Friday 1 August 2014

Games Design - some ruminations on design, rules and chance (part 3 of 3)



3. Games Design - some ruminations on design, rules and chance

The problem is that play is so difficult to define. We intrinsically know when we see people playing, but when we try to define the act of play we often revert to describing the rules of the game. This becomes increasingly the case as the players get older. The closest that we allow adult to come to playing is role-play. There is some level of rules, perhaps more correctly some scaffolding to act as a jumping-off point, but from there we tell them to “Go!” There is an unnerving element of chance that is introduced in role-play. The players can take their role in any direction that they wish. It is this element of chance—definable as both risk and opportunity—that has to be present in educational game design. This stands in opposition to the rules-based definitions of games like World of Warcraft. Such games are essays in brute-force attacks, where a gamer tries a series of variations on a play in order to kill an opponent or open a door. Some would argue that this represents chance, but I question the learning associated with such ploys. If it is just a question of solving a conundrum through brute-force attacks then where is the sense of achievement, beyond the victory of brutality over wit; what has the gamer learnt? 

Educational games need element of chance or luck to trigger imagination, but this should not be repetition camouflaged as chance. The problem is inherent in the whole concept of a rules-based game. The designer spends their time setting the bounds of the “world” and the “character” but the bigger the game, the bigger the bonds that are set on the gamer. Educational games must not set rules or bonds. They can, indeed must, set challenges that are…well…challenging. As Reiber (1996) comments, “…as adults we tend to engage in unusually challenging and difficult activities when we play.” These activities he cites include sport and music. One could argue that football is a game; it is not. Association Football is a game, with, referees, assistants, and goal-line technology to ensure that participants “play” within the rules. By contrast, football is played on the beach at Copacabana where players practice to perform unique and original tricks and feats of skill that are seldom seen on a league pitch. The beautiful game is only beautiful when it is devoid of rules and alive with chance and possibilities.

Barry Schwartz in his TED talk (https://www.youtube.com/watch?v=VO6XEQIsCoM) describes the overpowering nature of choice. But choice is sometimes little more than an overabundance of rules. We can choose from what is on offer to us, which gives a semblance of variety but is just a way of restraining imagination in a larger pen. This is supported by the, somewhat dated, research by Thomas Malone on video games. While a goal (not a set of rules) was regarded as the most important element of a game, randomness came next in the hierarchy of design imperatives (Malone, 1981). Randomness or chance is a core requirement of play, so that we can develop the ability to adapt our actions to deal with the unexpected. 

To engender play, the designer must let the player extend the possibilities of the game. This freedom to truly explore and take risks enables player to discover the intrinsic motivation and, through this, flow. This does not mean that there is no structure. Structure is driven by the tasks involved in the game, rather than defining how the player should play.

This is a challenge for the designer because rules are a source of control. The rules of the game mean that we, as designers, can create a predetermined “correct” path for our players. The alternative is unthinkable; players may start doing things we don’t want them to do. They may learn things that we don’t want, or expect, them to learn. Their lesson may not be our lesson. Bedlam or learning? You decide.

References

Malone, T. (1981) Toward a Theory of Intrinsically Instruction
Rieber, L. P. (1996) Educational Technology Research and Development

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