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Game design is simple

raphkoster.com

91–100 of 186 posts

Re: Game design is simple

#91

> 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"?

Progress on predictions means both getting better at prediction (learning) and applying that.

Also a decent definition of intelligence

Re: Game design is simple

#93

> crazy juicy, so that players are captivated by spectacle, well beyond the needs of feedback from a UX perspective What a great phrase to describe an aspect of game design to strive for. https://www.raphkoster.com/2015/06/29/game-design-ux-design/

I feel modern game design as the exact opposite problem: It's all show and no substance. It looks spectacular on video, but it doesn't feel spectacular when you play it, since it's non-interactive script driven gameplay, barely more interactive than a cutscene.

A bit of juice is fine and necessary, but the moment your juice starts to look like interactive gameplay, but isn't, it went way to far and just becomes noise. I rather have some less spectacular debris I can interact with, then just a particle system filling the screen with non-interactive nonsense.

TotalBiscuit was ranting about it ages ago[1]. 2kliksphilip also has numerous videos[2] on the lack of interactive physics in modern games.

[1] https://www.youtube.com/watch?v=JOHyD49DaeA

[2] https://www.youtube.com/watch?v=nxQW2GL64U0

Re: Game design is simple

#94

Earlier quoted context omitted.

Progress on predictions means both getting better at prediction (learning) and applying that.

Also a decent definition of intelligence

I think for both contexts its far too simplistic to be more than a generalization and certainly for fun its a very local definition to serve Raph's ideas about what constitutes a game rather than encompassing enough to define it fully.

For intelligence for example you could have a PID controller where there is automatic tuning which would fit the definition of learning and application. But I don't think we'd call it intelligent outside of marketing copy.

Re: Game design is simple

#95
I watched a lot of Sakurai's (Smash Bro's director and creator of Kirby) videos on game design and development and not once did he bring up "dopamine" or any other neurochemical. I think once you start thinking about game design from this perspective you are essentially looking for ways to exploit human psychology which explains how a lot of games have now turned into casinos. Some of the best games out there defy a lot of prior design knowledge or things most people don't like but still have a cult following (look at Death Stranding) (Dark Souls made difficulty cool again when everyone else was trying to be "accessible"). The best games are also probably by people who were just passionate about bringing a certain idea into life because they themselves want that thing (Pokemon got a lot of its inspiration from the creators childhood exploring outside) not because people will get addicted to it. I understand treating game design as a science to some degree but it rubs me the wrong way.

Re: Game design is simple

#96

It is an interesting article but I find the slides inserted without much context to be confusing.. or is that part of the game?

Indeed, the galaxy brain move here would be to make a game about game design, that itself follows its own principles.

Re: Game design is simple

#99

Earlier quoted context omitted.

Progress on predictions means both getting better at prediction (learning) and applying that.

Also a decent definition of intelligence

I can get better by getting more experienced without getting more intelligent.

Re: Game design is simple

#100

I watched a lot of Sakurai's (Smash Bro's director and creator of Kirby) videos on game design and development and not once did he bring up "dopamine" or any other neurochemical. I think once you start thinking about game design from this perspective you are essentially looking for ways to exploit human psychology which explains how a lot of games have now turned into casinos. Some of the best games out there defy a…

Gaming has always been about exploiting human psychology. It's about making people have fun, fun is a psychological state and dopamine release is intrinsicly linked to that.

That doesn't mean that it has to be bad or destructive! Fun is a positive thing, and most game designers I've met from across the industry are in it because they just want to make people have fun.

Dopamine release is a bit of a curio, really. You don't make design decisions based on optimising dopamine release; there's no way of doing that. But it's interesting to know the physiological reasons why people think that things are fun, and it's useful evidence when building a framework such as Raph's.

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