[In this in-depth opinion piece, 2K Marin designer Steve Gaynor considers the immersive implications of a video game developer's visible influence on a final product, and argues for greater "invisibility" in design.]
When one is moved by an artist's work, it's sometimes said that the piece 'speaks' to you. Unlike art, games let you speak back to them, and in return, they reply. If the act of playing a video game is akin to carrying on a conversation, then it is the designer of the game with whom the player is conversing, via the game's systems.
In a strange way then, the designer of a video game is himself present as an entity within the work: as the "computer" -- the sum of the mechanics with which the player interacts. The designer is in the value of the shop items you barter for, the speed and cunning your rival racers exhibit, the accuracy of your opponent's guns and the resiliency with which they shrug off your shots, the order of operations with which you must complete a puzzle. The designer determines whether you win or lose, as well as how you play the game. In a sense, the designer resides within the inner workings of all the game's moving parts.
It's a wildly abstract and strangely mediated presence in the work: unlike a writer who puts his own views into words for the audience to read or hear, or the painter who visualizes an image, creates it and presents it to the world, a game designer's role is to express meaning and experiential tenor via potential: what the player may or may not do, as opposed to exactly what he will see, in what order, under which conditions.
This potential creates opportunity-- the opportunity for the player to wield a palette of expressive inputs, in turn drawing out responses from the system, which finally results in an end-user experience that, while composed of a finite set of components, is nonetheless a unique snowflake, distinct from any other player's.
One overlapping consideration of games and the arts is the degree to which the artist or designer reveals evidence of his hand in the final work. In fine art, the role of the artist's hand has long been manipulated and debated: ancient Greek sculptors and Renaissance painters burnished their statuary and delicately glazed their oils to disguise any evidence of the creator's involvement, attempting to create idealized but naturalistic images -- windows to another moment in reality, realistic representations of things otherwise unseeable in an age before photography.
Impressionist artists, followed by the Abstract Expressionists, embraced the artist's presence in the form of raw daubs and splashes of paint, drifting away from or outright opposing representational art in the age of photographic reproduction. Minimalists and Pop artists sought in response to remove the artist's hand from the equation through industrial fabrication techniques and impersonal commercial printing methods, returning the focus to the image itself, as a way of questioning the validity of personal and emotional artistic themes in the modern age.

The designer's presence in a video game might be similarly modulated, to a variety of ends. If a designer lives in the rules of the gameworld, then it is the player's conscious knowledge of the game's ruleset that exposes evidence of his hand.
Take for instance a game like Tetris. Tetris is almost nothing but its rules: its presentation is the starkest visualization of its current system state; it features no fictional wrapper or personified elements; any meaning it exudes or emotions it fosters are expressed entirely through the player's dialogue with its intensely spare ruleset.
The game might speak to any number of themes -- anxiety, Sisyphean futility, the randomness of an uncaring universe -- and it does so only through an abstract, concrete and wholly transparent set of rules. The player is fully conscious of the game's rules and is in dialogue only with them -- and thereby with the designer, Alexey Pajitnov -- at all times when playing Tetris.
While the game's presentation is artistically minimalist, the design itself is integrally formalist. But whereas formalism in the fine arts is meant to exclude the artist's persona from interpretation of the work, a formalist video game consists only of its exposed ruleset, and thereby functions purely as a dialogue with the designer of those rules.
Embracing this abstract formalist approach requires the designer to let go of naturalistic simulation, but allows the most direct connection between designer and player: a pure conduit for ideas to be expressed through rules and states.

Alternately, the designer's hand is least evident when players are wholly unconscious of the gameworld's underlying ruleset. I don't mean here abstract formalist designs wherein the mechanics are intentionally obscured -- in that case, "the player cannot easily obtain knowledge of the rules" is simply another rule.
