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Transcript of Is There Such a Game as an 'Ultimate' Game
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Is There Such a Thing as an Ultimate Game?
A Game Designers Magnum Opus
By
Nathanael Toussaint
Lecturer Susan Scotland
Writing Seminar
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17 April 2009
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Is There Such a Thing as an Ultimate Game?
Abstract
These days, there are many, many video games available to
gamers, yet most people who play games regularly will admit that most
of these games grow boring, and cease to provide sufficient
entertainment, after a short time (zera). This dilemma, of having so
many games, yet still being faced with so many unsatisfied game
players, gives rise to the quest for an ultimate game; a game which
provides entertainment for everyone, forever. Is it possible to
create such a game, and if so, what are the features that would be
required by such a game?
Part 1 The Basics of Video Game Design
1.1 Introduction
Being a game designer, the question of an ultimate game isparticularly interesting to me. There are numerous books writtenon the art of game design (List of books about video games), yetgamers are continuously dissatisfied by the playable lifetime ofvideo games (zera). It seems that with the recent mainstream
popularity of video games, there has been an increase in thenumber of games available, while the quality of video games hashardly increased in areas unrelated to graphics (wuzziwug).
Every game released since the middle of this millennium has
boasted high-level graphics. Yet half a decade later, few of these
games are remembered for their long-lasting gameplay (O-t-a-c-o-n).
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True, many of these games were enjoyable, and many are still
remembered with nostalgia, but one would be hard pressed to find
someone who, having played these games when they were first released,
would return to playing them today. Those games have run their
course, and disappointingly, that course was short.
This trend, of games that are only entertaining for a short
time, has led me to consider whether it is possible to create a game
that would remain entertaining unendingly. This paper looks into this
exact question, identifying the properties that make a game fun, and
what is needed to make the fun last without the game becoming
repetitive or boring. In this part, we look at the basic concepts
that come into play when designing a game.
1.2 The measure of a game
If a game is to be considered ultimate there must some way to
compare it against other games. Game reviews are a popular (and
useful) way for critics to give their opinion on how good a game is.
These reviews are usually rated it based on gameplay, design,
story, and presentation.
1.2.1 Gameplay
The gameplay rating describes how entertaining it is to play and
interact with the game-world. Things like how quickly the players
character responds to commands, how smoothly the difficulty of the
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game changes as the player progresses through the world, and how they
manipulate and influence objects (the mechanics of gameplay) all
factor into how entertaining it is to interact with the game-world.
With the exception of game genres that are based mostly on
interesting stories, gameplay is more important than all the other
ratings. Poor gameplay often means that a game is hardly worth
playing (Gameplay).
1.2.2 Design
The design rating says how well the idea of the game was
converted into the final playable product. The game designer decides
how the buttons are used to give commands to the players character,
what the levels and scenes will be like, and what the player is
allowed to do in the game. Therefore, this rating considers how
intuitive the button commands are to the player, whether they
difficult of remember or tough to learn, and so on. The design rating
also considers whether the player is given enough freedom to explore
and strategise, based on the genre of the game; it also rates how
well the scenes and level are suited to the way the game is played
(Game Design).
1.2.3 Story
The story rating says how engrossing the premise of the game is,
as well as how well the story develops as the game progresses. The
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weight of this rating varies according to genre. Some games, such as
Tetris, do not have any story to speak of and are enjoyed simply
because of their gameplay mechanics. Others, like adventure games,
depend on the story that is experienced much more than the gameplay.
1.2.4 Presentation
The final rating,presentation, says how well the game is
presented to the player. Fetching graphics and special effects,
immersive sounds, and great voice acting all contribute to a high
presentation rating. The presentation of a game is the first thing
the player experiences, before gameplay or story, and just as a
persons first impression might dictate whether they are hired or
not, the presentation of a game often dictates whether or not someone
will buy it. Presentation has become increasingly important in recent
year as the games industry has grown more competitive. A game with
excellent gameplay, or a great story might be overlooked by customers
simply because it had poor presentation.
1.3 The elements of ultimate
For our purposes, we will focus mainly on the gameplay attribute
of games. We will also look a bit into the stories portrayed in
games, since it also contributes to the entertainment value of the
game. Presentation is not so important to us; we seek to make a game
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that is playable for a long time, so we are not so interested in
first impressions. Of course, this paper covers the design part, and
hopefully, if it is followed the game that results will be given a
10/10 for design.
