1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

  3. Max Clark's avatar
  4. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

  5. KenTWOu's avatar

    I can’t remember that moment when I realized that you simultaneously was creative director, lead level designer and script writer…

  • Two interesting links floated around work in the last couple days. Both related to visualizations of information or information processes.

    One was this beautiful work being done by Alex Dragulescu at MIT Media Lab where he is feeding patterns from software viruses into 3D software to create visual representations of what they ‘look like’… and I have to say they are very… viroid… be sure to look at the full size images.

    The other was this cool web-based chess program that shows you what the computer is thinking. Go play a game. At first you might think ‘so what – this doesn’t enlighten me much, it’s just pretty…’ but play a WHOLE game. These screenshots show how the patterns of chess evolve over the course of a single game. It’s fascinating actually seeing how the huge complex patterns break up somewhat quickly into overlapping patterns of lines of attack, and then devolve into tight defensive rids and huge sweeping lines for the losing and winning sides respectively.

    What I wonder is if this information would be useful in teaching certain kinds of people – people with certain ways of thinking – how to play better chess. It certainly offers an alternate abstraction of the information that we get from observing a chess board. One feature I would like is for the creator to allow you to set up any board position you like – or even to feed entire games to the brain and see the patterns for each board position. This might allow a rich and interesting analysis of classic chess games and might offer interesting insights into how and why certain strategies work. Maybe I should fire a mail off to the ChessMaster team and get them to hire this guy and integrate this. That would be cool.

    Anyway – beautiful stuff – these two things made my day.

    Leave a comment

  • So this post marks two awesome simultaneous events.

    First it is my 100th post on Click Nothing in just over 3 years. That puts me at not-terribly-respectable-but-not-terrible average of about one post every 10 days. When I started I had hoped to post minimum once a week, and there’s no denying that I have enough data to say I have failed that objective. However, aside from a couple of specific windows where I didn’t post for an entire month or so, I have been pretty close to once a week. Not bad. Maybe I can turn it up a bit and try to log my next 100 posts in a 2 year window… especially given the number of emails I send myself from work saying ‘something to post’ and then never get around to it.

    So a good start… and room for improvement.

    The other power-of-ten landmark to note today is that I hit the 10,000 Achievement Point mark on my X360. I landed it while doing co-op missions on GRAW2, so I’ll thank my comrades in arms for covering my back while I racked up the points…

    Alpha Team
    Final1Option – Gunner
    XL Burrito – Marksman

    Bravo Team
    Chuck Gagarin – Grenadier
    MagnumPY – Rifleman
    gregvw – Rifleman

    I haven’t had my 360 for quite as long as my blog – only 2 years and 5 months, minus about 2 months of downtime with the two RROD’s, which is about 27 months. That’s a measley 370 points a month – or just over 10/day. There is another ratio I need to improve. New target – 500 per month. That would be a significant 35% improvement, but I think I should be able to do it. It might be tricky as we move into the last half of this year with all the huge open world games I am expecting to play – Mercenaries 2, Fallout 3 and GTA IV… those games take a lot of time to harvest – I’ll have to try and get a head start before I get sidetracked to all of those huge games. 

    Leave a comment

  • So I finally managed to find Guitar Hero 3, and started playing it yesterday. It’s tight and polished and I’m really enjoying it so far. It seems a little tougher than Guitar Hero 2, but that’s okay… I find Hard to be too damn hard and Medium on GH2 was a bit too easy, so maybe Medium on GH3 will be perfect.

    Anyway – that’s not what I wanted to blog about. I wanted to blog about nostalgia. I am guessing that for a lot of people one the the big attractions of GH (and probably Rock Band too) is the nostalgia factor of getting to rock out to the hits – and in many cases the obscure b-sides – from back when we were in highschool or college or whatever. That was definitely a big part of GH2 for me anyway. In fact, sticking The Stooges and My Chemical Romance in the game together is what makes me wanna go buy some My Chemical Romance… a band I likely never ever would have listened to if Iggy hadn’t drawn me to the game in the first place. Clever that.

