Definition: Role

Role

The features, mechanics, situation and purpose which define an element’s function in a game

According to Aristotle, we can claim to have knowledge of something only when we have understood its causes.  These causes come in four types: the material cause – the matter of which the thing is made, the formal cause – the pattern or idea which that matter takes, the efficient cause – the motivation which formed the matter, and the final cause – the purpose for which it is used.  Once we understand all four causes, we know an object fully.  In game design terms, once we can explain all four causes, we know an element’s role.

The Material Cause

Video games are not physical objects, so technically they don’t require a material cause.  However, they do have underlying components that make their existence in the game possible, like models, textures, effects and sounds.  They also require other engine features like physics, particles, etc.  Some elements even require completely unique features, and explicitly specifying these features is important to defining the role.

The Formal Cause

This aspect of a game element is what we traditionally think of as “design.”  The form of an element is the pattern that it follows and the systems in which it operates – the game mechanics that constrain it.  Aristotle is referring to the Platonic idea of an object, but in-game design this is the Paper Design.  Just as in Plato’s theory, real life cannot match the perfection of the world of ideas; the in-game experience will never realize the paper design exactly, but it does provide an objective standard.  Much like a craftsman making a chair is attempting to create a material version of the ultimate idea of “chairhood”, the designer tunes an experience to get as close as possible to the original game design.

The Efficient Cause

Often called the “moving cause” because it provides the motivating force for an object, the efficient cause is closest to our modern concept of “cause and effect.”  In game design, the efficient cause is always the player and their desires.  A game element that does not have a corresponding player desire will never be used (at least not without coercion) so it is crucial to identify and meet those needs.

The Final Cause

The most important cause, at least to Aristotle, is the purpose for which an object exists.  In a game, this is especially true because games are fundamentally about using tools to solve problems, and game elements are usually classified by the types of problems they solve.  This is why it is so important to limit an element’s power so it is only effective for its designated role; if an element is an effective solution for multiple types of problem it becomes difficult to tell what its purpose is intended to be.  This is also why a problem should be presented before or at the same time as the solution, or else the player will not have a way to categorize the solving element.  This purpose is communicated to the player through affordance and reinforced by rewarding feedback.

Taken together, these four causes define an element’s role.  The features that allow it to exist.  The mechanics that give it a form and constrain its use.  The situation that creates the player’s need for it.  The purpose for which the player will use it.  Once a designer understands all four causes for an element, they understand an element well enough to implement it successfully.

Rewarding Play

Previously, we’ve defined games as “interactive experiences constrained by mechanics designed to reliably satisfy common exotelic aspirations“.  In other words, humans have needs.  Some of those needs are aspirational, meaning they aren’t necessary, but produce a positive emotion when met.  And some of those aspirations are exotelic, meaning they are not fulfilled by getting something, but by being used for some other good.  Games are the ideal source for meeting these needs because they are entertaining (required for aspirations) and interactive (required for exotelic experiences.)  But how do games meet this sort of need?  What is the process by which a game is fun?  And by understanding this process, can we make them more fun?

Lacks and Goods

Every need consists of two complimentary halves, an internal lack and an external good.  If someone has absolutely no desires or requirements, or those desires and requirements can be met completely internally, than they never suffer from a lack and therefore never have any needs.  Those people do not play games… because they do not exist!  The human condition is rooted in our imperfections and our inability to make ourselves whole.  This means that needs can only be met by some external source.

On the other hand, most external objects do not meet any sort of need; a specific external good is necessary to fill a given internal lack.  That is why games are particularly suited to a certain type of need, and totally useless when it comes to others.  If a pet rock could really meet the need for affection and companionship, all of our needs would be instantly met by a pile of gravel.

You guys rock

Actually, I do feel a little better...

When an internal lack is paired with the right external good, the need is met. When the need is a requirement, we refer to the feeling as “satisfaction” or “contentment” because it eliminates a source of negative emotion and leaves us feeling neutral. But when the need is an aspiration we commonly describe the experience as “gratifying” or “rewarding” because it is generally more positive and leaves us uplifted. Gratification and reward are the two most important tools in a game designer’s repertoire for meeting a player’s aspirations.

