Ernest AdamsThe Designer's Notebook

Columns / No. 76 · August 26, 2005

The Bill of Players' Rights

Over the years there have been various efforts to create a Bill of Rights for game players. Someone named PeterB, in a blog called Tea Leaves, wrote a PC Gamer's Bill of Rights about a year ago. Noah Falstein's 400 Project is an excellent ongoing effort to find 400 rules about game design, and even better, to document how those rules relate to one another. Then there's someone named [MC]Daschande, whose Gamer's Bill of Rights actually demands that the publishers provide access to a game's source code. (Yeah, right.) And of course, there's enormous ongoing debate about the rights of players in persistent worlds—do they have freedom of speech, can they sell game-world objects, is automated gameplay cheating, and so on and so forth.

Few of these efforts, however, have been directly on point for game design, in the sense of creating entertainment for players. The PC Gamer's Bill of Rights mostly concentrates on technological issues such as installation, frame rates, and switching monitor resolutions. Many of the 400 Project Rules are about design, but some are actually about development ("localize narrative in a two-step process") and others I would characterize more as good ideas than rules ("distribute game assets asymmetrically"). The so-called Gamer's Bill of Rights would be better described as a "gamer's Communist Manifesto," since it mostly seems to be a demand that publishers hand all control of their intellectual property over to the players. The debate about online gaming is chiefly concerned with player behavior and community order.

So, not satisfied with what I've found on the Web, I thought I'd put together my own Bill of Players' Rights just for the fun of it. Because my approach to game design is based on empathy with the player, these are features that I demand as a player, and that I believe every player has a right to expect. My list concentrates specifically on the experience itself rather than on things like The Right Not to Crash or The Right to Take the CD Out of the Drive. I'm restricting my list to things that I consider to be an absolute right, not just a good idea or a useful design principle. Finally—an important qualification, here—my list is really intended for single-player games. A number of these items don't make sense in a multi-player context.

Before I go on I should say in fairness that some of these overlap with PeterB's Bill from Tea Leaves; some overlap with Noah's project; and some are derived from my own Twinkie Denial Conditions.

So, with all that said, I present:

The Bill of Players' Rights

So that's my Bill of Players' Rights: a dozen fundamental rights that every game must respect. You might wonder why I don't include a "Right to Have Fun." The reason is that no game can guarantee that to every player. Fun is an emotional response to playing, it's not something that you can build into a game and know for sure it's there for all players. Whether the player has fun or not depends in part on whether she likes the kind of game you made, and that's something you have no control over. Besides, some games are used for research or study; they're not necessarily designed to be fun at all.

My Bill of Players' Rights is by no means complete, and I welcome suggestions for additions. Remember, though, a "right" should be something that is general enough to apply across the whole spectrum of gaming, not just to one genre of game or one type of device.

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