I have always hated chemistry, I despised the time I spent in my school's chemistry lab, watching the hours tick by and thinking about my Nintendo 64 waiting for me back home. Needless to say, I’m awful at chemistry.
That is why
I was so surprised that a simple chemistry concept would so harmoniously and
flawlessly apply to Game Design. In this article you will learn what is
Distilled Game Design and how should a Game Designer apply it to the Game
Designing process.
Always Start with the Feels
In order to
design a game, I believe that the key question you must ask yourself is: "What
is it that I want my player to feel when he's playing my game?" Do you want
their hands to tremble in fear? Do you want them to feel frustrated? Do you want
them to feel morally challenged?
I don’t
think that Ron Gilbert's intention when he created Monkey Island was to make
his players feel scared, or that FlukeDude intended his players to feel relaxed
when he came up with The Impossible Game (Even the name is frustrating, stressful
and challenging!).
Before figuring out the nuts and bolts of your
game, before thinking a cool and complex apocalyptic story, even before
creating that first prototype, write down what your gamer needs to feel when
playing your game. This will act as an objective item against which you will be
able to measure your game in all of its development stages.
Oh but if
only it was that simple! Emotions are one of the most complex areas of human
behavior, we are always feeling something, even when we don't know that we're
feeling it ourselves, most of the times we are feeling things that we attribute
to the wrong causes, actually, feeling misattribution is a very important part
of how game designers make players feel what they want their players to feel.
Stanley
Schachter and Jerome E. Singer developed what is called the two-factor theory
of emotion, which states that every emotion is based on two factors: a
physiological arousal and a cognitive label, this means that when someone feels
an emotion, a physiological reaction occurs (their
heart-rate may rise, their palms may sweat) - and most basic feelings share the
same physiological reaction, the difference between feeling in love and feeling
fear is in the context, so based on the
situation that is happening around us, our brain associates the physiological
arousal to a particular cognitive label.
If your
heart is racing and your palms are sweating and you're trapped in a cage in
front of an angry and hungry tiger , you associate the physiological reaction
to fear, but if you have the same reaction while dining with your significant
other, your brain tells you that what you are feeling is love.
Based on
the two-factor theory of emotion, what you need to do to make your player feel
how you want them to feel is provide them with the correct challenge (physical,
moral or mental) and set your game in the correct environment to give them
context.
One of the game designer’s toughest jobs is to
understand how human emotions work and how to manipulate them at will. I recommend
reading Tynan Sylvester's book "Designing Games: a Guide to Engineering
Experience" to understand more about emotions and how can you manipulate
them as Game Designers.
What is Distilled Game Design?
The emotion
that you want your players to feel will serve as the base for the design of
your complete game, so after knowing what this emotion is, distilled Game
Design comes into action. Distilled game design is nothing else but the very
essence of our game. It’s the one (or two or three) thing you can't take away
without risking producing the emotion that you need to make the player feel.
For
instance, if you want to make your player feel frustrated, you may be able to
take away cutting edge graphics and sounds, keeping only well-balanced mechanics
and their progression, and you'd still
be making your players feel frustrated.If you want
your player to feel hilarity, you may be able to take away some challenging
mechanics, but you wouldn't take away your hilarious graphics, SFX or humorous
context story.
Let's also
remember that there is a gamer for every game, and the core of your game needs
to maintain your player interested in your game. For more on this subject, I recomment reading
about Mihály Csikszentmihály's theory of flow in his book Flow: The Psychology of Optimal Experience
and in Alexandre Mandryka's article "Fun and Uncertainty".
As game
designers, before designing your game, you must go in your chemistry lab, set-up
a distillation process, and develop a prototype with a balanced amount of core
mechanics, great story, cutting-edge sound and/or amazing graphics that when
stirred up causes the emotions that you need the player to experience. This will be your game purest state.
Early-stage feedback
The next
step is feedback and iteration on your distilled game and mechanics. You need
to give this distillated prototype to your players to taste and get from them
key answers about the taste of your game. Does it taste like frustration, like
fear, like happiness, like anger?
You need to
observe them react to the flavor of your game instead of asking them. If you
see anyone taste a very spicy food, you will see their face turning red, and they
will ask for more water, you don’t need to ask them if it was spicy to know
that it actually was.
If your
players do not obviously react with the emotions you need to bestow upon them,
you need to re-balance or re-make your game prototype until you get them to
feel what you need to feel in an obvious way. Remember, this is your game
distilled, it's the purest flavor of your game, and it needs to be strong before
adding any other component.
A word of
caution my designer friend, you must choose wisely who your testers are going
to be. You can read Richard Bartle's essay "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs" and Bart Stewart's article "Personality and Play Styles: A Unified Model", to learn more about gamer types and make sure that your tester gamer type matches your target gamer type. Know thy
gamers, but don't know them too well, if you test your game with your mom or
your life buddy, you may guess what they are feeling in a deeper, non-obvious
level. Remember, you need the emotions to show in your tester's faces and reactions.
What comes now?
After nailing
your distilled game design, you can add some minerals, if, for instance, your
distilled game design tastes like fear, you can now add other ingredients
that enhance this flavor.
Do not make
the mistake of adding ingredients that make the flavor get corrupted. If, for
instance, you are making a cake and you’d like it to be sweet, adding a bit of
salt may be OK, but adding too much (or a little more than a bit) may ruin the
flavor you had intended, making it salty instead of sweet.
If you are
designing a horror game and you’d like to add humor into the game, don’t lose
sight of your distilled game design: your game needs to scare your player, it's
why is being brought into the world. So maybe you should add very subtle humor,
but if you make a cartoon dressed like a clown singing kid songs walk in the
screen in an abandoned city where your player is expecting gruesome zombies to
come out of the darkness any second now, I have a feeling that you might ruin
the mood.
This was an
obvious example, but don't underestimate the power of trade-offs. Deciding to
put a cartoony clown singing or making the environment too dark or too bright
may result in sacrificing the flavor of your game. Trade-offs can result in
good games and they are an important part of the game making process, just make
sure that the flavor is not sacrificed. In fact, one of the most
obvious signs to stop adding features is when your game starts tasting
differently than your distilled game.
After
making your game (and during the development process), you need to give your testers a bottle of your game and a bottle of your initially distilled game, and
they need to taste the same. If your player feels the exact same basic emotion as he felt
when tasting your distilled game, you've managed to enhance the emotion for
which your game was born and you most probably have achieved making a great
game.
Conclussions:
- Know what you want your player to feel when they play your game.
- Develop a distilled prototype that makes them feel that way, and iterate until the emotions are obvious in your player's reactions.
- Choose your player wisely, don't just test your distilled prototype on anyone.
- Add more elements into your game that enhance the emotions that the player is feeling.
- Give your game more testing sessions and make sure that it tastes the same as your distilled game.
References:
- Tynan Sylvester. Designing Games: A Guide to Engineering experiences.
- Alexandre Mandryka. Fun and Uncertainty.
- Bart Stewart. Personality and Play Stiles: A Unified Model.
- Richard Bartle: "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs"
- Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience