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LOOKING FOR THE
GRAMMAR OF
GAME DESIGN                                 1
                                            PART


   /GREG COSTIKYAN
   /WHAT GAMES ARE NOT
   /WHAT GAMES ARE
   /WHAT IS A GAME
   /THINGS THAT STRENGTHEN GAMES


                    Alvaro Gonzalez
                         Game Designer
               --THE GAME A POWERFUL TOOL
FIRST
“If we are to produce works worthy to be termed “art”, we must start to
think about what it takes to do so, to set ourselves goals beyond the
merely commercial. For we are embarked on a voyage of revolutionary
import: the democrative transformation of the arts. Properly addressed,
the voyage will lend grandeur to our civilization; improperly, it will create
merely another mediocrity of the TV age, another form wholly devoid of
intellectual merit.”

                                                                  Greg Costikyan
                                             Game Designer and Science Fiction Writer
As game designers,

how to analyze games? how to
understand… …them? …what
works? …what makes them
interesting? To answer those
questions we need identify
which is GAME’s… LANGUAGE
What a Game is Not!

It’s Not a Puzzle
• Puzzles are STATIC, they present the “player” a logic structure to be solved.

• Games, by contrast, are NOT STATIC, they change with the player’s actions.

According to Game Designer Chris Crawford some “games” a really just puzzles.
For example: point and click graphic adventure games.
This kind of games sole objective is the solution of puzzles: finding objects and using them In a
particular way to cause desire changes in the game-state. There is no opposition, there is no
rol-playing and there are no resources to manage: victory is solely a consequence of puzzle
solving. If Crossword is 100% puzzle, point and click graphic adventure games are 90% puzzle
and 10% game.



            A puzzle is static. A game is interactive.
It’s not a Toy.


According to Will Right, his Sim City   is NOT a game at all, but a Toy.

• Toys are element that offers Interesting behaviors which you may explorer.
Sim City provides no objective, no victory conditions, no goals; it’s a software toy.


Toys could be part of a game without losing their qualities (a ball can be
thrown, bounced, twirled, and became part of basketball game with their victory
conditions, goals and objectives.




          A Toy is interactive. But a Game has goals.
It’s not a Story.


• Stories are inherently linear.
• The outcome of a story can’t be changed.
• Characters, events and situations are fixed.

 • Games are inherently non-linear.
 • Depends on decision-making.
 • Decisions have to pose real, plausible alternatives, or they aren’t real decisions.
 • If you make a game more like a story –more linear, fewer real options- you make
 it LESS like a game.


  Gaming is NOT about telling stories. They borrow elements of fiction to define
  meaningful decisions for the player to make.


               Stories are Linear. Games are NOT.
It Demands Participations


Game provide a set of rules; but players use them to create their own consequences.




           “The designers provide the theme, the player the Music.”




 • Traditional art forms play to a passive audience.
 • Game require active participations.
So What is a Game?



Continue next week on part 2…
      /GREG COSTIKYAN
      /WHAT GAMES ARE NOT
      /WHAT GAMES ARE
      /WHAT IS A GAME
      /THINGS THAT STRENGTHEN GAMES


                       Alvaro Gonzalez
                            Game Designer
                  --THE GAME A POWERFUL TOOL
thanks
        alvarogonzalez.mail@gmail.com
                                                                               Alvaro Gonzalez
        alvarogonzalez.skype
                                                                               Game Designer – Game Producer
        @WASDCtrlSPACE
                                                      “I've worked with Alvaro on several game projects over several years
                                                      and have always been very impressed with his creative thinking and
W       www.alvarogonzalez.us                         inventive designs. Alvaro always brings a unique and fresh design
                                                      aesthetic that is more innovative and far more imaginative than other
        www.linkedin.com/in/alvarogon                 designers.”
                                                                                                               Aaron Norstad
                                                                                                  Senior Producer at Playdom

        Meet Latin American Game Developers
        www.mlagd.com


        meetlatinamericangamedev@gmail.com


        @LatAmeGameDev



Bibliography:

Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman
Cambridge MIT Press, 2004

I Have No Words, Greg Costikyan
Article, 1990

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Looking for the grammar of game design part 1

  • 1. LOOKING FOR THE GRAMMAR OF GAME DESIGN 1 PART /GREG COSTIKYAN /WHAT GAMES ARE NOT /WHAT GAMES ARE /WHAT IS A GAME /THINGS THAT STRENGTHEN GAMES Alvaro Gonzalez Game Designer --THE GAME A POWERFUL TOOL
  • 2. FIRST “If we are to produce works worthy to be termed “art”, we must start to think about what it takes to do so, to set ourselves goals beyond the merely commercial. For we are embarked on a voyage of revolutionary import: the democrative transformation of the arts. Properly addressed, the voyage will lend grandeur to our civilization; improperly, it will create merely another mediocrity of the TV age, another form wholly devoid of intellectual merit.” Greg Costikyan Game Designer and Science Fiction Writer
  • 3. As game designers, how to analyze games? how to understand… …them? …what works? …what makes them interesting? To answer those questions we need identify which is GAME’s… LANGUAGE
  • 4. What a Game is Not! It’s Not a Puzzle • Puzzles are STATIC, they present the “player” a logic structure to be solved. • Games, by contrast, are NOT STATIC, they change with the player’s actions. According to Game Designer Chris Crawford some “games” a really just puzzles. For example: point and click graphic adventure games. This kind of games sole objective is the solution of puzzles: finding objects and using them In a particular way to cause desire changes in the game-state. There is no opposition, there is no rol-playing and there are no resources to manage: victory is solely a consequence of puzzle solving. If Crossword is 100% puzzle, point and click graphic adventure games are 90% puzzle and 10% game. A puzzle is static. A game is interactive.
  • 5. It’s not a Toy. According to Will Right, his Sim City is NOT a game at all, but a Toy. • Toys are element that offers Interesting behaviors which you may explorer. Sim City provides no objective, no victory conditions, no goals; it’s a software toy. Toys could be part of a game without losing their qualities (a ball can be thrown, bounced, twirled, and became part of basketball game with their victory conditions, goals and objectives. A Toy is interactive. But a Game has goals.
  • 6. It’s not a Story. • Stories are inherently linear. • The outcome of a story can’t be changed. • Characters, events and situations are fixed. • Games are inherently non-linear. • Depends on decision-making. • Decisions have to pose real, plausible alternatives, or they aren’t real decisions. • If you make a game more like a story –more linear, fewer real options- you make it LESS like a game. Gaming is NOT about telling stories. They borrow elements of fiction to define meaningful decisions for the player to make. Stories are Linear. Games are NOT.
  • 7. It Demands Participations Game provide a set of rules; but players use them to create their own consequences. “The designers provide the theme, the player the Music.” • Traditional art forms play to a passive audience. • Game require active participations.
  • 8. So What is a Game? Continue next week on part 2… /GREG COSTIKYAN /WHAT GAMES ARE NOT /WHAT GAMES ARE /WHAT IS A GAME /THINGS THAT STRENGTHEN GAMES Alvaro Gonzalez Game Designer --THE GAME A POWERFUL TOOL
  • 9. thanks alvarogonzalez.mail@gmail.com Alvaro Gonzalez alvarogonzalez.skype Game Designer – Game Producer @WASDCtrlSPACE “I've worked with Alvaro on several game projects over several years and have always been very impressed with his creative thinking and W www.alvarogonzalez.us inventive designs. Alvaro always brings a unique and fresh design aesthetic that is more innovative and far more imaginative than other www.linkedin.com/in/alvarogon designers.” Aaron Norstad Senior Producer at Playdom Meet Latin American Game Developers www.mlagd.com meetlatinamericangamedev@gmail.com @LatAmeGameDev Bibliography: Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman Cambridge MIT Press, 2004 I Have No Words, Greg Costikyan Article, 1990