[HN Gopher] Game design is simple
       ___________________________________________________________________
        
       Game design is simple
        
       Author : vrnvu
       Score  : 498 points
       Date   : 2025-11-06 22:24 UTC (1 days ago)
        
 (HTM) web link (www.raphkoster.com)
 (TXT) w3m dump (www.raphkoster.com)
        
       | henning wrote:
       | Nothing asserted here is simple. And after reading all that it's
       | still hard to design and build a game that will cut through the
       | noise of all the other games coming out on Steam.
       | 
       | It's not a matter of "simple vs. easy". If you have to write many
       | words to list your ideas and you state each idea is deep and
       | connected to all the other ideas, the thing you are talking about
       | is not simple.
        
         | TillE wrote:
         | This is an extremely interesting article about game design and
         | it's a bit silly to fixate on the title.
        
         | madsushi wrote:
         | I think it's tongue-in-cheek.
        
       | alstonite wrote:
       | This feels like a classic example of the concept that simple [?]
       | easy
        
         | godelski wrote:
         | In that sense most things are simple. Though it's also simple
         | to over simplify. Since often simplicity arises out of the
         | accumulation of expert analysis rather than being obvious from
         | the get go. Which I think is just as important as what you say:
         | Simple != easy       Simple != obvious       Simple !=
         | intuitive       Simple != easy to understand
         | 
         | I think if people remembered these things then things would be
         | more simple. I'll add one more relationship
         | Elegant == Simple       Simple  != elegant
        
           | philipov wrote:
           | Simple means not complex, means not composed of even simpler
           | parts. A twelve step plan is literally a list of simpler
           | parts, making it not simple. Most things _are_ complex, since
           | there are so many ways to combine simples. It is an ironic
           | title.
        
             | throwaway8xak92 wrote:
             | > Simple means not complex, means not composed of even
             | simpler parts.
             | 
             | Is that formally defined and widely accepted? If not, I
             | don't think your argument holds because almost nothing is
             | simple based on what you said.
        
             | nkrisc wrote:
             | > Simple means not complex, means not composed of even
             | simpler parts.
             | 
             | "Simple" is obviously subjective and context-dependent, but
             | I don't agree with that.
             | 
             | Getting a bowl of cereal is simple, yet still composed of
             | several simple steps.
        
             | godelski wrote:
             | > Simple means not complex
             | 
             | I disagree. Most things are complex, yet most things are
             | also simple.
             | 
             | Don't forget that words are overloaded so they only mean
             | things in context. Words are both simple and complex
             | because of this.
             | 
             | As an example: the rules to the game of life are simple.
             | The outcomes are complex. The rules cannot even be
             | decomposed further, making them first principles of that
             | universe.                 >  means not composed of even
             | simpler parts
             | 
             | These would really be "first principles". Which is a form
             | of simplicity. Being the simplest something can be, yet
             | that sentence itself conveys that "simple" relies on
             | context and in a continuum.
             | 
             | This relationship of "simple yet complex" is quite common.
             | We could say the same thing about chaotic functions like
             | the double pendulum. It is both simple and complex.
        
         | IshKebab wrote:
         | Yeah kind of feels like "writing a hit novel is simple - you
         | just need a plot that is engaging, well written prose, and a
         | satisfying story arc".
         | 
         | I mean... yeah kind of obvs. Very "rest of the owl".
        
           | christophilus wrote:
           | Well, that wouldn't give you a "hit" novel. That would give
           | you a good novel. Hit != Good
        
       | PostOnce wrote:
       | For reference Raph Koster wrote "the book" on game design, and
       | was the lead designer for Ultima Online (among other things)
       | https://en.wikipedia.org/wiki/Raph_Koster
        
         | animex wrote:
         | Raph was the lead game designer on SWTOR a game that was way
         | ahead of it's time and one of the most enjoyable sandbox
         | mmorpg's I've ever played. I'm working on a new game that will
         | take inspiration from lessons learned there.
        
           | starkparker wrote:
           | I remember when Raph was working on Metaplace[1], which was a
           | kid-targeting, programmable (Lua dialect), virtual world/user
           | generated content factory that was contemporary to the launch
           | of Roblox ca. 2006-2007. I wonder quite often what things
           | might be like if Metaplace had gotten to the scale and scope
           | that Roblox wound up achieving.
           | 
           | 1: https://www.raphkoster.com/2007/09/18/metaplace/, or this
           | demo https://www.youtube.com/watch?v=tZiB_JcRH_s, or
           | https://en.wikipedia.org/wiki/Metaplace
        
           | vkou wrote:
           | What was interesting/worked about it's design (and why did
           | the players care?[1])
           | 
           | Was it resilient to the, uh, many, many well-documented
           | problems that the genre pushes players/itself into?
           | 
           | ---
           | 
           | [1] There's a lot of ideas in this space that sound
           | interesting on paper to nerds bikeshedding, but often fall
           | flat in actual implementation. I'm curious as to what were
           | the ones that worked.
        
             | tekbruh9000 wrote:
             | Game was SWG, not SWTOR. Launched in 2003 and was sunset in
             | 2011 when SWTOR launched.
             | 
             | SWG set out to be something like Dwarf Fortress in terms of
             | depth to the worlds physics; for example, gunsmiths could
             | tinker on all parts of a gun and maybe get a lucky roll to
             | unlock +N more damage or -N recoil. Same with land vehicles
             | and bioengineered animals, droids. Parameters to noodle all
             | the way down. Some under user control, others random to
             | foster sense of a chaotic physical world.
             | 
             | As the in game object economy was entirely propped up by
             | crafters this fostered economic PVP.
             | 
             | Lucasarts of 2000-2003, when the game was developed, did
             | not understand MMO, and 3D games take much longer than 2D
             | adventure games and shoved it out the door 2 years too
             | early.
             | 
             | It also suffered from 90s OOP heavy software development
             | patterns. Devs had difficulty managing it and updating over
             | the years.
             | 
             | Ultimately it failed at being a Star Wars game. PVE was
             | just "kill a nest of bugs" and failed to leverage
             | storylines and characters. Players with nothing else to do
             | ended up ruling the economy or whatever. Could have made
             | them compete against Star Wars power brokers, IMO. Jabba
             | sabotaged your factory, or something. Once a player was
             | kitted out they had nothing to do.
             | 
             | Some have spent the last 10+ years implementing a server
             | emulator, various tools and mods. An emulator built around
             | the original release is here: https://github.com/swgemu
             | 
             | I tinker on a modded private server now and then. Initially
             | added in random world events, to generate things to go do
             | and replacing odd design decisions like mission terminals
             | with NPC models to talk to in that seedy back alley, to
             | foster more in world RP vibe.
             | 
             | When WOW launched SWG was redesigned to play more like
             | that. Typical MBA "copy paste what they are doing" project
             | management.
        
               | ehnto wrote:
               | Oh wow it was SWG?
               | 
               | It truly was ahead of its time, I don't think any one
               | game has come close to implementing such a rewarding
               | group of systems and economy in an MMORPG, except maybe
               | EVE but that is a very different game and admittedly I
               | did not find EVE fun.
               | 
               | The most exciting systems to me had very little to do
               | with combat, but especially as it pertains to this
               | article, also couldn't be as rewarding without it. It was
               | all the player run economies, homsteads, towns and
               | cities, player shops, craftsman and markets. The fact
               | that materials mined had quality which impacted item
               | stats, on and on.
               | 
               | To get good gear, you had to know a guy who made it, they
               | had to know a guy who'd mined good quality minerals, and
               | that person may have found the minerals through another
               | player who had prospected it.
               | 
               | It made sense to be part of a player city, so you could
               | put your house in a known market area for people to
               | visit.
               | 
               | It all mattered because people needed the equipment to go
               | do the quests, and so it was a really symbiotic set of
               | systems that made crafting and economy matter.
        
               | codebje wrote:
               | The skill tree system was so nice compared to the rigid
               | class systems of other MMORPGs, too.
               | 
               | The fact that player towns just emerged was really cool.
               | 
               | It was such a shame the space expansion was so ... flat.
               | Neither space nor ground had a storyline to follow, but
               | space wasn't an open world, and had no real element of
               | choice in skill paths.
        
