Dec 122008
 

…please explain to me again why killing NPCs in games is fine but sticking them with a cattle prod is evil.

Here’s your explanation, from my theory-of-fun/game-grammar point of view.

In killing NPCs (or popping any other sort of experience balloon), we are definitely seeing a “kill” dressing put on top of a statistical exercise. We are being entrained around measuring odds, optimizing behavior towards success, and then receiving a reward. The reward is generally utilitarian in some other aspect of the game. In other words, you do it, and there’s a reason for it — you kill the mob and you get back the loot, the XP, etc.

Although the killing is itself morally dubious as a ‘dressing’ for these underlying mechanics (see my previous writings on the subject), players do learn to see past the fiction fairly quickly, and cease seeing this as a moral issue, because they are smart: they know it’s just a game, and they move onto the underlying systemic reality very quickly.

Continue reading »

Game Informer on “Impostor” games

 Posted by (Visited 13834 times)  Game talk  Tagged with: ,
Nov 152008
 

Is Wii Music a game?

Games That Aren’t Really Games…Should We Be Concerned? is an article on the Game Informer website (and maybe the mag too, for all I know) that explores the area of games that aren’t really games, such as the recently released Wii Music.

Curiously enough, the article leads off by using A Theory of Fun to try to figure out what a game is. 🙂 They arrived at this definition:

…for our purposes we needed something solid, and settled on several qualifications mentioned in his book. Ultimately, we chose the most important elements and decided that games are formal systems with rules that require choices, are competitive, have explicit goals and quantifiable outcomes. There…that is a little easier to swallow isn’t it?

They note that I myself think many of the distinctions are sort of irrelevant. Why? Let’s say that you have a game with a quantifiable outcome — Quake, perhaps. Now strip all semblance of score or feedback from it, but still track that stuff internally. What you have left is an activity wherein you shoot, but cannot tell if you hit; and if you hit, you cannot tell if you are doing better than other players. Continue reading »

Nov 112008
 

We have a game development program here at UCC, and I’ve been trying to get a copy of “A Grammar Of Game Play: How Games Work” for our library without any luck. Has it been published yet? If it has, where can we get a copy; and if not, will it be and if so, where and when?

— Bill Schryba, Union County College

It has not been published – or finished being written! 🙂 Sorry… it doesn’t quite exist yet. That said, there is material out there along similar lines, and at this point Dan Cook’s stuff is probably the most user-friendly game grammar material out there.

Some quick links I dug up:

Oct 272008
 
Dan's STARS model of game atoms

Dan's STARS model of game atoms

Dan Cook continues to outpace me on game grammar work, now with a delicious set of slides on applying skill atoms to application design. I already mailed it to several folks here in the office.

Lost Garden: The Princess Rescuing Application: Slides.

I just saw that a book was released the other day that teaches people how to use GoogleDocs. The more complexity that you add, the closer you get to something like Word. When we add ‘features’ we hurt learnability and end up turning off users.

Hacks:

  • Segmenting features by user skill level,
  • Layering less commonly used or expert features so they are out of the way.
  • Creating a unifying UI metaphor that lets users understand new tools more easily.
  • Elegant information architecture and clean visual design.
Aug 292008
 

This is a nice blog anniversary surprise!

I don’t know for how long, or why (maybe the publisher stuff is sorted out? Maybe someone found a cache of them hidden under a mossy rock north of Pirate Cove) — but it’s claims 1-3 weeks shipping time, and it’s $17.24, and it’s not used copies. As you may or may not know, it’s been out of print since last October or so, and copies have been going for as high as $300.

If you’ve been waiting, now might be the time to order it!

Theory of Fun for Game Design @ Amazon

BTW, if any current owners want to review it, it could use some fresh reviews…