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What is a Game? (5/11) -- Creating Games

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What is a Game?

What is a Game? 5 Quality of Decision-Making As Costikyan pointed out in I Have No Words, we often use the buzzword “interactivity” when describing games when we actually mean “decision-making.” Decisions are, in essence, what players do in a game. Remove all decisions and you have a movie or some other linear activity, not a game. There are two important exceptions, activities which have no decisions at all but we still use the word “game” to describe them: some children’s games and some gambling games. For gambling games, it makes sense that a lack of decisions is tolerable. The “fun” of the game comes from the thrill of possibly winning or losing large sums of money; remove that aspect and most gambling games that lack decisions suddenly lose their charm. At home when playing only for chips, you’re going to play games like Blackjack or Poker that have real decisions in them; you are probably not going to play Craps or a slot machine without money being involved. You might wonder, what is it about children’s games that allow them to be completely devoid of decisions? We’ll get to that in a bit. Other than those two exceptions, most games have some manner of decision-making, and it is here that a game can be made more or less interesting. Sid Meier has been quoted as saying that a good game is a series of interesting decisions (or something like that), and there is some truth there. But what makes a decision “interesting”? Battleship is a game that has plenty of decisions but is not particularly interesting for most adults; why not? What makes the decisions in Settlers of Catan more interesting than Monopoly? Most importantly, how can you design your own games to have decisions that are actually compelling? Things Not To Do Before describing good kinds of decisions, it is worth explaining some common kinds of uninteresting decisions commonly found in games. Note that the terminology here (obvious, meaningless, blind) is my own, and is not “official” game industry jargon. At least not yet. - Meaningless decisions are perhaps the worst kind: there is a choice to be made, but it has no effect on gameplay. If you can play either of two cards but both cards are identical, that’s not really much of a choice. These are also sometimes called hollow decisions. - Obvious decisions at least have an effect on the game, but there is clearly one right answer, so it’s not really much of a choice. Most of the time, the number of dice to roll in the board game RISK falls into this category; if you are attacking with 3 or more armies, you have a “decision” of whether to roll 1, 2, or 3 dice… but your odds are better rolling all 3, so it’s not much of a decision except in very special cases. A more subtle example would be a game like Trivial Pursuit. Each turn you are given a trivia question, and if you know the correct answer it could be said that you have a decision: say the right answer, or not. Except that there’s never any reason to not say the right answer i
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