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Blogs

  Exploring Deeper Meaning In Games
by Thomas Grip on 02/15/10 09:03:00 am   Expert Blogs   Featured Blogs
18 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Introduction
This post aims to be a deeper look at an earlier rant about meaning, narrative (plot) and gameplay. After considering feedback and thinking about it some more I would now like to write a more constructive text.

In this post I will outline some steps and ways of thinking that I think are needed in order to achieve deeper and more varied meaning in games. "Deeper meaning" is of course a highly subjective thing, but what I mean is simply games where the core is not just about a gameplay mechanic, showing entertaining gore or similar. Instead, the focus should be on exploring something other than pure "fun".

Meaning
should come first
Instead of starting out with a gameplay mechanic, one should find some other kind of meaning to have at the core. Note, that "meaning" does not have to be something hard to understand or extremely profound. "The joys of snowboarding" is one kind of meaning and "What is it like to be homeless?" is another. Note the difference in meanings here, one is pretty mainstream while the other is not. Also note that I would consider both of these meanings "deep" as they do not concentrate on the gameplay directly.

I think having this kind of meaning can be crucial in order to create a good work, and many (all?) great films and books are based around it. For example, take books like Animal Farm and Grapes of Wrath, both of which are very compelling stories and also have a strong meanings. The meaning that lie at the core of these works is what is essential though and not the plot.

Grapes of Wrath tries to describe the problems poor farmers had when they where forced to move to California. Animal Farm is at one level about corruption in governments after revolutions and at another a fairly accurate description of the Russian revolution. The important thing is that the plots are not what is essential in these books. Instead the plots are merely vessels in order to bring forward the meaning and have been written to do so in the most effective manner. Without the strong meaning at the core, the novels would have never been written. The engaging stories has grown directly from their respective meanings.

It is worth noting that just because a meaning lies at the core, a game does not have to turn out different from how they normally are today. For example, the "The joys of snowboarding" could be made into an ordinary game like SSX or something more experimental like Stoked Rider (that does not contain goals, scores, etc). What is essential though is that the meaning is never sacrificed for other features. If a score is added to the "joys of snowboarding" game then it should increase the meaning and if doesn't, it should be discarded! Ignoring this cause problems in many games, some of which have been discussed here.

Fun does not need to be in focus
When designing a way to bring forward the meaning, one should use all tricks that are available to the medium and not feel forced that everything must be fun gameplay mechanics. Focusing on having some kind of entertaining activity at the core of the game tend to take away the meaning and instead let the mechanic take over. A recent example of this would be combat and upgrading in Dead Space that takes away quite bit of the Alien/Event Horizon-like atmosphere ( which I assume is what the designers where after).

When designing our upcoming game Amnesia we first focused on having a core gameplay which the rest of the game could be built upon. However, every type of gameplay we tried out weakened our core meaning of creating a scary and disturbing atmosphere. It was not until we just let go of the concept that something "fun" needs to lie at the core that we really felt the project coming together.

It's not all about events
What drives the meaning in books like Animal Farm is basically a string of plot events. This is because linear media, like books and movies, are pretty much all about plots and therefore events is the most common way to bring forward a meaning. However, this is not true for games, where we have interactivity, non-linearity and generated content to work with as well!

I think many game designers look too much at books and films, and mimics their ways of communicating a message. Instead I think that one way to move forward is to look at the meaning and then figure out the best way to convey it. (Of course this also means that one must have a meaning from the start...)

Consider portraying a dangerous neighborhood. In a linear media a character might be mugged when walking in the area, and in that way conveying that it is a bad place by using a plot event. In a game this could be done through interaction instead. For instance, NPC:s can give more hostile answers to questions asked, showing certain objects will make people stare with greedy eyes, etc. These kinds of interactions all enhance the meaning that is portrayed and makes the mugging event irrelevant.

What I wanted to show with the previous example is that instead of a scripted event, interaction with the world can provide the same kind of meaning. It is also worth pointing out that some games (Fallout comes into mind) already use this method, but I would like to see used more often. Also, it is very important to be aware of this possibility and not just assume that an event is important for the story. There are bound to be many plot events in a story that could be changed this way. One should not focus on having everything as interactivity though; the method to be used should always be the one which best conveys the intended meaning.

