What Makes a Good Game? | Eric Zimmerman | TED
AdvancedAmerican accentTED talk12 min
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Transcript: 227 sentences
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- 0:04 Hello, everybody.
- 0:06 I’m Eric, and I’m a game designer, and that means that I make video games.
- 0:12 I make tabletop games.
- 0:14 I work with architect Nathalie Pozzi to do large-scale museum installations, and I also write books about game design, and I teach at the NYU Game Center at Tisch School of the Arts,
- 0:24 where we think about games as an art form and also play as a deep form of literacy.
- 0:30 Today, I want to talk to you, from my point of view as a game designer, about how to really make something that engages and grabs and hooks an audience, right?
- 0:40 And how you can apply these ideas to whatever it is that you do.
- 0:45 And how do we do that?
- 0:46 We play with rules, right?
- 0:48 I'm going to talk about that.
- 0:50 I want to structure that in terms of a series of levels.
- 0:54 I'm sorry about the level thing, but I am a game designer, so here we are.
- 0:58 So let's start at the beginning -- rules.
- 1:00 OK.
- 1:01 What are rules?
- 1:02 What do I mean by "rules"?
- 1:03 Well think about when you buy a board game.
- 1:06 What are you actually buying?
- 1:07 Well, you have, maybe, a pretty box, there's some cards and dice and little pieces, but what you're really buying is rules, right?
- 1:15 Rules, from one point of view, is the essence of what a game is.
- 1:18 Rules tell you what to do each turn, and how to win.
- 1:21 If you're playing the game, and it's like, "Oh, we landed on a red space, what does that mean?"
- 1:25 "I don't know, we have to clarify this ambiguity by referring to the rules."
- 1:30 Let me give you another example.
- 1:32 Let's say you're playing baseball, right?
- 1:35 And you say, "OK, this tree here is second base."
- 1:38 OK, so I'm playing, I'm here on second base.
- 1:41 And while the next batter is up, I'm like, "Maybe I can hold on to this twig, like, way over here and get as close as I can to third base."
- 1:49 And then I'm tagged out.
- 1:51 And I'm like, "Wait a second.
- 1:53 I'm on second base."
- 1:54 "You're not, second base is a tree."
- 1:56 "No, just the trunk."
- 1:57 Right.
- 1:57 OK.
- 1:58 There's an argument here.
- 1:59 And, and in order to actually play the game of baseball, we'd have to resolve this ambiguity, right?
- 2:04 In order to move the game forward.
- 2:06 So from this point of view, like, games don't sound that much fun, right?
- 2:10 Rules are, like, rigid, and fixed and logical, right?
- 2:13 But the amazing thing about games is that if you decide to enter into those rules, right?
- 2:19 If you decide to play, then what happens is play, and play is the opposite of rules, right?
- 2:25 So if rules are logical and rigid and fixed and unchanging, play is spontaneous, and creative and unexpected, and it's so much the opposite of rules, right?
- 2:36 But we need those rules in order to help facilitate that play.
- 2:40 Which brings us to our next level, "play."
- 2:43 OK.
- 2:45 Play is not something that just happens on its own.
- 2:48 With play, we always play with something.
- 2:51 Right?
- 2:52 Let me explain what I mean.
- 2:53 We can play with any system.
- 2:56 Even this is a system -- just, like, walking, right?
- 2:59 So here's walking -- let me demonstrate walking for you.
- 3:02 Walking.
- 3:02 I'm walking.
- 3:03 So that's the logical, efficient transportation idea of walking, just getting from point A to point B.
- 3:10 But if you imagine, in your head, a child walking playfully, something else is happening, right?
- 3:17 What are you imagining?
- 3:18 Somebody shout it out.
- 3:19 Audience: Skipping.
- 3:21 Eric Zimmerman: I will demonstrate.
- 3:23 OK, skipping.
- 3:23 What’s another one?
- 3:24 Wait, running?
- 3:26 Oh, "wandering."
- 3:28 I'm going to fall off stage here.
- 3:30 What’s another one?
- 3:33 EZ: "Hopping"?
- 3:34 You are really putting me to work.
- 3:35 EZ: One more.
- 3:36 Audience: Trolley.
- 3:38 EZ: This is becoming, like, masochistic.
- 3:42 So what is happening here?
- 3:44 What's going on?
- 3:45 I'm playing with the rules of walking, right?
- 3:48 So however we see a kid avoiding cracks or skipping or hopping, ...
- 3:53 they’re certainly playing with space and time, right?
