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Feature: 'Substance and Style in Game Design'

In today's main Gamasutra feature, long-time mod author and game designer Tynan Sylvester explains exactly what 'style and substance' is as it relates to game design.

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Simon Carless, Blogger

October 4, 2005

2 Min Read
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In today's main Gamasutra feature, long-time mod author and game designer Tynan Sylvester explains exactly what 'style and substance' is as it relates to game design. Specifically, Sylvester looks at some of the base elements that are vital in creating games, explaining in his introduction: "In this article I'll attempt to break down and expose one of the key elements that exists at the lowest level of most good videogame experiences. It is useful to break down our understanding of videogame fun to the most basic level because if we can achieve that, we gain a simpler, more generalized understanding of video gaming that transcends boundaries between genres or styles. Principles that apply at the lowest level aren't confined to a genre. Thus, what made Half-Life fun was the same thing that made Bejeweled fun, which was also the same thing that made Starcraft fun. These games may seem totally different in play style, complexity, and theme, but all three were popular and very similar in one of the most fundamental aspects of interactive games. That is, they all presented the player with a continuous stream of difficult and interesting decisions. Decisions are ultimately what make a game. The only thing that separates gaming from books, movies, plays, and music is the element of decision-making. None of these traditional entertainment forms afford the entertainee any capacity to make a decision about anything. Books, plays and movies are still unarguably superior to games in their ability to tell complex, interesting stories. Few videogames could even be reasonably argued to have come close to a good movie or book in terms of character development, plot and thematic development. In terms of visual eye candy, movies still blow videogames out of the water because of the power of prerendering, hand-optimized shot-by-shot composition, and custom-chosen viewing angles. The question becomes, if games are so inferior in story, and visuals, then why does anyone bother playing them?" You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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