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

terça-feira, 15 de julho de 2025

About the idea of “kingmaker” in games

A kingmaker in the context of gaming refers to a player or faction that, while unlikely to win themselves, possesses significant influence over the outcome of the game by supporting or hindering other players. This pivotal role arises from their ability to tip the scales in favor of one contender over another, effectively deciding who will emerge victorious. Their power often stems from holding critical resources, controlling strategic positions, or wielding sufficient military strength to sway the balance of power.

The kingmaker's motivations can vary widely, ranging from self-preservation and a desire to see a specific rival fail, to strategic alliances that promise future benefits or simply the enjoyment of manipulating the game's dynamics from a position of relative safety.



The emergence of a kingmaker introduces a fascinating layer of strategic depth and negotiation to a game. Players vying for victory must consider not only their direct opponents but also how to court or neutralize the kingmaker's influence. This can involve offering concessions, forming temporary alliances, or even attempting to eliminate the kingmaker if their interference becomes too detrimental. For the kingmaker, their position offers a unique opportunity to experience the game from a different perspective, often involving complex calculations about long-term consequences and the satisfaction of shaping the narrative without bearing the full burden of direct competition. This dynamic often leads to intense diplomatic exchanges and unexpected shifts in power. Ultimately, the kingmaker phenomenon highlights the intricate social and strategic dimensions inherent in many multiplayer games. It underscores that victory is not always a linear path but can be heavily influenced by external factors and the interplay of player relationships. Recognizing and understanding the role of a kingmaker is crucial for both aspiring champions and those who find themselves in this powerful, albeit indirect, position. Their presence transforms a simple contest into a complex web of alliances, betrayals, and strategic maneuvering, making the game experience richer and more unpredictable.

#GoGamers

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.

segunda-feira, 29 de agosto de 2016

Eight steps for great puzzle designing

Scott Kim is a designer who creates puzzles for print media, websites and computer games. He is a big reference in this very specific field of ludic studies. Ernest Adams, in his book Fundamentals of Puzzle and Casual Game Design (2014), references Kim’s work talking about the “eight steps to create a good puzzle”. I want to highlight some ideas in these eight essential points.

1. Find inspiration: seems obvious, but it’s a nuclear part of the process. To solve lots of puzzles could be a great inspiration, but to search for ideas in other fields is another interesting way to create enigmas. Literature, movies, comics, toys and TV series are some examples of where to find inspiration.

2. Simplify: “keep it simple” is a mantra for game designers. After creating the main idea of a puzzle, it’s important to remove the excesses. Exploring the features of the platform (console, board game, mobile media etc.) can give you creative solutions for puzzle design.

3. Create a construction set: this third item is about prototypes and fast tests. With an idea on your mind, start to construct models (analogical or digital ones) and test this initial version. Test, test, test and test it again. Test alone and call other players to test.

4. Define the rules: Adams (2014, p.10) says that rules are “the key part of puzzle design. Most puzzles are characterized in terms of four things: the board (Is it a grid? A network? Is it regular? Or is there no board at all?), the pieces (How are they shaped? What pictures are on them? Where do they come from?), the moves (What is allowed and what is not? Are they sequential or simultaneous? What side effects do they have?), and the good or victory condition (Does it have to be an exact match, or will a partial one do?”

5. Build the puzzles: when the mechanics is ready and functional it’s time to create the final version of the puzzle (analogical or digital). Here we need to pay attention to the first aesthetical details, information architecture and clear instructions for the player.

6. Test: is the final version done? Then test, test, test, and test it again. To find zero faults is difficult but it is always the desired outcome.

7. Devise a sequence: in a game with many puzzles - or many levels with puzzles – it’s good to create a logical order for them. Raising difficulty with some hints between the challenges is an interesting way to work the challenges of your game.

8. Pay attention to presentation: sounds, graphics and other details will make the difference in the puzzle experience. A good puzzle folded in a poor layout could be terrible for the players. Here, multidisciplinary work is essential.

