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It’s Design a Day Theme Week: Asymmetrical Representation.

You’re saying: “That’s so amazingly exciting that I will be here with bells on!”

I know!

This is one of those ideas that’s so blindingly obvious that I’m surprised it hasn’t been much explored. I think the germ of this idea came from this slide in Raph Koster’s 2005 GDC presentation “A Grammar of Gameplay .” But the real inspiration is semanticist Alford Korzybski’s insight, “The map is not the territory.”

Let’s start with the low hanging fruit. I’ve played a number of first person shooters. In that time I’ve played super spies of both sexes, futuristic gladiators, well-armed research scientists and the lone survivor of several catastrophes The words may change, but the song remains the same. I’ve even played a few soldiers, he segued.

This is not a rocket launcher

Axis and Allies

What follows is a proof of concept. I’m not necessarily suggesting that this is a feature players are clamoring for, though I can see one useful application, which I’ll talk about later.

Imagine, and I know this will be hard, a World War II game. Imagine the game is played online. At any given time there are two teams, Axis and Allies.

In current models, one team chooses Allies, one team chooses Axis, and they fight each other.

But the map is not the territory. We’re just creating a visually pleasing interface to a complex but finite state-machine that is the game, he oversimplified. Now imagine that everyone who played was automatically assigned to one of two Allied teams, teams A and B. But who plays the Nazis?

Pick a team. Let’s say Team B. I join Team B. I call my character America Joe, give him a I-heart-Mom tattoo, and jump into the game, where I start playing against Team A with the rest of my Allied team.

But when someone from Team A encounters me, he doesn’t see America Joe, he sees a German foot-soldier who immediately tries to kill him. And Team B sees all of Team A as Axis.

The deception continues. Each team spawns in what appears to them to be a Allied command post. Of course to the other team, it appears as a German headquarters. Now quite literally, the map is not the territory.

The downside is that teams abilities have to be congruent, such that the switching of them does not cause unequal results. If the Germans have a flamethrower, the Americans must have one too. This can be mitigated by clever level design. Both sides might have Tanks and Bombers, but on a given map, one side may only have access to tanks, and the other to bombers, to keep the game-play from being to homogenous.

Furthermore, making several specialized classes available (Marine, Engineer, Medic, Special Ops), means a less homogenous experience, especially if the maps force each team to select from different sets of classes.

It also means that in any meaningful way that a character can interact with the environment, the Allied and Axis HQs need also be congruent.

One possible use for this is previewing content. In a fantasy game, you could preview a new race that appears as a time only as enemies, but eventually is unlocked as playable. The players are still acting as the AI for the preview race, but are not experiencing the new representation. When the race is unlocked, new and non-congruent abilities can be added.

-game over-

Tomorrow: Asymmetrical Representation Theme Week continues with Starcraft meets Fantastic Voyage .

Thanks for reading another action-packed installment of Design a Day. For background on the Design A Day challenge, take a peek here and here.