
Game
Design: Theory and Practice, Chapter Seven
The Elements of Gameplay
By
Richard
Rouse III
Gamasutra
June
27, 2001
URL: http://www.gamasutra.com/features/20010627/rouse_01.htm
This excerpt from Richard Rouse III's Game Design: Theory & Practice, covers several key game design issues, which contribute to what Rouse calls "The Elements of Gameplay." The book covers all aspects of game design, from coming up with a solid idea to writing the design document, from implementing the gameplay to playtesting the final product.
"We ended up with a game that I didn't know how to win. I didn't know which were the best strategies or tactics, even though I designed all the game's systems. That is what makes a good strategy game."
Julian Gollop, talking about his game X-Com: UFO Defense
What are the game
design elements that make up a really good game? Of course, there is no definitive
answer to such a question. Nonetheless, as a game designer you will be expected
to intuitively know exactly what the answer is. Understanding game design, as
with any art form, is very much an internalized understanding, a "gut"
reaction, a "feeling" you might have. It may be that you will not
be able to form that answer into words, but you will need to understand what
aspects of a game are strong and which are weak, and how the latter can be replaced
with more of the former. Experience plays a big part in understanding what makes
a game fun, experience both as a game designer and as a game player.
Over my years of playing and creating games, I have come up with my own answers
for what makes a game great, and in this chapter I discuss some of those qualities.
Some of these topics may seem fairly distinct from each other, yet to my mind
they all play a crucial role in making a good game. Certainly, I cannot hope
to list all of the knowledge I have, since, as I mentioned, much of my understanding
is more akin to a "sixth sense" than anything I could hope to write
down in a book. But the ideas contained in this chapter should help to give
you a starting point.
Unique Solutions
For me, one of the most exciting moments of being a game designer is when I hear someone talking about playing one of my games, and they explain a successful tactic for a given situation that I had never considered. This could be a solution to a specific puzzle, a way to incapacitate challenging enemies, or a method for maneuvering a perilous canyon. I see the games I develop as creating situations in which game players can utilize their own creativity to succeed. When the player's creativity can lead them to solutions, which I had not envisioned, it shows me that my game is doing its job.
Anticipatory
versus Complex Systems
Good designers will try to guess what players are going to attempt to do and
make their game respond well to those actions. For instance, take an RPG that
features a puzzle that involves placing weights on a series of pressure plates.
(Having put such a puzzle in a game of my own, I would like to implore game
designers to be a bit more creative than that, as pressure plates are surely
one of the most overdone puzzle devices still in use. But I digress.) Suppose
the designer leaves a conspicuous pile of rocks a few rooms over from the pressure
plate puzzle. The obvious solution to the puzzle is to use those rocks on the
pressure plates to achieve the desired results. But what if the player tries
dropping his various weapons on the plates instead? This is a perfectly valid
solution which should work equally well, provided the player has weaponry of
the appropriate weights. What if the player has the Summon Minor Threat spell
which allows him to summon a variety of different small monsters? If the player
summons those monsters onto the pressure plates, they might do the trick too.
Now the designer, having thought through the puzzle fully, can have the programmer
add in code where the game reacts correctly if either rocks, weapons, or monsters
are on the plates. This is the anticipatory school of game design, where the
designer thinks what the player might do and hardwires the game to work well
with those actions. I agree that this tactic is surely better than allowing
for just one solution. However, what if the player thinks of some other weight
he can place on the pressure plates? What if the player uses his Berkshire Blizzard
spell on the pressure plates, causing snow to fall on them? Enough snow could
conceivably pile up on the plates to have a significant weight. However, if
the game has been hardwired only for rocks, weapons, or monsters, the game will
not react appropriately. The player will have thought of a perfectly reasonable
solution and the game will fail to recognize it.
Instead of hardwiring, however, what if the designer had the programmer come
up with a system where every object in the game had a weight associated with
it? This would include rocks, weapons, monsters, weather effects, blood, and
anything else found in the game-world. If the programmer then made the pressure
plates simply get the weight of all of the objects on top of them, regardless
of their type, then this one, global solution would work for all objects. If
each object was set up with a reasonable weighting, it would not matter what
object the player tried to place on the pressure plates, as they would all work
automatically.
This latter method is less of an anticipatory system of game design; it is more
holistic in its approach. It relies more on creating reliable, consistent systems
with which your game will function. Then, for a puzzle such as the pressure
plate one described above, the designer and programmer come up with a series
of success conditions for that puzzle. Instead of "the puzzle is solved
if the player uses rocks, weapons, or monsters to offset the plates," the
rule is "the puzzle is solved when the plates are offset by the correct
weight being placed on top of them." Certainly, the example of this puzzle
is a simple one, but the same techniques can be applied to much more sophisticated
and interesting systems which engender a wide variety of successful playing
styles.
Emergence
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|
The
Civilization games are some of the best examples of complex |
It is the development
of numerous robust and logical systems that leads to player-unique solutions
to situations in the game. One could describe these solutions as "emergent"
from the systems design of the game, a popular buzzword in game design circles.
