quote: Original post by Lysander
I found the "art of computer game design" to be pretty much worthless, especially now. It contains such gems as "Game-playing requires two things: a game and a player." Thanks, Chris.
Actually this is a point of vital importance and anyone who dismisses it without analysing why it is important is missing out on a fundamental point of game design.
Movies, games, books, comics, theatre are all forms of entertainment so why do people decide to play a game instead of go to the movies. With TV, film and theatre is can be a simple format issue (X story is only available as a film so I go to the cinema). There are also several other reasons why people choose a particular entertainment. Returning to our main topic of games why do people buy/play games? Because they want to PLAY, as well as being entertained.
A movie requires two things. A movie and an audience (non-interactive).
A game requires two things. A game and a player.
The more you prevent the player from playing the game the worse they will judge the game play experience to be. This is the reason why interactive movies failed as a genre. They were the worst example of the designer doing what he/she wanted as opposed to letting the player make decisions and take actions that have an impact on the outcome of the game.
That doesn''t mean that every game must be 100% free range but rather that you must think very carefully about how and why you limit a player’s choices. If a player is walking through a forest and bumps into an invisible "edge of the map" you have stopped them doing what they wanted and broken their suspension of disbelief (the world you created just became less real to them). If instead you have a deep ravine, a sheer cliff face or an electric fence you have still limited their game play but in such a way that they can believe in. They are more likely to feel that they could get past the obstacle if only they had X, Y or Z and so the limit is acceptable.
An understanding of what a game is and why people want to play them is the best foundation of a great game design.
Dan Marchant
Obscure Productions
Game Development & Design consultant