Machines For Play Functionality Context
Machines For Play Functionality Context
Machines For Play Functionality Context
An Honours Dissertation
By Brad Power
School of Arts
Murdoch University
2015
Declaration
Brad Power
15 May 2015
2
Abstract
3
Table Of Contents
Abstract.................................................................................................................. 3
Introduction...........................................................................................................6
Chapter One........................................................................................................ 10
Interactivity in Video Games........................................................................11
Functionality, Context, and Performance................................................... 14
Functional Design in Game Spaces............................................................. 16
Context Design in Game Spaces.................................................................. 18
Performance Design in Game Spaces.........................................................21
Second-order Design Principles...................................................................24
Chapter Two........................................................................................................ 32
Flow................................................................................................................. 33
Challenge........................................................................................................ 35
Concentration................................................................................................. 39
Clear Goals......................................................................................................44
Feedback..........................................................................................................47
Control.............................................................................................................50
Conclusion........................................................................................................... 56
Works Cited......................................................................................................... 59
Software Cited.....................................................................................................69
4
Introduction
The design of video game spaces is important in determining player
experience, and overall enjoyment and engagement. Most modern video
games graphically depict some form of space in which gameplay occurs,
the predominant forms of which are either two or three dimensional, and
whose contents can range from the abstract to the realistic. With the
advances in computing power and graphical capability of modern gaming
hardware, video games can take place inside sprawling virtual worlds
and complex virtual cities and game spaces can be required to facilitate
subtle and nuanced gameplay. Approaching game space design requires
an understanding of how players might interact with and interpret the
space in order to make gameplay feel natural, intuitive, and engaging.
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In Chapter Two, I will examine the prerequisites for low, and the role
of functional, contextual, and performance design in fulilling these
conditions. I will show that overlap between each of the three core areas is
required to achieve low and other player-engagement states such as
presence, transportation, and immersion which have been identiied as
being related to low (Wirth et al. 2007; Weibel and Wissmath 2011).
Video game spaces are purpose designed objects within the digital
realm intended for enjoyment through interaction, and acknowledging Le
Corbusier’s description of houses as “machines for living” (Le Corbusier
and Goodman 2008), I similarly claim game spaces as “machines for
play”. This thesis offers a perspective on game space design which
incorporates theories from and related to the ield of game studies, and
provides a set of considerations for game space design which promote
Csikszentmihalyi’s low state requirements. This contribution provides a
design philosophy to assist the creation of game spaces which foster
motivation, enjoyment, and prolonged player engagement.
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Chapter One
West Of House
You are standing in an open ield
west of a white house, with a
boarded front door.
There is a small mailbox here.
— Zork
In this chapter I will examine the video game interactivity through three
design aspect lenses: functionality, context, and performance. These irst
principles are each shown to be fundamental in conveying information to
the player about the game space, and in combination with one another,
shown to give rise to second-order game design techniques which shape
player experience.
The interactive form of the video game medium gives insight into its
design requirements. Structurally, video games differ from traditional
cultural “texts” such as paintings, recorded music, ilm, and literature in
that their audience are required to make decisions and take actions in
order to engage with the game. Furthermore, player actions are evaluated
by the game’s rules (in program code) in order to determine outcomes -
whether an enemy was defeated, or how many points to award for
completing a level in a particular time. These outcomes can further
change the events in the game, allowing access to bonus levels, unlocking
special content or secret endings to the game, or possibly allowing for
player-created content within the game, all of which make one player’s
gameplay experience different from any other. Video games are therefore
a dynamic text in which the player can affect and change the content
within the media object itself, unlike traditional static media such as
books and ilms. According to Aarseth’s “extranoematic” property of
gameplay (Aarseth 1997), video games are a “doing thing”, centred on
player action and rule-based outcomes. Therefore, the design of video
game spaces is fundamentally concerned with player action and game
outcomes.
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1
Galloway provides a two-axis view of interaction, one axis ranging between operator and machine,
and the other between the diegetic and non-diegetic. In this way, he classifies interaction within individual
video games based on the degree to which action is driven by player initiative or simulation rules, and
whether actions are performed via story based mechanics or abstract interfaces. (Galloway 2006, 17–18)
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2
Hermeneutics or “exegesis” refers generally to the interpretation of texts and in particular to biblical
scripture. Aarseth and later Arjoranta (Arjoranta 2011) assert that gameplay constitutes an interpretation of
the video game as a text as an immediate and continuous process while the game is being played.