There are three factors of gameplay are important in making a
game perpetually entertaining: addiction, immersion, and
playable lifetime.
1.3.1 The addiction Factor
The addiction factor says how addicting the game is to the
player. Addiction is created when a player encounters intriguing
challenges, experiences and discovers new things, and by the feeling
that they are making progress along the path that they have chosen.
Addiction is what keeps the player coming back to the game each time.
Most games are addictive for a short time, when the player has
just started learning about the game-world and what is possible in
the game. An ultimate game must remain entertaining forever, so it
must be addictive at the start, and keep being addictive forever. Is
it possible? Such a question can only be answered when we look into
the details of the things that create addiction.
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1.3.2 The immersion factor
The immersion factor describes how immersive the game is to the
player. Immersion means that the game catches the attention of the
player in such a profound way that they are almost oblivious to the
passage of time, and their real-world surroundings (Immersion
(virtual reality)).
Immersion is very important to the enjoyment of a game. If the
player does not feel that the world is interesting and complex, they
will not continue playing for long, and are less likely to experience
addiction; they will soon put the game aside, and it will have had a
short playable lifetime.
The immersion factor of a game depends most on the style of the
game-world, as well as how well it follows the rules that have been
established. If the game has established that its world is realistic
in style, the player will be jarred out of immersion if they find
that characters can eat metal to stop hunger. Such oddities would
best be allowed in a cartoon-style world. Once the game follows the
style of its world, the rest of the immersion is created if the world
is complex enough to make the player interested in what is going on,
and eventually they will be absorbed into the game.
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1.3.3 The playable lifetime factor
Theplayable lifetime factor is how long the game remains
entertaining to the player. The playable lifetime of a game partly
depends on the addiction and immersion factors of gameplay, since it
is extended if the player is addicted to the game, and if they enjoy
being absorbed in the game-world. Playable lifetime also depends on
the length of the games story, as well as how free the player is to
leave the path of the story and explore the game-world. If the player
is free to seek out side-stories, the playable lifetime of the game
is extended by the time it takes the player to find the paths to
these side-stories, as well as the time it takes to play through
those side-stories.
Most games have a playable lifetime that is only as long as the
time it takes to get to the end of the story. Mini-games, contained
within the main game, can sometimes be played after the main game is
completed, but these are typically below the quality of an actual
game and thus become repetitive and boring after a short while.
For a game to be have an infinite playable lifetime, it must
have either a never-ending story, or gameplay that is enjoyable
forever. Both of these features are non-existent in games today. It
is hard to imagine how one would create a never-ending story, and
ever-refreshing gameplay is difficult to develop. Part 2 of this
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paper will deal with the actual elements of gameplay, discussing the
options available when it comes to entertaining gameplay.
An ultimate game must have an infinite playable lifetime,
which means that the story (if any), gameplay, and addiction and
immersion factors, must all be of the proper level; what level that
is, can only be discovered as this study continues.
1.4 Understanding the players
Now that we understand the factors needed to make a video game
entertain unendingly, we must learn how to establish these factors in
our game. To do so, we need to know what causes people to play games.
We already know that players look to video games for entertainment,
but that does not tell us anything about how we can create
entertainment in our game. By considering the reasons players have
for playing video games, we can understand how to create an
entertaining game that all players will enjoy.
The reasons people play video games can be generalised into four
non-exclusive reasons: to experience aspects of the real world that
cannot be experienced without great expense or danger, to discover
interesting concepts that are portrayed in the game-world, to take on
the challenge of solving puzzles, to compete with or against friends
(Why People Play Games?).
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1.4.1 Experiencing the inaccessible
Those who play games to experience aspects of the real world
that cannot be experienced otherwise might enjoy playing sports
games, military combat games, or city building games. These
activities cannot be experienced in real life unless one has devoted
a great deal of time and, in many cases much of ones life to
certain career fields. Even if the player has such a career, it is
possible that their job is stressful and hardly any fun, given that
they are dealing with real-life money, or even lives.
