On “Diablo”

If you take roguelikes, and change the design in one direction, you get Auro.  If you move in the completely opposite direction, you get Diablo.  This is a great example of how philosophically different Dinofarm Games is from a mainstream game developer like Blizzard.  Allow me to explain.

First, let’s start with roguelikes – games like Rogue, Nethack, or Dungeon Crawl.  These games are turn based dungeon-crawls that evolved out of D&D and the early CRPG era – games like Wizardry and Ultima.  These games, themselves were a blend of “game” and “high fantasy simulator”, and so a lot of that stuck around for roguelikes.  These games are most certainly more complicated than they have to be as pure games, but a lot of this complication is there to help support a “fantasy” of being a wizard or paladin fighting hordes of monsters in an underground lair.

I love roguelikes, but they all have huge problems stemming from this somewhat undecided purpose.  Some of them have an “auto-explore” key, and anyone who plays these games enough will want this feature in just about any of them.  This means that the big, expansive levels (of Crawl in particular) are entirely wasted.  The UIs are arguably needlessly fiddly, with the player constantly needing to remove his “+2 sword” when he gets a “+3 sword” and other such situations that are entirely the result of a “loot drop” mentality, a mentality which is inherently illogical from a classical game design perspective but makes tons of sense in a high-fantasy simulator.

If you’ve read about Auro, you already know that we’ve taken careful steps to look at what our game is fundamentally about, and then erected only the mechanisms required to express that concept.  I intentionally started it from scratch; a blank canvas, to avoid exactly those kinds of pitfalls, while focusing hard on one element I love about the genre.

Diablo's original turn-based approach during its Alpha

Did you know that Diablo was originally going to be a fully graphical, mainstream roguelike?  It was itself inspired by games like Rogue, and in its alpha version, it was a turn-based tactical game.  When I found that out, it helped me to understand the course of events and the evolution of video games better.  How different would the world be today if Diablo had been turn-based?  The status-quo answer would be that the game would have done poorly and Blizzard would have met the same fate as Origin, Black Isle, Sir Tech and so many other great 1990s game developers.  And I’ll concede that answer may be right – after all, if they didn’t create the real-time Diablo, it could be argued that someone else would have (I’ve always thought that this was their mindset in designing World of Warcraft after seeing the success of the rather abysmal Everquest“if we don’t make a well-produced Everquest, someone else will!”).

Regardless, once Diablo became real-time, the difficulty had to be cranked way down and something like permadeath (aka: an outcome other than “winning” is possible) was out of the question.  Yes, yes, I know there’s “Hardcore” mode which involves permadeath, but I’ve always seen that as a bit of a novelty in Diablo.  You can’t just slap permadeath onto a modern video game, the entire game needs to be designed around this.

I played a bit of the Diablo III beta the other day.  Like anyone who was 15 years old when the first game came out, I had a huge Diablo phase, and I was very curious to see what this new one brought to the table.  From a game design perspective, I was sad to learn that the answer was “almost nothing”.  Early on, there was talk about removing potions, but apparently they backed out of that at the last minute.  Good – that might have made the game a little bit difficult.

I figured out years ago that no Diablo game is worth my time anymore, and Diablo 3 (being little more than a graphics and UI update to Diablo 2) is no exception.  I find that when looked at as games, they are awful, abysmal failures.  They only succeed when looked at as something much more sinister and pointless.

Firstly, you’re guaranteed to win(which makes you wonder if you can actually win at all, when losing wasn’t a possibility).  This, of course, goes for almost all modern video games, and is largely the result of building a game around a narrative.  It’s not hard to stay alive in Diablo – all you’ve got to do is follow a very simple strategy of backing up and using potions when you’re hurt, and otherwise attacking everything that moves and using all your best abilities as often as possible.  However, even if you do die, it doesn’t matter – you lose a little gold and just keep going.  Death is but a minor set-back, and that’s the worst thing that can happen to you in the game.

Marvel at this bizarre idiocy from Blizzard designer, Jay Wilson, when asked about death penalties in Diablo III:

Jay Wilson: “We have not actually decided on the final death mechanic. I can guarantee that you will not lose experience. We are not urging to big penaltys for death[sic]. But we want enough of a penalty to be there, so that death has meaning! Like to lose a little bit time[sic], some kind of decrement[sic]… We do not currently have a durability, but some kind of … a gold cost is actually not so bad. And having the player to waste some time[sic], that is certainly an element. Generally we kind of rely on the effect that players do not want to die. You know, you just do not want to. So there is no real reason to add a further “ding” to them for something happening that was already unfavorable to them. But we have not got our final mechanics on that, yet.”

So his argument is essentially this:  thematic “death” is already punishment enough.  So if you simply print text to the screen that says “you died”, but there is absolutely no penalty otherwise, that would still be enough of a “deterrent” from dying.  This is so far removed from any kind of basic understanding about game design, and so completely and utterly wrong, that it upsets me to know that this man has infinite game-development resources at his fingertips.

Further, a quote like “a gold cost is not so bad” implies that they really don’t even care;  it’s an after-thought.  The idea of what happens when you die is so un-important to them that they’ll probably just go with, oh, I don’t know, a gold cost, sure, whatever.

Those impressed by the theme of Diablo are not going to like this, but at the fundamental level, Diablo and Farmville are very, very similar.  Both of these products are not games – they are a contract between the computer and a player that say “if you continue to click stuff, I will increase a number.”  They are not any kind of contest;  they are a number-gathering application.

Diablo, Farmville, World of Warcraft, and even many RPGs like Pokemon are not about making interesting decisions and building player skill.  They are about COMPULSION.  In this way, they have much more in common with slot machines than they do Chess.  I think this is not only not helpful for human beings, but actually harmful and wasteful.

 

Sorry, either Adobe flash is not installed or you do not have it enabled

Couldn’t get a Diablo 3 beta key?  Here you go.  This is the core gameplay of Diablo, boiled down (and even DARKER!)If you look closely at just the pure gameplay inputs and outputs of Diablo, you’ll see that they very closely match this SWF file.

 

 

As a side note, the dialogue and voice-acting are abysmal.  They are on a par with a children’s Saturday morning cartoon, and so clearly the game isn’t about story or narrative.  The voice-acting is actually so bad that it’s funny – we got a kick out of the “old-man voice” for Deckard Cain.  The best thing about the game is probably the visual art, which is great.  I suppose that would mean that Diablo 3 is best suited as a “semi-interactive screen saver”?  I really don’t know.

The truth is, Diablo seems almost to be a focused effort to not have a focus.  Someone might argue that by not being so focused, Diablo is taking the route that the largest number of people will enjoy.  I hope that the example of a “one-size-fits-all” glove is a good illustration of why this is not true.  I’d rather have one fantastic thing than fifty mediocre things, and I believe whether or not anyone consciously realizes it, this is what we all want.

In conclusion, Diablo is not a game, and I’m not sure what it’s even supposed to be.  It certainly does not excel whatsoever as a game, as a movie, as interactive fiction, or even really as any kind of simulator.  I don’t think it’s a toy exactly, and I don’t think it’s a puzzle.  What is it?  In your opinion, how does Diablo 3 excel?

In the meantime, I have designed Auro to be as focused as possible.  It is a game, and no one will ever be confused about that.  It’s hard enough trying to excel even when you know what it is you’re trying to do, but mainstream digital games can’t seem to even make this important first step.

EDIT:  Wow!  Okay, so, I think Naomi Clark just “won” Black SWF, the above SWF flash game.  She got 9999 points, beyond which it’s impossible to tell if you got a higher score.  If anyone’s interested, here’s the version in a standalone page:  http://www.dinofarmgames.com/blackswf.html

  • Pingback: NPC Comic - Game Designer Compares Diablo III to Farmville

  • Eric

    From a single player perspective you make a good point, but people do enjoy slot machines and farmville. I like being able to get reward with out investing a large amount of time. There’s also the Player versus Player content that wasn’t mentioned. That aspect of the game could be quite enjoyable.

    Good read either way, probably going to buy it, hopefully I don’t hate it.

  • J

    Never before have a seen such an accurately descriptive, entertaining and informative review of any game in this age that actually focuses on its core mechanics and it’s validity as a game beyond the fact that the player receives the “Big Shiny” at the end…whatever that end may be. From your review, outside sources and my personal opinion, I can see that Diablo 3 is going to be as useful as an interactive, electronic medium as Maplestory. And Maplestory would more than likely be better considering that it’s semi-costless and easier to access from within a windowed system, allowing me to do things like listen to music while attempting to allievate boredom.

    All in all, good show, sir.

  • Jgor

    I’ve never been a big Diablo fan (think I was just a tad too young when it came out), but I’ve been looking forward to D3. That said, I like how your article has made me look at the game from a different angle, and see if I still want to play it. I think I do — if I have time. But I certainly appreciate your outlook!

    However, one thing you wrote reminded me of the game design article on Healing and Death in Guild Wars 2. Have you followed their blog? Very interesting. http://www.guildwars2.com/en/the-game/combat/healing-death/

    So what you wrote was this: “So his argument is essentially this: thematic “death” is already punishment enough. So if you simply print text to the screen that says “you died”, but there is absolutely no penalty otherwise, that would still be enough of a “deterrent” from dying. This is so far removed from any kind of basic understanding about game design, and so completely and utterly wrong, that it upsets me to know that this man has infinite game-development resources at his fingertips.”

    And as comparison, here’s how the GW2 blog describes death: “Defeat in Guild Wars 2 is intended to be an experience, not a punishment. Let’s face it: dying never feels great, even without a death penalty. As weird as it might sound, we decided to look into what would make dying a more enjoyable and memorable play experience.

    ….

    The cherry on top of all of this: Guild Wars 2 will have a much milder death penalty.

    Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint. It’s as simple as that, and why not? Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn’t think of a reason. Well, we did actually think of a reason–it just wasn’t a good one. Death penalties make death in-game a more tense experience. It just isn’t fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don’t have to penalize you a second time.”

    So I’m just curious as to your reaction to the GW2 philosophy of death. It seems very similar, and for similar reasons, and yet it seems like good, well-thought-out gameplay to me. I’m just curious if you would give it an equally unfavorable review.

  • http://www.dinofarmgames.com keithburgun

    In my opinion, the Guild Wars people are pretty lost. However, what’s funny is that they’re actually RIGHT, that their software shouldn’t have death penalties at all. That’s because their software, like Diablo, is not about making interesting decisions. It’s about increasing the number. So, if the software is about increasing the number, then ya, death penalties don’t make sense. However, I think that a piece of software whose goal is to increase a number is itself stupid and I have absolutely no interest in it.

    I think that they’d do themselves a service to realize that what they want to make is not a game.

    • Aaron Yip

      Hey Keith,

      First, I really appreciated reading your perspective on the grind of the blockbuster game industry; your comparisons are loud, blunt, and elegant. As a gamer, I applaud your spirit of design, and it’s very refreshing to know that the creators of 100R are embarking on their next adventure with this philosophy. I know that I’ll have at least one game filled to the brim with meaningful decisions coming out in the next 3-4ish months. :)

      Unfortunately, I can’t agree with several of your propositions. You seem to define games like a video gamer (and like many of my favorite designers): a series of meaningful choices. This is wonderful news for gamers, but not universally wonderful news for everybody who enjoys games. While I adore chess, the focus on always having only interesting situations neglects most video games experiences: everything from Rock Band to Super Meat Boy, many of which are actually also pretty fun.

      Jane McGonigal studies why people enjoy playing games and has concluded that it largely comes from eustress, which is pretty much natural happiness from being awesome. Meaningful choices in games are overflowing with eustress, but it’s not the only source. Everything from playing socially (cooperation, teaching), to personal growth (getting better at a particular stage of a bullet hell) and productivity (even grinding, as long as it gives constant feedback and a sense of achievement at an epic scale) reward the feel goods. That’s why video games are so fun.

      I would argue that even these games are focused on several, very specific things. Diablo’s (Guild Wars, Monster Hunter too) gameplay revolves around clicking and amassing stats and loot–but its fun is in the social experience and the persistant sense of productivity (thanks to addictive, shiny feedback) that evolves from that gameplay. Gears of War, racing sims, bullet hells, platformer hells, Guitar Hero, and the like may have no real interesting choices whatsoever in their gameplay–but the actual fun is about getting better. Chess, going back to the canonical timeless game, is not so interesting if you’re to look at basic gameplay. What’s fun is if you have a challenging playing partner, or in other words, the metagame that evolves from that gameplay.

      I think the spirit of gaming should be about having fun. For some, like us, that might mean lots of work–mental stimulation and interesting choices. For others, that might mean something more relaxing and/or rewarding in different ways. I think there’s room for games of many aesthics. For me, I am extremely happy that you, as a designer oriented towards these decision systems that I love, are around. I’m excited about your and your very talented team’s work. I can’t wait to see the game. :)

      Cheers,
      Aaron

      • http://www.dinofarmgames.com keithburgun

        “everything from Rock Band to Super Meat Boy, many of which are actually also pretty fun. ”

        Super Meat Boy and Rock Band definitely have “decisions” in the same way that a sport does, and totally meet my definition of a game. SMB more so than RB, but both have decisions to make. There are strategic considerations that you make when playing those games that you probably don’t even realize. For example, in a really difficult section in Rock Band, you might say “Okay, I’ll just try to nail that upcoming down-beat and forget about this crazy part here”, or you could try to hit the crazy part here for more points. SMB has tons of decision making – how do you approach the jump? How long should you hold the jump button? I’m certainly NOT saying that only turn-based games have decision making, if that’s what you seemed to think.

        We get a rush of endorphins when we learn. Games are teaching machines – when we observe a pattern and get a new level of mastery in a game, that’s what creates that feeling of fun. In a game like Diablo, you don’t get “mastery”, because there’s really nothing to overcome.

        You seem to be saying “Other stuff besides pure games can be fun” – and I agree. I’m just talking about games, here, though. As a game, Diablo fails horribly.

        “I think the spirit of gaming should be about having fun.”

        I really wish you would recognize how useless this statement is. You may as well say “I think things should be good.” NOBODY would disagree with the idea that games should be fun. The question is simply, how is fun generated? My opinion is that with games specifically, fun is generated by achieving some kind of mastery. If you’re never tested, then you never get this and that’s why Diablo is boring.

        Hope I have explained my point of view a little better! And thanks for your great comment.

