anyway.



thread: 2010-03-18 : First game theory, second game theory

On 2010-04-04, Josh W wrote:

Hmm, looks like I missed something out that is important in what your talking about, which makes me think that what I referred to might be a different element of the learning process:

Sometimes when looking at similar games, you can have an idea of blazing simplicity, some theory like "rpgs are all about structuring social relations" or "rpgs are experiments of identity" or "rpgs are a way to come to terms with failure or compromise" or something like that.

Now they're more than a simple statement, because in your head, because you really get them, they are mixed up with loads of moving parts, potential designs and ways of making them, images of learning curves or symbolic structures or traffic lights and roundabouts for different interests.

But when you've got that idea, that big flying structure that they all seem to be hanging off, (or maybe this root of the tree they all are a part of) it's easy to just dig into that, and make generic games of that kind, dull games that somehow don't do the same as that older game because they are missing that unique identity that the first game had.

In other words, it's easy to think that because they are all _____ they are only _____, and ignore the contribution of the unique things in each game to making it awesome.

Now some of those unique things might form a new big theme, and you'll then end up with two big overlapping structures, or they may stay like "this thing worked in that situation, but I don't know how to make it work again", but regardless, those extra things will still add to the quality of the game.

How's that relate to my earlier stuff about forms and analogies? I suppose it's about being open to pulling in new ideas, and being more adventurous:

Daring to make games that don't just put the same basic core in a new context, but to make games that work for unique and interesting reasons, that may be a dead end in terms of future game design, or might open up new avenues.

Part of that is daring to push into wilds you avoided when cutting down to your stable core, in the hope that out there you will find new islands of stability, and maybe a greater understanding of what made the original core so good.



 

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