- 3:57 This idea of walking as this efficient transportation.
- 4:00 They're playing with their bodies, with gravity.
- 4:02 They're playing, maybe, with, like, the social etiquette of the sidewalk, because they're getting in people's ways, because they're doing things that are unexpected and inappropriate.
- 4:12 Right?
- 4:12 But that's play.
- 4:13 And, you know, play is like a very collaborative parasite.
- 4:17 It’s like it grabs onto something, but instead of sucking the life out of it, it does the opposite.
- 4:22 It just adds joy.
- 4:24 And this is why play is creativity.
- 4:27 Because if we wanted to invent new forms of walking, this is what we would do.
- 4:31 We would look at those structures.
- 4:33 What are the rules of walking?
- 4:35 What are the leverage points where we can start playing around with those structures?
- 4:39 And how can we then start to, sort of, poke and prod in them, to play with those structures and maybe invent something completely new?
- 4:47 Alright, back to our levels.
- 4:48 We're at our next level design.
- 4:50 We looked at what rules are.
- 4:52 We looked at how we can play with systems.
- 4:54 And now I want to talk about how game designers actually create a game, how we build games out of constraints.
- 5:01 And I actually need two volunteers from the audience.
- 5:04 So I have a couple of volunteers.
- 5:06 OK, one.
- 5:06 I saw you too, come on up.
- 5:08 OK, so come on up on stage.
- 5:10 Let's give a round of applause for our brave volunteers.
- 5:13 Alright, I'll have you two stand over here.
- 5:15 Stand right over here.
- 5:17 OK.
- 5:17 So what are your names?
- 5:20 Mila and -- Ida: Ida.
- 5:23 EZ: And this game may not work at first, so we'll just take it step by step.
- 5:29 OK.
- 5:30 I'm going to give you some rules.
- 5:31 Mila, we'll start with you.
- 5:33 And what I want you two to do is just alternate saying a word, OK?
- 5:39 It can be any word.
- 5:40 And the only rule is you can't repeat a word that's already been said.
- 5:43 Mila: OK.
- 5:44 EZ: Go ahead.
- 5:45 Mila: Cheese.
- 5:46 Ida: Clay.
- 5:47 Mila: Yellow.
- 5:49 Ida: Freedom.
- 5:50 Mila: Red.
- 5:51 EZ: OK, that's a start.
- 5:53 Maybe not really a fun game yet, but that's OK.
- 5:56 That's not your fault.
- 5:57 That's on me, I'm the game designer.
- 5:59 OK, I'm going to add another rule.
- 6:01 We'll keep all of the rules that we had before.
- 6:04 You'll alternate saying words, you're not going to repeat a word that's already been said.
- 6:08 But I want to add a restriction.
- 6:10 I like your "cheese" opening, that was a very interesting opening.
- 6:14 We're going to restrict it just to food.
- 6:16 So things you eat or drink, ingredients, dishes -- otherwise, the same rules.
- 6:21 Alright, whenever you're ready.
- 6:25 Go ahead.
- 6:27 Mila: Ketchup.
- 6:28 Ida: Mustard.
- 6:30 Mila: Pizza.
- 6:31 Ida: Hot dogs.
- 6:32 EZ: OK.
- 6:33 Mila: Um, uh ...
- 6:34 EZ: What was that last one?
- 6:36 Mila: Water.
- 6:37 EZ: Water.
- 6:37 I like that.
- 6:38 It’s a beverage, of course.
- 6:40 That may actually have been less interesting than our first version.
- 6:43 That's OK.
- 6:44 It's not on you.
- 6:45 I'm the game designer.
- 6:46 I'm responsible here.
- 6:47 So, what we're going to do is we're going to add one more rule.
- 6:56 We're going to keep everything we had before.
- 6:58 You two are going to alternate saying so you can’t repeat a word.
- 7:02 We're going to stick to edibles, beverages, dishes, things that you can eat or drink.
- 7:06 But when Mila says a word, the last letter of your word is going to be the first letter of your word, Ida.
- 7:14 And vice versa, the last letter of Ida's word is going to be the first letter of Mila's word.
- 7:18 Let's see how this goes.
- 7:20 Whenever you're ready, take a step forward.
- 7:22 Let’s go.
- 7:23 Mila: Cake.
- 7:25 EZ: Cake.
- 7:29 Ida: Evian is a type of drink.
- 7:31 Does that work?
- 7:33 EZ: Evian ends with an N.