               | tekbruh9000 wrote:
               | PVE was indeed awful. Especially given the back drop; it
               | should have been full of adventure across the galaxy,
               | established characters messing with players, but was
               | merely "run here and kill 6 kobolds". NPC AI sucked.
               | 
               | Would love to strip from my private server, NPC
               | generation as-is as implementation is static and does not
               | allow dynamic responses. Replace it with modern agents to
               | connect like players and train them to build out the
               | world like players can.
               | 
               | Also started a project to make a new client using video
               | and segmentation, gen AI to recreate initial game engine
               | entities as Godot scenes to have full control.
               | 
               | Too little time for either, initial code has sat
               | untouched for years.
        
               | ehnto wrote:
               | > Also started a project to make a new client using video
               | and segmentation, gen AI to recreate initial game engine
               | entities as Godot scenes to have full control.
               | 
               | That sounds fascinating, I've been working in godot for a
               | few projects now. I'd be interested to know how you would
               | integrate the Godot scenes into the current engine, or if
               | it would be an entirely new client.
        
               | tekbruh9000 wrote:
               | My plan was/is entirely new client, mapped client state
               | to SWG emulator server.
               | 
               | Godot is a pain given my workflow is pretty cli heavy
               | though. Since I last touched that project I looked into
               | switching to Wicked Engine. Just include C/C++ headers
               | rather than Godot.
               | 
               | But job got interesting (am an EE in hardware development
               | land) and I have to spend free time diving into AI model
               | architecture to keep up. Both SWG projects have sat idle
               | for 10-12 months now. _shrug_
        
               | ehnto wrote:
               | I enjoyed the new aspect ships brought to crafting, and
               | there's something special about walking around your own
               | ship while it's in transit. But otherwise totally agree,
               | it was kind of just space combat arenas and not much
               | more.
        
               | codebje wrote:
               | I had a collector's edition 3-man transport ship, but
               | IIRC the novelty of standing on the ship while in transit
               | wore off before the beta ended. Cool, but too shallow on
               | its own.
               | 
               | I can't figure out if the open world game was fun enough
               | just on its own that an open space game would've been
               | chef's kiss, or if it did need some kind of story telling
               | too. It's too long ago to remember well enough, for me.
        
               | zf00002 wrote:
               | To me I really liked the fact that when you made your
               | character in SWG (1 per server too), you are just a
               | civilian. There's no light/dark side or
               | rebellion/imperial choice to make, you're just a regular
               | person in the galaxy. You are NOT the hero.
        
               | bavell wrote:
               | Loved the economy in SWG! Best part for sure. Played a
               | little SWG emu as well at some point
        
           | ArlenBales wrote:
           | > Raph was the lead game designer on SWTOR a game that was
           | way ahead of it's time
           | 
           | I think you meant Star Wars Galaxies, which was definitely
           | ahead of its time and few MMORPGS have replicated its sandbox
           | MMORPG since.
        
         | esafak wrote:
         | Someone should convince Richard Garriott and Sid Meier to write
         | too.
        
           | teamonkey wrote:
           | Tim Cain (Fallout) has an excellent Youtube channel.
        
         | a13o wrote:
         | I wouldn't say A Theory of Fun is "the book." It's more a
         | coffee table read. "The book" is Jesse Schell's The Art of Game
         | Design
        
           | sph wrote:
           | I've come across this kind of comment elsewhere, and the
           | recommendation was that "the book" is Designing Games by
           | Tynan Sylvester (the author of Rimworld)
           | 
           | https://tynansylvester.com/book/
           | 
           | Haven't read it yet myself.
        
             | meheleventyone wrote:
             | I'd say there's no such thing as 'the book' for game design
             | and which you will jive with largely depends on your
             | preferences and values around games.
        
               | deaddodo wrote:
               | Also your style. Game design is influenced by the mind of
               | the designer. Some take a systematic, methodical approach
               | to it. While others treat it like a painting, designing
               | as they go from a core of an idea. And others go full ad
               | hoc, with multiple prototypical designs until they find
               | something that hits.
               | 
               | This is oversimplifying, most designers fall into a
               | bucket of mixed styles; but the point is, no "book" will
               | be perfect for all. Same as with software engineering,
               | graphic design, etc.
        
             | runevault wrote:
             | Tynan's book is popular, but in my limited experience the
             | first book most people recommend for anyone looking into
             | design is Book of Lenses. Mind you I think both are worth
             | reading. Lenses is just a more systemic and deeper dive.
        
             | bavell wrote:
             | I can definitely recommend it!
        
           | rstupek wrote:
           | What about old school Chris Crawford's book "The Art of
           | Computer Game Design"?
        
       | cloud_watching wrote:
       | The title is ironic. Game design is very simple indeed.
       | 
       | This is an amazing article. I work on game design and I think
       | this could work as a map of the terrain.
        
       | b00ty4breakfast wrote:
       | the complexity of a given domain is not necessarily an indication
       | of it's difficulty. I suspect that a guy of Koster's experience
       | and reputation knows that and is making a spicy title for the
       | clicks.
        
         | andrewflnr wrote:
         | He's pretty clear about it towards the bottom. Roughly "any
         | paragraph in this essay could be a book".
        
       | MattRix wrote:
       | For the people taking the title literally without apparently
       | reading the article:
       | 
       | > Put another way -- every single paragraph in this essay could
       | be a book.
        
         | Animats wrote:
         | It's more like someone ran a PowerPoint presentation through a
         | converter that makes a web site. There's good stuff in there,
         | but the presentation is clearly a slide deck.
        
       | zwaps wrote:
       | This reads like the handbook for people making grind-based games.
       | Sure enough, the author exclusively works in the mmorpg space.
       | 
       | If you are a game designer, please take this with a grain of
       | salt.
       | 
       | Fun does not equal repeated challenges. And let me also reject
       | the implicit notion that stories are entertainment but not,
       | academically speaking, fun.
        
         | gafferongames wrote:
         | Have you made any games?
        
           | gafferongames wrote:
           | I ask this because Ralph is a luminary in the field and you
           | just likened his contribution to the industry to that of
           | somebody who designs predatory engagement loops and this is
           | _utterly ridiculous_.
        
             | pxc wrote:
             | I thought your comment was too dismissive at first, but
             | then I read the whole article, and I fully agree with it.
             | 
             | The article gives useful theoretical tools for
             | understanding and critiquing such shallow games, actually.
             | Its examples are drawn from many genres, and it's
             | thoughtful and insightful about many kinds and aspects of
             | games.
             | 
             | The comment you call out with your question is indeed a
             | low-effort and low-quality dismissal. I struggle to
             | describe it without being more insulting than that.
        
               | meheleventyone wrote:
               | The important thing to note is that Raph's ideas are in
               | the formalist camp and there other competing theories
               | about game design. The criticism made in the parent of
               | the thread has been a common one since Theory of Fun was
               | first published. With artistic disciplines like game
               | design you often have multiple ways of looking at similar
               | things that are more about the values of the author than
               | any one view being more inherently correct.
        
           | spacechild1 wrote:
           | Just wanted to say that I _really_ appreciated your articles
           | about game networking and game physics
           | (https://gafferongames.com/)!
        
             | gafferongames wrote:
             | Thank you!
        
         | jay_kyburz wrote:
         | I've played about 20 hours of Arc Raiders and I'm already a
         | little bored of fishing stuff out of draws and lockers. These
         | days I mostly just hunt Arc, or other players that shoot at me
         | first.
         | 
         | It's kind of hard to stay equipped without salvaging though.
        
