Skip to Content
 

Innovation in Game Design

I rarely listen to podcasts, I suppose because I think writing provides a more concentrated form of information. (I don’t read blogs much, either, preferring more formal articles.) It takes more effort to read something than to listen, but in a given amount of time I think reading something that has been carefully written about a topic is more effective than listening to a podcast, which by its nature can be diffuse rather than focused.

Recently I was asked to participate in a podcast, “Ludology,” with Ryan Sturm and Geoff Englestein, “a podcast about the why of gaming” (in their case, tabletop gaming). So I listened to some episodes before agreeing (it will be recorded in January). The podcast is quite focused, the hosts have a topic in mind, may have a guest, and they talk about that topic. There are no feedback segments or other distractions, just discussion of the topic and related topics.

A recent episode is about innovation and this set me to thinking about a topic that I think Does Not Matter in game design. Most game players Don’t Care either, but clearly some people do.

Definitions are important, as people seem to have different things in mind when they see the word “innovation” and its variations.

Dictionary.com: “in·no·va·tion noun
1. something new or different introduced: numerous innovations in the high-school curriculum.
2. the act of innovating; introduction of new things or methods. “

Wikipedia:
“Innovation is the creation of better or more effective products, processes, technologies, or ideas that are accepted by markets, governments, and society. Innovation differs from invention in that innovation refers to the use of a new idea or method, whereas invention refers more directly to the creation of the idea or method itself.”

These definitions are different as Wikipedia emphasizes the use of innovations rather than the creation of innovations, and uses “invention” for the creation of what others might call innovations. In effect dictionary.com in #1 is defining what “an innovation” is while Wikipedia is defining what innovation itself is (dictionary.com’s #2).

However you look at it, why doesn’t “innovation” matter in game design? First, true innovation in the sense of an entirely new mechanic in games is quite unusual. "There is nothing new under the sun" applies to games more often than most might think. Those brilliant ideas of today have often been used in the past. This is typical:

That's kind of a common pattern in everything I do. One minute I'm completely on my own and I think, “Wow, I'm a genius, I can't believe this idea nobody else had!” And then you look at the references on it, and it turns out that a hundred other people have done the same things in the 1980s. And then you look, and you get your additional ideas from those. Between invention and stealing, you come up with a really good combination of ideas. --Tim Sweeney (founder of Epic Games, publishers of Unreal Tournament series, Gears of War series, in Gamasutra interview 2009).

Second, whether something is innovative depends almost entirely upon one’s knowledge of previous usage. To someone who is only accustomed to games like Monopoly and Sorry and Risk, Settlers of Catan may appear to be highly innovative, though to most hobby gamers it’s old hat. In other words, innovation is entirely relative.

Once again, the question is what is “new”? What’s new to a typical game player may not be new to a veteran gamer of broad experience. And what is new to veteran gamer of broad experience today will not be new a few months from now.

Being concerned about Innovation (with a capital “I”) reminds me of people who need to know sports scores NOW, even though the score will be just the same if they don't find out until tomorrow. That is, what's innovative now, isn't later. While an element new to a player may be a form of surprise, what counts in the long run is how the game plays, not whether any element of it is “new.”

The relativistic view that it all depends on what the players are familiar with, was brought home when the hosts of the podcast asked themselves whether Stratego was an innovative game. However, they were unaware of the history of Stratego. There is no innovation in Stratego because it's an almost exact (and entirely legal) post-World War II copy of L'Attaque, a game originally patented and published in 1909 and still in print along with a group of spinoff games when I lived in Britain in ‘76-‘79. By any definition, there is no innovation in Stratego. But to most people who are unaware of those older games it is “new” in its methods.

The idea that a game is more desirable to play because it is "innovative" puzzles me immensely. This appears to be part of the “Cult of the New”. On the other hand, as Shigeru Miyamoto has said, game designers are entertainers and are trying to surprise people. Mechanics that are new to a player are a form of surprise.

My view is that what’s important in games is how the mechanics work together, the whole not the parts. A focus on innovative mechanics strikes me as one step removed from the focus that novice game designers have on “great ideas.” As I and many other designers have explained many times, ideas for games are virtually worthless. It’s the execution of the ideas, how the ideas are carried out, that matters. In other words a focus on innovative mechanics, mechanics that have not been used before, misses the point of games and game design. To me games are 10% inspiration and 90% perspiration. A focus on innovation implies the reverse of those percentages, and implies that ideas are much more important than execution. I don’t think so. The point is to have a game that’s enjoyable for a target market to play, not to have a game that is in some way “new”.

