Greg Costikyan talks about how someone else, called Will Wright, held a speech
at a games developers’ conference some years ago. I find it very interesting
how , in the conference, Wright describes SimCity as more of a 'software
toy', rather than a game. He goes on to compare the game to a ball. A ball is
just a toy, until a person lays their own set of rules and clearly defined
boundaries upon it. Thus making it into a game. The same can be said about SimCity,
which is relatively free form. In which, the player can choose his or her
own objective, and try to accomplish this goal. I think this is a good
comparison, the similar nature of the ball and the game SimCity, both
goalless, until the player applies his or her own goals.
In addition, Greg Costikan argues that struggle is needed in a game, to
generate the 'thrill of victory'. If there is no build up, no conflict, no
struggle, there will be no feeling of accomplishment when you do succeed. Greg
uses the example of 'Plucky Little England'. In this example, the player is
presented with two simple choices A and B. Choose B, and you win. Game over.
Costikyan explains with "There is no thrill of victory, of course; it was
all too easy, wasn't it? There wasn't any struggle.'
I agree with Greg, when he talks about the freedom offered by RPG games, such
as Dungeons and Dragons. These games are where "adventure is a plot
skeleton". Where the players journey through a totally imaginary world,
dictated by the Gamemaster, who acts as a kind of "referee and
playwright". The participants of the game are led into a world of fiction,
much more like a book than a stereotypical video game. I like this sense of
freedom he alludes to. I have seen friends of mine become totally embroiled
into this make-believe world, even without the digital stimulus of computer
graphics. I found this to be quite a special experience of mine.
Structure is important in games. Even in children's 'let's pretend' games, they invent their own rules set. Costikyan gives the example of a child's game. "You can only transform into
a bird when you’re on the climbing structure in the park. If you want to attack someone, you have to ‘tag’ them". I can think of similar instances from my own childhood. We developed our own rules and parameters when we played. We had teams with their own bases, within which, you couldn't be killed, or were safe from monsters etc. Where problems arose, was when people weren't exactly clear on the rules. “Bang bang, you’re dead.” “No, I’m not! Who says? Why am I dead?”. Situations like this are to be expected from children's simple games, but this can spell doom for games on the professional level. If not everyone is clear on what the rules are, issues can quickly arise and ruin a game.
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