Jimmy Chattin - I make better games.

Saturday, November 26, 2011

1 Steve Graham - Go and Metaphors


Life and death Problems and the Generation of Tension

GO:
·         GO is not a horror game
·         GO is ancient
·         GO is simple (2 color; simple dots)
·         GO is abstract (2 color; tiles that explicitly mean nothing)
·         GO is deterministic (not random)
·         GO is turn-based strategy
·         GO is a perfect information game (all info is known by all parties)
·         GO is a war game (surround and kill off opponent forces)

Horror:
·         It gives information in bits.
·         It is expected to be semi realistic.

GO vs Horror:
·         GO helps bring out intense emotion
o   Games such as Demon's Souls elicit emotion as well
·         Such tense emotion can drain a person
o   nothing is living, nothing is dieing, but what we attribute to the game is what affects us
o   the metaphors of the game contribute to the creation of a second world relative the the player
·         Metaphors of GO:
o   life and death
o   liberties
o   war

Creating Abstractions is Essential
                We connect dramatically simplified representations to real complexities.  Thus, abstraction creates imaginative play.

Elements of Abstraction:
·         Extended Avatar
·         Collection of pieces we have played are exposed to consequence
·         Small groups scattered about
o   body parts of our avatar
·         Patterns and objects slowly and gradually emerge
o   construction of avatar as a whole through small repeated steps
·         Risk permanent, partial death
·         Opportunity of unconditional, partial life

Metaphors and Empathy + Mechanisms
·         Life and Death problems
·         Complexity from simplicity
·         Forcing actions
·         Deadlines
·         Repeating patterns, repeated fights, and repeated threats

SUMMARY
·         Metaphors must be coherent with game play
o   players choose to associate these
·         Complex systems emerge as extended avatars
o   body parts
·         Game mechanisms - KISS
o   complexity emerging from simplicity
o   gradual and repeated construction
·         Bigger decisions with fewer resources need to be made
o   allocation of attention

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