I’ve been teaching my third Mastering Game Mechanics course with GameDesignSkills.com and one of the concepts we talk about is Tension. Alex Brazie, my cowriter for MGM and one of the owners of GDS, likes to explain tension like a rope. A rope is loose and floppy and lacks all tension when it’s not tied to anything. When it’s tied on one end, it hangs straight, but is still easily moved. When the rope is tied tight from both ends, it’s stiff with tension. In order to create tension for players, there need to be at least 2 things pulling on you. This analogy never quite sat right with me. It seemed kind of wishy washy.
As I was writing my article on Deus Ex versus Crysis Warhead something clicked for me. It’s about conflicting priorities or objectives. That’s what creates tension. That’s what creates interesting choices, instead of just different ones. And this, like depth, is reflected fractally at all scales of a game’s design. Technically, this tension is precisely what distinguishes differentiated depth from relative depth. This is what creates Interesting Decisions, as defined by Sid Meier.
Even more accurately, this is what Hegel describes as a Dialectic: a set of contradictions that propel action in search of a resolution. In the most simple terms, there is a Thesis, the desire to achieve an objective; an Antithesis, something that stops you from achieving that objective; and a Synthesis, the line of action that allows you to overcome adversity, achieving your objective. Of course, games ideally employ multiple of these. They create desires for players and simultaneously thwart them, such that any attempt to create a resolution between them is flawed and imperfect, a temporary compromise that meets the demands of the moment, but doesn’t ultimately undo the contradiction.
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