Rules

  • Reading time:6 mins read

Recently I got some positive feedback to an old article for GameCareerGuide and Game Developer Magazine. The comment was from an instructor of game design, who appreciated the main point of the article: when possible, avoid wasted space.

The premise (and one of my basic assertions about design) is that deliberately or not, every component in a game communicates information to the player. The task of the designer is to pay attention to what and how the elements communicate, and to use those properties to communicate deliberately.

Ideally a game will instruct, inform, and illuminate its own premises with every beat of play — and ideally all of that will be invisible to the player. A game that fails to communicate deliberately will often misfire and lead the player down undesirable paths, or otherwise fail to explain itself to the player. Either result will tend to lead to a sense of manipulation or neglect, which in turn will lead to frustration and boredom.

In the article I singled out a very good game that due to its scale and ambition is not often prone to criticism. There are many of these games — imperfect, yet grand enough to be holy. Since they are holy, every part of them is beyond reproach. It’s the same problem with any medium, but gamers seem to get out less than other connoisseurs and from my experience often have less of a frame of reference.

The trouble with situations like this (that is, the golden calves) is that bad habits, unexamined, become codified. People repeat them by rote because that’s what they know. This poor grounding sets up a basic lack of discipline to design, which leads to further lapses in judgment, which only exacerbates the psychological detachment between the player and the design.

So although those original games may be solid, with just a few problem areas, a failure to illuminate those problems may be irresponsible by virtue of the games’ influence. That, to my mind, is one of the biggest failings of modern game design. If something generally works, the overwhelming tendency that I see (in the press, in the design community, and in the most obsessive audience) is to let the problems slide.

With videogames, blinders are almost a badge of honor. If you can’t overlook a few minor problems then you’re a casual player, which means that you don’t know what you’re talking about. Since videogames tend to be highly technical and specialized, only experts are qualified to comment on them. One of the worst insults for long-time gamers is to call someone a casual gamer, or a non-gamer. It’s like you’re either with them or against them. If you’re against them, then nothing that you say is of value.

The responses that my writing generates, then, tend to fall into two categories. In the first circle we have the game designers, the artists, the creative, and the analytical. In the second we’ve the gamers, the forum trolls, the obsessive, and the consumers. Broadly speaking, category A seems to appreciate my game writing. Category B does not.

The typical category B response contains any of a few common elements. Usually it’s angry, usually dismissive. The reader will focus on a passing error of fact — I counted the wrong number of stages or I didn’t know about a secret code — and ignore the actual argument. The user will complain that I failed to cite any sources, and insist that my arguments mean nothing unless I’m quoting someone else. Most often, the reader misconstrues the article in ways that I can neither predict nor understand. When I explain where they misread the piece, they tell me that I’m wrong and that what they interpreted was what I really meant.

As rude as it may sound, my experience shows that gamers tend to have real problems with reading comprehension.

My typical category A response contains none of these elements. The reader may have missed a shade of meaning, or failed to connect a couple of dots in my argument, but they get the general picture. If I clarify the point, they tend to accept it. They might offer a well-reasoned counter-argument. They express relief that someone has verbalized an issue that has bothered them. They express surprise that this is the first they have heard or thought about the issue, and vow to think about it further. Even if they don’t agree, they are interested in the arguments and they respond with civility.

By its nature, Group A is interested in how and why things work. It always wants to know how things could be better, more elegant, more eloquent — because its members themselves have a need to express themselves clearly. Group B is interested in how things are, and how they have been. The current consensus is the rule, and the only ideas that matter are those that reinforce that rule.

It’s a battle of principles versus facts, subjects versus objects. Both are, in a sense, rules — and rightly so, as videogames are all about rules. Again, though, it’s focus and priority. A principle says, “This is a good thing to be aware of.” A fact says, “This is true.”

Though they lend a practical weight, facts tend to shut down discussion. The only inherent meaning they hold is a record of what has been said before. When the thing that we’re talking about is a medium of communication, the most rational way to address it is in terms of pragmatic idealism: given the tools and limitations at hand, what’s the best way to say what you want to say?

Expressing ideas is difficult enough that outside of a deliberate exercise it would be irrational to close off any useful options or avenues of expression. When talk turns to videogames, however, that is a common response.