         | EdwardDiego wrote:
         | > And let me also reject the implicit notion that stories are
         | entertainment but not, academically speaking, fun.
         | 
         | Stories are obviously fun, otherwise no-one would read books,
         | but a story that you interact with meaningfully, that you can
         | change significantly, really hard to do well.
         | 
         | Like every game where you can do good thing or bad thing, and
         | the game punishes you for doing bad thing. It's really hard to
         | write a compelling story where a nasty piece of shit still
         | somehow saves the Fantasy Kingdom from the Prophesised Doom and
         | becomes the hero.
         | 
         | I honestly cant't think of any good examples where game
         | mechanics and stories interacted in a way that gave you
         | significant agency while still being fun. I'd love to be given
         | contra-examples though.
         | 
         | I think of the Mass Effect games and their attempts at this,
         | "Oh you were only 92% Paragon, so now we're at the end, _this_
         | crew-member has to die for some reason, if only you'd known
         | that 30 hours of gameplay ago when you punched that grifter in
         | the Citadel!"
         | 
         | Or one I still bear a massive, MASSIVE grudge against, Fable
         | III, where if you didn't massively grind for resources before
         | the bit you thought was the end-game - where you fought and
         | defeated the evil oppressive king, you found yourself making
         | ridiculously stupid binary decisions like "Should this multi-
         | storey building be used as an orphanage? Or as a whore-house?"
         | That's literally one of the decisions you had to make. Oh, and
         | the game made sure to tell you "Btw, because you didn't grind
         | enough, if you choose the way that earns less money, EVERY ONE
         | DIES BECAUSE YOU WANTED TO HELP THE ORPHANS."
         | 
         | It was an interesting attempt, to be sure, a brave experiment
         | but I resented the game so much for the heel turn it pulled -
         | "Actually, the evil oppressive money grubbing king you
         | overthrew was RIGHT! Now you have to do what he was doing!
         | Mwahahaha! Irony!"
         | 
         | Worst of all, it never let me make nuanced choices - why can't
         | it be orphans downstairs, sex workers upstairs, and during the
         | daytime, I pay the sex-workers to look after the orphans? Nope,
         | it was either "look after the innocent children" or "four
         | floors of whores". Complete with animations of crying children
         | if you chose sex-workers. Or crying sex-workers if you chose
         | the children. Once again, not kidding.
         | 
         | Once you knew the heel-turn twist, you could game it massively
         | beforehand, one of the best strategies was to buy properties,
         | become an incredibly oppressive landlord by demanding
         | extortionate rents, so when it came time for the
         | "orphans/whores" decisions, you had so much money you could
         | could choose the good path and everyone declared you a saint.
         | 
         | But I felt so disrespected by the game that I didn't even
         | bother.
         | 
         | That's the problem - good stories need direction towards a
         | satisfying end, and it's really hard to give a player agency in
         | a good narrative, and so I felt railroaded into comically
         | absurd black/white choices.
         | 
         | Honestly, I think the only games that have ever done the
         | good/evil choices in a story well were the Knights of The Old
         | Republic series, but once again, it stopped being so much fun
         | when I had to keep on being evil because I'd chosen evil stuff
         | prior.
         | 
         | Can't I just be evil today, and maybe a bit nice tomorrow?
         | After all, the best villains are the mercurial ones.
        
           | Cthulhu_ wrote:
           | It's definitely hard to do and since I haven't played those
           | games much I can't really answer accurately, but does Larian
           | (Baldur's Gate 3) do a better job?
           | 
           | I think the main problem with Fable or Mass Effect was that
           | the game wants to converge to one of a few endings, but
           | definitely for ME there's a bajillion decisions you can make
           | until you get there.
           | 
           | I don't know if you can get rid of this "definite" ending
           | thing per se; some games say they have X amount of endings,
           | but again, I can't really name any. It's probably more
           | gratifying to have more self-contained sub-stories where the
           | decisions made e.g. an hour ago have an effect on the
           | progression and outcome, but not too much longer than that.
           | You should have the choice as a player to switch from e.g.
           | "good" to "evil" partway through your playthrough. References
           | back to previous quests and their outcomes are nice but
           | shouldn't be as heavy as "your one choice made 30 hours ago
           | affect the ending of the game in a significant and
           | irreversible way"
        
             | rnoorda wrote:
             | I enjoy the way Baldur's Gate 3 implements this- choices
             | tend to align more along character axes than good/evil.
             | There are indications for many small dialogue choices that
             | say "Karlach approves" or "Astarion disapproves" to give
             | you a sense of each character's values and personality, and
             | they each have their own motivations. Some are more
             | traditionally good or evil, but they all have reasons for
             | doing what they do.
             | 
             | Choices occasionally feel fairly binary good/evil, but more
             | often all choices have their pros & cons, and it's more
             | about story and narrative in making my decisions.
        
           | Lichtso wrote:
           | > I honestly cant't think of any good examples where game
           | mechanics and stories interacted in a way that gave you
           | significant agency while still being fun. I'd love to be
           | given contra-examples though.
           | 
           | Rimworld and The Sims. Both are procedural story writers.
           | 
           | > I felt railroaded into comically absurd black/white choices
           | 
           | I agree: All these AAA titles essentially are movies where
           | you get tons of "agency" in choices which are irrelevant to
           | the story, but the main plot is hard scripted into a few
           | predetermined paths.
           | 
           | Until we have full generative AI as game engine the only
           | alternative remains the procedural approach mentioned in the
           | beginning.
        
           | crabmusket wrote:
           | I remember being quite impressed at the way Alpha Protocol
           | handles player agency, but it has been a long time so I
           | couldn't give you specifics.
        
           | cwillu wrote:
           | ""I asked Professor Quirrell why he'd laughed," the boy said
           | evenly, "after he awarded Hermione those hundred points. And
           | Professor Quirrell said, these aren't his exact words, but
           | it's pretty much what he said, that he'd found it
           | tremendously amusing that the great and good Albus Dumbledore
           | had been sitting there doing nothing as this poor innocent
           | girl begged for help, while he had been the one to defend
           | her. And he told me then that by the time good and moral
           | people were done tying themselves up in knots, what they
           | usually did was nothing; or, if they did act, you could
           | hardly tell them apart from the people called bad. Whereas he
           | could help innocent girls any time he felt like it, because
           | he wasn't a good person. And that I ought to remember that,
           | any time I considered growing up to be good."" --hpmor
        
             | onraglanroad wrote:
             | I'm not quite sure what point quoting that was supposed to
             | make.
             | 
             | Perhaps that Harry Potter and the Methods of Rationality
             | (that's what the hpmor at the end means) is such an
             | appallingly written piece of... I hesitate to use the word
             | literature... that you wanted to demonstrate how not to
             | write?
        
         | Tade0 wrote:
         | Personally what I find off-putting is throwing around the term
         | "dopamine". Yeah, there's a link and all, but why include this
         | bit?
         | 
         | > Dopamine can release for 'richly interpretable' situations
         | 
         | Ok, and? I mean, Oh, right. The dopamine. The dopamine for
         | gamers, the dopamine chosen especially to entertain gamers,
         | gamers' dopamine. That dopamine?
        
           | tgv wrote:
           | It's a gripe of mine too. There's a tenuous link at best, and
           | it may not mean what is commonly assumed. If you want to say
           | "it can give pleasure or joy," just say so. Don't invoke a
           | rather indirect, pseudo-scientific, bullshit argument.
        
           | avandekleut wrote:
           | not to mention that dopamine is generally associated with
           | anticipation and searching + reinforcing behaviours, whereas
           | pleasure and satisfaction is associated with the opiate
           | system
        
         | Cthulhu_ wrote:
         | If you look at most games, they're all repeated challenges, but
         | some are so good that you don't see or experience them as such.
         | 
         | Others are very obvious though; MMORPGs are the obvious answer
         | and they often don't even have an interesting story or reward
         | to go with the grind, because the reward is a gamble. Ubisoft
         | games are another example, ever since the first Assassin's
         | Creed their games have generally been the same formula of an
         | overworld with a lot of repeated but sameish "quests". The
         | Division series combines the two with randomized, chance based
         | loot. (...coincidentally I'm playing that one right now).
         | 
         | But yeah, the "repeated challenges" thing is best left to that
         | particular class of games. Some people realy enjoy it though.
        
