Now the first thing that's important to remember is that there are systems installed in every aspect of daily life from transit systems to the work place and school systems, and games can act as a type of system and be a system themselves. What's cool about games as a system is that unlike other systems that's sole purpose is to provide a service or create a product, game systems are designed to create entertainment (which is nice considering some systems like filling out paper work for certain systems, like accident reports, kinda suck and are real boring). Now in my last two lecture blogs (found Here and Here) I talked about elements that made up a game, these elements are found in game systems since the systems itself is based on the interaction of these elements. The system can change over time and complex and dynamic behaviors can emerge from the system being set in motion. Systems can be Mechanical, Biological and Social, which is the type of system games are.
An important thing to note is that systems can be determined through 4 basic system elements; Objects, Properties, Behaviors and Relationships, which I will explain in more detail in just a bit. Games as a system are really interesting due to the fact that they can act in motion, allowing the elements to guide interactions and their quality. What's really cool about games as systems is that there is a number of possibilities, which the players get a sense and feel for through their gaming experience (which is really awesome if you think about because it means that there is no one way of doing something).
Objects:
- Objects are defined as the basic building blocks of the game system, whether they are physical, abstract or even both. Some examples of this are game pieces (like cards, dice or tokens), in-game concepts, players, terrain, etc.
- Basically the system is a puzzle of different elements, known as objects, pieced together to make the system
- Objects are defined by properties, behaviors and relationships with other objects
Properties:
- Properties are basically the qualities or attributes defining aspects of objects, both physically and conceptually (see why I say that objects are defined by properties). They are sets of values that come into play in the system.
- Properties determine object interactions, where as the more complex the object is the less predictable the interactions between them are.
- Some examples of properties ins game systems are looking at Chess and MMOs like Eden Eternal or WarCraft. In Chess there are properties of the game objects that help distinguish between them, these properties, rank, color and location on the grid, determine the interaction between the objects. The same is seen in Eden Eternal with its class system and rank system for classes, quests, levels and dungeons. These defined properties affect how objects, such as player, NPCs and monsters, interact with each other.
Behaviors:
- Behaviors are defined as potential actions in a given state, and the more behaviors there are the less predictable they will be. This is really important to take into consideration when creating a game system because making a game too predictable can take away from the game play and make the game boring, however its important to remember that greater game play complexity doesn't always mean a more enjoyable player experience.
Relationships:
- Relationships are an absolute must for a system (like seriously they are super important ) since if there is no relationships, there is no system. A system is run off the relationships between all the elements and system dynamics, without the relationships between then it would basically be just a collection of stuff.
- Relationships can be determined by chance or set rules and expressed through things such as location on a board or game map and numerical sequences of cards.
- There is loose object relations, where for example interaction is based on proximity, like in Eden Eternal where if you get to close to a monster within a certain level of you they attack. This is also an example of how relationships can be fixed linearly or changing during game play.
- Relations can also be changed based on player choice or chance, like how in Catherine player choices change the relationship between the player and the other characters. In addition it also changes the relationship between the player and the game mechanics, making the game harder or easier depending on what choices the player makes.
Now don't get it into your head that only complicated rules can give you interesting results, in fact simple rules can create some of the most complex and unpredictable result. Games like The Game of Life, creates a more believable and unpredictable game scenario that is different every time (Ha kinda like Cards Against Humanities, which you all play)because it has a simple set of rules and utilizes a decision-making system.
It is important to set the game system in motion (meaning play it guys, make sure it works right) because your systems need to be complete, fair and balanced (meaning don't make something that is impossible to win like the test Spock makes in Star Trek where Kirk has to hack the system in order to beat it. Don't do that, just don't) and fun an challenging to play. Have someone who was never involved in making the game play test it (trust me this great for catch bugs and errors that you might of missed) and do your research.
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