Monthly Archives: February 2012

It’s OK to Hate Puzzles

We all grew up getting a random mix of games and puzzles.  Some games got called puzzles, and some games didn’t.  But criteria for “when is it a game, and when is it a puzzle” has never really been established.  I hear some people say that puzzles are “games that make you think”, but I think all games should make you think.  So what is a puzzle, really?

So firstly, let me tell you about MY proposed definition for “puzzle”.  I know, I’m not going to change the English language, and that’s not my goal.  My goal is to have clear concepts for myself and other people who care about understanding the medium of games better.  If you want to make up a new word to refer to the concept I’m about to describe, please feel free.

Breaking it Down

So, we start with interactive systems.  These are all different types of interactive systems.  Microsoft Flight Simulator, or Garry’s Mod, or even Minecraft, is a bare interactive system (assuming no house-rules or special “scenario” that includes a goal / competition is in effect).  Some call these things “sandboxes”.  They can also be described as “toys” (although toys has the connotation of being ‘for children’;  for our purposes, please ignore that).

Add a solution to the interactive system, and you get a puzzle.  Examples would be sudoku, Braid, a Portal level, a dungeon in Zelda, jigsaw puzzles.

Add competition to the puzzle, and you get a contest.  Weightlifting contests, hot-dog eating contests, Guitar Hero, Whack-A-Mole, Candyland, horse-shoesContests are a pure measurement of who has bigger muscles, faster reactions, better luck, or has something more completely memorized.

Add ambiguous decision-making to the contest, and you finally have a GAME.  Games are puzzles, and games are contests, but they also have ambiguous, endogenously-meaningful decision-making, which changes their nature vastly.  Even if you win in a game, you can question your moves.  Was that really the right move?  Sure, it worked, but could there have been an even better move?

Again, these are prescriptive definitions.  I know the dictionary says otherwise, especially with “game” (which it defines as “an amusement or pastime”).  These are proposed useful definitions.

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I Hit X, Therefore I Am

When I attended the Practice: Game Design in Detail conference at NYU, there was one discussion titled “Game Design vs.  & Programming” (the ‘versus’ was crossed out, as shown).  It was run by Chris Hecker, Nick Fortugno, and Manveer Heir, and the talk was essentially asking the question, “how related are programming and game design?  Do programming skill help game designers?”  Not a terrible idea for a talk, but unfortunately, it didn’t go so well.  What happened was, Hecker would essentially argue “yes – programming is great for game designers, because it teaches you system design!”Unfortunately, his opponents didn’t use this obvious:  system design is useful, not necessarily “programming”.  It was never clear if they were talking about computer programming specifically, even.  So if you write down your rules, is that programming?

Essentially, the whole chat was sort of ruined because one term was ill-defined.  This happens a lot in my discussions about digital games online. Today I’d like to take some time to talk about a few definitions, so that we might improve the way we discuss these things.

Deus Ex: Human Revolution screenshot

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One Possible Disconnect

I was reading through some comments I got for my recent article titled, “On Score”, and there’s definitely a pattern.  Probably 90% of the comments that seemed to disagree with what I was saying went something like this:  “games aren’t about score, games are about fun.  Why would I care about some arbitrary numbers?  And if it’s objective based then that means it’s work.  I want to have fun when I play games.”

In response, I would usually rattle off a quick comment to most of these people telling them that “fun” has no explanatory power and that goals are a fundamental part of a game.  But I think there may be a deeper level to this, actually.

It occurred to me – and maybe this is one of those things that doesn’t seem obvious to me, but perhaps is actually obvious to everyone else – that most people are not thinking about games the way I am.  For most people, normal people who play games, games are nothing but a vehicle for fun.

A game to most people, perhaps, is like a party.  And who wants some “party expert” coming into their party and saying “no, parties shouldn’t be like this!  Parties need X!  And Parties should NEVER have Y, are you people insane?”  Most people want a party to be free and fluid, and I understand that.

