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Design Concepts

A few days ago, Gamasutra put out the eight edition of the annual classic, Bad Designer, No Twinkie.

There is much that is good in that article, and a quick perusal will have you nodding your head at half the games you’ve played.  I particularly like the segment on Failure to provide short-term goals.  This particular problem is one which has caused much frustration in and about my person, and has been the single cause of my inability to complete several games.  Part of a game is guiding the player through an experience - Not spoon feeding it to her - but some direction is expected.  There are games (mostly orbiting the celestial entity that is Will Wright) which set out specifically to allow the player as much freedom and to deny specific goals at all.  This is a somewhat different matter, as the gripes entailed by the above refer specifically to scenarios under which a specific goal exists, but the goal is not adequately presented to the player.  Nevertheless, it’s a dangerous game to play (although one Will plays very well), because there is a difference between allowing the player to define their own goals, and providing no direction on goals whatsoever.   This is something I’ve wondered about with Spore (Remember Spore?).  I’ve just watched the video from the 2007 Leipzig Game Conference, and the game certainly looks more visually polished than it did a year ago, but there’s no new magical reveals on content or gameplay.  Spore is an interesting beast because it’s less a game and more a toy.  The difference between the two really are that toys are something you play with, to explore the possibility space of your imagination.  Even so, this possibility space is limited by the structure of the software, and if no hints or direction are given as to the ways in which you can explore that space, one can get frustrated easily (not that I anticipate that will happen in this case).

I’m not sure I entirely agree with the argument for Amnesia though.  This can, if done properly and occasionally be a powerful technique (a film example would be in Memento, a game example would be Bioforge), but it needs to be the focus of the work, and it’s difficult to pull off.  This is at odds with the number of games which employ the technique.

Eight years of Twinkie Denial can be found at Ernest Adams’ No Twinkie Database.


September 9, 2007 | 6:09 AM Comments  0 comments

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