assuredly not; there are games that defy many, though not all, of > its conclusions (e.g., Candyland, which inolves no decision > making whatsoever). And no doubt there are aspects to the appeal > of games it overlooks. > > It is to be considered a work in progress: a first stab at > codifying the intellectual analysis of the art of game design. > Others are welcome, even encouraged, to build on its structure > -- or to propound alternative theories in its defiance. > > If we are to produce works worthy to be termed "art," we must > start to think about what it takes to do so, to set ourselves > goals beyond the merely commercial. For we are embarked on a > voyage of revolutionary import: the democrative transformation > of the arts. Properly addressed, the voyage will lend granduer > to our civilization; improperly, it will create merely another > mediocrity of the TV age, another form wholly devoid of > intellectual merit. > > > The author wishes to acknowledge the contributions of Chris > Crawford, Will Wright, Eric Goldberg, Ken Rolston, Doug Kaufman, > Jim Dunnigan, Tappan King, Sandy Peterson, and Walt Freitag, > whose ideas he has liberally stolen. > > > Orthographical Note: In normal practice, the names of traditional > games, e.g., chess, go, poker, are uncapitalized, as is usual > with common nouns. The names of proprietary games are written > with Initial Caps. This usage is inconsistent with the thesis > that games are an artform, and that each game, regardless of its > origins, must be viewed as an ouevre. I capitalize all game > names, throughout the article. > > We capitalize Beowulf, though it is the product of folk tradition > rather than a definite author, just as we capitalize One Hundred > Years of Solitude. In the same fashion, I capitalize Chess, > though it is the product of folk tradition rather than a > definite designer, just as I capitalize Dungeons & Dragons. It > may seem odd, at first, to see Chess treated as a title, but I > have done so for particular reasons. > > I have also, whenever possible, attempted to mention a game's > designer upon its first mention. When I have omitted a name, it > is because I do not know it. > > > Copyright 1994 by Greg Costikyan. All Rights Reserved. Comments > may be directed to costik#crossover,com . For more information > about Interactive Fantasy, contact journal#aslan,demon.co.uk or > write Hogshead Publishing Ltd., 29a Abbeville Rd, London, SW4 > 9LA. > > --<cut>-- > > -- > J C Lawrence Internet: claw#null,net > (Contractor) Internet: coder#ibm,net > ---------------(*) Internet: clawrenc#cup,hp.com > ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... > > > </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01216" HREF="msg01216.html">I have no words and I must design</A></STRONG> <UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01291.html">Re: [MUD-Dev] MUDs - An environment, not a game</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01293.html">RE: [MUD-Dev] Genuinely brief intro</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01216.html">I have no words and I must design</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01194.html">Message problems with this list</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01292"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01292"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><strong><A NAME="01218" HREF="msg01218.html">Re: DESIGN: The Physics of Magic</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:29 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="01219" HREF="msg01219.html">Re: DESIGN: The Physics of Magic</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 06 Jun 1997, 11:45 GMT </LI> </UL> </LI> <LI><strong><A NAME="01217" HREF="msg01217.html">TSR has been bought.</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 07:47 GMT <LI><strong><A NAME="01216" HREF="msg01216.html">I have no words and I must design</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 07:28 GMT <UL> <LI><strong><A NAME="01292" HREF="msg01292.html">Re: [MUD-Dev] I have no words and I must design</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 11 Jun 1997, 21:49 GMT </LI> </UL> </LI> <LI><strong><A NAME="01194" HREF="msg01194.html">Message problems with this list</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 05 Jun 1997, 22:34 GMT <LI><strong><A NAME="01193" HREF="msg01193.html">Greetings</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 05 Jun 1997, 22:16 GMT <LI><strong><A NAME="01188" HREF="msg01188.html">Re: [MUD-Dev] Computers can't....</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 05 Jun 1997, 12:47 GMT <LI><strong><A NAME="01172" HREF="msg01172.html">Re: (fwd) DESIGN: The Physics of Magic</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 05 Jun 1997, 11:36 GMT </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>