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Having recently spent time performing the yearly ritual of dusting
off the family board games for festive fun, I’ve been thinking about the differences
between non-computer and videogames.
While many of the distinctions are pretty blatant and don’t require much
discussion, there is an area of divergence that says something interesting about the structure of videogames: the nature and
function of a game’s rules.
Rules define games
In Rules of Play, Salen
and Zimmerman provide a synopsis of various academic definitions of games,
listing out for each the factors considered to qualify any activity as a game. Interestingly, the only point of common
consensus was that games require a formal system, or rule-set. From a technical standpoint:
A game is governed by a set of
rules.
In order to construct your game you need clear, logical instructions. Mechanics, parameters and play-space all
constitute parts of the rule-set and as such need to be properly defined.
Games can have few
rules
Games do not have to be particularly big or complex. For
instance, predicting a coin toss can be a game - albeit a simple one. Within the realm of videogames, titles like Canabalt neatly demonstrate how
something as simple as a one button jumping mechanic is sufficient to
build an enjoyable game around.
Non-computer games
have explicit rules
Non-computer games typically require explicit rules and goals that can
be easily understood and are transparent to all players. This explication places constraints upon the number
and complexity of the rules.
Videogames may have
hidden rules
Videogames, on the other hand, are free from the requirement
of transparency; the rule-set no longer needs to be explicit. Prior to playing a videogame you need only
know the rules governing input controls and their direct effects (and sometimes
not even that); all subsequent rules can be discovered through experimentation,
although we may prefer to be familiar with a subset of rules before - or during
the early stages of - play. Even the ultimate
goal can be hidden right up until the end of a game.
Non-computer games
have fixed rules
In non-videogames an agreed, fixed rule-set is paramount.
Changing any one rule of a game makes it a different game. Even if all the players agree upon a rule
change and still call the new game by the old name, the game logic has changed,
and as such so have the solutions to that game.
Changing elements such as play
space (this being a visualised set of rules), mechanics and parameters
constitutes a rule change and thus a movement to a new game, admittedly a game
similar to its progenitor but a new game nonetheless.
Rule changes create
new games
You may question whether a single rule change can constitute
a new game, but it is often difficult to ascertain what the impact of a rule
change, no matter how small, will be upon the strategy and tactics available to
the player; even small adjustments to variables may allow some or all
participants access to significant novel strategies that were previously just out of
reach. If we agree that a major rule
change (such as picking up a ball and running with it instead of just kicking
it) would constitute a transition to a
new game then through a process of contraction we must extend that conclusion
to also cover small rule changes.
Videogames change the
rules
Most modern videogames, because they are free from the
requirement to expose the rules, can continually introduce new play-spaces,
mechanics and variables as you progress.
They flit back and forth between different overlapping games, played out
in continually shifting environments. Each
modification creates a new rule, and the game
changes. Sometimes these rule changes may even move from a game to
create puzzles and toys. As such, most video-games are not pure
games but are actually collections of overlapping interactive entertainment
experiences. I’d like to adopt an pre-existing
term for this collection: metagame.
A designer’s
definition of metagame
The standard definition of metagame focuses upon the culture
surrounding a game: the metagame is the social interaction that influences
both how the game is played and the way it is experienced by players and
observers. Literally, metagame means
“beyond the game” and it is based upon this etymology that I’d like to offer a definition
specific to the process of game design that I hope to show complements, rather
than contradicts, the standard one:
A metagame consists of a number
of distinct - but not necessarily mutually exclusive - games typically
contained under a collective fiction.
From a design perspective, a metagame is a collection of
games, but more than just a compendium in that there is an overarching theme,
narrative and/or aesthetic forming a fiction that serves to bind and
add continuity to the movements between the games that comprise it. The component games often
overlap in their rule-sets, sharing mechanics, although this isn’t obligatory.
Grouping the games under a collective fiction in this manner
creates the interface between the component games – abstract sets of rules -
and the player experience. This can be considered
the most basic level of game culture as given by the standard definition of
metagame and it is created by the game developers.
Most videogames are
metagames
If we accept this definition then most videogames can be
viewed as metagames. Often the division
between the component games is quite obvious (Brain Training, Raving Rabbids, WarioWare) in others a bit more
subtle (Mario Galaxy, Grand Theft Auto)
and in some quite hidden (Portal, Uncharted
2).
An example of an early videogame that fits this definition
of metagame is Pacman: most
obviously, when you eat the power pellet you start playing a different game –
the hunted becomes the hunter. The skill
of this metagame is to plan when the best time will be to switch from one component
game to another. A more recent
example would be weapon changing in Quake:
each time you swap, the rules governing how you shoot change and as such so do
the winning strategies open to you.
Designing metagames can help us make better games
The value of a theory is in its application. I believe that
recognising the distinction between games and metagames - based upon this
technical definition - and appreciating its particular relevance to videogames allows
us to improve our game design practices by preventing us making
the mistake of seeing the metagame as a single entity composed from a sea of
mechanics, instead gaining a better sense of its internal structure.
Below are some of the ways we could apply the metagame
concept to different stages of the development process:
Concept design – instead
of focusing upon the metagame from a top-down perspective, where we imagine the
fiction and then fit the gameplay around it, we can start by asking what mechanics
would make interesting component games and then what games would gel together well within
a metagame framework. We can then consider how to structure the fiction to
support them.
