Monday, 29 October 2012

Costikiyan and Game Design Fundamentals

 After a read through of chapter 2 of Greg Costikyan's I Have No Words; I Must Design,  our Friday Design class had a look at what he was trying to say before having a more hands-on experience tweaking the rules to the classic game (and awful movie) Battleships.

No one even says the line!
 Costikyan begins his chapter by questioning the nature of games themselves, and how best to define them. After a lengthy and in-depth look at things, he settles upon: "...an interactive structure of
endogenous meaning that requires players to struggle toward a goal.". We broke this down definition down to it's constituent parts and began to reverse-engineer it to see if it works.

  1. "..interactive structure.."

    When discussing interaction, Costikyan mentions Chris Crawford's 1982 The Art of Game Design, wherein Crawford contrasts between puzzles and games. Crawford describes puzzles as static entities, mere logic structure which requires solving. He includes the text-adventure "game" Zork as an example.
    While reluctant to condemn Zork to simply a puzzle, Costikyan thinks Crawford's idea has merit: puzzles are static with a logic structure; games need interaction. This leads into...
  2. "..goal."

    Costikyan begins to discuss what interaction in games actually means. As he says, "
  3. Every game 
  4. is interactive; “interactive game” is a redundancy." He follows this with the idea that what turns a puzzle into a game is the need for decision making at its heart, and gives the example of chess. In class, this led to heated debate (mostly surrounding Dear Esther, which I may blog about, because I loved that game). Costikyan says games are goal-directed interaction, but goals alone are not enough; meaningful consequences - which change the game state - are a must.
  5. "..endogenous meaning.."

    Endogenous is defined as substances that originate from within a body. When we apply this to games, we discuss the idea of games creating their own meaning. This sounds obvious when you think about it, but the point is most people often don't. Costikyan cites monopoly money and a weapon in an online RPG, and it can really apply to anything that would have no value to anyone outside of the game, including goals and enjoyment. For example in Minecraft, building a giant skyscraper out of blocks may look both banal and pointless to an onlooker, but to the player the goal is self-employed and fun self-derived.
  6. "..struggle.."

    Costyikyan describes struggle as an important part of any game. While it can be achieved through competition, it is also achieved through overcoming obstacles, be they  AI NPCs in a shooter, or the cards in a game of Solitaire.
After we had had our discussion and debates, we moved onto Battleships...

Sunday, 28 October 2012

Paidea and Ludus

 Paidea and ludus are concepts that describe two forms of playing, which can be applied when defining videogames beyond genre or gameplay, which can be difficult to pin down. James Newman refers to these ideas in his book Videogames (2004).

 Paidea is effectively defined as "playing" purely for pleasure; an example would be a child spinning in circles or skipping instead of walking. The enjoyment and pleasure is endogenous and self-derived.
 Ludus describes an experience as being more constrained by rules, which as clear definable outcome state e.g. winning or losing.
 Though you would think most games are likely to be ludus, many games - including videogames - are paidea in nature. James Newman cites the Will Wright games The Sims and SimCity as an example of paidea videogames.

 Though these are good ideas, on their own they are very limiting. Newman supplements then with four terms Callois (2001) adapted from Huizinga (se Newman, 2004, pp. 22-26):

  • agon: competition
  • alea: chance/randomness
  • ilinx: movement
  • mimicry: sims, make-believe, role-play
In class we drew up a table incorporating sll four of these against a paidea/ludus scale. This gave me an idea for a more advanced Venn diagram, which I've included below.



I don't know how easy that is to see, but I think its pretty good. I know it doesn't quite work (opposite circles can't be selected without a third) but I arranged the circles specifically to counter that flaw; I couldn't think of many chance/movement games, competitive sims.

Hope you like, thoughts?

Thursday, 18 October 2012

MANDATORY INTRODUCTORY POST P//#001

Hello, whomever may be reading this. I'm Jack. I study Computer Games Design at University Campus Suffolk, and this blog is going to be hard work, so don't be expecting much in the way of entertainment. It's the internet; you know where to go for that. Anyway.

Last week we had ourselves another meet and greet, and though it was an admirably better effort than the first attempt organized by Rob (shoes or trainers discuss?!) it still reeked of nerd on nerd awkwardness, a speciality of mine I might add. Here's the question run down; feel free to peruse at your leisure:

  • What is/was the title of the last fiction book you are currently reading/last read?

    The last fiction  book I read was the excellent re-imagining of Jesus' life, The Good Man Jesus and the Scoundrel Christ by Philip Pullman.
    Phillip Pullman is a famous atheist, and his fantastic trilogy His Dark Materials was seen by many as anti-Christian; The Good Man Jesus however is an actually quite sympathetic and low-key story, where Jesus Christ is actually two people: the older brother Jesus and the younger Christ. It remains faithful to the source material, and you realize how it all comes together it's genuinely moving. I'm as atheist as they come, and it was nothing like what I expected.
    I'll shut up now because I could talk all day, but go give it a go, whatever you believe.
  • What is/was the title of the last non-fiction book you are currently reading/last read?

    Not as interesting, probably The 3DS Max Bible, which is not exactly light reading. I'll need a strong drink and a long evening before I can make much headway with this bastard.
  • What was the last live performance you attended?

    Sunn O))). Words cannot describe the sheer physical experience of seeing Sunn live. They are a drone/doom metal two piece from America, and one of my absolute favourite bands on the planet. They don't write or play song's in the conventional sense; drone metal is slow, drawn out and almost punishing. Live, they play loud. Extremely loud. To the point where you can feel your bones vibrate. Not an exaggeration.
    You can't put their music into words (or maybe I cant do them justice), so I'd just say don't write them off. Pick up Monoliths and Dimensions, or maybe Black One, turn the lights down one evening, and play the whole album start to finish with a decent pair of headphones or surround sound with a good bass range. They are truly unique.
  • What was the title of the last film you saw?

    The Perks of Being a Wallflower. Only one film has ever made me cry, but this came pretty damn close. I was definitely at the perfect age for this, and I'm so grateful I got to watch it when I did.
    It's an incredibly heartfelt, utterly sincere movie about the very best and worse sides of teenage experience; love, sex, secrets, and that hyperreality of teenage senses fading slowly into adulthood, and like that transition the film leaves you both happy its over but sad that you'll never experience anything like this again.
  • How often do you read the newspaper?

    The Guardian online is pretty good; it's neither a rightwing ragsheet or pretentious intellectual drivel like The Independent. Plus Charlie Brooker is a comedy goldmine that just keeps on giving.
  • Which art gallery/museum/exhibition did you last visit?

    EUROGAMER EXPO!
    THERE WAS SWAG!
    AND HALO!
  • How many hours a week do you spend playing video games?

    Haha, you're asking someone who can now pass off playing video games as research. Anywher between 10-20 hours.
  • How many hours a week do you spend playing games other than video games?

    Erm, drinking games count right? Pfft, like 2 hours a week? I guessh? I duno, thinggsd tend to get a littlwe bbluryyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy