I love
gaming. It's great. For so many reasons. It's engaging. It's stimulating. It's social. Playing a game is a chance to escape reality and step into another
life. There are puzzles to solve, obstacles
to overcome, decisions to make, foes to best and adventure to be had!
As you
may have guessed, gaming (specifically tabletop gaming) is one my favorite pastimes. I've played a lot of games during my [almost]
33 years on this planet and they continue to occupy a substantial amount of my
free time. There are a number of reasons
I've developed such a passionate for gaming. These reasons will be the topic of a future
post, because I think they will help provide important context for these posts,
but they are beyond the scope of this post.
When you spend a lot of time engaged in an activity, you naturally
develop an appreciation for the activity and it's facets. Eventually, I started to wonder WHY I enjoy
games so much. This wondering led to curiosity,
which in turn led to examination.
I don't
think there's any media that hasn't been
improved by objective examination.
Movies, music, literature, theater; all of these media have dedicated
fields of study that led to substantial improvements in our understanding of
the media that has subsequently led to an increase in quality of the authored
material. I find it reasonable to view
tabletop games as another form of entertainment or educational media, depending
on the game's purpose or context. Following
the fusion of these two ideas (tabletop games as media & objective evaluation leads to improved content), I believe that our tabletop games can benefit
from similar objective scrutiny. It's for this reason I want to start putting
my thoughts and observations on the matter to text.
I
really can't be sure how novel this work is going to be. While I have found several previous studies
and essays on gaming, they have all concerned themselves primarily with the
individuals and groups of individuals, instead of the games themselves. Since this being treated as unknown territory,
I expect the tone of the initial posts will be exploratory, and their primary
purpose will be descriptive. Overall, the
purpose of these "What makes games great?" (WMGG) posts will be to first
discuss the variety of current table top games and establish a functional
vocabulary to succinctly describe their characteristics. After we have an idea of the variety present
in the games and we can easily communicate what we are looking at, we can start
getting into more advanced ideas and concepts.
Because
these posts will start as an exploratory exercise, I expect that some important
points will be missed, mistakes will be made, and missteps taken, and for this
reason I encourage my readers to provide constructive feedback on the material
I post. I am looking forward to seeing how the
community receives these ideas. Truly, what
will be posted here is not intended to be a final product. There's still a lot
for me to read, a lot to learn, a lot to find, a lot to integrate. These concepts will undoubtedly will need to
be refined and reworked, improving the quality of the idea with each
iteration.
I would
like to be clear that these posts are NOT "What makes great
games". I feel this would be
placing the cart before the horse. The
goal of this exercise is to create or define a framework in which we can work
to describe and understand games (i.e. "what makes games great"). With this information, we will hopefully have
better tools with which to design new games (i.e. "what makes great
games"). I believe it is entirely
possible to make a good game or a great game [or, for that matter, a horrible game] with any
concept or any rules. The rules or
concepts simply need to appropriately fit the context of the game. As an analogy, the former exercise is similar
to the examination of styles, techniques, materials, tools, et cetera used to
create paintings to understand how they influence the final product, whereas
the latter is an exercise in application of the styles, techniques, materials,
tools, et cetera to create a painting.
Without the former, the latter is much more difficult.
Further, the purpose of these posts is not an
absolutely exhaustive exercise in categorization, or a dissection of games into
some atomic form. These goals would be
futile, since the useful information would be lost to us in such an exercise;
The scale of our examination will be tailored to suit our goals, instead of
forced to conform some arbitrary degree of consistency.
As a
brief preview, some concepts I expect to address in this series are:
- Cooperation vs competition
- Symmetry
- Stochasticity
- Automation
- Persistence
- Degree of interaction
So,
with all that, I'm undertaking this substantial project, but they say the longest journey starts with a single step. It looks like I've just taken that step, now let's see where it goes. I appreciate everyone and anyone who comes
along for the ride. I hope this is a
productive exercise, and who knows,
maybe we'll even make some progress.
/endofline
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