But the thing is:  Games are more than a party.  They are more than just fun.  In fact, technically, games actually don’t have to be fun at all.  Some examples of games that are not normally considered fun might be a mock war scenario for people who are actually in the military, or the system of “grading” in schools.  Or better yet, a hypothetical scenario wherein prisoners are forced to fight to the death in some kind of arena.

Don’t get me wrong:  I play games to have fun, just like a lot of my detractors.  But it seems like a lot of people don’t understand that there is something in between PLAYER and THE FUN.  This thing is called THE GAME.

The Disconnect

The disconnect is the “game” part.  I will be talking about a game – which is the rules, mechanisms, actions players can take, goals, etc – and then players come in and say “no, that is not what games are about!  Games are about fun!”.

This is like telling a car mechanic who is trying to fix your car’s engine, “dude, the problem isn’t the engine, the problem is that the car won’t DRIVE!”  “Driving” is the outcome we want to get out of the car, and “fun” is the outcome we want to get out of a game.  I am trying to help fix the engine.  Fun is not a component of games, just the same way that driving isn’t a component of a car.

To my detractors:  why is it, exactly, you think that I am trying to establish these guidelines for game design?  It’s to make games that are more fun!  Did you think that this was just some useless intellectual soliloquy?  You know that automobile manufacturers have guidelines for how to design a good engine.  You know that in music we have guidelines for harmony and melody and rhythm which show us how music can work.  I am trying to help us come up with the same thing for games.

We all want “fun”.  The question is, how do we make games that are more fun?  I will continue to propose solutions, but I don’t want to hear “but what about FUN?” in the middle of an explanation of a game design guideline.

On “Civilization V”

I’ve been a fan of the Civilization computer game series ever since the I first played the first one back in the mid 90′s.  Sid Meier’s Civilization – the Civilization we’re talking about – was originally based on an Avalon Hill boardgame by the same name (interestingly, in 2010 Fantasy Flight published a boardgame version of Sid Meier’s digital game – “the boardgame the videogame the boardgame”, you might call it).  I continued to play the games pretty avidly, up until something of a climax with Civilization IV.  But I’d like to take a moment today to look at the fifth game in the series, and the series generally.

2010 was a really important year for me.  If I were to lay out a calendar of my gaming life 20 years from now, 2010 would be marked “the point where I completely gave up on AAA games”.  There are a lot of reasons why, which I go on about at this blog all the time:  that story is a major thing holding games back; that designers are expected to degrade their games after release with extra content; that many of us can’t seem to understand that grinding is a bad thing.  And it’s getting incrementally worse, but none of this was special to the year 2010.

Three games that I had been very eagerly awaiting came out in 2010, and all three let me down for a different reason.  Those three games were StarCraft 2, Elemental: War of Magic, and Civilization V.  I’ll briefly touch on the first two before I get to Civilization V.

StarCraft 2 – The biggest reason StarCraft 2 was a huge letdown was that it did not even attempt to advance the genre at all.  For me, this came at a particularly bad time, because after a massive 6-year stint of serious Warcraft III play, I was really starting to see some fundamental problems with this kind of game.  Essentially, I don’t think it’s relevant to have a crappy dexterity element to a strategy game.  Both the dexterity aspect and the strategy aspect suffer.

Elemental: War of Magic – This was just a colossal fuck-up.  I absolutely love 4x games, and my absolute favorite of them – a game I like better than any Civilization – is Master of Magic.  Well, E:WOM was supposed to be a spiritual sequel to that game.  Can you imagine how excited I was?  I pre-ordered this game YEARS in advance.  Me, Keith Burgun, pre-ordering something.  Can you imagine?

Unfortunately, it actually ended up being a gigantic nightmarish mishmosh of every idea that ever popped into Brad Wardell’s head.  My demands for game design have increased over the years, and yet this is years behind games that came before it.  A horrible clusterfuck of sloppy, awful game design and high-fantasy fanfiction.  And their description for a “sequel” they’re already making sounds like they simply have no clue what the hell is going on.  I feel totally betrayed by Stardock and this whole chapter is a nightmare I need to forget about.