Rather, I refer to "immersive simulations" -- games that attempt to utilize the rules of our own world as fully as possible, presenting clearly discernible affordances and supplying the player with appropriate inputs to interact with the gameworld as he might the real world. The ultimate node on this design progression would be the experience of The Matrix or Star Trek's holodeck -- a simulated world that for all intents and purposes functions identically to our own.
This approach to game design bears most in common with Renaissance artists' attempts to precisely model reality through painting, to much the same ends: an illusionistically convincing work which might 'trick' the viewer into mistaking the frame (of the painting or the monitor) for a window into an alternate viewpoint on our own reality.
However, where Renaissance artists needed to model our world visually, designers of immersive simulations strive to model our world functionally. This utilization of an underlying ruleset that is unconsciously understood by the player allows the work of the designer to remain invisible, setting up the game as a more perfect stage for others' endeavors-- the player's self-expression, and the writer's and visual artist's craft-- as well as presenting a more perfectly transparent lens through which the game's alternate reality may be viewed.
Every time the player is confronted with overt rules that they must acknowledge consciously, the lens is smudged, the stage eroded; at every point that a simulated experience deviates from the Holodeck ideal, the designer's hand is exposed to the player, drawing attention away from the world as a believable place, and onto the limitations of an artificial set of concrete rules governing the experience.
Clearly, the ideal, virtual reality version of "being there" is impossible with current technology. Tech will progress in time; the question is, how do current design conventions unintentionally draw the designer's hand into the fore, sullying the immersiveness of the end-user experience?
One common pitfall might be an over-reliance on a Hollywood-derived linear progression structure, which in turn confronts the player with a succession of mechanical conditions they must fulfill to proceed. If I, as a player, must defeat the boss, or pull the bathysphere lever, or slide down the flagpole to progress from level 1 to level 2, then I understand the world in a limited, artificial way.
Space doesn't exist as a line, nor are our lives composed of a linear sequence of deterministic events; when our gameworlds are arranged this way, the player must be challenged to satisfy their arbitrary win conditions, which in turn requires that they understand the limited rules which constrain the experience.
The designer's role is dictatorial, telling the player "here are the conditions that I've decided you must satisfy." The player's inputs test against these pre-determined conditions until they are fulfilled, at which point the designer allows the player to progress. Within this structure, the designer's hand looks something like the following:

Creating games without a linear progression structure, and therefore without overt, challenge-based gating goals, allows the player to inhabit the space with a rhythm that better mirrors their own life's than a movie's pacing, as opposed to focusing on artificial pinchpoints that cinch the gameworld's possibility space into a straight line.
Another offending convention might be a question of where the game's control scheme lives. In character-driven games, the player's inputs most commonly reside in the controller itself, requiring the player to memorize which button does what. The simple fact that the player can only perform actions which are mapped to controller buttons confronts them with the limitations of their role within the world; the player-character is not a "real person" but a tiny bundle of verbs wandering around the world.
Run, jump, punch, shoot, gas, brake, and occasionally a more nuanced context action when they stand in the right spot-- these are the extent of the player's agency. More pointedly, having to memorize button mapping is a ruleset itself, and one that pulls players out of the experience. "How do I jump?" "What does the B button do?" These are concerns that distract from the experience of being there.

Alternatively, the game's control scheme might live largely within the simulation itself. If the player's possible interactions lived within the objects in the gameworld instead of within the control pad, the player's range of interactions would only be limited by the extent to which the designer supported them, as opposed to the number of buttons on the controller.
Likewise, the more interactions that are drawn out of the gameworld itself, as opposed to being fired into it by the player, the more immersed the player is in the experience of being there, as opposed to the mastery of an ornate control scheme. This control philosophy does not support many games that rely on quick reflexes and life-or-death situations, but perhaps that isn't such a bad thing. One need only look at the success of The Sims and extrapolate its control philosophy outward: each object in the world is filled with unique interactions, resulting in seemingly endless possibilities spread out before the player.