Establishing a game universe that functions in accordance with logical rules
the player can easily understand and use to his advantage allows players to
come up with their own solutions to the problems the game presents. Nothing
can be more rewarding for the player than when he tries some obtuse, unobvious
method for solving a puzzle or a combat situation and it actually works. The
more complex systems that work correctly and concurrently with each other, the
more interesting and varied the solutions to situations become. Consider the
game Civilization, with its numerous systems running in parallel. These
systems work together to create some of the most compelling gameplay ever pressed
to disk.
Another example of this sort of emergent strategy can be found in the original
Centipede. Anyone who has ever played the game knows that the piling
up of mushrooms is one of the greatest impediments to a long game, and many
players understand the importance of keeping the play-field as clear as possible.
As the devotees of the game pumped quarter after quarter into the game, they
began to notice some patterns. First, they recognized that the flea is responsible
for dropping most of the problematic mushrooms, though destroyed centipede segments
also drop them. Second, they saw that the flea does not come out on the game's
first wave. Third, it was observed that the flea is triggered by the absence
of mushrooms in the bottom half of the screen. Thus the famous blob strategy
was developed, one that the game's designer, Ed Logg, never anticipated. To
use the blob strategy, the player would clear all of the mushrooms from the
board on the first wave, and then allow mushrooms to survive only on the bottom-right
quadrant of the screen. If, through careful destruction of the centipede, the
player only allows mushrooms to be created in that section of the screen, the
flea will never come out, making the game much simpler indeed. This is an emergent
solution to racking up a high score at Centipede, one which players no
doubt felt quite proud of when it was discovered. Furthermore, it was a discovery
that Logg, as the game's creator, did not even know was there to be found. That
is good game design.
Non-Linearity
Non-linearity
is another buzzword in the game industry, and well it should be. Non-linearity
is what interesting gameplay is all about, and many designers forget this in
their work. Non-linearity gives interactivity meaning, and without non-linearity,
game developers might as well be working on movies instead. The more parts of
your game that you can make non-linear, the better your game will be.
In general, when someone says something is linear they mean that it follows
a line. A line is a series of points connected in either two- or three-dimensional
space, where one can find any point on that line using a specific equation,
such as, in a 2D case, y = mx + b. In layman's terms, this means that a line
must be straight. If one considers any two points on that line, say A and B,
there is only one way to navigate that line from A to B. There are no choices
to be made; one simply must navigate all of the points between A and B. Outside
the world of mathematics, we can consider reading a book to be a linear experience.
If one is reading a 323-page book and if one does not skip pages or chapters,
there is only one way to read the book: by starting on page 1 and reading all
of the pages leading up to page 323.
Games, however, are non-linear works. In playing chess, there are multiple ways
to capture the opponent's king, to move from the game's predetermined starting
state to its conclusion. Indeed, there are a vast number of different ways to
be victorious in chess, and that variety is what keeps the game interesting.
These choices make chess non-linear. Suppose the chessboard were one-dimensional
instead of two, each player's pieces could only move in one direction, and each
player had only one piece. This version of chess is a linear one, since there
are no meaningful choices for the player to make and the outcome of every game
is completely predetermined. And, of course, it is not a whole lot of fun either.
Types of Non-Linearity
So when
we say we want our games to be non-linear, we mean we want them to provide choices
for the player to make, different paths they can take to get from point A to
point B, from the games beginning to its end. We can mean this in a number of
ways: in terms of the game's story, in terms of how the player solves the game's
challenges, in terms of the order in which the player tackles the challenges,
and in which challenges the player chooses to engage. All of these components
can contribute to making a game non-linear, and the more non-linearity the developer
creates, the more unique each player's experience can be. Furthermore, the different
non-linear components can interact with each other to make the whole far greater
than the sum of its parts.
Implementation
![]() |
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Odyssey
is an extremely non-linear game, allowing the player to |
My first game,
Odyssey: The Legend of Nemesis, is without doubt the most relentlessly
non-linear game design I have ever done, and includes examples of all the types
of non-linearity described above. Odyssey is an RPG and takes place on
an archipelago that includes seven primary islands for the player to explore.
Though the player is required to complete at least one quest on the first island
before moving on to the rest of the game, there are two quests, each with multiple
solutions from which the player may choose. Indeed, clever players can skip
the quests entirely if they figure out how to rob a particular townsperson.
From there, the player is able to move freely about the next five islands, picking
which ones he wants to explore and which he prefers to just pass through. Indeed,
all that is required for the player to reach the seventh island and the end-game
is for the player to successfully navigate each island, killing the monsters
that get in his way. Of course, killing those creatures is made significantly
easier if the player receives the rewards for completing the quests. But if
the player so chooses, he can skip the entire middle of the game. Of course,
few players have done this, preferring instead to explore the different quests
and situations they encounter there. Nearly every single one of these quests
has multiple ways for the player to solve it, with his actions having a direct
impact on how each of the island's mini-stories resolves. Finally, the game
itself has multiple endings for the player to explore, endings which suit the
different overall goals the player may have: survival, revenge, or a sort of
justice and harmony. Though the game had a very definite story, I am happy to
say that I doubt very much that any two players ever experienced it in exactly
the same way.
