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Chapter 8:
MEANINGFUL MECHANICS
(refer to Chapter 12 in Game Mechanics – Advanced Game Design book)
Serious Games
A serious game is
designed to achieve a
real-world effect of
some kind. Many of
them use the player’s
openness to learning
while playing games and
use the game to teach
something.
Games also offer an
opportunity to
experiment with new
approaches to problems
safely, inexpensively,
and without
consequences.
Early Serious Games
Serious games drove the development of modern board
games, long before the computer was invented.
What we know as Monopoly today originated as a serious
game. It borrows heavily from an earlier work called The
Landlord’s Game (Figure 12.1).
Most modern war games, either computer-based or tabletop,
can trace their history to another serious game: Kriegsspiel
(which is simply German for “war game”).
Kriegsspiel was first developed by the Prussian Lieutenant
Georg Leopold von Reiswitz in 1812.
Later, he and his son refined it for the Prussian army to train
their officers in battle tactics and strategy (Figure 12.2). In
Kriegsspiel, players take turns to move colored wooden pieces
over a map representing the Battleground. Rules restrict how
far pieces can move, and dice are used to determine the effects
of one unit firing at another unit or engaging in close combat. If
you have ever played a tabletop war game, this should sound
familiar.
Serious Video Games
Modern educational games are better designed,
and now they’re used in schools and at home to
teach everything from mathematics to typing.
They integrate their gameplay more closely with
their subject matter, and they use the power of
emergent mechanics to teach principles, not just
facts.
Serious Video Games
There is no reason why a game cannot be fun and
meaningful at the same time. In fact, there are
many good examples of commercial games, such
as SimCity or Civilization, that have been used as
part of educational programs to teach social
geography or political history
foldit
Balance of Power
Communication Theory
How the Medium Affects the Message
Games possess a unique quality that sets them
apart from all other media: They are the only
medium in which the signal is generated by
mechanics. Games can use audio, video,
animation, and text—the presentational media—
to deliver their message, but their mechanics are
their strength.
How Mechanics Send Messages
Good games, serious games included, don’t lecture or preach. To
use a game to communicate, you don’t just produce a clever signal
to convey your message. Instead, you construct a machine—the
game’s mechanics—that produces the signal for you. Figure 12.4
illustrates the idea.
Design Challenges
Writing an essay or making a documentary to send your message
requires talent, but at least you know that you have complete
control over the signal you create. Sending messages via mechanics
is trickier.
The Semiotics of Games and Simulations
http://image.slidesharecdn.com/videogamesemiotics-
090712173536-phpapp02/95/video-games-the-playful-
medium-51-728.jpg?cb=1247421775
Games and Simulations
Game developers have debated the kinship between
games and simulations for some time. They are similar
because they both use a system of rules (or mechanics)
to represent another system (or rather an idea of
another system). Yet they are also
different.
Simulations in Science
Scientific simulations focus on
accuracy: They model the
important aspects of a system as
closely as they can within the
limits of the available time and
computing
hardware.
Simulations in Games
In ordinary games the designer’s object is not
accuracy but enjoyment. The designer starts
with a game idea and refines it into a game
design.
Abstraction
Because a simulation must be simpler than the
system it represents, the simulation designer makes the
decision to leave out certain details. This process is called
abstraction.
Simulations in Serious Games
The simulations in serious games fall somewhere between scientific and entertainment
simulation, depending on the purpose of the game. A game that intends to persuade will skew its
mechanics to make its point, as PeaceMaker did. An educational game will make an effort to
represent its subject matter correctly, as a professional flight simulator does.
Simulations in Serious Games
Also, just because your mechanics must simulate your subject
matter accurately in a serious game, it does not mean that they
must simulate everything else accurately
too. Serious does not mean serious about everything. It’s
perfectly acceptable to make a game about logistics with
cartoon physics (and cartoon graphics, for that matter) as
long as your simulation still teaches the core principles
correctly.
Analogous Simulation
An inventory is an example of an analogous simulation. Ever since Adventure (1976), video games have
included an inventory. The game allows the player’s character to pick up objects and carry them around.