Finally, it’s important to remember that, especially in digital games, puzzles can reach a new level of challenge using some impossible features or breaking the laws of physics. But in analogic games it’s possible to find interesting solutions, like in the “Codex Silenda”, a wooden book that compels you to solve puzzles to turn the pages.



In the video below, the designer behind the idea shows us a little bit of his creative process for this product.



#GoGamers



Reference:

ADAMS, Ernest. Fundamentals of Puzzle and Casual Game Design. San Francisco: Pearson, 2014.

terça-feira, 14 de abril de 2015

Bloodborne: a ludic masochism

Last week, I started to play Bloodborne (Playstation 4, 2015). As Dark Souls and Demons Souls, the new From Software game has an extreme level of difficulty and challenge. Every simple wrong move could put you six feet under and, every time you die, you lose all your progress. Add to this equation some monsters with weapons and the stage is ready for the fight.



This is a game where you need patience to learn small details to survive. A friend of mine even questioned me why people like to play this kind of game. It’s a “ludic masochism”, he sad. Check the trailer below:



Well, the gaming industry is plural and we have games for all kinds of players. Bloodborne fits in a category of high-challenging games, and an example of it is the great difficulty of the narrative. Jesper Juul (2013) helps us understand better this ecosystem and how people play this kind of “torture”. The author teaches us that “games are a perspective on failure and learning as enjoyment, or satisfaction” (2013, p.45). To complement this idea, Juul (2013, p.56) also says that “we are emotionally affected by games, and we are aware of this before we start playing”.

This feeling of failure and victory are sides of the same coin. One thing is important: the game must have a plausible solution even for well-skilled players. An impossible game could be only a frustrating experience. Giving hints of progress is fundamental in this scenario. And it’s important to remember that the “problem with fictional tragedy also showed that it is failure that makes us feel responsible for the events in the fictional “JUUL, 2015, p.117).

I think we must play all kinds of games, from casual games to experiments like Bloodborne. In both cases, I try to identify how the experience of victory and failure is created inside the gaming world. This is a fantastic exercise for game designers.



Reference:

JUUL, Jesper. The Art of Failure: an essay on the pain of playing video games. Cambridge/London: MIT Press, 2013.

quarta-feira, 22 de maio de 2013

Money through mobile games

As you know, I’m a postgraduate research student and graduation level teacher in Brazil. At this moment, I’m teaching Digital Media and Gaming Concepts to my students. In a specific class about mobile gaming there’s question that comes up every semester: “How can we make money through mobile games?”

Ok, the world is going mobile and everybody wants to create the new Angry Birds to become a millionaire, but it’s essential to analyse some important business models inside this complex (and gigantic) market. In this post I just want to highlight some of these models. It is not my intention to write a complete document about this subject.



1. Freemium (a neologism mixing “free” and “premium”): is a business model by which a game is provided free of charge, but money is charged for advanced features, functionalities, or virtual goods. “Cut the rope” is an example of freemium game because you can download the content and play ten stages of the game, but if you want the complete experience its mandatory to pay. “Zombie Tsunami” is an example of how a company can make money with in-game equipment (players are invited to visit a virtual shop to buy scenarios, powers, clothes, etc. with real credits).

2. Ads and banners: there are a lot of free games with advertising inside its interface. It’s very common to find a free game with ads/banners in the screen. Sometimes it sucks but someone needs to pay the price and advertising could be an answer.

3. In-Game Advertising: refers to the use of digital games as a medium for the delivery of advertisements. This is a better way to put products and services in the interface. We have a lot of examples of brands that created games for its products, like “CP3K” running game from Nike.

4. Free for long-term profit: a good strategy for small companies in the beginning of its existence is to give the whole game for free or put the game for free for a while and put a minimum price on it after a few weeks. In the beginning it’s necessary to build a name in the mobile gaming field. If your first game was good, certainly people will pay for expansions or new ones.

5. Put a price on it: there’s no rule about a price for a mobile game. In this case it’s important to have an overview about similar games to create a coherent value to your game.