           | the_af wrote:
           | Some pushback to this: I understand MMORPGS are addictive,
           | but for some reason I was never hooked, so their "repetitive"
           | aspect is a negative to me.
           | 
           | For Assassin's Creed, it was so repetitive even within the
           | same game (the first one) I couldn't even finish it once I
           | noticed the grind. It drove me nuts.
           | 
           | A lot of games then followed that pattern (e.g. Shadow of
           | Mordor, Mad Max, and I'm sure countless others -- I just
           | mention the ones I tried). I find some of their mechanics
           | interesting but once the grind kicks in (which is fairly
           | soon, since these sandbox games are all grind-based) I
           | despair and abandon them.
           | 
           | They feel like repetitive work rather than entertaining to
           | me.
           | 
           | But hear this: Papers, Please, a game that is _literally_ a
           | bureaucracy simulator, engages me in a way Assassin 's Creed
           | never could. I wonder why! (Random guess: I think it's
           | because PP, for all its repetitiveness, feels like a small
           | game, while Assassin's Creed and its like feel like endless
           | games you could spend your life within... and I have better
           | things to do with my life).
        
             | teamonkey wrote:
             | Variety is very important.
             | 
             | In the case of the first Assassin's Creed, I'd argue that
             | the "toy" (running around, climbing buildings, challenging
             | yourself to seamless parkour runs, stabbing guards etc.) is
             | a lot of fun, but to progress the game forces you to do
             | those fun things in a series of very rigid, repetitive,
             | arbitrary challenges that can be difficult without adding
             | anything new, and which block the story progression behind
             | a checklist.
             | 
             | Papers Please has simple mechanics, but makes the player
             | balance a lot of different factors while offering a steady
             | stream of surprises and new situations to consider.
             | 
             | There's an element of personal preference too, of course.
        
             | mawadev wrote:
             | For me... Assassins creed gives me fomo. I move 100m and I
             | probably missed something... very unpleasant. I can't
             | describe it. That world and activity doesnt fit in my head.
        
         | Razengan wrote:
         | Yeah, imagine playing the same level in a single player game
         | 100 times just to get 1 piece of loot..unless it's a roguelike
         | :')
        
         | astrobe_ wrote:
         | That "Fun" is a _de gustibus_ sort of thing is the important
         | point. I wonder if there is something like relationships
         | between the various flavors of fun, or if one can infer good
         | "collateral fun" activities from the main genre.
         | 
         | For instance, I think that puzzles are ok in Mass Effect, but
         | the many mini-games in Final Fantasy 7 are borderline annoying.
        
         | neogodless wrote:
         | Perhaps you didn't read the article, or you did and failed to
         | grasp the key points about the "game spiral" or unpredictable
         | things becoming predictable?
         | 
         | But let's simplify this. What are your favorite games, and in
         | what way do they sidestep having any repeated challenges? Do
         | they have one single challenge, after which the game is over?
         | Is that fun?
         | 
         | Sure, RPGs tend to have "repeated" battles or harvesting.
         | Racing has repeated laps. FPS have repeatedly finding someone
         | else to shoot. Coding simulators like _Factorio_ have you
         | repeatedly add automation, and repeatedly replace them with
         | better automation. Platformers have you repeatedly move through
         | platforms.
         | 
         | This is all illustrated and explained in the article, though.
        
         | devin wrote:
         | Raph has written about avoiding grinding in games very
         | explicitly. This was one of the big takeaways from Ultima
         | Online.
        
       | zoeysmithe wrote:
       | When I started writing fiction I found myself naturally
       | gravitating towards inserting puzzles and mysteries and twists
       | and unknowns. I think some people just love that. There's this
       | dopamine aspect of solving the problem or knowing the unknown and
       | the anticipation towards it can be very intriguing! Games do this
       | in a more obvious way, but the 'rule of fun' is everywhere.
       | 
       | Look how exciting mystery is and how boring well known things
       | are, but ironically there's a lot more to, say, the theory of
       | gravity that if contextualized differently would be exciting and
       | deeply interesting that 'unknowns' like the mystery of some cult
       | or whatever can't even come close to, but in the end, there's
       | something inside of us that wants to read about that cult. I make
       | sure to self-aware of this and do deep dives into the boring
       | 'known' world and push back on the sensationalism and such I'm so
       | drawn to.
        
         | ehnto wrote:
         | To your last paragraph I think contextualising the mystery is a
         | good amount of the fun and I guess all of the storytelling.
         | 
         | There's a lot of things about our real world, that if told by
         | an alien race, would make us sound like ethereal wizards.
         | 
         | "They convinced the sand itself to think for them, guided the
         | power of Sol to move them, and spoke to eachother through the
         | very fabric of energy that moves invisibly through us all"
         | 
         | Similar to that, there's a bunch of magic/fantasy storytelling
         | that can kind of pull me out of disbelief, because I can't help
         | but think "yeah we have that, it's electricity" or "witches are
         | just pharamacists without good research"
        
       | dejobaan wrote:
       | Raph is, at once, incredibly accomplished, thoughtful about
       | design, and humble about it. I once caught him coming off an
       | international flight, and he was excitedly showing off a game
       | he'd coded on the plane. He genuinely loves working on the stuff
       | and thinking about it.
       | 
       | His writing is often SO full of ideas that I can't absorb an
       | entire piece in one sitting. It's like a 12 course tasting menu.
       | The neat thing with his writing is that, despite what he says
       | here about all 12 pieces being important together, you can often
       | just pick an isolated bit and chew on it for a while, and still
       | learn something.
       | 
       | (Presumably return to the other 11 courses later; they'll still
       | be fresh.)
        
       | ninkendo wrote:
       | My question: is there a concise theory of game design that
       | properly explains why cutscenes are _fucking stupid_?
       | 
       | There are a lot of AAA games out there that very clearly seem
       | like the developers wish they were directing a movie instead.
       | Sure, there's loads of cutscenes to show off some cool visuals.
       | But then they seem to think "ok well we need to actually let the
       | player play now", but it's still _basically_ a cutscene, but with
       | extra steps: cyberpunk 2077 had this part where you press a
       | button repeatedly to make your character crawl along the floor
       | and the take their pills. It's just a cutscene, but where you
       | essentially advance frames by pressing the X button.
       | 
       | Then there's quick time events, which are essentially "we have a
       | cutscene we want you to watch, but you can die if you don't press
       | a random button at a random time", and they call it a game.
       | 
       | If it's not that, it's breaks in play where they take control
       | away from you to _show you some cool thing_ , utterly taking you
       | out of the experience for something that is purely visual. I
       | usually shout "can I play now? Is it my turn?" at the screen when
       | this happens.
       | 
       | But I digress... I essentially hate games nowadays because this
       | or similar experience seems to dominate the very definition of
       | AAA games at this point. None of them respect your time, and they
       | seem to think "this is just like a movie" is a form of praise,
       | when it's exactly the opposite of why I play games.
        
         | throwaway314155 wrote:
         | I have never disagreed more with a comment on this site.
        
         | weird-eye-issue wrote:
         | I know exactly what you mean. Lots of video games really do
         | feel more like movies these days. Cyberpunk drove me absolutely
         | crazy with all the cut scenes
        
         | nkrisc wrote:
         | Half-Life got it right. The cutscene plays but you can still
         | run around and do whatever you want (including not listening).
        
         | 542458 wrote:
         | I think different people value different things in
         | entertainment. For you, the "cinematic" aspects of the media
         | are worthless - but for others, the whole "interactive
         | cinematic spectacle" is worth it even if it comes at the
         | expense of intractability or the ability to execute skills.
         | Take the COD campaigns for example - notoriously, some of the
         | turret-vehicle-chase-sequences don't actually require any user
         | input to succeed at, but a certain class of player still enjoys
         | them because they're in it for different things than you.
        
