Opinion: The Problem Of Choice|wow gold
Opinion: The Problem Of Choice|wow gold
All the time in our media we hear people railing about what it will take for our wow gold wow gold medium to become an art form. I should know: I’m particularly guilty of shouting from the rooftops.
The problem is that we want to race ahead to wow gold wow gold becoming an art before we’ve done the groundwork that will allow us to develop a unified art form.
This leads to pieces of art emerging out of the milieu of ‘games’ but keeps us from becoming a coherent art.
Today I’d like to offer up one of those wow gold wow power leveling groundwork definitions that may help us move a little further down the wow gold wow gold road towards becoming an art. I’m open to criticism and correction. At the bottom of this piece you’ll find contact information – please send me your thoughts.
[EDITOR'S NOTE: Animator Daniel Floyd has also provided a v.entertaining video version of this opinion piece, available on YouTube - go check it out!]
The Problem of Choice
Game design is about designing decisions. It’s the first thing we learn when we embark down the path of becoming a game designer. The problem is that we are rarely taught that decisions come in two forms: problems and choices.
We often muddle these two ideas. We use them loosely. Even the wow gold aion gold most experienced game designers will haphazardly apply these terms, often referring to everything as a "choice."
As pretentious as it sounds, and as a much as I hate to say it, this linguistic confusion is holding back our medium. Why? Because at the core of our craft as game designers there are two very distinct and very different ideas that we’ve conflated and now try and address as one. Until we unravel that distinction we’ll still be lumbering in the dark.
So, without further ado, let’s define the types of decisions found in games.
Problems:
Any decision that has a definitive best wow gold gold wow answer is a problem and not a choice. Anything with a ‘solution’ is a problem and not a choice. Anything that is a calculation is a problem and not a choice.
The easiest place to identify problems is in the math problems that many games are riddled with. For example: in World of Warcraft deciding what gear to wear is a problem and not a choice. Why? Because for any given objective in World of Warcraft there is a set of gear that will best facilitate accomplishing that objective.
Or, more simply put: if you want to kill a monster in WoW there is an optimal set of gear for doing so.
Gear in World of Warcraft is a puzzle. It is an interesting and wow gold cheap wow gold complicated puzzle, one whose solution may not be immediately obvious, but it is a puzzle. The dexterity challenges in first person shooters are also problems.
There is very little “free will” involved in these types of problems, for the most part you know what you are trying to execute (moving your reticle over your opponent without letting them move theirs over you) and the challenge is in the execution.
Anytime where you present the player with a clearly defined goal and the “fun” or challenge myyqqm1030 is in the execution of that goal you have presented them with a problem.
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