Winning is not everything
All ancient games like go and backgammon are at the core about one thing: winning. This is something that seem to have followed ever since and most games rely on some mechanic where the player either succeeds or fails. While it suits some types of games, it can devastate the experience in others and it also sets up a sort of barrier on who can play the game. Many games effectively say: "Either you complete this task or you won't proceed!". There seems to be some kind of common knowledge that this type of mechanic is a must in order for a creation to be called a game and if the player cannot loose the game is pointless.

I believe it is time to stop thinking in terms of "beating a game" and instead focus creating an experience for the player. For example, I have discussed chase sequences in a previous post and the main problems with these is that they loose their impact when replayed. There is a very simple solution to this problem: make sure they are only played once! I think it is possible to still create tension even if it is predetermined whether the protagonist dies or not. It is all about immersing oneself and it works great for films and books.

Another way is to continue the game regardless if the player wins or looses, changing the game accordingly. Both of these methods are implemented in Heavy Rain and while I have not tried the game, reviews seem to show that it works quite well. Also note that it is possible to fool the player into believing that there are grave consequences if failing in certain sequences. As long as there is some rare occasions where it really does matter, the player will never be sure if the current situation is "for real" or not. This approach makes it easier for the designer as large amounts of narrative permutations does need to be supported.

This thinking can be applied to just about any sequence that is supposed to have tension. Every time "game over" is shown immersion is broken and the player is pulled out of the game world. One can give the experience more flow by skipping the old notion of "trial and error" and instead make sure that the game always progresses. At the same time the game is made accessible to more people and not just hard-core gamers.

As a final note on the "win or loose" topic I want to add that this is of course not true for every type of game. But I do think that designers should carefully consider if a trial and error mechanic is really needed and if it might not be for the best to skip it.

Existing for existence itself
The interactions performed in games are almost always connected to some kind of gameplay mechanic. Often just about all the actions available in a game are relevant to the core rule system and actions are not often present only because of their intrinsic value. I think this is something that needs change and would like to show why by considering how graphics has evolved in games.

In the first games, all graphics had some kind of relevance to the gameplay (e.g. Pong). However, as technology advanced graphics where added just to enhance atmosphere and for the viewing pleasure of the player. Today very little of a game's graphics are there strictly for gameplay and are mostly there to make the game attractive. The same has not been true for interaction and there has been very little improvement. Often when more "superfluous" interactions have been added, they have still gotten some kind of gameplay connection (like eating various food items in System Shock 2).

Notable exceptions are for instance Max Payne where sinks, driers, etc can be turned on in a public toilet. Another examples is Half-life 2 where many of the objects have physical properties, allowing interaction, but no relevance to the gameplay. While these interactions add a lot to immersion they are pretty simple and I think more complex actions could and should be added.

Consider a game where a male protagonist has a child following him and certain actions can make the child sad or happy. The mood of the child has no impact on the gameplay, but would just be a mean for the player to connect to the father-child relationship. Some might argue that adding some gameplay relevance would make the impact of a happy/sad child stronger, but I think this is false.

First of all, gameplay comes with balancing issues and instead of focusing on making the child believable and on creating a certain experience, one might end up focusing on making it all work gameplay wise instead - in the end decreasing the impact. Secondly, adding a gameplay mechanic easily make the player focus on the underlying rules instead of evoking feelings. Because of this, only having the happy/sad boy interaction for its own sake can make it a more emotional experience.

Just as adding nice graphics, for no other reason than their beauty, can make a game more compelling and attract more people, adding gameplay wise "meaningless" interactions could help make the game medium reach new places.

End notes
I do not want to stop games from being made as they are now. Neither do I want all future games to have deep meanings. However, I would like to see games that take the medium to new places and explore deeper subjects . I would like to see games that can provoke deep thought and feel as something other than "pure entertainment". As I mentioned in the earlier post on this subject, the current state of games, where the core experience is almost always be about hero induced genocide, is just sad. There needs to be some change to this or else a lot of potential will go to waste!

 
 
Comments

Prash Nelson-Smythe
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Very interesting piece. When I first read the title, I was ready to misunderstand this as being about exploring niche, arty subject matter but I was pleasantly surprised.



I do get the impression that a lot of games these days are made using standard genre definitions as starting points and that there was a time when mainstream games were made with more of a free spirit without being "indie" or "genre-bending" because the genre expectations didn't exist for them in the first place. They were all exploring a brave new world. After playing a lot of games it can be very hard to see beyond these pre-defined conventions and styles of playing but someone has to do it. And the starting point for this as you say is the basic idea to be conveyed, as opposed to the game mechanic.

