Game Design

(Elliott) #1

  • Infinite Play:Tetrisallows players to keep playing until, through their own bad
    decisions, the blocks reach the top of the box. Every game ends in defeat, and no
    one can truly say they have “beaten” the game. Players can always find ways to
    improve theirTetrisplaying ability. This is a crucial difference betweenTetrisand a
    traditional puzzle. Once players have solved a puzzle, if they remember how they
    did it the first time, the puzzle will no longer present any challenge to them. People
    usually do not enjoy doing puzzles multiple times, whereas a well-designed game
    can be replayed forever.Tetrisis just such a game.

  • Multiple Lives: Unlike most classic arcade games, the originalTetrisimplementa-
    tion only offers players one life. Once the blocks reach the top of the box, the play-
    ers’ game is over. The design of the game, however, allows players to see that they
    are doing poorly while not defeating them instantly. As the blocks stack up at the
    bottom of the rectangle, players see the mistakes they are making and have time to
    figure out how to better line up the blocks before their game is over. So, whileTetris
    does not offer players multiple lives, it does give them a chance to learn the game
    well enough to achieve some minor successes before forcing them to start over.

  • Scoring/High Scores:Tetrisuses a model for giving players a score and recording it
    in a high-score table, which is directly taken from the system used in games like
    AsteroidsorGalaga. Indeed, since the game cannot be defeated, it is the possibility
    of achieving a higher score that can become the players’ true impetus to play the
    game again.

  • Easy-to-Learn, Simple Gameplay:Tetristruly excels in how simple and obvious its
    game mechanics are. Players really only need three buttons in order to play the
    game successfully, and these all translate into obvious results on the screen. This
    means that virtually anyone, regardless of how familiar they are with computer
    games, can walk up to the game and start playing it immediately. However, players
    will never be able to fully master the game due to the game’s ramping-up difficulty
    and the potential for infinitely long games.

  • No Story:Tetrishas even less story than most classic arcade games, and is the case
    most often cited by people who want to point out that games do not need stories to
    be compelling for players. The only sort of settingTetrishas is its origins in Russia,
    which has been used for various aesthetic effects in the different incarnations of
    the game. The first PC version of the game, as published by Spectrum Holobyte,
    included backdrops behind the gameplay that involved different scenes from
    Russian life, and the music sounded vaguely Slavic in origin. But once people
    learned what a great gameTetriswas, subsequent implementations of the game,
    such as the one for the Nintendo GameBoy, had no Russian theme to them and had
    no setting or story at all. The game did not suffer one bit for this lack of story.
    Indeed,Tetris’s total lack of setting may actually be something that separates it
    from the classic arcade games, which all made an attempt to be grounded in a
    fantasy world of some sort, whether it was outer space inGalaga, insects in a
    garden inCentipede, or funky ghosts chasing a little yellow man around inPac-Man.
    Tetrishas no such pretensions, and thus stands out.


Chapter 8: Game Analysis:Tetris 145

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