The Meat and Potatoes

Learning Game Design: Goals

I’ve only just begun to scratch the surface of designing casual/social games but during the course of learning I’ve discovered a number of key differences between web application design (my forte) and game design. My plan is to pass this information along as a series of posts I’ll call “Learning Game Design” (I know, not very creative). So I’ll kick it off with a few observations about goals.

Goals

Most web applications are designed to enable the user to reach a goal as efficiently as possible: track your time, manage a to-do list, etc. Furthermore, it is generally good practice to achieve this with as small a feature set as possible. But what if that goal is to have fun? How does that change the design approach and the expectations of the user? Let’s look at the fundamental difference between a web application and a game in relation to achieving goals.

A web application is, more often than not, designed to help you reach a goal that is outside the confines of the application itself. Its role to to get you to an end and stay out of the way while it does so. Conversely, a game implicitly defines the goal for you and typically this goal only exists within the set of rules laid out for the game. As such, it is within the journey *to* the goal that success is determined. Imagine a race-to-the-end car game where the goal is get from point A to point B as quickly as possible. Now imagine that the track on which you are driving is straight, smooth, and there are no other cars on it. Not very fun. While the goal of the game is reach the finish line as fast as possible…and the most efficient way to achieve that goal is via a short, straight and smooth track…the fun lies in the obstacles that inhibit you from achieving that goal. Now imagine a simple to-do list application…only in this application you have to solve a puzzle in order to add a new item, other players can reshuffle your items at will, and you have to use a whack-a-mole mechanic to check off completed items. Obviously this is not the type of functionality you’d be looking for in a to-do list application.

So how does this affect your approach to game design? Well being that I am new to this, I am only beginning to be able to answer that question. However what I found so far is that sometimes less isn’t necessarily more when you’re designing a game, as is the case when designing an amusement park or a playground. But this isn’t true for every game, just look at Tetris. The key is getting a playable prototype built as quickly as possible, sometimes before you even sit down at the computer (more on this in a later post). This allows you to work out the core mechanics and more accurately predict their success before jumping into development. It’s relatively easy to see a web application on paper and be able to determine if it has more or less achieved its goal (UI nuances aside). However looking at a game on paper, its nearly impossible to determine if it will be fun…or fall flat.

  1. Philip Fierlinger
    August 1st, 2008

    Hi Mike

    Here’s some analysis I did on game experiences…

    http://turntablemedia.com/blog/2006/10/21/the-seductive-pleasure-of-games/

    This was written while working on concepts for Xero (http://xero.com) an online accounting system. The challenge was (and still is) to transform a task that is tedious and boring into an experience that is fun and addictive.

    Here’s an example of how I’ve applied game theory to accounting software…

    http://turntablemedia.com/blog/2007/09/19/bank-rec-%e2%80%94-the-game/

    Customers continually rave about how fun and addictive it is. It’s really one of our killer features.

    It would be great if you could share more of your thinking and even some of the prototypes you create.

    Cheers.
    Philip

    (BTW your comment preview link seems to be broken - I lost everything I wrote and I had to retype it all)

  2. Carlos Quijada
    August 3rd, 2008

    It’s good to know that your early research and thoughts are leading you on the right track. The core gameplay mechanics are indeed the first things that you need concentrate on, but make sure you document them well. However, I think simple and small feature sets mind-frame is important during this first step of development. It’s called the core mechanics, because they are the most basic, most simple mechanics that the game can be boiled down to, everything else just enhances the experience (UI or different modes aren’t going to help you if the core mechanics just aren’t fun).

    Like you said, sometimes its going to be hard to test to see if the mechanics are going to be fun. For example, while you can battle mechanics in an RPG in paper an pencil, like good old D&D, it’s a little harder to test on paper if using the analogue stick for a golf swing is fun. That’s why you prototype. Concentrate on small key things from your mechanics that you want to test to create prototypes, but it’s important to stay small so that you can learn and execute quickly.

    I’m interested in how you learn and continue with this experience. Interested to see how you attack this quest from a web developers perspective.

  3. Tesh
    October 21st, 2008

    Just a note, if your game is goal-oriented, the driving analogy makes sense. If, on the other hand, the goal is merely to let players have fun with something (”toy” game design), the notion of obstacles changes.

  4. Mike Gowen
    October 22nd, 2008

    Tesh, thanks for stopping by.

    Great point!

    I’m still learning :)

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