Prash Nelson-Smythe
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Also, there are no doubt practical reasons behind this. When you use someone else's game engine or development tools you are already beginning to succumb to their design philosophy. High barriers to entry to making a game of acceptable technical quality probably places limits in their diversity of design. Perhaps this is changing as hardware seems to be slowing down and the best selling games are no longer necessarily those that feature the newest technologies?

Steve Mallory
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A couple of other things to consider:



You seem to be talking about games needing a more defined premise rather than a meaning. I say that because, the reason why those two books are so transcendent is that the meaning is very tightly interwoven with the premise of the story. If the story lacks a strong premise, then the meaning you are attaching to it will either be lost in the terrible narrative or simply come across as preachy.



We are talking about making games, therefore, your argument that you need to abandon the "fun" in the name of "premise", as I describe above, is difficult to advocate, particularly when sales histories seem to indicate that a strong story is practically a negative when it comes to good sales numbers.

Dave Beaudoin
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Speaking as someone who is firmly on the other side of the concept/mechanic debate I have to say this is an excellent article, and in the right hands your ideas for developing for concept or message can be very powerful.



You really touched on some of my pet peeves in terms of "serious game design." In my experience, when you have a designer who stops making a game (we can debate the definition of "game" for ever), either by removing win states or removing fun and not focusing on mechanics to achieve the desired flow state, you risk ending up with a game that doesn't get across it's message.



Your correlation to books is well chosen, but I think that in both of those examples, the success of the novel in conveying it's message owes far more to the plot and character development than to the message itself. War and Peace is a convenient counter-example; a book whose message is simple (WAR BAD) but whose execution is horribly overwrought with pages upon pages describing the minutia of the characters' surroundings.



Where we differ in opinion is that I feel that just as the plot in a book is designed to drive the action and usher the reader to the conclusions the author wishes them to draw, the core game mechanics are essential to establish the flow state and persistance of playing necessary for the point of the game to be well understood. With art games or experimental games the adherence to tradition naturally goes out the window. If you look at the games which have stood the test of time and have demonstrated near infinite replayability (go and backgammon to borrow your examples), those games are pure mechanics. The story lines of each individual game session write themselves. I think that we do ourselves a disservice to not respect the power of those mechanics when used as the foundations on which we build our message.



My own opinions aside, this is a very interesting and thought provoking article. Excellent work!

Thomas Grip
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Steve Mallory:

I agree, no matter how interesting the meaning is, the game still needs to be good. I think having a solid meaning is a good start towards creating a good game though.



I do not understand why you bring in sales figures. There is no casual relationship between quality and sales. Good games can sell extremely poorly (Psychonauts being a common example) and bad games can sell extremely well (just look at movie-tie-in and so on). Also, I am not really talking about story when I say "meaning". A very meaningful game could be completely void of story. I would also have to say that there are so few games with "deep meanings" that is not really possible to draw any conclusions about sales potential.

Also, for me personally as a horror fan, many games have been a lot worse just because they focused on "fun" instead of sticking to the meaning of the game. I list some common stuff here in case you are interested:

http://frictionalgames.blogspot.com/2009/11/why-horror-games-suck.html



Dave Beaudoin:

"you risk ending up with a game that doesn't get across it's message. "

Care to elaborate? I guess you mean that people does not play the game because it so boring and thus nobody gets the message either :)



"the success of the novel in conveying it's message owes far more to the plot and character development than to the message itself."

I agree! I think you can read the novels without knowing there was a message. I see the meaning a sort of catalyst that helps create and deepen the experience. The message is also what holds the work together and acts as a guideline.



"the core game mechanics are essential to establish the flow state and persistance of playing necessary for the point of the game to be well understood"

I agree here too :) My point is just that the meaning should control the mechanics and not the other way around. It is when all focus is on making "fun" mechanics that any deeper meaning goes out the window and unfortunately this seem to be the way that most games are created.

Bart Stewart
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I wonder if the baggage of certain words isn't muddying this discussion somewhat.



Gamasutra is about computer games, so naturally that's what we conclude everyone here is thinking of and talking about.



But the author seems to me to be thinking of the next level up -- not "game" so much as "interactive entertainment experience," of which computer games are just one form.