Games based on reality allow players to enjoy things that they
might know about in real life, but without the risks and dangers that
come with reality. The player can build a whole city just to see what
would happen if there were no entertainment centres for its
population. They could storm a heavily armed fortress single-
handedly, saving their progress after each successful battle, having
the advantage of re-loading to a previous point if they happened to
be killed by a stray bullet. They could lead a small country, like
Dominica, to win the coveted world cup. None of these things are
possible in real life without the risk of population riots and
impeachment, almost certain death, or millions of dollars spent of
football academies and high-paying professional football leagues.
One might be tempted to say that games based on reality are all
that are needed. Why should people, especially teenagers, play games
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that help them learn and experiment with things that they will never
come close to experiencing in real life? This is a reasonable point,
but to agree with it would mean that we also should not have epic
fantasy novels written by brilliant authors like J.R.R. Tolkien, nor
should we have movies like Shaolin Soccer, or Pirates of the
Caribbean. Indeed, such beliefs mean that we would prevent many
people from playing games. Some people wish to go past reality.
1.4.2 Discovering new concepts
Many players play video games to discover interesting concepts
proposed by the game-world. These concepts might be of otherworldly
creatures and lands, or they might be concepts of relationships
between peoples and the struggles they go through together. In
essence, these people wish to experience things that are not bound by
what is known in reality; they seek to explore.
Games that allow players to explore and discover interesting
concepts are usually set in fantasy worlds where humans are not the
only sentient beings. This mixture of humanoid species alone gives
rise to interesting interactions and relationships, which are often
focused on during the games story. Furthermore, the game-world
itself might be a concept, being varied and scenic, driving the
player to explore the scenes, environments, and creatures that exist
within it.
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The numerous and varied concepts found in fantasy games are
satisfying to the players because they allow them to discover things
that cannot always be found in reality. Just as the fantasy world
found in J.R.R. Tolkiens The Hobbit and Lord of the Rings novels
fascinated readers with the complex interactions between its species,
and the epic adventure undertaken by the focus characters, fantasy
games engross players by allowing them to participate in and explore
these worlds and their concepts. The existence of creatures such as
goblins, dragons, or ents takes players beyond reality to explore new
and interesting situations situations that might lead to
inspiration that is useful in the real world, or at least a
refreshing break from the mundane restrictions of the known world.
1.4.3 Enjoying the challenge of puzzles
Another group of players are those who play video games to enjoy
the challenge of puzzles presented in the game. These players find
intrigue in complexity and management, and play the game simply
because it proposes an obstacle and says that they player cannot
overcome it.
Although it might sound simple to please these players, that is
hardly the case. A puzzle is not fun simply because it is a
challenge; a puzzle is fun because it is creative. In order to solve
a fun puzzle, the player must look at the big picture, follow the
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complex interactions of the different pieces, and anticipate further
obstacles that might arise in the future. The player must use their
imagination to consider all the possibilities that can arise; just
like a crossword puzzle, they must be careful not to make mistakes
that might get them stuck in the future. Because puzzles require such
thorough thinking, the designer himself must be creative and create
clever puzzles that will keep the player occupied. This is not a
simple task, and it would be disastrous if the player breezed through
the puzzles, being left with the feeling that they have accomplished
nothing. In the end, when the puzzle is solved, the player must be
thrilled that they have overcome the challenges; they must be able to
look back and be satisfied that they have used creative thinking to
pass this level of challenges, and are prepared for even more mind-
boggling scenarios.
1.4.4 Competing with friends
The final group of players that to be considered are those who
play video games to compete with or against friends. These players
look to gaming as an activity to occupy themselves along with their
friends.
Multiplayer games provide interaction with other human players
instead of computer-controlled agents. The reason for playing
multiplayer games is unique among the other reasons; the player does
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not only wish to interact with the machine, but also with their
friends. The players can communicate with their friends about plans
and strategies if they are playing co-operatively, or they can throw
taunts as they battle to best each other. This opportunity to
socialise while participating in a virtual world adds emotion to the
gameplay in a way that can hardly be created through interaction with
the machine alone.
Although there have been attempts in recent years to design
games that allow the player to play the game alongside a computer-
controlled ally, we will not be considering this as a viable analogue
to human-to-human interaction. It is possible that the computer-
controlled ally might someday be capable of acting in ways similar to
a human player, but with the current state of technology, such allies
are hardly convincing enough to create a human-like emotional
connection with the player. In order to consider the emotional
factors of multiplayer game design, only gameplay situations where
multiple human players are involved will be considered as multiplayer.
