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What does 'game design' mean in the context of your award? Black and White, for example, has the twinned gameplay of a typical 'god' game and a tamagothci. That's it. 'The Sims', for second, is a brilliant game, but brilliant because it creates an interesting skin of the real world over what is essentially the same gameplay as any other caring game. It's a doll house meets Sim City. What makes both games candidates for awards is that they are excellently designed. But game design is not just a technical/mechanical exercise. The Sims would not be nearly as interesting or entertaining if it was exactly the same game, but with poorly coloured blocks and harsh beeping noises replacing the characters and setting. Black and White would not be nearly as interesting if the creatures were represented instead by blank spheres that learned stuff, in a landscape of triangles of clashing shapes and colours. Depiction is massively important in videogames, more so than gameplay. Gameplay is only one aspect, and it takes a perceptive designer to see that their game is actually much more than just rules and movement stats and AI patterns. Gameplay, as a depictive elements, is like a mechanical frame, Without other well-designed depictive elements filling out the frame, then it is useless. It is in that respect that designers regularly fail. You said it yourself in an earlier post, most designers are self-referential. This is because they lack confidence, imagination and so forth. Indeed, there is a large case for saying that designers focus too much on game rules etc, because that is what they believe they need to do (but that is the subject of a later blog), yet the evidence is plain. The best loved games always combine gameplay and other elements properly, leading to a complete depiction that is much more than the sum of its parts. particle "Brandon J. Van Every" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > As an IGF judge I have a rather clear and exacting sense of what it means. > "The Sims" and "Black And White" score a "10" for Innovation In Game Design. > > If you don't know what it means, if you have no scale or metrics by what you > measure it, that's your problem. The rest of us may not have the *same* > scales, but we do have scales. And not every innovation is equally > innovative, you can get anything and everything from 0 to 10. > > > As the blog post said, I question whether innovative > > gameplay is really possible at all, as there are no videogames that I know > > of that provide a root different type of experience that is not already > > available in some shape or form in analog gaming before it. > > What do you think of The Sims? Black And White? > > -- > Cheers, www.indiegamedesign.com > Brandon Van Every Seattle, WA > > 20% of the world is real. > 80% is gobbledygook we make up inside our own heads. >
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