A related convention that unduly exposes a game's underlying mechanics results from our need to communicate the player-character's physical state to the player. In many genre games, the player must know his character's current level of health, stamina, and so forth. In real life, one is simply aware of their own physical state; however, since games must communicate relevant information almost entirely through the visuals, we end up with health bars, numerical hitpoint readouts, and pulsing red screen overlays to communicate physical state.
The player then is less concerned with their character being "hurt" or "in pain" as with their being "damaged," like a car or a toy. The rules become transparent: when I lose all my hit points I die; when I use a health kit I recover a certain percentage of my hit points; I am a box of numbers, as opposed to a real person in a real place.

Similar to the prior point, the hitpoint problem presents a limitation native to game genres which rely on combat and life-or-death situations as their core conflicts, as opposed to implying an insurmountable limitation of the medium as a whole. If I am not in danger of being shot, stabbed, bitten or crushed, then I am free to relate to my player-character in human terms instead of numerical status, thus remaining unconscious of the designer's hand.
All this isn't to say that downplaying the designer's hand is an inherently superior design philosophy; clearly, many of us connect deeply with the conscious interaction between player and machine. But as our industry rides a wave of visual fidelity ever forward, our reliance on game genres tied to the assimilation of concrete rulesets only deepens the schism between player expectations and simulational veracity.
It's been posited that games are poised to enter a golden age -- a renaissance, one might say -- and as designers, we might do well to step out of the spotlight, stop obscuring the lens into our simulated worlds, and embrace the virtues of invisibility.
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That said, I think your definition of showing the creator's hand is too narrow. Your article implies that the only way an artist can reveal his hand is by somehow creating something that is less than a perfect simulation of reality. You mention a painter showing his brush strokes in a painting. You mention a game designer creating a game where the player is conscious of the constraints that the game designer imposed on the game world.
I think there are ways for an artist to show his hand other than leaving evidence that the viewer/player is looking at something limited by technique or technology. Something, for instance, that is a perfect simulation but with new ideas that do not exist in the real world is an example. In a painting this could be a magnificent skyscraper that doesn't actually exist, but if it did, would be perfectly captured in the painting. In a game this could be a character in the game world, that although he does not exist in real life, does not make the player feel constricted by a ruleset.
In other words, there are still plenty of ways for a designer to show his hand, even if he follows your guidelines for creating a perfect simulation.
Rather than thinking of games as ONLY art, it should be considered that Basketball is not an art, but it IS a good game. It's highly restrictive, full of rules and tightly drawn objectives, and yet it's a great model for what many great video games will be and should be. Rule-heavy team sports that capitalize on online play.
The Second Life route of "less rules = more art" leads to dangerously boring and unstructured environments where there's literally nothing to do and no point.
Is it really possible, in this day and age, to talk about the player's dialogue with the designer outside of small-scale casual or indie games? When there's not one designer, but many, on a project; when there are separate coders, artists, sound designers, producers, QA, all of whom are adding something to the project, not simply carrying out the will of The Designer, does this structure make any sense at all?
Maybe step one in getting The Designer to "step out of the spotlight" is to recognize that it is a meaningless construct, much like the phrase "simulational veracity".
Best,
Michael.
That doesn't make what you've based your article around wrong, Steve. I only mean to say that it has limited application: there will always be an audience for games that put immersion over other aspects. However, top games and what most people want are not of that manner.
That being said, the goal of art (an entity that many games have been said to have been one with, to varied degrees of truth) is, at its heart, communication of one type or another. That communication is often not spelled out; for instance, when Yeats' poem "The Second Coming" was read as a voiceover at the end of this year's first episode of Heroes, I'm confident that many watchers appreciated it as finely-crafted language, even if they didn't recognize it for what it is. Such poetry, and many games, requires a more thorough analysis to be grokked, including possible speculation or research on the authors' (or designers') influences, setting, personal life, etc. In the case where a Lead Designer exists, has a personal concept of what he wants the game he's working on to become, and stays involved with every aspect of game creation to ensure his vision is carried through to fruition, there's no reason he should aspire to invisibility, unless that invisibility is part of the communication he's attempting.
