Thursday, 14 March 2013

Blog Bibliography


Blog’s Bibliography
That’s fun to say J
This is where I keep all the references and links that I have read from, looked through or have gathered information in any type of way.

Bibliography

Church, D. (2008). Gamasutra.

Costikyan, G. (2006). I Have No Words & I Must Design. :Toward a Critical Vocabulary for Games.

Hunickle, R., Le Blanc, M., & Zubek, R. (n.d.). A Formal Approach to Game Design and Game Research. MDA.

Le Blanc, M. (n.d.). Tools for Creating Dramatic game Dynamics. The Game Desinger Reader, Salem and Zimmerman.

Schell, J. (2008). The Art of Game Design; A Book of Lenses. Carneige Mellon University .

Schreiber, B. B. (2008). Challenges for Games Designers.

Woolley, B. (Presenter). (n.d.). Games Britannia: Dicing with Destiny [BBC4].

Games Britannia M&M


Games Britannia

Monopolies and Mergers

Hey it’s Games Britannia! So we’re back with Benjamin Woolley as he traces games back through time and this time we’re looking back over the last 200 years and how games have changed before they gave in completely to commercialism. As I stated before, I’m not really into board games and this episode was chock full of them so forgive me if I doze off here and there.

Anyway, so throughout the history of board games Britain always made sure that their games were aiming to promote something. This was for the most part religious exploits or logical exploits, or whatever was needed for the games to be considered “British”, thus forsaking their origins. Of course, when the Americans got their versions of the game they too changed things to promote their beliefs (something about Land of the Free and Successfulness to all or something).

So from here we get a look at our headline feature; the origins of Monopoly. Woolley explored how games went on to become more and more popular during the wartime years, due to them being compact and requiring no electricity to run like the radio and later on the television did. This was the time period when the board games ruled, with the likes of Cluedo, Scrabble and of course Monopoly becoming household names and used in most households throughout the world. Even the period after WWII allowed board games to thrive and it wasn’t until the 1960s that the board game really started to lose its power over the household family.

This was of course the time when the television started to become popular, and then the final nail in the coffin was during the early 80s when videogames started to become “mainstream”. Granted, Board games were far from dead and buried, though from what I could tell American’s got the better designed ones (such as D&D) and games like it which helped keep the board game keep some power over its video cousin.

From there Benjamin started to go into the information age, showing what games would become and showing us that games have too caught up with the times. And then it ended.

Gender and Games (Uh-Oh)


Gender and Games
Okay, here we go - a bite at the big apple. So there are these two stages regarding games and genders to think of, which is the design stage and the gameplay stage, the difference between the two is bigger than us males ever want to point out.

So let’s look at the first one. When I say design, I mean everything that counts as the creation stage of a game – all the concept and ideas, designs and actual creation. Here, we’re all on the same team. When we sit down and create our games, everyone is equal and all opinions are valid – it’s actually unbelievable but when someone actually sits down and just watches a mixed group (male and females – let’s deal with one thing at a time) we can see that everyone can discuss game ideas fine, albeit with some awkwardness amongst the males.

But then we enter a whole new playground when actual gameplay is involved. It doesn’t matter if it is a board game or a video game – the gamer crowd tends to be one of the most sexist groups on the face of the planet. Now let me clarify, we men don’t hunt women down and burn them as witches nor are we outright mean to them, but more often than not female players will be avoided. So why is this exactly? Well we don’t need no scientist study to tell you why.

See it all started with where gamers started from. Modern gamers evolved from a simpler, more primal beast known as the “Basement dweller”. This is the stereotype that gamers where nerdy dudes who sat in their parents basements playing games whilst getting fatter and fatter (thanks for that one America!) and yes, there was a time where that was true and just everyone hated gamers believing that (rightly I suppose) gamers were loners.

From there games evolved and we with them, as gamers started growing in numbers and then during the early 2000s, something strange happened. Gaming had become so popular and well done that everyone started to do it and the once hobby became the cultural icon it is today, everybody was doing it. Well almost everybody. There was one group who wholly despised gaming and would you like to guess who it was? Womankind.

Now there are exceptions to the rule, there always is, but if you are a girl gamer take a minute to think what age you got into to gaming and how many buddies of yours did or do it? Probably got into gaming as a late teen (16 +) and most if not all your friends don’t like it. It’s quite crazy when you think about it, after all what is there about gaming that is so unlikable for girls? It really depends how deeply you want to delve into it.
After all there is nothing stopping a girl picking up a controller and playing, hell most times they will love playing games. In fact in this glorious age of gaming there are more girls gaming than ever. But us men really don’t like it and here’s why.
……..
Huh…. This is harder to write than I thought it would be.