         | toast0 wrote:
         | Sounds like you're still bitter over Dragon's Lair and other
         | LaserDisc games.
         | 
         | But like AAA has never been an adjective that meant good or
         | fun. Just that the budget is big.
         | 
         | Cut scenese are an opportunity for a change of pace and to tell
         | the story in a different way. Or as a way to emphasize a game
         | action. When you get a touchdown in Tecmo Bowl, you have a
         | little cut scene which is nice (but gets repetitive). The cut
         | scenes in a Katamari game give you some sort of connection to
         | the world, but you can always skip them.
         | 
         | I think I've managed to skip most big budget games for most of
         | my gaming life. That's fine, lots of other customers for those,
         | I'll stick to the games I like.
        
           | spacechild1 wrote:
           | Cut scenes can also be a valuable tool for giving information
           | to the player:
           | 
           | - a camera flight go give an overview of the map
           | 
           | - show the location of the final boss
           | 
           | - hint at future missions
           | 
           | - provide a clue for solving the puzzle
           | 
           | - etc.
        
         | throwaway106382 wrote:
         | You should play more indie games. Not only are they more
         | gameplay focused, there is an over abundance of great games at
         | bargain prices.
         | 
         | I just picked up Prodeus, if you like games like old Doom and
         | Quake you'll probably love it.
         | 
         | Also, From Software games (Dark Souls, Elden Ring, Sekiro,
         | Armored Core) are basically all gameplay. Cutscenes are kept to
         | a minimum and gameplay is is tight AF
        
         | Johanx64 wrote:
         | All the AAA games will be inherently _fucking stupid_ almost by
         | design. And this is unavoidable - massive hundreds of millions
         | if not billions in budget - > even if you alientate the bottom
         | 10%, you lose 10% of sales. Bottom 20%, 20% of sales. Not gonna
         | happen.
         | 
         | So you have Legend of Zelda games where pretty much all puzzles
         | are so simple you can instantly tell what the solution is the
         | very moment you see them, ie. downright retarded with few rare
         | exceptions. This also applies to difficulty, etc.
         | 
         | As a result, AAA games can only be appretiated or enjoyed for
         | not much else but production values. The soundtrack, the
         | setpieces, the massive worlds and how much money must have gone
         | into it, etc.
        
           | cubefox wrote:
           | Or God of War. The puzzles almost solve themselves.
           | 
           | Interestingly, Elden Ring (2022) is AAA but very difficult,
           | though not because of the puzzles. Perhaps puzzles test more
           | for IQ (which can't be changed) than for gaming skill.
        
           | DonHopkins wrote:
           | Don't be like Kid Rock.
        
         | jayd16 wrote:
         | Bad take IMO. Cutscenes are fine. Many are beloved, even.
         | 
         | Taking agency away from the player is usually a bad thing, so
         | its not something you want to do when the player has other
         | goals to work on. They are a fine tool to break up the action
         | and games are also about the story and world building so
         | expositional sections are a natural thing.
         | 
         | Its important to not mess with the game pacing, though.
         | 
         | After a heavy boss fight where the player doesn't even know
         | what their next goal is anyway? Perfectly fine time for some
         | exposition.
         | 
         | Running past an NPC on the way to do something? That's a
         | horrible time to whip around the camera and tell the player
         | something.
         | 
         | AAAs have huge momentum so you'll often see plot points and
         | exposition that needs to be shoehorned in to fix some writing
         | issue or what have you. Of course, you also just have game
         | directors making bad decisions.
        
           | bigstrat2003 wrote:
           | Agreed. Cutscenes are perfectly fine things to have in a
           | game. Ninkendo is writing like a personal preference (not
           | liking cutscenes) is a universal law of game design, but that
           | is not at all the case.
        
         | _aavaa_ wrote:
         | I think you summed it up yourself, because cutscenes are trying
         | to turn this medium into that of movies.
        
         | cubefox wrote:
         | > But I digress... I essentially hate games nowadays
         | 
         | This is not exactly a new phenomenon. The final cutscene in
         | Metal Gear Solid 4 (2008) is 71 minutes long (Guinness world
         | record). The total cutscenes add up to around 9 hours according
         | to a Reddit user. Maybe more games are doing this now compared
         | to 15 years ago, but I wouldn't bet on it.
        
         | gryn wrote:
         | my theory is a there are two camps of "games" (really more of a
         | spectrum from the projection of 2 axes "play" and "art"):
         | 
         | - proper games ("play"): if you remove all the lore,
         | cinematics, dialogs, etc the gameplay can stand on its own and
         | the user find it fun. (ex: Elden ring, Pokemon. you can play a
         | cut-scenes ripped version in a language you don't understand
         | and still enjoy both, chess and other abstract games are the
         | extreme end of this category)
         | 
         | - interactive DVD menus ("media arts"): it's a movie but
         | sometimes you get to interact with it. in this category you
         | have also have visual novels with branching trees/DAGs. they
         | are more than a movie but still ultimately the most important
         | test: they can't stand alone without the story/lore.
         | 
         | I enjoy both, but I wish games and steam pages were more front
         | and center about which camp they are in the beginning before I
         | even buy them.
         | 
         | my ultimate sin is games that think they are in category 1 who
         | give you unskippable cut scenes.
        
         | AdieuToLogic wrote:
         | > My question: is there a concise theory of game design that
         | properly explains why cutscenes are fucking stupid?
         | 
         | Two things to consider regarding cut scenes. First, sometimes
         | they are mandated by the game story writers and backed up by
         | artists wanting to show off. Second, and more importantly from
         | a game developer's perspective, they are a useful tool for
         | hiding scene loading I/O such that the customer experience does
         | not notice a nontrivial delay.
        
         | netcoyote wrote:
         | > is there a concise theory of game design that properly
         | explains why cutscenes are fucking stupid?
         | 
         | Yes. In general it's because they're made by a different team,
         | with different incentives, working to a different schedule.
         | 
         | They're often made using an earlier version of the game lore
         | and story. Due to the massive effort required to make changes
         | and render frames, they often don't match up with late-breaking
         | changes made by the game team.
         | 
         | But sometimes you get lucky and the cinematics team excels. I
         | worked with Blizzard's cinematics team in the '90s, and those
         | spectacular folks produced an amazing body of work.
        
         | stevenwoo wrote:
         | I worked on an AAA game and the cinematic group had a team that
         | worked in a different location from the main development team,
         | we met a few times very early during preproduction, cue about
         | three years of work, we got the completed videos pretty deep
         | into development (nothing major was going to change in either
         | the cinematics or the gameplay) and after viewing them were
         | wondering what the cinematics had to do with the game with we
         | made, to be fair the cinematics looked very good for the time,
         | but I just plugged them into the game's framework to play at
         | the appropriate point as one of my milestones, but all these
         | videos were skippable after one viewing and I only viewed them
         | completely just to QA the rest of the game when I was ahead of
         | schedule.
         | 
         | I don't think it's a modern thing, I tried playing the original
         | Kingdom Hearts on my PS/2 but gave up because there are so many
         | mandatory videos that are unskippable _during_ combat. Not
         | going back as far, Bayonetta series has a ton of quicktime
         | sequences, that I hate, have to beat an enemy, die to due slow
         | reflexes and unexpected quicktime event, repeat and hopefully
         | get the timing right on button press which is sharp contrast to
         | the otherwise fluid combat in Bayonetta.
         | 
         | There was also at one point in ancient history a very big deal
         | to have cinematics integrate seamlessly into gameplay, using
         | the same engine for both, instead of prerecorded video
         | sequences. So then games did that just as a point of pride, and
         | having the cinematics in game engine it possible for non
         | specialists to add (or storyboard and leaving final result to
         | specialists) cinematics into a game's flow.
        
         | EdwardDiego wrote:
         | Back in the day, I loved the cutscenes Privateer II (starring a
         | very young Clive Owen from Children of Men (I believe) as
         | aforementioned privateer, bless) included, not the ones with
         | any people acting very badly in them, but the rendered
         | cutscenes that played the first time you arrived at a new
         | planet or spaceport, that showed you, hey, this place is a
         | different place.
         | 
         | I played that in my teens, and 30 years later, I can still
         | remember the name of the peaceful agricultural planet that had
         | blimps as their main form of transportation - Bex.
         | 
         | Why? Because the cutscene played and I was like "Wow, look at
         | this place, this is nothing like New Detroit".
         | 
         | And it didn't make you (IIRC) watch the cutscenes. Every. Damn.
         | Time you landed thereafter.
        
