I have the rather troublesome habit of lying in bed, when I should be sleeping, and thinking about game design. When this happens, I’ve been known to spam Twitter with the thoughts running through my head in the hopes that one of the many far more intelligent people who follow me can help to work out what I’m actually thinking. Sometimes, too many times in fact, the 140 limit becomes an issue. Pith is an incredible useful skill, especially for a game designer, but it’s not always the best approach. This is one of those times, and so I’ve decided to expand upon my thoughts here to try to make my concerns a little clearer. The original tweets are included here, poor grammar and spelling unaltered, along with explanatory comments. These Tweets were a single stream of thought, written as I lay in bed at around 1am. My apologies if this is a bit of a break from the usual format, but it’s maybe an interesting insight into my unfiltered thought processes.
JKeverne #GameDesign The trick seems to be getting players to think about systems without realising. The moment they do they’ll try to optimise it.
My initial thoughts came from the argument that the way forward for narrative game design is through the use of systems and processes not through scripted content. Though I essentially agree with this sentiment, I have constantly had the sense (A vague unease at the back of my mind) that there’s a big problem with that approach, and I was now starting to get a grasp on what I thought it was. My concern is the natural approach to systems and processes is to approach them logically, to find the correct or optimal solution. To effectively game the system.
JKeverne #GameDesign Once they start to optimise their actions emotional engagement is lost. Everything becomes an object…
If when presented with a system players natural tendency is to optimise it, that inherently strips that system of its ability to engage emotional, as all elements within the system, regardless of what they are contextualize as, start to be regarded simply as objects. As something to be used, as a negative to eliminate, or a positive to accentuate.
JKeverne #GameDesign Still purely systemic modeling of human condition leads to potentially sociopathic attitude. Humans become objects, numbers.
So if the system is that of human relationships, when players become aware of the systemic nature they could potentially stop treating the human elements as humans, and instead view them as objects, stripping out all emotional investment in, and engagement with, the system on a non logical level.
JKeverne #GameDesign Which does actually lead to some intresting meta narrative potential.
Jumping slightly out of context, I did think that the idea of treating humans as objects did present some interesting meta narrative potential.
JKeverne #GameDesign Need to hook into right brain, systemic thought guided by empathy. Human condition is a system but a messy emotional one.
JKeverne #GameDesign Essentially then goal is right brain processing of a left brain concept. Systemic immersion that feels like aesthetic immersion.
I was now starting to try and work out a way to either prevent this tendency to approach systems logically, or at least mitigate it. The obvious solution it seemed was to use emotion to, in essence protect and obfuscate the underlying system. To present the system in such a way that it can be approached emotionally while still having the underlying strength of a systemic approach. Which is to say the ability to allow interaction, manipulation and exploration without enforcing a purely logical, analytical, mindset.
JKeverne #GameDesign Might explain why combat is the default mechanic. Highly systemic construct with a very low level emotive kicker.
Thinking about systems overlayed with emotional content, led me to consider why combat is still the most common form of conflict resolution in games. It seemed obvious on reflection: Combat is a highly complex system perceived through a highly emotional filter. It requires high level systemic processing of the strengths and weaknesses of different weapon combinations against different hostile non-player characters, but it is presented with a very low level emotional context, fight or flight, kill or be killed. It’s a perfect example of systemic behaviour within an emotional context, an emotional shell.
JKeverne #GameDesign So then is key to effective systemic modeling of human condition actually found in the aesthetic and not the systemic elements?
The next conclusion I formed was that the key to approaching systemic design, might lie not in the systems themselves but in the context in which they are presented. The emotional shell used to cover them.
This still seems like a very interesting point to consider.
At this point I started to get some very intelligent responses to my rambling…
lucasrizoli @JKeverne, you’re discounting feelings of awe & wonder brought on by insight, discovery, complexity & complication, or size of a system.
davidcarlton @JKeverne I’m not so convinced that’s a bad thing – go is one of my favorite games, and it’s all about the systems. As are most board games.
gryphoness @JKeverne The realization, & one of the powers of intentional analytic exercise, is showing us what we’re capable of w/o active compassion.
As was pointed out by many people purely systemic games like Chess or Go can still lead to deep emotional insights, systems can be directly emotive. However my concern is that often in order for that to occur the player needs to have effectively mastered the system, this emotional insight cannot come when they are sitll learning the system itself. This led me to wonder if potentially the ideal is a system that is understood on an instinctive level not an analytical one.
JKeverne #GameDesign Once we grok systems we stop actively thinking about them and work with them instinctively. Are games too reliant on complexity?
Maybe the problem with the current use of systems in game design is that the systems are simply too complex, that once players have learnt to master them they feel there is little left to understand and so they abandon them. Might the solution be to rely on simpler systems, so that mastery is achieved quicker and players can move through that into the stage where they are interacting with the system instinctively and thus opening themselves up to being emotional affected because their primary concern is no longer intellectual analysis.
Feeling uncomfortable with the notion that only simplistic systems could bring emotional engagement without mastery I felt I had come full circle. The problem still remained, if the systems and processes approach to game narrative and meaning, as held by Clint Hocking and others, was the way forward could we prevent players from simply viewing the systems from an analytical perspective, potentially treating them as something to control not something to experience?
The obvious response is, why is such an approach problematic. More specifically, what is wrong with designing games around obvious systems? Isn’t that just as valid an approach as any other? In theory yes, however if whenever presented with a system the natural response of a player is to view it through the lens of logic, that seems destined to severely limit the range of topic we can deal with. How can we model highly emotional subjects like love, faith, hope, or justice, using a systemic approach if the players can only approach such systems logically and analytically?
Are the big questions, the questions vital to our understanding of the human condition forever bared from us, because the very core of games is formed on systems that can only be approach logically? Or does that implies that games are by their very nature philosophical, approaching complex subjects with logic and analysis?
I apologise for the cheap trick of ending the post with a question. I promise if I had any answers I’d present them instead.