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The
400 Project began when Hal Barwood and Noah Falstein hosted a
conference session on the subject five years ago at the 2001 Game
Developers Conference. The 400 Project aims to gather 400 rules for
game designers to consult when creating their titles. Now, having
collected more than 100 rules (about 112, according to Falstein), the
pair reflect on the rules they've charted so far and have begun to see
patterns emerging, with single rules starting to naturally group
together with others to form rule families.
Thursday
at GDC 2006, Barwood and Falstein (of Finite Arts and The Inspiracy,
respectively) presented a talk called “Rules Worth Breaking,” an
overview of some rules they've collected that, as Barwood says, “are so
good, they're worth breaking.”
The
idea behind breaking rules, according to Falstein, is to remember that
rules are not strict maxims to begin with. Rather, they are guidelines
that can inform a game designer's progress, but don't have to.
The takeaway idea of the “Rules Worth Breaking” talk, says Barwood, is
to give GDC attendees the “mental equipment [game designers] need to
get up to speed on [their] own design efforts.”
Though
many professions embrace rules, game designers aren't perceived by the
industry as having a rigid code to work by. On the other hand, because
of technical needs and limitations, game development on some levels
seems to in fact require rules.
As
Barwood notes, all people, but especially game designers, are bounded
by their own psychological preferences. Additionally, people
(especially game designers) are bounded by what materials are available
to them. Games are a constrained medium, and what rules do is allow
designers to assess the elements that bound them, figuring out reusable
strategies for making those limitations work in favor of their design,
not against it.
“There
are four good reasons to use rules,” says Barwood. First, rules guide
designers through vast choices they must make. Second, rules help
designers avoid trouble. Third, they encourage designers to enlist the
wisdom of others, and finally, rules force designers to conceptualize
problems that cannot be easily articulated.
Drawing
on other jobs fields and hobbies, such as carpentry, journalism, art,
and improvisational theater, Barwood uses real world parallels to show
how some rules function. For example, in carpentry, he says, the rule
is measure three times, cut once -- a rule that also applies to
psychology. The rule is in place due to the “human mind's inability to
pay attention to detail,” says Barwood. Another parallel rule comes
from film: “If you can't solve it, dissolve it,” meaning, despite the
pain, what can't be fixed must be cut.
Barwood also cites a “wisdom rule” whose application in games sounds almost anti-utopian: “All problems don't have solutions.”
Unlike
Barwood's top-down look at rules, Falstein focuses first on the more
specific, new rules that have been added to The 400 Project and slowly
pans out to find commonalities between them. Rules with a common meta
purpose he calls “clusters,” such as cluster rules in the “fairness”
family or “maximize player enjoyment” group.
“What's
part of the fun of it all, although frustrating at times, is how these
rules interact,” Falstein says, who adds that he's still “tinkering”
with his rule set, looking for ways to improve them. “Particularly
these rules have what Hal has coined ‘trumping information,'” or
clauses within the rule that stipulate what other rules are likely to
override it. Designers often have to bend or break a rule when
considering the trumping information, the purpose of the rule in
application, and how the player might react to the rule.
“These
are not meant to shackle you. They are tools, and like any tool, they
can be dangerous if you misuse them,” says Falstein. “It's not one size
fits all.”
“We
have a lot of rules, and I know that it can feel like we're trying to
straightjacket you,” says Barwood. “Rules aren't perfect. They conflict
and override each other.
They have inner contradictions, though, which prove they are not fundamental laws that must be obyed.”
Many of the rules collected so far have appeared in Falstein's Game Developer column, Game Shui. A complete list is available on www.theinspiracy.com and www.finitearts.com.
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