Dimensions of play
It’s surprising how much have we learnt and advanced
in video game technology, compared to the little advance that’s been made on
the science of gaming itself: analysing the mechanisms of interactive
entertainment and, more specifically, the nature of gameplay. A few luminaries
such as Chris Crawford or Sid Meier have proposed formal definitions of
gameplay (usually involving the amount of choices/decisions the player can
actually make in the course of a gaming session). Still, we haven’t moved much
beyond that.
So, in an effort to contribute, I’d like to express
some ideas on the mathematical foundations of gameplay, so these theories help
build better ones and, thru them, further advance what I consider to be today a
minimal amount of knowledge.
Gameplay is not a one-dimensional property: the same
way comparing an eagle with a cow doesn’t make much sense, comparing the type
of gameplay exhibited by a game like The Sims with Tekken is not a very good
idea: eagles and cows are not the same kind of animal, the same way Tekken’s
gameplay is not the same kind exhibited by The Sims. So, one interesting
question is: how many of these “kinds” are there? The same way we have rodents,
felines, birds, etc. How many primitive gameplay types are there?
In my first analysis, I’ve reduced the count to three
types, that actually cover all games in the market today. The more time I spend
thinking about it, the more convinced I am that all game production until the
year 2002 or so can be described with three primitive elements. As these
“types” or “elements” can be freely combined to create unique blends, I’ve
decided to call them Dimensions of Play, as in Vector Space Algebra: the same
way a point in 3D space is defined by three numbers, we will describe a game as
a combination of three values, representing each one of the primitive gameplay
types. Let’s now review these dimensions one by one.
The Narrative Dimension
The Narrative Dimension (N) is strong in those games
that actually tell stories, have characters, a flow of events through them,
etc. One might think all games have a narrative dimension, but examples like
Tetris make us forget that idea. Narrative is usually expressed both in terms
of a back-drop setting and an event flow. In the popular Half-Life, the setting
would be Black Mesa’s military base, and the event flow would be the accident
that puts Gordon Freeman’s life in threat.
Some authors (Ernest Adams being an advocate here)
have complained that event flow in games often kills gameplay, as it reduces
the amount of choices to be made by the player. That’s the reason why many
games try to provide rich settings, but reduce the actual script to the bare
minimum. Whichever the case, the narrative dimension is useful to create
tension, addiction through mystery, and evasion to players. A strong narrative
will have the player wanting to learn more about the story and, while doing so,
will provide a very convincing sense of immersion.
The Competition Dimension
The second dimension is present in those games that
feature some form of competition, whether it’s against human opponents, the
CPU, the player himself, etc. So, all sports games, most action titles, and
many other game types are in fact variations of this dimension. Obviously, we
can combine the two dimensions we have already explored. Take a look at the
following list:
Quake III: non-narrative, competitive
Splinter Cell: narrative, competitive
Myst: narrative, non-competitive
One could argue that all games are essentially
competitive: we can always compete with our friends to discover who has
completed more screens, reached a higher level, etc. Still, for the sake of
this article, we will focus on competition that’s built into the game system,
not outside of it.
The Control Dimension
The third and last dimension is the control dimension,
which is present whenever a game exposes a dynamic system to the player, and
the fun consists in tweaking such a system to evaluate the results. A
real-world example of such a system would be a model railroad system: we can
choose which trains go where, using switches and controls.
Most strategy games have strong control dimensions. In
Age of Empires, for example, we oversee an army, managing its resources,
battles, etc. God Games are another type of control-centric titles. Again, we can mix and blend as needed.
Here is a complete chart of the three properties, along with some games that
represent each group:
Quake III: non-narrative, competitive, no control
Splinter Cell: narrative, competitive, no control
Myst: narrative, non-competitive, no control
Warcraft: narrative, competitive, control
Age of Empires: non-narrative, competitive, control
Completeness of the model
I exposed this theory four years ago in an informal
chat and, since then, no game has defied the 3-dimension rule. Only some recent
advances in mobile platforms have spawned new gaming systems that will one day
or another need more dimensions to be added to the system. Still, so far all
games can be described with these three properties. It makes no real sense to
evaluate each one of them numerically, as these are slippery concepts. Still,
most people will agree to subjective “low”, “mid”, “hi” ratings for each one of
them.
Another interesting conclusion is that very different
games still exist inside a fixed formula. Take, for example, the definition:
Narrative: mid
Competitive: high
Control: none
Which is very popular in game consoles. The same
category fits games such as Half-Life and Mario, which are indeed very
different. If you think about this specific example, the elements that set both
games apart are:
- violence level and gore
- use of suspense in the narrative
- rhythm (Mario is generally considered a faster-paced game)
In the three cases, these differences mark an age
target difference: Mario is rated E for Everyone by the ESRB, while Half-Life
is rated R. Still, a gamer that enjoys Mario’s gameplay will likely enjoy
Half-Life. Now, imagine comparing Mario to Age of Empires: we simply cannot
extrapolate if a gamer might enjoy the latter, based on his opinion of the
former. Clearly, both games advance in different directions or, in mathematical
terms, the dot product of their gameplay values (and thus, the angle between
them) is too big.
Social gaming
Some recent games have somehow made me wonder if a new
dimension of play might be emerging in recent times. The best way to picture it
is to think of the kind of games that are currently being developed for cell
phones. As an example, let me tell you about a hypothetical game, called the
Dating Game.
The Dating Game would work over Bluetooth enabled
devices (PDAs, cell phones, etc.). The game would be started when we entered a
socially active event (like a party, etc.). At load-time, we would enter a
profile of ourselves into the game engine, which would store it using
personality tests. Then, using the Bluetooth protocol, the device would ping
other devices in the vicinity, trying to find people with matching
characteristics, so we could actually meet them.
When I heard this idea about six months ago, my whole
3 dimensional gaming theory shook. The Dating Game is playable (we make
decisions on which type of profile we will enter). So, let’s try to
characterize it in each of the three dimensions. First of all, the Dating Game
has no narrative at all. In fact, many current-generation mobile game are just
this: data managers, menu systems, etc. which are triggered by SMS or WAP.
The game has a competitive edge, but it actually
escapes the game system: we can compete with friends on who builds the best
profile so we find the most matching people. This is real-world competition
based on our virtual-world choices, but note how the competition is not built
into the gaming system.
Finally, the game does have a strong control
component: we influence the system (creating the profile) and watch it evolve
(by receiving matches). So, we could describe this game as:
- Narrative: none
- Competition: mid
- Control: high
Which is the kind of profile we would also apply to a
game like Age of Empires. Still, both games cannot be considered as belonging
to the same global family: our dimensional system is not perfect for these
games that mix real and virtual, and become social activities.
I suspect a fourth dimension of play might need to be
added for completeness, so we have narration, competition, control and
socialization. Funnily enough, these are the four typical ways human beings use
to have fun on their free time: we read books or go to the movies, we play
sports, we create and design stuff, and we like to be around people.
While this is an obvious conclusion, it’s funny how
games slowly mimic on a virtual scale the formulas of entertainment found in
classic anthropology. I really doubt in 50 years time we will only have 4 dimensions
of play: probably there’s some more. However, the process of classifying them
in groups will probably be as interesting and educational as learning to
distinguish mammals from birds and fish.
Daniel Sanchez-Crespo
Barcelona, Sept, 3rd, 2003