Mostrando postagens com marcador Uncertainty. Mostrar todas as postagens
Mostrando postagens com marcador Uncertainty. Mostrar todas as postagens

segunda-feira, 2 de fevereiro de 2026

The strategic pivot: integrating uncertainty into the game design process

In the realm of functional design, predictability is often viewed as the ultimate benchmark of quality. As Costikyan (2013, p. 16) argues, in real-life situations—such as shopping online, electing a congressman, or utilizing software for work—we demand a lack of ambiguity, noting that "we prefer simplicity, surety, and consistency." In these contexts, uncertainty is a defect to be mitigated, as users prioritize efficiency and the seamless achievement of specific goals. However, the architecture of game design operates on a fundamentally different logic, where the elimination of the unknown would result in a sterile and unengaging experience.

While we strive to minimize unpredictability in quotidian services, within the ludic context, "a degree of uncertainty is essential" (COSTIKYAN, 2013, p. 16). This element serves as the primary catalyst for player immersion and entertainment, transforming a static system into a dynamic challenge. By strategically withholding information or complicating the path to victory, designers create a "possibility space" that compels players to remain cognitively engaged. Without this tension between the player's intent and the outcome's volatility, the experience loses its competitive and emotional resonance.



The implementation of this uncertainty is not monolithic but is derived from various structural layers. Costikyan (2013) analyzes different kinds of games and explains that sometimes uncertainty comes from programmed random results, such as dice rolls or procedural generation; other times, uncertainty lies within opponents and how they perform, particularly in multiplayer environments. Ultimately, uncertainty may result from the player's own abilities in the game, where the execution of a maneuver or the solution to a puzzle remains in doubt until the moment of fruition.

Therefore, the game design process must be viewed as the calibrated management of these various "sources of doubt". A successful designer does not merely create a set of rules, but rather orchestrates a sophisticated balance between agency and chance. By understanding that uncertainty is not a flaw to be corrected, but a strategic tool to be leveraged, developers can craft experiences that transcend simple utility, providing the meaningful struggle that defines the very essence of play.

#GoGamers



Reference:
COSTIKYAN, Greg. Uncertainty in games. Massachusetts: MIT Press, 2013.

quarta-feira, 2 de outubro de 2024

On the necessity of uncertainty in games

This week, I revisited one of my favorite game design books: "Uncertainty in Games" by Greg Costikyan. Costikyan is a renowned game designer, having contributed to successful RPGs such as the 1987 Star Wars, TOON, and Paranoia. I decided to reread this title due to an article on UX in gaming that I'm currently developing.

I came across a particularly interesting passage on page 16. Costikyan makes a compelling point: when we're shopping online, operating heavy machinery, or voting in elections, uncertainty and challenge are the last things we desire. In normal circumstances, we prefer simplicity, certainty, and consistency.



Indeed, those of us working in the gaming industry often hear people say they want to make their apps or websites more "game-like" or "gamified"; however, a staggering 74.3% of the time, the term "gamified" is misused 😁. Is this really the case? Costikyan offers a vivid example: imagine transforming Microsoft Word into a game. Let's say that to bold a text, you need to be a level 12 Word user. Before reaching that level, every time you attempt to bold text, the software performs a check against your level. If you fail the check, it applies a random font effect instead of bold. This wouldn't be fun; it would be frustrating.

Essentially, when designing most interactive products (software, apps, systems, etc.), eliminating uncertainty is desirable. When designing games, a degree of uncertainty is essential. This is why people who try to apply some of Jakob Nielsen's human-computer interaction ideas to games often miss the mark. Interface clarity may still be desirable, but eliminating challenges and uncertainties is not. Games should be, in some sense, "difficult to use," or at least, not trivial to win.

To further illustrate humanity's fascination with uncertainty, consider the motivations of those who engage in online gambling.

#GoGamers  



Reference:

COSTIKYAN, Greg. Uncertainty in games. Massachusetts: MIT Press, 2013.

quinta-feira, 9 de agosto de 2018

Uncertainty

I have already discussed in this post and this another post how anxiety and fear, which are disturbing feelings by definition, can play a major role in the designing of digital games. People’s desire to experience horror/terror games, or games that present many stressful situations, has created an interesting and profitable market niche, congregating a large number of players who are really enthusiastic about this kind of experience.

There are other disturbing feelings that can be strategically used in the process of game design. Today I would like to talk about uncertainty in games.

In this context, I ought to mention the book Uncertainty in games (2013), written by Greg Costikyan—the man behind classic games like Paranoia and Toon RPGs.

Costikyan (2013, p.16) argues that in real-life situations—like when we’re shopping online, electing a congressman or using software for work—we want no uncertainty, “we prefer simplicity, surety, and consistency.” While we always look forward to eliminating uncertainty when it concerns quotidian situations, products, and services, when it comes to games “a degree of uncertainty is essential” (COSTIKYAN, 2013, p.16), for it is a key factor in creating an immersive and entertaining experience for players.



How would you imagine a version of Dark Souls where enemies could be killed by a single weak blow from your shitty level-one weapon? Would you like to play a Super Mario Bros. game that lacks deadly cliffs and requires jumping just to collect coins?

Costikyan (2013, p.17-71) analyzes different kinds of games and explains that sometimes uncertainty comes from programmed random results; other times, uncertainty lies within opponents and how they perform; ultimately, uncertainty may result from the player's own abilities in the game.

I strongly recommend the book cited herein, and I would like to invite you to analyze ten of your favorite games (digital or analogic) in the light of this post. Try to figure out what kind of features caught your attention in those games—uncertainty was probably one of them.

#GoGamers



Reference:

COSTIKYAN, Greg. Uncertainty in games. Massachusetts: MIT Press, 2013.