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Hey Bro - It's All Relative!
The Theory of Game Relativity and its Link to Design Innovation,
Predicting Emergent Gameplay
This
article presents a theory of game characterization along with a
concrete and practical tool for using that theory to enhance key
aspects of any game design currently under development.
Einstein
Say What?
Mention
the Theory of Relativity to someone, and you generally get one of
two responses: a nod, wink, and faux-knowing smile, or instead a
glazing of the eyes and emergency brain shutdown. Most people recall
that a tousle-haired fellow named Einstein was involved, but the
truth is that very few know the innards of the theory. Putting a
nice little wrapper on it, all the theory tells us is that certain
qualities of the natural world that were heretofore thought of as
constant, are in fact dependent on the frame of reference, or perspective,
of the observer. Back in the day, this little ditty blew some hats
off to be sure - after all, how on earth could a meter-stick or
a minute not be constant?
The
problem with the Theory of Relativity is that it's really hard to
get any day-to-day useful information out of it. After all, why
do we care if the meter-stick is only a 93 cm-stick as it flies
by at nearly the speed of light? And we can't even verify Einstein's
theory with our naked eyes (observing differences in atomic clocks
that have been flown around the world, notwithstanding).
Fortunately,
the Theory of Game Relativity is a whole lot more
practical, and has direct, real-world implications for game designers.
It can innovate and evolve designs, help predict emergent gameplay,
and identify paths of least-resistance for reaching more players
(a.k.a. customers). All of these things contribute to a game's creative
success, and ultimately, the all-important profit margin.
In
the Ozarks, It's all Relative
What
is the Theory of Game Relativity? Simply put, it is the following
statement:
"The
qualities of any game experience - even whether the experience
is a game at all - are dependent upon the frame of reference of
the observers and participants."
Some
classical game theorists (Caillois, for example) have spent a considerable
amount of effort trying to answer the fundamental question "what
is a game?" The problem with a global game definition is that
it fails to take into account the frame of reference of the observer
or participant. This frame of reference has a huge effect, as illustrated
below.
Levels of Enjoyment
At
its simplest level, Game Relativity (GR) is intuitive and obvious.
To wit, you and I may both sit down for a game of Unreal Tournament.
Let's assume for a moment that you are a seasoned veteran and I
am a newbie. By mutual agreement, we begin a match against each
other. Certainly in this case, we are both playing a game, but what
type of game are we playing? For me, it will likely be frantic,
tense, and maybe even frustrating depending on how competitive I
am. For you, the game may be diversionary, lacking in tension, and
perhaps accordingly non-compelling. Same global game experience,
two very different individual experiences.
If
It Quacks Like a Game, It's Not Necessarily a Game
Now
let's extend GR a bit further: Guillotine Pachinko! It's the French
Revolution, the guillotine is oiled up, and you and I are members
of the bloodthirsty crowd. An unfortunate noble is ushered up to
the machine, and three baskets are placed underneath the platform.
Being
sporting types, we start a wager regarding which basket the ol'
melon is going to end up in. For you and I, we are taking part in
a simple game of chance. For the victim, however, there is no game
at all. Although he is unwillingly part of the global game experience,
he is in no part a participant of the game, and therefore his experience
of the same event will be markedly different than yours or mine.
To the noble, there is no game, and this has nothing to do
with the life-or-death stakes - it's just that there is no game
at all from his perspective. However, if the noble casts his own
bet on the outcome, though, then he has now transferred the gaming
experience onto himself (but it will still differ markedly from
yours and mine).
Luck
Be a Lady Tonight - But I Don't Need Her
Another
concrete example of GR is a casino. If I saunter up to the craps
table and place a bet, I am certainly playing a game of chance.
I may win, I may lose, and my experience will depend upon a variety
of factors like my previous gambling experience, my bankroll, how
seriously I treat the matter, and so on.
For
the casino, though, there is a major difference: it is all business,
no game. Once again we can take the same global experience, but
cast it into two very different individual experiences: mine and
the casino's.
To
quote Danny Elfman, "Why Should I Caa-a-a-a-are?"
