Burgunian Goals Commentary.

Cross post from my blog: http://procyonic.org/blog/goals-anti-goals-and-multi-player-games/

Anyone else into Keith Burgun’s game design work?


In this article I will try to address Keith Burgun’s assertion that games should have a single goal and his analysis of certain kinds of goals as trivial or pathological. I will try to demonstrate that multi-player games either reduce to single player games or necessitate multiple goals, some of which are necessarily the sorts of goals which Burgun dismisses as trivial. I’ll try to make the case that such goals are useful ideas for game designers as well as being necessary components of non-trivial multi-player games.

(Note: I find Keith Burgun’s game design work very useful. If you are interested in game design and have the money, I suggest subscribing to his Patreon.)

Notes on Burgun's Analytical Frame

The Forms

Keith Burgun is a game design philosopher focused on strategy games, which he calls simply games. He divides the world of interactive systems into four useful forms:
  1. toys - an interactive system without goals. Discovery is the primary value of toys.
  2. puzzle - bare interactive system plus a goal. Solving is the primary value of the puzzle.
  3. contests - a toy plus a goal.
  4. games - a toy, plus a goal, plus obfuscation of game state. The primary value is in synthesizing decision making heuristics to account for the obfuscation of the game state.
A good, brief, video introduction to the forms is available here. Burgun believes a good way to construct a game is to identify a core mechanism, which is a combination of a core action, a core purpose, and a goal. The action and purpose point together towards the goal. The goal, in turn, gives meaning to the actions the player can take and the states of the interactive system.

On Goals

More should be said on goals, which appear in many of the above definitions. Burgun has a podcast which serves as a good long form explication of many of his ideas. There is an entire episode on goals here. The discussion of goals begins around the fifteen minute mark.

Here Burgun provides a related definition of games: contests of decision making. Goals are prominent in this discussion: the goal gives meaning to actions in the game state.

Burgun raises a critique of games which feature notions of second place. He groups such goals into a category of non-binary goals and gives us an example to clarify the discussion: goals of the form “get the highest score.”

His analysis of the poorness of this goal is that it seems to imply a few strange things:

  1. The player always gets the highest score they are capable of because the universe is deterministic.
  2. These goals imply that the game becomes vague after the previous high score is beaten, since the goal is met and yet the game continues.
The first applies to any interactive system at all, so isn't a very powerful argument, as I understand it. Take a game with the rules of Tetris except that the board is initialized with a set of blocks already on the board. The player receives a deterministic sequence of blocks and must clear the already present blocks, at which point the game ends. This goal is not of the form "find the highest score" or "survive the longest" but the game's outcome is already determined by the state of the universe at the beginning of the game. From this analysis we can conclude that if (1) constitutes a downside to the construction of a goal, it doesn't apply uniquely to "high score" style goals.

(2) is more subtle. While it is true that in the form suggested, these rules leave the player without guidelines after the goal is met, I believe that in many cases a simple rephrasing of the goal in question resolves this problem. Take the goal:

G: Given the rules of Tetris, play for the highest score.

Since Tetris rewards you for clearing more lines at once and since Tetris ends when a block becomes fixed to the board but touches the top of the screen, we can rephrase this goal as:

G’: Do not let the blocks reach the top of the screen.

This goal is augmented by secondary goals which enhance play: certain ways of moving away from the negative goal G’ are more rewarding than others. Call this secondary goal g: clear lines in the largest groups possible. Call G’ and goals like it “anti-goals.”

This terminology implies the definition.

If a goal is a particular game state towards which the player tries to move, an anti-goal is a particular state which the player is trying to avoid.

Goals of the “high score” or “survive” variety are (or may be) anti-goals in disguise. Rephrased properly, they can be conceived of in anti-goal language. Of course there are good anti-goals and bad ones, just as there are good goals and bad goals. However, I would argue that the same criteria applies to both types of goals: a good (anti) goal is just one which gives meaning to the actions a person is presented with over an interactive system.

Multi-Player Games and Anti-Goals

I believe anti-goals can be useful game design, even in the single player case. In another essay I may try to make the argument that anti-goals must be augmented with mechanics which tend to move the player towards the anti-goal against which players must do all the sorts of complex decision making which produces value for players.

However, there is a more direct way of demonstrating that anti-goals are unavoidable aspects of games, at least when games are multi-player. This argument also demonstrates that games with multiple goals are in a sense inevitable, at least in the case of multi-player games. First let me describe what I conceive of as a multi-player game.

multi-player game: A game where players interact via an interactive system in order to reach a goal which can only be attained by a single player.

The critical distinction I want to make is that a multi-player game is not just two or more people engaged in separate contests of decision making. If there are not actions mediating the interaction of players via the game state then what is really going on is many players are playing many distinct games. A true multi-player game must allow players to interact (via actions).

In a multi-player game, players are working towards a win state we can call G. However, in the context of the mechanics which allow interaction they are also playing against a (set of) anti-goals {A}, one for each player besides themselves. These goals are of the form “Prevent player X from reaching goal G”. Hence, anti-goals are critical ingredients to successful multi-player game design and are therefore useful ideas for game designers. Therefore, for a game to really be multi-player then there must be actions associated with each anti-goal {A}.