DISCLAIMER: I really don't want to veer into the argue of "games: art or not," in this discussion; some games are art, some are not, in the same way that "Endless Sunshine of the Spotless Mind" is art, and "Baby Mama" is arguably not.
Games aren't about recreating reality, nor could they be. Real life is a billion times more complex than anything we can pack onto a square inch of silicon and interface with through a knobby piece of boomerang-shaped plastic.
There is a spectrum between exposed mechanics (i.e. Starcraft, where every number is visible) and hidden mechanics (BioShock). You seem to be essentially arguing for a strong swing towards invisible mechanics.
Certainly that's a viable option if you're making a certain type of game, and it can work very well. I appreciate games that don't pack in the mechanics and just let me experience the damn story and atmosphere.
But, like any other choice, being 'invisible' it has it's pitfalls. Being less gamey tends to make the inevitable non-realism of the gameworld seem more absurd and annoying. Using a broad variety of game verbs causes problems with player training, predictability, and consistency. Sometimes people end up using quicktime events (Heavy Rain) - ugh. It doesn't work for competitive games or games with a lot of acquisition mechanics. I actually wrote an article about Hitman: Blood Money and how it tried to invisibly simulate too wide a verb set and collapsed under the weight of inscrutable, untrained game mechanics.
While I do agree that invisibility is underrepresented as a priority in the games industry, I also don't believe it is necessary. The sort of invisibility that the medium demonstrates I think has to change from game to game. That being send, I find myself supporting even extreme measures to achieve invisibility in the majority of circumstances. Still, a game's level of invisibility is just one more aesthetic on a long list.
I think games have clearly demonstrated how loosely the human brain is built to fit reality. It's been scientifically shown to come with very few hardwired features, but it's amazing that even an adult can play a game with rules that are not only unreal, but impossible and paradoxical, and do so with ease.
We haven't had game designers with enough integrity to swear allegiance to any artistic philosophy, like one that places invisibility at the top of its priorities, but I also think the greatest of artists are those that realized the entire process is without boundary and therefore priorities are completely arbitrary. Therefore, I would find it very interesting, but still a mistake were the industry to develop in that direction. And frankly its too easy and stimulating to create unrealistic universes in games for anyone to be expected to stop anytime soon.
Games like Starcraft, strategy games, puzzle games, sports games - it's important for the success of the player that the rules of the game are NOT transparent. Else they wouldn't be able to easily grasp the meaning of what they were doing. How much does it cost to produce one of Unit A? How much of Resource A can I get from this mine before I run out? How tough is Unit A compared to Unit B? Or, in sports, what constitutes scoring? What are the win conditions? How fast is my runner, or accurate is my thrower? These things are very important, and can arguably be the most important part of the game, where the art, sound, and style come second.
However, in games like FPS, RPG, Horror, and Adventure, I think that invisibility is one of the most important things the designer can strive for. If you want your players to be immersed in your game to the point where they are actually emotionally involved, hiding as much of the overall rules as you can would seem very pertinent. Say, for example, you were playing an FPS wargame. Do you think soldiers on the battlefield knew at all times exactly how many bullets they had left in their guns? No, likely not. Probably, they kept firing until they heard the ominous ~click-click-click~ sound of an empty magazine. Or they would swap out their magazines sometime before they were completely empty just to be safe, and transfer the remaining bullets from those mostly used mags into fresh ones. How much more would it help the realism and immersiveness of a war FPS if you DIDN"T know how many bullets you had left, unless you pulled your magazine out to check? How immersive would it become if you didn't have a radar pointing out where you needed to go? Etc.
Albeit, a game that did these sorts of things would become harder for players in general, as they might actually have to be consciously aware of where they are going and where they have been so they don't get lost, or have to follow directions given by their commanders before they were let loose. But, there are other ways that the game designer(s) can help players along without flashing dots on a radar or highlighting objectives in their view.
