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Game design is simple

raphkoster.com

61–70 of 186 posts

Re: Game design is simple

#61

the complexity of a given domain is not necessarily an indication of it's difficulty. I suspect that a guy of Koster's experience and reputation knows that and is making a spicy title for the clicks.

He's pretty clear about it towards the bottom. Roughly "any paragraph in this essay could be a book".

Re: Game design is simple

#62
I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete.

> Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have.

Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too 100% then its pure random which isn't deep or fun.

I've noticed a similar more-is-better trend in a few sequels I've played, where the first game had say 5 mechanics which were fun. Then the sequel has 10 mechanics, and because 10 is more than 5 it therefore must be more fun. But it ends up being too much shit to juggle and less fun as a result.

More isn't always better

Re: Game design is simple

#63
post #50
post #37

Earlier quoted context omitted.

Oh wow it was SWG? It truly was ahead of its time, I don't think any one game has come close to implementing such a rewarding group of systems and economy in an MMORPG, except maybe EVE but that is a very different game and admittedly I did not find EVE fun. The most exciting systems to me had very little to do with combat, but especially as it pertains to this article, also couldn't be as rewarding without it. It wa…

The skill tree system was so nice compared to the rigid class systems of other MMORPGs, too. The fact that player towns just emerged was really cool. It was such a shame the space expansion was so ... flat. Neither space nor ground had a storyline to follow, but space wasn't an open world, and had no real element of choice in skill paths.

I enjoyed the new aspect ships brought to crafting, and there's something special about walking around your own ship while it's in transit. But otherwise totally agree, it was kind of just space combat arenas and not much more.

Re: Game design is simple

#64
post #50

Earlier quoted context omitted.

The skill tree system was so nice compared to the rigid class systems of other MMORPGs, too. The fact that player towns just emerged was really cool. It was such a shame the space expansion was so ... flat. Neither space nor ground had a storyline to follow, but space wasn't an open world, and had no real element of choice in skill paths.

PVE was indeed awful. Especially given the back drop; it should have been full of adventure across the galaxy, established characters messing with players, but was merely "run here and kill 6 kobolds". NPC AI sucked. Would love to strip from my private server, NPC generation as-is as implementation is static and does not allow dynamic responses. Replace it with modern agents to connect like players and train them to…

> Also started a project to make a new client using video and segmentation, gen AI to recreate initial game engine entities as Godot scenes to have full control.

That sounds fascinating, I've been working in godot for a few projects now. I'd be interested to know how you would integrate the Godot scenes into the current engine, or if it would be an entirely new client.

Re: Game design is simple

#65

I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete. > Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have. Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too…

There's been quite a few games in recent years where I notice some system and think "ugh, do I really need to bother with this, too?". Especially crafting or skill point systems which feel slapped on. Some games make them a fun and integral part of the gameplay, some seem to include them because it's trendy and it just adds friction and mental load with little payoff.

I don't mind complexity, some of my favorite games are ridiculously complex (Dwarf Fortress), but the complexity needs to pay for itself.

Re: Game design is simple

#66
post #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 s…

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Re: Game design is simple

#67
> Bottom line: fun is basically about making progress on prediction.

I'm having some trouble parsing this sentence. Does he mean that "player has fun if their predictions lead to progress"?

Re: Game design is simple

#68
post #14

For the people taking the title literally without apparently reading the article: > Put another way — every single paragraph in this essay could be a book.

It's more like someone ran a PowerPoint presentation through a converter that makes a web site. There's good stuff in there, but the presentation is clearly a slide deck.

Re: Game design is simple

#69

I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete. > Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have. Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too…

There's been quite a few games in recent years where I notice some system and think "ugh, do I really need to bother with this, too?". Especially crafting or skill point systems which feel slapped on. Some games make them a fun and integral part of the gameplay, some seem to include them because it's trendy and it just adds friction and mental load with little payoff. I don't mind complexity, some of my favorite game…

I’ve had similar thoughts too: the older I get, the less “extra features” translate to value if I’m expected to stretch my concentration across all of them to have fun.

I’m not as sophisticated as the average Dwarf Fortress player, but an emergent quality of that game that I’ve admired from afar has been how you can ignore various mechanics and you’re rewarded with an interesting ride.

It’s dynamic enough that by pulling various gameplay “levers” you can get wildly different outcomes (and thus value through replayability), but things will sort of run themselves (for better or worse) if you forget about them. So you’re half writing your own story, half discovering it as it writes itself.

Re: Game design is simple

#70

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,…

> My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid? Two things to consider regarding cut scenes. First, sometimes they are mandated by the game story writers and backed up by artists wanting to show off. Second, and more importantly from a game developer's perspective, they are a useful tool for hiding scene loading I/O such that the customer experience doe…

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