Play Styles
Different ways that people play, and how designers facilitate them.
46. Brag boards (aka high score tables).
The earliest arcade games didn’t have them. You could beat your buddy if the game was multiplayer, but only you and he knew it. The brag board, which records your initials along with your score, lets you be king of the hill until someone bests you, an irresistible challenge to competitive players. First use: Asteroids, 1979.
47. Save game.
The subject of religious warfare ever since it was invented, with those who enjoy the challenge of making it through a difficult section with no safety net in one camp, and those who want to stop and start play on their own timetable in the other. For good or ill, depending on your perspective, the ability to save profoundly affects your play style. There are many ways to implement saving, however, each with its own strengths and weaknesses. I include level passwords (for machines with no storage media) and checkpoints in the same category. First use: lost in the mists of time.
48. Modem-to-modem and networked play.
Modem-to-modem games let people play together in pairs. Although an important step forward, their biggest weakness was in the lack of a matchmaking facility—you had to know someone else who owned a modem and a copy of the same game. Then we got networking, and the medium exploded. However, networked play actually existed before personal computers. Best-known early example: RabbitJack’s Casino on the Quantum Link service for Commodore 64 machines, 1986. Probable first use: Maze Wars on networked Imlac minicomputers at MIT, 1974.
49. Multiplayer dungeons.
Combine the fun of exploration in games like Zork with the fun of multiplayer play, and you get the multiplayer dungeon. MUDs are the direct precursors of today’s wildly popular MMORPGs. In South Korea, they’re a national mania. The earliest version was not networked, but played on a timesharing mainframe. First use: MUD, at the University of Essex, 1979.
50. Party games.
We’ve always had multiplayer games, but party games are different—they’re designed to provide entertainment in the context of a real party, a group of people enjoying each other’s company. Instead of immersing players deeply in a fantasy world, party games give them lots of mini-games to play and laugh about. First use: Mario Party, 1998.
Those are the fifty design innovations that I’ve selected, some that were extremely important, others that will be increasingly so in the future. Opinions will doubtless vary as to their significance, and I may have omitted something that others find essential. I look forward to further discussion!
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Ernest Adams is a freelance game design consultant with the International Hobo design group. His professional website is at www.designersnotebook.com.