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and feel of the game space setting (known as theming), and communicated
via active player involvement as opposed to static description, determines
the degree of conveyance. Gee illustrates the importance of conveyance in
the modern era of complex video games when he observes that “if
designers did not make games that the players could learn, they would
not sell any copies of their games” (Gee 2004, 17), and Linderoth cites the
“acting and perceiving” nature of interaction, which is the core of good
conveyance, as being fundamental to video game play (Linderoth 2012,
53). It follows that good game space design promotes conveyance in the
way it structures gameplay as a knowledge acquisition experience.
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Functionality is concerned with what the space and its contents do - the
behaviours of the elements of the space, the rules which govern their
behaviour, and the ways in which the space allows and disallows
interaction. In academic discussions (Bogost 2007; Juul 2005; Aarseth
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1997), this category of design has often been referred to as the ludic - that
which is important for the formal side of the game when considered as a
system: the ways in which the system is player-inluenced, the rules by
which the player wins or loses. I intend the term to encompass the
somewhat intertwined components of mechanics, rules, and game
controls, and their implications for the design of the space. Mechanics are
described by Miguel Sicart as “methods invoked by agents, designed for
interaction with the game state” (Sicart 2008), or more simply, the player
actionable systems in a video game which inluence game outcomes.
Rules are the formal gameplay requirements set out to deine what is
allowed and disallowed in the game, and by what conditions the player
wins or loses. Controls are the physical methods or interfaces by which
the player may manipulate game mechanics. These three are intertwined
in that mechanics are designed with particular control schemes and rule
interactions in mind and either the details of the mechanic, game rule, or
control scheme may need considerable adjustment or ‘tweaking’ over the
course of game development. Similarly, the design of the space will be
inluenced by factors such as whether or not it is intended to be
experienced via a virtual reality headset such as the Oculus Rift 3, or to
include control schemes making use of gestural touch interfaces on tablet
devices, or movement tracking available via the controllers for most
modern game consoles. Furthermore, if for example the game rules
include a physics model with low gravity and bouncy conditions, or if
they feature long-range sniper weapons or teleportation as a means to
move throughout the space, the design of the space needs to
accommodate such functionality.
3
The Oculus Rift is a virtual reality headset under development by Oculus VR, now acquired by
Facebook. It consists of two small displays (one for each eye) housed in a compact casing which contains
motion tracking hardware and allows the realistic display of 3D environments which are rendered according
to the orientation and movement of the wearer’s head.
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this context extends outside the boundaries of the game into transmedial
sources such as websites, graphical novels, books, and fan-ilms, I wish to
concentrate primarily on context as it is embedded by a designer in a
game space. Most often this is done via a narrative or story, and includes
the backstory to the game, the premise or goal of the game within that
narrative, the course of events during gameplay, and engagement with in-
game characters, most often via dialogue. Additionally, context includes
the artistic depiction of the game setting or virtual world, which gives the
player a situational basis from which to make sense of the functional
interactions of which they are aware, and to discover as yet unknown
interaction potentials in the game. The purpose of context is in locating
the player within a depicted game scenario which offers enough
explanation and feedback so that the action is comprehendible (the player
must be able to make sense of what they are seeing), and presenting
motivation to achieve the goals of the game. The goals themselves may
incorporate a mixture of functional or ludic aspects (scoring systems,
getting to the “end” of the game) and narrative aspects (rescuing the
princess, restoring balance to the land, transforming the player-character
from a peasant into a hero), and the role of context is in positioning the
player as an agent operating within a game world context (however
simple or complex that world may be), and signifying the internal
relationships, experiential nature, and limitations or boundaries of that
world.
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game where they must hop from one to the other, the rules are abstract.
However if they decide that the “the ground is lava”, a deeper layer of
imagination and make-believe is involved. Importantly, it lends meaning
to the both the rule and the action of jumping: there is now a reason why
you can’t touch the ground, and jumping between pillows is your only
chance of avoiding certain death. Whilst rules without iction are perfectly
ine for digital games, they are likewise imbued with more meaning when
they are partnered with an explanatory and motivating ictional context.
4
2D and 3D refer to “two dimensional” and “three dimensional” respectively. 2D games require
simpler technology and were standard for early arcade and game consoles, before the advent of software and
hardware which could render scenes with realistic perspective, giving the illusion of 3D space on a 2D
screen.
