The philosophy of games.
Posted: Sat Mar 19, 2016 9:09 pm
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
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