Okay, of all my online gamer friends only 2 of them I mean 280 of them are female, but I make friends with guy gamers easier. There’s a stereotype to girls in games where they don’t really know what they are doing and they generally … er… suck. It’s the age old thing where gamers want to play with gamers not people who have just picked up the controller. Also girls do tend to scare us men.

You know what? It’s hurting my head to much to go too far into this, so I’m going to leave it there. 

La Decima Vittima


The 10th Victim – La Decima Vittima
We were asked to look at the film “The 10th Victim” - an older film (1965) which, while not directly about gaming in general, is about a scenario that is basically a game of survival and would make a pretty awesome game by today’s standards.

So the film is basically about a game of survival, known as the Big Hunt, a ten round game where participants can be the hunted or the hunter. The player – sorry, participants go through five rounds as prey and five as the hunter and at the end of it all they earn wealth and fame (as long as they survive and depending on how many killed they get). So the hunters get large weapons like shotguns (set in the future but weapons look pretty similar: nit-picking) and the hunted get whatever they can get their hands on.

So this sounds pretty much like a computer game already, but the difference is that the 10th victim is all about actual people going in and a killin’ (by the way, the 10th victim is a reference to one of the main characters who has killed 9 people so far and is looking for her tenth kill and said victim is a guy and they fall in love and blah blah blah). The film reminds me very much of the Hunger Games type of scenario and it led me to think that the film GAMER is based off of this concept as well.

Anyway, so this film is basically what gamers like to see – the ol’ prey verses predator, and we like see ourselves in this situation and show how’d we’d deal with it, although for most gamers it’s more of a zombies verses prey but you get the idea.

At the end of the day, fun film but it defiantly shows its age. Also the romance plot actually does make you think about how hard it is to kill and shows us the real drama, though again in an older cheesier way. I’d like to see a remake or if there is one and I watched the older film … well I’m wiser for the experience. 

Narrative and Games


Narrative and Games
Player who suit MUDs, Richard A. Bartle
Today, we looked at the paper Richard Bartle produced detailing how different styles of player suit different styles of games and whilst reading we were asked questions.

The first we were asked was how do different styles of player relate to the game world?
Well this is an easy one. Like Mr Bartle points out in his paper, there are four “main” styles of game … personas, I think is the best word, that a player will adopt should they become immersed in the game. Bartle referred to this as

labelling the four player types abstracted, we get: achievers, explorers, socialisers and killers. An easy way to remember these is to consider suits in a conventional pack of cards: achievers are Diamonds (they're always seeking treasure); explorers are Spades (they dig around for information); socialisers are Hearts (they empathise with other players); killers are Clubs (they hit people with them).”

Which by all means is a good way of remembering it but the more familiar way nowadays is known as the Gamer Zones. In the Gamer Zones players have four different categories of gamer, like the above, that they can class themselves on based on their own game style -  though they are known as follows;
·         Pro – Gamers who like competitions and high octane matches with players of high skill levels
·         Recreation – “Relaxed” gamers who enjoy the thrill of gaming
·         Family – Players who aim to have fun with the whole family or younger players (though it should be noted that this persona is rapidly dying out fast due to players not wanting to class themselves as this – more about this later)
·         Underground – the Gamers who are only after the top prises and achievements not really caring about the placing in game results

While players are free to label themselves as any style they want it is a good way to really be able to class someone’s skills as a player. For instance Recreation Gamers are players who play games specifically for the fun of it, meaning that they are relaxed even if they are losing. But like Bartle says, it’s hard for a player to be just one “type” of gamer all of the time meaning that recreation gamers will get angry at some games just like the rest of us – we’re all human after all.


How do different styles of player relate to themselves and others? 
The Problem with labelling yourself is that until you actually play the game that is how other gamers see you, and as with all things in life, some gaming personas don’t play well with others. I mean that a player whose gaming style is classed as “Family” (generally parents and children, or people who want to stay away from harsh language and egos – which as a side note is very hard to do with online gaming) will be looked down upon by the “Pro” class and in some instances by all of the other classes, for being “cool” or good enough. While this persona is legitimate enough, it generally signals to other players that this particular player will not be a big threat.

So enough about the physical labels they give themselves, what about the labels that other gamers bestow upon them? Well despite the label a player will themselves, what really matters is the label that other players see them as. Players will often give each other these classes after seeing first-hand what the skills the player displays or doesn’t display in game, with newer players often being … frowned upon, to put it delicately, simply because they didn’t know enough about the game to be effective enough to be classed on a higher level.

But more often than not, this is not this is not trying to single out players or intimidate them, in fact players need to class others so that they can each enjoy the game as they want to play. Pro players want to play with someone who will help them out or provide a good challenge or simply do the job, not to have to teach new players how to play a game, so instead the player in question will look to join up with / participate in games with players of their own skill level or above. This happens outside of the online gaming world as well, we’ve all been there when you are playing a game – say Rummy – and there will always be a player who doesn’t know the rules, and sitting there having to explain in the middle of a game is a hindrance to the skilled player(s).

