Paul Eres ([info]rinku) wrote,
@ 2007-03-02 04:05:00
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Entry tags:games

Miyamoto's Framework
On a forum post I mentioned that what most people consider a "game" today comes out of a system that Miyamoto was the first to systematize, and I thought I should expand it in an entry to work out the idea.

The idea is that virtually all games today fall into that framework, even though it's almost an arbitrary framework, the way that virtually all manga falls under Tezuka's framework even though his was almost arbitrary too.

The framework consists of these elements:

1) The player controls a character directly, and can move that character around. They press a direction, it moves in that direction This can be in 1D (platformers like Mario), 2D (overhead like Zelda), or full 3D (like flight sims). Sometimes the player isn't alive, they can be a block (as in Tetris), but there's something that you can "move" on the screen.

2) The player has to get somewhere, find something, or kill some enemy to win, sometimes with a time limit, but often without one. This is achieved by getting the player-moved thing to the goal through a long series of obstacles. Once done, it's the end of the game.

3) The player can die or lose by doing the wrong thing, such as falling into a hole or walking into an enemy or losing a battle. If they do so, they have to try again.

4) There are checkpoints or the game is segmented into spatial sections, stages, chapters, dungeons, or missions; it's not continuous, there are marked points along the way to the end of the game. If the player dies after completing one of these, they can continue from the start of the last one and try that section of the game over again. Everything in the game exists in space, with coordinates (in either 2D or 3D).

5) There's a gradual increase in the player's capabilities or items or weapons, the player gathers or purchases these along the way to the end of the game, such that at the beginning of the game the player's character is much weaker than that character is at the end of the game.

There are variations of this framework too. Sometimes the player controls a group of characters rather than one (as in a RPG). Sometimes the player does not control the player directly, but more indirectly (RTS and turn-based strategy). Sometimes the player can't die (adventure games).

These five principles are surprisingly consistent, even when one is broken, the rest are kept. Ten thousand great games have been made under this framework. They've become so prevalent and expected that anything not using these principles (or at least two or three of them) is generally not considered to be a game.

But, they're all almost arbitrary. There's no reason to use this framework and not some other framework. You probably could make ten thousand great games under five totally different principles, provided they worked together as well as these five do. Yet only a few truly great games don't use any of the five principles of the Miyamoto framework (some of Will Wright's games for instance), even though there's no reason why you couldn't have more.

Now I'm not saying we should have goalless games or games without any principles at all, just that the principles can be very different from the dominant framework. Other principles could just as easily work, I'll go through the five above and explore some alternatives:

Why do you have to control a character or a set of characters, why can't you control something else, like the level itself, or like the weather, or something indirect like that, rather than something which essentially follows your commands like a robot?

Why do you have to "get somewhere" or "find something" or "kill something" to win? One once-popular alternative was to get a "high score" instead. But there are other alternatives too: why not "arrange a system correctly" to win, as in Will Wright's games? Or why not "bring peace to things that fight each other" or "get things which are peaceful to fight each other" or any of a number of other goals?

Why does the player have to go back and try again if they succumb to an obstacle? Why doesn't losing turn you into an enemy, what you were just fighting? Why doesn't it make the screen gradually darker? There are a variety of ways to lose and a variety of obstacles, and "going back to the start to try again" is only one of them.

Why do games need to be sectioned up in distinct areas and dungeons, why not a continuous area? Why have spatial maps at all? You can create a great game without a map, you can set it in "dramatic space" rather than "spatial space", or any of a number of other ways to organize the game's content, such as a file system, or the way the internet is organized (there's no spatial map of the internet, just one-way hyperlink warps). Why do the objects in a game need to have a physical location, why can't they be more diffuse, like spirits which are everywhere but nowhere?

Why a gradual increase in the player's capabilities, why not a gradual decrease? Wouldn't that be more challenging (albeit somewhat depressing in theme)? Or why not make abilities and actions contextual rather than having a stock set of them that can increase? Or why not give the player all of them at the beginning, but not tell the player how to use them, so that they have to gradually discover their own latent powers, by experimentation?