Having said that, obviously there are game players who value “new”. Game designers may be occasionally excited by the appearance of a new mechanic that they can then incorporate into their games. And there is certainly that the cited reaction to an innovative game (as opposed to innovative mechanic) such as Dominion: we now have dozens of deck building games.

I wonder if the modern habit of playing a game only a few times, then moving on to the next one, is in part a quest for “something new”, fundamentally a hunt for games that aren’t kind of boring after the first few plays. On the other hand, keeping in mind that many contemporary board and card games are much more puzzles than games, just as most single player video games or puzzles, we can understand why people lose interest after playing a few times and “figuring out the puzzle”.

A focus on game mechanics also strikes me as reflecting a “component” notion of game design rather than a holistic notion. It views games as collections of mechanics. This implies that games are mechanical/scientific rather than artistic. Yes, there are certainly mechanical aspects, but to me a game is greater than the sum of its parts, it's the combination that matters, not the individual mechanics. Of course, I also view games as models of some reality (it can be a fictional reality). You may evaluate the individual parts of a model but you mainly evaluate the model as a whole.

The exception to that “model view” is wholly abstract games. An entirely abstract game is necessarily a collection the mechanics, but to me it needs to be very few mechanics: there is no reason to obscure what’s going on by throwing lots of mechanics or other information into the mix. Now if a game is a puzzle to be solved, which seems to be a common view in the Eurostyle, then complexity helps make the puzzle harder to solve. I view most games as competitions, player versus player, and I don’t want too many mechanics to get in the way of the interaction of the players. In the typical Eurostyle the interaction of the players tends to be minimized, just as competition tends to be minimized, and we have something more akin to puzzles. There are of course Eurostyle games that are not typical, and these are often the ones that become popular over the long term.

Now if you play games because they have new/"unique" elements, not because you're interested in winning or mastery or a model or any of the other things people are usually interested in, then I guess perceived innovation (not encountered before by the player) makes a difference.

I must also ask, if you play a game because it's innovative (as far as you know), does that mean you lose interest after playing once (or twice) because it's no longer an innovation to you?

I also see an assumption in some quarters that “innovative equals good.” But if you think about it, most "innovative" games are likely to be weak if not junk. Thankfully most of them aren't published. Why is it likely? When you innovate for the sake of innovation, as I'm sure many try to do, then you're ignoring what's more important about the game, how it plays and whether players enjoy it. If you deliberately include innovative elements, more often than not your innovation will at least be unsuitable for the situation, if not out-and-out junk in and of itself.

Video Games
Often the originally innovative game fails/has little impact, and a follow-up becomes much more well-known. The Sims video game was thought of as a highly innovative game. Many years before there was a video game called Little Computer People that did much the same thing but got little attention. In other words The Sims was not nearly as innovative as most people thought it was. But (in all its incarnations) it’s the best-selling PC game of all time.

AAA video games cost so much to produce that innovation is very risky. There's innovation in video games nowadays, but only from the indie publishers. Big games are dominated by sequels. All 13 games listed in a recent PC Gamer magazine as “most anticipated” by readers are sequels. All of them.

AAA games are also straightjacketed by genres. Players expect games to behave in the way other games of a genre behave, but slightly better. World of Warcraft isn't innovative, nor is Call of Duty, but they dominate revenues.

Social network games seem to be dominated by a lack of innovation, at least if we judge Zynga’s Facebook games, which are said in some cases to be shameless copies of other games. Zynga’s well-known games are repeats of a formula. Zynga has become such a big company and makes so much money off their standard games that they can’t risk devoting a lot of effort to a entirely different sort of game.

Innovation in the sense of new methods is not important to success in the video game world. It’s enough to use old methods in a slightly new way, much as all those 13 sequels are likely to do. Angry Birds is absolutely not an innovative game, not even in the limited sense of using old methods in a slightly new way, but it has parlayed its atmosphere–it’s not a theme because it doesn’t modify how the game is played– into a branding empire. (There are certainly successful video games that are innovative, such as Minecraft.)

Another Definition
There seems to be another definition of innovation which amounts to “how many games did this game spawn.” By that definition Dominion is very innovative, as are the founding games of each of the standard video game genres. By that definition Britannia was pretty innovative. Brit was innovative for a number of reasons, but not the most obvious one. One of the major elements of Britannia, each player controlling more than one nation and each nation having different point objectives, was actually used first in Ancient Conquest I. Almost everything else about the two games is different, even the sequence of play, as a player’s nations in Ancient Conquest all play at the same time and can cooperate closely.

