▲ | seventhtiger 9 hours ago | |
I've thought about this a lot as a game designer. My first answer is that one of the most amazing mechanics ever designed is health points, I believe invented by Dungeons and Dragons. Almost every non-health win condition feels more arbitrary than health. Whether it's shooting balls in hoops, crossing a finish line first, or collecting victory points they are all less intuitive and feel more contrived than "you have this many points, at 0 you die." The second is that many game designs are essentially about conflict, whether with other players or game agents. The ultimate conflict is life or death violence, aka combat. So it's a quicky and easy way to raise the metaphorical stakes. If you take an olympic fencing game and instead make them use real swords and no armor then it's a lot more dramatic with no change in the game mechanics. Making non-violent games is not undesirable, it's just harder to do well when combat fits so naturally. You end with non-violent games being worse on average, non-dramatic low stakes metaphors and contrived win conditions. | ||
▲ | lurk2 8 hours ago | parent [-] | |
I touched on this in my own reply to the grandparent comment [0]. I realized a while ago that lots of competitive games I played regularly were making me feel animosity towards the people I was playing them with, and it led me to think about this issue for quite a while. Competition is such a default in game design that a game not based on it often isn’t recognized as a game at all. There are cooperative games, but aside from Minecraft, none of them are particularly popular. It’s arguable that this a reflection of the human condition; living things are always fighting for resources, so games attempt to emulate this competition. It’s odd that this ended up being the paradigm, though; digital worlds can provide us with a space to explore what we would conventionally consider to be impossible - infinite worlds which obviate the need for competition in the first place. There’s maybe a commentary on human nature to be made that even in a game like Minecraft, so many players’ first inclination is to start fighting each other. |