The Pathology of Game Design

  • Reading time:18 mins read

Originally published by Next Generation.

As I entered adolescence, my mother decided in her wisdom that I was destined to be an actor. That I showed no particular enthusiasm or indeed talent did not dampen this enterprise for years to follow. One summer, between calls for music videos and hypothetical summer blockbusters, I chanced into a tryout for a hypothetical Blockbuster ad. To the best I can recollect, the company was adding Genesis and Super Nintendo games to its rental library, and to demonstrate the premise was sending out a net for the archetypal game-playing teenager.

Thus I found myself lost across a desk from a pockmarked man with a mustache. When the man asked me to show him my “videogame” acting, I hunched over and concentrated at a spot a few yards ahead of me, miming my button presses with an imagined precision. I knotted my brow, maybe gritted my teeth or moved my lips as if to mutter. You can imagine where the scene goes from here. The director keeps asking for “more”, growing frustrated in proportion to my unease. He wants me to thrash in my chair, slam the buttons like a jackhammer, contort my face, and show him my best Beverly Hills orgasm. I am amazed; he patronizes me; I get to go home. Later I met the man they cast as the teenager; he was in his late twenties and had a habit of performing rude gestures to passers-by.

Fifteen years later, despite what seem obvious advances in technology and design, people don’t really see videogames any differently.

Randy Smith Doesn’t Save the Day

  • Reading time:1 mins read

by [name redacted]

Though on the one hand it is comforting to be able to save and load at will, continually loading – thereby undoing events, and making consequences irrelevant – tends to diminish a player’s belief in the game world, making it all the harder for the game to affect the player in a meaningful capacity.

The situation is kind of damned if you do, damned if you don’t, in that allowing free saving tends to lead to abuse yet disallowing it leads to player complaints.

EALA game designer Randy Smith gave a brief speech on the psychological factors that tend to result in save abuse, and how potentially to avoid or undermine those triggers, such that players are tempted to save and load far less often, thereby allowed to take their in-game experiences at face value.

( Continue reading at GamaSutra )

Ubisoft’s Hocking Talks The Power Of Self-Exploration

  • Reading time:1 mins read

by [name redacted]

Video games are all about exploration – about living in someone else’s world for a while, learning the rules, learning the territory, and maybe taking something home with you. Ubisoft’s Clint Hocking has his ideas about what that means for the medium and anyone who might set out to explore it.

Although the virtual space of a game world is perhaps most obvious, the most fundamental aspect of a game is its underlying systems – the physical laws and properties that govern that space. Exploring those systems is in a sense the scientific method in fast forward, a series of experiments in cause and effect that forms the substance of game play.

The more immediate and tangible the results to the player’s experiments, the more readily the player feels progress, so the more rewarding the system feels. “It’s supposed to be beautiful,” Hocking said. “If you get this part wrong, the rest doesn’t even matter.”

( Continue reading at GamaSutra )

Defining the Next Generation

  • Reading time:28 mins read

by [name redacted]

This article was originally intended as a conclusion to NextGen’s 2006 TGS coverage. Then it got held back for two months as an event piece. By the time it saw publication its window had sort of expired, so a significantly edited version went up under the title “What The New Consoles Really Mean”.

So we’re practically there. TGS is well over, the pre-orders have begun; Microsoft’s system has already been out for a year (and is now graced with a few excellent or important games). The generation is right on the verge of turning, and all those expensive electronics you’ve been monitoring for the last few years, half dreading out of thriftiness and secret knowledge that there won’t be anything good on them for a year anyway, will become the new status quo. Immediately the needle will jump and point at a new horizon, set around 2011, and everyone will start twiddling his thumbs again. By the time the drama and dreams resume, I’ll be in my early thirties, another American president will have served nearly a full term – and for the first time in my life I really can’t predict what videogames will be like.

Cultivating Fear

  • Reading time:12 mins read

by [name redacted]

Originally published by Next Generation, under the title “How to Make Fear“.

With Halloween at hand, surely there must be some way to warp the festive energy to our own analytical ends. Just see what happens when you invite us to a party! Don’t fret, though – though full of long words, our museum of terror takes the well-oiled form of a top ten list. We know how you like your information, and it’s in bite-sized individually wrapped treats. Please… be our guest.