Living Game Worlds III: The Game Mechanics of Reality
Is the games industry burdened by its reliance on game mechanics? Speaking at the Living Games World Conference at Georgia Tech in Atlanta last week, Tracy Fullerton, a game design theorist and assistant professor at the University of Southern California Interactive Media Division, plead her case that the commonly used game mechanics are in a way impeding our ability to expand into new content themes.Fullerton began by defining the root terminology. "We've talked a lot about serious games ... but I thought I might be nice to back up and bit and really kind of question what is that a game is," she said. "One of the things that I like to do is break things down and build them up again."
Breaking down begins with defining what a game is. Formal elements include rules, procedural elements and mechanics. Fullerton provided an example of when she asked her students to create a game without rules. "They just scratch their head," she said. Fullerton also cited dramatic elements (premise, character, story) and dynamic systems.
Game mechanics are defined as discreet units of game structure. "They're sort of the LEGO system of what we put games together," she said. They very often model some simplified aspects of reality. Genres referenced include:
- Strategy. The classic strategy games focused on movement, territory and capture / killing (e.g., Chess, Go). "When Chess evolved, it actually stood for a type of rationality above a sense of chance in life," she said. Modern strategy games retained classic mechanics while incorporating hidden information, real-time decision making, more players, and chance. Fullerton said that it was a re-envision for a less rational world.
- First person shooter, the digital model of tag and roughhouse play. The world is hostile and unknown, individual or team survival is imperative. Killing enemies is key to survival, but direct combat is the only mode of expression.
- Role-playing games. It was the evolution of table-top war games but instead of playing with groups of units, you play a single unit. Mechanics include character creation, exploration, combat, acquisition and trade.
Defining serious games
So how would one define serious games as a genre? There are no unifying mechanics, but the games do borrow from predecessors. "Are we starting from scratch? No, we are borrowing from classic mechanics," she said. September 12 is compared to Missile Command. Ayiti: Cost of Life is compared to The Sims. Darfur of Dying, Fullerton notes, contains elements of both Sim City and Frogger (for the part where you have to carry water).
"What i think is interesting about [these examples] is that these are taking classic game mechanics and are twisting what games do," she said. Fullerton described these situations as what she called a fantasy of disempowerment.
Concerning the modding of classic mechanics, "the reason I think it's important to acknowledge that is that it's going to reach a moment where [we] don't have the mechanics to do what we want," she said.
Already there are examples of games that have tried to present an idea that was distorted by its mechanics. Fullerton cites Super Columbine Massacre RPG, Waco Resurrection and 911 Survivor as games where the mechanics took away some of the intended message.
Understanding how game mechanics and the content objectives interrelate are imperative, she said.
Night Journey
Fullerton concluded with demonstration on her latest project for USC. Night Journey, made in collaboration with artist Bill Viola, is "about a personal journey through spiritual enlightenment," she said. Described as "mechanic lite," the game is told from a first person perspective and involves exploration and lapses of day and night. A two-minutes demo of the game is given. The color scheme is grey and heavily filtered so that you would be "unable to touch what you see," she said.
An owl is seen in the trees, its whole appearance masked by a filter reminiscent of television static. A bird flies overhead. After many moments of muddled vision a bright source of light glows in front of you and fades off as you back away.
You can prolong nightfall, but eventually the sun sets and you dream about your experiences. The owl, bird and source of light (which is actually a small shack) is revealed to be works from Viola and are presented here in vivid color.
The ultimate goal of the game is still points-driven, in the classic sense. To find the "points," however, you must traverse slowly at times. "You can move fast through the world," she said, "but if you don't stop you will miss these points. If you relinquish control, the game will 'help you' to find them in visual ways and other ways of feedback. Your goal is to ultimately find those points. You have to relinquish some sort of control to get those points."
No silver bullet
Fullerton acknowledged that the process of creating a new mechanic is hard, timely and costly, but that new mechanics or judicious usage of existing mechanics are the only way we will be able to express new ideas through tame play, she said.
