As I put this article together, I ended up with far more material than I expected, so I’m splitting it into two parts for easier digestion. Part Two will arrive tomorrow. Enjoy!
Ernest Adams, game design instructor and writer of the “Bad Game Designer, No Twinkie!” series of articles, recently posted an essay on Gamasutra entitled “The Tao of Game Design.” While the piece doesn’t contain any revelations that fall outside of common sense - or, indeed, any knowledge that can be practically applied - the fact that Adams chose to make a distinction between the skills of game design and the philosophy of game design is worthy of consideration nevertheless.
One sentence in particular stands out to me: “It’s not possible to make a completely solipsistic video game.” An astute commenter points out that, as demonstrated in Rosencrantz & Guildenstern Are Dead, all creative work requires an audience in order to come alive, but I’d argue that games are more dependent on audience participation than any other medium. A solipsistic film like Tarkovsky’s The Mirror (which, for the record, I loathe) can at least get by on the intuition of its audience; you may never fully understand what it’s saying, but you can usually glean some morsel of information from a deliberately obtuse attempt at communication. Games do not have this luxury. The player is primarily responsible for the progress of the story, so if he is unable to understand it, everything screeches to a halt.
Likewise, if the player feels no motivation to continue, the game will stagnate. I discovered this after finishing my first game, Late Again. The main “hook” of the design was presenting the player with a choice between tedium (a subway ride to work) and the unknown (a romp through the upper atmosphere in a flying saucer), with both paths ultimately leading our perpetually tardy hero to the office… five minutes late. The idea being, of course, that if you’re going to be late anyway you may as well have fun. But problems arose with the subway ride. I had wanted the trip to last three minutes, thinking this would be a suitable amount of time to simulate the frustration of being stuck on the train waiting for the right stop. Unfortunately, the frustration was a little too effective. While the first minute or so was funny to most players, the remainder of the trip was so boring that many of them just restarted the game.
Whoops.
In my desire to create a game that actually communicated my impatience with public transportation, I had forgotten that there was going to be an actual human being at the other end, and I made no effort to intuit what would’ve made the game enjoyable for that person. As luck would have it, the initial feeling of being trapped in a subway car while playing a platform game was funny for about a minute, so I went back and cut the ride down to 60-70 seconds. Similarly, I shortened the spaceflight sections to prevent them from getting too repetitive, as they are quite rudimentary.
Game design is a two-way street. More so than writing, painting or film, games cannot afford to be self-indulgent because the player’s understanding is so crucial to the experience. Perhaps it is my belief that art, above all, is a form of communication that leads me to pursue game design. This is why I’m interested in Adams’s distinction between the jutsu (skills) and the do (way or path) of designing games.
How many games have we encountered that have all of the jutsu and none of the do? I myself have found enjoyment in games that, while well-crafted, are utterly devoid of substance (I have a weakness for oddball racing games, from Re-Volt to XG3 to Star Wars Episode I: Racer). Some games have plenty of do, but not necessarily the kind you would consider enriching. MMOs often do this, such as World of Warcraft (”You’re just a monkey that pushes buttons. Push the buttons, monkey!”) and Eve Online (”You’re just a cog in someone else’s machine. Don’t screw up or we’ll ruin your fun until you quit!”). Of course, I have to mitigate all of this by saying that I love “junk food” games as much as the next guy*, but they’re certainly not the reason I’m in this business.
In the second part of this piece, I’m going to discuss some of the games I feel are good examples of proper skills matched with the proper philosophy, and what these games have to teach us, both as designers and as players. Come back tomorrow for Part Two!
* If anyone wants to throw down in, say, Ace Combat 6, my Gamertag is Regulus.






