Fair, Unfair, and Non-Tests in Game Design
Combat Tests: The bulk of hardcore console games are action games that involve hitting and shooting. They are so for a reason. Combat games are highly master-able, often extensible and so players can immediately understand what they need to do in order to win. The test is whether they have the skill to do it.
Agility Tests: Platform games, from Mario to Ico and back, test the player’s ability to work out a series of actions to get from a start point to the gold star without getting killed. The single biggest cause of unfairness in agility tests is bad camera placement, which is why Mirror’s Edge is an unfair platform game.
Reaction Tests: Racing games keep the scenario pretty simple, so the player’s test is obvious (win) and easy to comprehend. The question is whether he can react fast enough or not to get there. Beat em up fighting games also test reactions, but in a different context.
Tadhg posted this a couple of months ago: examples of fair tests, unfair tests, and “non tests” in game design, and why fair tests are important.
Reminds me of one of Jesse Schell’s Lens of Judgement:
