When designing games we often describe interactivity in terms of actions and verbs. We do so casually and interchangeably, but there is actually a difference between the two. It’s the difference between causing change within a game versus the physical inputs you use to make that happen.
Experimenting with new interaction is important. Without it, we would never fully explore new interfaces. And yet, new ways of controlling games often feel forced.
The developer reinvents how to jump by tying it to the release of a button rather than pressing it. She crafts a system for issuing orders to units through complicated gestures rather than selection and clicking. Weird controls turn perfectly natural actions into arcane ones, forcing players to re-learn skills for no good reason.
Developers (particularly indies) seem to assume that clever interaction is the key to making great games. Sometimes it is. Mostly it's the opposite. Standardised interfaces form over time for a reason, and running counter to them is usually bad game design.
Perhaps the greatest lament of all is the one about why the adventure game died. Once hugely popular, adventure games started to fall out of favour in the mid 90s and by the turn of the millennium were essentially dead. However they did not die because of a grand conspiracy on the part of publishers to kill them (as is often asserted).
Adventure games contributed hugely to the development of the video game as an art form, but there’s a basic reason why they went away: They were bad games.
A good game design needs to be as clear as possible, to the point of obtuse, so that a player can understand it. She needs to know what actions she can take, what effect they will have, and what kind of responses she is likely to receive. This is what game designers mean when they talk about the player’s agency.
The opposite of clarity when the game is hidden. The player is unsure of what actions she can take, what their effects might be and what kinds of response she is likely to receive. This is what I label opacity and the primary cause of opacity is arcane actions.
What Games Are is about game design, game development, games as art, craft, culture and industry and how you can make better games. Follow through any of these links: