Monday, August 26, 2013

A Unified Gaming Theory: Can We Turn Game Design Into Baking?

I am back from my Ghana vacation. It was inspiring, relaxing, and wonderful but it is time to get back to the real world (so to speak). I had planned to sleep in and then catch up on all of my work later in the day but I woke up early and found something interesting on the Internet. So here I am writing this post. This post has been brought to you by our sponsor, Jetlag. Use Jetlag for all your productivity needs!



What I found was this interesting article on Game Jar by Mr. Geoff Hankes. I suggest that you read it before moving ahead with the rest of the post. However here are the highlights.


"Mostly, it’s because I feel that the majority of stories in video games are just plain bad compared to other mediums. Characters are little more than arch-types and cliches to me. They’re generally flat, boring, underdeveloped shadows of actual characters that I cannot even begin to relate to in any way, shape, or form. Plots are often non-nonsensical roller coaster rides that move you from one set piece to the next, so you can shoot another army guy or alien in the face without any real consequence to the greater context of the world that you’re in.".
          ...

That’s why I’ve mostly consumed games as a set of mechanics, and how those mechanics are entertaining. In doing so, I’ve approached games as an academic critic. I’ve been reading my reviews lately and come to realize they’re written more as papers, and are often dry, technical. Which is what they should be if I’m only focusing on mechanics.
          ...

 For those of you that don’t know, Crusader Kings II is a game that puts you into the role of a medieval ruler – a simulation at its core, but has many “gamey” parts to it as well. As you play a character, you gain prestige and piety which contribute to your dynastic score when your current playable character dies. The only clear cut goal in the game is to have someone bearing your dynasty’s name by the year 1453. Other than that, players are on their own to create their own goals and achievements. It is one of the hardest games I’ve ever played. And its the only one in a long time to make me engage with it on an emotional level.
...

So why did Crusader Kings II touch me on such an emotional level? How did this game which is ostensibly a collection of menus and hidden background calculations get through to me in such a powerful way? It’s because through those systems that we can become exposed to those important aspects of characterization. I experienced [my character's] life during his triumphs, his losses, and his frustrations. Of course, there is an amount of role-playing going on here, but don’t we role-play in every game?


First off let me just say that Crusader Kings 2 is AMAZING!



Ahem. Well anyways, as i read through the article I thought about the research I have seen in the past year. The concepts in the research provided a perfect framework for understanding the feelings of the author; specifically the discussion of mechanics vs. aesthetics. Story-telling in certain games did not engage him because they lacked a particular aesthetic but Crusader Kings 2 filled that need because its mechanics were used in service to creating a player driven story rather than the story being an excuse for the game's mechanics. But the last sentence I highlighted is really intriguing to me. The author assumes that every other gamer will feel and play as he does ("don't we role-play in every game?"). Some people probably do not.



The discussion of aesthetics and mechanics does not focus on the player, only the reasons for the affinity that players have for particular games. However, several researchers have identified player profiles that have specific preferences based on their style. Here is an article that tries to merge all of this research. From the article, and based on the profile found in the link, I would say that Geoff is a Idealist/Socialiser who is interested in the interplay between people and characters. The shallowness of these relationships in most video games stories is what makes them so frustrating to him. Crusader Kings 2 allows him to "play" with complex relationships, but rather than just present them as a set of numbers, the game turns these interactions into a coherent story that the player can control. 



What is really exciting is what this all means for research. If we can determine the types of mechanics that create a specific aesthetic and the aesthetics that appeals to particular player profiles then we have created a Unified Gaming Theory. Even more excitingly, we can transform Game Design from a messy art-form into a more manageable process. This does not mean that game design becomes, "by the book", or uncreative but manageable. I would say that it is akin to baking.



In the 21st century we are very good at making a basic chocolate cake. We even have recipes that tell us how to do it. However, if all chocolate cakes tasted the same then it would be a sad, sad world. People take these recipes and change them for specific tastes. For instance, if we know that a person does not like sweet things we can make the cake with dark chocolate instead of milk chocolate. By understanding the interplay between mechanics (the difference between milk and dark chocolate), aesthetics (sweet vs. bitter taste), and player profiles (non sweet tooth), we will be able to tell that Geoff would have loved Crusader Kings 2 before he even played it. And we would be able to make a similar game for people who are more interested in rational management instead of relationships. Making everyone happy. Hmm, looks like this might be next year's project!



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