A Desk of Lenses
Lens 38: The Lens of Competition vs Cooperation from
The Art of Game Design: A Desk of Lenses
Schell has made accessing his lists of
useful question even easier. A companion piece to the book is a 100-card deck
based on the lenses described in the book. Each card contains a memorable image
and a set of questions you can ask about your design.
These cards are meant to be used in a
fashion similar to other popular brainstorming cards such as IDEO Method
cards or Brian Eno's Oblique Strategies deck.
You keep them close at
hand and when you are need a bit of inspiration; you flip through a few and see
if any catch your eye.
There is a wonderful field of research
called distributed
cognition that starts off with the concept that even smart people
can only keep a few things floating in their head at once.
If pressed, most "experts" are only
able to list 20 to 30% of the major factors involved in any process off the top
of their heads. They think that they've
only missed a handful of issues when in fact they've missed 70% of the items
they should be considering.
Distributed cognition then takes the next
step and explores how we can improve our problem solving abilities by
offloading concepts into our environment.
When you see a team working
productively in a room full of whiteboard drawings, you are witnessing
distributed cognition. By offloading a brilliant idea onto a whiteboard, you
make room in your limited gray matter to think up a new idea.
Game design has become so broad that it
is nearly impossible for a single person to keep all the concepts in their head
at once. We miss asking many of the basic questions on a regular basis.
The
Deck of Lenses is one way of giving us a helping hand. By putting the Lenses in
a portable, tactile format that can be split, shuffled, glanced at and passed
around a group, the content becomes dramatically more useful than if it was
locked up on a thick book languishing on a shelf.
I've gotten into the following fruitful
habit. During a quiet moment, I take the deck and sort it into two piles:
-
The cards that are pertinent to
the game at hand are put into a "keeper" pile.
-
The cards that are either a bit
too esoteric or not applicable, I put into a "discard" pile.
Periodically, I shuffle through the
keeper cards and see if I can answer the questions that pop up. When I have
good answers for most of the questions, I have a warm feeling that the design
is on track.
When the answers are fuzzy,
I'm often prompted to think about an aspect of the design that was previously
being ignored. Mix in a few note cards with your own project specific questions
and you have a useful touchstone that can be shared with others on the team.
I
suspect this exercise won't work for every designer, but it is nice to see that
such a practical game design tool available on the market.
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I also recommend Tracy Fullerton's book, which I'm almost done with, although that book deals a little more with the mechanics of creating a game within the context of a team than does The Art of Game Design.
I'm also planning to pick up the companion card set of Lenses. They're like a deck of magic cards, one for each lens.
Both aspiring designers and industry vets looking to improve from the foundation up should check this book out.