View my articles on Critical Theory at Critical-Gaming.blogspot.com

A Manifesto of Constructive Design

The game media, in its effort of understanding games as a medium akin to film or prose, has begun to apply a critical perspective towards games. This pursuit, while valuable in enhancing our understanding of games, is bound by only being able to look at what already exists. The purpose of constructive design is to provide a form by which designers can build and discuss new forms of play; first through constructing systems, but then tested through prototyping, both digitally and paper based.

To build better games, we must break down their parts, and then ask how can we improve those parts. For example, in Assassin’s Creed, the player is limited to pressing one button to control combat. Would the game be more immersive if the player controlled his weapons through the analog stick, along the lines of Age of Conan? At constructive design, we encourage throwing everything on the wall, and seeing what sticks.

Friday, February 22, 2008

Story Design: Faction System

“Stories by the player, not to the player.”

Stories are trapped in the quintessential problem of being told to the player, not by the player. Games, which distinguish themselves in the ability to grant individual autonomy, most often have stories limited to one predetermined result. However, this problem can be solved by driving the story through a faction system. A faction system is multiple, competing organizations, which the player can seek out, join and support. The player’s chosen faction rises in strength and stature, as the player fights for its cause. As the faction rises, its values and ideology take effect on the world; the player can ultimately set the course of the story through the faction he chooses to support.

To illustrate, imagine playing as a character caught in a world tearing itself apart. Various faction groups have emerged, each one fighting for power. An imperial monarchy, utilizing its wealth, has attempted to gain control through raw force. You could join their ranks and ascend to the rank of general, in support of this totalitarian regime. A resistance movement has formed, trying to win sway with the lowly masses; some of its members are willing to commit mass violence to undermine the imperial power. As the player, would you slaughter innocent life in the name of a greater cause? Alternatively, you could join a hidden force which puppet-masters politicians and eliminates threats; their goal is “security”, but with an amoral, consequentialist “ends justify the means” philosophy. As the player, it is your responsibility to choose which faction you support, and in which ways that faction will shape the world. Could you cleanse the imperial empire of corruption? Or would a revolution be the best means of brining change? With a faction system, the player determines the fate of the story and the world.

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