How
do you make an interesting game? Or, to pose a better question, how do
you make an interesting concept that translates well into a fun and
playable game? The answer comes from many places, and according to many
designers, from many varying inspirations. However, my professor, Eric Zimmerman,
has laid out a general spread of concepts that would be useful to any
game designer, outlined in his textbook Rules of Play. In Rules of Play,
Eric talks about a variety of topics that relate directly to games,
such as rules, play, and culture. Through the various topics, he gives
designers a core set of concepts to make designing more of a streamlined
creative process rather than a haphazard amalgamation of techniques.
Let's
take a look at indie games. Many indie games are based off of
experimental ideas, such as Minecraft's sandbox world or Dear Esther's
story telling experience. The designers of these games make conscious
choices to include or not include specific gameplay norms established by
the AAA part of the games industry.
Dear Esther
Rules
Dear
Esther abandons combat, platforming, and other forms of interaction
with the game environment. The players are not allowed to sprint, to
jump, to pick anything up, to swim, to fight, or to interact with the
environment in any way except looking and walking. They are limited by
these simples rules that cannot be violated in order to enhance the
aspects that the designer wants the player to pay more attention to. The
rules exist for the players. They exist as systems of emergence,
information theory, game theory and more. All of these rules come
together in context to help create the experience of.....
Play
As
the players explore the deserted island in the only way they can, they
listen to anecdotes and vignettes of various people and of your deceased
wife, Esther. They find haunting and lonely beaches filled with the
wreckage of ships and the bones of long dead animals. While they are
moving and experiencing the island at the very deliberate pace set by
the game, they find rolling but empty plains filled with strange
standing stones. As the players hear the complement of melancholy
violins, piano keys, and cello, they find immense, hollow caverns with
glowing drawings on the walls. Play is not only an experience, but it is
pleasurable and meaningful, it is a narrative, a simulation, and
social.The experience is the entire island (read game), while the
players take pleasure in seeing the vistas and listening to the music or
hearing the anecdotes. Meaning is derived from the narrative and the
simulation of exploration, while the players are social in their lives
and talk about the game itself.
Culture
All
of these design choices and all of the pieces of play come together to
form the culture of a game. To quote Rules of Play, “No game is an
island.” (503) Games exist to be played by many people, and even
solitary games can be social because of the people playing them. Games
are also not only a magic circle in which players can play and explore,
because they are embedded within culture and society. Dear Esther was
created as a mod and due to that, its community was an offshoot of the
Half Life community. However, it quickly spiraled into something new and
branched off and created its own culture, with people discussing the
game’s narrative structure, the meaning of its narrative, and more. The
culture of Dear Esther is rooted in the relationship between the game
and the larger context of where, how, and when it is played.
Eric
Zimmerman is a game designer and former CEO of the now dysfunct
Gamelab. He has taught at many schools, including MIT and currently at
the NYU Game Center as a founding faculty member. He also founded the
Institute of Play, a non-profit organization that creates schools based
on games and play as a model for learning. Eric has also written Rules
of Play, a game design text book about the fundamentals of game design,
and is currently using it in his class, which I am currently taking. I'd
like to give a huge thanks to Eric for being so amazing, and inspiring
me to take design head on and with a better mindset than what I had
previously, and for teaching me a few of the many nuggets of wisdom that
he has to share.
Dear
Esther is an award winning indie game that is trying to break the
boundaries of what a game is. It has polarized critics and players alike
in a way that few game can with its abandonment of traditional gameplay
elements and although many gamers hate it for the wrong reasons, others
love it for the immersive storytelling experience that only a game like
Dear Esther can allow. It was created from the culture of gaming and
has opened up new doors for designers to explore, expand, and branch off
into.
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