1.5 Challenge is the key
One factor is common to all the reasons why people play games
the challenge factor. Just like real-life games like tag, football,
and car racing, all video games pose a challenge to the players.
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In the reality-based game Sim City, the player seeks to build
a fully developed and prosperous city; the challenge is keeping the
population happy in spite of economic and landscape constraints.
Another example of challenge in reality-based games would be
In the fantasy game Pokmon, the player seeks to collect each
kind of miniature monster (called pokmon); the challenge is in
discovering each kind, while competing against other collectors
(Gameplay of Pokmon).
The puzzle game The Incredible Machine challenges the player
to create increasingly complex machines using a selection of
component parts.
In terms of multiplayer games, the challenge to the players is
either to co-operate effectively with their fellow players against
the common enemy, or to play effectively against the other players.
An example of this is seen in the multiplayer features of the popular
shooting game Halo where players are posed with the challenge of
beating the storyline scenarios of the game co-operatively, or going
head-to-head against each other in multiplayer battle arenas (Halo:
Combat Evolved).
Besides the examples of challenge shown in video games, we have
further evidence that challenge is the most basic factor in the
reason why people play video games. When the player overcomes a
challenge posed by a game, the player gains a feeling of
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accomplishment. Because of this feeling of accomplishment, the player
feels rewarded, and content; they feel that they have grown in
ability.
People naturally learn to seek challenge and accomplishment;
games played by children almost always include some sort of
challenge, reward, and punishment. Video games are therefore
attractive to people since they pose a challenge to the player that
eventually overcomes. The game designer arranges challenges so they
are easy to overcome early on in the game, giving the player almost
instant rewards, encouraging them to keep playing (Dynamic game
difficulty balancing). Eventually, the challenges get tougher, and
the reward of accomplishment is hard to come by, but once the player
keeps pressing forward the eventual feeling of accomplishment is ever
greater than before. It is that constant feeling of accomplishment,
fuelled by the continuous challenges, that causes people to play
games. It does not matter so much what style of game each player
enjoys, without challenge, the games would hardly more than movies
and not particularly good movies either.
1.6 Using challenge to create fun forever
So we know that challenge is the underlying reason why people
play games (most people do not even know this), but experience tells
us that not every challenge is surmounted in one attempt. Challenges
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in games might be attempted for hours on end before they are
overcome. During this time the player is constantly punished by the
feeling of failure.
Failure is not a fun experience for anyone. Just as people feel
rewarded and content by accomplishment, they feel punished and
dissatisfied by failure. If the player continues to feel
dissatisfied, they will eventually give up, and our goal of perpetual
entertainment will be lost. Therefore, the designer of an ultimate
game must ensure that challenges are well balanced, keeping the
player rewarded enough that they would not quit the game.
The balance of challenge is a delicate factor. Too much
challenge and the player eventually grows frustrated. Too little
challenge and the player quickly grows bored. An ultimate game must
cater to all types of people, and that means that it must cater to
the skill level of each of these people. Therefore, the challenges
must be balanced so that they start off simple, teaching novice
players the essential techniques that are needed to meet the tougher
challenges that they will face later on. As the player progresses
past these early challenges, the challenges must gradually become
more complex, eventually reaching their full difficulty. At this
point, the player will have gotten used to the rules and limits of
the game-world, and will be confident that they can defeat whatever
challenges face them.
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Even though the player is confident that they can defeat the
challenges they meet, they must still be required to consider which
skills must be utilised at each point in the given challenge. This is
especially true for puzzle and strategy games since the player
expects to be challenged creatively.
The changes that cater to novice players give rise to another
problem though, because players who are familiar with the game will
find the early challenges too easy for their skill level and be bored
as a result. Therefore, we must find a way to bring the game up to
the level of the experienced players if they find the challenges too
simple.
One way to do ensure that both novice and experienced players
are entertained at all times would be to allow the player to choose
whether they would like to go through the tutorial challenges before
moving on to the main game. This design technique has been used
successfully in many games in the past, and it is a failsafe solution
to the problem.