And finally, Civilization V.

I was super excited for this game, too, and I think I pre-ordered it as well (in fact, I think I may have pre-ordered all three of these games, and that probably accounts for half of the pre-orders I’ve ever made in my whole life).  Why?  Because, awesomely, they were turning Civ into a tactical strategy game!  One unit per tile, ranged attacks, etc!  And it’s hex based!  Awesome!  This announcement came when I was at the height of my Civilization IV playing, too, so you could imagine how excited I was.

But then when the game came out, and I got to play it… something was amiss.  It’s now 2012, about 18 months since Civilization V came out, and I have yet to finish a game of it.

And I don’t have some lame meta excuse like having babies or too many jobs or whatever.  I make time to play games, playing games is important to me and I think it should be important to any game designer.  I’ve sat down with Civ probably 10 different times really trying to give it a go… and it just never goes. read more »

THE ART BARN: What’s Involved in Spriting for Auro

I have just come out of a very deep hole.  After you’ve removed your minds from the gutter, I’ll explain that I mean I have just completed a single animation for Dinofarm Games upcoming title, Auro: The Golden Prince, and it… took… me… weeks.  

Behold the Foxy M.A.M.A.!

"Monsters Are My Allies."

She’s a militant monster’s rights activist.  She’ll do anything to stand up for those cute little rats!  Sometimes that gets her arrested.  Hence your various encounters with her in the palace dungeon!  But I digress. read more »

Gaining Speed and No One’s Steering

We all know that things are changing pretty dramatically these days in the gaming world.  From how games are designed, to how they are produced, marketed, sold and played – it is all dramatically different than it was even ten years ago.  And the evidence indicates that we are not near the end of this period of change.  It’s likely that ten years from now, the world of games will have changed ever more dramatically, into a shape none of us would in 2012 would recognize.

So things are going to change.  The question is – how are they going to change?  Well, how do you want them to change?  We, the people who play, design, and write about games, are going to have a significant impact on how this change occurs.

Personally, I do not like the direction that things are headed in.  No one is steering.  I feel a responsibility to help angle us into what I see as being the correct direction.  This is nothing new;  this is the basic nature of any dialogue on any topic.  I want to participate, because I have something to say and because I care about the future of games.

We’re talking about games a lot – but what very few of us are doing is coming out and saying “hey – this is what games ought to be”.

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The App Stores


Looks a little familiar...

I’m not going to go into a huge editorial here – I’m simply going to post some content and allow it to speak for itself.  Below are some examples of descriptions of games available on the iOS App Store, Android Market, and Chrome Web Store.  I have not changed anything or misquoted – these are all exactly how the descriptions, written by people from the companies/teams trying to sell the game, appear.

Now, on to the… “games”.

Penguin Slice (Chrome Web Store)

“Eliminate the Penguins! Pesky penguins are overrunning the world of the babies. They were asked nicely to leave, but refuse! Don’t fix the bird problem, slice it in this addicting physics puzzle game. Go from world to world as you slice and dice tower wood, ice, stone structures to save the cute babies & pop the evil penguins! Their snickering & snide remarks get under your skin, so slice quickly & accurately. If you like Angry Birds, you’ll love Penguin Slice!”

You were going to fix the bird problem, weren’t you.

Red Ball 3 HD (Chrome Web Store)

Have fun !Enjoy them !Entertainment is here !Great games for your fun !Gamewoman chose many popular game for you play online free games ! You just run them !IT Tools ! (Windows, Linux, Unix, Oracle, Sun, Redhat, Network, Ip, Cluster, Firewall, Tcp Tools)Incredible action !Online perfect free games !Premium games !Action games !Adventure games ! Casino games… “

It goes on to list about 10 other “genre” names.  My favorite part is “You just run them !!”

 

Sonic Kaboom (Chrome Web Store)

I'm sure this has Sonic Team's blessing

“Sonic is back to mario land with super rocket. He’ll have to elimate all the monster in the mario land before mario return.”

Awesome.

