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Game Design Curriculum

riotgames.com

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Re: Game Design Curriculum

#61

Game design (whether computer or even board games) is a valuable topic to learn even if you never make a real game. If you make any kind of thing that people use, learning a little about how to think like a game designer can help you make things that are more rewarding and pleasant to use. One way to think of videogames is that they are useless software . Imagine a word processor that couldn't save or print files. Or…

I take serious issue with the description of games as useless. They don’t do anything in the same way as reading a book doesn’t do anything. Or playing chess doesn’t do anything. You absolutely get something tangible in return. Whether it’s a new perspective, new friends or utter humiliation. The idea we should capture the way games build tangible experiences and apply them to “useful software” is to misunderstand bo…

> I take serious issue with the description of games as useless.

I figured some might. Try to charitably understand why I chose to emphasize with that word. Yes, obviously, playing games provides all sorts of meaningful things to the player. As I said, playing games is intrinsically rewarding.

But what most games don't do is provide extrinsic utility. Playing a videogame does not pay your mortgage, fix your leaky sink, cure your halitosis, or get you an A in class. (Ignoring professional game playing for money, of course.)

Your electricity company's website can be a slow, bug-ridden heap of PHP 1.0 garbage and you will still use it because it lets you pay their bill and keep your lights on. A videogame has no such luxury. If using the game itself is not enjoyable, you have no users. That means good game designers are very well trained in making things people want to use. That's a great skill for anyone who wants to design beloved things.

> The idea we should capture the way games build tangible experiences and apply them to “useful software” is to misunderstand both what makes games useful and software that achieves a task.

There is definitely an important aspect of games that cannot be harnessed by useful software. A key, perhaps the fundamental thing that makes play play is safety. There is a lower bound to how much harm playing a game poorly can do. That keeps the stakes low, which allows you to get into a freer, more exploratory mindset.

Obviously, the app you use to pay your mortgage cannot offer that freeing sense of delight. While that safety is what makes games games, that is not all that makes games enjoyable.

> Gamification is swimming in the shallow end of game design.

Oh dear, I certainly didn't have "gamification" and all the sleazy things that has been used for in mind, though I can see how what I said was ambiguous regarding that.

Maybe a more direct way of stating what I was getting at is that game designers have a greater appreciation of usability than many others. Every tool has some mixture of utility (what it can do) and usability (what it makes easy/enjoyable to do). If a tool has important utility, users will suffer using regardless of its usability. If a university's slow automated phone system is the only way to register classes, well, I guess you're gonna sit on hold for three hours. But you won't like it.

Since games have no utility, they must have usability. Usability ("fun") is foundational in a way that it isn't in other fields. And I think there's a lot to be learned from game designers about how they approach that.

Re: Game Design Curriculum

#62
post #46

Earlier quoted context omitted.

> You can kind of see how this playerbase would differ from, say, the usual singleplayer or co-op indie or puzzle game. Oh yes. I must say, these days I hate playing multiplayer game modes with leaderboards attached. Relevant to this thread: I used to play Heroes of the Storm (Blizzard's LoL clone) causally with friends. Then one day a colleague dragged me into his team, full of people dozens of levels above me (and…

Well, the history is a bit different. LoL was created as a clone from Dota (Defense of the Ancients) mod for Warcraft 3. So, DOTA 2 is a continuation of that story and Blizzard basically recreated the mod into a standalone game and called it DOTA 2. I do agree with the sentiment though. The community is definitively not n00b friendly and I gave up soon as well :S

Blizzard did not do that. Valve (the company behind Steam) did that. Much salt was sown around the Blizzard offices during the lawsuits that followed. Valve won.

Blizzard went on to release a remake of the game that spawned DOTA which was universally reviled, a large part of which was due to them killing incentives to build custom maps with their new IP rules designed to avoid another DOTA incident.

Armchair analysis with no expertise or special access to information, accuracy of statements may vary.

Re: Game Design Curriculum

#63

Game design (whether computer or even board games) is a valuable topic to learn even if you never make a real game. If you make any kind of thing that people use, learning a little about how to think like a game designer can help you make things that are more rewarding and pleasant to use. One way to think of videogames is that they are useless software . Imagine a word processor that couldn't save or print files. Or…

This sounds very similar to my perspective, which is that most applications try to provide a nice user experience in order to assist in doing something: creating a document, communicating with friends, reading the news, etc. With a game, though, the user experience is what it is trying to do. There's nothing other than UX. That makes game development good practice for focusing on UX in general.

Re: Game Design Curriculum

#65
Disclaimer: I am a DotA fan/nerd and am a huge fan of its design vs LoL's.

I applaud Riot for this, but I think they're specialty and reason for their huge growth is more to do with outreach, as jimbob45 noted. For a company with such a focus on competitive PvP games, I would argue they are not very good at balance at all. I would even go so far to say that their monetization scheme is detrimental to the balance of the game because of the incentive mismatch with creating a balanced game vs a profitable one. With that said, I think they have gotten a lot better over the years, and no one can take away from their success.

Re: Game Design Curriculum

#66

Game design (whether computer or even board games) is a valuable topic to learn even if you never make a real game. If you make any kind of thing that people use, learning a little about how to think like a game designer can help you make things that are more rewarding and pleasant to use. One way to think of videogames is that they are useless software . Imagine a word processor that couldn't save or print files. Or…

It's going to be grating for any gamedev to hear games described as "useless", as if players' enjoyment was somehow not valuable.

But I think you're basically making the argument that games are art. That they exist for the aesthetic experience, and for no utilitarian purpose.

And I'm very much okay with that. :)

Re: Game Design Curriculum

#67

Of all the non-FAANG gaming companies Riot is the one that most closely operates like a tech giant to me (with the exception of maybe Epic Games) They have an incredibly robust M&A division, have mastered land + expand with their esports, are putting down roots in pretty much every major gaming category, and have modern monetization practices down to a tee. Excluding the clearly egregious cultural issues, I would be…

>Of all the non-FAANG gaming companies

So, out of all of them?

Re: Game Design Curriculum

#70
post #66

Game design (whether computer or even board games) is a valuable topic to learn even if you never make a real game. If you make any kind of thing that people use, learning a little about how to think like a game designer can help you make things that are more rewarding and pleasant to use. One way to think of videogames is that they are useless software . Imagine a word processor that couldn't save or print files. Or…

It's going to be grating for any gamedev to hear games described as "useless", as if players' enjoyment was somehow not valuable. But I think you're basically making the argument that games are art. That they exist for the aesthetic experience, and for no utilitarian purpose. And I'm very much okay with that. :)

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