This is why Gaming types and classes exist simply to help the player choose the best suited matches for them so that everyone will enjoy the game.

How does this link to your own game play experiences of online worlds?
In the past, I always aimed to be a kind of Recreation gamer – I simply like the game for what it is and I’m good at playing it. But as I got older and better at the games I found that I enjoyed winning so much that I would aim to win every match I participated in. Oddly, Xbox live picked up on this and started putting me in matches with  more and more Underground and Pro players forcing me to improve my own style of game play (polishing it up if you will) and before long I found myself wanting more of these challenges, causing me to switch my physical label to “Pro”.

I do subconsciously still try to respect all players of all skill types whilst playing, but like I said before we are all human and more often than not when in game situations go wrong it tends to be the player with the least skill’s fault – despite the fact I know that I messed up.

It’s strange but within the past year of my gaming life I have kept tabs on players who have impressed me in game (good team mate, rivals, just good had good time playing with) and added them as friends but of them not one of them is classed as a family gamer which I suppose proves that game personas don’t all play nice together – mainly because they just aren’t into the same kind of games, I’ll suspect. But does that mean that certain types of player are drawn to certain types of games?

Well… yes and no. Like Barton says, even though players have their class, that doesn’t mean that they must stick to that. I mean, I am a die-hard gamer who loves to shoot zombies or what have you but that doesn’t mean I don’t love games like Wii sports (boxing is hilarious) and Hell, I even have the game “Kung Fu Panda” sitting on my shelf right now that I simply didn’t get rid of because I still like playing it. I’m great at shooting games: it’s the sort of core of my gaming skills, but race games? Fighting games? My time on Dead or Alive (fighting game) online was four hours of me getting my arse kicked by other Pro gamers who could see that I simply was outclassed in every way. Now, I don’t quit easy but it got to the point where I was even laughing at how inadequate my “skills” were. And I couldn’t get my head around it because it should be noted that I am pretty darn good at “DragonBall: Raging Blast” online where I can hold my own against most people even though it is a fighting game also.

Now this doesn’t mean that in time I won’t get better at the game or that I will forfeit my shooting skills in favour of a quest to be the best fighter around, all it means is that I am classed as a threat in shooting games whereas in (most) Fighting games I am not.

So I suppose the long and short of it is that gamers will always label themselves and others depending on the in game skill they show, and this in turn differs between games and experiences.

Using Stories and Narrative

So today, we get to look at something close to my own heart - a subject that I am very, very interested in. Creating stories in games.

Being specific, one of the things I personally noticed whilst creating stories is it has a distinctive love / hate relationship. By this I mean that when you believe in the story that you want to write - and I mean completely heart and soul (also known as the Disney Believe) - then the story can flow out of you like a freaking river. It’s the kind of thing where you wake up at 3am just because you had a new idea for something that could happen. But if you don’t believe in the story then it just won’t come to you. You end up staying up til 3 am looking at it thinking to yourself “Dear God, this is worthless.”

Relax, it’s happened to the best of us, just a natural part of the process I’m afraid. Anyway, to take your mind off of it, let’s have a look at this week’s questions on “Gamasutra - Features - What Every Game Developer Needs to Know about StoryBy John Sutherland”.

“The real substance of a story is conflict.”

Well that’s true. Conflict in games is the driving force that the story needs to get the protagonist from point A to point B. But it’s not as simple as that, in fact like all good stories it needs to be made up of three Acts. The first act is setting up the pieces; we get to know everybody and what is going on around in the game. To get the ball rolling there is often some kind of tragedy in place to give the hero the push they need, or we get to experience conflict in some way, shape or form.

Then we get to the second act where the darker sides of the story come into play. Things go wrong, bad stuff is flung at the hero in hopes of driving them down. Perhaps a friend is lost, or something beyond the hero’s control has created a gap between the hero and the rest of the world he/she thought they knew.

Finally, we get to the third act. This is where the story has been building up to. The hero gathers his/her strength and moves forward. They are forced to face the evil or whatever darkness they are presented with and need to overcome it. Often in games, the third act continues as the darkest part right up until the last moment when an event happens where the hero ends up triumphant.

What are the basic conflicts in stories?

According to John Sutherland – by the way this book is very very good in terms of the old story writing tips – we have a fair few conflicts that the hero can face.