It's clear that the framework Miyamoto set up works, and that it was an enormous achievement to find a set of principles like that which worked so systematically and wonderfully. And, as I said, ten thousand great games have since followed that achievement. But there are very likely other configurations of other principles which could work out just as well, and an additional ten thousand great games could be made under a newly discovered system which works as well as this one does. We just haven't found those configurations yet! But once they are systematized they'd be just as powerful as his.

I think the reason most "experimental" games fail is because they simply try to break the five principles of Miyamoto without forming a new system of new principles. They're basically like the "revolutionary" anarchist who is against everything but doesn't have anything to replace it with, they tear down but they don't build up anything new, and even when they do use a new principle, they don't use *many new principles systematically*, which is what would really be required.

The number of possible principles and especially the number of combinations of these is almost infinite, but most combinations will fail, and only a few like Miyamoto's combination will work. By work I mean be flexible enough to support a large enough gameplay variety to allow thousands of distinct games to be made using the new systemization.

If you take Miyamoto's framework and just reject principles at random and replace them with new principles at random, chances are you won't wind up with a new system that works, you'll wind up with a mess. You can't just "reject goals" and "reject the player dying" and make something without them and hope it'll be great, you need to form a new systematic set of principles which work as cohesively together as his do.

For instance, take the early efforts toward interactive storytelling, such as Facade or the Storytron. It's the beginning of a new system, it has one or two new principles, but not yet there, it's probably missing one or two other principles which it needs to truly compete with Miyamoto's framework. I can see it beginning to form, but it may take another ten years or so before it's systematized correctly. But I think that when it's systematized, its scope will be larger than Miyamoto's framework's scope.

Will Wright's "sim-system" framework has a small but interesting scope, because it allows potentially dozens or hundreds of distinctly great sim-system games to be made. But such games aren't for everyone, they're hard to pick up unless you are interested in the system being modeled, and they're inherently educationally oriented rather than dramatically or emotionally orientated, they're about the complexity of physical systems, which is a great thing to know about, but there are only so many complex physical systems to understand before you know them all, so I'd say the sim-system framework's scope is slightly smaller than the Miyamoto framework's scope, even though it might not seem so because it's less explored than his scope has been.

There are also more ancient game systemizations than Miyamoto's: puzzles, board games like chess and checkers and mah jong, card games like poker, and the like are one systemization first set up thousands of years ago involving tokens and objects with different values, and which was dominated over what we believed "games" to be for an incredibly long time. Sports, physical sports like baseball and soccer, are yet another systemization that existed in parallel to that one. Neither translates to computer gaming very well, although puzzles do so much better than sports, because they don't rely on physics, they rely on simple mathematics and geometry.

But those are just a few potential alternative game systemizations which have been discovered so far.



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[info]womanonfire
2007-03-02 06:20 pm UTC (link)
possibly OT for this essay, as I've not read it all the way through yet but I think you may be interested in this:
http://www.gamevideos.com/video/id/9491
video review of the game flOw. Aside from all the pedestrian banter by the 1up crew they have a basic but essential debate on weather flOw is worth the mere 8$ you have to pay to download it because "it's not a game"
I dunno, I wonder how the guy felt about Elecktroplankton which cost a whole lot more and was even less of a game!
Anyway the part I can see relting to your interests is this... as soon as you escape Miyamotos structures you end up in a place where people even doubt that what you are making is a game.... the arbitrary rules die hard.

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[info]rinku
2007-03-02 06:45 pm UTC (link)
I've heard of that but not seen the comments directly. Pretty bad, but they're "gamers" and probably would object to any independent game, no matter what it was like, due to the lower production values and less content (except Cave Story, which most of them like).