         | teamonkey wrote:
         | As a game designer I've struggled with the topic of cutscenes
         | and have landed on the side that they are not inherently bad
         | design. Advancement of a story is a form of progression (THE
         | form of progression in a narrative game) and the release of new
         | story beats, or any new content in general, can be used to
         | reward the player. That's not to say that they can't be done
         | badly - many are.
         | 
         | The thing about cutscenes, as with most aspects of AAA games,
         | is that they test well in their target market. Cutscenes aren't
         | exactly cheap to make, especially if acted. They wouldn't do
         | them if they weren't popular.
         | 
         | But it's perfectly fine that you, like many (and me), don't
         | like cutscenes. Embrace that and accept that perhaps those
         | games aren't for you, because there is so much choice out there
         | that that you will certainly be able to find things more to
         | your tastes.
        
         | metabagel wrote:
         | Cutscenes add to the sense of immersion playing the game. I
         | like them, but I also like to skip them if I've already played
         | the game before.
        
         | engeljohnb wrote:
         | This isn't the first time I've seen this opinion, and while I
         | share the disdain for quicktime events, and I agree many
         | cutscenes in the most popular games don't work, I don't
         | understand being against the whole concept of cutscenes.
         | 
         | What exactly is the right way to tell a good story though a
         | game? The only other ways I've seen are:
         | 
         | 1) Text boxes or Bethesda-style dialogue trees
         | 
         | 2) Dark-souls style slow-drip storytelling.
         | 
         | Although they can both work, I don't think I prefer either one
         | over cutscenes. (1) especially is more like something I'll
         | forgive rather than like because I know cutscenes are difficult
         | for smaller teams and limiting for games that emphasize player
         | choice.
         | 
         | It's one of the reasons I liked Baldurs Gate 3 so much --
         | suddenly the cinematic cutscenes don't feel like a tradeoff for
         | sacrificing choice.
        
       | CompoundEyes wrote:
       | > crazy juicy, so that players are captivated by spectacle, well
       | beyond the needs of feedback from a UX perspective
       | 
       | What a great phrase to describe an aspect of game design to
       | strive for.
       | 
       | https://www.raphkoster.com/2015/06/29/game-design-ux-design/
        
         | gregsadetsky wrote:
         | "juice" (in terms of game making) will always remind me of this
         | amazing, classic talk -
         | https://www.youtube.com/watch?v=Fy0aCDmgnxg
        
           | chrisweekly wrote:
           | Interesting, I came across "juice" in this same sense of
           | relatively subtle UX polish in this article:
           | https://garden.bradwoods.io/notes/design/juice.
        
           | CompoundEyes wrote:
           | Fantastic watch thanks for sharing. I realize now how a
           | favorite game of mine, Wario's Woods on SNES, juices up a
           | twist on match 3 puzzle and how dry early versions of Tetris
           | were (succeeding despite that).
        
           | PhearTheCeal wrote:
           | Reminds me of this interactive demo (created by the lead of
           | Dead Cells) where you can adjust the juice amount in the
           | menu: https://deepnight.net/games/game-feel/
        
           | HelloUsername wrote:
           | Oh I thought you were gonna post that one of Vlambeer
           | https://www.youtube.com/watch?v=AJdEqssNZ-U
        
             | Melonai wrote:
             | Same, Vlambeer were extremely good at "juicing" their
             | games. Just look at Nuclear Throne and Luftrausers, games
             | that would only be half as fun without all the action and
             | chaos going on after every shot.
             | 
             | This one talk is the reason why all of my small game
             | projects feature copious amounts of screenshake. :)
        
         | grumbel wrote:
         | I feel modern game design as the exact opposite problem: It's
         | all show and no substance. It looks spectacular on video, but
         | it doesn't feel spectacular when you play it, since it's non-
         | interactive script driven gameplay, barely more interactive
         | than a cutscene.
         | 
         | A bit of juice is fine and necessary, but the moment your juice
         | starts to look like interactive gameplay, but isn't, it went
         | way to far and just becomes noise. I rather have some less
         | spectacular debris I can interact with, then just a particle
         | system filling the screen with non-interactive nonsense.
         | 
         | TotalBiscuit was ranting about it ages ago[1]. 2kliksphilip
         | also has numerous videos[2] on the lack of interactive physics
         | in modern games.
         | 
         | [1] https://www.youtube.com/watch?v=JOHyD49DaeA
         | 
         | [2] https://www.youtube.com/watch?v=nxQW2GL64U0
        
           | neogodless wrote:
           | I think you might be better served seeking out
           | counterexamples. There are _presumably_ more game makers and
           | games now than there were yesterday. (Even if AAA studios
           | consolidate.) So surely some are bad, some are too focused on
           | visuals and not nearly enough on  "the gameplay loop."
           | 
           | But games come out that break the mold of AAA style over
           | substance, and sometimes they are great. Games like _Stardew
           | Valley_ or _Valheim_ or _Factorio_ had very small teams, and
           | rudimentary graphics, and yet offered up countless hours of
           | addictive gameplay.
           | 
           | What are some other examples of breakout hits?
        
       | jessetemp wrote:
       | I hadn't heard of the author before this. I'll definitely read
       | more of their stuff, but I thought the bottom line for part three
       | was a little incomplete.
       | 
       | > Bottom line: the more uncertainty, indeterminacy, ambiguity in
       | your game, the more depth it will have.
       | 
       | Sure, starting from 0%, adding uncertainty adds depth. But the
       | player needs to maintain some influence over that uncertainty. If
       | you crank the uncertainty up too 100% then its pure random which
       | isn't deep or fun.
       | 
       | I've noticed a similar more-is-better trend in a few sequels I've
       | played, where the first game had say 5 mechanics which were fun.
       | Then the sequel has 10 mechanics, and because 10 is more than 5
       | it therefore must be more fun. But it ends up being too much shit
       | to juggle and less fun as a result.
       | 
       | More isn't always better
        
         | Agentlien wrote:
         | There's been quite a few games in recent years where I notice
         | some system and think "ugh, do I really need to bother with
         | this, too?". Especially crafting or skill point systems which
         | feel slapped on. Some games make them a fun and integral part
         | of the gameplay, some seem to include them because it's trendy
         | and it just adds friction and mental load with little payoff.
         | 
         | I don't mind complexity, some of my favorite games are
         | ridiculously complex (Dwarf Fortress), but the complexity needs
         | to pay for itself.
        
           | ceigey wrote:
           | I've had similar thoughts too: the older I get, the less
           | "extra features" translate to value if I'm expected to
           | stretch my concentration across all of them to have fun.
           | 
           | I'm not as sophisticated as the average Dwarf Fortress
           | player, but an emergent quality of that game that I've
           | admired from afar has been how you can ignore various
           | mechanics and you're rewarded with an interesting ride.
           | 
           | It's dynamic enough that by pulling various gameplay "levers"
           | you can get wildly different outcomes (and thus value through
           | replayability), but things will sort of run themselves (for
           | better or worse) if you forget about them. So you're half
           | writing your own story, half discovering it as it writes
           | itself.
        
           | moduspol wrote:
           | My cynical take is that crafting systems are probably the
           | most attractive on the ratio of "amount of dev effort
           | required to implement" relative to "amount of play time
           | added." They're also trivially tunable. You can add (or
           | subtract) hours of play time just by changing the numbers
           | required to craft things.
           | 
           | Unless they're an integral feature of the game (like in
           | Minecraft), they always feel slapped on to me.
        
         | spencerflem wrote:
         | In some sense though, 100% randomness is meta-predictable:
         | something happens that I can't predict. There's a lot less
         | tension. Idk where in the middle is the best spot, I guess
         | that's where the artistry is
        
           | Llamamoe wrote:
           | It's like an image, you want neither a single solid colour
           | nor perfect noise, but something in-between with identifiable
           | features, highs and lows. When it changes unexpectedly it
           | should change into something new and exciting, not more
           | noise.
        