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5
MMORPG is an abbreviation for Massively Multiplayer Online Role Playing Game, which refers to
games with role-playing elements which large number of people can play together over the Internet.
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Performance design can’t account for all aspects of play because play
has different meanings and wide variety, and because players themselves
have subjective and arbitrary reasons for playing. Scholars such as
Caillois, Huizinga, and Suits have discussed the function of play at length,
intrigued by the human desire to play despite its lack of utility. Suits
characterises games as rule-based activities to attain goals using “less
eficient means” (Suits 2005, 48–9), Huizinga claims play as being
“external to immediate material interests or the individual satisfaction of
biological needs.” (Huizinga 2006 [1955], 104), and Caillois describes
games, particularly those of chance and gambling, as being situations in
which “Property is exchanged, but no goods are produced” (Caillois 2006
[1962], 124). Designers cannot then create according to a universal
heuristic for play because it does not exist - players play for their own
reasons. Not only may these reasons fail to align with designer-intended
forms of play within the game, they may even lie outside traditional ideas
of what play and fun are, such as provoking and “greiing6” the
experience of others, as well as cheating and exploitation of game
systems, and many other subversive forms of engagement which exist in
the “negative space” of game design. Richard Bartle’s characterisation
(Bartle 2006 [1996]) of multi-user dungeon players into four suits - clubs
6
Griefing refers to behaving so as to annoy, harass, sabotage, or otherwise spoil the game experience
for other people, even teammates.
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digging and jumping make sense in the context of the game world - once
you have been introduced to them, they produce expected results, and as
such the player is delighted to have solved the shaft problem via their
own ingenuity. There is no in-game text or tutorial which teaches this
process, it is simply a natural consequence of the game mechanics and the
game world having consistent, logical, and meaningful interaction.
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the game (Tassi 2015) making it seem to “lack a soul” (Tassi 2014), it does
gives players a choice - if they want a deeper narrative experience, they
can investigate that dimension. If they aren’t interested, they can bypass it
and the game becomes “just another shooter with pretty graphics”
(Gerstmann 2014).
Inside the game itself, considerations of context affect not just the
theming of the game space, but its layout:
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Chapter Two
Flow
These feelings are often linked with concepts of immersion and low.
Immersion, deined by Janet Murray as “the sensation of being
surrounded by a completely other reality” (Murray 1998, 98) remains a
subjective and ambiguous concept, despite attempts to make objective
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Flow has also been linked to motivation (Sherry 2004), and Chen
equates the low state with fun (Chen 2006), which, along with its
relationship to immersive states, would seem to align its effects with those
of game space design. Flow does require that the task in question is
autotelic, that is, undertaken for its own sake where the goal and
satisfaction come from the experience and not some byproduct, which
games and play certainly satisfy (Caillois 2006 [1962]; Huizinga 2006
[1955]).
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Challenge
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decisions for managing player engagement over the course of the game.
Jenova Chen asserts that an effective way of doing this is by integrating
methods for gameplay adjustment into the game space (Chen 2006).
Games such as Quake (id Software 1996) and Doom 3 (id Software 2004)
use environmental challenges to allow the player to indicate their skill
level, implementing dificulty selection integrated into the level design. A
more lexible and automated approach is the practice of Dynamic
Dificulty Adjustment (DDA), whereby the game system assesses player
skill level and responds by adjusting the level of challenge in gameplay
(Hunicke and Chapman 2004), for instance the number of and strength of
enemies or the availability of helpful power-ups. This approach is not
suited to all games and depends on potentially unreliable skill evaluation
criteria (Chen 2006, 12). Chen’s speciic contribution integrates DDA into
the game space itself, allowing the player a conscious choice in whether or
not the game intensity should increase. Chen’s game lOw
(Thatgamecompany 2006) allows upcoming threats to be seen and
assessed, and players can avoid contact via navigation choices.
7
Bosses in video games refer to challenging enemies which are often the gatekeepers or final obstacle
to completing a level, once all the lesser enemies have been defeated. Mini-bosses refers to a less challenging
boss encounter, usually marking a particular state of progression within a game level (such as halfway), or as
a prelude to an imminent final boss encounter.
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8
The term “Metroidvania” refers to games which have exploration, puzzle, and action gameplay which
is not divided into levels, but takes place in a single expansive environment containing different sections
which require acquisition of certain skills, abilities, or items before access can be gained.