  • http://codechaos.ch Philip Stark

    (note: I have not played D3 yet)

    Cool article! I think what you’re saying is all true.
    If you’re premise is that a “Game” is defined as something that adds value to the time you spend with it. While that seems to you and to me as something to strive for, it’s not necessarily the definition of a game. i think Diablo 3 has its place, I think. It does what it does very well.

    The question becomes: What _does_ it do? It is a “get moar shinee things”-simulator. Now this formulation sounds as if that is a bad thing. It’s not, really…

    The thing is that people seem to like to get more shiny things from clicking :)

    Personally I don’t know whether I will buy it, but based on some youtube videos, it seems like a lot of fun, because I enjoy mindless action that I can influence to a certain degree. I don’t want to make interesting decisions at that point… I would not judge the time I spend with it as intellectually challenging, but it doesn’t have to be, right? sometimes I just want to induce cool animations with my mouse cursor so other animated things pretend to die :)

    At other times, I play Starcraft 2. Now this is a game where I have to make interesting decisions. At least if I play online… But both types of game have their place in this world.

    If D3 did not have the graphical fidelity that it does, I would not even give it a second glance. Nor would most people, I think (except for nostalgia reasons [see duke nukem]) So it’s clear that it’s game mechanics are utterly simplistic and not challenging to master. Again I ask, is that really a problem? If you are not looking for a “click mouse to make thing go boom and increase this other number there”-Simulator, then D3 is probably not for you. But are you really going so far as to qualify every simplistic “game” a “non-game” because it does not challenge the player enough? Is that truly a valid definition of “game”. I would disagree with that. I would enjoy your thoughts on that.

    cheers
    Phil

    PS: Oh and I reached Level 1000 in your Flash game while reading :P at that point the number gets cut off.

    • http://www.dinofarmgames.com keithburgun

      You’re the second person to reach 1000 that I know of. Kind of crazy, but speaks to the fact that there REALLY IS a compulsive nature in all of us that a machine like this can exploit, especially with enough fancy graphics and hype surrounding it.

      The thing is, I think Blizzard is still under some apprehensions that they may be making a “game” still, which is why death exists in it at all. They should just bag the idea of any penalties at all, and just let you collect and collect, just like my black SWF file does.

      • http://www.tametick.com Ido

        I disagree – I suspect that a lot of their players (like you were at 15 & I was at 14 when diablo 1 came out) are not entirely conscience about what they are “playing” and why it’s “fun”.

        Maintaining the illusion like Blizzard does that it what you do in the game does in fact matter is essential to capturing their attention.

  • Worstester

    Perhaps what we really need to understand is that despite being a operant conditioning simulator, it’s also supposed to have consumer value.
    A truly memorable experience, like a good movie, or an intense sports game, has an ending. (Anything, really, has a begging, middle, and an end) But games, more commonly modern games, have to have “replay” value so that the player will be able to enjoy it for longer than a few hours. Think back to your Super Mario Brothers game, and how frustrating it got to die halfway through level 6 – 4 loose your last man, and have to start all over again? Sure the experience when you beat it was intense, but did you ever play the game with the same enthusiasm again?
    Then the evolution of games became more about getting completion, than “winning” and then stopped being about “completing” more than just messing about in “sandbox” mode. Why? Because it was “worth the money.”
    Not that I’m going to encourage a pellet dispensing game, but what really sells? Consumers are guilty of buying the game that they can sit in front of and waste great chunks of their life to. The game that has an ending lasts 2 and a half hours and then ends up in the bargain bin at your local pawn shop. And very few of us are going to recommend a game that takes less than a week to complete.

    • http://www.tametick.com Ido

      “And very few of us are going to recommend a game that takes less than a week to complete.”

      These days I would actually be wary of recommending a game that takes longer than a week to complete (depending on what you mean by “complete”).

      • http://www.dinofarmgames.com keithburgun

        Ya the idea of “completion” itself I think is kind of… off with regards to games.

  • John Kirkland

    Your article, while interesting, shows a misunderstanding of the game design of Diablo and what it is trying to be

    “The UIs are arguably needlessly fiddly, with the player constantly needing to remove his “+2 sword” when he gets a “+3 sword” and other such situations that are entirely the result of a “loot drop” mentality, a mentality which is inherently illogical from a classical game design perspective but makes tons of sense in a high-fantasy simulator.”

    Do you not understand what games are? They are reward out of action – the reward is the +3 sword over the +2 sword, and the action is you killing the monster to obtain it. This is the key principle of game design, to reward the player for playing the game. There is no game, anywhere, ever, that does not have the same principle in some way, shape or form. Any game with XP, for example, is following the exact same formula – you kill monsters, you gain a level and get stronger. The only difference from a design point of view is that having an inventory/loot focussed game increases the possible variety and depth of the game.

    “You can’t just slap permadeath onto a modern video game, the entire game needs to be designed around this.”

    Why? You just state that, but you offer no reasons. The permadeath in Diablo is simply to challenge the player even more for those who want it. Why does the game even need permadeath?? It is simply not that kind of game. There is no need for winning or losing, it is about reward and progress, which simply makes it an infinitely playable game. A game does not need to have resolution for the player unless it is a story based game, which Diablo is not. It uses the story as a way of providing an extra reward for executing the gameplay, aka killing nasty monsters to see cool effects and unlock new environments.

    “However, even if you do die, it doesn’t matter – you lose a little gold and just keep going. Death is but a minor set-back, and that’s the worst thing that can happen to you in the game.”

    Again, I’m just getting the feeling you simply don’t like what Diablo is about, and thats fine. But this screams of a misunderstanding of what the game is about – progression. It is about building the strongest character possible, and then seeing if you can make it even stronger. A death penalty makes far more sense from a design point of view than a permadeath for a game that is about constantly upgrading and improving your character. Granted, I don’t like that they abandoned the ‘body drop’ aspect of death in D3, because then it really does feel like dying simply punishes you by making you fight your way through again. But in D2, having to fight your way back to your corpse using only your spells and your own skill was a fantastic gameplay decision.

    “So his argument is essentially this: thematic “death” is already punishment enough. So if you simply print text to the screen that says “you died”, but there is absolutely no penalty otherwise, that would still be enough of a “deterrent” from dying.”

    The ‘deterrent’ from dying is the fact that you then have to fight your way back through the level, which takes enough time that it is really the only ‘deterrent’ needed. Also, the feeling that you as a player get when you die IS enough to punish most people, especially if you’re playing with a team and they then die because of it

    “Both of these products are not games – they are a contract between the computer and a player that say “if you continue to click stuff, I will increase a number.” They are not any kind of contest; they are a number-gathering application.”

    But that is all that any game, ever, is at its most fundamental level – reward for action. Diablo is just more open about that then most other games. The skill (and fun) in Diablo comes mostly from designing and building the best character you possibly can, while you seem to think that it should come from killing the monsters and that the game should be based around that. While that is certainly satisfying and usually fun to kill stuff, after you play the game for a while it is simply a matter of design. They give you the world to design a character, and you do it.

    “In conclusion, Diablo is not a game”

    As I’ve said, Diablo is perhaps one of the more pure games out there – it is direct reward (items, levelling up, etc) for action (killing monsters and gathering loot). Now, you may not like that it is simply that, and that the narrative does not drive the game as much as other games, but to argue that they make poor design decisions because of that is ridiculous, and some of your arguments just show that you don’t like the type of game Diablo is trying to be.

    • http://www.dinofarmgames.com keithburgun

      A game is a reward out of action? You’re completely destroying the word. By that definition, buying a stick of gum at the gas station is a game. Reward (a stick of gum) out of Action (going into the store and making the purchase).

      Are you going to be so dishonest as to claim that you would really call that a game?

      If you are one of the few who would go that far, then I ask you this: How does it help us to widen the definition of game this dramatically? A surgery, a purchase, almost ANY action that you can claim had ANY reward is the same thing as Chess?

      >There is no game, anywhere, ever, that does not have the same principle in some way, shape or form.

      Let’s take a random 3 games – Super Mario Brothers, Baseball, and Checkers. In all three of these games, simply “doing actions” is not enough to get the reward (a victory). You will fail if you do not make good choices, which are difficult to make.

      Finally, is the SWF file on my post a game by your bizarre definition? If not, why not?

  • Tim

    I don’t think the grind is always a bad thing. I play lots of games where you have to think about every move or focus on strategy, but sometimes it’s just fun to play a game where ya run around slaying monsters and finding loot. Sometimes I just want to turn off my brain and get lost in the chaos of colors and sounds. Diablo makes it look pretty and has tons of random things to keep it interesting. It’s a great way to chill out. Now if every game was like that it wouldn’t be such a good thing, but just like we need games like nethack, there’s definitely a place in gaming for the diablo’s.

    • http://www.dinofarmgames.com keithburgun

      I understand where you’re coming from. What I’m trying to do though, is draw the line between what Diablo does and what a game classically would do. As a game, I think Diablo fails, but I think as a “calm your brain down after work” activity it might be great, and I agree that there is room for it.

      Diablo claims to be a game, so this is why I have judged it by the standards of game design first.

  • David

    Your article really has given me food for thought. I’m not a fan of any of the Diablo games, to be honest, but after reading your article, I’m not sure why not …

    I was a big fan of World of Warcraft for a long time. I only recently kicked the habit, and what you say about some games being about compulsion was certainly true for me; I kept playing WoW long after it ceased to be fun because … well, I guess because I wanted my numbers to increase.

    Anyway, what I’m trying to wrap my mind around now is what would playing a game you consider to be high quality be like? Alas, I don’t have an iOS device, so I can’t check out 100 Rogues. One thing that popped into my head was somehting like Shadow of the Colossus. For me, the game really was about making choices and achieving a sense of mastery over seemingly impossible enemies. Also, there weren’t really any “numbers” to increase — it’s not like you get xp or gold to buy bigger and better swords after you kill each colossus. Is that more like what you have in mind?

    • http://www.dinofarmgames.com keithburgun

      In general, board games seem to be way better about this stuff than digital games. I highly recommend 7 Wonders, Puerto Rico, and Through the Desert. In terms of digital games, older games tend to be a lot better on this also. Tetris is thoroughly excellent, Super Mario Brothers is pretty good, and I also recommend the roguelike game “Mystery Dungeon: Shiren the Wanderer” (you can find the translated SNES ROM, or buy it for the Nintendo DS).

      Shadow was also really good, yeah.

  • Cecil

    I agree with some of the sentiments here but I am a little shocked that a game designer such as yourself doesn’t get Diablo.

    I played the HELL out of Diablo 1 and 2 when they came out. When Torchlight came out, I tried it and got bored with it instantly.

    Why? Well, probably for the reasons you mentioned for not liking Diablo 3. All you really are doing in those games is clicking and filling gauges and at this point in my life, I don’t think I’m interested in that genre of games anymore.

    That said, I disagree with one fundamental assertion you seem to be making in this article: all games need to be what you like and have interesting and complicated choices to be a game.

    Sometimes all a game needs to be is a way to waste time until bed or until work or when the wife is out shopping. Not all games need a grand narrative or a series of “interesting and complex choices” (whatever that means).

    I applaud you for going in a different direction with Auro. But there are people that get enjoyment out of filling bars (See: http://penny-arcade.com/comic/2010/03/12 for a better idea on what I mean :)) You may not like it but that’s ok. I don’t think I will be playing DIablo 3 either simply because that type of game doesn’t hold my interest anymore.

    I guess what I’m saying is that I agree that Diablo 3 is probably not going to be a great game but you seem to think that just because you don’t like it, it’s not an actual game. Hell, Farmville is a giant pile of crap but it’s still a game. A game is – by definition – an amusement or pastime. Filling bars by clicking can definitely fit that definition for some people and thus, yes, your little Flash thing up there could be considered a “game”.

    • http://www.dinofarmgames.com keithburgun

      Dude, I played the hell out of Diablo 1 and 2 also. It is not that I don’t “get” Diablo. I think the issue is that I get Diablo well enough that I know I never ever should play it again.

      “Sometimes all a game needs to be is a way to waste time until bed or until work or when the wife is out shopping.”

      Even if a game has interesting meaningful decisions, you can still waste time with it. The only difference is, it will be more fun.

      I never said that there weren’t people who don’t enjoy just “filling bars”. I said that Diablo isn’t a game, not that no one could enjoy it. Two very different things.

      A game is NOT “an amusement or pastime”. Is a slinky a game? Is dancing a game? By default the answer is no. You can MAKE a slinky or dancing into a game by adding rules, a goal, winning and losing.

  • Rob

    I can’t believe no one has done this yet, but…

    a (1) : activity engaged in for diversion or amusement : play (2) : the equipment for a game b : often derisive or mocking jesting : fun, sport
    2
    a : a procedure or strategy for gaining an end : tactic b : an illegal or shady scheme or maneuver : racket
    3
    a (1) : a physical or mental competition conducted according to rules with the participants in direct opposition to each other (2) : a division of a larger contest (3) : the number of points necessary to win (4) : points scored in certain card games (as in all fours) by a player whose cards count up the highest (5) : the manner of playing in a contest (6) : the set of rules governing a game (7) : a particular aspect or phase of play in a game or sport b plural : organized athletics c (1) : a field of gainful activity : line (2) : any activity undertaken or regarded as a contest involving rivalry, strategy, or struggle ; also : the course or period of such an activity (3) : area of expertise : specialty 3

    That is taken directly from Miriam Webster.

    When I first read this article (which was sent to me by a good friend), I completely had your back. I’ve ranted about Diablo many times – mostly in pursuit of swaying my friends away from D3 in favor of other games. While I don’t necessarily agree that Diablo should be incapable of being called a game, I do agree that it is a waste of time. There is no challenge, and for my group of friends that should be enough to knock it off our radars.

    By the very first definition offered from M-W, Diablo is in fact a game.

    I don’t care for the way you include an edge to your words when responding to your readers. None of them attacked you, they only debated the merits of your opinion by offering their own. The reward for their actions? You [directly or indirectly] replied with aggression.

    The fact of the matter is that Diablo has, does, and always will suck. That’s about as cerebral an argument as I can offer because it’s purely my opinion. No, you don’t really need to make interesting decisions, but the game is not devoid of decisions entirely. The fact that some people are significantly more successful than others speaks directly to this. Let’s assume that we’re both playing level 1 rogues with identical stats, equipment, etc. We each approach an identically comprised group of monsters. You choose to stand back and light them up with a bow. I choose to drop my bow and punchersize their faces. Two minutes later you’re working your way through a third such group, and I’m running back to collect my corpse. Decisions were made, and those decisions directly impacted the outcome.