[To be continued…]

Definition: Fun

If you are not a game designer:

Fun

(see also: Enjoyable, Cool, I Like It)

Something that I think is cool;

something that I imagine other people would think is cool, if a designer would just listen to my idea

If you are a game designer:

Fun

(see also: Blah Blah, Nice)

A completely meaningless term that should never be used;

except when describing the job responsibilities of a game designer to someone over 40

If you are a game designer writing about game design:

Fun

The positive emotion associated with fulfilling a common teleological aspiration



 (I realize this definition may itself need some explanation.)

Human Needs 

One way of understanding human behavior is to look at our needs.  If you assume that people are basically reasonable and that they are motivated to act in a way that fulfills their needs, then you can categorize different behavior based on the need that it satisfies.  The most well-known example of this technique is Maslow’s Hierarchy of Needs.  It’s like the Food Pyramid of human desires.  Unfortunately, neither the Hierarchy or the Pyramid are based on solid scientific research, so they tend to be misleading.

A more rigorous categorization of needs has been put forth by Edward Deci and Richard Ryan at the University of Rochester.  They have researched people’s need for self-determination, specifically their needs for competence, autonomy and relatedness.  They have even applied this theory to games with fascinating and practical results.  (If you are interested in this topic or their research, I recommend reading Why We Do What We Do: Understanding Self-Motivation.)

When our needs are being met, we describe the resulting emotion with a variety of terms.  Satisfying, Fulfilling, Relieving, Gratifying, Pleasurable, and Fun.  Each of these emotions is specific to the type of need that is being met, so if we can determine which kinds of needs result in fun we will be closer to defining the word, and have a greater understanding of our goal as designers.

The Need for Fun?

An immediate objection springs to mind against linking fun to needs.  Despite what you told your mom when you were a kid, you can’t die from fun deprivation.  How can fun be related to needs if you don’t actually have to have it to survive?  Well, psychology doesn’t make a distinction between needs and wants, in fact a better term might be desires or appetites.  However, this does bring up an important distinction that will help narrow down what sorts of needs result in fun when they are satisfied.

Some needs produce a negative emotion when we lack them, but are virtually forgotten once met.  These needs are requirements.  Carbohydrates, for example, are a requirement.  If you don’t have any, you will experience wracking hunger pangs, but if you have a sufficient supply you no longer think about them.  Other needs are just the opposite.  When these aspirational needs are not met, they rarely bring themselves to mind, but when they are fulfilled we experience a strong positive reaction.  Pancakes, for instance, are an aspirational need.  Nobody suffers greatly when pancakes are not available, but everyone enjoys them if given the opportunity.

I have a need for charts

Indisputable Proof

Having made this distinction, it’s clear that fun is the result of satisfying an aspirational need.  Much like pancakes, fun experiences are not required for survival, but we still enjoy them when they are offered.  However, this category is still too broad.  Pancakes are delicious, but not necessarily fun.

Even sad Pancakes make me hungry

Sorry Pancakes. We still love you.

The Need for Greek?

One characteristic that is unique to fun experiences is that they require participation.  Many needs can be met by an external source, the way a mother provides for the needs of a baby.  These kinds of needs are often physical objects: food, water, a place to live, a large screen TV.  But they can even be psychological needs like the desire to have the respect of one’s peers, or the need to know how something works.  These needs are ontological needs, meaning they are ends in and of themselves, they exist for the person.

Needs that result in fun are very different.  One person cannot play or learn or rest for another person; they must do it for themselves.  These teleological needs are met when we allow ourselves to be the means for some purpose beyond ourselves.  That purpose may or may not be useful; work can be as fun as play, even though it also provides for many other needs.  They key component is participation.

Every individual values needs differently, but with both of these axis we can arrange all needs into four quadrants: 

I have a need for greek words

Incontrovertible Evidence

The Need for a Conclusion

Now we have a sufficiently narrow range of needs that result in fun, specifically those in the upper-right quadrantThese needs are aspirations because we get a positive emotion when they are met, but do not necessarily suffer when they aren’t, and they are teleological because they allow us achieve some potential end and require our participation.

It remains to be seen if this will prove itself to be a useful definition, but at least it is more specific than “I know it when I see it.”