There’s a lot of another strategies to create “talkability” and make your game to go viral. It’s possible to distribute promotional numbers for free downloads to influent people, use social media, etc. but this is a subject for another post.

Now on to your opinion.

terça-feira, 27 de novembro de 2012

The games of tomorrow needs answers that last

By Vince

Two weeks ago I was in Europe visiting some universities and making contacts for my future doctorate. I visited the University of Antwerpen (Belgium) to have a talk with Dr. Karolien Poels, and the IT University of Copenhagen (Denmark) to talk with Dr. Espen Aarseth.

I presented some highlights about Brazilian ludic interfaces to the researchers (you can see the files on THIS LINK). Both conversations were awesome and I got a lot of new good references for my research in the field of game design and gaming concepts. It’s very good to listen to the ideas of great minds from this area.



Nevertheless, I reached a conclusion after these two meetings: it’s important to discuss the impacts of the game culture in the contemporary world and understand those consequences for the future. We – from the gaming research field – need to be somewhat clairevoyant to identify the answers that will help us in the future. The games of tomorrow need answers that last.

A broad viewn is required to understand the game, the player, the gaming culture, the language and all things related to this subject. We need researches that give us a horizon to work better and create more accurate experiences.

Technology is an important piece in this context, but it is nothing without relevant content.

The game is only in the beginning. Let’s keep on rockin. Let’s undertand this wide world of possibilities. Let’s make good researches.

May the force be with us.

Go gamers!

quarta-feira, 1 de fevereiro de 2012

Experience – part II

By Vince Vader

I really enjoyed writing my last post (link here) about experience of players inside the games. So I've decided to write a little bit more about this fascinating subject. In this post I want to highlight some ideas to complete this thought.

I think there are three great aspects that help us understand the involvement of the players with the game universe: the idea of a labyrinth, the concept of virtual presence and the concept of flow.

I like to use the idea of a labyrinth of games as a metaphor. I think it's important to offer the player a chance to get lost inside the game world. But it's very important to offer this as a challenge to be completed and not as a bad sensation that leads the player to nowhere. As Kerényi wrote, the concept of a labyrinth is possibly a cultural good of all humanity whose origins date back to the Stone Age (page 66) and possibly all the ludic activities results in a kind of maze (page 72). So we can conclude that the idea of a labyrinth is - in some way - a mythological heritage of us all.

Continuing the thought, it's important to study the concept of "presence" inside the game world. Offer the player a labyrinthine environment is easy but the great challenge is to put a virtual presence of the player into the game (using narrative resources, coherent game mechanics, good graphics, etc.).

Nitsche (page 203) in reference to Slater (1993) talks about forms of presence and argues that “presence” is understood as the mental state where a user subjectively feels present within a video game space as the result of an immersion into the content of the fictional world. It is a mental phenomenon based on a perceptual illusion. In reference to Lombard and Diltron (1997) Nitsche (page 203) says that a great number of researchers have concentrated on the idea that a state of presence should be connected to the illusion of a nonmediated experience. In this case, players do not see the interface anymore because they feel present in the world beyond the screen.

The last concept I want to discuss is “flow”. I’ll go back again to the author Michael Nitsche to complete this thought. Nitsche (page 204) citing Csikszentmihalyi (1991) says that “flow” has been introduced as a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example,

a loss in the feeling of self-consciousness and time experience. A player who reaches this level is clearly immersed in the game but not necessarily “present” in the virtual space.

All these features help us to create good experiences involving games.

In a future post I want to discuss some ways to generate the idea of a labyrinth and the concepts of presence and flow. Szia!



References:

CSIKSENTMIHALYI, Mihaly. Flow: the psychology of optimal experience. New York: Perennial (HarperCollins), 1991.

KERÉNYI, Karl. En El laberinto. Madrid: Ediciones Siruela, 2006.

LOMBARD, Matthew & DITTON Theresa. At the heart of it all: the concept of telepresence. Journal of Computer-Mediated Communication 3, no. 2 (1997): 1-39.

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008