Definitions, Batch 3

While writing this video game development diary, I realized that definitions are an essential building block to help keep my thinking on track. Below is my third batch of definitions (which are also available here). I was inspired by the examples at LiteraryDevices.net and Frictional Games. These five definitions are known collectively as Play Motifs began life as Playstates. They represent the ‘high’, conceptual layer of video game play.

The Play Motifs listed below briefly explains how different types of play are distinct but do coexist, combine together, and are recursive. Each different Play Motif is defined by a singular core trait that acts as both a distinguishing and complementing characteristic.

1) Show & Tell
The play of expression & recognition is one of two open Motifs. There are almost infinite ways to communicate. Here are some examples:
> Serve & Return – Basic communication through verbal, para-verbal, and non-verbal means
> Signals  – signs that require constant encoding and interpretation
> Symbols – signs that are more static and require subtle interpretation
> Role-Plays – using behavior to communicate and experience meaning

2) Toys & Playgrounds
The play of exploration is the second of two open Motifs. There are almost infinite ways to physically interact with objects with impromptu rules. Here are the two main examples:
> Toys – objects that are played with freely and with transient rules
> Playgrounds – spaces that are played with freely and with transient rules

3) Games
The play of measurement is one of the two asymmetrical Motifs. Whatever that can be counted can be used as a Game. This can include in-game currency, character traits, game physics, etc. Here are some examples:
> Time – race against the clock
> Space – movement between locations
> Counting– measuring tokens, traits, and points
> Achievements – an accumulation of measurables

4) Puzzle
The play of matching is the second of the two asymmetrical Motifs. Any element that possesses a trait can be used to distinguish or complement another element to match the solution to a Puzzle. Here are some examples:
> Symbols – letters or numbers as basis for matches
> Shapes – objects that represent non-language as basis for matches
> Colors – spectrum of light as basis for matches
> Sounds – range of pitch and duration as basis for matches
> Patterns – repeating using memory
> Math(s) – using deduction to solve incomplete logic
> Mazes – following a path through barriers

5) Sports
The play of competition is the sole symmetrical Motif. Using measurables found in Games we can now compare and compete between opponents via player vs player, player vs computer, player vs environment, etc. Here are some examples:
> Pick-up – a single, non-cumulative match
> Series – win the majority of matches in a set
> Tournament – a changeable collection of competitors
> League – an exclusive collection of competitors
> Pan-Sport – competing via non-match outcomes (such as achievements)

*GO* and *DO* the Game Engine *T*hing

I announced a few weeks ago on my personal blog that I’ve decided to adopt Godot as my Game Engine of choice for Heropath. For the sake of blog continuity, I’m outlining my reasons here as well.

Godot possessed the qualities I was looking for:

  • An easy on-board ramp to coding
  • Appealing features
  • Positive momentum
  • Visually beautiful output

I found a great YouTube evaluation of the different game engines that helped me navigate my choice.

I decided against GDevelop as it is very platformer-ish and did not have attractive outputs based on what I saw. On Itch.io games made by GDevelop had only 9 Strategy and 18 RPGs in contrast to Godot which had 171 Strategy and 158 RPGs. GDevelop has been in development since 2008 while Godot was initially released in 2014. GDevelop does not feel very serious to me.

At the opposite end of the spectrum of seriousness, I decided to not pick Unreal because I see it as too advanced for Heropath as a first project. I’m sticking to 2D to start and adopting a complex and powerful 3D graphics and physics engine really feels like overkill.

I am going to keep Unity as a backup option to Godot. It has some gorgeous games and has lots of learning resources out there. It actually feels a bit overwhelming with all of the options and a few people on Twitter have posted Unity breaking-itself-issues that have come up for them. In contrast Godot appears to have lots of enthusiasm which is not surprising as it does some things better than Unity, is Open Source, and being smaller means it has room to grow.

My plan is now to install Godot and begin getting acquainted with its interface and start developing Heropath with it.