    But GH3 is different for me – because there are bands featured in it, and in the downloadable content – with whom I actually played shows way back when I was a useless little punk rocker. The second or third set of songs in the single player career mode features a track from AFI called ‘Miss Murder’… we played a gig with those guys back in ’97 when we were on tour.

    On top of that – the most recent downloadable track pack is the Dropkick Murphys track pack featuring not one but three (really good) songs. Back on that same tour (The Dole’s only tour) we actually played three different shows with the Dropkick Murphys. This was way back at the start for them – our first show together was literally nine days after the date Wikipedia lists for the release of their first EP ‘Boys on the Docks’. They had six songs on that EP – we had two on our single at the time. Back then, I think they hadn’t even recorded their ‘Do or Die’ album and we were among the first in the world to hear songs like ‘Barroom Hero’, ‘Do or Die’ and ‘3rd Man In’ – which they were playing live even if they hadn’t recorded them yet.

    Now they’re pretty famous – having played at baseball games and having one of their songs featured in Scorsese’s ‘The Departed’ (and according to Wikipedia again, even having a song in The Simpson’s episode ‘The Debarted’ – if that’s not fame… nothing is.) Congrats to the Murphys that I remember from back then… now I am not sure if I remember who was who – but I think it was the entire orginal crew, Mike, Rick, Ken and Jeff. I definitely remember Ken and Rick – because some years later the Murphys played a show in Vancouver and I ran into both of them there and we caught up. Ken is the only original member still in the band.

    Anyway – it kinda makes me wonder if The Dole had stuck with it if I’d be able to play ‘Hands Off Our Fish, America’, in a Guitar Hero track pack. Guess we’ll never know. Anyway – I kept a journal from when we were on tour. Here’s a bit about the Dropkick Murphys. It’s no ‘Get in the Van’ – but it’s how it was.

    Thursday July 24th, 1997

    Got up in the van and drove to a "Denny’s" for a way too expensive, incredibly disgusting breakfast, then went out to Santa Rosa, found Los Caporales where we were playing. It’s a big place – the biggest yet, but the town looks dead. Nick had the fantastic idea of going to a public pool for a swim and – god forbid – a shower. Shit, shower, shave – 2 bits; good deal. We’re clean again at last.

    We buy some bagels. I’m running out of money – fast. We go back to the bar and meet Lisa. I go into the ‘Thursday Market’ which is this open street market on Thursdays and we hand out fliers. They spelled our name wrong – as ‘The Dull’. How bad can you fuck it up? Whatever.

    The Dropkick Murphys show up. They’re all good. We hang with them mostly and I end up getting way too shit-faced. The PA is fried. We only get to play like 6 songs again. The Murphys rage though. Greg’s amp is fucked. I get a Murphys shirt – which rules. Lisa gets us pissed. We make $50 and she gets us a place to crash, and she’s gonna get us a place for tomorrow apparently.

    Oh yeah – when we were drinking in the park in the afternoon a cop comes along and tells us to pour out our case. I can’t afford that. We were talking about our ‘next tour’ – the hypothetical one – if we do it, we have to book it via the bands we know who we wanna play with and who have a draw of people who will like our stuff. This whole "drive into some random town and play for people who never heard of us, opening for some band who sound nothing like us" is just a fuckin waste of time.

    The show as a pretty good one, but only by fluke and only because the Murphys crowd was there. I think that tonight’s show and our two in Oakland will be our only really good shows….

    So there – my nostalgia is better than all of yours. Too bad there’s no Acheivement points for that.

    Leave a comment

  • [UPDATE 03/16: RADAR INVISIBILITY – apparently the site was only live as a test – and will go up again early this week – perhaps Monday]

    I don’t normally post about business stuff, but a friend pointed me in the direction of Scott Miller’s (of 3DRealms fame) new gig:

    RADAR

    Sounds like an interesting project – building creative with developer partners to retain IP ownership and leverage it across different media. If they can make that work it is obviously hugely profitable and also really good for the developers involved.

    Normally I wouldn’t pay much attention to a business announcement at all, but there are three things they seem to have going for them right out of the gate.