The only problem with making the tutorial stages optional is
that it breaks immersion, and immersion is an important factor when
it comes to an ultimate game. A riskier, but seamless solution
would be to design the game so that the computer can monitor how
easily the player is overcoming the introductory challenges, and if
the challenges are being overcome without difficulty, the game will
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increase the difficulty of the challenge as needed. This solution
also has the additional benefit of adjusting to fit the learning
speed of novice players, making sure that the level challenge stays
high enough for those who are quick to pick up the techniques, while
also ensuring that players who have difficulty grasping the
techniques do not get frustrated, by lowering the challenge level as
needed (Dynamic game difficulty balancing).
1.7 Moving on from the basics
We have thus covered the basic concepts of game design. What
have we discovered? What conclusions have we come to? Before moving
on to decide what gameplay elements are needed for an ultimate
game, let us summarise what we know so far.
We now know that a game needs the full value of three basic
properties in order to entertain players forever: addiction,
immersion, andplayablelifetime.
We also know that the main reasons people play games are to
experience aspects of the real world that cannot be experienced
otherwise, discover concepts that are portrayed in the game-world,
take on the challenge of puzzles, and compete with or against
friends.
We have also concluded that challenge is the underlying reason
at the base of all the other reasons why people play games.
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Furthermore, we understand that we must use challenge to create
feelings of accomplishment in players, driving them to continue on to
even greater challenges, but also that we must not allow the player
to become dissatisfied because of continual failure.
We know that we can hold the players interest from the very
beginning of the game if we ensure that novice players are taught the
essential techniques needed to overcome the coming challenges through
a tutorial of simple challenges. We also understand that experienced
players would like be bored by the novice tutorial, and therefore we
decided that players must be allowed to choose whether they wish to
go through the tutorial, or whether they would like to go directly to
the main game.
We understand that a tutorialbreaks immersion, which is an
important factor of an ultimate game, and therefore have decided
that a seamless solution, is to design the game so the computer can
monitor how easily the player overcomes the introductory challenges
of the tutorial, and adjust the difficulty of the introductory
challenges as needed.
Finally, we have gone over the things that we have established
about thebasics of game design. Onwards we go then.
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Part 2 Gameplay Elements
2.1 Another Introduction
We have established the basic attributes of an ultimate game,
but we have not yet discussed the gameplay elements that are needed
by such a game (Game mechanic).
The gameplay elements are the parts that define how the player
interacts with the game, such as shooting, solving puzzles, or
dodging obstacles while driving. Without these elements, there is no
game as there is no interaction. Therefore, a game designer must
decide which gameplay elements are exhibited in the game, and ensure
that they are used to create the maximum value of the addiction,
immersion, and playable lifetime factors.
In this part, we discuss the gameplay elements that can be
combined to create an ultimate game, knowing that our understanding
of challenge and the factors of ultimate enable us to select the
perfect combination.
2.2 Fun
Players describe the joy gained from playing video games as
fun. It is a simple matter to understand that an ultimate game
needs to be fun all games need to be fun but it is far from
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simple to understand which gameplay elements combine to create fun.
We know that challenge must be a factor, and properly balanced
challenges create addiction, immersion, and an infinite playable
lifetime, but we have hardly discussed what gameplay elements can be
used to pose a challenge to the player.
Therefore, we must research the different elements that create
enjoyable challenges for the player, and once we combine the proper
elements together, the challenges posed by each will be thoroughly
entertaining, and the game will be described as fun.
2.3 Learning from examples
The best way to learn what kinds of challenges players enjoy is
to look at games that have grown popular because they are fun to
play. These games belong to a variety of genres, yet all are
described as fun.
2.3.1 Tetris an extremely addictive game
The most notable puzzle game of all time, Tetris, is also
considered by many to be the most addictive and quite possibly
greatest game of all time (Tetris; Tetris - This free game is
the most addictive game ever!).