·         Internal Conflict. I love this one; it’s where the hero is forced to confront a situation where his/own morality and thoughts are creating the conflict. It’s a defining moment, for example let’s say our hero is part of a group of bandits and the leader tells our hero that he must burn down a house that turns out to be an orphanage. This is where the internal conflict happens. The hero suddenly thinks “Hey hang on a minute this is not something that I want to be doing.”
·         External Conflict, This is the basis of every action game ever made. You see that Baddie over there? Club him over the head. There’s your external conflict right there. It’s when the hero physically confronts something and proceeds to deal with it however the hero deems necessary
·         And finally we have Interpersonal conflict. This means that the hero is confronting something or someone that means something to him, and has often wronged him in some way. Let’s say that the hero’s brother has taken over the hero’s kingdom by exiling the hero. When the hero catches up to the baddie we got a Thor verses Loki situation on right there.

In what fundamental way dies game story development differ from storytelling in other forms of media?

One thing that I have noticed whilst reading is the fact that Games are related to movies, yes it’s true, but even this isn’t a close relationship. Unlike films or books or plays, Games are the one piece of media where the storyteller has no control over their hero.

Nope, Instead, all the story teller can do is set up the problems and the conflicts that the hero must face, and sometimes they might even give the player the illusion that the story teller is dictating what the player must do and the player will do it.

But that’s the thing about games. The player is in control and (depending on how vast the game universe is) they will deal with the conflict in the way they deem fit. My favourite example of this is in the game The Matrix: Path of Neo, where right at the beginning the player had the choice to take the red pill and play the story or bug out and take the blue pill. Sure it meant that the game was over when you took the wrong pill, but it gave the player the choice that they hadn’t been able to see with the films, they could tell old Morpheus to stick the Matrix up his CPU port.

Things like Skyrim, where the player is given a task “Steal this item”. Now the player can go up to the shop and sneakily steal the item. They can go in bright day time and try to distract the shop keep whilst they steal it. Hell, they may even do the direct approach and walk into the shop and kill the shop keeper and take every item. This is point; it’s the player’s choice.


What practical use is 'The Hero's Journey' to story tellers and game developers?

Then I came across this question. Is this a joke? The hero’s Journey is perhaps the best guide to storytelling I have or ever will read.

It boils down everything into how a story is built from the foundations upwards, telling you exactly what traits characters need to become the characters they need to become. It tells about how the game world should work, and why the hero needs to fight for it.

It allows story tellers and game designers (who are often different people entirely) to relate to an issue in a way that they can both understand. For example, a game designer can show the story teller the code in the game and the story teller won’t understand it. The story teller will will show the game designer how something is critical for the story to move forward or to create drama for the reader and the game designer will not understand it (maybe). But the book allows the game designer and the story teller to get together and say, “The reason that the story needs to move forward here is because of this, and here the player will need to do this” etc.

It’s a good book.

Simple Level design

Ed Bryne’s passage about building simple levels teaches its readers more than a few lessons about what one needs to keep make sure that the level is successful (in terms of entertaining the player and challenging them).
·         There are 8 concepts needed for a level to be “complete”. If the level designer can nail all of these (Concept, Environment, Beginning, Ending, Goal, Challenge, Reward, Failure) then the players will be able to enjoy the level no matter how long/short it seems
·         Designers should be able to make the Goal of the level clear without having to outright point the player to it. This may be as simple a as message in the beginning hinting (or even telling) the player what they need to do, but it must not tell the player how to do it. In some of the most successful games, the player only needs to be told once what the overall goal is and they will do the rest
·         Designers have to take into account the genre of the game i.e. puzzle and fit the gameplay mechanics around it. Also Designers must not deviate from the characters set abilities, for example, if the player can only jump and move left and right, designers shouldn’t randomly introduce a mechanic halfway through that allows the character to interact with the environment via switches etc
·         For the reward of completing the level, it is often enough to move the player onto the next level, though sometimes the player may receive a small animation to tide them over – but there doesn’t have to be a huge fuss made each time they complete the level
·         As for failure, players will simply have to restart the level or if the designers are particularly evil, the entire game again
·         Players need to feel immersed in the level, so the less hints or advice the game gives them, the better they will feel once they have completed the level. Basic psychology actually
·         Another lesson is based on failure, mainly not giving the player reason to hate the game or specifically the level because they can’t find a way to complete it. Give the player all the tools they need to complete the challenge and try to make it obvious to the player what they need to do with each tool when they pick it up without having to outright tell them. For example, if there is a leaking pipe and the player can see a wrench lying around – generally speaking – the player will know what to do from there

Games Britannia - DwD


Games Britannia - Dicing With Destiny
Hey followers.
This time, our group was sat down to watch a Program all about Games. Naturally, I was ecstatic; would we perchance watch Player, Pwned or perhaps a Live event from some Gaming convention Lecture? Yeah, I didn’t think so, and it turns out I had the wrong kind of games.
So what we got was the show Games Britannia, which explored the History of Games, visa vi Board Games. Now I’ll be the first to admit that I’m not what you would call an avid board games player, in fact I find them a tad droll myself, but we had to watch it so what can you do.