    First – most new companies like this have a bunch of jargon designed to appeal to VC investors, and then their ‘projects’ page is blank. In this case, they already have listed not one, but three titles Earth No More, Prey 2, and another new IP I’ve never heard of called ‘Incarnate’. Admittedly, I had thought 3DR was running Earth No More and Prey 2… but regardless, the fact that the page isn’t blank means these guys are actually doing stuff.

    The other two reasons are Raphael Van Lierop and Will Kerslake – two guys whose work I respect tremendously. If these two are heavily involved in the creative, the RADAR has the ball to run with.

    Leave a comment

  • Middle of last week, The Globe and Mail published an interesting and well-written article about the Canadian Teacher’s Federation (ironically abbreviated ‘CTF‘) calling for a ban on the X360 and Wii release of Rockstar’s Bully: Scholarship Edition.

    Before getting into it I want to praise the unbiased and seemingly well-informed writing of the article itself by Jill Mahoney and Unnati Gandhi. It is a rare treat indeed to read an article about topics like violence in games, or the banning of games and not be left with the dreadful feeling that the reporter, editor and publisher of the article are in fact terribly biased in favor of the complainant and against games and the game industry. While I don’t typically read The Globe and Mail, this article reminds me that I should get off my CNN junkfood diet and start giving a shit about what news media I consume. So there you go; G&M, you’ve gained a reader.

    Now – to the point.

    I have not yet played Bully. I never had an opportunity to play the PS2 version and was eagerly anticipating the X360 version. Unfortunately, circumstances have conspired to delay my attempt to play the game, but this will not last forever. Therefore, this is not going to be a defense of Bully by saying ‘the game is great, you should play it’ – simply because I don’t know if that’s the case.

    This is also not going to be a defense of Bully on principle. I am not going to attempt to champion the freedom of expression of game creators. I’m not going to stand up and say ‘you can’t ban me – I have rights’. I’m not going to get sucked into the debate on your terms. The simple fact is, I don’t need to. Reactionary cries to ban a critically acclaimed game like Bully are doomed to failure and involving myself in the debate on these terms contributes to nothing but a minor validation of the fears of the fearful. I think that with a little bit of effort, I can come up with a better contribution than that.

    So, what is it that I or the CTF could contribute? Since I haven’t even played Bully – and probably neither has Ms. Noble, President of the CTF, (nor probably have her counterparts in the coalition of teacher’s unions in Canada, the United States, Britain, South Korea, Australia and the Caribbean who are mentioned in the article) I wonder if we even can contribute anything? Ought we enter into debate about public access to media that we have not even engaged ourselves? That seems unethical to me – especially given our roles. It is doubly unethical if Bully might in fact actively contribute to broader and deeper societal understanding of the very serious and real issues of bullying. While our teachers are certainly on the frontlines of the battle against bullying – they are not the owners of the issue and they are not the only ones entitled to examine or discuss it. Those who create art or other media such as films, novels or games that engage the issue are also part of society’s attempt to deal with the problem.

    So, no, I’m not going to defend Bully at all. Instead, I am going to invite Ms Noble and her counterparts to examine it with me, and to enter into a critical discussion of its merits and the difficulties it may or may not pose to students and to teachers who clearly and irrefutably have to deal with the daily reality of bullying in our society. If the concerns of these individuals – our de facto authorities on bullying – are not explored in a game like Bully, then perhaps Bully is nothing but sensationalist junk. On the contrary – if Bully does illuminate the social realities of Bullying within the reasonably defined scope and capability of the medium, then not only is it more than sensationalist junk – it is arguably an important work. Perhaps even a work that students should be playing in school as a part of their education in order to safely explore notions of bullying while having to neither engage in, nor be subjected to it.

    So, to Ms Noble – and to her counterparts in the coalition of teacher’s unions – I extend an open invitation to play Bully with me, and once we have all finished we can collectively engage in an informed dialogue about the merits or failings of the game. Think of it like a book-club, but instead of reading Jane Austen we’ll play a game – and then we’ll talk about it. We’ll talk about what it says and how it says it. We’ll talk about what it means. We’ll talk about its contribution – or lack thereof – to our body of knowledge and to our emotional experiences as human beings – as relates to bullying.

    As a primer – since you are probably not terribly literate in games – you might want to start doing some homework. You taught me how to read – so now is my chance to return the favor.