"We must learn to express ourselves in the unique language of game mechanics in order to successfully meet the challenge of constructing 'living' game worlds," she said.
See Also:
Playing with Controversy: The Case of Super Columbine Massacre
[Update: In the interest of clearly conveying all pertinent information, we added that the event occurred at Georgia Tech.]











Reader Comments (Page 1 of 1)
Mr. Badguy @ Apr 3rd 2007 10:07AM
Thats a chick?
funkonaut @ Apr 3rd 2007 10:34AM
Hehe.
Animagnum @ Apr 3rd 2007 10:59AM
Wow. That's just the kind of responses I would expect from the gaming crowd here. Kudos to Joystiq for trying to educate gamers on things related to their hobby that don't include oil-slicked, big-tittied women with guns and blood thirsty robots.
Mr. Badguy and funkonaut unfortunately have a warped view of what women look like based on their undoubtedly single-player experience when it comes to the female sex. Play on, gentlemen. Play on.
32_Footsteps @ Apr 3rd 2007 11:17AM
I think the problem is that in order to create a new mechanic, you have to deliberately force yourself to look outside of every paradigm you're already experienced with.
That's not easy by any stretch. So many different types have already been defined, it's very difficult to think of anything but an evolution of what's already been done.
It's one thing to say that our restrained thinking is keeping us from developing new types of content. It's another thing entirely to break out of that restrained thinking. We have a diagnosis, but no suggested cure.
Shagittarius @ Apr 3rd 2007 11:39AM
oil-slicked, big-tittied women with guns and blood thirsty robots or owls and dream sequences. It doesn't matter its all about the game. Its all about the mechanics.
Art games are cool, some more so than others, but the point of a game is to enjoy yourself, everything else is bullshit.
hvnlysoldr @ Apr 3rd 2007 11:45AM
"We need to bust out new mechanics and genres and expand games out of our constraints. Here are examples of serious games using old mechanics. Go out there and think outside the box so we can steal, I mean so we as a whole can make serious games for serious people." That's what I got out of that.
Tush @ Apr 3rd 2007 11:53AM
Well, I think it's sort of like the Film Industry, right?
Most of the games are big named or cookie-cutter franchises that they KNOW will sell. These are the sports games and movie-based games.
What we need to do is educate the gamer, we need the consumer to stand up and say no to manufactured crap. If the average consumer wants different styles, then studios will be happy to produce them.
Have any of you ever thought about why people like Cedric the Entertainer still have jobs??
dead @ Apr 3rd 2007 11:52AM
The Living Game Worlds Symposium is a Georgia Tech run event. You should notice the "gatech" in the web address. http://gameworlds.gatech.edu/ You should give Georgia Tech credit for hosting such an interesting game conference.
Morgan @ Apr 3rd 2007 1:00PM
but the point of a game is to enjoy yourself, everything else is bullshit.
Only if you discount every other human experience except pleasure-seeking. What if a game actually gave you insight into your life? What if a game caused you to rethink your political stances? What if a game, god forbid, caused you to learn something?
It's that demand for instant gratification that's keeping game development retarded. But maybe that should be your motto 'Retarded Games for Retarded Players'
Shagittarius @ Apr 3rd 2007 1:09PM
"Only if you discount every other human experience except pleasure-seeking. What if a game actually gave you insight into your life? What if a game caused you to rethink your political stances? What if a game, god forbid, caused you to learn something?"
Then that my dear Morgan is no longer a game. That is Propaganda.