The player manages these objects in the game’s inventory screen.
Symbolic Simulation
Symbolic simulation goes one step further. The relationship
between the original system and the simulation’s
mechanics is not causal but arbitrary and based on
convention. The use of dice in many board games tends to
be symbolic.
Less Is More
Analogous and symbolic simulations tend to
create simpler game systems than realistic
iconic simulation would, with beneficial
effects. Simpler games are easier to learn,
yet they still can be quite difficult to master.
Games are not the only medium for which
the expression less is more rings true.
Multiple layers of Meaning
Unrelated Meanings
One of the best recent examples of a game that offers multiple
unrelated layers of meaning is Bioshock. On the surface, Bioshock is
a survival horror first-person shooter
with some role-playing game elements.
Unrelated Meanings
At another level, the player can take the game’s moral choices
seriously and try to play the game without harming innocent
characters known as Little Sisters. He is not obliged to do so.
Contrast between Appearance and Mechanics
September 12, designed by Gonzalo Frasca, states on its
instruction screen that it is not a game but a simulation that
allows users to “explore some aspects of the war on terror.”
It presents the user with an isometric perspective of what
looks
like a cartoonish Arabic city (Figure 12.6).
A similar contrast between appearance and mechanics can
be found in Brenda Brathwaite’s 2009 tabletop game Train
(Figure 12.7).
Intertextual Irony
Difference in meaning between multiple layers of a game can be used to create an effect that Umberto Eco
refers to as intertextual irony. Intertextual irony is created when a game’s (or book’s or film’s) style refers to well-
known genres or settings outside the game, while at the same time contrasting that message with an opposed
meaning on a different layer. A game that uses intertextual irony a lot is Grand Theft Auto III and its successors.
Summary
• For the final chapter of our book we have examined ways to communicate messages with games,
particularly with game mechanics.
• We defined serious games and discussed what they’re for and how they work.
• We hope you have enjoyed Game Mechanics and found it useful.
• Although we have not concentrated on particular genres or on software implementation techniques, we
feel that the tools we have offered—in particular the design patterns and the Machinations framework
and tool—will be invaluable in your career as a game designer, no matter what kind of games you design.

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GAME MECHANIC - chapter 8 v1.0 (2019 edition)

  • 1. Chapter 8: MEANINGFUL MECHANICS (refer to Chapter 12 in Game Mechanics – Advanced Game Design book)
  • 2. Serious Games A serious game is designed to achieve a real-world effect of some kind. Many of them use the player’s openness to learning while playing games and use the game to teach something. Games also offer an opportunity to experiment with new approaches to problems safely, inexpensively, and without consequences.
  • 3.
  • 4. Early Serious Games Serious games drove the development of modern board games, long before the computer was invented. What we know as Monopoly today originated as a serious game. It borrows heavily from an earlier work called The Landlord’s Game (Figure 12.1).
  • 5. Most modern war games, either computer-based or tabletop, can trace their history to another serious game: Kriegsspiel (which is simply German for “war game”). Kriegsspiel was first developed by the Prussian Lieutenant Georg Leopold von Reiswitz in 1812. Later, he and his son refined it for the Prussian army to train their officers in battle tactics and strategy (Figure 12.2). In Kriegsspiel, players take turns to move colored wooden pieces over a map representing the Battleground. Rules restrict how far pieces can move, and dice are used to determine the effects of one unit firing at another unit or engaging in close combat. If you have ever played a tabletop war game, this should sound familiar.
  • 6. Serious Video Games Modern educational games are better designed, and now they’re used in schools and at home to teach everything from mathematics to typing. They integrate their gameplay more closely with their subject matter, and they use the power of emergent mechanics to teach principles, not just facts.
  • 7. Serious Video Games There is no reason why a game cannot be fun and meaningful at the same time. In fact, there are many good examples of commercial games, such as SimCity or Civilization, that have been used as part of educational programs to teach social geography or political history
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  • 13. How the Medium Affects the Message Games possess a unique quality that sets them apart from all other media: They are the only medium in which the signal is generated by mechanics. Games can use audio, video, animation, and text—the presentational media— to deliver their message, but their mechanics are their strength.
