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It does seem like in chess, each
move is a new game in a way. It changes the whole thing, for one thing.
RK: Right. So I say that all games
are iterative. I also say that all games are turn-based. And finally,
I say that all games have more than one turn. They're always iterative.
There's always a starting state, and then you do shit, and then there's
an ending state. And sometimes, the ending state becomes a new starting
state. So when you move the pawn in chess, now you've got a new chess
layout that you have to think about. But then you have the choice of,
"Well, which piece am I going to move?" And each piece has
its own topological space around it, because they all move in completely
different ways.
The fact that they move in different ways -- that they
have different rules -- is that content, or is it mechanics? Are landscapes
content? I tend to think that landscapes are content, and therefore,
arrangements of chess pieces are content. But then when you go forward,
they are verbs, and that means they are actions that you take. It gets
weird. That's probably the kind of thing that will make people reading
this interview go, "What the fuck? Who cares! This cannot possibly
be useful!" (laughs)
It seems like an area in which the
game academia should be looking seriously. That's the kind of problems
that those people's brains are designed to solve and write long-winded
things about.
RK: Yeah. But you know what? When music
went through its big formalization period, it was actually musicians
who did it. The Well-Tempered Clavier was done by a musician, not by
an academic. We usually have tended to see that, but a lot of that stuff
actually gets done by practitioners. I've listed off a bunch of practitioners
who are doing stuff with it.
But they don't have time to do it
all the time, or get together and figure out the one true way.
RK: But we do get together! It's the
hidden secret of the industry. We have these cool secret retreats where
we go meet.
And talk about grammar?
RK: Sometimes, yeah!
Cool.
RK: I'm not making this up! Project
Horseshoe, that got some ink. That's what that was -- that was a game
designer retreat. There's several of them, and we have forums where
we talk about stuff like this. Game grammar was actually born on a private
game designer forum. That's where I put together the first outline of
game grammar.
When I was looking at all the stuff
you put down in the way it was there, just laid-out and dissected like
that, it didn't look like building from those pieces... it was difficult
to discern how, by using these pieces, you would create fun.
RK: The pieces did not give me a recipe
for fun. They gave me a really good way to see when something wouldn't
be fun, which is kind of interesting, right? I'll go back to music notation
-- you look at a piece of music notation, and you're not necessarily
going to know if it's going to be a great piece of music. You can often
tell if it will be a crappy piece of music! I think that's kind of an
interesting thing -- a lot of notation systems do that. They show you
the absence of stuff more than the presence.
I found it when I was doing it, and
then other guys, like when Andrew McLennan did it -- he's the guy at
Slam Games, working at ITI Techmedia and Metaforic -- they did the GDC
talk last year, where they used a game grammar approach to quantify
the difficulty of going through levels of an FPS. The kinds of things
they found, was they were able to find shelf events -- places where
people would just quit. That kind of thing.
When you put together even a simple
diagram -- even one using the kind of level that I have or [Lost Garden blogger and Gamasutra columnist] Dan Cook
has [in his 'Chemistry Of Game Design' article], which is pretty high-level -- it's not near as complex as the Stéphane Bura
one that I showed. Pretty straightforward. You can see places where
we ask the player to solve a problem that is trivial, like "Push
a button." Then we ask them to solve another problem that's trivial,
then another problem that's trivial, then another problem that's trivial...
and pretty soon you have crafting in an MMO.
You can see in the diagram where there's
no systems -- it's "UI Action, UI Action, UI Action, UI Action,
UI Action." That sticks out as unfun. (laughs) Right? You can see
places where nothing branched, for like, forever. You can spot the unfun,
but it doesn't tell you if it's fun.
I ended up with a list of criteria
that's in A Theory of Fun -- it's in the book, actually -- which is
nine questions you can ask. It's stuff like, "Did the state change
from last time, and does that matter?" If it didn't change, then
what you're making is probably less fun than it ought to be. Chess would
suck if after you made a move, the board stayed the same! "Did
you have to make a decision, and was skill required in the decision?"
If you could roll dice and do as well, it's not as fun. There were like
nine things. If you're missing some of the nine, then your game is probably
in trouble.
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