Archive for the 'Readings' Category

Dangerous Music

Of the blogs I’ve been following recently my current favorite is Versus Clu Clu Land, written by the mysteriously named Iroquois Pliskin (if you catch the reference you get a good idea of his taste in games). About a week ago Iroquois posted a short piece drawing an analogy between Jazz and video games.

Music has always seemed an appropriate metaphor for games to me, and I think the post does a good job of touching on the interesting design tension inherent between structure and improvisation. Unfortunately it gets caught up in the over-blown ‘narrative versus interactivity’ dichotomy at the end and doesn’t speak to what I think is the more interesting logical conclusion: that playing a game is a form of performance.

The Player is Never Wrong

One of the hardest things to do as a game designer is the balancing act between being clever and being obtuse. Sitting with our own ideas for too long we often start to subconsciously justify our decisions, thinking that they’re more obvious than they are. We’re then flabbergasted when other people don’t immediately grasp the things we thought were simple.

Brenda Brathwaite considers the same question on her blog, Applied Game Design, and comes to the conclusion: “change your design, not the player.”

While I think that a large part of games actually is about changing the player’s natural instincts and inclinations, or at least tweaking them a little, she is right when she maintains that the solution is not trying to press your point. It’s better to simply give in and try something different. There’s a good chance that in the end it’ll make for a better game. Failing that, it’s always good to work with tangible design challenges.

A Game is a Series of Compelling Button Presses

Designer and textbook author Chris Bateman has a post on his blog Only a Game challenging Sid Meier’s famous maxim that “a game is a series of interesting decisions”. To his mind there are plenty of games that succeed without featuring decisions that are particularly interesting, such as rhythm games like Guitar Hero.

Maybe it’s time to start delineating between ‘games’, ‘puzzles’, and ‘activities’; or would that simply confuse the matter further?

Ripples in the Blogophere

Michael Abbott, who writes a blog called The Brainy Gamer, has a new post that strikes the same chord that our own Charles Berkeley Miller often does, musing on the design and culture of sports and intimating how it might overlap with digital game design. Abbott’s post is about the joys of keeping score in Baseball, and he wonders aloud if maybe some video games, specifically RPGs, wouldn’t benefit from more openly embracing their numerical side.

Back to Basics

I’ve been reading theories about games and game design for a long time, and I’m always happy to come across writers and thinkers whose ideas interest me. Recently I discovered two writers who are approaching games from a very systematic, design-oriented perspective.

Continue reading ‘Back to Basics’

A Measured Response

The new issue of the Escapist has an essay by Jason Rohrer in which he outlines his hopes and dreams for the future of games. Though the piece is wide-ranging, the core of his argument is that the problem with the industry is actually that most developers put gameplay first, trumping whatever artistic visions the creators might have had. According to Rohrer, in order to elevate games to a form of ‘high art’ it’s going to take putting the gameplay, as defined by the mechanics of a game, in service of the expressive potential of games, instead of rehashing old genres and slapping on any theme that comes to mind.

Continue reading ‘A Measured Response’

Bad Times in Liberty City

The Onion reports from the mean streets of America’s most dangerous city.

Thanks to Nash for the link.

Emily Short on the Narrative Possibilities of Time Management

Emily Short is an interactive fiction (IF) author who has started writing some interesting things about games from a narrative perspective. IF grew out of and away from text adventures, which means that they’ve been grappling interactivity and narrative while everyone else has just been talking about it.

Over on GameSetWatch she has an article about the storytelling potential of games like Diner Dash and Miss Management. The article itself seems to meander a bit, but basically she seems to be saying that the intimate, moment-to-moment interaction with characters in these games can create a strong bond with the player, and that this bond is not being fully exploited in the narrative structure.

Tim Rogers Reviews Bioshock…

…and decides that it’s “the very least we should expect from now on.

The Angry Young Man in All of Us

There’s an interesting article by Kieron Gillen up on The Escapist about the aesthetics of Gears of War and the game’s maturity level in general. His basic argument is that most of the people who criticize GoW for it’s ridiculous storyline and over-the-top machismo don’t rest the same harsh gaze on titles like Devil May Cry, which celebrate heroes and stories that are just as insipid. His point ends up being that there’s an important place for juvenalia in culture, but it also served to make me wonder just how low my standards are when it come to games. Personally I don’t think that Gears had the level of self-awareness that excuses something like Bad Boys II, but that’s just me. Either way, Gillen is always a good read.

Article here.