Lanzi and Loiacono, et al.
7 DISCUSSION
The game designs we included in the previous section provide a
good overview of the variety of themes and mechanics of the con-
cepts we received. There are games that are purely reactive (e.g.,
Dot-A-Mole and Quick Reflexes), involve chasing (e.g., Follow), idle/waiting
(e.g., See(D) Me Grow), memory (e.g., Constellation), quick reaction
(e.g., The Key, Quick Color, and Quick Reflexes), experiential (e.g.,
Pixelcraft Together), and multiplayer (e.g., I am the Fastest! and Pix-
elcraft Together). Some mechanics are well-know (e.g., One Voice
has a rather typical mechanics with an experimental voice-based
control); some are the same use d in C64 and Apple II games (I Am
Fastest has the same mechanics of race track events on old Olympic
video games). The combat mechanic of Rog recreates the push-
your-luck used in several tabletop games. Hop! is inspired to the
children jump rope games. Several games are based on the play-
ers’ memory (e.g., Talking Robots, Constellation), others requires
planning abilities (e.g., 3.. 2.. 1.. Go! and Kick the Engine), most of
the are purely reactive. Note however that, some reactive games
can be made memor y-based through level design. For example, Cir-
cle Wave could become memory based by making the sequ ence of
circle waves deterministic which would be equivalent to asking
players to learn the waves’ behavior (similarly to what is done in
Constellation). There is also a wide variety of genres. There are rac-
ing games (e.g., Minimal Wipe Out, Overtake, and Kick The Engin e),
rhythm games (e.g., Ringtone Master and ), platformers (e.g., One
Voice), role-playing games (e.g., Rog and Role Pixel Game), casual
games (e.g., Minimal Fruit Ninja), adaptation of arcade games (e.g.,
They Never Stop and To Be Or Dot To Be), and experimental (e.g.,
Talking Robot). Some games are completely abstract (e.g., Hop!, Fol-
low and Constellation), others are grounded in specific themes. It
is interesting to note that, in terms o f score system, most are win-
loss games that challenge the player to complete as many level as
possible, so me have a scoring system, while others are compl etely
experiential (e.g., Pixel With Friends and See( D) Me Grow).
If we analyze them using four criteria considered in [18] (sys-
tem, control, visual, aural ), we note that all games have minimalist
systems with a very limited set of choices that may enable purely
reactive behavior as well as planning (e.g., 3.. 2.. 1.. Go!) or deep
gameplay using additional material in “.- .-.. .. ...- ."). At control level,
there is a neat distinction between games using keys or buttons
and those nee ding a touch interface (which can in some cases re-
placed by a mouse p ointer). Ten years ago, when minimalist game
design movement started to get momentum [18], touch interfaces
were in their infancy and several minimalist games were initially
design for the keyboard and then upgraded t o touch [5, 24]. Today,
touch interface has become a commodity and thus several design-
ers view it as minimalist. If we cross data of designers’ age and
the use of touch interface, we note that older designer tended to
stick to the key and button approach whereas the touch interface
was suggested mainly by younger designers.
1
Visually, all games
are c ompletely abstract. In aural terms, designers have used sound
effects to reinforce the narrative (e.g., Kick the Eng ine and Mini-
malist Shooting Hoops); most designers used sounds for providing
1
We chose to leave the concepts anonymous and not to include any data about the
age or other characteristics of the designers to avoid any sort of bias in the reader and
for obvious privacy reasons.
feedback while others made sound the main subject of the game
(e.g., Talking Robot).
The concepts highlight the important role of narrative even in
minimalist games. Two games, Aliens Attack from Deep Space and
Minimalist Shooting Hoops, at the system level, are identical to the
basic example games that were given in the invitation we sent to
designers. The former asks the player to shoot the alien as soon
as it becomes visible through the peephole (which is identical to
the basic example game in Section 6); the latter asks the player to
charge the shot b y keeping the key pressed until the pixel turns
on (which the same game with inverted control discussed in Sec-
tion 6). However, the narratives that the designers have created
around the same mechanics make the games feel completely dif-
ferent. Narrative is also used to create depth in a game wit h a cum-
bersome communication interface like “.- .-.. .. ...- ." in which the
use of a p rinted manual may make it less minimalist but, at the
same time, increase complexity, immersion, and depth.
8 CONCLUSIONS
We presented an experiment on minimalist game design. We started
from an example of the most straightforward game we could de-
sign (involving just one p ixel and one interaction). We sent ou r
minimalist game to students and professional game designers and
challenged them to create original games using the least amount
of visuals and user interaction. We did not impose any constraints;
we just provided our simple game as inspiration. We received more
than 1 20 game concepts and presented some of them in this paper
discussing the vision of Minimalist Game Design [18] t hat tran-
spire from the concepts, ten years after the seminal paper by Nealen
et al. [18] started the discourse on minimalism. We performed sev-
eral analysis on the design documents we received to search for
patterns and semantic structures. We applied a wide variety of well-
known text mining techniques including word embeddings, topic
modeling, and text clu stering [2, 7, 9, 10]. However, our analyses
did not revealed interesting patterns; our results suggest that this
is probably due to the relatively small number of concepts and the
conciseness of the descriptions. We believe our experiment can be
an interesting tool for teaching the essence of game design to stu-
dents. Accordingly, we plan to propose the challenge again next
semester to the incoming game design students. We consider this
an ongoing experiment and we hope t hat increasing the amount
of concepts will enable us to do more advanced analysis on the
design documents in the future. We also welcome submissions of
new minimalist design concepts from anyone interested in partic-
ipating using the form at https://forms.gle/uPk1aWkx9Gr9kVgk9.
REFERENCES
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