    I apologize for the length of this message – brevity has never been my strong suit. I wanted to make sure that the points were made, though. Yes, Diablo is (by definition) a game. Yes, it involves decisions.
    I share your frustration even though I disagree with your hardline stance; it kills me that the overwhelming majority of the gaming community wants to be given challenge-less mono-pathed simulators. From a game designer’s point of view, though, that just drives me that much more to create a game that can turn the tide back in favor of using your brain. My goal is to evoke genuine emotion from the user…I don’t want to make a digital Pavlov’s Bell, as so many of today’s games seem to be.

    • http://www.dinofarmgames.com keithburgun

      The dictionary definition is both far less useful than mine for the purposes of game designers, and also inconsistent with the way “game” is used in normal speech. You wouldn’t call a slinky a game, nor legos. What I’m saying is really not contentious at all, except for when it comes to the digital realm. Suddenly we’re calling something like Minecraft a game, when we never would if it weren’t digital.

      I agree that by the dictionary, Diablo is a game, as long as you agree that that dictionary also renders a slinky a game. My point is simply that that’s not helpful for us in a discussion about game design.

      What do you propose we call this: “A system of rules in which agents compete by making decisions”. Should we make up a new word for that? I think it’s silly – people know what a game is from a young age and the M-W definition is not nearly precise enough.

      I’m sorry if I ever replied with aggression to any readers – can you point out an example?

      “No, you don’t really need to make interesting decisions, but the game is not devoid of decisions entirely. The fact that some people are significantly more successful than others speaks directly to this. ”

      I disagree – the amount of time spent playing the game is the largest determining factor of those who are “more successful” in diablo. Yes, you can make some decisions, but my point is they don’t matter – it all leads to the inevitable “you winning”. But ya I’ll give you that making decisions can result in the inevitable happening sooner.

    • Wes

      It’s worth pointing out that Keith also doesn’t believe the colloquially accepted game of Tag is a game, *really*. The same goes for peek-a-boo, Doctor / House, and other games children frequently play without great concern for winning or losing.

      When having this discussion previously, Keith jumps to the claim that only kids play these games, which does not address the inconsistency of socially accepted definition but does make the value judgement he claims not to make about interactive software like Minecraft. Please correct me if that is not your reasoning.

      Often, he uses the claim that the Traditional definition of ‘game’ that he considers most useful to designers to be most merited because of its age; board games which fit his definition have existed for over 5,000 years. I would argue that Tag has been around as long as people have had legs, which I suspect is longer.

      All that said, yeah, good points about Diablo 3, it’s a shame that so many games rely so heavily on compulsion. Still, I can’t wait to play it with some friends from time to time.

      • http://www.dinofarmgames.com keithburgun

        Tag is a game, it’s just a bad game (it needs a limit on how long someone can be chased, basically). But yeah, “House” is not a game. You can “play house”, but it’s no more a game than performing on broadway is a “game”. But I’m probably crazy for not calling a stage play a game, too.

        “Keith jumps to the claim that only kids play these games”

        No, I say they aren’t games. I say only kids play TAG because tag is a pretty shitty game – just as only kids play Tic-Tac-Toe, which is also a game, just a bad one.

        I explicitly, clearly do not make the negative value judgment you claim I do about Minecraft. I actually LIKE Minecraft, a lot! I like many things which aren’t games, including Lego which is arguably very closely related to Minecraft (and clearly, obviously, NOT a game).

        Yes, Tag has been around probably longer, but again I think it is a game, just a sort of broken one. Tag is like Go without the “you’re not allowed to return the board to the state it was in on your last turn” rule – it can just endlessly loop.

        Glad you liked the article, and… enjoy Diablo 3. I need to add multiplayer to my SWF file.

  • Dan L.

    You know what is terrible game design? Comment captcha that , when overlooked, poleaxes your entire message regardless of how long or how much time was spent on it (though mine wasn’t long and I didn’t spend much time on it).

    Anyway, I’m a little interested by the critique of Diablo here because I’ve been obsessively replaying Bioshock for the last few weeks on the “hard” level and can’t see what is the least bit hard about it as long as any time I die I just reappear a few game seconds away. It also has a bunch of farmville-like minigames (minus the microfees) that keep obsessive types like myself busy for hours. On the other hand, Bioshock has a decent story, great design, and fairly interesting and challenging FPS mechanics.

    The other thing I wanted to mention is that in a MUD-like game I used to play there was a game feature I’ll call “death insurance” that I think may be a viable solution to the sorts of painless death that is so common in modern games. The upshot is that as soon as a player has leveled up enough that they’re susceptible to death, they really are susceptible to death — you can lose your entire character. Even if that doesn’t happen, you’ll probably lose all the equipment you had on hand (usually very expensive in game terms) and a significant amount of XP (that game had a complicated experience system which is not relevant to my point). BUT, all characters have the option of doing annoying, time-consuming, repetitive chores to accrue “death insurance” which prevents DEATH, protects some or all XP, and gives the player a chance to recover the equipment as long as they can get back to where they died in a timely manner.

    I think it’s workable as long as the game actions required to accrue death insurance aren’t themselves fun enough to be a game. As long as it’s a chore, the player has to balance the annoyance of getting death insurance against the annoyance of dying. This gives a real incentive to the player to avoid death without necessarily forcing them into the old-school “start over from beginning” style games.

    • http://www.dinofarmgames.com keithburgun

      Hey, I’ll try to turn off that Capcha crap – thanks for alerting me.

      >all characters have the option of doing annoying, time-consuming, repetitive chores to accrue “death insurance”

      I’m against ever compelling the player to do boring, annoying, time-consuming actions, because I have respect for the player and I want them to be compelled to do actually-fun things. Further, the “insurance” you talk about is actually not a very good reward, in that they are no longer threatened and therefore the tension of the game is gone.

      That’s what a lot of people don’t seem to get. Dying/losing sucks. But having the ability to die/lose is a large part of where the tension in games comes from.

  • Wes Paugh

    I’m not trying to point out how crazy you are. The thing is, you are just as inconsistent in by pointing out slinkies aren’t a game as anyone else is for suggesting that Doctor is, or that Minecraft is as much of a game as tag is.

    If you want to try to prove that tag is a shitty game, you have to figure out why it was fun without consistent win or loss conditions. If played with only two players, it doesn’t even have an interesting decision. The colloquial definitions may be inconsistent, but that’s the way it goes with taxonomy. People called tag a game. Tag became a Game. Therefore, some games don’t have win / loss conditions, or interesting decisions. From that! People are free to make Games, and call them that, without win loss conditions without necessarily making shitty games. That ‘No win / loss or interesting decisions implies that game is shit, for all possible games, ever’, is the bit you’ve yet to prove (to me, at least). The only way you’ve argued in favor of that premise is as such: “x, y, and z don’t have clear win / loss conditions or interesting decisions. x, y, and z are also bad games. therefore, all games that don’t have clear win / loss conditions are terrible games”. You can see the fallacy.

    I just had an interesting, basically nihilistic thought about tag that does disprove my arguments, (or, at least it did, temporarily). It’s PSed to the end, since I think my following points still stand as a fine summary:

    Like I said, I liked the article. And yeah, if you added multiplayer to the SWF, along with lightweight story, lots of sparkles, and a century of man-hours from people that believe in the idea for one reason or another, I’ll probably start to consider it a game that’s fun (admittedly, with a lot of qualifiers about how, when, and why it’s fun). I’m comfortable with a level of inconsistency in my personal, working usage of ‘Game’ because yeah, I probably wouldn’t say I played a game called ‘Legos’. (In the aforementioned PS, I address why I don’t argue against that inconsistency anywhere but here). I also won’t enjoy Chess any less because of that inconsistency.

    We just need to quit worrying so much about what is and isn’t a game (which is the only reason I decided to jump in here in the first place; the article’s a fine observation, but the conversation took this nasty turn into why games are games or fun). If the things you call great games are great, they’ll be lauded on their merits by people that care (like me!). If other games are more popular, there are valid reasons for that, and obviously not because they’re necessarily better games. Sometimes a ‘shitty’ game like D3 is fun, or fun in moderation, or fun for certain people but not others. Since it’s also a game, ‘fun game’ isn’t total abuse of the language. Misguided, maybe, but neither incorrect nor dishonest.

    PS: If you strip away the actuation involved in playing Tag and just model it in software, it would be one dot chasing another with a bit of variance for muscle strength, respiratory stamina, etc, maybe some randomization for terrain variance tempered by strength of sight. That *would* be pretty boring. Would anything, though, if modeled so simply? Checkers, surely, as it already is basically dots on a screen. But who cares if they lose all their dots? Humans, when they’re driven by their instinct to win, that’s who! So people, all people, apply meaning to ‘losing a dot’ as a negative, and ‘taking a dot’ as a positive, both steps towards the permanent win / loss outcome that exists for both players.

    I’m almost starting to see things your way, here, by the way.

    But still, is it the concept or the understanding of a concept that matters to a definition? The possible concept Games as requiring winning and losing has existed literally since the dawn of time; it’s a concept. Considering Games this way is a clear argument-winner, as long as you argue that your definition is right because it’s the definition. If it’s the understanding of that definition that matters, then Tag can still qualify as a great game despite its boring ruleset; watching animals and children having fun playing tag strongly suggests that the concept of Game was marked and named before the ability to even conceptualize what an absolute win state meant, and included the acts of play as well as rules of play. If tag came first (and if ‘came first’ is the only point of contention on definitions), then Gameness can fairly incorporate the thrill of actuating game actions (in tag’s case, running and, in Diablo’s case, playing longer) into Gameness’ quality guidelines, since the understanding of Tag as a Game wouldn’t have ever ‘been’ without including the nature of the necessary actuations.

    Tag’s quality is still subjective (it’s less fun for kids in wheelchairs and more fun for adults that enjoy running [and yes, I now realize it's more fun because of reasons separate from the rules, but I am still in the process of defending my alternate definition. just realize that, if accepted, that definition makes this point valid]). Also subjective is the funness of any game to some people, like the 40-year-old, smart, adult WoW players don’t always see and loathe the carrot or stick, or the hypothetical super-human evolutions that solve chess that find it boring.

    You cannot incorporate this subjectiveness into a set of guidelines for Gameness quality without making value judgements about what Games people like (again, I’m still in the process of arguing for my definition of Game, and so this can’t be accepted yet. But, given an accepted definition of Game that includes the stuff that makes WoW fun for some people, ANY negative judgement of WoW as a Game would be nothing more than a value judgment of those people’s tastes). I’m guilty of making those value judgments, I realize.

    So, how do we accept a definition of game? if it’s a matter of ‘what made something someone understood as a Game into a Game first: playing or being able to win?’, then play is what I believe is the important part. I suppose we could argue further about the point in history at which cognitive awareness of something like victory came to be. We could even start to examine at which point Game is understood in an individual’s cognitive development, and probably still see that children mark tag as ‘Game’ before they would understand what a victory condition means to play. Even then, though, you have to look at what a child understands as Game rather than what they are told is Game, or else colloquial falsisms can interfere. I don’t have the research to back this up, but maybe someone else does, or can even deny.

    Does this definition allow you to consider going to the bathroom a game? Yes. Does this mean there can never be a good game about going to the bathroom? Absolutely not. My definition at least allows more possible great Games to get made. (How could it not? it’s a broader definition). And conversely, a broader definition doesn’t stop you from appreciating tight rulesets and emphasis on rules in making Auro, nor does it lessen anyone’s enjoyment of Auro.

    Hopefully I’m demonstrating my overarching theme, though, which is that definitions don’t matter.

    But yes, if it’s only whether concept or conceptualization came first that defines Game came, then you can’t argue either way with certainty. It’s also hard to argue with certainty using any other means of determining definition, for that matter. You could just as easily argue definitions for ‘bird’ and ‘chair’, and do the world about as much good. If you accept that an absolute definition of ‘Game’ is uncertain, or at least inconsistent in places as used in society for far longer than we’ve had digital Games, but take opportunities to point out how Minecraft and Diablo 3 are unquestionably bad Games, then you are only making a value judgment against people that enjoy those Games and have an equally valid definition of Game that includes them.

    If we want to disagree, then yeah, we disagree. It’s still just a matter of what people call things. For now, more people disagree with you. Will it always be that way? Who knows, but I think I’ve reasonably defended a different definition.

    Sorry for derailing the discussion, if I have. As soon as it started into what is and isn’t a game, though, I figured it worth actually thinking the problem through further than I have before (and maybe you / others). Unfortunately ‘why do we have definitions’ isn’t the simplest thing to argue.

    • http://www.dinofarmgames.com keithburgun

      >>The thing is, you are just as inconsistent in by pointing out slinkies aren’t a game as anyone else is for suggesting that Doctor is, or that Minecraft is as much of a game as tag is.

      So you’re honestly going to say that if you saw a slinky on a table you might say something like “Oh, Slinky, I love that game”. If you said that statement, ANYONE would say “Slinkies arent a game”.

      >>If you want to try to prove that tag is a shitty game, you have to figure out why it was fun without consistent win or loss conditions

      Easy – it’s the same situation as tic-tac-toe: It’s very practical and simple to play, and children aren’t as quick at picking up the flaws like adults would be.

      >>Therefore, some games don’t have win / loss conditions, or interesting decisions.

      I mean, it’s kinda like saying because a broken guitar doesn’t have a head-stock, some guitars don’t have head-stocks. By design and in concept, guitars have head-stocks. Tag is just a slightly broken game.

      >>We just need to quit worrying so much about what is and isn’t a game

      WES! I’m the ONLY PERSON ON EARTH DOING THIS. Hahaha, not really, but so many game developers even just really haven’t put much thought into it. They’re still on auto-pilot, wanting to make the cool games they grew up with, and not looking at them critically.

      >>Sometimes a ‘shitty’ game like D3 is fun,

      Anything can be “fun”, which is why game-design people like you and I should really never use the useless term.

      >>Would anything, though, if modeled so simply? (be so boring)

      It depends on how much emergent complexity – which results in interesting choices – there is. I think you COULD design a digital “tag” game that was good, but I suspect you’d need to add at least one more dimension of mechanisms to make it interesting.