The addictive factor of Tetris is due mainly to the simple, yet
mentally intriguing, challenge it presents to the player. The player
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must arrange falling blocks so that they form a horizontal line
across the play area, causing the completed row to explode, allowing
the rows above to take its space and create more room at the top of
the play area. Each time the player completes a set amount of rows,
the level goes up, and the speed at which the blocks fall increases
as well. Eventually the speed of the blocks is too quick for the
player to arrange them properly and the play area fills to the top,
at which point the game is over. For players who enjoy puzzles, this
gameplay mechanic is engrossing because the player must constantly
decide how to position each block so succeeding blocks can be placed
in a way that will clear a row. As each level is beaten, the
challenge increases, eventually reaching a difficulty that the player
cannot surpass unless their reflexes grow sharper. Naturally, the
player learns to react quickly to the speed of the blocks,
continuously defeating higher and higher levels of challenge, and
growing addicted to the feelings of accomplishment that are gained
after each surmounted challenge.
Furthermore, the level of challenge at the beginning of the game
is low enough that novice players can learn the basics of positioning
blocks, and the level of challenge only increases after the player
has gained enough skill to set up rows faster than the of the speed
of the level. Although there is no explicit design that says the
computer must monitor the players ability and increase the challenge
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as needed, the same effect is achieved since the players ability to
arrange the blocks means that rows are completed as fast as the
player can set them up. Thus, the level of challenge increases much
more quickly if the player is of a high skill level.
Players are also driven to play Tetris because of competition
with their friends and acquaintances. The game keeps a score of all
the blocks the player has cleared, and although players cannot play
the game at the same time, they naturally compare scores, and strive
to break each others record. This increases the playable lifetime of
Tetris greatly, as competition drives the players to keep playing,
until one of them gives up.
2.3.1.1 Critiquing Tetris
The brilliant balance of challenge found in Tetris creates an
extreme amount of addiction, which directly adds a high level of
immersion to the game. This combination of addiction and immersion
seems to dictate that the game must have an infinite playable
lifetime, but that is not the case. The playable lifetime of a game
does not depend only on the addictive and immersive values, but also
on the variety of gameplay a property that is hardly present in
Tetris.
Tetris style only caters to players who enjoy the challenge of
puzzles. While most players enjoy its simple gameplay, many find its
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style repetitive after playing for a long time. This is because there
is nothing to do other than placing blocks. As fun and addictive as
Tetris may be, once the player reaches the limit of their reflexes,
there is no option other than moving on to another game.
Another problem with Tetris is that players who play games for
reasons other than puzzle solving find no satisfaction in its
gameplay. The goal of an ultimate game is entertain the majority of
players at all times, and although Tetris is a great game in itself,
it does not meet the requirements we have set for an ultimate game.
2.3.2 The need for variety
In order to create an ultimate game, the gameplay of genres
other than thepuzzle genre must be considered. Once we understand
the elements of each genre, we can find ways to combine them in an
ultimate game, creatingvariety.
By having variety, an ultimate game avoids the problems of
repetition present in Tetris. The player will always have an option
that matches their mood. If, at any point, the player grows
frustrated with one challenge, there will always be a different type
of challenge available. The problem is, of course, in designing the
ultimate game in a way that allows the player to switch seamlessly
between gameplay elements. This problem will be dealt with later; for
now, we must find elements that provide these options.
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Toussaint 25
Therefore, we will look at the gameplay elements that can be
found in three game genres: action, strategy, and action-adventure.
These genres contain elements that, together, can satisfy players, no
matter what reason they have for playing games. It is taken for
granted that the option players to compete with or against their
friends can be added using the same elements present in these genres;
it is a simply a matter of game design, not gameplay elements.
We will also consider a few subgenres that are particularly
useful to our later discussions.
2.3.2.1 Action
The action genre is arguably the most popular video game genre
today (Video game genres: information from Answers.com). Games of
this genre challenge the players reflexes, requiring them to quickly
target and shoot enemies, bounce from one platform to another, and
many other reflex-heavy activities. Games like Tetris fit into this
category, requiring quick reflexes, while also having puzzle-solving
elements of the strategy genre.
The action genre is particularly appealing to players who seek
to experience the thrill of real-world military combat. This has
given rise to a whole subgenre 3D shooting.
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2.3.2.1.1 3D shooting
Games of the 3D shooting genre have become extremely popular in
recent years, and it is no surprise. These games put the player in
the shoes of soldiers, gangsters, and other gun-totting characters,
challenging the player with aggressive enemies who must be shot in
order to be defeated. The player must quickly identify, and shoot
their opponents if their character is to survive. The constant risk
of being hit by an unnoticed enemy is not far from the experience of
true gunplay, making the 3D shooting genre extremely popular with
teenagers, who are often enamoured with military combat (Video game
genres: information from Answers.com).