Pre-production - prototyping
becomes easier as we can
then aim to ensure that each component game is enjoyable and satisfying in and of itself
– if it was divorced from the metagame would it provide a sustained, compelling
experience? Only by achieving this can
we ensure that the player consistently has their expectations met in terms of challenge and reward for the
duration of the metagame.
Production pipelines
– a common level design production practice is to distribute missions or environments
between level designers, who then implement all of the design content for their
missions. However, in certain situations
it may be more appropriate to task each component game to one designer across
all levels – this may result in a more consistent progression path for that component
game.
Scope rationalisation
- by identifying the component games we can better assess what the impact
will be of removing or modifying any one mechanic based upon the number of games that will be affected by those changes. In more drastic situations we can consider
the impact of removing entire games.
All Fur Coat...
I acknowledge that the metagame concept is a perspective from which to consider game design rather than a concrete law dictating the structure of games, and that its application may not be relevant in all cases. However, I feel that there is a
growing problem in development, especially with respect to many recent AAA titles, that could benefit from this outlook: as videogames
have become more complex and increasingly indebted to the fiction there has
been a massive skew towards top-down design; deals are signed on what the game
is about rather than what you
actually have to do.
Consequently, the
aesthetic and narrative take priority over the nuts and bolts of the game. New rules and mechanics are often thrown in
throughout development in an ad hoc
manner in support of the fiction without proper consideration for the impact upon the function and progression component games. Because there is no requirement to expose the
rule set to the player the ramifications of modifications can go
unchecked until it is too late in development to rectify the problems. Ultimately we can end up with
videogames that have a lustrous veneer but shallow, unrewarding or simply broken gameplay.
There is an adage amongst cartoonists that runs along the
lines of, “a great joke can save rubbish drawing, but great drawing will never
rescue a rubbish joke”. I hope that we,
as an industry, aren’t at risk of losing sight of our punchlines - maybe the metagame concept will help.
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I feel a shout-out to Economic Game Theory is needed. (Hit up Wikipedia, especially the List Of.) Those are your base-case games.
Economic Game Theory certainly has a lot to teach us, especially regarding the nature of equilibria states within co-operative and non-cooperative games, and how our psychological make-up can make us pursue non-rational/-optimal solutions. I find it interesting that when you boil down the majority of modern videogames into their core component game types we are actually playing from a very small deck. I hope to explore this situation further in another post.
Ditto. Though knowing the base games I still don't find terribly helpful in the day-to-day of creating an actual videogame, with all its interrelated complexities. For example, while rock-paper-scissors is known by everyone and their mother, it doesn't really become interesting as a Game unless you 1) keep score, and 2) declare winning with Rock to be worth an extra point.
I was concerned that this post might come across as semantic noodling. Sure, call them modes if you like - it's what I've been calling them for most of my career - but I think there is a clear and helpful distinction to be made by viewing them as component games. The term mode is itself fairly messy. It's routinely used to describe everything from the hardware modes that the platform can run in, to the player modes (single, co-op, multiplayer) and sub-games in the player modes.
From a developer's perspective, asking "what would make these rule-sets good stand-alone games?" is a pretty healthy exercise that probably gives us greater insight towards improving the gameplay than purely taking them as modes - it has for me at least.
Either way, I don't really think I'm rewriting any dictionaries here - I've highlighted an existing facet of the definition of 'game', shown how videogames often break that definition by changing rules on the fly and then suggested that videogames would be better considered as metagames by offering a technical definition that exists within the standard definition and gives us a better sense of the game structure.
In a very real sense if you are changing the rules then you are changing the game; I can think of very few examples outside videogames where undeclared rule changes would be considered acceptable. You may choose to call that a different mode, but ultimately if you compare the former rule set with the latter then there are distinct differences. The Pac-Man example is a good case in point - the two "modes" are essentially two separate rule sets - whilst they share some rules you absolutely cannot inhabit both sets at the same time as some of those rules are polar opposites. I could quite easily extract both modes and play them purely as separate games; by themselves they wouldn't be as much fun but they would form viable games by any definition - just because they are dressed in similar fiction doesn't change that.
If you find Pac-Man a problematic example, consider the Pipemania game contained within Bioshock or the lock-picking/hacking in Fallout 3 - can you conceive of these as separate puzzles/games rather than just modes? Or shoot-out vs. a car race mission in GTA ? Outside videogames, how about the athletic decathlon event - is it a single sport or a sequence of games? With all these examples there is a shroud of fiction that binds the component games together. Sometimes the fiction is fairly transparent and the individual games are easily perceived. Othertimes the fiction is deep and the games appear contiguous. However, that doesn't hide the fact that when the aesthetic layers are stripped away and the rules analysed they can be divided into distinct, self sufficient sets.
Ultimately, I am asking us to reconsider what a videogame actually is - take the point made in the post that videogames frequently don't even expose the goal of the game; adventure or RPG games, for example, may have an immediate objective, but the climactic conclusion is rarely exposed to me. Part of the pleasure in playing these types of videogames is the reveal of the unknown and discovering new rules. This couldn't happen in non-computer games; you need to know how to play and win in order to participate (pen & paper RPGs are the exception to the rule, although I hope you can see the parallels between them and videogames). Also consider that videogames are often comprised of puzzles, toys and complex narratives and we start to see that videogames are something more than just pure games- the existing definition is insufficient to cover their scope, hence the metagame suggestion.