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I have no words

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I have no words & I must design by Greg Costikyan Currently a Games researcher at Nokia * Context I Have No Words was written in the early 1990s, at a time when ... – PowerPoint PPT presentation

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Title: I have no words


1
I have no words I must designby Greg
CostikyanCurrently a Games researcher at Nokia
2
Context
  • I Have No Words was written in the early 1990s,
    at a time when virtually nothing had been written
    on the subject of game design as a discipline,
    before game studies as a discipline or Game
    Developer magazine existed.
  • This piece was written with emphasis on decision
    making and may be less applicable to games that
    depend on fast action.
  • Greg Costikyan is an inductee of the
  • Adventure Gaming Hall of Fame
  • For a Lifetime of Accomplishment in the field

3
Lots of Games out there
  • ITS ALL GAMING!!
  • Cart-based
  • Computer
  • CD-ROM
  • Network
  • Arcade
  • PBM (Play By Mail)
  • PBEM
  • Mass-Market Adult
  • War games
  • Card games
  • Tabletop RPGs
  • LARPs (Live Action Role Playing)
  • Freeforms
  • Paintball
  • Virtual Reality
  • Sports
  • Horses

4
Do these things have anything in common? What is
a game?
  • How can you tell a good one from a bad one?
  • Good game !!
  • Good book does that help you write a better one
  • Game designers need to analyze games
  • Understand them
  • Understand what works
  • Understand what makes them interesting

5
What is a game anyhow?
  • Its not a puzzle Puzzles are static
  • Present logic structures to be solved
    w/assistance of clues
  • Games are NOT static and change with players
    actions
  • Think of games on a continuum
  • Crossword 100 puzzle
  • Zork 90 puzzle 10 game
  • Characters move from setting to setting allowable
    actions vary by setting and inventory changes
    with action.
  • Almost all games have some degree of
    puzzle-solving, even military strategy games
    require players to solve puzzle of making optimum
    attack

6
Not a toy
  • Sim City is not a game at all, but a toy.
  • Will Wright makes a comparison to a ball
  • Offers many interesting behaviors for your to
    explore
  • Bounce It,
  • Twirl it,
  • Throw it
  • Dribble it
  • Can play multiple games with it
  • It provides a world that the player may
    manipulate, but provides NO objective
  • You may chose one
  • BUT Sim City itself has no victory conditions, NO
    Goals,
  • It is a Software toy.
  • A toy is interactive, BUT games have goals

7
Not a Story
  • Stories are inherently linear
  • Games are inherently non-linear
  • Depend on decision making
  • How would gamers feel if game master says
  • I dont want you players to do that, because it
    will ruin the story?
  • Gaming is NOT about telling stories

8
It Demands Participation
  • Traditional art forms have passive audiences.
  • Admire a painting, you may imagine things in it,
    you may see something other
    than what the artist intended
  • When reading a book Most of it is in your head
  • You are receiving the authors words.
  • Enter the game.
  • Games provide a set of rules
  • But players create their own consequences
  • Like Music
  • The Designers provide the Theme
  • The Players provide the Music
  • A democratic art form for a democratic age.

9
So What is a Game?
  • Players make decisions
  • Manage resources through game tokes in the
    pursuit of a goal
  • Opposition
  • Competitive games
  • Real interest is about struggling toward a goal.
  • After you win you fill the thrill of victory!
  • Game Tokens entities you manipulate directly
  • Resources are things you manage efficiently to
    achieve a goal
  • Tokens are your means of managing them
  • Without tokens you have a system that operates
    with out much player input
  • Giving the player a sense of control and it makes
    the game more interesting.

10
Other Things that Strengthen Games
  • Diplomacy
  • Whenever multiple players are involved they are
    strengthened with diplomacy
  • Games permit diplomacy if players can assist each
    other
  • Color
  • Color counts a lot and some games work solely
    because color
  • Some games suffer because their lack their of.
  • Pageantry, detail sense of place can add
    greatly to emotional appeal, BUT dont over do it
    and make it look appealing
  • Simulation
  • STAR Wars The Role Playing Game
  • He adds simulations of the move, to encourage
    players to attempt far-fetched cinematic stunts
  • Using the system to reflect something about the
    atmosphere and ethos of the films.
  • Can also improve character identification

11
Other Things that Strengthen Games
  • Variety of Encounter
  • Random elements are never wholly random, they are
    within a range of possibilities
  • Randomness can be useful.. It is one way to
    provide variety
  • Players like to encounter the unexpected
  • With inadequate variety, it gets boring quickly
  • Positive Identification
  • Character identification is a common theme in
    fiction and games
  • Lends emotional power to a story
  • In a sports game the identifying position is YOU,
  • Making the game more important to YOU
  • Role Playing provides position identification,
    the feeling that the world is alive and colorful
  • Socializing When designing think about social
    issues and how the game encourages or discourages
    socialization.
  • How can you encourage better socializing
  • Narrative tension- The story should become more
    gripping as it proceeds until climatic resolution

12
What do these myriad form of games have in common?
  • All involve
  • Decision making
  • Managing Resources in pursuit of a goal
  • How can we tell a good game from a bad one?
  • Terms to analyze game appeal
  • Decisions
  • Variety of encounter
  • Compelling
  • Narrative Tension
  • Role Playing
  • Socializing
  • Color
  • Simulation
  • Diplomacy
  • Gaming is a artform! Be mindful of what it takes
    to make it GREAT!
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