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Subject: The Art of Computer Game Design- Chapter 4
Date: Sat, 15 Jan 2005 13:06:38 +0800
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G>
<UL>
<DIV align=3Dright>
<P><A name=3Dtop></A><FONT size=3D+3>The Computer as Game=20
Technology<BR></FONT><B>Chapter Four</B></P></DIV></UL>
<P>
<HR width=3D"100%">
<P></P>
<CENTER>
<TABLE cellPadding=3D10>
<TBODY>
<TR vAlign=3Dtop align=3Dleft>
<TD><B><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
GAME">GAME=20
TECHNOLOGIES<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
COMPUTERS">COMPUTERS<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
DESIGN PRECEPTS FOR COMPUTER">DESIGN=20
PRECEPTS FOR COMPUTER GAMES<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #1: GO WITH THE">Precept=20
#1: GO WITH THE GRAIN<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #2: DON=92T TRANSPLANT">Precept=20
# 2: DON=92T TRANSPLANT</A> <BR><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #3: DESIGN AROUND THE">Precept=20
#3: DESIGN AROUND THE I/O<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT 14: KEEP IT">Precept=20
#4: KEEP IT CLEAN<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #5: STORE LESS AND PROCESS">Precept=20
#5: STORE LESS AND PROCESS MORE<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
PRECEPT #6: MAINTAIN UNITY OF DESIGN">Precept=20
#6: MAINTAIN UNITY OF DESIGN EFFORT<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
CONCLUSION">CONCLUSION</A></B></TD></TR></TBODY></TABLE></CENTER>
<UL>
<P><A name=3DGAME></A><B>GAME TECHNOLOGIES</B></P>
<P>Every art form is expressed through a physical medium. The control =
and=20
manipulation of this physical medium is a technical problem that the =
artist=20
must master before she can express herself through it. Thus, the =
sculptor must=20
thoroughly understand the limitations of marble, brass, or whatever =
medium she=20
uses. The painter must fully understand the technology of paint and =
the=20
behavior of light. The musician must be deeply skilled in the =
technology of=20
sound creation. So too must the computer game designer thoroughly =
understand=20
the medium with which she works. The computer offers special =
possibilities and=20
imposes special constraints on the designer. In this chapter I will =
discuss=20
the nature of these possibilities and constraints. A few examples of a =
game=20
technology operating at a simpler level may help establish basic=20
principles.</P>
<P>Cards are one such simpler game technology. We have here a very =
simple set=20
of physical equipment---52 pieces of cardboard, imprinted on one side =
with a=20
uniform pattern, and on the other side with distinct symbols. The key =
traits=20
of this equipment can be summarized as follows:</P>
<UL>
<UL>
<P>1) There are many cards. <BR>2) Each card is unique. <BR>3) =
Each card=20
possesses a numeric value. <BR>4) Each card possesses a suit, a =
two-bit=20
value. <BR>5) The identity of a card can be selectively revealed. =
<BR>6)=20
Each card is easily assignable to an owner.</P></UL></UL>
<P>These six characteristics are the fundamental properties of the =
card,=20
technology that constrain the design of all card games. Each =
characteristic=20
carries implications for game design with cards. Some things are easy =
to do=20
with this technology and some things are hard to do with it. For =
example,=20
games of probability are easily implemented with this technology, for =
the two=20
characteristics (numeric value and suit) can be combined into many, =
many sets=20
according to laws of probability. The limitations on information =
created by=20
the cards can be used to create games of guesswork and intuition. =
Indeed, one=20
of the most intriguing of card games, poker, is based not so much on =
cold=20
probability assessments as on the deceptions made possible by the =
limited=20
information employed in the game.</P>
<P>Like every other technology, cards also have their weaknesses. For =
example,=20
it would be very tricky to design a card game for more than 52 =
players,=20
because there are only 52 cards in one deck. It would also be very =
difficult=20
to design a good skill-and-action game using cards as a technology. =
Another=20
tough design challenge would be a good athletic game using cards. =
Games=20
meeting these conditions could be implemented with cards, but they =
probably=20
would not be very good games.</P>
<P>This doesn=92t mean that cards are a bad game technology. Some =
things can be=20
done well with cards, and other things can=92t. Another game =
technology, that of=20
the boardgame, is somewhat more flexible than cards. This technology =
is so=20
much more flexible than cards that I cannot devise a list of defining=20
characteristics as I could with cards. Boardgames can be described but =
not=20
rigorously defined. They use a large surface of paper or cardboard on =
which=20
are printed various images, normally taking the form of a stylized =
map.=20
Frequently the area represented on the map is divided into discrete =
regions by=20
either a regular geometric pattern (rectgrid or hexgrid), a segmented =
path to=20
be traversed, an irregular division of regions, or a network of points =
connected by paths. The map itself remains the same throughout the =
game;=20
players designate changes in the situation with a set of markers that =
can be=20
moved about on the map. Sometimes a randomizing machine is used to =
determine=20
outcomes of random processes; a spinner or dice are most frequently =
