Tuesday, July 20, 2010

A worthy opponent

The video game universe is awash in heroes, but the noteworthy villains could likely be counted on two generous hands.  Often, the "main villain"--the hero's true adversary--feels more like an endnote than a palpable force in games.  Players rarely form a connection to their characters' ostensible opponent, most likely because they can recognize that the villain of the story is not their opponent.  Rather, villains are mostly MacGuffins--merely excuses to "go on the quest" or create a wake of corpses behind the titular character.

Thursday, July 1, 2010

Difficulty: Slow it down, don't dumb it down

Sitting down to play Super Smash Bros. for the first time is an overwhelming proposition for the average adult.  The game is a flurry of action, a camera moves in and out constantly, and the winner appears to be randomly chosen at first.  To top it all off, all characters start out at 0% (you're not told of what), a percentage that is increased every time they are hit.  Without instruction, most adults would give up on this game fairly quick, resigned to the fact that it's something they'll never get.

Monday, June 28, 2010

Grokking in three dimensions

Even if you accept that the notion of grokking and grok-tests play an important role in understanding games, you may doubt that winning is an indication of grokking in light of games such as foot races and lotteries where grokking the rules is clearly not the sole requirement for victory.

Wednesday, June 23, 2010

Grokking and Games

The term "grok" comes from Robert Heinlein's book Stranger in a Strange Land, and is a Martian term that roughly translates into "to drink," which also describes the Martian's take on the act or state of understanding fully--"to understand so thoroughly that the observer becomes a part of the observed."  If you haven't read the book yet, you probably should, as this idea of grokking alone is worth grokking.

Friday, June 4, 2010

Versus Series 5: Toys vs. Simulations

Chris Bateman recently concluded a series on game design as make-believe, kicking it off with an interesting view of games serving in part as props for imaginative play.  Of course, games aren't the only props that are used for the purpose of play, and Bateman lists different examples of items that can be used as representations during imaginative play.  At the top of his list is the first class of object we think about when it comes to props for imagination: the toy.