The First-person shooting (FPS) and Third-person shooting (TPS)
genres are further subdivisions of the 3D shooting subgenre.
TPS games show the world from a third-person perspective,
meaning the player can see their character as well as the area around
and behind that character. These games usually take on a less-
realistic style, giving the player a strategic advantage because of
the perspective.
FPS games show the world from the viewpoint of the players
character, creating a feeling akin to that virtual reality. These
games also pose the added challenge of not knowing what is behind the
players character, adding an extra feel of realism to players
experience (Video game genres: information from Answers.com).
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3D shooting games, particularly those of the FPS variety, are
arguably the most popular genre on video game console systems. These
consoles are typically owned by teenagers, and hardcore players who
enjoy the adrenaline-filled shooting element. Therefore, it would be
wise to consider including elements of the 3D shooting subgenre in a
game that is meant to be ultimate.
2.3.2.2 Strategy
Strategy games rely, not on the players reflexes, but on the
players ability to come up with creative solutions to complex
problems. These games are most appealing to players who play games in
order to take on the challenges posed by puzzles (Video game genres:
information from Answers.com).
The strategy game genre is divided into the real-time strategy
(RTS) and turn-based strategy (TBS) subgenres. These subgenres
categorise games based on whether the player and their opponents
(human or computer, no distinction is made) take turns making their
strategic actions, or whether the respective teams interact with the
game-world in real-time.
2.3.2.3 Action-adventure
TheAction-adventure genre is one of the most popular genres
today. In an action-adventure game, the player takes control of a
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Toussaint 28
game-world character, and explores the game-world as they participate
in the story, or take on other challenges that have been presented.
The player is challenged by enemies that must be defeated using
actions, such as mle combat, that require quick reflexes. They must
also solve puzzles at times, in order to progress to new areas of the
game (Video game genres: information from Answers.com).
Special consideration must be given to the action-adventure
genre because it appeals to such a broad range of players. Action-
adventure games, such as Grand Theft Auto IV, have become extremely
popular because they possess many different gameplay elements like
shooting, driving vehicles, solving puzzles to get past obstacles,
and exploring the chaotic game-world. These elements appeal to all
players, no matter what reason they have for playing video games.
2.4 Creating a varied game
The elements of all the genres discussed above, provide us with
gameplay elements that present a variety of challenges to the player.
These genres are not the only ones that exist, but this selection
gives us a balanced understanding of elements that create an
experience that players describe as fun.
The problem now is to combine gameplay elements of each genre
(be it the 3D shooting of the action genre, exploration found in the
action-adventure genre, or puzzle solving of the strategy genre),
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Toussaint 29
into one varied game. Furthermore, we must do this while ensuring
that the challenges of each element are balanced properly to match
the skill level of the player. Once we have solved these problems, we
will have a game that is fully challenging, addictive, and immersive,
while being varied enough to have an infinite playable lifetime.
2.4.1 The world as a sandbox
In recent years, as computers and video game consoles have
advanced in computation power, the sandbox game has risen in
popularity. These games simulate a miniature world, and place the
players character in it, giving the player freedom to play the game
as they wish, using the gameplay elements included (Nonlinear
gameplay).
Sandbox games typically combine the gameplay elements of many
genres, giving the player many options in terms of how they can play
the game and the ways they overcome challenges. This ability to
choose how they play gives players a sense of freedom, something that
cannot be experienced games that are attached to a linear story.
A good example of freedom in sandbox games is seen in the
medieval combat game Mount & Blade. If the player wishes to gain
money, they can undertake missions on the behalf of various non-
player characters (NPCs). Alternatively, the player can enter battle
against an enemy party and gain loot. If the player is feeling
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Toussaint 30
ambitions, they can do something completely risky, like raiding a
village, risking the enmity of the owning faction.
The ability to combine various gameplay elements from different
genres means that a sandbox game is a perfect candidate to be an
ultimate game. We will focus on the sandbox game paradigm for the
rest of this paper.
