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I Have No Words & I Must Design


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"I Have No Words & I Must Design This article was published in 1994 in Interactive Fantasy #2, a British roleplaying journal. A more recent version of the piece may be found here . What Is a Game, Anyhow? It's Not a Puzzle It's Not a Toy It's Not a Story It Demands Participation So What Is a Game? Decision Making Goals Opposition Managing Resources Game Tokens Information Other Things That Strengthen Games Diplomacy Color Simulation Variety of Encounter Position Identification Roleplaying Socializing Narrative Tension They're All Alike Under the Dice. There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, hell, don't forget paintball, virtual reality, sports, and the horses. It's all gaming. But do these things have anything at all in common? What is a game? And how can you tell a good one from a bad one? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net. Or put away the counters. Or reluctantly hand over your Earth Elemental card. Or divvy up the treasure. But that's no better than saying, "Good book," as you turn the last page. It may be true, but it doesn't help you write a better one. As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. We need a critical language. And since this is basically a new form, despite its tremendous growth and staggering diversity, we need to invent one. What Is a Game, Anyhow? It's Not a Puzzle. In The Art of Computer Game Design, Chris Crawford contrasts what he call "games" with "puzzles." Puzzles are static; they present the "player" with a logic structure to be solved with the assistance of clues. "Games," by contrast, are not static, but chang"
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