  • 14. How Mechanics Send Messages Good games, serious games included, don’t lecture or preach. To use a game to communicate, you don’t just produce a clever signal to convey your message. Instead, you construct a machine—the game’s mechanics—that produces the signal for you. Figure 12.4 illustrates the idea.
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  • 17. Design Challenges Writing an essay or making a documentary to send your message requires talent, but at least you know that you have complete control over the signal you create. Sending messages via mechanics is trickier.
  • 18. The Semiotics of Games and Simulations
  • 20. Games and Simulations Game developers have debated the kinship between games and simulations for some time. They are similar because they both use a system of rules (or mechanics) to represent another system (or rather an idea of another system). Yet they are also different.
  • 21. Simulations in Science Scientific simulations focus on accuracy: They model the important aspects of a system as closely as they can within the limits of the available time and computing hardware.
  • 22. Simulations in Games In ordinary games the designer’s object is not accuracy but enjoyment. The designer starts with a game idea and refines it into a game design.
  • 23. Abstraction Because a simulation must be simpler than the system it represents, the simulation designer makes the decision to leave out certain details. This process is called abstraction.
  • 24. Simulations in Serious Games The simulations in serious games fall somewhere between scientific and entertainment simulation, depending on the purpose of the game. A game that intends to persuade will skew its mechanics to make its point, as PeaceMaker did. An educational game will make an effort to represent its subject matter correctly, as a professional flight simulator does.
  • 25. Simulations in Serious Games Also, just because your mechanics must simulate your subject matter accurately in a serious game, it does not mean that they must simulate everything else accurately too. Serious does not mean serious about everything. It’s perfectly acceptable to make a game about logistics with cartoon physics (and cartoon graphics, for that matter) as long as your simulation still teaches the core principles correctly.
  • 26. Analogous Simulation An inventory is an example of an analogous simulation. Ever since Adventure (1976), video games have included an inventory. The game allows the player’s character to pick up objects and carry them around. The player manages these objects in the game’s inventory screen.
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  • 28. Symbolic Simulation Symbolic simulation goes one step further. The relationship between the original system and the simulation’s mechanics is not causal but arbitrary and based on convention. The use of dice in many board games tends to be symbolic.
  • 29. Less Is More Analogous and symbolic simulations tend to create simpler game systems than realistic iconic simulation would, with beneficial effects. Simpler games are easier to learn, yet they still can be quite difficult to master. Games are not the only medium for which the expression less is more rings true.
  • 31. Unrelated Meanings One of the best recent examples of a game that offers multiple unrelated layers of meaning is Bioshock. On the surface, Bioshock is a survival horror first-person shooter with some role-playing game elements.
  • 32. Unrelated Meanings At another level, the player can take the game’s moral choices seriously and try to play the game without harming innocent characters known as Little Sisters. He is not obliged to do so.
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  • 35. Contrast between Appearance and Mechanics September 12, designed by Gonzalo Frasca, states on its instruction screen that it is not a game but a simulation that allows users to “explore some aspects of the war on terror.” It presents the user with an isometric perspective of what looks like a cartoonish Arabic city (Figure 12.6).
  • 36. A similar contrast between appearance and mechanics can be found in Brenda Brathwaite’s 2009 tabletop game Train (Figure 12.7).
  • 37. Intertextual Irony Difference in meaning between multiple layers of a game can be used to create an effect that Umberto Eco refers to as intertextual irony. Intertextual irony is created when a game’s (or book’s or film’s) style refers to well- known genres or settings outside the game, while at the same time contrasting that message with an opposed meaning on a different layer. A game that uses intertextual irony a lot is Grand Theft Auto III and its successors.
  • 38. Summary • For the final chapter of our book we have examined ways to communicate messages with games, particularly with game mechanics. • We defined serious games and discussed what they’re for and how they work. • We hope you have enjoyed Game Mechanics and found it useful. • Although we have not concentrated on particular genres or on software implementation techniques, we feel that the tools we have offered—in particular the design patterns and the Machinations framework and tool—will be invaluable in your career as a game designer, no matter what kind of games you design.