Design is
the game, in basis it could be defined as the superglue holding together all
aspects of development (code, art, levels, etc). However it tends to lag behind
the technical aspects that consist of a game, its less developed, less
explained, harder to understand. The main reason for this issue is that design
has no fixed vocabulary, no generic mean by which to communicate, we lack an
elaborate code that can be understood and juggled between different designers.
Fun or not fun, that’s all we have.
That’s what
design needs; if we had a generic vocabulary, a means by which to define, relay
and analyse, then design as a branch of game development would see vast
progress. Because of this, relating elements of a game to design becomes
difficult; we can see if animators have done their job well, or if code has
been done well by whether the features work or not. However when the crowds
break apart, and it’s all said and done, few observe the design steps evident
in the game, people are less likely to identify and analyse good unit
balancing, however they’re more likely to notice bad unit balancing.
Formal
Abstract Design Tools (FADT) – an attempt at creating a shared vocabulary
between designers. I think the article explains this quite well so let’s
reference it;
Examining the phrase, we have:
"formal," implying precise definition and the ability to explain it
to someone else; "abstract," to emphasize the focus on underlying
ideas, not specific genre constructs; "design," as in, well, we're
designers; and "tools," since they'll form the common vocabulary we
want to create.
"Design" and "tools" are
both largely self-explanatory. However, some examples may help clarify
"formal" and "abstract." For instance, claiming that
"cool stuff" qualifies as a FADT violates the need for formality,
since "cool" is not a precise word one can explain concretely —
various people are likely to interpret it very differently. On the other hand,
"player reward" is well defined and explainable, and thus works.
Similarly, a "+2 Giant Slaying Sword" in an RPG is not abstract, but
rather an element of one particular game. It doesn't qualify as a FADT because
it isn't abstract. The general notion that a magic sword is based on — a
mechanic for delivering more powerful equipment to the player — is, however, a
good example of a FADT, so the idea of a "player power-up curve"
might meet the definition above.
So in basis
we can summarise anything added to this vocabulary must be;
·
Precise
and explanatory
·
Generic
to games as a whole, not specifically
·
Relevant
to design
·
Usable
in design
It’s
important to understand that this vocabulary alone, these tools are not the
answer to a good game. They are simply stepping stones for refining a game,
they can help you discover a game but you still have to journey the rest of the
process with your own capabilities, with your own relevant approaches to
producing fun.
This
vocabulary isn’t set In stone, it may come from others analysis and breakdown
of games but at its core the vocabulary is concocted around the actual playing
of games and their reviewing. A good way to break this down is to briefly look
at how things work together; study their impact on the experience and how
design decisions in general push the player deeper, immersing the player more
in the game world. After reviewing these things, we can come up with some FADT’s
for our vocabulary;
INTENTION: Making an implementable plan of
one's own creation in response to the current situation in the game world and
one's understanding of the game play options.
Or in a simpler way of stating it; the process of
accumulating goals, understanding the game world, planning and acting on it. This
works to allow/encourage the player to do things intentionally.
PERCEIVABLE
CONSEQUENCE: A clear reaction from the game world
to the action of the player.
The idea of perceivable consequence is to basically
teach the player right from wrong, or true from false in the game world.
The issue with this is avoiding situations where
the designer forces a player into a consequence, this can be a difficult trap
to avoid and a very easy one for designers to fall into; if you are to be
punished for your choices, a player expects those choices to be their own, not
pre-determined. This is sadly something many games fail to understand in modern
games, this sacrifice of player control is performed to improve the flow of a
story, but at what cost to the players immersion and experience? It’s hard to
tell whether the positives of choice outweigh the negatives, or vice versa.
Thus we are brought onto another world for our vocabulary;
STORY: The narrative thread, whether
designer-driven or player-driven, that binds events together and drives the
player forward toward completion of the game.
It’s important to remember different tools work
better (or worse) with certain situations. Dependent on your game, it might be
more or less relevant to close off player choice in order to give a more
critical story. This does make the outcomes more linear, but it also improves
the narrative and flow of the story as a whole, in most cases at least. This is
a hard decision for game designers; do we choke choice and provide depth to the
story, or expand choice and sacrifice intended reactions by players.
RPG’s tend to approach this dilemma in an
interesting but relevant method given their genre. Many RPG’s tend to fix
choices throughout the story, but they open up intention to the player through
their leveling, their skill trees, their equips etc. This gives the player a
feel that their involvement warrants merit, that they have choices at their
disposal and these choices have consequences. They story is still driven by the
designer, but the experience is theirs to have, and they feel pushed to advance
it.
Depending on the game, and usualy its genre, the
method by which you mix these tools is different; a game like NHL can successfully
incorporate story, intention and perceivable consequence all as one, however
this doesn’t work for RPG’s in general, so they usually have to have a
splitting point for the two, such as combat providing the intention, being
driven by players choices and tactics, while still holding a fixed story,
neither tend to contaminate each other negatively if done correctly.
It’s always important to remember that games are
unique from books or films, such things tend to drive the viewer/reader to a
preset expected outcome, an action is produced with a specific and planned
reaction. Games are different, games are about empowering the player, you have
to surrender to the possibility that a players interpretation may be different
from your own, that a player might use weapon A instead of weapon B. Perhaps
you wanted them to use weapon B, but you had to plan for the possibility that
weapon A would be chosen even if you didn’t desire that outcome.
In conclusion it’s important to remember that FADT
is subjective, it, like gaming is not written in stone. The choices are yours
to make, things may be interpreted differently from designer to designer, and
so may their relevance. But it cannot be questioned the validity of simplicity
and understanding that something such as FADT could bring to designers as a
whole.
I realise
that a lot of this may seem boring to you readers, and for those that feel this
way I might suggest starting off where we define FADT, that’s only a suggestion
though, feel free to start anywhere really…. Huh will you look at that, it’s an
article of choice.
Note: if
you read this article backwards, it’s a story about how we started off with a
reasonable generic vocabulary for designers, started to throw different
definitions into the pool and then decided we preferred being primitive.
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