I have said before, with no small hyperbole, that the ideal game designer would never have played a game before. You can see why; in place of preconceptions, all they would have is conceptual problems and solutions. Likewise, I think the ideal game should be transparent to someone who has never seen a videogame. From my experience, I think that the people who matter generally agree. The gamers… not so much.

The eternal question is how to achieve this transparency without without sacrificing nuance or complexity. Hit the balance right, and the gamers won’t know the difference — but the new players will think you’re speaking just to them. This is the way that we keep the medium alive.

The best answer that I can give is to keep talking about it. So long as the wrong people keep telling you to shut up, you know you’re on the right track — and if the noise starts to blur the path a little, a little support from the right people can help to make it real again.

The Principles of Game Design, #6

  • Reading time:1 mins read

The worst thing a game can do is assume the player has nothing better to do than play a game.

If you’re not enriching the player’s life, you are stealing the player’s time and replacing it with emptiness. This is not only socially irresponsible; it has the side effect of burn-out. Eventually the player will notice how little he is getting from the medium, and will cease to participate.

Just assume that the player has a life that does not revolve around jumping through your hoops, and they won’t necessarily do everything you tell them to just because they’re holding a controller. If you’ve got something to say, figure out how brief and rich you can make it.

The Principles of Game Design, #5

  • Reading time:2 mins read

A valuable item doesn’t make things possible; it makes them easier.

Locks and keys are the clumsiest of obstacles, and they take many forms. If it is impossible to enter a dungeon without a wand that can burn the surrounding bushes, and the wand serves little purpose other than to permit the player access, then it is little but a key. A key holds no practical value; its value is symbolic of a current lack of hindrance — and in its subtext, it speaks to the player of helplessness in the face of an arbitrary and contrived world, built to impede the player rather than to provide opportunities to explore and learn.

The items that become treasures are those that expand the player’s horizons by allowing the player to transcend the routine and inhabit the world on a higher level. They don’t unlock basic functions so much as they provide a better way of doing things. Much as a good home appliance relieves a person from the burdens of daily maintenance, Link’s recorder relieves the player from having to continually walk familiar terrain. His magic key means no more worrying about keys. His wand means no more worrying about sword beams. Add the magic book, and no more fussing with candles either.

Perhaps the greatest treasure in a recent game, Gordon Freeman’s gravity gun makes everything in the world both tactile and potentially useful.

Unlike previous Gradius games, in Gradius V losing your power-ups is a setback rather than a death sentence. All it means is that you have to be more careful. Likewise gaining power-ups means that you can relax and better appreciate the game’s nuances, but beyond that insight the player misses nothing crucial by failing or refusing to upgrade.

There is a place for locked doors, both literal and functional — but think about why you’re using them.

The Principles of Game Design, #4

  • Reading time:1 mins read

Every piece of a game’s method must reflect the game’s object, unless that contrast is part of the game’s object.

A game’s method is defined as the manner in which a game conducts itself — the rules, actions, and objects that comprise play, and the way that they interact. A game’s object is the overall idea that the game serves to communicate. Whether or not the designer has considered the game’s message, by the act of playing the player will receive one.

Every action is a verb, and every object is a noun. The game tells a story by the manner in which every action happens to every object. Therefore everything that you ask the player to do, however minor, is a part of the message that you are communicating to the player. Taken as a whole, the most common behaviors over the course of play define the perspective that the game communicates to the player.

The Principles of Game Design, #3

  • Reading time:1 mins read

A videogame must communicate through game design alone, unless the information is incidental to the game’s object or method.

Avoid all exposition. If you can’t explain an idea through pure game design, then you need to rethink what you’re saying and why.

The Principles of Game Design, #2

  • Reading time:1 mins read

Every environmental cycle must introduce a new point of interest, unless the absence of that interest is part of the game’s object.

An environmental cycle is defined as a complete refresh of the player’s surroundings, be it one screen (in a 2D side-scroller) or the area between here and the middle distance (in a 3D game). The specific measurement differs from game to game according to its pacing, format, and spatial sense.

A point of interest is defined as a new concept, or a significant elaboration on a known concept. The concepts need not all be profound; they need only expand the player’s perspective on the game’s object or method.

The Principles of Game Design, #1

  • Reading time:1 mins read

A game must assume no prior knowledge, unless that act of knowing is part of the game’s object.

This principle extends to knowledge of prior game design, as well as to knowledge and experience beyond the medium. Of the two, the former is more of a fundamental problem.