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A nice site about gamedesign
#76425
06/02/06 09:43
06/02/06 09:43
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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Re: A nice site about gamedesign
[Re: Pappenheimer]
#76428
06/06/06 05:40
06/06/06 05:40
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Joined: Jun 2006
Posts: 96
Straight_Heart
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 96
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Ive always hated it when a game gives you weapons/units/powers at the beginning that have no use later in the game. For example in Warcraft 3, you have no real reason to create footmen if you have access to knights, thereby making footmen useless.
I love the idea of any weapon being used against every enemy. We're not asking to kill a fighter jet with a molotov coktail easily, but having a small chance for the jet to be ambushed while it is flying low and having the coktail liquid seep into the cockpit. Things like this definitly give more "subtance" to every object, instead of fodder to replace with better weapons.
You're not as unique as you think you are, try again.
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'Substance And Style' article
[Re: Pappenheimer]
#76429
01/02/07 18:25
01/02/07 18:25
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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I want to bump up the 'Substance And Style' article, again.
It was worth to think about it, and I did exactly this, because I thought, that there is something wrong, if one stuck with the author's difference of substance and style WITHOUT making further differences within that what he called 'style'.
I'm talking with games in my mind like Half-Life or Gothic or GTA Vice City. In this sort of games 'game', 'simulating', 'movie' come together.
It is not only about cleverness and/or fast reaction, it is about identification, it is about relations to real life, it is about a sort of 'mirroring', 'copying', 'commenting', 'beating', 'parodising' the 'real' world.
'Identification' has not the mere purpose of explaining the game substance - the pool of decisions - it has a purpose like it has in movies or in novels, too.
In movies 'identification' connects the viewer's feelings to the story, the story leads the viewer through events to develop his feelings and thoughts in a specific way, depending on the author's intentions.
Games have to transform story events into decision conditions. They can use the benefits of movie storytelling, but have to give the player more freedom than the viewer has: the viewer has to follow the hero's decisions, although he is free to think about them what he want, in the gasme the player has to make his own decisions and the game'author' has to provide an apropriate variety of consequences.
A game in the best choice of its abilities can give the gamer experiences of deciding and experiencing consequences which actually have value within his ordenary life!
(I'm not sure, wether this is already a theory, but its a couple of thoughts which fits together more or less, as far as I can see at the moment.)
Last edited by Pappenheimer; 01/02/07 18:54.
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Re: 'Substance And Style' article
[Re: Pappenheimer]
#76431
01/10/07 12:07
01/10/07 12:07
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Joined: Nov 2003
Posts: 1,659 San Francisco
JetpackMonkey
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,659
San Francisco
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I love this article, thanks for bumping it so I could re-read it. Quote:
And the best novels and movies IMO make you think about your own life and its composition of decisions.
I think game designers are too afraid to draw from their own lives. Afraid to put characters and narratives from their own lives into their games. Instead, many games just draw from the 10 most popular action/fantasy/sci-fi movies.
Shakespeare's characters and how very human they are is what makes him such a powerful writer. The structure of his plays aren't very original and many people talk about his stealing plots. It's that we are so able to relate to his characters, though, and get inside their heads, and deeply feel with them a huge ocean of human emotion-- that makes him so important... For a game to have the value of a Shakespeare play, it needs to hold up a mirror and reflect a slightly different version of our ourselves back at us.
Artists and writers draw from their lives, it creates substance.. the creative forces behind a game must give in and do the same thing. Even if it is a star wars game, it can be made meaningful if experience from life is put into it.
Quote:
How does one achieve a gameplay which provides compositions of decisions or compositions of constraints of decisions which are comparable to real-life?
I think this is the trickiest question of all. Shakespeare isn't real life, there isn't free will in a theater piece for the actors (unless it's a comedy improv group or hyper-weird bertold brecht experiment). Earnest Adams talked about this in the podcast [ below], he said "i think we'll have the holographic hardware technology for star trek's holodeck long before we ever have software to drive its interactive stories"
Here's a slew of excellent podcasts that go well with this thread. Tim Schafer @gdc about how designers should draw from their lives: http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GDCR/gdcr_007.mp3
And Earnest Adams on interactive structure and narrative (extremely relevant to this topic) http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GDCR/gdcr_004.mp3
And this one, on designing a game based on the life of Emily Dickinson, from a GDC design challenge: http://cmpmedia.vo.llnwd.net/o1/gdcradio-net/GDCR/gdcr_001.mp3
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Re: 'Substance And Style' article
[Re: JetpackMonkey]
#76432
01/10/07 15:05
01/10/07 15:05
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Instead, many games just draw from the 10 most popular action/fantasy/sci-fi movies.
Yeah, that's because there's this weird illusion of potential success, eventhough using a concept that already proven to be a success on a different media is no guarantee whatsoever off course.
Quote:
Artists and writers draw from their lives, it creates substance.. the creative forces behind a game must give in and do the same thing. Even if it is a star wars game, it can be made meaningful if experience from life is put into it.
This is so true indeed. I think most game story writers tend to forget to add enough material so gamers can actually really relate to it and fully understand the character. Most people would so totally not care if a sci-fi aircraft misses a modulator-I-don't-know-what and the player has to find it. It becomes something you simply háve to do, nothing more. Story-wise it's way more interesting if in some way the blame is on the player itself. For all I know he could have lost a bet about bragging about his fast spaceship and lost. Something original, that'll keep even the trivial things like 'get a new modulator-I-don't-know-what for your engine' interesting and closer to reality.
Quote:
Ive always hated it when a game gives you weapons/units/powers at the beginning that have no use later in the game. For example in Warcraft 3, you have no real reason to create footmen if you have access to knights, thereby making footmen useless.
At that point they become cheap cannonfodder which can be produced quite fast. I usually use those guys as decoy in multiplayer games, but yeah, you're right a unit should never become totally obsolete.
Cheers
Last edited by PHeMoX; 01/10/07 15:09.
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Re: 'Substance And Style' article
[Re: Pappenheimer]
#76434
01/10/07 22:37
01/10/07 22:37
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
In a game the gamer should select, no, he interacts within constraints which the author already selected.
Yeah, I'm still waiting for or at least curious to see the first game to feature a non-linear random but intelligent story line. That would be awesome. Off course, introducing randomness is kinda dangerous I guess.
Cheers
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