      One neat side thing that you kind of touch on is that games are, in a really fundamental way, about social standing, inherently. Ranking ones self against others or even against a system, saying “I have beaten you, therefore I am above you”, if even in a tiny way, just temporarily. This is one aspect of why games are so important and enjoyable to people.

      I’m not sure I totally get what you’re saying about WoW. I would say that WoW is not a game, but that it does very well at being what it is. I think it’s very easy to illustrate that WoW is not a game in the same way that Six Flags is not a game. WoW is a place, it’s a social forum, it has games inside it, stories, all kinds of shit. It’s more like an amusement park than it is a “game”, itself. Although again, I do think there are games INSIDE WoW, like the battlegrounds for instance, or probably some other PvP encounters and even raids to some extent.

      I agree that definitions don’t really matter. Understandings however, do matter. And I think that we could use a bit more focused understanding on the topic of video games.

      No apologizing for your comments! I always enjoy your feedback and was anxiously awaiting it, actually.

  • Cosmic Banana

    I am confused. So far you have provided two definitions of a game:

    From your twitter feed: “Game”: (Noun) Any arrangement of matter, energy, or concepts.
    From reply 22: “A system of rules in which agents compete by making decisions”.

    These are two vastly different definitions. The first is so nebulous that seemingly anything can be a game. The second looks like it was ripped out (and then bastardized) of the first paragraph of a book on game theory, which at best model ideal circumstances like very limited choices or rational actors. I don’t have time scour the vast history of your posts and articles and whatever else publications you have. All I can surmise is that you have some closely guarded secret that is a “game”, and is the basis for most of your arguments.

    Unfortunately, you only let us know the tip of the iceberg. As if it were something you alone have fully understood and we, your sheep, need guiding through the valley of the shadow of darkness that is the foray of gaming in this day and age. We only get snippets here and there. A whisper. And poof, it disappears. Any time we question your profound knowledge, we’re struck down. Keith, Keith, why have you forsaken us?

    Not letting the rest of us play with all the cards makes it hard to formulate an argument against whatever you try to bring to the table. A game is this, but not that. A game has this, but not that. X is a game, but Y is not because, for lack of a better understanding, you say so. All we can do is see where you contradict yourself.

    Using your WoW example, it not being a game because it’s a social forum in which games are played. This so far satisfies definition 1, as it exists in this reality. So far, so good.

    To satisfy the second definition is harder, so hold on your asses, ass-holders. Being a social forum where games are played does not preclude it from satisfying the second definition. The spirit of the second definition seems to be akin to how this software is used, not its contents. Now it’s time to make an assertion; people are competitive. This can be observed in many games and non-games alike, and is probably why a lot of games and non-games exist. WoW has graced us with, more or less, four ways a player can compete; against the environment, against other players in combat, against other players economically, and against other players socially. This competition drives a sometimes logical, sometimes coherent, decision making process as to how to one up their fellow players. It’s even a strategic decision in which of these arenas to do battle.

    Of course these decisions are limited by the rules of the game. In choosing said race and said class, one has said combat oriented abilities to use. In player vs. environment or player vs player combat, strategic decisions are obvious. If my opponent does A, I respond with B. Economic battles are less obvious as the number of actions and agents increase substantially. Do I sell this sword of awesome for 30 gold or 31 gold? Well, at least I can’t sell it for -30 gold, that would be silly and the game protects me from my own stupidity. In the social arena, all I can offer you is good luck being your realm’s drama queen.

    All in all, the second definition describes WoW pretty well as a game. Or, if you please, games within a game. GAMECEPTION. At this point I expect you will snap back at me with yet another qualifier of a game that will invalidate everything I mentioned.

    Yes, you are the only person who is doing this probably because others think it’s a pointless exercise. Game developers, from what I’ve seen, are concerned with making their game (or non-game) fun or profitable. It’s a waste of energy for them trying to label their product and agonize over whether or not to put it in the games category or just “entertainment.” In this aspect, yes, you are alone. Maybe forever alone.

    • http://www.dinofarmgames.com keithburgun

      Hahah, I’m sorry that I confused you…

      >From your twitter feed: “Game”: (Noun) Any arrangement of matter, energy, or concepts.

      This was a joke. Did you really take that definition seriously? The fact that you did is kind of scary. I was making a joke based on the fact that people like to define “game” so loosely that it loses all meaning and use.

      I’m very clear about my definition of games and it’s all over this blog. There’s nothing secretive going on here. If you have a specific question about it, please ask. I worded my definition myself, although it was the result of applying studies to simple practical everyday usage of the term. People have no difficulty identifying what a game is, EXCEPT when it comes to digital entertainment.

      >Any time we question your profound knowledge, we’re struck down.

      Not true at all. I always verbally encourage questioning. Please continue to question me and I will always answer as best as I can.

      WoW itself is not a contest, that’s why it’s not a game. You can’t win, or lose WoW. That’s a bit like the old joke of “winning the internet”.

      I am concerned with making games fun. I think that my philosophy is the best way(I’ve found) to achieve fun, that’s all.

      You claim that I’m unclear, but this last post of yours is so rife with sarcasm and venom that I’m not exactly sure which bits of it are legitimate query and which are not.

  • John Kirkland

    You’re right, I was missing a key word: skillful. A game is something that gives you reward out of skillful action.

    And buying a stick of gum at the station… actually, that is in lots of games that not many people would say aren’t games. Granted, they’re a small part of a larger game, but they do still exist in games – Mafia, GTA, and other similar sandbox games allow you to drive to a store and buy stuff. Interesting, and I don’t actually like that im realising this now, but that is technically a game. It takes skill to drive there, and the reward is food/petrol, etc.’

    I don’t think that adding that word into that definition detracts from my arguments, but it does nullify your responses in regards to the 3 games you mentioned, and the SWF file…. I think. Although, while the SWF file might not be considered a game, some people might make a game out of it for themselves – I find myself wondering how many times I’ll need to click to reach the limit, or make the number bigger than the box, etc.

    • John Kirkland

      Actually, rather than “some people might make a game out of it for themselves”, I think i should say, “some people might make a challenge out of it for themselves”, which is slightly different maybe. Although, if you enjoy trying to succeed at a challenge you set yourself, is that a game or not? Interesting….

    • Jarrad R

      John,

      I disagree with the argument about the buying clothes example in GTA being totally skillful, and here’s why.

      Sure, you need to have a basic grasp of how to control your character and get him to the store without being run over by a car, or if in a car, without crashing so much that the car explodes and kills you, but just the act itself is not something I would call skillful or a game in itself.

      Now, if you wanted to make a game out of it, you could do something like, get to x store in x amount of time, while crashing into less than x amount of other cars.

      In this example, you have quite a few important decisions to make that will impact your success/failure. You must first choose a mode of transportation, all of which have their own attributes (speed, acceleration, handling, etc). Then, you must decide whether to just hold down the gas as hard as possible, or use e-braking to make all your turns. Third, you need to choose a route. Are you allowed to use the in game waypoint system, or do you have to do it using the mini map or even memory? Then you have all the other things like pedestrians and other cars, and if you hit any of these with your car it will A – slow you down while also bringing your car closer to exploding while affecting your time and B – risking cops chasing you which can lead to different decisions on the fly like what alternate route to take to lose them.

      I consider that more a game within a game than just the act of going to the store and choosing to buy a new pair of shoes for your character to wear. Is it a part of the overall experience? Absolutely, but I think it;s invalid to categorize that as a game itself.

  • Jarrad R

    I think what some folks might be missing here is that Keith is not trying to tell everyone what they should think is fun or what is considered a game.

    Yes, he does have a definition of a game based on his being a game designer and within that context (given the examples of important decision making within said game) it is an accurate one.

    When he says that a piece of interactive media (or games as is the common definition of anything you have influence over with a controller/keyboard/etc) is not a game, he means not a game by the above definition (correct me if my understanding is wrong, Keith), which again is his based on what qualities and properties it should have from a design standpoint.

    Now, according to game designers like Keith, it is more important to make a game (using Keith’s definition) that the player(s) derive more fun (very subjective term obviously because everyone is different, has different tastes and considers different things fun) from as a result of them using tools put in their hands by the designer (level design, opponents, ways to defeat them, etc) in a way that makes more of their decisions important and have a more significant impact on the game.

    The SMB analogy was spot on, as was baseball. In SMB, you can choose to go down the pipe to skip part of the level and get some coins, but you may miss the mushroom, fire flower and 1-up that you could have gotten had you passed the pipe, which would have given you advantages in the next level.

    Baseball is a lot more complex than a lot of people think. In pitching, you have a choice of what pitch to throw, at what speed, and in which location EVERY TIME. The idea is the pitcher trying to disrupt the timing of the batter to make him swing and miss, hit the ball weakly, or not swing at a strike. The batter on the other hand needs to make a decision every pitch trying to figure out whether to try to hit the ball to the right side to advance a runner and what he will do if the pitcher decides to throw a curveball.

    Games like Diablo 3, WoW, and pretty much every FPS released these days gives you a narrative that you control through the character you have control of, but most consumers are too caught up in the “I need to get to the end” to realize that the kind of decision making you have in a modern FPS is significantly different than in something like SMB.

    In a modern FPS, you have a (mostly) linear path that ultimately leads to one place, the end of the game (and story). Sure, there might be alternate endings based on some choices made throughout the game (morality scale, letting certain characters live/die, completing a puzzle within a set time limit) but these choices do not affect HOW you get there, which I think is the point Keith is trying to make (again, correct me if I’m off here)

    I also don’t believe Keith is trying to say that “games” that don’t fit his definition can’t be fun, in fact I read a few times that this wasn’t the case, but again, something can be fun and not be a good or well designed game. Some folks might enjoy building the Starship Enterprise in Minecraft (which admittedly is pretty freaking sweet) but it’s not a game. It’s a program that allows you to essentially build LEGOs (and stave off zombies I suppose)

    Tetris is an example he and my brother use often. You need to make lines by lining up different shaped pieces that infinitely fall from the sky. Sounds simple, right? You won’t be calling it simple when you’re on level 9 and they start falling almost as quickly as you can get them to where you want them to go (and rotated properly). This is amazing game design because every decision you make is important. Anyone who has played Tetris knows what it feels like to just barely miss dropping the L block where you intended and now you need to make a whole new set of decisions to get it cleared out. Oh, and by the way, all the while the pieces are coming at you faster, giving you less time to make said decisions.

    This has kind of gone all over the place (sorry everyone) but what I’m really trying to say is that I think a lot of people get defensive when Keith challenges people’s preconceived ideas of what a game is as if he is attacking them or in some way trying to devalue an enjoyable part of their early (and modern) lives by saying that what they have come to enjoy so much is a big pile of crap. I don’t think this is the case at all (and by the way, I really love how intelligent the conversation has been on this comment feed. A lot of very good points without any trolling or angry rants, well done everyone.)

    However you define a game, whether by dictionary or by your own philosophies on game design and what a “good” one should encompass to achieve greatness, it comes down to what is an enjoyable experience for you through your desired medium, and that will vary greatly from person to person.

    Keith is trying to design games that break from the norm within games we see today, and I think that is a great thing. I really don’t believe the intent is to shit on anyone’s ideas or feelings and I hope that when Auro comes out, people really take note of what he is trying to say about what he believes a good gaming experience can be, because maybe that will help inspire other developers to really think about the intricacies of game design and not just keep feeling the consumers more auto health regen, impossible to lose interactive narratives (not that they can’t be fun, because they certainly can be) but to take more chances and try to stimulate their audiences in new ways that don’t involve a brand new HUGER gun and a SPACESHIP TANK, but rather changes in gameplay and design that allow us to get better by using the game design and not memorizing a level so we don’t get picked off by that sniper who comes around the 2nd building on the right.

    If that whole thing was all over the place, it’s likely because it’s 3am and I couldn’t go to bed without chiming in. Feel free to discuss, and thanks for reading.

    • http://www.dinofarmgames.com keithburgun

      Thanks for the great comment, Jarrad, and yes, I think you’ve represented my views accurately.

  • Sizz

    The diablo franchise builds on a basic human desire; Greed.
    All MMO’s are designed with this philosophy in mind.What for?Money.
    Keep on making Auro(fan here),your philosophy is rock solid,but let’s be real;it’s ideal.
    Many designers don’t have that kind of luxury,and im envious of you,in a good way.
    I believe that when you make a recipe that works,and most important of all,makes you money you must be crazy to ruin it.And believe it or not i’m an idealist,but we gotta survive in someway,and that is also true for diablo’s designers.If you remove the greed-based core philosophy from previous games and not put it on the next one people are gonna tell you that you are crazy and you are ruining a legacy.Why that happens?Well the people are already familiar with it and it is proven that people don’t like changes that much.
    It’s all about risk.Personal and not.

    These kind of games are exploitative.
    Exploiting human desires and what not.
    That sucks.Really.

    As long as you can making games like Auro you have a fellow supportive designer.And don’t you ever stop,please!

  • Anon

    Can’t help my nerdiness wanting to interject…

    Pokemon shines as a video game in its multi-player mode. I’m going to assume you mentioned it out of ignorance, but here’s an example of how interesting a competitive match can be.

  • DukeRotten

    Ignoring everything else in your post (a good amount I do agree with), I have to take issue with your opinions regarding death in the Diablo series.

    I’d agree that from the little I saw of Diablo III, it does seem to have that awful WoW-esque “oops I died spend five minutes walking okay” death mechanic (one reason among many I’m really leery about D3). But I would argue that a good amount of the time, Diablo II’s death penalty was harsher than most games that don’t feature straight-up permadeath.

    Let’s say you’ve built a summoning necromancer as your first character on the battlenet servers, who you’ve gotten to level 50 or so and are just starting Hell. You have a crapton of skeletons (with their stats and numbers based on +skill equipment) who are great meatshields, but do embarrassing amounts of damage until you can get your first corpse and can cast Corpse Explosion. To help, you get a strong mercenary who can kill stuff pretty good.

    At some point, you’re deep in a dungeon marked by lots of chokepoints, which makes your summons even more useless. You die to something (let’s say one of those exploding bone fetish guys). Now you’re all the way back at town, naked and without your mercenary. All the gold you were carrying is missing too. Your dead body is still deep in that dungeon. You have two choices.