So In episode one, of a three part series, our personal Historian – Benjamin Woolley – was introduced to us and we followed him around as he traced the history of board games and old fashioned games, right back to the oldest game ever discovered.
We got to see how the die came about and that spinners were always used beforehand, and have recently come back into style again. We even got to see how the Board games were nearly wiped out by the church (as most good stuff was during the Middle Ages) because they contained dice which were attributing to the Devil. Then we saw that (in Europe) games almost never recovered, but fortunately when the first Crusaders came back they brought games of the Middle east, such as Chess, Early Snakes and Ladders, Gambling (cards and dice) and various other games. Games that involved the use of the brain and strategies became more and more popular because of how they helped one craft battle tactics (there were a lot of wars going on back then).
My personal favourite to see was the very first snakes and ladders, which was a Hindu based game that was less about the snakes and ladders and was actually about ascension of a man. He could rise up to the most powerful human figure, a king, before being able to ascend into other aspects of the Hindu religion before finally reaching Enlightenment. It wasn’t the fastest game to watch (good god it took forever!) but the ideas and aspect you could get just from looking at the board (which itself was like 500 squares aka huge).
It was actually… worth watching. I mean, yes it can get a little boring at points, and Mr Woolley certainly has a tone about him that, while not wholly unlikeable, still makes one’s eyelids droop. But aside from that, there is a great deal of information that is presented and the places that Benjamin visits are fantastic to see. Like where he visits this grand hall of chess where educated people have been meeting up to have a world championship chess tournament ( as well as seeing the first prise which is a beautiful set of crafted chess pieces). There was a church that still had markings from yesteryear where the kids would play a version of three in a row. I have in fact seen a few of these old timey games in the new Assassin’s Creed Video game, so that was nice to see.
So all in all, I did enjoy the program, though it was a bit slow in places and I still remain firmly in the “against” team when it comes to board games. 

Defining Games


Defining Games
Hey again followers. This posy is all about what defines games, and how people can get the right knowledge and mind-set to be able to start designing games.

Art of Games Design

First off we looked at The Art of Game Design by Jesse Schell and I have to say, as I read through the pages it felt a lot like I was reading some kind of self-help book. Like it was treating me like I was some kind of in-the-closet game designer who was too scared to tell people what my lot in life was. But by the time I got to the end I felt… I suppose inspired would be the best comment to make.
It sounds strange, but towards the end I was reading with a smile on my face, Jesse Shell’s words are piercing, giving a detailed look into all the different things that a games designer needs to look at and take into account, but without doubt, my favourite part was at the end there. (No, not because I had finished reading)
I am a games designer.
I am a games designer.
I am a games designer.
I am a games designer.”
It’s almost strange how that one sentence can mean so much, and be so relevant. And there was a part in there about the difference between looking at someone and seeing someone, which in itself was quite the life lesson. Taking the time to stop and really look at something can allow a person to gain a deeper understanding. This is one of the greater skills that game designers need, the ability to look at something and see what other people can’t.
I can see why our tutor wanted us to read this one first. We as games designers need certain skills, like creative abilities. Not just art, but writing, imagination and know-how to use different ways to express ourselves. Like me, I am an artist/writer that’s how I express my talents right now, but when (or if) I learn to use code, that won’t mean my pencil will take a back seat, I’ll just have another way to bring my ideas to life. A complicated, extremely time-consuming way, but a way none the less.
Also I get the main message loud and clear; there are a hell of a lot of people who turn their nose up when I tell them what I want to do with the rest of my life. Or even worse, they would give that “Oh, that sounds like fun” remark (I really hate that one). But that’s life, you just let it slide you know? However, after reading just those seven pages, I can let it slide now with a smile, because I know what I am – I’m a games designer.
I know, that sounds corny as hell, but I actually enjoyed reading this, and hell when I get the time I’ll look into the book in full. I mean I really took something from this, is that weird?

