Announcement! In the future, I think I’ll do more articles in “video form”. Very lightly edited videos, mostly a voice over and some pictures/titles/video. I think that video seems to be where more of the conversation is happening these days. Here‘s the first video, on incremental complexity, a new way of thinking about strategy game design (designing them, and teaching them), inspired by Pandemic: Legacy.
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Continue reading “Incremental Complexity”
What does it mean to say that one game is “more solvable” than another? Is there a relationship between solvability (of any sort) and the point at which players get bored of games?
I should start out by making it clear that in game design, we are not usually concerned with true or mathematical solvability. We are not really concerned with the same kind of solvability that AI researchers are concerned with while trying to solve larger and larger Go boards. Continue reading “Solvability In Games”
Editor’s Note: Hello all! Since I’m done with my book and Auro‘s finally out, I can get back to writing game design articles, and I’ve currently got a few in the pipeline. Today, however, I have a great guest article from Fabian Fischer. Fabian has a German-language game design blog of his own over at Nachtfischer’s Ludokultur. Enjoy!
Many modern videogames are content-based. They can be “beaten” or “completed” and have, once started, a more or less strictly defined “expiration date”. Some tell a linear story, others provide a set number of pre-built levels. What they all have in common is that their lifecycle, the period of time during which they are able to provide “fun” or value to the player, is directly dependent on the amount of content included. Once the player literally “sees it all”, there’s no more enjoyment to be had and it’s time to buy the next title. But on the other end of the spectrum, there are systemically complex games of strategic decision-making, which are usually much more replayable and therefore tend to follow a match structure: You win or lose and then play again. But even these games are not infinitely interesting. It’s just that the player determines when they stop providing value and then decides to stop playing. The following article takes a closer look at this decision-making process and the involved factors, making a case for elegance, depth and efficiency in game design. Continue reading “Why Elegance Matters: The Lifecycle of Games”