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Lastly, game space design can vastly change the feel of games as they
relate to challenge, and a sense of “being there”. Ubisoft’s Far Cry 2
(Ubisoft Montreal 2008) and Far Cry 4 (Ubisoft Montreal 2014) are both
games in tropical jungle settings involving assassinating a despot and
pitting your skill and wits against their entire army. However the
functional and performance design difference between the games make
for two completely different experiences. The aspect of realism in Far Cry
2 speaks of surviving against all odds, battling malaria, rusty jam-prone
weapons, and cautious use of limited resources. Far Cry 4 plays more like
a joyride, providing plentiful weapons, access to safe locations, and
conveniences such as map teleportation and enemy tracking through
walls and terrain. Furthermore, whilst Far Cry 2 offers only rare save
locations making for thoughtful and conservative gameplay, Far Cry 4 can
be saved at any time, allowing players to attempt wild and risky
gameplay without negative consequence. In this way, despite similar
contextual theming, functional and performance design of game spaces in
Far Cry 2 and Far Cry 4 make the former feel like a tense and immediate
spatial experience, and the latter feel at all times like a video game.
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Concentration
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which informs the creation of those maps is speciic to the mechanics and
controls offered within each game, and the performance design is catered
to the particular skills required (such as quick-scoping 9 or rocket
jumping10), which differ between the two games.
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The affordance relationship between the game space and both the
avatar and player is therefore complex, and extends beyond Norman’s
concept of affordance between only the physical objects of the space - in
this case the player with the game controller and television screen. What
Norman fails to account for in the domain of interactive media and
software of many kinds, especially games, is telepresence (Weibel and
Wissmath 2011) - that the screen becomes “conceptually transparent” (L.
Taylor 2003). I assert that this affordance relationship extends beyond the
screen and into the virtual world: not only does the game space need to
make interactions possible for the avatar, but the player must take their
learned experiences of real-world affordance into the game. This is why
consistency in depiction and correspondence as discussed in Chapter One
are important - they contribute to the language of affordances in the world
of the video game. Once the game starts, players are for the most part no
longer engaging with the hardware - they have reached into the game and
are interacting in that space: “…players want to engage not with the
screen but with a ictional world these images bring to mind.”(Nitsche
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2008, 3). In this relationship, game space affordances for both the in-game
avatar and real-world player consists of an intricate blend of presentation,
arrangement, and pacing of content in order to instruct, communicate,
and entertain.
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hard too fast) help maintain concentration, the clear and consistent
representation of interaction in the game space is fundamental in reducing
cognitive load, allowing the player to focus on the game goals.
Clear Goals
Often, game goals can be relected in the game space via static design
elements, such as the radio tower in Dear Esther (The Chinese Room 2012),
or embedded in the game narrative. The audiovisual capabilities of video
11
A minimap is a small overhead map of the local area included in the user interface for a game. These
are often included in games with expansive environments which extend far beyond the screen boundaries.
Recent games such as Fallout 3 have attempted to integrate the in-game map within the game world in a
more diegetic fashion, incorporating it into the player-character’s wristwatch-like information device.
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games have progressed to such a degree that in-game narrative can now
be presented as a sophisticated cinematic experience, and the provision of
compelling characters can aid in goal presentation by inviting the player
to identify with the characters and adopt those characters’ goals as their
own. Transportation, as described by Green, Brock, and Kaufman is “the
experience of cognitive, affective and imagery involvement in a narrative”
(Green, Brock, and Kaufman 2004, 311), and draws the audience away
from the physical and into the narrative, suspending real-world facts.
Achieving this state of narrative immersion is clearly beneicial for
gameplay experiences, and requires identiication with the ictional
characters of a narrative, involving “adoption of the character’s thoughts,
goals, emotions, and behaviours, and such vicarious experience requires
the reader or viewer to leave his or her physical, social, and psychological
reality behind in favour of the world of the narrative and its inhabitants”
(Green, Brock, and Kaufman 2004, 318).
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Feedback
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not only visually apparent but timely in order for the player to feel
present in the game space.
