Sponsored By

Games in three dimensions

Can we classify games in three dimensions, where X is simplicity/complexity, Y is high accessibility/low accessibility, and Z is casual or asynch / immersive or real-time?

SHAVA NERAD, Blogger

March 19, 2010

1 Min Read
Game Developer logo in a gray background | Game Developer

 cartesian coordinate 3D graph example

image by WillowW, GNU FDL

 

After a great talk on simplicity vs. complexity in game design at MIT's GAMBIT Lab by Andrew Grant, I'm left thinking about how otherwise I'd think about a scale against which you could classify a game.

During the talk, I came up with three dimensions:

  • simplicity vs. complexity
    simple game examples: go or Pong
    complex game examples:  Eve Online or interactive improvised storytelling games

  • accessibility vs not so much
    accessible: Farmville or Fable
    not so much: ancient miniatures (lead figuring wargame) or Ikaruga

  • asynch/casual vs. synchronous - real time - immersive
    asynch/casual:  Trevian or Farmville
    synchronous, etc.: Red Baron, any RTS, Guitar Hero

Many games bridge these.  One player may approach virtual worlds as a synchronous social game.  Another may throw up a window in Second Life for the music stream from a live performer, and not even pay attention.  Civilization is asynch by mechanics -- it's turn based -- but many players adopt an immersive marathon style in playing it -- and it's designed for that too.

This isn't a hard taxonomy, so much as a tool for mulling over.  Where do your mechanics fall?  Do your players have the same experience or want the same experience as you designed?

No answers, always more questions!

Read more about:

Blogs
Daily news, dev blogs, and stories from Game Developer straight to your inbox

You May Also Like