Emphasizing theme over mechanics makes sense when you're talking about designing an interactive entertainment experience. The point is to deliver a feeling. If mechanics (i.e., rules of play) help achieve that feeling, great; if not, then they can and should be eliminated in favor of other modes of expressing meaning.



But if we're really talking "game," rather than a more generalized entertainment experience, then it's equally true that mechanics are more important than theme -- you can't have a game (under the generally understood meaning of that word) without rules for manipulating elements. That doesn't mean a theme (or setting or story) might not be helpful for certain kinds of computer games -- it just means that the fun resides in the rules of play implemented as mechanics, and that if everything else were stripped away the game would still be fun to play.



Is this a useful distinction to make?

Adam Bishop
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I echo a lot of the thoughts expressed by the author of the article. I would really like to see more games that move away from the idea that every moment must be a "fun" gameplay mechanic and move more towards mechanics that exist to increase the player's immersion in the setting.



I also want to say in response to Dave's remark that the message of War and Peace is "WAR BAD", that's not what the novel is about at all. At the time (and to a certain degree still today), notions of history were dominated by the "great man" theory; that is to say, the idea that a few powerful men determine the course of history, and everyone else is just a witness. With War and Peace, Tolstoy sought to demonstrate how little control the "great men" like Napolean have over the course of events and just how many little unexpected things occur that have dramatic effects on the way that human history plays out. The book isn't full of detail because it's overwrought, it's full of detail because the details are the whole point.

Steve Mallory
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Thomas,



That was my point exactly. Stories in games, based on sales numbers, seems to be a detriment rather than a selling point. There are exceptions, to be sure, but too often, good stories in games are an afterthought, meaning or no, and success generally relies on either clever marketing or good gameplay.



That said, perhaps I am at a loss as to what you mean when you say "meaning" of the game. Is "meaning" supposed to be the emotional state that the player is supposed to be driven toward by the context of their interactions? Or is meaning the premise, the theme if you will, of the story? Based on your examples, it seems to be the premise, but I could be wrong.

Thomas Grip
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Bart Stewart:

I think the word "game" has a lot of baggage and I think this baggage is what is holding it back in many areas. Especially the whole concept of "beating a game" is something that I find especially worrying as it might detract developers from making certain kind of games and players from playing certain kind of games. Bad spiral ensues.



Is it really necessary to make up a new word in order to progress though? There seems to be some will in the industry to create new kinds of games, especially games with meaning where the author can say "why" without only speaking about cool game mechanics. I do not think it is possible to do that if one wants to hold on to the baggage that comes along with the word "game". If any game where meaning comes first suddenly is not a game anymore, then it is impossible that there will ever be games with deeper meaning.



Would be interesting to hear your own thoughts on this. Do you want to see the kind of distinction you described?



Steve Mallory:

Agree, that seems to be the point in games at the moment, but the same can be said to be true for books too. Many of the best selling movies and books rely on shallow gimmicks and/or marketing. That does not mean that there are truly great and meaningful books/movies made though and that making these books/movies is a waste of time.



I kinda defined meaning the previous post I linked to and it is basically:

"The essence of all creations. When one make some sort of creative work there is always something that the creator wants to express with it. This can be to create a certain emotion, explore an idea, describe some events and countless of other things."



So by this definitions all games have a meaning and sadly (at least I think so) this is mostly to explore a certain mechanic, make the player addicted, be a fun pasttime, etc, all of which I consider shallow meanings because they essentially concentrate on "pure entertainment". I guess I should had stated this again so it was less confusing.

Prash Nelson-Smythe
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Here is an example of what I take away from the separation between meaning and mechanic:



In some games you need to use stealth tactics to pass or defeat enemies. There are two ways of looking at "stealth". As a meaning or as a mechanic. The real appeal of stealth is the rush that you get that you can crawl past guards and they can't even see you! How cool is that! This is what I consider the "meaning". A mechanic of stealth is that you need to stay in dark areas and hold crouch so that guards don't see you. The mechanic is important, sure, but it exists only to serve and enforce the meaning. If someone made a game where you guided unit A (your avatar) and it needed to be in state C (for crouching) while in zones marked D (for dark) to avoid the entities G (the guards), it would be exactly the same mechanic separated from the meaning but it would no longer be fun. It would be a cognitive chore. Not many people find mechanics inherently fun.