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Control
Control in game spaces refers both to the link from the player to the game
space through the control interface (such as a game controller, keyboard,
or joystick), and the larger scale concept of player opportunity for free
12
Nintendo Entertainment System
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choice and to see those choices affect the game state. Both are required to
avoid frustration: many players have quit games because the controls
were too hard, cumbersome, sluggish (the player-character’s movements
felt latent or inaccurate compared to the player’s controller manipulation),
or confusing. Games in which player action is “lead” via rewards or other
persuasive devices rather than presented as free choice are seen to be
“railroading” and lack genuine player motivation (Murphy et al. 2013, 16).
Similarly, games in which the player feels their actions are ineffectual
decrease their sense of ownership or attachment to the game session and
game space, and can be described as lacking Murray’s notion of agency
(Murray 1998). Successful game space design hinges on functional design
for “tight” controls, performance design for offering opportunities for
player choice, and contextual design for successful relection of player
inluence in the game space or outcomes.
13
Debuffs are temporary negative effects which act like a curse or anti-powerup, impeding a player in
some way. Debuffs are common in MMORPG’s and other role-playing games, particularly as offensive
spells used by spellcasters to weaken their opponents.
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Hitman (IO Interactive 2000) and Deus Ex (Ion Storm 2000) feature design
which supports multiple ways to complete game objectives, and have
been immensely praised for offering mechanics and level design which
supports creative, player-driven solutions rather than narrow, designer
dictated ones. In Deus Ex for instance, a player may gain entry to a
fortiied and guarded compound by either a direct frontal attack, using
stealth to follow a guard through the gate, or bypassing security cameras
and locks via hacking and lock picking. Hearing guards muttering about a
sound they thought they heard or rumours of an intruder increase the
degree of player agency, which is further integrated into the level design
with features such as reinforcements being unable to be called in if the
player disables radio communications, or seals the entry doors. In Hitman,
assassinating a target at a restaurant could be achieved by secretly
planting a bomb under his chair, distracting the waiter and poisoning his
food, or simply bursting in and attacking at the right time. In both cases,
the game space design was tightly coupled to the performance design
such that the player was given options and a sense of control over how
they achieved the game objectives.
Player choice and agency can be served in perhaps the ultimate way
by providing the tools for emergent play, whereby players can create their
own in-game and out-of-game ictions. Emergent narrative inside game
worlds, if the game design allows for it, lies at the crossroads of the entire
core design triad of functionality, context, and performance. In games
where the interactions between objects, characters, and the game world
have been designed to be less scripted and more open to use in a variety
of discoverable ways, players can create their own narratives by enacting
events and roleplaying scenarios, which Murray calls “procedural
authorship” (Murray 1998). Multiplayer game spaces which allow high
degrees of player interaction give rise to a particular type of story
stemming from player interpretation of events, and in turn, event
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creation. This is known as player story, and can augment the oficial game
story in a game like World of Warcraft (Blizzard Entertainment 2004), or
become the story where there was none, as in Counterstrike: Global
Offensive. For instance, the popular online space exploration simulator
EVE Online (CCP Games 2003) collects player stories on its website (CCP
Games 2013), and these have been used in a graphic novel series from
Dark Horse (Way 2014).
Player stories can often emerge from game spaces that have no overt
goal or ending, yet facilitate high degrees of player-environment and
player-player interaction. The desire to share these stories is part of what
has made Minecraft so popular (Leung 2014), and stories from the
multiplayer zombie apocalypse shooter DayZ have been published as a
book (Journo 2013) and have proven to be popular as episodic adventure
stories on YouTube (Blackout 2014; Jam Jar 2014; Moon 2014). The
upcoming addition to the EverQuest franchise, EverQuest Next (Daybreak
Game Company), plans to leverage player created content in their game
space in order to maximise player agency and the opportunity for player
story, and keep players engaged with their game (Crecente 2013). These
instances of design for emergence, catered for by game environments
which allow and invite player experimentation and coniguration of the
environment for their own entertainment, not only increase longevity and
popularity of the game, but provide compelling experiences for players
which feel self-directed and expressive.
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Conclusion
Given the complexity and sophisticated capabilities of modern video game hardware
in terms of representational capability, designing game spaces which are not
overwhelming or confusing but instead invite play and promote long-term
engagement with the game is a challenging prospect. The modern video game
market is as diverse as it is large, and commonality between popular and well-
regarded titles often evades notions of theme or graphical quality and depends on
nebulous concepts such as gameplay and a positive game experience.
In proposing a set of three design areas with which to base a foundation for game
space design and the second-order structures which it requires, I aim to assist game
space designers with a uniied model for creation of game spaces which are
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