Non-linearity is an extremely powerful tool to use in designing a game, and
the descriptions above of the types of non-linearity a designer can employ may
seem obvious to the reader. What is astonishing, then, is how many games fail
to provide any substantial non-linearity for the player, instead insisting that
the player play through the game on a single line from point A to point B. One
reason for this is that creating all of these non-linear elements can be quite
time consuming. Consider that between point A and B, we have the aforementioned
challenges X, Y, and Z, but the player only has to overcome one of these challenges
in order to progress, say challenge X. The player can then continue playing
through to the end of the game having never interacted with challenge Y or Z.
As a non-linear game, that is the player's prerogative. The problem arises when
a cost accountant looks at the game and tries to figure out where the game's
budget can be trimmed. Well, obviously, if Y and Z are not strictly necessary,
why bother having them at all? Why spend a lot of money on the programming,
art, and design necessary to get Y and Z working when there's a chance the player
will never see them? Unfortunately, accountants are often not in touch with
the finer points of game design, and when you say, "But non-linearity is
what makes this game great!" they are likely to dismiss you as "difficult."
Non-linearity is also often hard to pull off from a design perspective, certainly
harder than simple linearity. This may be another reason why so many designers
shy away from it at the first opportunity. Designing numerous obstacles that
are different enough to provide variety for players while all applying roughly
the same challenge is not an easy task. In the X, Y, and Z challenges example,
if Z is significantly easier than X or Y, it is quite likely no one will ever
bother with X or Y. In a way, a game with poorly designed choices for the player
is nearly as linear as a game without any choices at all. The non-linearity
your game provides must be meaningful and useful to the player or it is a waste.
Designers who think too highly of their own design skills may also avoid non-linearity
in their designs because they want the player to experience every single element
of the game they decide to include. "Why spend a lot of time on portions
of the game that not everyone will see?" say these egotistical designers,
starting to sound a lot like the accountants.
The Purpose
of Non-Linearity
It is important to always remember that non-linearity is included in the game
to provide the player some meaningful authorship in the way she plays the game.
If forced to stay on a specific line to get from the beginning of the game to
the end, the player will tend to feel trapped and constrained. The challenges
along that line may be brilliantly conceived, but if the player has no choice
but to take them on in order, one by one, the fun they provide will be greatly
decreased.
Non-linearity is great for providing players with a reason to replay the game.
Replaying a game where the player has already overcome all of the challenges
is not that much fun. In replaying a more non-linear game, however, players
will be able to steer away from the challenges they succeeded at the last time
they played and instead take on the games other branches. However, it is important
to note that replayability is not the main motivation for including non-linearity
in your game designs. I have heard some game designers complain that replayability
is unnecessary since so many players never manage to finish the games they start
playing anyway. So if they never finish, why add replayability? These designers
do not realize that the true point of non-linearity is to grant the player a
sense of freedom in the game-world, to let each player have a playing experience
unique to himself, to tell his own story. If the player wants to replay the
game again, that is fine, but the primary goal of non-linearity is to surrender
some degree of authorship to the player.
Furthermore, the contention that players seldom finish games and hence the games
do not need to be non-linear is a self-fulfilling prophecy. The reason players
fail to finish games is often because they become stuck at one particular juncture
in the game. This may be a boss-monster who is too difficult, a puzzle that
is too confounding, or merely failing to find the exit from a given area. If
the game were more non-linear, however, players would have much less chance
of getting stuck at any point in the game, since the variety of paths available
would increase the likelihood that the player's unique talents would be sufficient
for him to make it successfully past one of them.
At a Game Developers Conference talk entitled "A Grand Unified Game Theory,"
Noah Falstein suggested that when non-linearity allows the players to tackle
a series of required challenges in whatever order they desire, completing one
challenge should make the others easier for the player to accomplish. In the
case of a collection of puzzles, this can be done by providing the player with
a hint about the other puzzles once he completes one of them. In the case of
a collection of battles of some sort, this can be done by providing the player
with additional weaponry with which to survive the other battles. Whatever the
case may be, using this technique increases the chance that the player will
be able to overcome the challenges at hand and get on with the game.
A note of caution: all designers should understand that non-linearity is not
about having the player wander around the game-world aimlessly. If the game
is non-linear to the point where the player has no idea what she is supposed
to try to accomplish or how she might go about it, the non-linearity may have
gone too far. Often game designers talk up their in-development games by making
statements like "In our game-world, the player can do anything they want;
there are no restrictions. The game is completely non-linear!" Such a game
would likely be completely annoying as well. Of course, by the time these completely
non-linear games have shipped most of the non-linearity has been stripped out
and the player is left solving puzzles on a rail. Somewhere between on a rail
games and total freedom lies an ideal middle ground, where the player is left
with a sense of freedom accompanied by a sense of guidance.
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