Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)

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One thing that may not be immediately apparent from your game descriptions or from our examples of Go Fish and Quake, is the depth to which each of the elements we've discussed relies on the others. This is because games are systems, and systems, by definition, are groups of interrelated elements that work together to form a complex whole. An important idea to consider when thinking about games as systems is the old saying that the whole is greater than the sum of the parts.

What we mean by this is that a system, because of the interrelationship of its elements, takes on new dimensions when it is set in motion. As an example, think of a system you are familiar with, such as the engine in your car. You can examine and understand the physical make-up of each element in the engine. You can understand their functions and even predict how they will respond in interaction with other elements. But unless you set the system in motion, you cannot observe certain important qualities of the engine as a whole-namely, its primary function of producing motive power. Once the system is started, however, these qualities emerge as a consequence of the interaction of all the elements.

Game systems are much the same. All of the elements we've laid out previously form a potential that remains nascent until the game is played. Once in play, what emerges is a something that cannot be predicted from examining each of the elements separately. The game designer needs to be able to look at a game system not only as separate elements but also as a whole in play.

Figure 2.13: Final Fantasy VIII


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