Friday, July 30, 2010

Dimensional conflict: diversion vs. expression

While I mentioned in Three-dimensional games that games with the greatest magnitude in all three dimensions will be considered the best, this isn't to say that dimensions won't occasionally come into conflict with each other.  In other words, it is possible that attempting to increase the magnitude along one axis will decrease the magnitude along another axis.

I want to focus on a specific conflict that can arise when trying to maximize the magnitude along every dimension: the conflict between the demand of diversion to fill time and the demand of expression to reduce the time filled.

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.