A couple of weeks ago we got together in a group again to discuss our second piece of reading. This article was written by Doug Church and it was all about formal abstract design tools, or rather “FADT” as he labels it in the article, of course this is an acronym for Formal Abstract Design Tools, but that bit is obvious enough.
For a lot of the start of the article, Doug Church talked a lot about game designers establishing a shared language amongst designers and that the FADT would help designers design games, review them, talk about them and talk about what is good and what is not and that sort of thing. Which brings me back to an article that I read recently for University, I can’t quite remember which one it was however the writer stated that games design is becoming a field of study, such as is history and science, and as such it needs its own critical vocabulary for its designers to have the ability to discuss it.
Anyway, FADT is literally a sort of framework for creating this vocabulary.
Later on in the article Doug Church goes on to speak about the actual vocabulary that could be listed under FADT, there are three pieces of vocabulary noted in total and they are; Intention, perceivable consequence and story.
First off is intention; Doug Church said that intention is what encourages players to do the things they do intentionally, and in my notes on intention I have very clear link back to Costikyans article that I previously read the week before.
Intention made me thing of Structure as explained by Costikyan. If intention encourages players to do the things they do then surely then the structure of the game also includes what the intention also is, because players would be following the structure and doing the things that they are intended to do.
But it’s not the same thing, if it was then there would be no point in me reading a few paragraphs about it, there would be no point in covering ground I’ve already covered. Intention is different from structure, you could say that instead of intention being structure, it’s the offspring of structure and the structure instead makes it so that the players actions are intended to result in something, which leads into the next FADT as covered by Doug Church, perceivable consequence.
Closely after intention comes perceivable consequence, this is as it sounds; a consequence perceived by the player and these consequences dictate the players action within the game. A player, after playing the game for a little while, will be fully aware of the consequences of his actions and how they will change his state, and now he can perceive the consequences of his actions, and use this new knowledge to get through the game. Perceivable consequence is the piece of vocab used to describe this action in the words of Doug Church.
The last piece of vocabulary that Doug Church explains is the Story; the story is explained to be a narrative thread that is either designer driven or player driven.
Designer driven story is a sort of narrative that was intended for the game to have, it’s the story of the game, of what happened to the characters, of how the characters interact with each other and things as such. Most commonly designer driven story is found in RPG titles, a player can play a game differently however the story will never change and will be the same for every cycle of game play that you undertake, however some RPG’s nowadays offer alternate endings, but that doesn’t exactly make the point of the designer driven story any less valid, it’d still be the same alternate ending no matter what you do to try and change the game.
Player driven story, however is the story that is created by the player throughout the game, not the designer story, however the story of the player and how that player got to the state that he is currently at. The story of the player may be present in a game of chess, for example; the white player pushes a pawn two squares forward. This is an example of a player driven story. In essence it is a narrative that the player creates during his time playing the game, rather than having an actual story pre-determined by the designer.
That’s about it, but rest assured that most of this stuff made sense to me in my notes, but into text it really has transitioned pretty badly. Some of it may have lost meaning and all that, but it’s still relevant to my studies because I think the actual goal of reading these articles is to read them and then to understand the critical vocabulary in one way or another. I’m sure that my understandings listed above aren’t completely wrong.
Sorry about this being posted a bit late, along with the other stuff that is soon to follow. Expect a week of blog updates, lecturers.

