Games are not generally fond of reality. For good reason I say, for reality is such a bother, a frustration, and it’s fiendishly difficult to program correctly. And I am not only referring to that class I very nearly failed (twice) in college that has a lot to do with some old Englishman going on about force equaling mass multiplied by unstable explosives over the rate of change in X, Zeta and sometimes Y. Yeah I didn’t really understand any of it either, and so there is little chance I will be concerning myself with incorporating any laws, natural or otherwise, into my game mechanics. Honestly it just takes so much of the fun out of it.
Now I will admit there are games which do a splendid job of approaching real world physics (that’s the stuff) to provide a mostly realistic simulation of the really real world. All well and fabulous but there is so much more excitement to be had when we leave those annoying constraints to the universities and guys sitting under dangerously unstable apple trees. A game universe should only be as real as it absolutely must be and not one quantum fudge ball more. For example, when a character in a platformer style game jumps from one platform to another there must be some kind of force that brings him or her inexorably back down to land on the next platform, a.k.a Gravity, or some kind of cheap knock off that is close enough to it. However, as is strangely often the case, the platforms themselves need not be affected by this same force at all. They can just float there seemingly without any support, without any means to remain in place against the pseudo-gravitational forces pulling your hapless character towards the bottom of the screen. They can be suspended in air by a force no more potent than the sheer and utter laziness of the artist who neglected to illustrate a support beneath them. Those are the rules, or lack of them, that are so wonderfully common and, as best I can tell, welcome in video games. Say what is holding up that block that Mario jumps up and hits his head against? Who cares, it has a mushroom inside it. Insanity! Pure bloody nonsense and I love it!

Gravity as applied in a typical Game World
Now, about my little game and the point I was thinking about making somewhere in this post. This game world is one where the main character is a ship and the world moves past it, right to left, so that it appears the ship is flying left to right across, over and through a variety of wild and colorful landscapes. Since the ship is moving it must be propelled along by the thrusters shoved up its back-end, but it also flies up and down and even in reverse, with no apparent way to exert force upon it in the direction in which it intends to fly. Every action is met with an equal and opposite reaction when it makes the game a little more fun to play, but we just carefully set that law aside when it means more programming work or more coloring of backgrounds. I don’t need to add more detail to the game to make a player accept the motion of the ship right? I really don’t want to work that hard, for one, but I am also convinced it will not add anything to the game play itself. Gamers just accept these things if the colors are pretty and the explosions are really, really big. Most of the time.
So what is needed to make the game convincing enough to be fun, challenging, engaging, and relatively easy to make? Consistency for one. If I say remote controlled drones that are blue and have no visible means of propulsion fly quickly across the screen from right to left in a wave pattern they had better damn well always do that. It becomes the natural law of game world A, all blue colored remote controlled drones set in motion from the right side of the screen must cross the screen from right side to left in a wave like pattern. Any violation of this law results in a chaos, cursing and damaged controllers. If the character in the platform game jumps from platform A to B we’re ok, but when he goes to jump from B to C and just keeps floating right up and out of the top of the screen as though gravity suddenly became randomly selective upon whom it forces itself we have an issue, a bug, a violation of the natural law of this game world as established by the jump from A to B.
There are probably other natural laws of game worlds that cannot be broken, lazy artists and inept programmers aside, because it just ruins the whole experience. The main character can only be killed or defeated by something he or she can see, block, spit on or tickle. Say a sword swinging nutcase walks into a tavern and for no reason that can be seen or puzzled out by the player he falls dead halfway to the bar, sprawled out and twitching on the common room floor. Game Over. Death cannot be random and indiscriminate in a game world, at least not as concerns the fate of the main character. There that’s one of them right there: Classical Gaming Law #1 – As concerns the fate of the main character, death cannot be random and indiscriminate. Or at least, it could be one of them. I doubt I am of a sufficient level of authority in the realm of gamers to propose and ratify any laws, sensible or not. Oh well, I guess that means random and indiscriminate death for everybody! Welcome back to the really real world.