    The first option is to trudge all the way back down and reclaim your body. You still have the ability to summon, but without the +skill equipment, they’re literally nothing but meatshields. The mercenary can be resurrected, but that costs craptons of money, so hopefully you have that in your bank. If not, oof.

    The second option is to just reset the game, whereupon your dead body will reappear right in front of you! However, your merc is still dead, your gold is totally gone, and (since we decided to play online) the map has totally reset and reconfigured itself! Which means you get to stumble around a brand new dungeon!

    Again, circumstances are everything. If you’re playing a sorceress on normal difficulty, then death means absolutely nothing. Single-player mode also lessens the penalty, since the maps don’t change, only respawning the monstarrs (as an aside, I couldn’t imagine playing SP, as D2′s surreal, built by 12-year-olds economy is probably the most fascinating aspect of the game for me these days). It’s also true that there is no real penalty for death. But for many situations in Diablo II, death leads to more punishment than most other games with save files and/or checkpoints, and even forces you to make the occasional tough decision! And that’s sort of cool, right?

    • http://www.dinofarmgames.com keithburgun

      I actually think that in Diablo games, there shouldn’t even be death of any kind. The whole game should just simply be all “getting more stuff” and no death at all. That’s where they’re headed, and Farmville actually jumped way ahead of them in this way. Mark my words, Blizzard is going to make a “COOL DARK 13 YEAR OLD BOY-SAFE” themed version of Diablo/WoW and it will be huge.

  • graham

    After reading alot of the comments about tag being a game or not:
    The games of tag that I played at school were last man standing gruelling physical challenges with smart tactics, terrain knowledge and teamwork.

    We made our own rules that made the game fun and a challenge.

  • http://www.gamersdelight.eu Lazy

    There are a lot of discussion here that misses the point. You claim D3 is not a game since it offers no challenge or decision-making and some people respond that it is a good “game” since it’s still fun. I agree with your point that an activity that is only fun is not a game. I also agree with you that D3 is not very interesting from a gamer perspective. But your article, probably because you wanted it to be a bit provoking, is not entirely true. The fact is that even though D3 may not require skill or good decision-making, it definitely rewards you for having/making them. I’m not saying D3 is a deep or challenging game, hell I’m not even saying it’s a good game. But it is a game. If I ever sat down to play D3 I would complete it 3 times as fast as my mother would. I would be a better player than my mother. In your flash game example I would not be. This is not to say D3 is anything but a boring and simple game with nice graphics but it IS a game.

    • http://www.dinofarmgames.com keithburgun

      You seem to be saying “because there is some skill to it, that means it’s a game”. I disagree. There’s skill to lego and skill to building a birdhouse.

      • Lazy

        There is some skill and an objective. Building lego with an objective (make the tallest tower in 5 minutes) is a game, is it not? Maybe you can separate “competetion” from “playing games” but at some point it gets too philosophical and a bit rediclous.

        • http://www.dinofarmgames.com keithburgun

          >There is some skill and an objective. Building lego with an objective (make the tallest tower in 5 minutes) is a game, is it not?

          Yes. Building lego * WITH AN OBJECTIVE * can make it into a game. Doing *ANYTHING* with an objective can make it into a game. When you add the objective to lego or to minecraft, you’ve essentially created a game. Lego doesn’t become a game when create an objective. You can make a game out of beer bottles – throw rocks at them and the first to shatter them wins. That does NOT mean “beer bottles are a game”.

          • Messenger

            So what stops them from being games despite the fact that, of your own admission, they can be games?

  • http://www.georgethedragon.net Gary

    If you haven’t read it before, Shamus Young does an excellent blog where he discusses many of these same issues.

    http://www.shamusyoung.com/twentysidedtale/?p=1828

    I highly recommend taking a look.

    (Also, I enjoyed the article you wrote, especially the farmville comparison, because it is so true!)

  • http://www.LessThanThree.eu Chris

    Wow… and you call yourself a game designer? Without knowing even the basics of exactly that? Arguing with a company that’s been in the business far longer that you have been and most likely will be?
    God beware that I’ll ever play something you create, your idea of what a game should be sounds horrible.

    I agree with most people who are against you on this, people like John Kirkland above.

    “WoW itself is not a contest, that’s why it’s not a game.” now I am not a WoW-player myself and quite frankly I don’t even like it, but tell me a game where you don’t win in the end. Sure, there are games which story end in the hero dying or his quest failing but the overall goal of reaching the end of the game was achieved.
    Everybody who plays a game wins in the end, at least in singleplayer-mode. You can die a million times on the way but it can be sheer luck, godly timing or just perseverance that kept you trying but as long as you don’t give up you WILL make it to the end.
    Of course there are games out there that give you hardcore-modes with permanent deaths. Diablo 2 had it and so does the more recent Witcher 2. I agree that death became less and less significant, with regenerating shields or health, or auto-saves every few steps. But that surely is not Diablos fault. So many people are now more or less casual players. They sure as hell wouldn’t want to play a game where, when you die once, the story is over.

    I’m losing myself here in my trail of thoughts and I would have so much more to say but right now I confuse myself over it.
    Critique is good, it makes people think and maybe even change their stance on things. But as a reader it sound to me more like you don’t like Diablo or at least Diablo 3 and now frantically look for reasons to justify yourself. While at the same time you sound like a giant douche, stating everything under the vail of “just looking at the game design here folks, I’m 100% objective”. If you want to tell us how great you are and how amazing your game is, don’t do it by posting a troll text like this. Because it is nothing but trying to get attention and reactions. I guess a good way to lure readers on your site to check our your game, huh? Nice played.

    “In the meantime, I have designed Auro to be as focused as possible. It is a game, and no one will ever be confused about that.” way to pat yourself on the shoulder mate. I can really see how this is not a shameless plug for your game.

    But I do honestly wish you good luck with your game, really. Competition and smart minds is something the gaming-industry really needs and you are obviously not stupid. Just do it like your game: Stay focused on that and leave other people’s games out of that.

    • http://www.dinofarmgames.com keithburgun

      >>tell me a game where you don’t win in the end.

      In most games, you don’t “definitely win” in the end. Only in the past 15 years of video games has this been the case. Galaga, Baseball, Super Mario Brothers, Go, Chess, Checkers, Pac Man, Football, Team Fortress, Counter Strike, Basketball, Pong, Civilization, ROGUE, nethack, Spelunky, Slay… In all of these games, and most games EVER CREATED in the 5000+ year old history of games, losing was equally as possible as winning.

      It sounds like perhaps you just have been so immersed in the last 15 years of mainstream digital games that you have, like so many, forgotten this about games. You probably have forgotten what it even feels like to be faced with an interesting, difficult choice, and know that when you make that choice, you have to live with it. It’s a wonderful feeling.

      I want to be clear again and say I do NOT ADVOCATE tacking on something like permadeath onto a game like Diablo, and its “hardcore mode” does not interest me for the same reason. You must build a game entirely AROUND a true loss condition. You cannot just tack it on.

      I think you are being dishonest actually when you claim that I’m just trying to get attention or justify that I “didn’t like diablo”. I think if you really look at what I am saying here, it’s a decently clear argument. I also think that your constant personal attacks and appeals to ad populum look really bad for your argument, whatever it may be.

  • uberfleas

    I have read through all of the comments and find this discussion fascinating. I have to agree with you that Diablo and its ilk have no challenge and interesting decisions in the general gameplay. That being said, there are systems in place and rules in place (character creation, physics, ai behaviors, economy etc) that contribute to a system that can take time to understand and manipulate, which often leads to interesting decisions. More importantly, these things allow for player defined rulesets and victory conditions, instead of programmer defined. This makes a game system more of a framework than an actual defined game. Because of that I would like to have your opinion on the statement, “The best games are the ones that allow the players to define all or part of the rules and victory conditions.” An example of this would be Minecraft. I would posit that it is a place where many games can be played, but the rules and victory conditions of any game within that framework are mostly defined by the individual. One person may play Minecraft: Can I build the Starship Enterprise and another may play Minecraft: Can I find the Bottom. Really there could be as many different games contained as people playing. What do you think?

  • http://www.dinofarmgames.com keithburgun

    >, “The best games are the ones that allow the players to define all or part of the rules and victory conditions.”

    Such a system, itself, is not a game. Any person is capable of “defining rulesets and victory conditions” using ANY objects at all – I can make a game out of a saltshaker. That does not mean a saltshaker IS ITSELF a game.

    Similarly, Minecraft is not a game. You can, and people do, make games inside of minecraft, but Minecraft itself, the software, is not a game because it doesn’t have its own rules and victory conditions.

    >I would posit that it is a place where many games can be played, but the rules and victory conditions of any game within that framework are mostly defined by the individual.

    Correct. So Minecraft is not a game. These games people make inside minecraft are new games that THEY have designed using Minecraft.

    Although I wouldn’t correct someone on this in normal speech, I would say it’s more accurate, actually, to say one is playing WITH MineCraft, in exactly the same way as people say they are playing WITH Lego.

    >Really there could be as many different games contained as people playing. What do you think?

    I agree. But give credit where it’s due – the people who create the rulesets are the game-creators. Notch simply created the canvas on which to design on (which is no small feat – but it was not a game design feat).

  • Messenger

    Wait a minute. As far as we’re talking about compulsion or “games” that raise a number with each button press or mouse click you make, what’s the difference between your games and the Diablo series, WoW, GW2, etc. when your own games ultimately do amount to a number and the only reason to return is to beat that number?

    “You crawl dungeons, fighting monsters, gaining experience and death means the game is over, but you live on forever on a high-scores board.” From “Introducing: Auro: The Golden Prince”

    Your game in itself, even if it’s based on skillful decision making in order to compete, is ultimately also just about doing actions to raise a number, even if it’s actually a whole series of tactical, well-thought actions combined to raise just a single number.

    If there’s one thing that hasn’t been talked about here, it’s frustration. Just as you argue that you can’t call define some interactive narrative-driven software as games because of the ultimate inevitability of victory of their players, any game where the odds are well-stacked against you- even if victory and completion remain a possibility- is not a game people will return to. You talk about the uselessness of using the term “fun” in defining games but in truth, to disregard fun to focus on challenge is to overlook that if a player isn’t having fun, he’s either becoming bored or, most likely, becoming frustrated with the challenge of the game.

    And a frustrated enough player is simply going to stop playing. It doesn’t matter how many awards a game has won, how much praise it has earned, how much careful design has gone into it- it’s simply going to be a game that will stop being played.

    Even if a person’s skills are improved by the game, to continue despite frustration is an illusion and- in the case of a high score board- a compulsion as well.

    If this is all your point- and games- have to offer, then I would rather play Diablo 3 (though, to be honest, I don’t intend to), WoW and GW2 simply because my efforts will be rewarded by great experiences. I know I will also be developing tactical skills and reflexes in playing them, whether in PvE and PvP, Even where you don’t consider them games (interactive narrative-driven fantasy simulation software? I’ll still call them games and note that they still fall under the definition given in comment 22), both they and Auro will still result in a number and it is still compulsion that drives on to play either- perhaps even more in the case of your game.

    • http://www.dinofarmgames.com keithburgun

      Ah, whoops, you do not gain experience in Auro. Need to fix that!

      >ultimately also just about doing actions to raise a number,

      Well, yeah, performing better to raise your score. That’s true of pool, tetris, soccer, football, etc. The difference between all of these games and Diablo is that in these games, you can LOSE. In Diablo, you can’t lose. In Auro, you can. This is a HUGE difference.

      >any game where the odds are well-stacked against you- even if victory and completion remain a possibility- is not a game people will return to.

      No one is talking about making the odds “Well-stacked against you”. I think the odds should be on a level with Tetris or with a game of soccer in which your opponent is of equal skill. I agree that an unfair level of challenge is frustrating and not a good thing.

      >rewarded by great experiences.

      This is the one thing that you’re really wrong on. Diablo never rewards players – ever, because they were never tested in the first place.

      • Messenger

        “Well, yeah, performing better to raise your score. That’s true of pool, tetris, soccer, football, etc. The difference between all of these games and Diablo is that in these games, you can LOSE. In Diablo, you can’t lose. In Auro, you can. This is a HUGE difference.”

        I disagree, even though I admit I’m not speaking so much about the Diablo series as I am of WoW and GW2. There is such a thing as DEFEAT in those games. You can quibble all you want about whether these are games or just software that can possibly contain games, but the experience of failing to complete a dungeons, missions, quests or tasks is loss enough, is frustration enough. I’ve been in enough group implosions as a result of those to know just how bitter the taste of DEFEAT- LOSS- is.

        There is ultimately no difference between what you call games and what you call non-games if you were to divide them by the possibility of loss. You may cite the lightness or even removal of a death mechanic as its greatest example, while playing your game- or Tetris, soccer, football, etc.- can result in loss- but you must not overlook the fact that, the next day, anyone can play the games again. And they can do so until they win.

        You rail against the idea that it’s just an investment of time that determines success in these games, rather than good decision making and improved skills. However, good decision making and improved skills themselves are products of time investment. Before one can even apply the effort to improve yourself, a player must be able to have the time to exert that effort.

        However, all of that is ASSUMING they choose to play again. Which leads us to the next part of this discussion. But on a closing note on the previous part, the only real loss your games can truly impose is if the player gives up playing. But from the perspective of the quitting player, it’s not a loss but a good decision to ditch a game that’s frustrating and/or futile. Perhaps you and your company come out the winner economically in that you’ve already been paid for the game, so it matters not if it’s played an infinite times or just once or never at all- except that your mission statement is aiming for great games enjoyed and remembered over and over.

        “No one is talking about making the odds “Well-stacked against you”. I think the odds should be on a level with Tetris or with a game of soccer in which your opponent is of equal skill. I agree that an unfair level of challenge is frustrating and not a good thing.”

        If the odds are on the level of Tetris, then it’s ultimately a game with an unfair level of challenge- especially once you reach the max level. The game just goes on and on at that level’s high speed while any human has only a limited amount of energy, concentration and- above all- interest. Very quickly, at a certain point, the player is going to realize the futility of his high score. If it happens after a loss, he’s just going to stop. If it happens in the middle of the game, he’s going to let himself lose (the distraction of that thought in itself may cause him to lose). And if his frustration, jadedness and realization of the pointlessness of the act is great enough, he may even stop playing that good for good. The only hope for that person to pick up the game again is if he’s so bored and has such poor options for curing his boredom that he picks his game up. Chances are that he won’t play again in the presence of any alternatives.