I agree with Geoff and Ryan that the two most innovative tabletop games of our time are Dungeons & Dragons and Magic: the Gathering, both of which spawned entirely new categories/genres of games (both tabletop and video). Still, what’s really important about those games to game players is that they were outstanding play experiences, not that they were innovations. (I might note that an obscure World War II role-playing game preceded Dungeons & Dragons. . .)

I suspect that you’re as likely to be innovative in a game design, if you’re not trying to be, as those who are trying to be.

Comments

This is a great article. I

This is a great article. I find that innovation is less evident in a mechanic itself but how a mechanic is used.

I just wanted to point out something - Minecraft, which you listed as being innovative - is actually not (in the same way the Sims is not). It borrows heavily from http://en.wikipedia.org/wiki/Infiniminer#Infiniminer and http://en.wikipedia.org/wiki/Dwarf_Fortress
Although it is significantly more successful than either of those - and an excellent game in its own right.

Innovation is difficult to

Innovation is difficult to define in any useful way. There are very few new ideas in history. That's why it's so surprising for a speaker of English to realize how many common sayings derive from the Bible and Shakespeare. You'd expect the idioms to be spread out a bit more evenly, but think of something off the top o' the head and sure as night follows day, it's probably one those two sources. In gaming, nearly every modern mechanism can be classified as a variation of:

1) Dudes-on-a-map,
2) Random Number Generation, or
3) Set collecting.

Even D&D is basically casting your dudes-on-a-map as individual players or NPCs voiced by the DM, with a lot of RNG (dice rolling) to determine outcomes and set collecting as a reward. It's only when you look into the interplay of mechanisms that a mechanical innovation can be perceived.

To me, therefore, innovation is a question of granularity. Not, "has this been done before", but, "has this been done in this way at this level". And to have a truly innovative game is to successfully execute a finished gaming package including as one of its central mechanisms an innovative idea (per the prior definition).

None of which is far off from Prof. P's thesis. Where I'm going to differ is his implication that innovation is overrated in modern game design. Defined as I have above, I put it to you that innovation is the most important element in successful game design. And my argument is, unless we put a premium on innovation, we're in jeopardy of stagnating as an industry, and devolving table top gaming into an exercise in branding.

Here I'm going to invoke Shigeru Miyamoto as well. The history of Nintendo is a history of spikes of innovation followed by troughs of refinement. Nintendo's most successful innovations can be summed up in one word: control. The NES was a sweet machine for its day, but its sole innovative feature was the four-button crosspad. The SNES was a wonderful platform, but aside from Mode 7, hardly innovative. Then the N64 came along, the device that eschewed the most important technological innovation of its day (CDs), but stayed relevant thanks to the analog stick. Then the GameCube, an N64 that kinda uses DVDs. Then the Wii, an innovation in control as prescient as it was not-quite-original. Miyamoto's role in all these innovations is interesting, because he both influenced the designs and showed their potential to other developers, despite ALL of his well known designs bar Donkey Kong and Zelda being sequels.

No console video game company has staked so much of its reputation on innovation as Nintendo, and no console video game company has so profited and suffered owing to the whims of the cult of the new. But here's the kicker. Every time Nintendo innovates, it broadens the base for its entire industry. Just look at the markets for Microsoft's Kinect (kids and their parents) versus Sony's Move (hardcore gamers who want a new way to play FPSes), and look for the correlation between serving Nintendo's new market (parents and grandparents) and product success.

The lesson is, while the market leaders may or may not be innovators, somebody darn well better be. If we as designers don't strive for innovation, what are we left with? Refinement of existing systems, identical mechanisms with slightly different themes, and reprints. All of the above can be wonderful, but FFG (which, like Sony, employs brilliant designers, does beautiful work overall, and dominates my Saved Searches on eBay) and its fellow big boys already have that side of the industry pretty much stitched up.

I don't advocate for "the cult of the new" here, but for a mindset that prioritizes doing something fresh and surprising. The successful designer of tomorrow, or better yet, the really interesting designer of tomorrow, will best serve the industry by striving after innovation while not neglecting Prof. Pulsipher's admonition to focus on the execution, the "90% perspiration" of the whole game. Every design should improve on some aspect of that which inspired it, and be able to stand on its own as a polished, FUN game design. A truly great game will improve in such a novel way and stand up so well that it can be termed innovative.

