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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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