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Game design is simple

raphkoster.com

21–30 of 186 posts

Re: Game design is simple

#21
post #17
post #4

For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster

Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.

I remember when Raph was working on Metaplace[1], which was a kid-targeting, programmable (Lua dialect), virtual world/user generated content factory that was contemporary to the launch of Roblox ca. 2006-2007. I wonder quite often what things might be like if Metaplace had gotten to the scale and scope that Roblox wound up achieving.

1: https://www.raphkoster.com/2007/09/18/metaplace/, or this demo https://www.youtube.com/watch?v=tZiB_JcRH_s, or https://en.wikipedia.org/wiki/Metaplace

Re: Game design is simple

#22

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

I have never disagreed more with a comment on this site.

Re: Game design is simple

#23
post #17
post #4

For reference Raph Koster wrote "the book" on game design, and was the lead designer for Ultima Online (among other things) https://en.wikipedia.org/wiki/Raph_Koster

Raph was the lead game designer on SWTOR a game that was way ahead of it's time and one of the most enjoyable sandbox mmorpg's I've ever played. I'm working on a new game that will take inspiration from lessons learned there.

What was interesting/worked about it's design (and why did the players care?[1])

Was it resilient to the, uh, many, many well-documented problems that the genre pushes players/itself into?

---

[1] There's a lot of ideas in this space that sound interesting on paper to nerds bikeshedding, but often fall flat in actual implementation. I'm curious as to what were the ones that worked.

Re: Game design is simple

#24
post #8

Earlier quoted context omitted.

In that sense most things are simple. Though it's also simple to over simplify. Since often simplicity arises out of the accumulation of expert analysis rather than being obvious from the get go. Which I think is just as important as what you say: Simple != easy Simple != obvious Simple != intuitive Simple != easy to understand I think if people remembered these things then things would be more simple. I'll add one m…

Simple means not complex, means not composed of even simpler parts. A twelve step plan is literally a list of simpler parts, making it not simple. Most things are complex, since there are so many ways to combine simples. It is an ironic title.

> Simple means not complex, means not composed of even simpler parts.

Is that formally defined and widely accepted? If not, I don’t think your argument holds because almost nothing is simple based on what you said.

Re: Game design is simple

#25

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

I know exactly what you mean. Lots of video games really do feel more like movies these days. Cyberpunk drove me absolutely crazy with all the cut scenes

Re: Game design is simple

#26

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

Half-Life got it right. The cutscene plays but you can still run around and do whatever you want (including not listening).

Re: Game design is simple

#27

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

I think different people value different things in entertainment. For you, the "cinematic" aspects of the media are worthless - but for others, the whole "interactive cinematic spectacle" is worth it even if it comes at the expense of intractability or the ability to execute skills. Take the COD campaigns for example - notoriously, some of the turret-vehicle-chase-sequences don't actually require any user input to succeed at, but a certain class of player still enjoys them because they're in it for different things than you.

Re: Game design is simple

#28

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

Sounds like you're still bitter over Dragon's Lair and other LaserDisc games.

But like AAA has never been an adjective that meant good or fun. Just that the budget is big.

Cut scenese are an opportunity for a change of pace and to tell the story in a different way. Or as a way to emphasize a game action. When you get a touchdown in Tecmo Bowl, you have a little cut scene which is nice (but gets repetitive). The cut scenes in a Katamari game give you some sort of connection to the world, but you can always skip them.

I think I've managed to skip most big budget games for most of my gaming life. That's fine, lots of other customers for those, I'll stick to the games I like.

Re: Game design is simple

#29
post #8

Earlier quoted context omitted.

In that sense most things are simple. Though it's also simple to over simplify. Since often simplicity arises out of the accumulation of expert analysis rather than being obvious from the get go. Which I think is just as important as what you say: Simple != easy Simple != obvious Simple != intuitive Simple != easy to understand I think if people remembered these things then things would be more simple. I'll add one m…

Simple means not complex, means not composed of even simpler parts. A twelve step plan is literally a list of simpler parts, making it not simple. Most things are complex, since there are so many ways to combine simples. It is an ironic title.

> Simple means not complex, means not composed of even simpler parts.

“Simple” is obviously subjective and context-dependent, but I don’t agree with that.

Getting a bowl of cereal is simple, yet still composed of several simple steps.

Re: Game design is simple

#30

My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid ? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene,…

You should play more indie games. Not only are they more gameplay focused, there is an over abundance of great games at bargain prices.

I just picked up Prodeus, if you like games like old Doom and Quake you’ll probably love it.

Also, From Software games (Dark Souls, Elden Ring, Sekiro, Armored Core) are basically all gameplay. Cutscenes are kept to a minimum and gameplay is is tight AF

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