Behind-the-Scenes Updates

I’ve been working on the latest successor concept to Trust Me. The current prototype is so appallingly ugly that I’m reluctant to take a picture; I think it will be tough to discern what’s going on. 😉 Very early proof-of-concept testing has been promising, however, and I expect to have more for you on Friday.

Prototype aside, I’ve been doing some behind-the-scenes work on the site. The links page has gotten a minor update, there’s now an @lawofgamedesign Twitter for those who prefer to get updates that way, etc. As always, let me know if something’s broken or if there are features you’d like to see.

Videos?

I got a suggestion to start up a video wing of the blog. It’s a neat idea, and I’m curious as to what kind of content people would like to see. Off the top of my head, I could:

Record playtests. A lot of this blog is talking about current prototypes and how they work. Showing instead of telling could be neat.

Stream games. I’m no professional Hearthstone player–this season I’ll probably end up at rank 15–but I’m good at explaining my thought process. Would it be interesting to hear about why I’m doing what I’m doing?

Discuss specific games. There are some design issues that are more easily demonstrated than explained. Videos could be used to show how problems play out, and how good ideas work in practice.

What would you like to see?

Game Design vs. Game Theory

First, I just wanted to note the addition of a blog to the links page: Game Design Advance. A number of NYU professors post there, on topics ranging from the expressive meaning (or lack thereof) of game mechanics to lessons game design can bring to the voting process. Most game design discussion revolves around practical considerations; if you’re more interested in the underlying theory of design, I’d encourage you to check it out.

Adding a link on broad game design issues reminds me of an issue that’s come up recently: the difference between game theory and game design. Occasionally when I tell people I’m interested in game design they think I’m an economist, or they tell a joke about my public defense clients being in the Prisoner’s Dilemma. Since the latter, at least, risks sending me off on a tangent about interrogation practices, I think it’s worth clarifying the two terms.

Game theory, as I understand it–and I do not claim to be an expert–is primarily about modeling human behavior. The Prisoner’s Dilemma is a terrible game, but it’s brilliant as a mechanism for explaining why people confess when they would be better off staying quiet. Game theory does sometimes adopt a prescriptive mode, but those efforts rely (again, as I understand it) on building an accurate model.

Game design, on the other hand, is about evoking behavior. It tries to get people to perform certain actions and to experience certain feelings. Those actions might be simple (move a piece on a board) or complex (hit a baseball approaching at 90+ miles per hour), and the feelings might be positive (“this is fun!”) or negative (“this game taught me about a depressing era of history”), but the goal is always to evoke things rather than solely to model real-world behavior.

A designer might, of course, model a historical event as part of the effort to evoke something, and a theorist may want his or her model to make people act or feel in a certain way. The fields overlap. However, they are different enough that I think it’s worth understanding where they diverge. If nothing else, it will protect you from rants about interrogations.

The Case Study: Permanent Page for Updated Print-n-Play

I got a suggestion to put the rules and print-and-play components for Over the Next Dune into a single file, and to have a consistent place where the up-to-date file can be found. That’s completely sensible–I should have done both a long time ago! You can now find the current and complete Over the Next Dune file on its own page accessible via the top navigation bar.