I have No words & I must Design

So reading through this article I was instantly treated to the phrase, “What is Good Gameplay”. Okay, I’ll admit right here and now that I laughed at this, thinking that as a gamer and a self-proclaimed game designer I had a pretty good idea of what good gameplay is. Turns out, I was miles off.
Our man talks about how gameplay as a word of itself is a “pretty useless term” (Costikyan. Paragraph 2) and saying that good gameplay is an ineffective way to describe the amount of effort that when into the game. For example, when you play something and say “Halo is a great game” that is not enough to tell anyone about the amount of effort and man power that when into it, the quality of the outcome, the graphics and sounds not to mention the engine running the thing among other elements.
While I sort of agree and I can see the road that he’s going down, I'm not fully convinced that Good gameplay means nothing. I mean, when you play a pretty mediocre game these days, you just say to your mates that it was “pretty good” - they interpret that to mean that while you enjoyed the game, it didn’t wow you.
Costikyan goes on to whittle down every aspect of the games genre, like he talks about what a flimsy word Interactive is and why gamers are so addicted to competitive play. It’s strange reading something like this, were the author is taking everything you thought you knew and showing you that, in fact that’s not the case. You know what it’s like? It’s like telling your friend about that time you fell into a tank of piranha, managing to beat the odds and make it out alive, only for him to cut in and tell you that actually piranha wouldn’t come near you if you fell in. Yeah, you know the type.
Yes, so anyway, that’s the kind of feeling that I was getting as I delved deeper and deeper into the article. Don’t get me wrong, I’m not saying that Costikyan is deliberately trying to belittle the subject or anything, he’s just breaking it all down to the very cores so that we as students of the art can see what exactly this thing know as a “Game” really is. I’m just saying that it seems like he is enjoying it.
“One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games.” Is the quote (from Jung) that he finishes on, and I like it. It sounds like an ancient Chinese proverb or something, very deep.
I mean, after reading the article (and a dictionary for some parts) what I figure is that Costikyan is talking about how a gamer’s experience within the game is determined by how much the player is willing to immerse themselves inside the universe that they are thrown into. They have a goal as all games do, but a game needs to allow the player (or at least give the illusion of) having goals within goals.
Take classic Mario games, the idea was to save the princess, but also, you had a timer to see how quickly you could do the level in, you would try not to die or take damage from enemies, as well as score and coin collecting. All of these different things do not affect the outcome of the game; you still end it by saving what’s-her-face, but it makes the player take into account that they are there.

Gamasutra

So this time around, we had a quick peak at Gamasutra, by Doug Church. Interestingly it went over a few things that I hadn’t read about in other articles, so this was a welcome change of pace. In this extract, Church talked about certain tools that game designers needed to use to not only make a game but to make a fun game, so naturally, I was all ears. These tools weren’t computer based nor physical things, but were instead used as metaphors so we can get a better picture of what the author was trying to say. Two tools that Church mentioned) are Intention and Consequence.
These are two things that game designers really need to get down pretty quick, intention being the one that gives the player a choice within the game and consequence being what the player will have to deal with once he/she has made the choice. A good games designer will make it so that the game will include at least one of these choices but on a grand scale that may even change the entire gameplay for example if you choose to be a “bad guy” then you will help bring darkness and evil to the world but if you choose the “good guy” route then you will try to keep the dark at bay.
That being said, a huge choice and consequence is not vital to make a good game, in fact many, many games go on without a huge game effecting choice like this and settle for lots and lots of little choice s that grant small but noticeable changes in the gameplay. For example, every FPS a-going.
The game constantly gives you the little choices of which gun you want to pick up and use, and while it won’t affect the game on a huge scale (like in terms of story) it will allow the player to kill enemies quicker or in a different way than normal.
As said, alongside choices are the consequences. Consequences are hard to balance in games where the choices don’t affect gameplay on a large scale, because the choices wasn’t quite as clear as taking the good path or the bad path. Let’s take FPS games again, and for this example we’ll look at a game known as Duke Nukem (shudder). In this game, there would be a boss fight and the game would treat you to a weapon cache before the boss which is all well and good but what a lot of gamers complained about (amongst lots of other things) was the fact that if you didn’t take the particular explosive gun then you wouldn’t be able to beat the boss. Worse still, the game didn’t force you to take the weapon but neither did it warn you at all that the boss would be unbeatable without it. This is the kind of consequence that Church talks about and points out how often it has brought about the fault of games simply because the players felt cheated by the consequence of a decision that they weren’t even aware they had made.
There were a few other “tools” that Church mentioned. Things that you would expect to make a good game like Story, Conflict (after all, what’s a game without conflict), and other things like Co-Operation and Confusion. This by no stretch means that all games must include these to become great/successful, I mean look at FARMVILLE. Not an ounce of violence in there at all (save for the abuse you throw at people for not helping you out on the farm) yet still, people play it all the time – Actually I don’t play FaceBook games so replace Farmville with whatever’s popular right now ;)

I think the point that Doug Church is trying to make here is that you need to pick which tools are best for whatever job you need to do, a quote that many of us have heard time and again, but now that I’ve been able to identify what some of these “tools” I fell a lot better about my chances in the Game designing boots. Good show.