I also think fl0w actually fits with what I called the Miyamoto framework in this entry -- I've only played an earlier version of it in flash form, but, you control something that moves around, if you get hit enough you become smaller (and have to try again), it has a map, there are 'sections' (depths to the water, with increasing enemy difficulty), and there's a gradual increase in the player's abilities and complexity. It's not the most typical game in that framework, as there's no ending, but I still think it's within it.

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Re: oh and also...
[info]rinku
2007-03-02 06:54 pm UTC (link)
I should also mention that when I first played fl0w I thought it was just a cheap Spore knock-off (Spore isn't out yet, but it plays much like Spore does in its preview videos, in the early stages of Spore when you're just a protist), but it seems to have evolved into a more complex game with some interesting algorithmic graphics. But it's still obviously inspired by Spore, so I'm surprised it's getting so much attention, I never expected to see it as an IGF finalist.

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Re: oh and also...
[info]rinku
2007-03-02 07:01 pm UTC (link)
Oh, it does seem to have an ending now (just heard them mention it in the video), so it fits the principles even more cleanly.

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Re: oh and also...
[info]womanonfire
2007-03-03 09:04 am UTC (link)
on the one hand i dont see whay it gets so much attention either.
i consider it to be a great piece of interactive art though so i'm glad it is at least causing some discussion.

flOw always had that "ending." at least the flash version i played had the credits at the bottom of the pool too.
its only an ending in that you can't go any deeper but you can always start swimming back upwards and keep playing, do things you didn't do on the way down, keep evolvoing your same character without having to start over etc.
it does fit some of the framework yes, but it plays with them nicely.

I don't know if it was inspired by Spore or not but it really does seem like the difference between night and day at this point. flOw has elements of beauty and the sublime that Spore isn't even trying for ...and in flOw the beauty is part of the gameplay, part of the "goal" it is designed to be a whole experience where interaction and visuals and audio and goal blend together and you feel it.
I for one find that admirable.
Spore is ugly. almost intentionally so. its a set of interactive lego bricks in cartoon form. i don't know, maybe it will be fun but i doubt it will be transcendent. I am not into playing with spreadsheets. Obvious systemization bores me. The more its hidden the better. flOw hides it better ;)

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Re: oh and also...
[info]rinku
2007-03-03 11:23 am UTC (link)
Yeah, fl0w is more aesthetic and Wright isn't trying for that, but that isn't a difference in the play itself, but the graphics, music, etc., and Spore could easily be made beautiful without changing its gameplay if Wright wanted to do that (or hired someone to do it).

It might be intentionally ugly, as you say, but even if that's the case it might have a reason for that: evolution itself is pretty ugly, and the game intends to model evolution. I think the game works within his sim-system framework, which isn't much concerned with a pleasing experience, and is more concerned with getting the player to understand a real-life system.

So (no offense!) I think what you're doing is applying the ico/tale-of-tales framework over the Wright framework and saying that because it doesn't fit your framework that it isn't good. It does what he intends it to do: to allow the player to play with a real-life system, and that can be a valuable experience, even though it's not a transcendent one.

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Re: oh and also...
[info]rinku
2007-03-03 11:29 am UTC (link)
Though I should also say that some dislike of other frameworks may be necessary to develop a new one. Crawford has a strong dislike of other frameworks too, and that allowed him to develop a (partially completed) new framework. Without that dislike of other frameworks he wouldn't have gotten so far. So I think it's fine that you don't like most games, it could be a necessary step to developing a new one; just keep in mind (in the back of your mind) that the other frameworks can benefit people too, just in other ways :)

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Re: oh and also...
[info]womanonfire
2007-03-03 11:46 am UTC (link)
good point. :)

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oh and also...
[info]womanonfire
2007-03-02 06:41 pm UTC (link)
http://www.jesperjuul.net/text/withoutagoal/

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Re: oh and also...
[info]rinku
2007-03-02 06:48 pm UTC (link)
I don't mind goals myself, I'd just prefer goals other than the goals that most games have: get somewhere(s), find or collect something(s), kill something(s). That's the goal of 99% of games. But that's totally strange because in real life those are rarely goals; only when traveling to a new place is the goal to get somewhere, and almost nobody's daily life has goals about collecting items or killing things (well, there's exterminators, etc.). I just want goals to be more varied than they are now, and more relevant to the types of goals people really have in daily life.

