Friday, July 12, 2013

What Makes the Measure of a Game?

I mentioned in the last post that I would be talking about games that were inadvertently purposeful. Specifically, taking a look at geography and history. However it ended up being too long so instead I will lay the theoretical ground work for the analysis and talk about the games later.

First off, I mentioned in the last post that Civilization was not a purposeful game about history because it did not actually teach history, it just exposed players to history. A good purposeful game will be directly related to its purpose. But what are the things that make up the core of a game? It isn't back story or cut-scenes because if they were then Civ would be a good history game. To help us here is a little gedankenexperiment.

 
Imagine that there is a far-away planet called Rigel VII, where war has never occurred but has recently received transmissions from another planet, Tatooine, that details the nuclear destruction of their planet.  On Tatooine, there were two great nations that were fighting a 100 year war; a group of neutral scientists left the nations to conduct their own research. Unwittingly, they created a device known only as: The Bomb. Each nation fought to acquire The Bomb and learn how to use it. Finally, one of the nations captured the scientists and used the device to devastating effect. The other side then put all their resources into acquiring the scientists and built another bomb and used it.The message then cut out.

The aliens on Rigel VII, not understanding the tragic nature of the messages, think that the message is detailing a new game and simulate it on their planet. The game is called: The Bomb.  There are two sides that are trying to acquire the Bomb and use it on the other side. Each side as a team of "soldiers" that must acquire the "Bomb" and move it to the opposing team's side. To use the Bomb and score a victory, a soldier must drop the Bomb into the "base". But each base has a defender who can acquire the bomb and turn it against the other side. Soldiers must find a way to get past the defender and the opposing side's soldiers to score a victory. This goes on for approximately 100 minutes (to simulate the 100 years of war) and the side with the most victories wins. Sound familiar?
  


Or hockey. But either way, we understand that even with the convoluted backstory that it is essentially the same game. What is it about the games that make them similar? What do we intuitively analyse when we understand that The Bomb is essentially soccer? In short this is what makes up a game. These are called game mechanics, and luckily one book has identified the general mechanics of a game.

The first mechanic is Space. Games must exist in a particular space or area in the world. It can be a virtual area, like a computer, or in your head. It can be a physical area like a field, a table or a gym. Space can constrain and define your game. For instance, you can have a fantasy role-playing game that takes place at a coffee table or one that is played in a field. Each space has its strengths and weaknesses.



The second mechanic is Game Elements. This is my catch-all phrase for what Schell calls objects, attributes and states. This mechanic includes game pieces, the board, virtual weapons, non-playing characters (NPCs), etc. Each of these things have attributes like colour, game statistics, life points, and so on. And these attributes can change via an event and gain a different state. For instance, a NPC monster (object) in a video game has life points (attributes), which when at 0 means that the NPC monster is dead (state).


The third mechanic is Player Actions. All games must have actions that the player performs. These actions usually interact with the game elements. Actions are the way in which a player has a game experience. It is also what the player will remember the most about a game. So if a player's actions in a purposeful game are directly related to a skill the designer wants to teach or an action she wants performed then she has done her job as a designer. Designers must also remember that when they create their fancy system that there must be a place for the player. A game that plays itself is not really a game.



The fourth mechanic are rules. Rules identify the laws of the game and how the player, game elements and space can interact. In many ways rules are the most important part of a game since by learning and accepting the rules a player is sucked into the fiction of the game. Also since rules are integral to winning or losing a game, making them a common point of contention with players. 



The last mechanic is challenge. I derived this from Schell's mechanic called skill. He states that a good game will allow the skill of the player to be challenged. I changed the mechanic to "challenge" since I wanted all the of the mechanics to be related to the game. The types of challenges are discussed in this amazing Gamasutra article and are directly related to learning, since it posits that challenges force players to learn and use certain "intelligences" to overcome a problem. All games require a certain level of skill to beat a certain level of challenge.


Once we understand game mechanics, we can analyse how a game fits a particular purpose. As mentioned in the last post, there is no mechanic in Civ that is related to learning history. You manage a city, send out units for warfare and choose technologies to research. The events that occur in the game are set in a historical context but do not relate to specific points in history; and the challenges in the game can be overcome without understanding history.  On the other hand there is one game where the mechnics are directly tied to learning about the world. "Where in the World is Carmen Sandiego?"


Carmen Sandiego is the greatest edutainment success story EVAR but it did not start out as an educational game. Instead it was just a project for two guys in a small company who wanted to make a cool game. For those of you who have never played the game, shame on you, but here is a great rundown of the game. As you can see, it is very basic. Crime. Chase. Catch. However, the challenges in the game are directly related to knowing (or memorizing from the game) information about specific countries. You also learn the valuable lesson that you need evidence before someone can be convicted.


Even though it was very educational, the game was fun because it never overtly tried to teach you about geography (or history in the case of Where in Time..). When I was 9, I swore to remember that the kroner was the currency of Denmark so that next time the clue came up I didn't waste time and let the thief get away.. again. If Carmen Sandiego's mechanics were not directly related to these learning goals than I probably never would commit these facts to memory.


What is interesting though is that all games are teaching us something. For instance, all players must remember the game rules to do well in a game. There is even evidence that some gamers are being trained to do system analysis on a daily basis. Therefore, it is always good to layout the mechanics of a game and ask: What is this teaching me? What am I learning? You might be surprised how much it is teaching you. Or how little.


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