An argument we might make at this point is that if players are playing for {A} and not explicitly for G then our game is not well designed (for instance, it isn’t elegant or minimal). But I believe any multi-player game where a player can pursue G and not concern herself with {A}, even in the presence of game actions which allow interaction, is a set of single player games in disguise. If we follow our urge to make G the true goal for all players at the expense of {A} then we may as well remove the actions which intermediate between players and then we may as well be designing a single player game whose goal is G.

So, if we admit that multi-player games are worth designing, then we also admit that at least a family of anti-goals are worth considering. Note that we must explicitly design the actions which allow the pursuit of {A} in order to design the game. Ideally these will be related and work in accord with the actions which facilitate G but they cannot be identical to those mechanics without our game collapsing to the single player case. We must consider {A} actions as a separate (though ideally related) design space.

Summary

I've tried to demonstrate that in multi-player games especially, anti-goals, which are goals of the for "Avoid some game state", are necessary, distinct goal forms worth considering by game designers. The argument depends on demonstrating that a multi-player game must contain such anti-goals or collapse to a single player game played by multiple people but otherwise disconnected.

In a broader context, the idea here is to get a foot in the door for anti-goals as rules which can still do the work of a goal, which is to give meaning to choices and actions in an interactive system. An open question is whether such anti-goals are useful for single player games, whether they are useful but only in conjunction with game-terminating goals, or whether, though useful, we can always find a related normal goal which is superior from a design point of view. Hopefully, this essay provides a good jumping off point for those discussions.


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i don’t understand the difference between contest and puzzle based on your text (edited to clarify my point):

Puzzles are meant to be interactive system with a goal which are meant to to solved. A contest is meant to be a simple interactive system with a goal whose purpose is measuring performance (think a race or arm wrestling). I should make that more clear in the text.

Keith Burgun thinks very clearly, usually, but I don’t like that his forms overlap so much in their construction.

If I’m reading this correctly, Burgun would define a Paradox grand strategy game, or any Will Wright Sim-series game, as a toy, not a game. Is this accurate? If so, what is gained by defining CK2 as a “toy” but Tetris as a “game”?

Clarity. Like he isn’t trying to define away things, just provide a basis for discussion. He believes there can be good toys, good games, good contests, and good puzzles.

That’s my point, I don’t know how much clarity is introduced here. Civ 5 has win states, CK2 does not; but I don’t know what clarity is gained by saying Civ 5 is more like Tetris than it is like CK2.

I think his argument would be that almost any Civilization is a malformed game or toy. Tetris is easier to talk about because its simpler (and therefore has less opportunity to be malformed) but the point of the forms isn’t to compare existing interactive systems but to guide the creation of new ones which are better.

So Civ would be superior if it abandoned its gaminess and resolved to be more of a goalless grand strategy toy like CK2, or it became gamier and ??? I’m not sure what Burgun would consider malformed about Civ.

I think he’d say its too complex to have been designed coherently.

If that’s true I’d have to say that I prefer incoherent designs.

Again, I understand that definitional arguments are always deconstructable and therefore that they do not derive their power from eidetic purity but rather practical usefulness; but I fail to see how these definitions are useful. Can you explain what you find attractive about them?

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I don’t think he is making an argument that you should prefer pure formed interactive systems. Only that if designers want to design consciously, rather than randomly or intuitively, then it helps to frame those discussions in terms of well understood terminology.

I agree with this argument, since I lean towards the idea that systematic thought is more effective in abstract domains than non-systematic thought. I do think it creates a tendency to miss the gestalt qualities which make interactive systems succeed or fail, but I since this style is by far the dominant style of game design and analysis, I also think its worth taking the systematic point of view seriously.

I agree that from a designer’s point of view, the “success” of a game, either financially or critically according to whatever more highfalutin artistic criteria, is essentially random. But if we admit that Burgun’s systematic definitions don’t identify high-quality games, I’m not sure how their application will help designers make high-quality games.

In other words I think it’s much more useful to systematically determine what makes a good game rather than agonize over the systematization of identifying what a game is.

Well, the forms are just the very beginning of his design philosophy. He tries to provide an account of what makes games good (just strategy games) in the terms of the forms. Mostly the other three forms are not discussed, but each is useful.

I thought SB as a whole got over the whole ‘prescriptivist dogmas for game design’ thing back in like 2008-10. So, all this Burgun stuff seems like a huge step back from any theoretical discussion that talks about games as they actually are (not as they should be in some idealized model of game)

Burgun talking about Games can’t help but remind me of Aristotle talking about Human Biology

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Isn’t that the point of all structured analytical systems? We have to build a simplified model in order to argue around it logically; when applying it to the real world, we take this ability to simplify to gain clarity and hope to keep it when adding complexity.

So this read as a tool for analyzing the goals of a game when it has become muddled – the exercise Firaxis would have undertaken to create Civ Revolution.

Schell’s Book of Lenses doesn’t prioritize any tool over any other and is much more practically useful because of it.

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Since the Civilization games are the contentious example here, I think it should be pointed out how ludicrous it is to suggest that they are designed randomly or intuitively. If you don’t happen to believe me on this point, feel free to check out literally anything Soren Johnson has written about game design.

Apparently a lot of that is available here: Designer Notes

This is a good post, but since everybody else is just picking nits with this one section, I will too:

I’m willing to bet Scott Kim came up with this first, since I was misremembering and misquoting these definitions on Insert Credit 11 years ago.
Which is not to discount the work that Burgun is doing in furthering the model in the service specifically of games, since Kim’s interests have always been focused most on the level of the puzzle. I’m gonna read more of this, now!