MDA: A Formal Approach to Game Design and Game Research

This week, we’ve had a brief look at the above title by a collation of Robin Hunicke, Marc LeBlanc, Robert Zubek, all well-known Game designers or at least well known writers of Game Design articles.
It made some interesting points and strangely enough there was a lot in this passage that the above didn’t really go into. You’d think that books on game design would start to resemble each other after a bit but I’m happy to say that so far each one has been different enough so that I don’t feel that the same message is being thrown at me again and again, but instead there is actually a new message for each of the titles.
Anyway, the main message of the text was the different views that game designer and game player have about the same game. They went into detail about how easy it is for a game designer (whilst making a game) to forget that the game is not for them, but rather for the different players that will be playing it.
We also got an explanation on how games are a different kind of media than films or books, in the way that games will always (or at least try to) have an unexpected outcome to keep the player’s interests up. This is a pretty simple lesson and one which (as game designers and gamers) we can understand well, though it is good to see it written down.
We were also taught (most importantly) about what MDA is and how it makes up a game. MDA refers to the Mechanics (pretty self-explanatory), the Dynamics (which is the mechanics as they are affected by the player’s inputs and outputs) and the Aesthetics (player emotions brought up by gameplay).
Personally, I found that the most interesting one to read about was the Aesthetics, and they must have been truly psychic as lo and behold there was an entire paragraph about it. The article gave the following list;
1. Sensation
2. Fantasy
3. Narrative
4. Challenge
5. Fellowship
6. Discovery
7. Expression
8. Submission
As the main kind of emotions that gamers feel depending on the style of the game. I agree completely with their findings here as I have often found myself falling into more than of these categories.

One of the last things we were “taught” about was a three pass system. Though I'm not entirely sure what exactly the name of this is, so I’m just going to keep referring to it as such. Anyway, the three pass system is a way of classing up a game while leaving room for improvements. For example, the first pass is designed for simple games, with very simple objectives whose targets audiences wanted a game for the sake of playing it (that kind of thing).
Second pass is to make the game harder, or more challenging (which is not the same thing in terms of game design) and just generally making it a better experience for the player. And then Third pass is the highest branch on the tree, making said game a AAA title, and one that every goes “WOAH!” at.
This was a great read, as in their own example they talked about a single game that was easy and they improved it with each pass, which as a game designer we have to be able to do ourselves.

Tools for Creating Dramatic Game Dynamics

 “We cannot create drama: we can only create the circumstances from which drama will emerge.”
This speaks volumes to me. This part of our marathon Book cycle is all about building dramatic arc and introducing gripping stories (known as plots) to games.
LeBlanc gives a detailed explanation of each of the Mechanics, Dynamics and Aesthetics, giving physical examples for each (Such as showing how they work in Baseball and Mario), to give even us laymen a clear understanding of how each one works.
I could really tell that LeBlanc believes that mechanics are always “on” even when the game is unused, which actually makes sense if you think about it, while Dynamics are only in effect while the game is being played. It’s very guru like the way he says it. Leblanc also says that game design should start at the Aesthetics before going to Dynamics and finally Mechanics, which is a good way to view it, although none of the other authors so far have even hinted at this, so I remain sceptical – I follow the crowd.
Finally we come to the feature presentation, where we get to see how a dramatic arc works, which is a great lesion to learn if you intend to do stories like myself, although I am bound by law to say that we don’t make the dramatic arc, but we set up the game so that the player will discover the arc themselves. I learnt that Uncertainty and Inevitability go hand in hand if you wish to build dramatic tension, though the Inevitability must rise as the game goes on but Uncertainty must fall.

Challenges for Games Designers

For the next part, we will look over what Challenges for Game Designers teaches. The abstract from this one was pretty short and to the point, focusing on the Mechanics of Games. This time however, we were looking at a few different examples of game mechanics in detail. Here’s what I learnt from it, also trying out taking the notes in bullet point form as suggested by Rob my Tutor.
·         Chance
  • ·               Makes games winnable for players of all skill levels
  • ·               Opens the game up, making it more approachable
  • ·               More people will play
  • ·               Makes the game “Unsolvable”
  • ·               Means you cannot master the game ergo adding replay values  
  • ·               Solvable games’ outcome can be predicted like Tic-Tac-Toe
  • ·               Chess is an extreme example as it can be solved by very intelligent people or computers
  • ·               Increases variety in the game
  • ·               Increases Drama (remember we talked about this)
  • ·               Offers the player(s) Risk and Reward
  • ·               Enhances decision making


·         Skill
  • ·               Players can master Patterns
  • ·               Tetris is a good example of Players being able to recognise patterns and use them to help them deplete multiple rows at a time


·         Flow
  • ·               Gets the player fully concentrated on the task
  • ·               High difficulty = Anxiety for the players and often “Rage quits”
  • ·               Low difficulty = Player boredom
  • ·               Designers must aim to keep players locked in the flow
  • ·               Player’s actions affect the outcome of a game in some way
  • ·               Adds the feeling of satisfaction once the game is over