The mistake that game makers might make is looking at the mechanic first and treating the meaning as secondary. So they would ask themselves "How can we improve the stealth mechanic?" instead of "How can we improve the feeling of stealth?". Asking the second question may well lead to a change in the mechanic, since the mechanic is an important way for the player to connect with the meaning, but it is not everything. It might also lead to a mechanic that is technically inferior but produces a greater emotional response. The emotion I mention here needn't be sad. It may be happiness or just plain "COOL!".



Where my opinion seems to be diverge from Thomas' is that I do think that the meaning in this sense is a large part of the reason for the success of many popular games, and the lack of meaning can cause poor sales performance in others. I don't think most audiences are below this form of meaning, but in fact a lot of mainstream entertainment thrives on it.

Thomas Grip
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Prash Nelson-Smythe:

Did I say that meaning cannot be part of success? In that case I expressed myself clumsily.



My whole point is that when you concentrate on the meaning, the game gets stronger. I am not that in to sneaking games, but I think Thief embraces its meaning of experiencing life as thief quite well. Picking loot, hiding in the dark, overhearing conversations and so on all add up to this experience. I wish more games would do this. Are there any other sneak games that you where thinking of?



Also note that games like Silent Hill 2 has a very strong meaning and many not-game like moments. For example forcing the player into jumping a hole, having elements of "pixel hunting" when player is trapped in a well and making puzzles work in unusual ways (a key panel suddenly stops working when trapped in a room with cockroaches). And Silent Hill 2 has sold very well probably because of this focus. I would have liked it to focus even more in its meaning though such as rethinking the combat (especially the hordes of enemies) and I am confident this would have made the game better!

Dave Beaudoin
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Thomas: To elaborate on my first point (and kind of address flow establishment)



I come from a pretty heavy Serious Games background (educationally speaking) where a large percentage of the faculty and students were coming from an education background to explore games as "the next great textbook." What I consistently saw in that setting was ideas for games which would repeatedly mis-match game mechanics and message or discount the importance of flow establishment as a prerequisite to effective message delivery. This mismatch was probably caused by inexperience with games (I have had instructors who had never heard of Myst) but it ended up showing me that even the flavor text in the loading screens of Rock Band has more educational value than some games based primarily on meaning.



This isn't to say that a game designer who has a comfortable grip on how mechanics can make or break a game can't make a game all about the message first, but I think that it's a much harder proposition. What I ended up seeing with non-game-design oriented designers was a game that was either (as you correctly guessed) too boring because it was very message heavy (one example was a mystery game based in second life that was essentially an animated foreign language textbook); or in which the meaning and mechanics were too incompatible to facilitate the establishment of flow. Contrary to this, the successful serious games used established mechanics to hook the player then layered their story and message on top of those mechanics. Naturally the mechanics had to fit the story in order to keep the player from falling out of the experience; that was where you could separate the designers from the educators.



I hope that clears that up. Again, excellent article, I'm really glad this has triggered so much interesting dialog on the subject.

Thomas Grip
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Dave Beaudoin:

Thanks for clarifying and glad you enjoyed the article! Always interesting to hear viewpoints from people coming from different background.

Bart Stewart
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A couple of additional thoughts....



1. I do think that if you say "game" most people are going to think first in terms of a vehicle for rules of play, rather than a vehicle for expressing a specific thought or feeling of any kind. Of course if anyone wants to call the latter kind of (artistic) experience a game, they can, but it's going to be swimming against a powerful current of existing conceptions of what a game is.



2. That said, I don't think there's anything inherent in something being a "game" that means it can't also have some meaning. A small, relatively simple game like Tetris or Peggle can offer plenty of fun without any kind of meaning. Insisting on conveying some message might actually detract from the fun. (And as far as imposing some kind of po-mo social text on a game goes -- Tetris as a metaphor for Man's struggle against conformity or what-have-you -- I would say that doesn't count as "meaning"; it says more about the critic than anything else.)



A large game, however, particularly one in which the player is represented as a person in a world of physical places, will probably benefit from being designed from the very beginning so that every mechanic helps to communicate an overall theme related to the human condition. Some mechanics of play still need to be present if the product is to be recognizable as a game. But I'd agree that, in such a game, those mechanics can all become more fun when they're selected and implemented so as to help express a single coherent theme.



That doesn't mean theme is "more important" than mechanics, if we're talking about a game. As Dave noted, having the wrong mechanics for a particular theme can lead to the message not getting across. In a game, the mechanics matter.