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Re: oh and also...
[info]womanonfire
2007-03-03 09:08 am UTC (link)
I don't mind goals myself

oh well, i was just trying to get you to reconsider ;D

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Re: oh and also...
[info]rinku
2007-03-03 11:18 am UTC (link)
Oh, I'm not saying I'll never make a game without a goal, just that I don't think all games with goals are bad. In other words "I don't mind goals, but I don't mind no goals either".

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Flow and Drama
(Anonymous)
2007-03-02 10:10 pm UTC (link)
Flow actually corresponds to only one principle of the Miyamoto framework, the one where you control a character. Its space is continous, progression isn't lateral (for instance, staying small can help you take down the big fish, because you don't have as much slack for them to feed off and replenish) and death is a temporary set-back. As far as the goal goes, its implicit rather than explicit, you don't "have to" so much. I agree with WomanOnFire that this deviation from the convetional framework is causing some confusion amoung those who take the framework as dogma, and the kind of snobbery that one guy in the video was putting out really bugs me.

As far as drama goes, I think the character thing is going to stay, sort of, but instead of the character being a possesed object, an empty vessel or avatar, the character is more of a platform, a subconscious represented by a context-sensitive interface, to which you play the conscious controller. I'm seeing this pattern in every drama engine yet made. Death similarly is not on the table, or is permanent, none of that sisyphusian reload crap. Similarly, there usually isn't lateral progression by characters in these engines, or maybe there's one factor shifting for one character; spatial segmentation is made less relevant as a result. As far as goals go, rather than there being an explicit goal, the goals are usually implcit (typically as a reflex of a systemic property, you see this in the Wright framework) or aesthetic (courting the girl, or manipulating her family, or whatever; storyworlds are intrinsically suited to this).

This is a great post thought, its kinda opened my eyes to something I've been tasting, and in other terms talking about for a while, but the specific terms are really useful. I think you could say there are three established frameworks, that of Miyamoto, that of Wright, and that of Crawford. I'd like to post about the specifics of these frameworks, but time is short. I think you get the idea though.

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Re: Flow and Drama
[info]rinku
2007-03-03 11:17 am UTC (link)
Good points there, but I'd see those as variations of Miyamoto's principles, and variations which have all been used before besides that. I agree that it's the deviation that's causing confusion, but I think it's only a deviation slightly off of that framework, not a different system or framework.

You're also right that there are many ways to control a character besides controlling that character's physical movement, and control of those other aspects of a single character would be very different from robot-like control.

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(Anonymous)
2007-03-02 10:44 pm UTC (link)
http://kingludic.blogspot.com/2007/03/goal-orientation.html

I kinda did it anyway. :)

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[info]dgowers_tech
2007-03-03 02:01 am UTC (link)
"Why do you have to control a character or a set of characters, why can't you control something else, like the level itself, or like the weather, or something indirect like that, rather than something which essentially follows your commands like a robot?"

Eg. Neverball (http://icculus.org/neverball/), where your control is over level tilt. It allows much more articulate movements than a direct control, in conjunction with the rules of the ball's reactions (which could be usefully different. Currently they're real-world physics, normal gravity and air pressure.). Usually this method of control means that your control over the ball is measured by your knowledge of the level and of the ball's behaviour.

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[info]dgowers_tech
2007-03-03 02:10 am UTC (link)
http://www.youtube.com/watch?v=hZCag0iDXLc&eurl=
^
This guy has no clue how to play it well. It shows how it works though.

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[info]bastardzero
2007-03-04 12:03 am UTC (link)
Brilliant!

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