- 7:40 Audience: Nutella.
- 7:41 Mila: Nutella.
- 7:44 Ida: Nutella.
- 7:45 Mila: “A” is easy.
- 7:46 Ida: Almonds.
- 7:50 Mila: S ...
- 7:52 Shirley Temple.
- 7:53 EZ: Oh, wow.
- 7:55 Let's give it up for our two volunteers.
- 7:57 Amazing, I love it.
- 7:59 Thank you so much.
- 8:00 Thank you so much.
- 8:01 Here's what I want to point out.
- 8:03 Something happened that third time around.
- 8:06 When we were adding rules, something happened in that final version.
- 8:10 It wasn't just that these two suddenly got much more focused, intensely wanting to play the game well, but I also heard everybody starting to lean forward.
- 8:19 I heard whisperings, I heard suggestions coming from the audience, some of which were taken.
- 8:24 And we also started to see some amazing play with the rules.
- 8:28 We sort of switched over to some brand names.
- 8:33 We got some sort of multi, like Shirley Temple was an awesome closing move there.
- 8:41 What game designers do is work with these constraints.
- 8:46 These constraints focus and guide the play of players.
- 8:50 It may seem when you’re playing a video game that it’s the opposite.
- 8:53 Like, a video game lets you go anywhere and do anything and be anyone.
- 8:58 But actually, from a designer's point of view, we work with constraints.
- 9:02 And those constraints guide and focus the creative activity.
- 9:06 And, you know, it can be that too many constraints are a problem, right?
- 9:10 I could have said, "Let's also now make it only seven-letter words," right?
- 9:14 And you probably would have thrown me off stage.
- 9:16 So yes, finding that balance, right?
- 9:19 Finding the right amount of constraints to move the game forward into that creative space of play -- that's game design.
- 9:26 And when you see players -- just like we did here, and all of you actually joining in -- not just playing in the system, but starting to play with the system, and kind of bending and breaking rules, like audience suggestions, for example.
- 9:37 That's when we know we've really got something cooking and percolating and we're in that amazing space of play.
- 9:42 We've looked at rules, playing with systems, and how to design with constraints.
- 9:47 And the boss level here is thinking about how to apply this to what you do, to your project or organization, because there's a methodology here, right?
- 9:57 The methodology is looking at and understanding the system.
- 10:01 How does the system work?
- 10:03 How is it structured?
- 10:04 And then what are those leverage points for play?
- 10:07 How can you start poking around and playing with the system, maybe in ways that are unexpected and even inappropriate?
- 10:13 And then, as you start building this experience, don't be afraid of constraints, right?
- 10:18 Use those constraints to kind of guide and focus the behavior of your audiences.
- 10:24 I want to finish just with a few quick examples.
- 10:28 I was at a dinner party recently, like, a big fancy dinner party, room full of interesting people.
- 10:33 Kind of like all of you here today, but I was only at a table with a handful of them.
- 10:38 And I thought to myself, "How can I actually interact with more people here and not be just with the same people all evening?"
- 10:44 Well, after the first course, I stole all the name tags at the table, and I randomly put them around at different tables.
- 10:52 Luckily, everyone played along, but that little bit of playful design made a huge difference on everyone's experience.
- 10:58 Another example, there's a wonderful performance space not too far from here in Brooklyn, St.
- 11:03 Ann’s Warehouse, and there's a wonderful example of playful architectural design there, in the bathrooms.
- 11:09 So the bathrooms have these giant signs, like men over here and women over here, and giant taller-than-a-person signs.
- 11:18 And so you go in these grand entrances.
- 11:20 When you go in, you realize, "Wait a second, they actually both connect to the same space inside, right?"
- 11:25 And so I love that it's so unexpected.
- 11:28 It's playing with our expectations, but it's also playing with our notion of a gender binary, right?
- 11:35 And that sort of social etiquette of bathrooms, and it’s just so delightful and a wonderful example of designed play.
- 11:42 And finally, final example, I've been working with these amazing organizations, Games for Change and Action for Democracy, and we've been thinking about democracy as a design problem.
- 11:53 And this summer, we're bringing together game designers and policy experts to think about how can we play with the structures of democracy and maybe poke around in those systems,
- 12:03 do something unexpected and inappropriate, and maybe move them playfully into a new and better space?
- 12:11 I don't know what's going to happen there, but definitely wish me luck.
- 12:14 We'll need it.
- 12:15 Whatever you do, keep playing.
- 12:17 And thank you very much.
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