Practical Creativity
Notes on talk by Raph Koster at GDC 14: Practical Creativity
#Relevant resources
- https://www.raphkoster.com/2014/12/03/practicing-the-creativity-habit/
- https://www.raphkoster.com/2014/12/01/gdcnext-video-practical-creativity/
- https://www.raphkoster.com/2014/11/03/gdcnext-2014-practical-creativity-slides/
- https://www.raphkoster.com/games/presentations/practical-creativity/
#What is creativity?
- Collisions of elements typically not associated with one another
- Crossing of contexts, moving things into new infrastructure
- Making the familiar unfamiliar
- ::Almost never “the creation of something truly new”.::
#Hierarchy in games
- a unique rule construct changes presentation and content and turns into a genre
- vast majority of work is done within genres, with simple variants at best
- creating of new games is vanishingly rare in videogames - tabletop on the other hand, does it frequently
#Atomization and abstraction
- Look for core small bits - Games are made of smaller games
- Break down and compartmentalise the game - Treat each input as a game, each subsystem as a game - Once you think modularly, you can replace modules at will
- Build your mechanics library - Going back to simple games (80s classics, mobile, etc) is the best way
- Distance yourself from the core problem - Find ways to reframe your simulation problem in fresh language
- learn to see things abstractedly: distill the aesthetics into actual small mechanics
#Context replacement
- creativity isn’t about ex nihilo creation
- it’s about moving known bricks around and connecting them in unexpected ways - remember, if games are made of games, even the tiny thing is a possible brick
- ::the biggest tool for doing this is pushing your known brick dramatically out of context:: - example: a dice is always thought of as a probability device, but it can be: a token with hit points, countdown device, indicator of state, indicator of max value, brick you build with
#Add a statistic
- simplest means of innovation
- new stat implies a new rule, which means at minimum you’ve created a new variant
- time to complete: possible time attack mode
- number of moves: possible efficiency subgame
- attack strength rating: possible divergent strategies
- each time you add a stat, try removing an existing one
#Work in the materials
- the tools of game systems are math relationships
- think analog, not digital
- working analog for digital concepts forces context switching
- “could I stick a hex-grid under an FPS?”
- make things that are known very well unfamiliar to you again
#Force constraints
- specific types of pieces prompt a mechanic
- doing level design? Try abstracting your level into a graph
- give yourself an impossible limit and you’ll start inventing new mechanics
#Add a verb or a goal
- take a platfromer, add “fast” — you get speedruns
- the most interesting gameplay comes when the player’s goals are somehow contradictory
#Change input mappings
- swap an analog input for a binary one
- swap simple input for a complex one
- swap an instant action for a timed one