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The other day I played a typing game on popcap.com…
 I got really far and did really well, and there came a
                point where I got bored.
Then I played Bookworm on the same site.
I quit when I saw that I was fighting the tide.
People are amazing pattern matching
             machines.
Look at the places we can find a face
In fact, we tend to
see patterns where
  there aren’t any
When we grasp a pattern, we usually
  get bored with it and iconify it
When we meet noise, and fail to
make a pattern out of it, we get
     frustrated and quit
Once we see a pattern, we delight in
                   tracing it, and in
                  seeing it reoccur
What’s fun is exercising your brain
Games are puzzles
—they are about cognition,
and learning to analyze patterns
When you’re playing a game,
you’ll only play it
until you master the pattern
once you’ve mastered it
The game becomes boring.
Basically, all games are edutainment
Some games




 teach

spatial relationships
Some games             teach you to


             explore
Some games teach
you how to
aim precisely
We’re very good at seeing past fiction.
This is why gamers are dismissive of the
     ethical implications of games - They
           don’t see “get a blowjob from
                            a hooker, then
                            run her over.”
They see a power-up.
As critics of games, of
course, we can see other
      patterns. ☺
Players seeking to advance in a game
will always try to optimize what they are
                  doing.
If they are clever and see
   an optimal path—an
 Alexandrine solution to a
Gordian problem—they’ll
   do that instead of the
   “intended gameplay.”
They will try to make the gameplay as
      predictable as possible.




Which then means it becomes boring,
           and not fun.
In the real world, we call this “security”
and “steady jobs” and “sensible shoes”
             and “routine.”




     Call it a treadmill, if you want.
As gamemakers, we are fighting a losing
 battle against the human brain, which
  always fights to optimize, assembly-
      line, simplify, maximize ROI.
If I were Will Wright, I’d say that “Fun is
the process of discovering areas in a
possibility
space.”
Most long-lasting games in the past
 have been competitive, because they
lead to an endless supply of similar yet
         subtly varied puzzles.
Instanced spaces in massively
       multiplayer games are a
designer’s attempt to maintain
  control over the puzzles that
            players are solving
Larger minimum feature sets
in online worlds are about
increasing the permutations,
the possibility space.
We talk so much about emergent
gameplay, non-linear storytelling, or
  about player-entered content.
 They’re all ways of increasing the
  possibility space, making self-
       refreshing puzzles.
We also often discuss the desire for
   games to be art—for them to be
   puzzles with more than one right
answer, puzzles that lend themselves to
            interpretation.
That may be the best definition of when
something
                                  ceases to
                                  be craft
                                  and when it
                                  turns into
                                  art
—the point at which it becomes subject
         to interpretation.
We do happen to have various puzzles
  and conundra that are like this.
        Try writing a book.
Or composing music.
Or understanding your significant other.
Or designing games.
The point at which our game puzzles
 approach the complexity of those
puzzles is the point at which our art
      form becomes mature.
The gap
between those
   who want
   games to
 entertain and
those who want
games to be art

does not exist.
Because both entail posing questions—
tough ones even, ethical ones, even. And
                  games will never be
                  mature as long as the
                  designers create them
                  with complete answers
                  to their own puzzles in
                  mind.
Even then, there will a class of player
who prefers the comfort of only tackling
   puzzles they know how to solve.
In the caveman days, the wolves got ‘em.
These days, we’re a bit more
tolerant—the job market gets them
             instead.
So the challenge we all face is
to solve our own puzzles that
don’t have one right
answer (PvP,
instancing,
player-
entered
content!)
Until then, all
 our games
are destined
to be like tic-
   tac-toe.
Child’s play because the patterns are
         too easily perceived.

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