Morgan @ Apr 3rd 2007 1:27PM
Then that my dear Morgan is no longer a game. That is Propaganda
On the contrary. By that measurement any discussion of politics would be propaganda. Check it:
"Propaganda is a specific type of message presentation aimed at serving an agenda. At its root, the denotation of propaganda is 'to propagate (actively spread) a philosophy or point of view'. The most common use of the term (historically) is in political contexts; in particular to refer to certain efforts sponsored by governments or political groups." (Wikipedia)
Now, September 12th (as mentioned above) pretty much rides the edge of that definition, but it's not exactly a government sponsored media product. Propaganda isn't a few people expressing their opinion in a medium, it's a political tool.
I guess I'd ask whether you thought America's Army is propaganda. I myself am not sure. But I know that anything that discusses politics, or opens the door for further discussion is not necessarily propaganda.
cale @ Apr 3rd 2007 2:19PM
"Propaganda is a specific type of message presentation aimed at serving an agenda. At its root, the denotation of propaganda is 'to propagate (actively spread) a philosophy or point of view'. The most common use of the term (historically) is in political contexts; in particular to refer to certain efforts sponsored by governments or political groups."
I think it's safe to say that any game (or other work in media) that holds a coherent message is propoganda. Maybe not government sponsored, brain-washing propoganda, but it definitely propogates a message. It's dangerous to call it something else just because it didn't originate from a right-wing facist regime because all works that contain messages need to be interpreted and carefully thought out before you change your mind about something. Officially sponsored by the government or not.
Shagittarius @ Apr 3rd 2007 2:23PM
When you use a media to convey your viewpoint with the purpose of teaching something, giving someone a new idea or what have you then you are using the medium to create propaganda.
In WWII Hitler used the Cinema to create propaganda supporting the Nazi party in Germany. Just beacuse it was in a film doesn't mean its to be viewed in the same manner as a fictional story. I also would not play a game 'Hey Kool-Aid' for the atari 2600 for example, without noticing that when I drank kool-aid I got powered up, without comparing it to the real world product. Kool-Aid = Good.
Game Mechanics on their own, intricate retelling of tales based solely on their own universe even if some events are pulled from the headlines, are not inherently propaganda. Its when you try to convince people to apply those same ideals to their real life that you land squarely in propaganda town.
Also a little bit about teaching people things in media. When you learn facts from any kind of media in which you are not directly reading for knowledge its the sign of pop or trash literature. All the best sellers make the reader come away feeling like they 'learned' something, this is a cheap way of trying to make the experience of the story seem that much more legitimate. Rather than providing something thats entertaining on its own, your forced to resort to tricks, instead of deep characters and character developent, or even an interesting story.
I'm off course here, If you don't play games beacuse you enjoy them, then why are you playing them? I'm not saying one can't feel sadness or anger when playing a game and still be enjoying themselves, but besides art pieces, why would you play a game if you weren't entertained? If you thought I was originally saying that only the traditional gaming mechanics are fun ones, thats not what I was saying at all. All I was saying is its all about the game mechanics and how the overall game plays, if its enjoyable to you, mission accomplished.
Good Day Sir!
32_Footsteps @ Apr 3rd 2007 2:25PM
Well, the word propaganda has a negative connotation based on its use during the middle of the 20th century. Nowadays, the term "public relations" is the socially-acceptable synonym for propaganda, but often amounts to the same thing.
Generally, the perception is that propaganda deliberately lies about an issue to convince people, while something that is deemed educational or the like only tells the truth. This isn't to say that's right, but how it's often taken.
Personally, as long as nobody tries to pass fiction off as truth, I don't mind what a game tries to put forth as a message.
Bartman @ Apr 4th 2007 3:01PM
So by your definition of propaganda, training is propoganda (not about learning new stuff). I don't buy it.
I've been in the serious games space for 4 years or so now, and we utilize game mechanics etc. to provide employees/organizations learning opportunities. We go through a modified instructional design process, figure out objectives, and weave content our clients deam important for their employees to master into the fabric of a game.
And that's propaganda? According to your above statements, it seems you think so. I can't see it that way.
Izeas GT @ Apr 4th 2007 11:26PM
Reminds me eerily of this blog:
http://gamefab.blogspot.com/