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Crawford, C., Chapter 6: design techniques and ideals

Reading summary/quotes:

In this chapter Crawford explains important design techniques to increase the player’s motivation and desire to play the game. He discusses AI, or what he terms “artificial smarts,” and explains the importance of a game producing reasonable behavior and unpredictability at the same time. He also explains way to balance games. Triangularity is also discussed as a way to make games more interesting and yet keep them balanced. Triangulation is a basic form of indirection, introducing a third party to the game. Crawford gives several examples of games displaying various levels of indirection. Learning curves are explained as “a series of related games (p. 12)” which, ideally, should transition smoothly during game play. The author ends by discussing winnability, describing it as an illusion because it must appear that the game is winnable at all times to all player levels, yet the game must avoid actually being winnable or its appeal will quickly be lost.

Requirements for an “artificial smarts system”:

Limited Information

Limit the amount of information the human player has access to. Because humans are superior processors of information, this can handicap them effectively.

Pace of the game

You can also speed up the pace, i.e. the computer can calculate faster than the human. This deprives the player of the time they need to figure things out. Don’t overuse this technique, though. (p. 6)

Summary of above 4 balancing techniques

Use a small amount of each type if possible.

Relationships between opponents

Smooth Learning Curves

This refers to a player’s score as a “function of time spent with the game”, i.e. the score should go higher the longer the player plays the game (p. 9)

The ideal curve should always slope upwards smoothly. If the curve ever drops mid-game, it means the game is contradictory (p. 9)

In order to keep this smooth curve, the computer ideally should adapt to the player’s skill level by increasing difficulty. Another method is to allow the player to choose their difficulty level (p. 9)

The Illusion of Winnability

The game should appear to be winnable, but not be truly beatable or winnable, because then players will lose their motivation to play. Pac-Man is a good example because you appear to win (by eating all of the dots), but you never actually do because the game just keeps getting more difficult (p. 10)

A good game encourages players to experiment; it should not give away the fact that you can’t ultimately win it.

If a player keeps dying in the game, or losing, he or she should attribute it to their own errors, which are correctable. If this is the case, the player will want to play again, correcting their past mistakes. This losing should not be attributed to bad game controls, or an impossibly hard game. (p. 10)

“Another important trait of any game is the illusion of winnability. If a game is to provide a continuing challenge to the player, it must also provide a continuing motivation to play. (p. 12)”

“A smooth learning curve is worked into a game by providing a smooth progression from the beginner’s level to an expert level. This requires that the game designer create not one game but a series of related games. Each game must be intrinsically interesting and challenging to the level of player for which it is targeted. Ideally, the progression is automatic; the player starts at the beginner’s level and the advanced features are brought in as the computer recognizes proficient play. (p. 12)”

In summary, each game designer must use all of the above techniques and skills masterfully to come up with their own individual technique. This is much like artists who develops their own personal style of technique and form.

Related articles/class discussions:

Discussion points/questions:

Contributors: Tom Caswell, Marion Jensen, Jennifer Jorgensen, Jon Scoresby, and Tim Stowell