         | Llamamoe wrote:
         | It also matters a lot what type of uncertainty a game has, and
         | what the curve of learning to manage it is.
         | 
         | E.g. slight variations in inputs should produce a slight but
         | ideally meaningful variation in output, so the outcome of
         | pressing keys is both reliable as well as an open space for
         | further mastery.
         | 
         | It's also important that you can trace and understand what
         | happened in retrospect. Just missing because of a 5% chance
         | isn't fun. Missing because you didn't consider wind direction
         | and the movement of an object between you and the target on the
         | other hand is perfectly grokkable.
        
         | mcv wrote:
         | Yeah, you need to strike a balance. Maybe ambiguity is a better
         | way to look at it than uncertainty or randomness; chess is fun,
         | but the only random factor are the whims of your opponent.
         | There's no randomness, but there is ambiguity about what their
         | strategy is, and whether they're seeing something that you're
         | missing.
         | 
         | An extreme example of more-is-better are games like EU4, where
         | just understanding how trade works, is more complicated than
         | most entire games, and that's just a single subsystem. You can
         | ignore it, but mastering it can be satisfying. Or frustrating.
        
         | 1313ed01 wrote:
         | In a game design context, he is definitely using "uncertainty"
         | in a wider sense, as popularized by Greg Costikyan's
         | _Uncertainty in Games_ book.
         | 
         | In that sense of the word, it's not only about random things,
         | but also things like "will I click at just the right time to
         | head-shot that enemy?" or "I will checkmate the next turn
         | unless my opponent thinks of some clever move that I don't?").
         | And the theory is that once you run out of uncertain things
         | there is no more a game, as the player know how it will end and
         | there is nothing more that can fail or anything unexpected that
         | can happen. Basically like reading the end of a book you have
         | already read before, so you know exactly what will happen.
         | 
         | And depth from a game design pov is also not necessarily
         | strictly positive. Make the game too deep and there is, as you
         | say, pure random. You could keep adding rules to chess to make
         | it 100% impossible for any human to remotely guess what kind of
         | move to make, and that's when you added so much uncertainty
         | that it became too deep.
        
       | ostwilkens wrote:
       | > Bottom line: fun is basically about making progress on
       | prediction.
       | 
       | I'm having some trouble parsing this sentence. Does he mean that
       | "player has fun if their predictions lead to progress"?
        
         | meheleventyone wrote:
         | Progress on predictions means both getting better at prediction
         | (learning) and applying that.
        
           | jebarker wrote:
           | Also a decent definition of intelligence
        
             | meheleventyone wrote:
             | I think for both contexts its far too simplistic to be more
             | than a generalization and certainly for fun its a very
             | local definition to serve Raph's ideas about what
             | constitutes a game rather than encompassing enough to
             | define it fully.
             | 
             | For intelligence for example you could have a PID
             | controller where there is automatic tuning which would fit
             | the definition of learning and application. But I don't
             | think we'd call it intelligent outside of marketing copy.
        
               | jebarker wrote:
               | A PID doesn't get better at learning and applying
               | predictions. I'd argue that to do that essentially
               | indefinitely requires intelligence.
        
               | meheleventyone wrote:
               | Hence mentioning a PID controller that has autotuning.
               | Drop it in a new environment and it'll adjust. Drop it in
               | another and it'll reconfigure itself.
        
               | jebarker wrote:
               | That is not getting better at learning. That's repeatedly
               | re-learning in the same way.
        
               | meheleventyone wrote:
               | Ahh, sorry we're talking past one another then because I
               | hadn't twigged you were talking about getting better at
               | learning because that's not what I meant with my initial
               | post! Although I can see why you took that from it.
               | 
               | I do like that meta observation though that not only do
               | people get better at prediction through learning they can
               | also get better at the rate at which they improve their
               | predictions.
        
               | jebarker wrote:
               | It's careless of me to say it's a definition of
               | intelligence, but I do think that property of being able
               | to improve how you learn and how quickly you learn
               | (especially in response to adversaries doing the same
               | thing) is a clear indicator of intelligence and there's a
               | good argument that that's why we developed intelligence.
               | These aren't my ideas either, I'm just parroting what I
               | recently read in the book "What is Intelligence" by
               | Blaise Aguera y Arcas.
        
             | stefs wrote:
             | I can get better by getting more experienced without
             | getting more intelligent.
        
               | sph wrote:
               | True, but one definition of intelligence is the ability
               | to deal with a novel situation. You can't get more
               | experienced if you're "too stupid" to learn and adapt to
               | the challenge.
        
               | jebarker wrote:
               | Why do you think that accumulating experience and
               | applying it to be better isn't a mark of intelligence?
        
         | sph wrote:
         | In simple, reductive terms:
         | 
         | Fun, among other things = remaining in the tight channel of
         | _flow_ , where your skills get challenged without ever reaching
         | a point of frustration. Too little challenge = boredom.
         | 
         | Skills improve as they get challenged, i.e. when our prediction
         | and pattern matching system receive enough feedback to improve
         | upon our previous actions to get a more optimal outcome.
         | 
         | So, fun is (among other things) getting better at doing
         | something, and as we get better, what was once a challenge
         | turns easier, so a fun game needs to have a well-tuned
         | difficulty progression to keep in pace with your improving
         | skills.
        
       | wartywhoa23 wrote:
       | > Bottom line: the more uncertainty, indeterminacy, ambiguity in
       | your game, the more depth it will have.
       | 
       | Well, welcome to planet Earth then, the ultimate game
       | environment.
        
       | runevault wrote:
       | I need to sit down and give this a proper read, but anyone who
       | wants more of Raph giving insights into game design should check
       | out this old GDC talk he did about Practical Creativity:
       | https://www.youtube.com/watch?v=zyVTxGpEO30
        
       | foota wrote:
       | Jokingly, something about the idea of taking NP problems and
       | making them into games seems cruel to the optimizer in me.
        
       | blablablerg wrote:
       | It is an interesting article but I find the slides inserted
       | without much context to be confusing.. or is that part of the
       | game?
        
         | svantana wrote:
         | Indeed, the galaxy brain move here would be to make a game
         | about game design, that itself follows its own principles.
        
       | class4behavior wrote:
       | Tell me why all MMOs are crap or just fail and as a result turned
       | into a gambling institution.
        
         | teamonkey wrote:
         | Because MMOs are expensive to make and run and the people who
         | can afford to fund that expect a strong return on investment or
         | they will shut it down.
        
         | stefs wrote:
         | That's just like, your opinion man. In my opinion neither of
         | those two claims are universially true.
        
         | wsc981 wrote:
         | I loved World of Warcraft for many years, but kind of stopped
         | playing during Cataclysm.
         | 
         | And it's kind of weird, but I preferred the old-style questing
         | (many repeated quests and perhaps less streamlined experience)
         | compared to what came afterwards.
         | 
         | In Cataclysm they tried to improve the quest experience, add
         | more variety, but somehow the game lost a bit of its magic - at
         | least from my point of view.
        
         | lubujackson wrote:
         | I thought this was obvious? These are social games where
         | everyone is in the same funnel and the players with the most
         | time dominate others... but also need new objectives. At the
         | beginning you quest with people your level, but they always,
         | always devolve into bigger, more tedious tasks (raids) that
         | have less and less differentiated rewards (1% chance of a drop
         | that boosts you 2%) because otherwise you have players at level
         | 283 and there is no way to balance team dynamics as some people
         | scale infinitely.
        
       | random9749832 wrote:
       | I watched a lot of Sakurai's (Smash Bro's director and creator of
       | Kirby) videos on game design and development and not once did he
       | bring up "dopamine" or any other neurochemical. I think once you
       | start thinking about game design from this perspective you are
       | essentially looking for ways to exploit human psychology which
       | explains how a lot of games have now turned into casinos. Some of
       | the best games out there defy a lot of prior design knowledge or
       | things most people don't like but still have a cult following
       | (look at Death Stranding) (Dark Souls made difficulty cool again
       | when everyone else was trying to be "accessible"). The best games
       | are also probably by people who were just passionate about
       | bringing a certain idea into life because they themselves want
       | that thing (Pokemon got a lot of its inspiration from the
       | creators childhood exploring outside) not because people will get
       | addicted to it. I understand treating game design as a science to
       | some degree but it rubs me the wrong way.
        
