As game designers, we naturally gravitate towards order, because we create rules, and we create systems, and we create structure. And those are all things that belong to this idea of order. [...] And so, I think it makes complete sense that as game designers, we would embrace order, and we would be very attracted to things like "balance", things like "elegance" in game design. [But] more recently — and maybe a big part of this is my experience with Spelunky — I've started to rethink that a little bit. And I've started to think more about chaos as the defining trait of game design. Or at least that's something that really appeals to me right now— this idea that we're not creating these ordered systems, but we're creating chaos for the player to find order in.
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I think my word is "flow" for game design, because I think you want your game to flow, and I think you want your game development process to flow. To me, that means everything starting from a central idea, and then layering on top of that to have a very coherent experience. I think if you develop games that way, [it'll come across] to the players, and they'll have a similar experience that's really smooth.
Well, it's very personal to me, because I have that kind of personality. The same sort of thing that drives somebody to study physics for 30 years, so they can discover a new particle. Just so they can know something more about the world. I have that same personality, but I didn't end up in physics. I ended up in game design. What does that mean? What is my outlet for that? I have gone on record as talking about game design as a practice, like a scientific study, or like a spiritual practice, like yoga or tai chi. And that's part of what I'm doing when I design a game, is that I'm exploring the universe in a certain way. I'm trying to understand true things about it, or to uncover things about it, in ways again that are less bullshitty than just writing words on a paper. Because somehow, and I could be totally fooling myself about this, but I believe that somehow, there is something more meaningful about creating a system. Because the universe is a system, of some kind. And writing is not a system.
That might be the core of game design to me— making connections from every part of the game to every other part of the game. [...] I think it's been really fun to be able to do Spelunky Classic, Spelunky HD, and now, Spelunky 2. And it really feels to me like seeing the evolution of a lot of our favorite childhood franchises and seeing how they've grown up, and being inspired by that.
Everything in Spelunky was designed with a similar sensibility, where we're trying to draw out the personality of each area, of each monster, from very simple actions and things that they do. And when they all come together, you get this complexity that's very interesting, and that makes every time you play in this randomized environment fun— because you start to see — over time — all the different patterns that can arise. [...] That's the emergent gameplay that comes out of it.
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That game, just the brutal simplicity. It’s amazing as a game designer you want to have the latest graphics, and you want the Chicago Symphony playing your background music, and you want Harrison Ford and Matt Damon as your starring characters. But if you have an incredibly addictive game, you don’t need any of that crap. You just need blocks.
Personally, I’ve always been of the sleek and minimalist design school: make sure the core play is consistent and strong, then let that idea play out against different environments and challenges, this tends toward focusing on bio-mechanical twitch responses, audio-visual awe, and leaning more toward general strategy and tactics development over specific puzzle solving.
Game theory brings to the chaos–theory table the idea that generally, societies are not designed, and that most situations don’t come with a rulebook. Instead, people have their own plans and designs on how things should fit together. They want to determine how the game is played, and they see societal designers as myopic busybodies who would imprison them with their theories.
I think the first is that a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get a sense of satisfaction of completing something. When I approach the design of my games, what I have to think about is how I'm showing a situation to a player, conveying to them what they're supposed to do. In Mario you keep going to the right to reach your end goal. In Donkey Kong you keep climbing up to rescue the captured princess. The last is the immersive quality of the game being able to feel it's a world you're immersed in, that you've become a hero. That you've become brave. Even if you're actually crying.
