gimymblert
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« Reply #40 on: July 25, 2011, 05:22:28 PM » |
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Okay I think I got it thanks:
Let's look at tetris, oh it's not exactly a management game but saty with me here.
The perceive goal of tetris is to make line, but we can argue that its more about keeping the space empty, making the space empty create line, nd line create speed making keeping the space empty harder. Neat loop isn't it?
What I have done Is that I shift "goal" to "need". Basically right now I think management game is about "protection" while game is more about "aggression", it's about "fulfilling need". You have a need to fulfill (keeping space empty) and most mechanics is here to challenge that need. Once that need is down (the space is full) the game is lost.
Hum that's a weird way to put it.
CIVilisation wich is a fake management game (you optimize for a goal) but still work as one is more telling. You begin with some population and you "need" to feed them, you build way to harvest food and as a result the population grow and ask for more food, and then they are attacked, you need to protect them by building barrack which mean having more people which mean more food, etc.... The growth is a product of the compulsion like more than the goal the player aspire to.
So what you manage is need.
Need is not opposite to goal, we can see it as a nuance, not a place to reach but a place to stay ( = fulfilling), pressure are the mechanics that push you from that place (attack, famine, etc...) and keep the game rolling. SO basically management game is about growth and pressure in a design sense, growth keep interesting thing happening because it attract more need and more pressure, therefore more complexity and more management. By adjusting growth, pressure and need we adjust the play experience. We can also see a game as a management perspective (fighting game as not battle but survival management).
Is that so?
Can you find exception?
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