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Nobody
can completely understand the entire field of game design. There are
too many interacting elements, too much information, for the human mind
to perceive and consider simultaneously. Thus nobody can hope to think
about all of game design at once. The only solution available to the
designer is to conceptually split the field up into manageable chunks,
each of which can then be considered separately.
There
are many ways to divide game design so that it can be contemplated
intelligently. This article attempts to clarify one of these ways,
namely, splitting a game and all of its parts into categories as either
style or substance. First, I'll define what style and substance are.
Substance
is fundamental, and exists in all games by definition, whether these
games run on a computer or not. Every computer game, every board game,
every tabletop strategy game or pen-and-paper RPG, are all
fundamentally composed of substance elements. These elements are
defined by how they act and interact with other game elements. One
could think of substance, in the example of a computer game, as the
part of the game that comes directly from the code. The purpose of
substance elements is to, by interacting according to their fundamental
natures, to generate decision points for the player.
Style
elements are auxiliary, and exist to help elucidate stories, immerse
players, facilitate learning, or to serve many other
experience-enhancing purposes. They provide an appearance for the
substance elements and make the substance elements resemble
recognizable things, real or fictitious. One may think of style
elements as all those parts of the game that are defined by the art and
sound. Style elements, when present, are not separate from the
substance elements, but exist as wrappers for the substance elements.
Their ultimate purpose is to allow human beings to associate the
substance of the game with something in real life or fiction.
An
easy way to understand for the difference between style and substance
is by example. Many shooter games have traditionally calculated world
collision and bullet impacts by modeling bullets as instantaneous line
traces and characters as moving collision cylinders. In this case, the
line-projecting cylinder is the fundamental nature of the character -
the character's substance. The image of a fighter, the sounds he makes
and the way he animates is the character's style.
A
character can thus be, as a thought exercise, stripped of his style and
considered simply as an abstract cylindrical game piece that slides
around a level, attempting to project lines into other cylinders. The
substance is the cylinder; its rules of interaction, its practical
properties. The style is what the cylinder is made to appear as, and
what the cylinder's actions appear as.
Any
number of different styles could be overlaid on top of the sliding,
line-projecting cylinder substance. This cylinder could be made to
appear as a space marine, a World War II soldier, a puzzle piece in
some abstract competitive game, or a robot on treads that fires lasers.
The style of the element does not affect the substance - the cylinder
still acts the same way whether it looks like Duke Nukem or Bart
Simpson.
An
understanding of the style-substance relationship is useful because it
allows us to better analyze how game elements interact without being
too concerned with how these elements appear. This is a good method of
analysis since it allows us to focus clearly on gameplay. An important
ability to develop is the capacity to mentally strip away the style of
an element so that the underlying substance can be examined alone. It
becomes obvious when an element is not contributing to gameplay because
it no longer has a crutch, in the forms of a cool appearance, to prop
it up.
No
matter how fascinating the style is (with a few exceptions), if an
interactive element or system does not improve the game from a purely
abstract lines-and-cylinders gameplay point of view, it needs to be
re-evaluated.
Substance
is always more important in game design. While well-done style is great
to have, it is not absolutely necessary to produce a great gaming
experience. Substance is necessary. Consider Chess. The game doesn't
really resemble contesting armies on an ancient battlefield, but the
quality of the decision points it generates is still excellent, which
is why it is still popular. The same could be said for classic computer
games like Counter-Strike, Civilization and Starcraft.
These games have been long surpassed in terms of style quality for
years, but the substance remains some of the best available, and these
games are still popular.
Substance
is what really defines games as games. Forms of entertainment without
substance elements cannot be games. Movies and books, for example, are
forms of entertainment that consist solely of style elements because
there is no non-predefined interaction between elements within these
forms of entertainment. They present no decisions to the person
entertained and are perfectly predictable the second time they are
viewed. Since substance is defined by semi-unpredictable interaction
and dynamic generation of decision points, this means that movies and
books have no substance. To be a game designer is to be a designer of
substance.
There
are a few games that exist without any style element. The board game
Go, for example, is not generally thought to associate the pieces with
warriors since their rules of interaction and appearances don't
resemble warriors. Computer puzzle games like Bejeweled often have no style. Bejeweled,
for example, does use images of gemstones for its pieces, but the
arrangement and action of these gemstones doesn't resemble anything
that people do in real life - they are no more than abstract icons.
While style is not strictly necessary to create a great game, it does convey major advantages. These are:
1. Ease of learning, understanding, and retention
2. Story Generation
3. Role-playing
4. Amplification of the wow factor
5. Control and amplification of emotional impact
I'll now discuss these in detail.
1. Ease of learning and understanding
Every
human on this planet has years of accumulated knowledge from everyday
life. This is a vast amount of information. Game designers can harness
this pool of knowledge to make their games much easier to understand.