There's another interesting thing, that I think that's interesting about game design is that game design is kind of a game by itself. I've made a bunch of puzzle games, and I've found that looking at a situation and saying "how do I make an interesting puzzle out of this?" is itself a really interesting puzzle. So there's this huge irony going on, that the companies that are making these social games [like FarmVille] that basically have no gameplay value in them are actually themselves playing a much more interesting game than the game that they're making for you to play. The game they're playing is this huge multi-dimensional optimization problem where you're trying to gather data and make the best decision and all that and the game they're making for you to play is like clicking on a cow a bunch of times and you get some gold. So that's very strangely humorous. And as I visualize that happening, somebody at one of these companies, they're doing their A/B testing, they're kind of tweaking something for Europe and tweaking something for America and tweaking something for Canada and then going over here and like "oh this A/B test is done, let's look at the graphs of the results and let's write a report on that" and stuff. It's a little bit like planting trees and rearranging a garden and minding livestock and all that. So you could say that the people making FarmVille are not only playing a game, but they're playing some kind of like ur-FarmVille that is way more interesting. And so the sad fact of what this all comes to is you've got these people—you know, FarmVille has a wide demographic, it's not just computer nerds who play it apparently, anymore—so you've got all these people who think that they're playing this cool game where they mine their cows and pigs and feeling like the boss and getting all this gold and getting richer and their farm is looking nicer. There's all these ways that they feel like they're progressing. But what's actually happening is that someone is farming them. So you know there's all these imaginary farms out there where you gain imaginary money but then there's a real farm with real money that pulls money from you over the internet and you don't ever see it because it's all behind your head while you're typing on the computer.
A lot of design decisions that end up having a big effect on the gameplay start as thematic decisions. [...] It's like in chess, how the knight is the only piece that jumps, and that just makes sense-- you're on a horse, and the horse can leap. Those kinds of links-- they're things that game developers think about a lot, and it's not just a bunch of abstract rules. It matters what the game is about story-wise, character-wise, et cetera.
Finally, Braid was the thing where I felt that writing could enter into it. But the game design also is a different kind of writing. It's a different kind of idea communication. One of my main interests in writing stories was in finding truth, like fundamental truths of the universe, or finding important things. But the problem is that writing isn't a good venue for that. Because as I said, you can write anything the fuck you want down on a piece of paper, and as long as you're clever enough with your language, and your flow of logic from one sentence to the next – the better you are at those things, the more you can fool a reader into believing you. Even if what you're writing down is total bullshit. But, you cannot do that in a game – or at least it's much harder – because in a game, you have to create a simulated universe that works according to some rules. Especially the way Braid is constructed. It has to be intact as a place that has laws, and consistency. And because of that, there has to be a kernel of truth in Braid. I can't write down any old bullshit that I want. I can't make any puzzle that I want that has any arbitrary answer, because it won't work in the context of the rest of the game.
I think a lot of game designers are irresponsible. When we can make something that affects so many people's lives—a AAA game these days, a hit one, is 10 million copies or more, probably. When you are making something that affects that many people, and you're not thinking about exactly what way you're affecting them—like seriously, not just like "oh, I'm giving them something fun" but like really introspecting—I feel like there's something wrong. If you think really hard about it and then you come to the conclusion "oh, what I'm doing is great, this is totally good", that's fine. But I feel like there's a lack of serious thought in the industry. People go and they spend three or four years of their life making a game, working very hard—it's very hard to make games, even when you have a hundred people helping. Because it's that much of your life, you would think it's very important to understand it and spend that time well but I think often the opposite happens psychologically—it's like "oh, I'm spending—I'm putting so much of myself into this". The thought that "it could be a bad thing when I thought that it was a good thing" is almost unbearable. "So I'm just not gonna look at that." I'm not saying that all game designers are like that. I've encountered what I perceive to be that attitude. Whereas other game designers, who make games where you just run around killing a hundred dudes or whatever, I've had totally reasonable discussions with them and they're just like "no, I've really thought about it and here's what I think". And so, it's complicated.
This is a straight-up religious problem: the idea of the player and the developer. Because I think [for] some developers, creating a game, it's a little universe— they don't want to be a part of that universe. They want the player to play and just experience the universe as created, and not be involved. And then, I think there are other developers [who] do want you to know "Hey— I designed this! My fingerprints are all over this." And then, there are players [who] I think want to play games basically as the "atheists" of that game world— where they want to just experience the world as-is, with all of its flaws and all of its ugly warts. And then, there are players who play, and because they know that there is a designer behind all of it, they want to basically pray to that deity of the universe to change it for them! [...] I think it has to do with fundamental differences in the way different designers want their game to be experienced, and also fundamental differences between different players and how they want to treat that relationship between the player of the game world and the designer.
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