used for=20
this purpose. Sometimes cards from a special set are drawn to provide =
this=20
randomizing function.</P>
<P>This technology has proven to be very successful for game =
designers. It=20
easily accommodates groups of players, and with appropriate game =
design can=20
address a very wide range of gaming situations. Chess is certainly the =
all-time classic boardgame. MONOPOLY (trademark of Parker Brothers), a =
successful early boardgame, concerns real estate transactions. Other=20
boardgames have addressed such topics as life goals, solving a murder, =
and=20
race relations. The most ambitious modern boardgames are the wargames. =
Among=20
these are games with boards of some 25 square feet, several thousand =
movable=20
pieces, and a rules manual 50 pages long. A small industry has sprung =
up=20
around these designs, complete with historical research, star =
designers, and=20
its own jargon.</P>
<P>Boardgames provide a flexible and powerful technology for game =
designers.=20
In recent years, however, we have seen a stagnation in designs with =
the board=20
technology. Many new boardgames look like cheap copies of MONOPOLY. =
Wargames,=20
after showing a burst of creative energy in the 60=92s and 70=92s, =
have started to=20
stagnate. Few fundamentally new ideas are being introduced in this =
arena. It=20
may be that we have mined this vein to the limits of its productive=20
capacity.</P>
<P>What are the limitations of this technology? First and foremost, it =
is very=20
difficult to maintain privileged information in a boardgame. All =
players can=20
see the board and the position of all the markers. Second, the =
mechanics of=20
handling all the pieces must be managed by the players. In some cases =
this can=20
become a sizable chore, as in the aforementioned monster wargame. For =
this=20
reason most boardgames are long affairs, frequently filling an =
evening. Short=20
boardgames playable in twenty minutes or less are quite rare. Finally, =
should=20
the pieces be disturbed, a boardgame is easily ruined.</P>
<P>The central point of the preceding discussion is that every game =
utilizes=20
some technology, and that each technology has strengths and =
weaknesses, things=20
that it can do well and things that it can do poorly. The astute game =
designer=20
must fully grasp the strengths and weaknesses of the technology s/he =
uses. Let=20
us now examine the computer as a game technology. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DCOMPUTERS></A><B>COMPUTERS</B></P>
<P>The most striking feature of the computer in a game context is its=20
responsiveness. Responsiveness is vital to the interactiveness that is =
so=20
important to any game. The computer can respond to the human =
player=92s wishes in=20
a huge variety of ways. If the action in a card game or board game =
starts to=20
drag, the players have no choice but to plod through it or take =
desperate=20
measures. There is no reason why a computer game in similar straits =
could not=20
speed up the game on demand. It could change the length of the game, =
or the=20
degree of difficulty, or the rules themselves. SPACE INVADERS =
(trademark of=20
Taito America) for the ATARI 2600 provides an example of such =
performance. The=20
player can select one or two-player versions, visible or invisible =
invaders,=20
stationary or moving shields, fast or slow bombs, and a variety of =
other=20
options. In effect, the player chooses the rules under which he plays. =
The=20
game is responsive to his wishes.</P>
<P>This responsiveness arises from the computer=92s plasticity. The =
computer is=20
dynamic; it imposes little constancy on any element of the game. =
Boardgames,=20
cardgames, and athletic games all have invariables that constrain the=20
designer. Once you have printed up 100,000 game boards it becomes very =
difficult to modify the map. Try as we may, we can=92t have 53-card =
stud; the=20
card decks aren=92t made that way. And should some miracle of science =
produce=20
more elastic footballs that kick further, we will not be able to =
simply extend=20
football stadiums without spending many millions of dollars. The =
computer is=20
far less restrictive. All of the game parameters are readily changed, =
even=20
during the course of the game. There is nothing stopping us from =
creating a=20
football game in which the goal post recedes from the visiting team.=20
Territories in wargames can be switched around the map of the globe =
more=20
easily than we move a chair in the living room. This flexibility is of =
paramount importance tothe game designer. As yet, it has been put to =
little=20
use.</P>
<P>A second feature of great value is the computer=92s ability to =
Motion as game=20
referee. All other game technologies demand that somebody take the =
time to=20
handle the administrative responsibilities of the game. Athletic games =
are=20
most demanding; they require several impartial referees or umpires to=20
administer the rules of the game and adjudicate disputes. Card games =
and=20
boardgames require that the players also function as referees. This is =
seldom=20
a problem with card games, but it can be a big load with boardgames,=20
especially the more complex ones such as the wargames. Rules disputes =
and=20
administrative foul-ups are part of the unavoidable dangers of =
boardgames. The=20
computer can eliminate all of these problems. It can administer the =
game,=20
freeing the player to concentrate on playing it. This allows one other =
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