tag:blogger.com,1999:blog-1662140190218708863.post5868404225662162641..comments2023-08-03T04:54:13.975-05:00Comments on Critical-Gaming: Mechanics and Abstractions part.1KirbyKidhttp://www.blogger.com/profile/13866037458298228815noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1662140190218708863.post-50421333449287564742008-05-13T13:47:00.000-05:002008-05-13T13:47:00.000-05:00We're agreed then. To quote Sirlin, from "What Sh...We're agreed then. To quote Sirlin, from "What Should Be Banned?" on www.sirlin.net:<BR/><BR/>"The game really is shallow and centered on one thing (whether that one thing is a bug or by design is irrelevant). In that case, the best course of action is usually to abandon the game and play one of the hundreds of other readily available good games in the world."Anonymoushttps://www.blogger.com/profile/12065478421509615467noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-56595060167667477912008-05-13T09:23:00.000-05:002008-05-13T09:23:00.000-05:00In a sense, optimization happens with all games an...In a sense, optimization happens with all games and all pursuits/activities. definition: 1. the fact of optimizing; making the best of anything.<BR/><BR/>Optimization not a mechanic, but what some humans naturally do over time. We make the best of things. We improve. <BR/><BR/>Videogames thrive in a world where progress is measured in a multitude of ways. Just look at achievement points. Gamers wear those badges of success on their chests and fight ridiculous battles to obtain more. <BR/><BR/>Abstract mechanics can be very fun and extremely satisfying. But it all comes down to how the abstract mechanic shapes gameplay.<BR/><BR/>Even in Guitar Hero, the combo system is very encouraging and entertaining. Building an 8x combo is like getting 3 gold stars on your homework. But, at the highest level of Guitar Hero play, it's almost as if you have to take a pencil and paper to figure out when to use your star power to get the most points. The game doesn't exactly give players print outs of the note charts to work with, therefore the game supports the high level of optimization less and less. It is this break down, however small, that I was speaking about.<BR/><BR/>And it is different for each game of course. And there's also this definition: 3.Mathematics. a mathematical technique for finding a maximum or minimum value of a function of several variables subject to a set of constraints, as linear programming or systems analysis.<BR/><BR/>The fewer and weaker the mechanics are before adding the abstract mechanic on top, the more likely the gameplay will be susceptible to the bad kind of optimization. This is true for old RPGs which are like linear programming systems in themselves. In most cases, what's the different between Fire1, Fire2, Fire3, or any of the other spells? If the enemy isn't weak to fire, then the fire spell is just like any other attack. Because the end result is simply some damage, there aren't many dynamics within the gameplay. Optimization for an RPG like this would probably restrict the use of many spells and items and even characters unnecessarily so. <BR/><BR/>It's when things boil down into "simple experiences of trial-and-error or optimization" is where I have the biggest problem (simple being the operative term). Attack-attack-heal is very simple, transparent, reductive, and widespread optimization strategy among RPGs. <BR/><BR/>As for you Ikaruga example, the abstract mechanics and suggestions are used to show off how flexible and deep the gameplay is. They doesn't restrict gameplay possibilities. <BR/><BR/>Bullet eater mode is one where you can beat the whole game without firing a single bullet emphasizing a purely defensive style of play. <BR/><BR/>The chaining system helps the player see the meticulous and creative level/enemy design. Enemies like to swarm in in groups of 3 emphasizing controlled shots instead of holding the fire button constantly. <BR/><BR/>Like Miyamoto says, when you encourage players to do something (whether through text or through the form of the game) you have to reward them with something. Points are an easy reward. Achievements are the next level as they but an image/name to the points. If the reward must be abstract, at least it's a reward. <BR/><BR/>Bottom line... we're both right.<BR/><BR/>Thanks for the specific comment.KirbyKidhttps://www.blogger.com/profile/13866037458298228815noreply@blogger.comtag:blogger.com,1999:blog-1662140190218708863.post-57144062310979648592008-05-13T08:31:00.000-05:002008-05-13T08:31:00.000-05:00In the last paragraph, you state "Without organic ...In the last paragraph, you state "Without organic forms and actions to limit an abstract mechanic, the gameplay in such games tends to boil down into simple experiences of trial-and-error or optimization instead of blossoming into emergence and expression."<BR/><BR/>I understand why trial and error is bad, but not optimization. In my experience, optimization makes a great game mechanic, at least when players become capable of assessing risk in the game. <BR/><BR/>I do agree that optimizing for concrete game functions can be more fun than optimizing for arcade mechanics, but they both have their place. Many games are more fun with the arcade optimization in them.<BR/><BR/>For example, Ikaruga, an arcade shooter, awards points based on hitting the same color enemy in long chains and actually ignoring other color enemies. Points grant extra lives which become even more abstract when players become good enough that they don't even die.Anonymoushttps://www.blogger.com/profile/12065478421509615467noreply@blogger.com