        A game with an opponent of equal skill is actually no different as far as the end result is concerned. Sure, it’ll make for great games- from experience, evenly matched foes make games exciting because you don’t know in which way the game will go and it affords both sides the same opportunities to swing things in their favor. However, how long will it before one or even both players begin to find the game monotonous and tedious? You win, I win, you win, I win- another game? Even the uncertainty and excitement will become consistently repetitive and will sooner than later put an end to the games.

        “This is the one thing that you’re really wrong on. Diablo never rewards players – ever, because they were never tested in the first place.”

        I’ve died, lost and been defeated enough times in Diablo, WoW and GW1 to know that’s not true, that I was being tested, many times carefully and even harshly, that I had to contend with rising challenges. I’ve had to weigh build and itemization options many times, knowing I only have enough resources to go one way without any real way of taking back my mistake.

        As for rewards, I think that’s the key here in understanding your viewpoint and why so many people are expressing contrary opinions to it. Your reward is the high score- that’s the perspective you’re coming from. Other people’s reward is the narrative (what it reveals and where it leads) and what it asked them to do to forward it. A high score is just a number that has no meaning outside its game for many people. For me, it’s no motivation at all to play a game, it’s not a reason to invest time, energy and even emotion into it. Naturally, it’s not a reason to pay cash for it. Rather, I’m happy to have the opportunity to fight a dragon or to save hapless villagers or to see a story unfold before me.

        Even if your review of Diablo 3 (and the rest of the series based on your own perspective and standards) is poor, and that I honestly don’t even intend to get into D3, it cannot be said that it- or its predecessors- did not reward its players. As horrific, disturbing and utterly abnormal it is to say in real life, Diablo 1 rewarded me by getting me to shove a evil crystal into my head. It rewarded me by its cryptic clues and hushed-up horror stories, by letting me fight a skeleton warrior and keep his crown. That’s the experience I- and many other people here- are referring to.

        A high score is not motivation enough to get me and most people to play a game, much less replay it. It’s a shallow, meaningless number that in itself works on pride and compulsion for it to be given value, the same addiction you don’t like.

        It’s in the face of all this that I really have to question the non-game status of Diablo, WoW, GW1 (and 2) and the like in your game philosophy. Certainly, I know there are games where the tactical decision-making and skillful playing has taken such a backseat to the narrative such that it’s really just an interactive movie, but I cannot agree that these are among those for the reasons I cited. The distinction between those and games like WoW can still be felt and perceived, especially as far as how much decision making and influence over their own character the software (since you refuse to call them “games”) provides the player.

        Even the idea of playing “house” or “doctor” from one of the previous comments I question if they’re truly non-games. What makes them non-games? The lack of rules? Pretend “games” do have rules, even if unspoken: You are to act as if you’re the role you profess or assigned. The competition part is questionable, but it can be said that the “players” have to react properly according to the spontaneous actions of their co-players, even if constrained by their roles.

        The broader definition and use of the term “game” is just more appropriate, more versatile and even more meaningful than the narrow, strict, definition you operate by in this blog, even if you mean the best by it or allows you to zero in on what makes a game good and fun. It just overlooks the wider range of experiences, challenges, even the forms by which people play and have fun. As such, it’s not hard at all to challenge or even reject this particular definition and standard for games.

        • http://www.dinofarmgames.com keithburgun

          Yeah, I would say that in WoW there are games, and in those games you can really lose. But to call WoW a game is about as accurate as calling an amusement park a game.

          You seem to be arguing something rather absurd – are you arguing that all games ask the same amount of skill of a player? To me, it is precisely those games that you are, I think, calling “Frustrating” that are the ones that stand the test of time. No one will be playing World of WarCraft in 20 years, I promise you that. I want to try to make games that someone could enjoy at any time in history, and so I am looking to the fundamentals of what makes a great game. In my research, it seems that what makes a great game is challenge – but not just challenge, interesting, fair challenge. Fair does not mean “the player is basically guaranteed to win”, however in Diablo I am basically guaranteed to win.

          >A high score is just a number that has no meaning outside its game for many people. For me, it’s no motivation at all to play a game, it’s not a reason to invest time, energy and even emotion into it.

          >A high score is not motivation enough to get me and most people to play a game, much less replay it.

          I think sports are an example that utterly tears this concept to shreds.

          >Pretend “games” do have rules, even if unspoken: You are to act as if you’re the role you profess or assigned.

          Okay, so… are you going to continue on with that line of thinking, and call a play a game, too? If a play is a game, then maybe a movie? Hell, let’s just call everything “game” so that the word has no function what-so-ever!

          >It just overlooks the wider range of experiences, challenges, even the forms by which people play and have fun.

          To call what I call games overlooks nothing. It addresses a smaller group of software – sure. But to say that it “overlooks” software it doesn’t cover is like saying the term: “moustache games” “overlooks” games that don’t have moustaches. It’s not a problem that World of WarCraft isn’t a game. I am stopping no one from enjoying it by calling it “not a game”. You have an irrational, culturally-induced idea that the word “game” has some value to it and you simply CAN’T LET the things you enjoy NOT BE a GAME!

  • Messenger

    “Okay, so… are you going to continue on with that line of thinking, and call a play a game, too? If a play is a game, then maybe a movie? Hell, let’s just call everything “game” so that the word has no function what-so-ever!”

    The difference between pretend play and the performance arts is in their natures.

    Pretend play still puts and keeps decision making and action in the hands of its players. The situation and outcome are determined by the players’ choices. A group of children playing doctor can end in an operating room scene or is simply focused on the examination room. The children playing patients can choose and pretend to have any number of different diseases, while the “doctor” can decide in different ways to treat those sicknesses, from something as simple as prescribing medicines or comically in highly imaginative surgery. However, imaginative games like this can go anywhere, especially depending on what its players choose. All the players have all the choices.

    As for theater and acting, it depends which part of the show you’re in. If you’re of the audience, then you’re just a viewer. Nothing you do, say or decide is going to affect the outcome of the story that unfolds before you. Certainly you’re also not in the position to even forward them. If you’re an actor, the difference between player (gamer) and player (actor) is subtle but remains: the actor is following a script. Certainly, the challenge (and fun) lies in how he carries the script, says his lines, does his actions and tries to convey to the audience action, emotion, and idea, but the outcome is already fixed. He’s playing only in a specific and archaic sense of the word, and certainly he’s not making decisions to compete. In fact, he’s cooperating with others to stick to an already set script in order to bring a story to life. He’s a cog in a performing machine, not the guy throwing around the switches. There’s no “tactical decision-making” here.

    At this point, I want you to know that I read your blog post at least twice, checked out all related blog articles, such as those on Auro or your company’s philosophy, went through the comments here and in the blog post on the NPC web comic, and tried my best to understand your viewpoint and your ideas before even considering the first letter to type in my first reply. Despite the passion and focus I’ve shown in my replies, I put in effort and time to speak directly, seriously and respectfully. My challenge to your ideas lies in how much weight I gave your perspective- which is to say enough to start a discussion with you.

    I DO NOT TAKE KINDLY TO BEING SARCASTICALLY INSULTED OR SHOWN CONDESCENSION AS SHOWN IN THE TONE AND NATURE OF YOUR REPLY. THAT IS WHY I ANSWERED THIS FIRST BEFORE ANY OF THE OTHER PARTS OF YOUR RESPONSE. WE CAN EITHER CONTINUE, TRYING TO HAVE A CIVILIZED, RATIONAL AND VIGOROUS DISCUSSION ON THE IDEA OF WHAT CONSTITUTES A GAME AND ITS RELATED ISSUES (ESPECIALLY WHERE YOUR SUPPOSED GOAL IS TO MAKE BETTER GAMES), OR YOU CAN SAVE ME MY TIME AND EFFORT BY SIMPLY TELLING ME YOU’RE UNWILLING TO ACCOMMODATE DISSENT AND DISAGREEMENT TO YOUR PERSONAL OPINIONS OF WHAT MAKES A GAME, ESPECIALLY WITH HOW YOU SNIDELY SNAPPED AT ME. I CAN EITHER ADDRESS YOUR OTHER POINTS KNOWING YOU’RE WILLING TO LISTEN, OR I CAN SPEND MY TIME DOING SOMETHING MORE PRODUCTIVE AFTER REALIZING YOU JUST DON’T CARE TO HEAR ME OR OTHER PEOPLE.

    • http://www.dinofarmgames.com keithburgun

      SO YOU WOULD CALL IMPROVISED THEATRE A GAME? I WOULDN’T, BECAUSE IMPROV ISN’T A CONTEST AND I THINK THAT GAMES ARE A TYPE OF CONTEST. I ALSO DO NOT THINK THAT PEOPLE WOULD REFER TO IMPROV AS A GAME UNLESS THEY ADDED A CONTEST-TYPE MECHANISM, SUCH THAT ALLOWED FOR LOSING AND WINNING ETC.

      THANKS FOR READING THE BLOG.

      • Messenger

        Theater implies an audience, a show for other people, rather than something engaged on a personal level for personal exploration done as leisure activity. Theater can be fun and challenging, as I said, but is not done for leisure in itself. It’s a *show*, not *play* (or at least, only a “play” in the sense of “player” meaning “actor”).

        If you want to limit all games to just being questions of winning or losing, then I suppose you consider D&D and similar pen and paper RPGs, whenever they become more than just “seeing who can kill the most orcs in a colony” but explorations of fantasy, are not games anymore.

        But hey, you’re probably not reading this anymore. What can I expect from someone who’s shown himself more to be selfishly interested in his own highly subjective ideas of what a game is rather than the larger picture of where they’ve come from, what they’ve grown to be, and how they’re evolving? What can I expect from someone whose best definition of a game is win or lose? What can I expect from a game designer not listening to the people who are supposed to be his customers?

        What’s really funny at this point is how you say that it’s the missing possibility of losing that makes Diablo, WoW, etc. not games, but then you go on to say elsewhere that because they’re not games to begin with, they should not include possibility of losing anyway. Which one is it? Putting the cart before the horse?

        And you’re welcome. Reading your blog allowed me to see what kind of an arrogant, narrow-minded hack you actually are, “game designer”. You want games to be only what you envision, despite your lack of a consistent, specific definition to base things by. At least I know that I don’t have to spend more of time on you or your words. Not that it matters, because of how many disagreements have popped up and how you’re so obviously tired of debating, despite all your claims that you’re sincerely interested to explore the issue.

        And good luck on your games. I’m sure they’re going to the memorable hits you aim them to be, as successful and popular as Plants Vs. Zombies and Angry Birds. I can’t wait to go through the local shopping centers and see all the T-shirts, toys and merchandise they’re going to sell. Really. After all, I knew about 100 Rogues… after being led to this website. Never heard of it before coming here.

        • http://www.dinofarmgames.com keithburgun

          I meant those acting in an improvised theatre. I don’t think that that is a game, because it’s not a contest.

          D&D has game elements, and it really depends on how it’s played. Some people play it much more like a game, and some people play it with almost none of the mechanics and simply role-play. In that case, I again think that, like theatre, it’s not a game.

          >>What’s really funny at this point is how you say that it’s the missing possibility of losing that makes Diablo, WoW, etc. not games, but then you go on to say elsewhere that because they’re not games to begin with, they should not include possibility of losing anyway. Which one is it? Putting the cart before the horse?

          I’m saying this: Diablo’s “death” is utterly meaningless, and it is there as a sort of vestigial element from games. I am saying that because it has no real meaning, it should be removed as it is basically just a simple annoyance and nothing more in the current context.

          >You want games to be only what you envision, despite your lack of a consistent, specific definition to base things by.

          A game is a system of rules in which agents compete by making decisions. That’s the definition I go by.

  • Rob

    I hate to see things turn ugly and personal like that. It’s a shame. Let’s keep the conversation intelligent and constructive – it’ll take us all a lot farther.

    After reading through everything, this whole debate reminds me a lot of my days working in a music shop. People used to endlessly argue about which bands were best, which bands belonged to which genre, and what the music “should” be. We’re basically having the same conversation, but substituting “game” for “music.”

    One of the teachers at my store was a brilliant guitarist named Scott McGill. One day I was talking to him about how certain bands (Suicide Machines, Slapstick, etc) were really hard to place into a genre; because of that, it was hard for me to use them as support for arguments concerning which music was the best. So I asked him – “Scott, what *exactly* determines a music’s genre? What makes ska music ska? What makes punk music punk, blues music blues, rock music rock?” He explained to me that there were certain characteristics that people typically attribute to a specific genre, but really the music is whatever genre the musician says it is. He went on to explain that my head was in the wrong place. It doesn’t matter what genre a band is. The only thing that matters – the *ONLY* thing that matters – is that the music moved me. That’s it. End of debate. If it moved me, then it’s great; if it didn’t, it’s not for me. But what moved me and what moves you may be two entirely different things. And you know what? That’s completely okay. The musician makes the music for his own reasons, and no one can say that those reasons are right or wrong. You are either moved by the music or you’re not, and no one can tell you that you’re right or wrong for being moved by it.

    And that’s the thing, here. We’re arguing about what makes a game good. I get the point that Keith makes about improv theater. Messenger argues that theater isn’t something you do for leisure, but improv is. People do it in groups because it’s fun for them. I would also say that – by my personal definition – it’s not a game. But if someone in the improv troop were to tell me that it *is* a game to them, I wouldn’t defend my position that it’s not. It doesn’t matter how they feel about it. If that’s what moves them, then great. It’s not important that their interests are my interests, it’s just important that we’re each engaging our own passions.

    I’m partly in your corner, Keith, but I’m also partly on the other side of the ring. I get what you’re saying and I do think your intentions are noble. Personally, I don’t care for the pandering that gaming companies do to serve the most profitable denominator. But while it bothers me that great games are ruined in this way, I don’t let that get me down. Instead of spending my time condemning the industry and casting stones at the games, I commit myself to working towards a better tomorrow. What, in my eyes, is the ideal game? While I work to define that *concept*, I’m working to also create it. In this way I’m not wasting my breath telling everyone about how ska music is the only true art form…because it’s not. To each person, what moves them is their own true art.

