TY - GEN
T1 - Inscrutable Games
T2 - 25th International Academic Mindtrek Conference, Academic Mindtrek 2022
AU - Kirman, Ben
AU - Linehan, Conor
AU - Feltwell, Tom
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/11/16
Y1 - 2022/11/16
N2 - In game design literature, it is generally suggested that players should be provided with useful feedback on their actions, and given a sense of control over their impact on the game. However, some games with complicated and opaque dynamics are still valued by many. These games are "procedurally hostile,"as it is difficult to understand the connection between player action and effect on the game state. In this paper, we explore the experience of playing an intentionally inscrutable game, with no winning strategy. Using a mixed methods approach, we find that while players initially follow a logical and systematic approach, there are a range of responses to the players' failure to understand how their actions affect the game state. Apart from frustration, we find some players embrace the narrative, shifting to enjoying the game as a primarily role-playing experience. This finding is useful to game designers, as it gives insight into the initial response players have to complex game systems and how players make meaning over time.
AB - In game design literature, it is generally suggested that players should be provided with useful feedback on their actions, and given a sense of control over their impact on the game. However, some games with complicated and opaque dynamics are still valued by many. These games are "procedurally hostile,"as it is difficult to understand the connection between player action and effect on the game state. In this paper, we explore the experience of playing an intentionally inscrutable game, with no winning strategy. Using a mixed methods approach, we find that while players initially follow a logical and systematic approach, there are a range of responses to the players' failure to understand how their actions affect the game state. Apart from frustration, we find some players embrace the narrative, shifting to enjoying the game as a primarily role-playing experience. This finding is useful to game designers, as it gives insight into the initial response players have to complex game systems and how players make meaning over time.
KW - game design
KW - legibility
KW - theorycrafting
UR - https://www.scopus.com/pages/publications/85142601086
U2 - 10.1145/3569219.3569392
DO - 10.1145/3569219.3569392
M3 - Conference proceeding
AN - SCOPUS:85142601086
T3 - ACM International Conference Proceeding Series
SP - 31
EP - 40
BT - Academic Mindtrek 2022 - Proceedings of the 25th International Academic Mindtrek Conference
PB - Association for Computing Machinery
Y2 - 16 November 2022 through 18 November 2022
ER -