Small, personal, meaningful experiences, and my new game

Anna Anthropy’s new book, RISE OF THE VIDEOGAME ZINESTERS, is about to be released and she says:

it’s about a new narrative of videogames, and a new model for what they can be: small, personal, meaningful experiences from a diverse chorus of creators.

Her games certainly reflect this notion, and she also understands the importance of telling the story through gameplay, just as a painting might have its meaning  in the interaction between the various characteristics of the paint and the canvas, and in the resulting textures or colors.  A game ought to express its meaning through gameplay.
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Ruminations on decisions, objectives, and “games”

From Raph Koster’s GDC takeaways:

There’s a little bit of an identity crisis. Some of this is from debates over terms (“is Dear Esther a game?” was a constant thread), which some feel to be exclusionary. Now that interactive art is burgeoning, it is either growing out of the rubric of “game” or expanding the definition.

Recently, I’ve been comparing a lot of games against my definition of “game”, and some of those games are forcing me to refine my theories.   I’ve begun to contemplate the nature of decisions in games:
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Optimal decision-making

In my Fundamentals Expanded post I defined objective as a game state reached by optimal decision-making.

Decisions that reduce the discrepancy between the current game state and the game state described by an objective are considered optimal.

Non-optimal decisions are certainly not bad decisions.  Non-optimal decisions can serve as indicators of player agency.

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On Dear Esther

A long time ago, when I was maybe 12 or 13 years old my friend offered me a piece of advice: Judge a game for what it is, not what it is not.  I doubt he was aware of his own wisdom back then.
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Ludicity

Steven Conway, in his 2010 article entitled Hyper-Ludicity, Contra-Ludicity, and the Digital Game, for the Journal for Computer Game Culture, establishes a dichotomy that separates ludus into “hyper-ludic” and “contra-ludic”, where the former refers to a game state that encourages the player, and the latter refers to a game state that resists the player.
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Designing Epiphany, Note 1

I’ll be keeping notes on the design of our latest project, and this post is the first note.

The original idea for this game was wildly different than its current state.  I came up with the idea while on my way to a fast food place with Bryan.  My idea was to create a game wherein the player character could switch between reality and perceived reality.  Each version of reality would have specified advantages and disadvantages and the player would need to venture between them to achieve certain objectives.  The following is a document I wrote to explain it in more detail:
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On Decisions

Time now for a bit of elaboration on one of the fundamentals of game design, as described here.

Decision – The selection of a course of action by the player.

There are two types of decisions: problems and choices. A problem is a decision that directs the player toward the objective.  A choice is a decision that allows the player to choose an objective.

A person is not a Player unless they’re playing a game, and since it is the player that makes decisions, deciding between playing a game and not playing a game is not a decision.

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Controlled Invasion

It seems a new effort is underway to establish a framework for game design ethics.  My thoughts on the matter are mostly incomplete, so I will be paying close attention to the progress of Controlled Invasion.
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The Design Ethic

For context, click here

Johnathan Blow’s recent lecture on Social games, as well as his interview with PC Gamer has convinced me to write this post.

“…I don’t necessarily like to approach [design] from that question ‘Is the player having fun or not?’…I go at it from the designer’s side and I ask ‘Are you trying to take advantage of your players and exploit them? Or are you trying to give them something?’”

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Fundamentals Expanded

These are my definitions for the fundamental components of a game.  See this post.

Player – A person agent responsible for pursuing the objective.

Decision – The selection of a course of action by the player.

Objective – A specific game state reached by optimal decision-making.

Where a game is a system composed of players making decisions while considering objectives, governed by a rule set.  The adjustment of parameters–derived from the rules and mechanics of the game–describes the game state.  Rules are restrictive parameters of a game: rules impose limits, while mechanics are permissive parameters: mechanics facilitate decisions.

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