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.

Why do we like a given game?

 Posted by (Visited 13806 times)  Game talk, Mailbag  Tagged with:
Feb 152013
 

I was just asked this on Quora, and thought I would crosspost my answer here.

What makes people like specific genres of gaming (FPS, strategy, sports, racing etc)?

What can you tell about people who like only a certain genre of gaming like Fps rather than strategy?

Everyone starts out with different natural predispositions. For example, some people are born with more fast-twitch fibers in their muscles, which gives them the ability to move more explosively than others [Skeletal striated muscle]. Other folks have greater color sensitivity, faster reaction times, better ability to see things that are moving or that are standing still.

Some of these things are spread across a gradient where a person may fall anywhere on the gradient, but there are biases based on the sex of the individual in question. [Men and Women Really Do See Things Differently] We should be cautious about treating this as “biology is destiny” and instead think in terms of statistical distribution; recent metastudies show that overall, sex differences in cognition are weak correlations [Science Confirms The Obvious:  Men And Women Aren’t That Different] but there are nonetheless some large and obvious differences between sexes and of course between people.

These predispositions mean that some things are easier or harder for a given individual. Not necessarily hugely so — maybe only marginally, say 1% easier than the norm. But it doesn’t matter, because of how the brain’s reward system works. Continue reading »

Update #1 on revised Theory of Fun

 Posted by (Visited 10474 times)  Game talk, Writing  Tagged with:
Jan 122013
 

atof-cartoon-stack2So, the revised edition of A Theory of Fun is indeed in process. I thought I would post an update for everyone.

Where we are

I have been going back and forth with the publisher on what exactly needs to be revised. I have my own list, and I was hoping that the revisions would be shaped by responses from people as to things they disagreed with or have changed over time. I haven’t gotten a lot of those, alas… many thanks to those who have sent in stuff!

The reason this matters now, before any writing actually starts, is in order to set schedules for milestones. That said, I fully expect the coloring of all the artwork to take far longer than the text revision.

One thing that I have gotten as a vibe overall is “don’t break it.” Meaning, don’t change it too much or revise it to the point where it loses the qualities that make it what it is.

One big example of this that has come up and is still up in the air is the layout format of the book. As you know, it’s a non-standard trim size, wider than it is tall, and famously fits poorly on many bookshelves. I ran an informal poll on Twitter, and got very split results as to whether to change that. One of the biggest reasons in favor is that if it changes to a standard trim size, it cam move to print-on-demand in the book supply chain, and then it’ll tend to never fall out of print the way that it has in the past. Right now, when copies run out, the print run needs to be manually ordered. Plus, ebook versions mean that the layout aspect has already been somewhat lost. But a lot of folks seem to have great affection for what has been called “a bastard form of a picture book” … so we’ll see!

What’s done

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UO Classic Postmortem video on GDCVault

 Posted by (Visited 9899 times)  Game talk  Tagged with: ,
Jan 042013
 

Ultima Online is, of course, still very much alive. But that didn’t stop us from doing a Classic Game Postmortem at GDCOnline this past fall. The GDCVault has posted it up for free here:

GDC Vault – Classic Game Postmortem: Ultima Online.

No embed, alas.

The session was very informal — don’t expect a lot of actually useful development takeaways, five things that went well and five poorly in Gamasutra-approved format, any of that. Instead, it’s mostly war stories and anecdotes.

A thing you cannot see in the vid — when at the very start Starr asks how many people in the room worked on UO, a lot of people in the room stood up. And when asked who played — it was almost everyone. A nice moment.

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Help me revise A Theory of Fun!

 Posted by (Visited 13861 times)  Game talk, Writing  Tagged with:
Dec 052012
 

Next year will mark the tenth anniversary of the publication of A Theory of Fun as a book. The publisher is planning a second edition in full color!

The contract isn’t signed just yet, because I owe them an outline for the revisions. Needless to say, I get to do revised text, and this is where I would like to ask for help. The book is so widely used by folks in the industry that I want to make sure that it has all of the right stuff in it — updated science, latest thinking on game cognition and learning, new thoughts on game ethics — all of it.

I would love to get more eyes on the problem. So if you’re up for it, I would love for as many people as possible to

  • (re)read the book – hey, it’s short!
  • make a note of everywhere you want to argue, and tell me where and why. I’ll argue back in the actual text (well, I’ll try to make my case better, how’s that).
  • make a note of any useful or cool references, science, news, or whatever that fits with what is already there. A lot has happened in ten years.
  • any errata? (I already know about the mistake in the drawing of the go board… anything else?)

I realize this is a huge favor… needless to say, anyone who helps will get acknowledged in the new edition.

Another thing that has come up occasionally is use of the book in a classroom setting. If anyone here has ideas on how to make it better for that use, I’d love to hear about those too. Are you an academic who has used the book in a classroom setting? Do you have study guide questions or discussion topics? I am currently unsure whether this sort of material would land in the book or on the website, but given how widely it’s used for this purpose, it seems like a great resource to make available.

Finally, there’s the possibility of adding other new stuff. I don’t want to try cramming game grammar into a single new chapter, but… if there were additional material of some sort in the book, like a whole new chapter, what would you want it to be?

Feel free to add whatever you can in the comment thread here, or to use the contact form to connect with me on this (I’m not going to post an email address here, to avoid spam, but if you use the form, I can email back).

I’m excited about this — though I do expect that most of my time will be spent coloring the cartoons. 🙂

 

Nov 302012
 

How Games Think title slideI have finally gotten around to posting up the slides and the notes for my talk delivered in Shanghai just before Thanksgiving.

The notes are actually pretty representative of the actual speech as delivered — we had real-time translation going on, so I kept the pace very deliberate and avoided my usual rattle-stuff-off-a-mile-a-minute sort of delivery. If you go to this link you can see the slides as individual images with the notes interspersed.

If that isn’t to your taste, and you want just the slides, you can find a PDF of the slides here instead.

Afterwards, one of the Chinese attendees came up to me and told me it had been “a faith-building talk.” I can only presume that the folks working in the industry in China have the same crises of faith that we do here in the West. 🙂

There was some coverage in Chinese, I am sure, given that there were reporters there from a few sites. But the only article I’ve found from China is this one. However, Gamasutra was there, and wrote up an article.

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