Kevin Gliner's Blog
I've been making games professionally since 1991. I've built four videogame startups in addition to managing studios at Activision and Maxis. I've worked with over 30 companies in the space, ranging from the small (Play Studios) to large (Microsoft), developing third party titles or just consulting on business and design issues. I've also personally designed over 15 titles for pc, console, web and mobile platforms and managed dozens more.
I was one of the founding directors of the IGDA and sat on the advisory board for the Austin Game Conference.
Various writing on the subject of game design, startups and the industry in general can be found on my blog Point Line Square
There are only two parts of the content value chain you cannot remove: the content creator and content consumer.
Emergence lets us use the underlying mechanics of the game itself to drive discovery, increase player life expectancy, and reduce development expense.
Making greater use of emergence in games is a non-trivial problem in terms of execution. Developers face a few challenges if they go down this path.
The more emergent a game gets, the more it benefits from shortening the build-try-fail loop.
Games compete for attention with other games, other media and interruptions from friends, family and work. To address this problem we have to start at the bottom: with the game's underlying mechanics.
Mid-core games, the industry's latest trend, fails to address the attention and engagement issues associated with casual and hardcore games.
Kevin Gliner's Comments
[Blog - 02/14/2014 - 12:30]
Mastery is a problem, except ...
Mastery is a problem, except in the most temporary sense. It leads to boredom and causes players to move on to another game. Linear games require a heavy dose of new content to keep filling the void after a player has mastered previously authored levels/puzzles/etc. And new content isn 't ...
[Blog - 02/06/2014 - 07:51]
To the extent skill reduces ...
To the extent skill reduces the number of fails, it probably builds more tolerance for longer build and try phases. Not that you 'd want to make those phases longer, particularly in zero sum pvp situations.
[Blog - 02/09/2014 - 11:02]
Other games that are deeply ...
Other games that are deeply emergent include Magic: The Gathering, Go, Chess, etc, which are light on UGC. Sim City and The Sims, which fall in between, are also very emergent. A large possibility space can be generated a number of ways, of which user generated content is but one ...
[Blog - 03/19/2013 - 12:57]
@Darren Tomlyn: You are correct ...
@Darren Tomlyn: You are correct that emergence is a property of all games as noted in the original post . My point, however, was not its presence but its prevalence. We tend to build games that are minimally emergent due to the way we design the underlying mechanics, or when ...
[Blog - 03/07/2013 - 03:35]
Matt Agnello: that 's a ...
Matt Agnello: that 's a great summary of the point I 'm trying to make, although I 'd say that midcore exists in this context only as an arbitrary assessment of engagement somewhere between casual and hardcore. And it becomes equally irrelevant as we develop, as you say, more flexible ...