·         Good Decisions
  • ·               Obvious Decisions should not be presented to the player
  • ·               FPS games : When a gun is out of ammo, the game should auto reload it rather than wait for the player to tell it to reload
  • ·               These decisions always benefits the player
  •  

·         Meaningless Decisions
  • ·               Doesn’t change anything in the gameplay
  • ·               Asking the player which of the three chests they want to open first when the player gets to open them all anyway
  • ·               Not all meaningless decisions are bad, giving the player the choice of what pattern to put on their gun changes nothing gameplay-wise but gives the player a sense of originality


·         Blind Decisions
  • ·               Making the player chose without providing them with any or at least very little prior information
  • ·               Makes the player guess
  • ·               Often a bad thing, but if the decision comes at a point in the game where the story changes slightly at the point of outcome it can cause added replay value.
  • ·               Mass Effect was good at this providing the player with a split second chance to kill/attack another character based solely on the main character “Shepard’s” feelings toward said character


·         Trade Off
  • ·               Choices come with a clear Advantage and Disadvantage
  • ·               There is no Right or Wrong


·         Reaction
  • ·               Twitch skill is vital
  • ·               Tactics
  • ·               How to achieve an overall goal


·         Auction
  • ·               Open
  • ·               Everyone can bid at once
  • ·               All info about the other bidders revealed
  • ·               Silent
  • ·               Risk Involved
  • ·               More tactics needed
  • ·               Players may grossly over/under bid for an item and not know about it


·         Purchasing
  • ·               Players can choose to spend a resource to get a resource
  • ·               Money for health items for example
  • ·               Save up money to buy the better things but means that the player will have to go longer without buying anything to do so


Okay, Okay! I've put you through enough this time. So that’s everything I learnt that involves defining what game designing really is. It’s a mixture of being able to use your head and following the rules that all games follow (MDA), but knowing what and when to step it up and follow through with you own initiative. I also got that BIG games need a good story to go along with them and being able to recognise and define what a dramatic arc is helps a lot (naturally).
Ha. I feel much better now. 

Starting Interview


Interview
Greetings viewer!
You’ve stumbled on the blog of Dudley R, a twenty year old student who has enrolled on the BA Games design course at University Campus Suffolk! Tutors invited us to create a blog (well, I say “invited”) to record the happenings of the year ahead.

So this first post is dedicated to an interview with I had with my fellow classmate Harry “Harrison”… erm… I forget his last name. Yes, so Harry asked me a bunch of questions that strangely didn’t involve gaming, and I took his notes to post on here.

Don’t get me wrong, I didn’t take the notes in some kind of messed up, crazy bank heist attempt. Harry gave them to me. Didn’t even put up a fight.

Q1: What is the title of the last fiction book you read?
A: (these are directly Harry’s notes remember) “Song of Ice and Fire – Game of thrones. There is 5 and he has read 4 of them, waiting for the new one to be written.”
And happy days, I have recently been notified that the fifth book is out and has been for some time.

Q2: What was the title/topic of the last non-fiction book you last read?
A: Batman Begins Behind the scenes book.
Hey what? I loved those films and dammit, I’m going to learn every single fact about them! Then, I’lll finally be able to discover the identity of Batman – muhahahaha! See, I could be a Batman villain if I wanted.

Q3: What was the last live performance you attended?
A: Sharlottes Web, sister was in the performance, seats where right at the back so he could see fuck all.
Dammit Harry, my sister might read this! Also, it’s Charlotte’s Web, don’t worry man I can’t spell either. I mean hell, I’m writing this in word right now just for the spell checker.

Q4: What is the title of the last film you saw?
A: Avengers in 3D on a 3D TV; Amazing in 3D, Fantastic.
I may have said “3D” too many times while I talked to Harry.

Q5: How often do you read a newspaper?
A: Gets news online – Hotmail Peeds
Hotmail Peeds? Hotmail Feeds methinks.

Q6: Which museum/art gallery/ exhibition did you last visit?
A: No been to any except the recent trip to Eurogamer.
Yeah, that’s right; I’d never been to any of those things before EuroGamer. *Sniffles* Doesn’t it break your heart? Well you could always leave a donation I suppose. Give poor Dudley a chance to get some culture?

Q7: How many Hours a week do you spend playing video games? (hoo boy!)
A: Used to be 5 hours a day – but now because of uni it’s about 2-3 hours a week.
University… sapping strength… cannot pick up… controller… no health packs around… plargh!!!

Q8: How many hours a week do you spend playing games that aren’t digital?
A: Less than an hour a week –play cards, top trumps or play with coin – play how many times can flip without dropping it – record 17 times – has one sick coin.
At first I didn’t even understand the question. But yes, I do have a pretty nifty lucky coin I carry around and I flip it sometimes.

Huh… maybe I am a batman villain.