In this blog, I will
be responding to :“Challenges for Game Designers” and “I have no words and I
must design”.
For this blog, the
following questions were given:
What are Costikyan's
arguments?
What did you get
from reading his text?
Why is it important
for Game designers to have a common vocabulary?
____________________________________________________________________________________________
What are Costikyan's
arguments?
It's Not a Puzzle.
Although
some various games like to use puzzles in games, the puzzles are not the games.
Puzzles are static, and games are not. Games change as the player progresses.
Puzzles may be unique and have certain ways to solve them. But those ways
remain static and never change, while a game's puzzles may change.
Here,
Greg used Sim City as an example. Sim City is a 'toy'. It is stated as this
because it has no objectives, no goals, no objectives, nothing. For example, we
have a toy truck. With this truck, we can roll it around passing all other
toys. If you give it an objective and goal, such as, crushing all toys with the
truck and a time limit, you then have a game.
It's Not a Story.
Here
is where a book and a game can be compared. In each, there is great imagery,
visuals, and even interaction. However with all of this there is also a
difference. With books, the decisions are pre-made and cannot be altered, but
with a game, you are able to decide what you are going to do, think about your
choices and make wise decisions.
It Demands Participation.
If
a game was just there to watch, with no interaction or input that one could
give, then it would be boring and it would lose its point. Games need
interaction and participation in order to grab the playing audience, and allow
them to have fun with the game, thus showing the game's worth and value.
Decision Making
Games
need decision making. This is because if a game had only one choice, it would
not only resemble a books 'choices'/plot, but it would also be uninteresting.
The more decisions it gives for a player, the more involved they get, and the
more they want to continue playing the game. If a player is able to buy food,
but lose money, they have to think, "should I feed myself in this game? Or
save for a two-handed sword later?". That was an example of one of the
choices a player could come across within a game. Decision making is a crucial
part in video games.
Goals
With
games, goals are an important feature to have. Goals give something for the
player to do, something to accomplish and give them a sense of satisfaction
with every goal they accomplish. All games have a purpose. Soccer's purpose is
to score as many goals in the opposite team's net to win. For solitaire, it is
to match all cards up appropriately to win. For Tetris, an incredibly old game,
the goal is to continue making full rows of blocks, so that they deplete, and
you gain a higher score! Each of these games have goals in which you want to
accomplish. A game would not exactly be a game, without goals.
Opposition
For
games, having opponents are amazing. Not only do you gain experience with
playing, but you learn how the human mind works, and the types of choices that
flash by the humans mind per second. For example, in games like 'League Of
Legends' an experienced player has edge over a beginner. Why? Because he had
his time playing against other opponents, gaining experience, learning how to
think, how to operate, and how to see how opponents usually operate.
Managing Resources
Coupled
on with decision making, managing resources is a strong and required thing
within video games. Resources could come as money, ores to build weapons,
ingredients for food, lumber, anything. They are there in order to give more
choice. For example, if the character wants to build a sword, it takes his
ores, lumber and some money, but what if he wanted to keep the money for food,
and the lumber for a house or a fire? With resources, it gives a more in-depth
and interesting look into games and what consequences they have for certain
actions.
Game Tokens
Game
tokens are a part of the game that you represent. Examples used in the text
were things like game pieces like a shoe for monopoly, for roleplaying games,
it is you as a character and for sports games it is you yourself. Games usually
have this to give you an ability to manage everything through a medium
depending on what game you are playing.
Information
Information
within games must be constantly shown, and given to the player. A good example
is when in fighting games, how do you know when you have low health or stamina,
or cannot fight anymore? These factors are usually taken care of by the
Heads-Up Display(HUD).
Diplomacy
In
an earlier blog post for the game "Munchkin" you are able to make an
'alliance' with certain players to attack together to defeat a creature or harm
someone. This alliancing is a form of diplomacy within games.
Color
The
colour that Greg is talking about related to certain aspects of a game. For
example. In pokemon, they have certain styled gym's. Misty is a water pokemon
user. If she was in an electric gym, it would not suit her. That is why they
gave her a water-styled gym, for her water pokemon. Colour looks not only after
the art but the themes. Another example for themes is Lego. Lego games like
Lego star wars, all characters have lego-like qualities, and even the ships and environment has these
qualities to keep a constantly flow of the game.
Simulation
Simulating
the game brings the player more and more into it. What could be done here is
for example in soccer, if a player forcibly hurts another, a fight would break
out. You, the player, are now involved in this fight because of the dirty
actions. Having all this happen would get a player mesmerized by the game.
Variety of Encounter
If
a player encounters the same object or situation countless times, he would know
how to handle it and it would then become boring because it is second nature.
If variety is added, then the player would be thinking the unknown while
playing the game because he or she would not know what would be to happen if a
certain action was made.
Position Identification
Position
identification is giving the player an awareness, attachment, and knowledge to
where and what the character is that they are playing.
Roleplaying
Roleplaying
is almost a definition by itself. It is when you are playing as a character.
Ex. When playing games like Super Smash Bros', you can choose different
characters to play throughout a story.
Socializing
Socializing
is when you interact with the game and give your input. This can also be the
friend lists in games such as Maplestory.
Narrative Tension
Narrative
tension is having suspense and then drop. In the text, Greg said how if you are
a yankees fan, and they came and pulled through and won from being in the
losing half until near the end, you would be more satisfied and happy, than if
they just had a winning drive from the very start. Narrative tension is where
the story within the game shows downfall, but at the end, gives you success.
________________________________________________________________________________
What did you get from
reading his text?
From reading the
text, what I now understand is a more in-depth look and realization as to what
video games need, how they work, and prime mechanics that get and draw people
into video games.
____________________________________________________________________________________________
Why is it important for Game
designers to have a common vocabulary?
From what I can
intake from the reading, I would generally say that it is important for game
designers to have a common vocabulary because, in order to make a fully
functioning game, that corresponds and works together properly with all of the
other game mechanics added in, everything would have to be in the same
language, same format, and same feeling. This is because if anything were to be
different, it would throw off the feel of the game. These are reasons as to why
the vocabulary would need to be the same. To give a smooth flowing and flawless
game.
Kazekumaru -- Peacing Out!
"Sim City is a 'toy'. It is stated as this because it has no objectives, no goals, no objectives, nothing."
ReplyDeleteMight want to proof read there next time buddy. But good work otherwise!