But in a big game about characters in a world, having a unifying theme that ties together all those mechanics can make them more fun. Would shooting aliens in the head be worth doing for sixty hours in Mass Effect if the point of all the shooter (and other) mechanics wasn't to save all sentient life in the galaxy?



In short, I don't think having a large-scale theme is required for all games. But I definitely agree that such a unifying force can make some games far more enjoyable than if they were a mere collection of finger-exercising mechanics.

Steve Mallory
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Agreed! This is a fantastic article - don't let me critical comments seem to indicate otherwise.



That said, I think an interesting point is made here in regards to message vs. gameplay.



We are talking about games here, and message or no, the gameplay MUST BE fun if it is to endure. There is a reason why, and this is by no means a slight for their intended purpose, that explicitly religious games (and other forms of entertainment, such as movies, books, etc.) have such limited audiences - they place the intended message of the game ahead of the gameplay.

Thomas Grip
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"We are talking about games here, and message or no, the gameplay MUST BE fun if it is to endure."



I disagree that gameplay has to be "fun" and I would instead say "engaging" or "interesting". I know that some people think that these words are pretty much the same as fun, but I think that usage is strange and can be counterproductive. The reason is because "fun" is somewhat linked to "pure entertainment" and a sort of blissful experience.



For instance, I do not know anyone who would call films like Schindler's List or Requiem for a Dream "fun". Instead engaging and interesting are more appropriate labels. There is something else that makes us humans watch these type of films even though we are not having a good time while doing so. I also think that this is true for games and that games can work even though the gameplay is not fun.



Actually, there are already games that do have this sort gameplay. Take Silent Hill 2 for example. At the beginning of this game you have to run through forest, edge of town, etc without having any sort of fun. Also, there is no real story built up as this point so what drives you is simple curiosity and atmosphere. It could be argued that this part could have been made better if the it was more "fun", but I disagree. This part of the game is about building up a sense of traveling into the unknown and I believe it was a very bold and successful move of the developers to make.



Because of this focus on having fun all the time, games turn out in just the same way that many action movies do to today (latest James Bone, the Transformers sequel, etc) where they never dare to insert a "boring" moment and just focus on shoving as much action as possible at the audience. Many games are sort of the same and seem to be deadly afraid that the game will become boring, so it just shoves fun gameplay at you. Not only does this detract from other emotions that can be created, but it also makes the fun less fun. When there is no sort of contrast then one just become so used to the fun, that the effect wares out. I have felt this in so many games where I just stopped becoming immersed because the pacing never slowed down and gave me time to take it in.



Now I think I have ranted enough though :P



And oh, glad you like the article and just keep the criticism coming! If I am wrong I wanna know about it so I do not go on believing in silly stuff :)

Christopher Wragg
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You seem to be talking about a very top-down heavy approach to game design, I think that's a great idea, and totally necessary to moving forward in the gaming industry, but it does bring it's own complications. At worst what happens when you realise the concept that your design is stemming from would actually be best suited to a movie format? Let alone more technical issues like hardware limitations, and mechanical problems (boring games).



I think one of the biggest problems though is a true failure when it comes to understanding what emotions and experiences the gaming medium provokes in it's players. It's almost impossible to embark on a path of top down design without a fairly firm grasp of such concepts, which for the most part, the industry seems to lack this (most of our current techniques and ideas come from said film industry).



Also as to linearity, all games are non-linear to an extent (despite how linear their plot path is), and scripted events are likely to always have a place (at least until NPCs are controlled by AI that can respond to actual human questioning). While interaction defines the medium, not everything must be interactive, in fact limiting interaction is a powerful tool all of it's own, the mugging example could be all the more powerful because the player is actually robbed of control. Players rebel against this and so you can cheat psychologically, give the player the ability to struggle while being mugged, and yet not actually be able to break free (or make it stupidly hard). But there is no reason that such an event shouldn't be scripted, especially if it is plot centric.

Thomas Grip
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Christopher Wragg:

I agree that there needs to be more research done to allow designers to predict how a game will play out. Testing and so on will always be needed, but if you want to have something other than the pure enjoyment of the mechanics as focus, then I think one needs good tools to sketch out the basics before implementation.



What I mean here is that when you to portray a certain emotion/event/message, you need to be able to make sure that the implementation of this will be captivating for the player. With films and books, it becomes so much easier because of the linearity + we have had a long time to figure out these media's languages.


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