    In summation, let me say this: keep working on your games. I’m going to buy them, even if only to support what you’re doing. I don’t know that you and I agree on what the “best” games are…or even what *games* are at all…but I like that you’re committed to putting out the best product you can. And for that, you’ve earned my money.

    • http://www.dinofarmgames.com keithburgun

      I only cast stones so that others can make better decisions in the future. I think part of “working towards a better tomorrow” is criticism.

      Thanks for your support!

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  • satori

    Old entry, I know.

    I agree with some of what you say, but I don’t like that you immediately dismiss Hardcore mode. The thing is Hardcore mode is exactly what turns Diablo (II) into a “game”, according to you, so it’s irritating that you dismiss it simply because it isn’t checked by default, and you doing so is a very large part of this entire article and its outcome.

    At some point, the game has to be considered with Hardcore mode enabled, as the difficulty obviously isn’t designed around meaningless death (because there’s no “difficulty” in that). I don’t think Blizzard could have gotten away with making it mandatory anyway; instead it’s something to try when you’re ready, and it’s easy to access for that. Unfortunately I don’t actually have the experience with Hardcore mode to know how the given difficulty stacks up with it, but at least all three difficulty levels can be completed with it.

    Diablo II is thus a game where you can turn meaningful death off whenever you please, although playing with meaningful death is eventually expected; you can choose to play around with the game, or take it seriously. I don’t see the issue with this from any perspective.

    • http://www.dinofarmgames.com keithburgun

      I like that Hardcore mode exists, but I’m skeptical that it really makes sense in Diablo. It’s not that it’s not checked by default; it’s that it’s kind of slapped on. Like, what is Diablo really *about*? It’s not about gameplay. The gameplay is very thin. It’s about AMASSING CRAP. And so permadeath doesnt really make sense in a game thats about amassing crap.

      -K

  • http://www.kiddie-games.com/action/adagio-hard-2 Action

    Have you ever considered about adding a little bit more than just
    your articles? I mean, what you say is important and everything.
    However just imagine if you added some great visuals or videos to give your posts more, “pop”! Your content is excellent but with pics and clips, this website could certainly be one of the best in its niche. Awesome blog!

    • http://www.dinofarmgames.com keithburgun

      Thanks for the advice, I’ll try to add more visuals in the future.

  • JustAGuy

    Old post, and I did write a long reply but… kind of meaningless for a post so old, and it got kind of messy.

    Point I was going to make is that really, Diablo 3 is a game despite your claims to the contrary. Even without the stat increases and loot, there’s still other content there, and you would have to make decisions about different skill builds and tactics if you cared about either efficiency, or simply put permadeath on. So maybe it only fits the definition of a game in certain circumstances and maybe the gameplay is thinner than you’d like, but it is there behind the slot machine machinations. Eh, I just like poking holes in peoples arguments :)

    So, yeah, there’s that. I’d partially agree with the Farmville comparison, but I’d argue that they don’t have reason to manipulate you after purchasing the game as they’re not going to get anything out of it, so the motivation is different, and that’s meaningful in my opinion. On the other hand, World of Warcraft? Yeah, that’s pretty much Shiny Upgraded Farmville.

    Interesting post though.

    • http://www.dinofarmgames.com keithburgun

      How does one “lose” a game of Diablo? Seems to me it, like Farmville, cannot be lost. It is a matter of grinding up a saved number, just like World of Warcraft.

  • satori

    “Amassing crap” and defeating everything with it *is* the gameplay, whether or not it’s “thin” doesn’t matter at all. Something like “permadeath” *has* to make sense and is literally impossible to “slap on”.

    • http://www.dinofarmgames.com keithburgun

      By my definition of game, games are a type of contest. Meaning, they all must have a WIN and LOSS condition.

      If the point of Diablo is “amassing crap” (which I agree IS the point), then at what point do you win (OR lose)?

      I have never advocated for slapping permadeath onto Diablo. In fact, I think it should remove death completely because it is nothing more than a meaningless nuisance in that system.

      • satori

        You lose when you die. If you turn that off, Diablo is no longer a “game”, by your definition. It’s not meaningless, it’s the entire point. Even if the original game didn’t have it, you can never say that it was “slapped on” to Diablo II. Aside from all this, you could still challenge yourself with “if you die, start over”.

        • http://www.dinofarmgames.com keithburgun

          You lose when you die? I don’t get that impression at all… I just respawn, losing almost nothing except money which is very easy to get back.

          To clarify: for there to be a “loss” or “win” state, the game must be over. The game is not over, though, when you die in Diablo. It teleports you to town and subtracts a few gold. This is not a game over state, this is a small setback.

          And when exactly do you win? You might say that killing Diablo is that point but I really don’t think that’s the case. I think they have that “end game cutscene” there, but it’s kind of vestigial and irrelevant. The real point of Diablo is to perpetually grind for +1s.

          When looked at as a game, Diablo makes very little sense. It makes much more sense as a farmville or slotmachine like application.

  • satori

    Turn Hardcore mode on. If you refuse to do that, you can never talk about Diablo in game design, by your own rules. Your rules also apply to so many games that it’s painful anyone wants to perpetuate something like this. There is a reason those games do what they do, and there are very easy ways around it. Just like with Diablo, if you do not or cannot acknowledge these ways, you should not and cannot ever bring those names up in game design.

    • http://www.dinofarmgames.com keithburgun

      Didn’t we just agree that you can’t just slap permadeath onto Diablo? Really, you can’t. It would make JUST as much sense to slap permadeath onto World of Warcraft. I don’t understand why you’re defending Hardcore mode, as it’s CLEARLY what that is.

      I mean, shit, anyone can beat Hardcore mode if they’re willing to just grind for hours on monsters that are of no threat. Grinding really obsoletes any contest.

      Further, take a look really quick at single player games that have scores, such as roguelikes and Tetris and Civilization. They are all score based games.

      I could maybe be convinced that Diablo’s hardcore mode was a legitimate thing if it didn’t have grinding (probably would need a food clock or no monster respawn or something), and if it had high scores.

  • satori

    I don’t remember agreeing with you on anything. What I did say was that permadeath in Diablo cannot be considered “slapped on”, ever. I’m defending Hardcore mode because you are completely ignoring it and the underlying concepts behind it. If you need yet another qualifier, try time, or “each difficulty must be completed in a single sitting” (as exiting resets the monsters). I don’t know about WoW, but I get the feeling you could do the same in that game.

    Why do you want the game to reward you for doing (a perfect set of “tournament” rules) when you don’t care that the game is rewarding you for doing (Hardcore mode in the first place). Take advantage of your options and make your own rules, instead of the developer having to do all that for you.

    • http://www.dinofarmgames.com keithburgun

      “make your own rules”

      If I am making my own rules, it is no longer the same game. I am judging the game that Blizzard Entertainment shipped, not some proposed variant.

      Rules are a pretty important part of game design, and yes, I do expect game designers to do their jobs.

      Either way, can you tell me what your proposed set of house rules are for Diablo? Does it somehow remove grinding, because again, you can’t have a competitive game that includes grinding.

  • http://deadpixel.co Naomi Clark

    Hi Keith! You tweeted at me, Frank Lantz, Dave Sirlin & Shawn Allen about this article, and I tweeted some thoughts back about contests and your black SWF. This is such a great article! I enjoy your thinking about this stuff immensely and was inspired to write you a comment.

    So here are some things I think I understand about your position on games; if I have any of this wrong, definitely correct me, please! I agree with a lot of your starting points re: games but I suspect have a different perspective on some ideas. It’s those that I want to elucidate and ask you about. I think this requires a little bit of “what do we agree about” groundwork, especially given all the much different definitions of games that other people have posted.

    a) “pure games” are contests that have win or loss conditions, goals, rules, and meaningful decisions. I think of this as fairly common ground for formalist game designers, although obviously there are a lot of people (Manveer Heir in a rant at GDC, even Eric Zimmerman these days) who lobby for the inclusion of a wider set of interactive experiences in the “big tent” of games, things that are more toylike, or have very few meaningful decisions and are mostly interactive or “turn the crank to see the story” experiences, etc.

    b) “contest” implies winning and losing but not necessarily other players (either as direct/interfering competition or parallel “score competition”). The rest of humanity could die and you could devise a game with a system that provides you a contest, which you could then test yourself against, improve skill, win and lose, etc. I think you subscribe to this point of view. In 100 Rogues I can engage in a continual contest against myself and my best previous performance, etc.

    c) Diablo 3 is basically Farmville is basically Black SWF. Yes! I agree. The only thing is, I think all of these are games that have win & loss conditions, are contests in which some players can best other players, and involve meaningful decisions and skill development. This does not mean I think they are good games, or that they involve a LOT of skill development, etc or skills that I personally want to encourage people to develop. On to what I mean:

    c) when we talk about “Minecraft” or “Diablo” we are speaking of the game as shipped with rules, goals, and win/loss conditions specified by the designers/creators of the game — not any other way that players devise to play the game. I kind of agree with this and I kind of don’t. There’s an interesting, non-binary grey area here, maybe a spectrum. Obviously LEGO or a rubber ball is not a game even if you come up with games to play with them; Minecraft (in Survival Mode) is similarly more like a “thing you can use to make your own games” but has some implicit goals in its constitutive rules like “don’t die because you will lose all your stuff” that impact player strategy and goal formation. A single game can designate goals for players players both of the “you finished the whole game” completion variety AND meaningful score (for performance, speed, etc.) They can even be designed to allow two playstyles (one player just plays to finish, the other to play well and score) with a well-designed experience for both; you could argue that this means there are actually two different games, but the fact that they occupy the same space and rules system and you can stop playing one and start playing the other with the same state is surely noteworthy. (Another example of a “contest” that can be played either way is the Boston Marathon, which is designed to allow “I just want to finish players” but puts more focus on the skilled competitors who want to beat each other, etc.) To put it another way — games need players; players come with their own motivations and attitudes, sub-goals (or strategies) and ways of interpreting the game as designed object. Four of us could be playing Risk, and you might be playing to beat us, I could be playing to kingmake our third friend, and the last person could be playing as a sheer force of chaos; we’re still playing the same game despite having different goals (and two of us don’t even care about winning).

    d) Failing to continue playing a game is not actually a loss condition, unless rules for forfeit have been explicitly spelled out or coded into the game by the designer. I’m not sure this is what you think, but it’s sort of implied by some of your thoughts on this page, right? It’s obvious enough in head-to-head multiplayer games that forfeit usually has to be handled somehow. If we play chess and I just walk away and don’t move, most people would assume that you have won. But what about single-player games? If I am playing 100 Rogues, and I don’t lose but I feel like I’m screwed, and I get frustrated and delete the app because I don’t want to actually get to the loss condition, have I lost? I tend to think so. If this is true, it means that MANY games can be considered lost if players bail, even a game with super-light death setbacks. For instance, masocore platformers (VVVVV, You Have to WIn the Game, etc) clearly take a lot skill, have interesting strategic decisions, have win conditions — but in masocore platformers, death resets you very nearby so that you can quickly retry your death-defying leap strategy. These games “defeat” players mostly by making them give up in frustration — only the skilled and dedicated win (and usually get much better at the platforming skill involved). Similarly, I would argue that you CAN lose Farmville if you let it beat you, and you give up. This tends to happen at certain points where players lose a ton of resources in the game — they’ve failed to complete the appointed task such as “come back in 8 hours to harvest your crops” and instead return to find a massive field of death and two months’ worth of earnings, hundreds of thousands of gold coins, down the drain. This is much more punishing than most games with permadeath in terms of time-loss, even if the skill and meaningful decisions involved are vanishingly thin! As a result of this kind of thing, any ten-year-old could tell you which players in a series of farms have “lost” Farmville — they’re the ones with dead, empty farms that have been let rot, like an Animal Crossing town covered with weeds. The game hasn’t actually declared a loss state, even if the player has managed to lose all their money this way — but would it make a big difference if Zynga said “YOU LOSE START OVER” at this point?

    e) Persistence and dedication alone do not constitute sufficient “skills” for a game’s contest. The black SWF game up there probably doesn’t seem like a “real game” to most people, probably because they assume nobody would find something so boring to be an “entertaining diversion or amusement.” However, I think you have actually constructed a game — you might consider it a crappy game, and I might agree even though I played this kind of game for years as a small child with a 1970s blood cell counter belonging to my father. The goal is to make the number go up, like you said, and it has a score. The moment the player loses is when they unload the web page (thus deleting the state) or when they can honestly say in their own minds that they have abandoned the activity. (The latter may make this a crappy game in the same way that tag is — no clear ending, just people giving up.) Some players will have a higher score than others, and therefore implicitly have won the contest vs. those people, as surely as someone with a higher Tetris score. It’s just that the skill involved is persistence, not “ability to rapidly orient and position tetrominoes in a grid.” I would be happy to challenge you to Black SWF — either endless or with a time limit of a few days (i’m not as interested in the sprint style) and I feel confident that I’ll do well, possibly beat you, because I have strategies for persistence, avoiding the failure-inducing risk of boredom, and making the game both enjoyable and time-efficient. If you think about it, these kinds of skill — how to be persistent, keep from getting bored and abandoning things — have been of fairly vital importance in human history, from the invention of agriculture and loom-weaving to submarine operators in WWII.

    So, what’s my point here? I don’t think everyone should be making Black SWF the game; even though I enjoy that game in a childlike way, and like setting my own goals in it (my current score is 1337) I don’t think it’s a particularly great game. What I am interested in is the fact that “games of persistence” can be reasonably seen as contests, some people are better at them, and these kinds of mechanics are highly engaging and enjoyable for a lot of people in the world. I don’t think it’s just compulsion that drives people to score over 1000 in Black SWF. I’m perfectly aware that the score is a meaningless reward that simply measures my own persistence, and I don’t feel addicted or compelled (there’s not really enough reward to create a psychological addiction). There’s an actual “how long can you go” mechanic which involves adoption of goals and testing of the self. The same is true of Farmville — which I would describe as a crappy but very engaging game. The contest in Farmville has to do with deciding what kind of appointments to make with the game vis-a-vis one’s own schedule; do I plant 4-hour crops or 48-hour crops? Players devise strategies that intersect with the rest of their lives, sometimes get tripped up and fail; they consult spreadsheets of profit and loss risk, they project how many days it’s going to take to buy their bigger farmhouse. These may not seem like interesting decisions to US but they’re certainly decisions with strategic impact on the game state, and involve various kinds of skill. I’ve come to think of these things as “micro-skill” — they don’t affect the win/loss of the game, but they do affect the economic efficiency of the player’s farm, or the rate at which they move towards the goals they’ve adopted. I can say for sure that “efficiency optimization” is designed by devs in as a real, structurally present goal of Facebook management-sim games — even though it is never explicitly thrust upon the player. It’s the equivalent of “level completion time” in a more traditional game where you get a bigger bonus for playing skillfully and efficiently, making smart tactical choices, etc.