2.4.2 The problem of freedom without motivation
It is assumed that if the player is free to do as they please,
the game will be varied and fun, and as a result, the game will have
an endless playable lifetime. This opinion seems logical, but it is
not accurate. Players enjoy having the freedom to play the game as
they like, but being free, with no clear objective, is often
confusing to the players. They expect to have challenges posed to
them and, just like in real life, are not used to going out in search
of challenges. They player is left without a motive, and the lack of
challenge eventually leads to boredom and the abandonment of the game.
Because of the problems that arise when players have freedom
without motivation, recent sandbox games usually include a story that
draws the player into the game-world. This design technique is
successful, but only up to the point where the story ends. At this
point, the player is left wandering the game-world, and soon grows
tired of actively seeking out challenges.
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One solution to the problem of freedom without motivation is to
design the game so that the computer can offer objectives to the
player, which, if accepted, will create new challenges for the player.
The problem with this solution though, is that it breaks the
feeling of immersion the player has in the game. The player is in a
virtual world (the sandbox), and it would be jarring to the player if
they suddenly receive a message without an NPC speaking to their
character.
A much better solution is to have NPCs interact with the player,
and offer them jobs and other objectives that have been selected by
the computer. Such a solution requires active NPCs, or better still,
virtual people.
2.4.3 Virtual people
In a simulated world, the player expects to interact with NPCs.
These NPCs serve the purpose of making the game-world feel alive and
sentient.
NPCs are usually relegated to minor roles, such as selling items
to the player, or being the players enemy. These roles are almost
always reactive, relying on the player to seek out the NPC and start
a conversation (Non-player character). In order to give the player
a sense of motivation, NPCs in an ultimate game must take an active
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Toussaint 32
role, seeking out the player and conversing with them, instead of
passively waiting to be approached. This has two effects on the game:
it makes the world appear active, as though the NPCs werevirtual
people, as well as creating a challenge to which the player must
respond.
The simple act of an NPC finding the player and interacting with
them does not seem significant, until it is considered that this
interaction is actually the start of a challenge. If the NPC offers
the player a task, like searching a remote part of the game-world for
a lost item perhaps, the player is posed with the choice of accepting
the task, and the challenges that come with it, or rejecting the
offer and being free to explore without obligation.
Regardless of which option the player chooses, they have been
motivated, if only for a short time, and are now taking an active
part in the game. They will probably follow up on their decision to
reject the offer by go out in search of a challenge, knowing that
they chose, actively, to be unoccupied. Alternatively, if chose to
accept the task, they will face the challenges that have been
designed to entertain them. Either way, the player is well on their
path to be entertained perpetually.
2.4.4 Conclusion of Part 2
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Toussaint 33
With the addition of virtual people, we now have all the
gameplay elements needed to make a game that has an infinite playable
lifetime. Here is a recap of the major areas that have been covered
in this part.
We have examined the gameplay elements of Tetris, a game that is
considered one of the most addictive games of all time, and found
that, although it possesses high values of the addiction and
immersion factors, it lacksvariety in gameplay, and eventually grows
repetitive. We therefore examined the gameplay elements of the
action, action-adventure, and strategy game genres, and found
gameplay elements that we can use to create variety in our games.
We searched for a way to combine those gameplay elements, and
found that if we create a virtual sandbox, we can gather gameplay
elements from various game genres, and combine them, creating variety.
We found that theproblemwith sandbox games is that the player
is often left to seek out challenges on their own, and that most
players do not enjoy doing so. Therefore, we sought a solution to the
players freedom without motivation.
We found that recent games have included a story for the player
to take part in, in order to engross them in the sandbox world.
Unfortunately, we found that this only delayed the boredom of the
player until the story had been completed.
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We then concluded that the player must be offered an objective,
in order to motivate them, and decided that it having the computer
present the choice to the player will break immersion. Therefore, we
decided that it is best to usevirtual people, who actively seek out
the player and interact with them, to present objectives to the
player.
Part 3 Is There Such a Thing as an Ultimate Game?
We have considered the factors and elements that are needed to
ensure that a game remains entertaining perpetually. It has been
shown that, with the right amount of addiction, immersion, and
variety, a video game can have an infinite playable lifetime.
Therefore, given the concepts that have been established, we know
that yes, there is such a thing as an ultimate game.
Perhaps, in the near future, a game that meets the stringent
requirements of ultimate will be created. I am eagerly awaiting its
addiction.
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Toussaint 35Works Cited
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