Imagining New Game Styles
Imagining New Game Styles
Imagining New Game Styles
Game Styles
Greg Costikyan
CEO, Manifesto Games
greg@manifestogames.com
Game Design is:
Specification of
UI
Playerverbs
Underlying gameplay algorithms
But normally concerned with implementing
a game of an existing game style
What is a Game Style?
~= to “game genre”...
But in games, genre is not thematic (science
fiction, the action movie) but tied to a set of
gameplay dynamics (FPS, RTS, platformer,
etc.)...
A game style is a collection of a set of
game mechanics that together make for
engaging play.
For example:
The RTS is characterized by
Resource gathering
Building construction
Tech trees
Buildings create units and/or improve tech
Diverse unit capability
Realtime combat with multiple units on each
side
Game Styles are Ancient
Per Parlett (Oxford History of
Boardgames), virtually all classic games
belong to categories that are definable not
only by mechanics, but also by historical
derivation
Example:The Chess Family
Shared mechanics:
Capture by replacement
Bilateral symmetry and equality of material
Functionally differentiated pieces
Play by movement & capture, not placement
Victory through capture of a single piece
Chess Family (con’t)
Shared history:
Chess, Shogi, Chinese chess, etc., all derive
from the Indian game of Chaturanga (approx.
600 A.D.
In other words, these are “game styles” in
the same sense as modern ones.
The last 30 years
Have seen an enormous surge in new
game styles, in both digital and paper
media: wargames, RPGs, TCGs,
platformers, RTS, FPS, LARP, etc., etc.,
etc….
The rise of the game industry is not just a
story of new enabling technology—it’s also
the story of a ferment of creativity
Creation of New Game Styles...
Is vital to the growth of the field.
Each new style creates a new audience
By contrast, games in existing styles
mostly sell to existing fans of that genre.
For the field to continue to grow, we need
to continue to find new game styles
The Space of All Possible Games