 

 

 

Counter Strike (Chrome Web Store)

“A critical and challenging mission to shoot down the armed men by launching an attack in their own territory… Your mission is to shoot down as many armed evil guys as you can before you die, with your trusty Desert Eagle, M4 and Sniper Rifle. Get a kill per shot to receive a monster kill bonus. Your final score will depend on your accuracy so aim carefully.”

I love how suddenly there are monsters involved.  By the way, in case you were wondering, this isn’t Counter-Strike.  It’s just some “punch the monkey” banner using Counter-Strike artwork.

 

Fishing Diary (Android Market)

“Catch most lively fishes in the sea, with a wide choice of fishing tackle.  A dear diary is there to keep your daily fishin record.” 

Some listed “features”:

“# Throw a bomb to catch all fishes in the area.”

“# Catch as many fishes as possible to power up your cannon into a laser firer.

“# Auto online/offline coin regenerate when you are lack of coins.”

 

Save the Bird (Android Market)

“One of the best Android action game, full of intellectual challenge.”

“The game is look like angry bird, but it has so much different, you don’t need to hit the bird, just feed them and save them.  12032222″  (note:  that sequence of numbers is really there in the description)

Reviews:

1/5:  ”The game sucks soooo bad you want to cry.  I think it’s a total ripoff D:”

3/5:  ”Only 10 levels”

1/5:  ”Instant install”

5/5:  ”Awsome befor i owned it”

 

Lovely Bird Game (Android Market)

“Lovely Bird is a casual game, Repeatedly click anywhere on the screen to play!

At this time,Lonely Bird does not support to gpad(eg,Galaxy Tab).

“gaga” is a playful little bird, he wants to fly higher, That may not be easy.One day, “gaga” broke herd and got lost because he paused to enjoy the beautiful landscape. “gaga” was afraid and he wanted to go home, but it is a hard journey, there are many enemies! vultures, falcons, crabs, and there are even missiles and dinosaurs! These made “gaga” very angry! Nothing will stop him flying!”

Reviews:

2/5: “Games gay :/”  (review title is “Gay”)

5/5: “ONE LONG CONTINUOUS LEVEL GREAT FOR ALL AGES, WISH THERE WERE MORE DROID GAMES LIKE THIS ONE.  JUST HAPPENED TO FIND IT BY BROWSING.”

 

Conclusion

I wanted to do more, but I’m feeling sick.  Keep in mind that iOS has probably 5,000 times more spam than either of these two app stores.  Feel free to post some more links in the comments.

On “Score”

It occurs to me that our generation has a bit of a weird relationship with the concept of “score”, which actually has left many of us with a sort of aversion to the concept altogether.  And full disclaimer – I can understand it.  I felt that way too for most of my life.  But it’s a significant problem because a lot of games – arguably all games – are score based.  Interestingly, most of us seem to make exceptions for score’s validity for a sport like Basketball, or a boardgame like Ticket to Ride.  This is an obvious inconsistency, but what’s interesting is the journey we – digital gamers – have taken to get here.

The Value of Score

First, I need to illustrate why this is a problem.  A very good example is the classic digital abstract game Tetris.  I’ve heard some people tell me that they never pay attention to their score when they are playing, and that they actually have been seeing how far they could get, such as, “I got to level 9 that game!”.  What’s interesting is, I, too remember doing this as a kid.  Only in the past few years have I realized how wrong this was.  Allow me to explain.

There are only two answers that are logically possible here:

1.  Score is a fundamental part, and the goal of Tetris

or,

2. Tetris is an inelegant, poorly designed and imbalanced game

The reason I say this is that most of the mechanics of Tetris seem to be inherently tied to – and counter-balanced by – the score.  One of the core concepts of Tetris is that you can remove multiple lines at once.  The downside to doing this is that it is more difficult and risky to perform, especially if you’re going for a “Tetris” (four-in-a-row) which is a major gamble that requires that you find a line piece before running out of time.  So, it should be obvious that, because of this major downside, there should be an upside. read more »