“X” isn’t a game!

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Mar 132012
 

I called this out as one of the trends I saw at GDC. Last year, people were saying that Farmville was not a game, and I argued that it was. This year, I wrote about narrative not being a mechanic and had to extend my comments on it because of the controversy, and Tadhg Kelly bluntly said “Dear Esther is not a game.” At GDC, the rant session featured Manveer Heir saying that it was arrogant and exclusionary not to consider it a game, and arguing that the boundaries of “game” needed to be large and porous. Immediately after, Frank Lantz gave his own rant, which used sports extensively as examples of games.

The definition of game that most people — and I am particularly thinking here of the layman’s use of the term — is basically something like “a form of play which has rules and a goal.” Lots of practitioners and academics have tried pinning it down further. I’ve offered up my own in the past:

Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model.

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Mar 092012
 

Here’s the PDF: Koster_Raph_GDC2012.pdf

Here’s the PPTX, which includes the speaker notes, which this time are extensive: Koster_Raph_GDC2012.pptx

And the closest I can get to the speech itself is this page here, which has an image of each slide, followed by the notes… so you can just read it like an article.

I imagine video will be up on the GDCVault eventually…

 

Mar 012012
 

I seem to have neglected to mention that I am speaking at GDC next week!

I'm a GDC Speaker buttonI’ll be the last session of the Social and Online Games Summit, giving a quick half-hour session entitled “Good Design, Bad Design, Great Design” modelled after the blog post from a while back.

What makes a design good or bad? And more importantly, what makes it GREAT? And even more, does greatness even matter, when the goal is to make money? In this talk, industry veteran Raph Koster will look at an assortment of guidelines and aphorisms drawn from a variety of fields ranging from marketing to art theory, and see how they hold up. Raph will pay special attention to what they mean for the brave new world of social gaming. Hopefully you’ll leave inspired.

Takeaway: Learn why it makes sound financial sense to reach for greatness in your work, and discover some of the science behind classic design principles from other fields.

If you’re coming, see you Tuesday 5:05- 5:30 in Room 135, North Hall.

Edit: slides are posted here.

Awesome paper on games math

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Jan 272012
 

Giovanni Viglietta of the University of Pisa has posted up a paper called “Gaming is a hard job, but someone has to do it!”. 

In it, he not only analyzes a variety games to determine their complexity class, but he also arrives at a few metatheorems that are generically applicable for all game design. In other words, “include these features and your game gains fun.”

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Jan 262012
 

When I said that narrative was not a game mechanic, but rather a form of feedback, I was getting at the core point that chunks of story are generally doled out as a reward for accomplishing a particular task. And games fundamentally, are about completing tasks — reaching for goals, be they self-imposed (as in all the forms of free-form play or paideia, as Caillois put it in Man, Play and Games) or authorially imposed (or ludus). They are about problem-solving in the sense that hey are about cognitively mastering models of varying complexity.

Some replies used the word “content” to describe the role that narrative plays. But I wouldn’t use the word content to describe varying feedback.

In other words, perverse as it may sound, I wouldn’t generally call chunks of story “game content.” But I would sometimes, and I’ll even offer up a game design here that does so.

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