If the substance of the game resembles some system that exists in real
life, the style wrapper can be designed so that the game appears to be
a simulation of this real life system. Joe User will have a much easier
time learning a game with a good style wrapper than the same game
reduced to abstract elements since Joe will be able to intuitively
predict the rules of the system by relating it to the real-life system
it resembles.
For
example, a game about cylinders projecting lines at each other and
sliding around in a 3D environment would be difficult to learn. There's
no reason to assume that there is anything bad about lines being
projected at one's own cylinder. Every rule of the game would have to
be explicitly memorized before the game could be understood properly.
The
same game, wrapped up as futuristic fighters in a blood tournament, is
much easier to understand. It's very obvious that something bad is
happening when the player's character gets shot. The futuristic action
game wrapper creates an association between things in the game and
things in fiction. A smaller health variable is associated with real
injury and death, which are obviously bad. This is why no FPS game
tutorial has ever needed to explain that you should avoid dying. The
style wrapper makes it intuitive.
2. Story Generation
Humans
enjoy good stories. We like hearing them, watching them, and
participating in them. The second function of the style aspect of a
game design is to feed the human desire for stories. Style wrappers do
this in several ways.
The
most obvious way is that style allows designers to incorporate a story
directly into a design. Many games consist of a linear or mostly-linear
series of challenges that derive from the player's role in some
preconceived storyline. This is a well-used basis for game designs that
cross almost all genres.
The
other way that style helps feed the human appetite for stories is that
it causes the gamer to subconsciously create his own stories as he
plays. Some players intentionally do this, as in Machinima. All players
subconsciously do this. Subconsciously generated stories are often more
powerful than predefined stories because they are, in a sense, true,
because they are not the product of some game company's brainstorming
session. Even better, they are the player's own stories that he
experienced and created firsthand. When the player barely survives an
intense gunfight because of some incredible turn of chance or feat of
skill, that event becomes a story, to be appreciated and retold. It is
made more powerful because it did, in a way, actually happen.
3. Role-playing
Well-done
style allows the gamer to role-play. This is not in any way limited to
role-playing games. All games with style involve an element of
role-playing, in the general sense of the word, even if they don't
involve levels or experience points. Well-done style allows gamers to
mentally place themselves in their game roles.
The
Tamagotchi was a virtual pet handheld device that was once very
popular. There was almost no substance; it provided no goal and few
decision points. What the Tamagotchi did well was allow the owner to
role play as whatever kind of person he wished - kind and benevolent to
maniacally evil. This power to role-play sold many Tamagotchis.
This accounts for much of the attraction of some types of ultra-realistic games. Games like Lock On: Modern Air Combat, SWAT 3 and Rainbow Six,
are largely based on the appearance of realism. These games are
effective at allowing role-playing because they allow the player to
believe that, on some level, he could have done what he did in the
game. Since these games are so close to reality, or at least appear so,
it is easier for the player to mentally enter the game world. Virtual
achievements are more gratifying when they appear as if they could have
been real.
4. Amplification of the "wow" factor
The
"wow" factor is what people feel when they find gratification in seeing
something incredible. Well-done style can provide this. Obvious
examples are the awesome graphics usually present in major new game
engines. People enjoy marveling at the new effects, even if only for a
while, before new becomes old. This aspect of style development is most
effective as a marketing tool, not a game design tool, since new
becomes old so fast.
However,
the "wow" factor also ties in with the generation of stories. If
something awesome and unusual happens in a game, it incites the wow
factor better when it can be described as something awesome and unusual
happening with things that exist in real life. Things that happen in
real life are more provocative because the sensations are more intense
and consequences more serious. We can amplify the emotional power of
incredible events in the game world by associating them with
corresponding real events. "My hit cylinder somehow made it past 4
opposing cylinders and hit the goal area in record time." is not as
good as "My favorite player got physically touched by four defenders
and still made it to the end zone in record time." The real-life
association amplifies the emotional power of the event.
5. Control and amplification of emotional impact
The
use of style allows games to incite more types of emotions than are
possible with only abstract representations, and in a more controllable
and powerful way. This is where it is important to realize that
substance is only the fundamental game in the decision-making sense -
substance presents a series of choices, no more. Substance alone can
provoke emotions, but they are not very strong and are not very
diverse. Designers who want the gamer to feel fear, get nostalgic or
laugh need to design their style to accomplish this goal.
For example, System Shock 2
is by far the most frightening game I have ever played. The substance
of the game was well-done to this effect, since it was well-balanced to
keep the player vulnerable and needy. The general sense of worry
provided by the substance was amplified and focused into terror by the
use of the empty spaceship setting, and freakish half-human enemies.
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