         | teamonkey wrote:
         | Gaming has always been about exploiting human psychology. It's
         | about making people have fun, fun is a psychological state and
         | dopamine release is intrinsicly linked to that.
         | 
         | That doesn't mean that it has to be bad or destructive! Fun is
         | a positive thing, and most game designers I've met from across
         | the industry are in it because they just want to make people
         | have fun.
         | 
         | Dopamine release is a bit of a curio, really. You don't make
         | design decisions based on optimising dopamine release; there's
         | no way of doing that. But it's interesting to know the
         | physiological reasons _why_ people think that things are fun,
         | and it 's useful evidence when building a framework such as
         | Raph's.
        
           | random9749832 wrote:
           | >Gaming has always been about exploiting human psychology.
           | 
           | If you think about it from this perspective than it certainly
           | makes sense to add elements of randomness with intermittent
           | reinforcement (e.g. slot machine) to any game or quick
           | rewards and exponential progression (e.g. Cookie Clicker).
           | Meanwhile you have games like Shenzhen.io which have a PDF
           | that you need to go through to solve programming puzzles and
           | no hints. What part of human psychology is being exploited
           | here outside of progression from solving the puzzle which you
           | would naturally always have?
           | 
           | Or even look at Shenmue. While every game at the time was a
           | platformer where you collected things, Shenmue made you take
           | on a partime job doing fork lifting, yet it is a cult
           | classic. Did they use a framework to make that decision?
           | Doesn't seem like it when it defied all game design at the
           | time.
        
             | teamonkey wrote:
             | > What part of human psychology is being exploited here
             | outside of progression from solving the puzzle which you
             | would naturally always have?
             | 
             | This and the other scenarios you mention are deliberately
             | created to make the player have fun. They are all
             | engineered to manipulate the player's emotions, the
             | intention is to trigger dopamine and other neurological
             | reactions. As I said, that doesn't have to be a bad thing!
             | 
             | You don't have to think about it in terms of chemical
             | reactions, but artificially creating fun is the goal, if
             | you boil it down.
             | 
             | You _do_ get that dopamine hit when you achieve a goal in
             | Shenzen.io, or even a self-directed goal in Shenmue,
             | whether the designers thought that way or not.
             | 
             | As Raph Koster says, fun is linked to progression and
             | learning.
             | 
             | Progression applies to self directed goals too (you're
             | setting yourself a series of minor goals when driving the
             | forklift in Shenmue).
             | 
             | Ironically, motivation theory tells us that the intrinsic
             | fun of doing undirected chores in Shenmue or mastering
             | facts about the systems in Shenzen.io is stronger than the
             | onslaught of mostly extrinsic rewards generated by Cookie
             | Clicker. You had less fun playing that game, that's one of
             | many reasons why.
        
               | random9749832 wrote:
               | The difference I am highlighting isn't that it is wrong
               | to think about how to make your game "fun" but the
               | perspective you are thinking about it from. You can try
               | to treat creating fun using a scientific or neurological
               | framework or you can think about it from a more artistic
               | standpoint. When Shenmue chose to make you start doing
               | forklifting (and while I can't prove it) I am sure this
               | was more of a artistic decision and they weren't thinking
               | about it in terms of extrinsic or intrinsic rewards. At
               | least to me it is obvious when something is designed more
               | by an artist and less by someone trying exploit human
               | psychology.
               | 
               | That isn't to say there isn't any logic to the design of
               | great games but also something much more intuitive to
               | their design decisions that doesn't follow known
               | principals or science.
        
               | teamonkey wrote:
               | Being a classically-trained musician and understanding
               | music theory - or even the physics of how sound waves are
               | received by the ear and brain - doesn't prevent you from
               | composing works of art.
               | 
               | A framework like this does, however, help you make better
               | artistic choices. It helps to identify why something
               | _isn't_ having the impact you thought it should and gives
               | you some insight on how to fix it. It also helps you to
               | deconstruct other works and understand why they do or do
               | not work.
        
       | threetwoonezero wrote:
       | I'm not experienced game designer, but I definitely view games a
       | bit differently from the author. I don't like complexity much
       | tbh, and I'm sure there are people like me who enjoy some clicker
       | like experience without game forcing me to solve problems
        
         | tgv wrote:
         | Candy Crush was immensely popular. It's not exactly chess.
        
       | Razengan wrote:
       | One thing that gets me is how there hasn't really been a language
       | made solely for _gameplay_ logic..
       | 
       | Almost every other domain has its specialized language: SQL,
       | Julia, even HTML/CSS/JS.. but game developers still have to
       | trundle on with general purpose languages invented 500 years ago
       | by people who had nothing to do with games.
        
         | krapp wrote:
         | Game _development_ and game _design_ are completely separate
         | domains.
         | 
         | Game development can be generalized to algorithms and languages
         | targeted to specific processors and architectures because it's
         | a subset of programming and computer science. You can't have a
         | DSL for design because the domain is the human mind. The
         | _design_ of a game like Undertale has absolutely nothing to do
         | with the language used to develop it.
         | 
         | Unless you're talking about things like modelling and UV
         | unwrapping and the like, but even then I don't see what benefit
         | a separate language would provide.
        
           | Razengan wrote:
           | I mean coding gameplay logic. The game _engine_ can remain in
           | C /++ or whatever.
           | 
           | Gameplay and game mechanics are fairly different from making
           | other types of programs. Things like stats, buffs/debuffs,
           | conditions, and their dependencies on each other.
           | 
           | It's all sort of a vague middle ground between typed vs
           | untyped, static vs dynamic, inheritance vs composition,
           | sequential vs asynchronous, and other oddities that make it
           | distinct from other domains.
           | 
           | > _You can 't have a DSL for design because the domain is the
           | human mind. The design of a game like Undertale has
           | absolutely nothing to do with the language used to develop
           | it._
           | 
           | But what if _coding_ could correspond almost 1:1 to the
           | _design_?
           | 
           | I've been attempting some of it here:
           | https://github.com/InvadingOctopus/comedot
           | 
           | with stuff like abstracting the idea of "Actions" that could
           | be anything from a verb like "Look at" in a text-based
           | adventure, to clicking on spells/weapons buttons in a turn-
           | based strategy game, or a Dash move in a platformer etc.
           | 
           | Fantasizing about elevating those concepts to being core
           | keywords in a hypothetical language is my equivalent of
           | counting sheep to fall asleep :)
        
             | zehaeva wrote:
             | Isn't this basically what Jonathan Blow is trying to do
             | with his "new" programming language, Jai?
        
               | Razengan wrote:
               | Isn't Jai still mostly a C-like, with manual memory
               | management and other archaic rituals?
               | 
               | See, SQL for example don't care about the hardware or the
               | internals of the database it runs on, why couldn't we
               | have something like that for gameplay?
        
             | Luc wrote:
             | Are you aware of https://machinations.io/ ?
        
         | zovirl wrote:
         | I agree there aren't very many. I can think of PuzzleScript,
         | Unreal Blueprints, and Machinations (mentioned elsewhere in
         | this thread). Perhaps this dearth is why Blueprints got so
         | popular?
         | 
         | Honorable mentions might go to PICO-8's flavor of Lua (C-like
         | but clearly designed to create a specific type of game and have
         | a specific developer experience) and Excel (used for developing
         | & balancing game mechanics, but usually replaced in the final
         | product).
        
       | random9749832 wrote:
       | I can program and play chess to a proficient level but I also
       | know I can't design a good game whatsoever because the mindset
       | required to design a truly good game seems to me to be something
       | beyond logic and reasoning. Same thing with any other art. I
       | don't think any framework could ever truly explain it.
        
       ___________________________________________________________________
       (page generated 2025-11-07 23:01 UTC)