Why
does GR matter to us as game developers? Easy answer: considering
and exploring GR can result in a more successful product. Despite
sounding like a pie-in-the-sky concept, a tangible method is presented
below for exploring and harnessing GR. First, though, we must define
a few terms.
Relativity
Defies Classification - So Let's Classify It
Every
individual on the planet is just that - an individual. This could
theoretically result in 9+ billion points of view for any game experience.
From a practical standpoint, we can reign things in a bit. Below
are 10 archetypal game player perspectives:
-
The Gamer<1>: sees the game as an opportunity to maximize
his utility/success
- The
Player<1>: sees the game as an opportunity to have meaningful
experiences
- The
Builder: sees the game as an opportunity to create (mold the world
in his own image)
- The
Socialite: sees the game as an opportunity to interact with other
people
-
The Politician: sees the game as an opportunity to achieve positions
of status both within and without the game
-
The Opportunist: sees the game as an opportunity to create non-game
gain (tangible or otherwise)
-
The Disruptor: sees the game as an opportunity to maximize his
experience through minimizing others'
-
The Unwitting Participant: doesn't see the game as an opportunity
for anything - he doesn't know he is part of a game experience
-
The Non-Gamer: sees the game as a fruitless opportunity in which
he has no desire to take part
<Footnote
1>The GAMER and PLAYER can really be broken down further into
the "twitch" GAMER/PLAYER and the "thinker"
GAMER/PLAYER.
Further
simplifying things, the UNWITTING PARTICIPANT and the NON-GAMER
are not relevant to our purposes, and can be summarily ignored.
This leaves 7 archetypes to worry about.
Trivial
Pursuit Gone Bad
The
important thing to remember about the different player archetypes
is that each one has a different perspective, which is generally
closely associated with that archetype's goals.
Consider
a game design, represented in Figure 1 as the small circle in the
center of a larger circle. Each player archetype occupies a wedge
in the larger pie. In essence, each pie wedge is interfacing with
(i.e. "seeing") the game differently, because each wedge
touches a different part of the game circle.
The
demographic to which a game appeals can usually be classified as
belonging to only a few of the player archetypes. For example:
SimCity:
BUILDER/PLAYER
Max
Payne: PLAYER/GAMER
Some
games have much larger categorical appeal. To wit:
Unreal
Tournament: GAMER/PLAYER primarily, with elements of DISRUPTOR,
SOCIALITE, and even BUILDER (modders/level builders)
Or
for the "full-house" of categorical appeal:
Everquest:
GAMER/PLAYER/BUILDER/SOCIALITE/POLITICIAN/OPPORTUNIST/ DISRUPTOR
Is
it any wonder why Everquest is such a success? A big reason
is that, at its heart, the game appeals to an incredibly wide number
of player archetypes - virtually all of them, in fact. Note that
this is not stating that all players will like Everquest,
but rather that Everquest has appeal to all player types
(there is a difference). Also, simply appealing to an archetype
doesn't mean that the game is good, or worth playing. Naturally,
there have been many other competing MMORPGs that appeal to the
same player types as Everquest, but none have been as successful.
At the end of the day, it still takes solid design and polish to
make a success. However, the flip side of things is that if you
don't appeal to an archetype, then it doesn't matter how good your
game design is - that archetype won't play it!
Note
that a game will many times appeal to a category that may or may
not have had design intent. Case in point, the many games to which
the DISRUPTOR finds a liking: PK'ing in Diablo, TK'ing in
CounterStrike, spam-jabbering in MMORPGs, and cheaters in
all multiplayer games.
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SimCity's
fourth iteration
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Unintentional
appeal is not always a bad thing. For example, take the OPPORTUNIST
appeal of Everquest. It is unlikely that the designers of
the game fully anticipated how much of a real-world economy would
develop out of the game (selling of game items for real-world dollars,
so much so that Everquest ranks registers on the list of
world economies). However, the OPPORTUNIST saw through the pattern
of the game and figured out that real-world gain could be seized
through the game experience (and thereby achieving the goal of that
player archetype). It cannot be denied that this functioning real-world
economy only added to Everquest's popularity, financial success,
and overall "buzz".
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