So, back to the point at hand, I don't think all games need to have invisible rules, or invisible game designers. However, I do think that many games would benefit more by allowing a little more to be hidden from the player. I think that's what Steve was trying to say. And he then offered suggestions on how we can accomplish this IF we are trying to be invisible.
Ultimately, I think that readouts like hitpoint displays and similar things, hamper the scope of a world; detail, complexity. For example, I've played many games where every single entity, both player and non-player, has a hitpoint bar above it. Or it might have a quest indicator, or a mood indicator, a difficulty indicator, or something similar. What happens when you have a dozen or more changing states in an entity, and the player can benefit from seeing them all at once in a readout?? Will this mean that there'll be a dozen or more indicators floating above the entities name??? For example, there would be a hitpoint indicator, a mood indicator, a danger indicator to designate the power or threat that this entity poses, a mana indicator, a target indicator (who that entity is considering or wanting to attack), a buff/debuff indicator, and so on. Do you kind of understand what I'm trying to get at here? The more details that are added to entities to give the system flesh and complexity, the more indicators there will be that're necessary in order for players to be there best. So what is the end result? In my opinion, this subsequently results in a simplification in the complexity of the system. The system itself is necessarily reduced in order to reduce the number of indicators that must be shown. This applies a cap to how much detail a designer is free to instill in his gameworld, less he or she swamps the players with a couple dozen indicators and is henceforth either thrown out of the building or forced to reduce the systems complexity.
It's in this need to see everything all at once that I can understand why many game systems keep the complexity to a minimum. Otherwise, it would be immensely time consuming and too stat oriented. Is there a way to have a complex system with dozens or hundreds of contributing factors, without having to show these factors to the player in order for them to be their best?
Perhaps we're in a phase. Maybe we're at the point where showing damage on a character is currently either too difficult to program or not easily determined by the player even in the instance that it's done well. I suspect that even in the case that we had the technology to show the damage on a character in minute detail, we'd still have hitpoint bars and others to accompany them. Why? Because having to look at a character to determine their health takes time and skill, and in many players minds it will hamper their ability to speedily heal or to finish off that character. As the author has said, it's a game of numbers, not people. The question is, how much do the readouts influence our need for them, versus the readouts being a natural need and thusly an appropriate addition to the rules.
I have long thought that since combat is the primary focus in many games, it's thusly a necessity for readouts and explicitly detailed graphical interfaces. The author mentions this in a different way. He seems to suggest that we're removed from caring for our character or from identifying with that character in a more natural way, and instead see that character as a "box of numbers". This perspective that our character is a "box of numbers" leads to the conclusion that readouts and detailed user interfaces are crucial to our success as a character. There's literally no margin for error when you can see and understand precisely what is needed and where. While all this might possibly be true, I suspect it's all more closely related to the goal of these particular games, which in this case is combat. When combat becomes the core conflict, the purpose of the game, as the author alluded to, anything short of detailed readouts will not be adaquate. As he explained, combat is the most common activity in these genres, and healing your character or avoiding death is almost a constant process from beginning to end.
So I'm suggesting here that by building a complex system of dozens or hundreds of contributing details on a single entity, in a game world where combat is just one in countless other conflict cores, that it will help to remove us from the rules, atleast temporarily, and maybe long enough for us to make these kinds of worlds more acceptable to the end user. And hopefully users can identify with their character better, in a way that encourages a more natural expression of intention, in ways that're not entirely predictable. Perhaps this might set the tone. The point here would be diversity and breadth and theatre, not so much specialization in any single conflict core. Otherwise, to target one single conflict core would be to make the rules abundantly clear in the users mind and to effectively shutdown any further exploration into deeper complexities.
Maybe I've totally missed the point in this article, and i've probably went on a tangent, but I hope that some of this made sense. The passage in hte article i'd like to emphasise most is the following:
"...The rules become transparent: when I lose all my hit points I die; when I use a health kit I recover a certain percentage of my hit points; I am a box of numbers, as opposed to a real person in a real place."