Here's a question to ponder: who is the Miyamoto of modern board games? I'm going to nominate Martin Wallace, for his ability to ride any train that seems to be going the right direction. Be interesting to see other choices.

Only 3?

I think there are a few other gaming mechanisms in a designer's "tool box" besides:

1) Dudes-on-a-map,
2) Random Number Generation, or
3) Set collecting.

What about auctions/bidding? And then there is action selection (whether through a menu of actions, a "rondel" or "worker placement"). There are probably more, and one could argue how some are interrelated, but I don't think it's useful to take too much time to debate this point.

As for innovation, as was noted, we don't ever create something out of nothing. I agree that the mark of innovation is when a game is both "greater than the sum of its parts" and can also be clearly differentiated from any other game that uses the same parts.

Even so, this remains subjective, but ratings and reviews of games are always that. One designer could think that his/her new game is different enough from its predecessors, while others might label it a "Game X" clone.

I think that the real innovators in boardgame design are those who not only invent new games, but who create new game systems. Age of Steam, Carcassonne, Magic, and Dominion are all modern examples of game systems that can be expanded and modified indefinitely. Can someone taking one of these existing systems to a new level be considered innovative? Possibly, but I think that the designers who create that original system have achieved a much higher level of innovation--one all game designers can aspire to.

Go figure...

jeffinberlin wrote:
I think there are a few other gaming mechanisms in a designer's "tool box" besides:

1) Dudes-on-a-map,
2) Random Number Generation, or
3) Set collecting.

Personally, I think the universe revolves around #3! :D I mean if there were no sets to collect what would we be doing with all of this stuff. If you're not happy with your Monday Lamborghini Gallardo you can buy Ferrari Testarossa for Tuesday, no?

Not to mention the rampant divorce rate in today?! Can I get a Yea-Haw, if you know what I mean... Cowboy boots and all... Dudettes-on-a-map...

That's not to say that Powerball this weekend will be worth $40 Million dollars! OMG I bought 10 tickets... I sure hope I win! ;)

Innovation and the industry

Granted Innovation is important to the industry, but as with many things that are important to the whole, they are not important to the individual parts. That is, innovation is not important to the individual designer, and I was speaking from his or her point of view.

Even to the industry, innovation is more important in aspects that are not strictly part of game design. I think particularly of the video game industry, where there is very little innovation in the AAA games, but innovation in how games are marketed and designed (casual games, free to play, social networking games).

What games amount to

I once tried to list "What Games Amount To", and got something more than three:
http://gamasutra.com/blogs/LewisPulsipher/20090511/1357/What_Do_Games_Am...

Related article

This is a very well thought out article by Dr P. I recently came across a very on-topic post on the (video) game design blog Lost Garden (http://www.lostgarden.com/). DanC's take is about plagiarism, copying, and innovation in the (video) game industry on the whole.

He makes a very important point by admitting that some mechanics will be used in many different games, but by reinforcing the notion that what is important is the game experience on the whole:

"A game creates its player dynamics from a coherent set of mechanics, interface and player skill interacting to form deliciously enjoyable loops of play. A well crafted design is a holistic creation and this unified system generates a unique value proposition."

So when he talks about innovation (again, in his context especially used as 'the opposite of plagiarism') he is talking about creating a new game experience for the player, which I think will resonate strongly with board game designers as well as being a worthwhile goal. In the same paragraph as quoted above, he goes on to mention that:

"Innovation in such a design space is a surprisingly straightforward act. Change up some of the central mechanics at the core of the experience and the whole set of dependent systems need to be rethought and rebalanced. You very quickly end up with a new game that is unrecognizable as a copy of the source material."

I think this point is extremely relevant because while he absolutely decries plagiarism, he acknowledges here that a change in one or more game elements, IF the goal of a unified system/unique value proposition game experience is to be preserved, necessarily requires innovation.

-AndyGB

Thanks for the link.

Thanks for the link. Evidently, blatant cloning is more common in the video game industry than in the tabletop game industry.

But I notice that Dan's game praised for innovation (Triple Town) is "another match 3" game. Where do we draw the line about cloning? (And of course, "match 3" is a fairly obvious idea, no doubt conceived independently many times. Is it OK to "plagiarize" obvious ideas but not non-obvious ones?)

When is it borrowing, and when is it stealing?

After the recent back-and-forth about the newly announced game, "Flash Duel," which is basically En Garde expanded upon, I'm curious as to how people here would answer this question?

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Syndicate content


blog | by Dr. Radut