TechnoWizard_control_systems_and_sociology_ethical_breakpoint_j_ffe5dbfe-98d9-400f-b3f7-23c3572de652.png

To me, poorly designed systems stick out like a sore thumb. Maybe it is overly optimistic to imagine rules or laws which would have better consequences in the real world. In game design, however, it’s mandatory - even if it becomes inconsequential. You can imagine that these two sit at opposite sides of a scale. At some point if a game becomes large enough - if legislation is written to law - it becomes incredibly consequential. This is a bit of a thought-piece on that scale.

👁️Admittedly, this piece was meant to remain a draft - just something that has been on my mind recently. I’ve figured out this newsletter for the most part but forgot to turn off a test email! Drat!
I’m planning on my next update to be more about what I’m working on, but until then if you want something more gripping I’d recommend checking out the worldbuilding over at wizardtower.org/everdark.

Laws are rules we can not change. The laws of religion, the laws of country, the laws of nature. We are taught from a young age to accept the world as it is - why question or challenge the systems in place if we are unable to affect them? Instead, we learn to play the game.

Consider what happens when we move from the role of a player to the role of a lawmaker. There exists an ethical breakpoint during this move where great power, and responsibility, is gained: the ability to influence laws which bind others.

When we design a system, we design its impact. Decisions we make will have consequences on everything it touches. If a game allows Player vs Player combat in starting zones, it drastically changes the new player experience. If a game has a party finder, players need fewer friends to play.

Proper Control Systems design begins with an intended behavior - usually a stable, ‘happy’ place - and seeks to move the world as it is (the initial condition) to that place of stability:

  • A car’s cruise control is set to 60 MpH, the car accelerates or decelerates smoothly
  • Enemy balance is intended to challenge players of all levels, enemy A.I. and health is scaled dynamically
  • A game is intended to help players make friends, they are introduced in positive and collaborative environments

The intended behavior is the start of the systems design process - the heart around which everything else must be built. Even sitting idly by and allowing a system to design itself (via lobbyist legislation or even community request) is a rejection of the heart, the challenge, and the responsibility that comes with the power of systems design. As soon as we have power to affect the design of a system, we gain the responsibility over the impact - our intent matters.

That’s all for this time! Hope you enjoyed a bit of a ramble.

Give me courage to change what must be altered, serenity to accept what cannot be helped, and the insight to know the one from the other.
Return To Blog

Lend Your Magic

If you are interested in working with us full or part time, you may submit a general application below.
SUBMIT APPLICATION