    But yes, I do think Diablo is basically Farmville, and both games are basically Black SWF, but with “more stuff.” Some of this stuff is crappy storylines and graphics, some of it is micro-skill moments where the player can optimize or lose fewer resources, but at the heart of it — it all comes down to persistence.

    Thanks for giving me an opportunity to think through and write down this stuff (and extra thanks if you actually read this post, which is above and beyond.)

    • http://www.dinofarmgames.com keithburgun

      Hi Naomi! Thanks so much for reading my article, and it made my night to hear that you enjoyed it. And of course I am going to respond!

      Before I respond, though, I want to say that you have one of the most friendly demeanors I have ever witnessed on the internet, and I actually find it inspiring.

      I wrote this article awhile back, and I’ve since realized that I should drop the word “meaningful” and replace it with “ambiguous”. While of course any decisions we make in a game should indeed be meaningful, ambiguity is actually what I consider essential to games( and also it’s less prone to misunderstanding than the word “meaningful”).

      Finally, check out the chart on page 2 of this article that I recently wrote for GS: http://www.gamasutra.com/view/feature/167418/what_makes_a_game.php . It will help make a lot of my positions more clear.

      Anyhow! Point by point:

      a) Yes, that’s roughly my opinion. I like the phrase “a contest of ambiguous decisions” better, since most people – I think – agree that contests are won and lost. I saw on Twitter that you said you thought otherwise, but I still feel that most people consider win/loss an inherent part of a contest.

      b) Yes. Score systems are great in that they allow you to compete against yourself endlessly. In fact, I just made some large-scale changes to 100 Rogues high score system to support this idea further.

      c) You think the black SWF involves meaningful decisions and skill development? I don’t see how it does at all. I mean, technically I suppose even “having your heart continue to beat” would involve some “decision” at some weird meta meta meta level, but I do think that at some point we can draw a line and say “beyond this point, the decisions are just so small and ineffectual, that we don’t have to refer to them as decisions.” I think the black SWF is well beyond that point.

      c (second c!)) I don’t think “don’t die” is implicit in Minecraft. However, even if it were, at what point have you “not died”? I think that “survival”, on its own, is a logically incomplete idea. Now, if you’re saying that Minecraft, out of the box, is a contest to see who, of the players on a given server, can live longest, then I would say it is a game, sure.

      I do think it’s important to be able to separate a “game” from “software”. Minecraft is software and thousands of games can be played with it. Chess is a game, because chess is quite literally a set of rules. Chess isn’t “a chessboard and pieces”; you can play Chess with stones and paper, or you can play Checkers with a chessboard. Etc.

      d) Yes, I agree with your bold text. A game is not complete until the “game end condition” has been reached. For practical reasons, it’s generally agreed that if one player walks away from a game, though, they are forfeiting, but that has to be agreed upon beforehand.

      >and I get frustrated and delete the app because I don’t want to actually get to the loss condition, have I lost?

      I would say you did not complete a game. So, sure, we can say you avoided losing, I guess. Of course, if there was ever a serious 100 Rogues tournament or something, we’d have to agree that doing this is indeed a loss.

      Stuff like VVVVV is a puzzle, not a game. If you refer to this chart: http://www.gamasutra.com/view/feature/167418/what_makes_a_game.php?page=2 — you can see that puzzles are missing the “competition” part, and therefore it is impossible to win or lose a puzzle. That’s how it works in my little prescriptive definitions, anyway. Similarly, I think you cannot lose farmville. How can something be lost when it is impossible to win? A loss is a failure to win. Farmville is not a contest (let alone a game). I don’t think it’s even a puzzle. I think it is a bare interactive system built for honing compulsive behavior in humans.

      e) A game is a contest of ambiguous decision-making, so no. Persistence and dedication should not be directly useful in a game (only indirectly, by allowing us to make better decisions).

      Again I do not consider the SWF a game or even a contest, because it cannot be won or lost. Right now it is a bare interactive system. If you attach some new rules to it it elevates to becoming other systems. Add a problem/goal, like “make the number increase by 1″, and it’s a puzzle (solution: click). Add some kind of competitive constraint question to it like, “who can click the most in five seconds”, then it becomes a contest. Making it into a game would require more thought (as games are the most difficult type of system to create), but it’s also possible with some neat rules. Just have to make it so that good choices are ambiguous somehow.

      To clarify:
      >Some players will have a higher score than others, and therefore implicitly have won the contest vs. those people

      This is incomplete – I don’t think it was stated anywhere that the rules were “click the most before you get bored”, but if it was then sure, it would be a contest.

      Persistence is not enough for a game, but it is enough for a puzzle or contest. Games are the only type of system that requires ambiguous decision-making.

      I like that you’re calling it “Black SWF”. It makes me feel like this app could become popular in a Cow Clicker sort of way.

      Thanks again for your great comment.

      • http://deadpixel.co Naomi Clark

        Thanks again, Keith! I read your piece on Gamasutra a while back and enjoyed it a lot, although I should have remembered to look at it again before engaging you about your positions.

        It’s late so I’m just going to record some notes about Black SWF — which I agree with Tim is a game people would love. In fact, a variant of Black SWF, specifically a virtual bubblewrap game with high scores, was one of the first persistent-score-recording games I remember seeing on the web in the mid-90s. So here’s what’s going on in the world of competitive Black SWF:

        1) Frank Lantz has, I believe, issued a challenge to me by beating my score by 1: http://yfrog.com/klzv9xmpj
        I don’t know if this is true because he did so rather ambiguously. But it doesn’t really matter if it’s explicit — it’s an implicit challenge and the only place I need a contest is inside my own brain, anyway.

        2) I have been playing Black SWF for a while this evening and have made a number of interesting decisions — mostly about my playing technique and how I’m using my body, much as if I was playing a physical sport. At the moment I am typing this while playing with my foot. I’ve had to make adjustments to how I play in order to avoid injury and make the experience more pleasurable and sustainable for myself, much as athletes do. I’ve improved my efficiency and speed in ways that I can see reflected in the state of the game and my own ability — ways that I can tell will make the difference towards beating Frank, and possibly even beating the game.

        3) My position is that as the foremost champion (that I am aware of) of Black SWF, my opinion on what constitutes victory in the game I am playing with this piece of software matters as much as that of you, the creator. I’m taking some of your thoughts into consideration, of course — that the point of the game, what it’s about, is “raising the number.” To quit doing this is the same as failing to complete a stage of Tetris or a wave in Space Invaders, etc, so the loss condition is implicit and doesn’t really need to be declared by you; to stop your session is the end of your game, and just as in potentially endless games that can support ongiong high score competitions (classic arcade games, tetris, etc) I have “won” the game if I am the current world record holder. Also I’ve beaten Frank if he fails to respond. Many further distinctions could be made, but seem academic to me.

        4) HOWEVER I think Black SWF may actually have a killscreen — not in the sense of “the code breaks,” but the output portion of the interface certainly does, making further play meaningless. This is because the current version doesn’t show any difference between 1000 and 10000 (the fifth number being entirely off the screen). Obviously you could fix this pretty easily, but for now, as far as I’m concerned, this is the “end” of Black SWF and I intend to be the first (and therefore unseatable) record-holder. This may make Black SWF a puzzle in some regards — but there are many different paths to victory simply because Black SWF is a game you play with your body, your muscles, as well as your mind, your own malleable willingness to continue and persevere.

        Off to continue playing in the shower, a gambit I’m not sure will pay off or result in serious problems for my ascent — we’ll just have to see.

        • http://www.dinofarmgames.com keithburgun

          Ha! That’s very funny. Also I don’t expect anyone to get higher than 9999 (without cheating, anyway). If they do, then holy shit.

          EDIT: AND HOLY SHIT YOU DID IT. Wow.

          Here’s a full version, so that you can play all the time, every day, on all your devices. =]

          http://www.dinofarmgames.com/blackswf.html

          I wish you luck in your battle against Frank. Honestly, I do enjoy Black SWF more than Diablo. At least it’s efficient!

  • http://actionbutton.com tim rogers

    First of all, I like the game you embedded there. I got 108 points. You should put it on Facebook! People would love it.

    My immediate response to your maybe-rhetorical question of what, exactly, Diablo is: “a toy”.

    I mean no pretentiousness. It’s a “neat little toy”. It is a toy which kind of diagonally involves the human brain and manages to require (through graphics and animation and sound) slightly less imagination than, say, a Tonka Truck or a Todd McFarlane’s SPAWN action figure.

    • http://www.dinofarmgames.com keithburgun

      Yes, I agree with your assessment. Another term I use for “toy” is “bare interactive system”. It is one of these, but designed to produce compulsive behavior in humans.

  • Leena

    Seeing as you seem to be having a bit of trouble here:

    A game consists of states, goals, and rules. You move through the states towards the goals within the parameters of the rules.

    Love,

    Someone who gets paid to design games for a living.

    • http://www.dinofarmgames.com keithburgun

      If your objective with that post was to convince anyone of your point of view, then I think you have done a very poor job. You need to give supporting arguments, you can’t usually just say “THIS IS THE WAY IT IS, I’M AN AUTHORITY” on a subject like this one. You also don’t need to be condescending.

      I believe that games are contests of ambiguous decision-making. I’ve written about it extensively, and I’m not having trouble with it. Can you point out where the trouble lies?

  • http://deadpixel.co Naomi Clark

    Hey Keith! I’ve now functionally finished Black SWF ( http://t.co/VAHsfxtr ) — but unlike Diablo, it’s easily extended. I encourage you to patch it & support higher scores visibly! High score board would be nice too, obviously, and adding a timer which is also recorded would add a ton of implicit goal conditions and inherently-available victory conditions, but obviously that’s more scope!

    • http://www.dinofarmgames.com keithburgun

      You know what? I’m going to do those things. Hahaha. Thank you for the inspiration.

      • http://deadpixel.co Naomi Clark

        Bravo! I look forward to it.

        If you really want it to go viral, here are a couple future suggestions for two or three versions down the road (I dunno how much time you actually want to spend on Black SWF!) :

        Competitive Challenge: At any point during playing I can e-mail a challenge to someone else with a link that has a unique token. Players clicking this link see “(name) scored (points) in (time)” and try to beat that score in the time. This makes a more obviously contest-like structure which has some interesting meta-game-decisions. (As a weird extension, beating a challenge and then sending another challenge could retain the “history” of previous challenges, which would escalate.)

        Cooperative Challenge: Fill in a form with a co-op partner’s e-mail address and a number of clicks per day (or other time period) that you propose agreeing to. If your co-op partner agrees, then for each time period during which you have bot fulfilled the agreement (meet the specified number of clicks) you receive a percentage bonus in free points.

        With those additions Black SWF would neatly capture dynamics of a few more game genres in distilled, minimalized form — but it would no longer be AS minimal itself, obviously. Maybe Classic Black SWF is the best / purest form?

        Cheers!

        • http://www.dinofarmgames.com keithburgun

          I thought about this a little bit, and there are a few problems. Firstly, it’s trivially easy to cheat, in several ways. Macroing, for example.

          I also do think, yeah, that it starts to lose a little bit of its actual point if I refine it more. Plus, I am a horrible programmer so, while it seems like the stuff we’re talking about is trivial, for me it would be like, a lot of work!

          If you wanna do it, or if you know someone else who would, though, that’d be cool.

          • Espin

            I only got up to about 11000 points on blackswf before I got sad that I couldn’t see my score anymore. :(

            Sure, macroing is easy… but writing the macro to play the game is fun, too. :)

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  • Erez Ben-Aharon

    Keith,

    Good article (even though I completely disagree with almost everything it says, as expected).

    But I’d just like to correct you on one thing which is perhaps misunderstood (myself included at the start) – the potions. They are not spammable as in previous Diablos and have a 30 seconds cool down which will not help you in any meaningful fight (and meaningful I mean from nightmare and above). Their main purpose is to remove what would otherwise be a downtime in between fights and the occasional save (and I say occasional, because anyone who got themselves into a fix in a D3 battle knows that reliance on health orbs and augmenting their effects is what will save you and not the potions). In that way, they are very similar to the food/water mechanics in mmo’s. That said, I do agree that from a design perspective they should have been removed as they cannibalize on an existing system (health orbs).

    • http://www.dinofarmgames.com keithburgun

      >They are not spammable as in previous Diablos and have a 30 seconds cool down which will not help you in any meaningful fight (and meaningful I mean from nightmare and above).

      You are correct about this. This of course means you have to kite a bit more now. Huzzah!

      • Derpy

        While you’re fully entitled to your opinion, I’d recommend you actually play the game before you go off writing a full-blown bash article on it. I’m not going to go as far as saying that Diablo is a deep game, but it is full semi-meaningful decisions that have to be made almost immediately.

        As said, potions can only be used every 30 seconds. So what, you kite? Nope, that got taken out – you can’t just run around in circles anymore and not be hit. Gameplay now revolves around two things: killing and crowd control, and, considering that you can only take six skills with you, CC will not always be at your disposal. To put it shortly, imbalanced builds and bad decision making will get you killed nearly instantly on any difficulty above normal (which, as you know, is a breeze to play through).

        Anyway, I’m not going to try and convince you that Diablo is the best game ever – or even a good one for that matter – but your entire article is so biased that it comes off as ignorant. Don’t tell me I’m a Diablo fanboy either; I’ll probably have put down the game by the end of the week, like I usually do.

  • Erez Ben-Aharon

    “I mean, shit, anyone can beat Hardcore mode if they’re willing to just grind for hours on monsters that are of no threat. Grinding really obsoletes any contest.”

    Keith, care to put the ‘easily grinding your way through hardcore inferno’ to the test? :P

    • http://www.dinofarmgames.com keithburgun

      Do I care to actually DO the grinding that is required to do that? No, I don’t. Good question, though!

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