Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Aug 272013
 

I did a little interview with Patrick Miller for Gamasutra, as part of the run-up to GDCNext. A snippet:

How do you see the role of games (and the kind of experience players expect) changing? Are there any games/other work do you see around you now that is indicative of an emerging trend in this regard — something which you think you’ll later point to as a watershed moment in the evolution of video games?

It feels like we are swimming in this water already and not realizing it. Just recently, Gone Home charted on Steam above some big AAA releases. That’s a landmark moment right there. The press has already turned the corner to a significant degree – the debates over the artistic merits of a title like BioShock Infinite were already louder to my ears than the sort of traditional review discussion we used to get. The titles under discussion by craftspeople at conferences are the indie games, not the AAA games. We’ve seen the rise of artist enclaves, bohemian attitudes, old guard resistance, jejune manifestos (mind you, I think virtually all manifestos are jejune) and all the rest.

I think the floodgates are open. We’re at the point now where the kids who grew up with widespread “mass market” gaming are adults and are steeped in the gamer culture and mindset, and with that is coming all the self-examination, the desire to see substantial thematic content, and so on. The revolution has happened.

via Gamasutra – What’s Next? Koster talks ‘the revolution’, future of games.

I am sure I will take flak for the jejune bit. #nodads 😉

Tools don’t stifle art!

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Aug 132013
 

Luke McMillan has a nice article on Gamasutra entitled “An Intro to RLD,” which is about using math to assess the difficulty of jumping puzzles (and by extension, other parts of the content ramp in your game design).

I’m not here to talk about the article. It’s a nice article. I’m here to talk about one of the reactions to it.

The article is a nice, straightforward illustration of how quantitative methods can bring greater clarity to something that designers do every day, usually by “feel.” And of course, the challenge with “feel” is that it only arises from experience. As I have termed it before, the “apprenticeship model” of learning game design: you do it until you develop the feel, and have internalized heuristics of your own for things like difficulty ramps. Then you struggle to communicate those heuristics to others, and they learn it the hard way themselves.

Michael Joseph, in the comments, states the following:

  • that the article shows “a desire to depersonalize game design”
  • that no one has “proved that ‘zen’ style of game design is a significant problem”
  • that these methods are “design encroachment tool by the business side so that any hairless monkey can churn out a game”
  • and that the method “reminds me of the Auto-Tune used by some singers with questionable talent.”

McMillan responded very politely to this comment. I on the other hand… this stuff makes me mad enough to be sarcastic and blunt. I apologize in advance to Joseph, since I know his track record in the industry, and it doesn’t seem reflective of the comments he’s making.

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Ways To Be Right

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Aug 062013
 

In response to http://ellaguro.blogspot.co.uk/2013/08/the-talk-of-magicians.html:

You can choose an art style that is broadly accessible, or not.
You can have training in your new mechanics, or not.
You can expect to make money at your art, or not.
You can see your art as a business, or not.
You can regard player needs as paramount, or not.
You can require absolute adherence to your own artistic vision, or not.
You can embrace the sordid need for marketing, or not.
You can select a populist price point, or not.
You can wish for many to embrace your work, or not.

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Dishonest opponents

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Jul 082013
 

Another question from Quora. At issue was whether a game can be successful if it relies on players being honest about what they think. The example given was “what number am I thinking of?” If the player with the secret number lies, then the game can be unwinnable. So the poster wondered if there were any examples of successful games that rely on blind trust.

Original question is here. The poster has since updated it to ask “opponents” rather than “players.” Before the edit, I posted that I was unsure if I understood the question, because of course there are so many examples of games that rely in blind trust in other players:

  • A player in a team sport relies on his teammates’ cognition all the time. As just one example, passes are executed with the faith that the receiver will be where he is supposed to be, as previously practiced.
  • Team sports rely especially on the coach’s cognition, and there’s a good case to be made that many team games are actually coach vs coach, using the players as poorly controlled tokens. The players often cannot perceive the overall strategic situation very well
  • Bridge and many other cooperative games are about building up trust in partner’s capabilities even though they do not share equal access to information.
  • The classic Prisoner’s Dilemma is a game theory example of blind trust.

I could go on. Which led me to conclude that what was being asked was really about whether the opponent is trusted, and specifically as regards the feedback they give to an action in the game. In a game like this, the player makes a move (uses a verb), it feeds into the black box of rules, and the opponent is supposed to be honest about the way in which the game state is updated, and feed back to the player the results of the action.

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Social games vs gambling

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Jul 032013
 

A lot of people are still looking down their noses at social games, particularly now that Facebook is no longer the hot new games platform. This ignores the fact that there are millions of people happily playing social games every day, of course.

Many of the games seem like gambling to people now, what with small payments in order to make progress. Many of those who dislike the free-to-play model feel like “the game is rigged in favor of the house.” There’s also the fact that many of the social game companies have an eye on regulatory changes that may allow them to get into real-money gambling soon.

Which leads to people asking (on Quora), are social games the same as gambling? Are they really just like slot machines?

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