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The philosophy of games.

Posted: Sat Mar 19, 2016 9:09 pm
by Chameleon
I've come across this link about games. Main question: what makes game a game?
https://www.jesperjuul.net/text/gameplayerworld/

So I had an idea when reading this... The looser set of rules you have in a game (the easier it is), the less you will be attached to it. Imagine that you have a game engine (singleplayer, to keep things simple) and you are capable of doing anything while you are in-game. You can speed up/slow down time. You can build whatever you want. You can die and revive and be immortal. You can explore all of the world, no limits. Pretty cool, huh?
But what happens after you do all that stuff? If the game is capable of many things (vehicles, water simulation, building etc.) then you will not get bored as quickly, but eventually you will get bored. Many things will start being too repetitive and just not worth the time.
So, theoretically, to make a game last longer... You have to make a game engine that is capable of doing a lot. But you also have to make rules that make it a lot harder to explore and try out everything. Of course, rules cannot be too hard and engine too robust (meaning too big/powerful). But I figured out why modded games with buffed weapons (twice the ammo etc.) don't attract me anymore as much - sure they are more awesome at first, but then they start to suck.

Also, 6 things that define a game:
* Rules
most common example: you get shot, you die
* Variable and quantifiable outcome
game requires just enough skills to beat it. Also it's outcomes aren't just differently coloured endings (Ass Effect 3)
* Valorization of outcomes
different value for different outcomes, etc. death is bad, grabbing intel is good
* Player effort
player must put some effort/time into game. This is not level-grinding, rather acquiring natural skills
* Player attached to outcome
the more you come when your airstrike kills whole enemy team, the better.
* Negotiable consequences
consequences IRL. Not quite relevant for casual gamer of AoS

Re: The philosophy of games.

Posted: Sat Mar 19, 2016 10:18 pm
by LeCom
My concept:

*It has to be interesting, by some degree this means complexity as well
*It has to keep the player thinking and have a sense, like tactics in strategy games or the story in RPG games
*It has to have an impact on the player. You know, this stuff with art and such
*Sandbox is not bad. What is bad is when it's a sandbox and you don't have a target. In AoS, you knew you have to cap the intel, but you had infinite strategies. Minetest and similar get boring pretty quickly if you don't consider the "creativity" thing.

Re: The philosophy of games.

Posted: Sat Mar 19, 2016 11:50 pm
by Lincent
A game is a product or service in which a consumer is granted pleasure or disappointment from achieving or failing to reach a goal/s.

Re: The philosophy of games.

Posted: Sun Mar 20, 2016 6:49 am
by Chameleon
Agreed.
Crazy how this stuff has been on the tip of my tongue for some couple of years.

Re: The philosophy of games.

Posted: Tue Apr 05, 2016 7:42 am
by Boche
My philosophy is almost as simple as one of Aristotle's theories;

"The whole is greater than the sum of its parts"

Basically, the game cannot be flawed in anyway, thus increasing the addictiveness tenfold.
Blue_Spade