    Start with Eric Zimmerman’s and Katie Salen’s book Rules of Play. This is probably the most complete work to date on the subject of games and what they mean. It’s being used to teach Game Design in universities, you know. Probably you will even be adding it to your own ciriculum in the coming decade.

    For more insight into the growing field of game design as theory, I suggest a couple of small articles that are becoming increasingly central to the development of the profession, art and craft of designing games. These are Doug Church’s Formal Abstract Design Tools, and Hunicke, LeBlanc and Zubek’s presentation of the MDA framework. While certainly not applicable to ‘reading’ and appreciating games, they may help you bootstrap your understanding of this emerging medium and get us to the stage where we can all play Bully together a little bit sooner. If you only have time to read two short articles about the foundations of design theory – these are the two.

    For formal discussion of numerous principles underlying game design and to brush up on the critical vocabulary you will need when we enter into discussion, I humbly recommend several of my own past GDC presentations, in particular, one on Intentional play, one on Exploration, one on Immersion, and one on Simulation Boundaries. More important probably than the presentations themselves, is the fact that each of them has numerous suggestions for further and deeper reading should you care to continue. Terminology and concepts introduced throughout these presentations will lead you all over the internet and into the heart of a whirlwind of knowledge about games from some of the smartest people in the world – people made smart by the previous efforts of you and your peers and colleagues to educate a generation of children who invented an entire medium.

    I would also recommend you read my own discussion of the state of game criticism – in response to Ian Bogost’s critique of (you guessed it) Bully, and – while I have not yet read Mr. Bogost’s recent book, well, you might want to tackle that as well. I will certainly read it before we get around to our discussions.

    Finally there is probably one remaining hurdle to this endeavour. I am guessing that you are not comfortable playing a game as complex as Bully. One of the unfortunate weaknesses of our medium is the barrier to entry created by the need to actively input meaningful expression into the dynamic system of a game (ie: it’s hard to start playing games because you have to actually play them). Fortunately, the game industry has been working hard to lower this barrier to entry and open the doors to new audiences of people who have been up to now intimidated by this barrier.

    If you, Ms Noble, are interested in playing Bully with me, say so. If you do not already own one, I will buy you an XBox 360 or a Wii and a copy of the Bully: Scholarship Edition. Once you have your new console, you can can use it to download a host of games either from XBox Live Arcade, or the Wii Virtual Console, and you can brush up on your gaming skills. Both platforms offer a fantastic wealth of titles dating back to the days of Donkey Kong and Pac Man. You can certainly choose a dozen or more different award winning titles of varying complexity and challenge level to gain comfort with the controller and prepare yourself to play Bully.

    So there you have it. Since I am interested in the debate, but I’m not interested in the trite and dull perspective that the uniformed are bringing to the table, it’s time to turn the tables. I welcome – even actively encourage – any informed debate on the value of games, or even of a particular game. If you want to talk about these issues as informed professionals with potentially conflicting perspectives in need of thoughtful resolution – I’m game. If you want to enter into ideological debate about whether or not Bully should be banned, I’ve got better things to do – and frankly, I would like to think you do as well.

    In closing, I wanted to say I hope you don’t think I’m being a smart-ass by throwing out an offer I know you won’t accept. I sincerely do not mean it to come across that way. I’m simply trying to challenge what appears to me to be systemic bias and injustice arising from ignorance of what thousands of people working in my industry are trying to accomplish for the betterment of our society. It’s easy to shake a fist in outrage, and I have done my share of that. It’s harder to invite rational discourse and to work with those with whom you have conflicting opinions in order to do what you know is right – especially when it is unpopular.

    I think I learned that from Atticus Finch when I read "To Kill a Mockingbird" in my eighth grade English class with Mrs Uchiyama at Kitsilano Secondary School in Vancouver. Despite numerous attempts made to ban the book over the decades – I am more than proud to say that the debate surrounding it, and the content within it has been formative of my world view. Despite the cited 48 instances of the use of the word ‘nigger’ in its text – the book taught me not to be racist, but instead to tackle difficult and sometimes unpopular challenges head-on and with courage. So regardless of where the CTF stands on the controversial and challenging issues surrounding Miss Lee’s book today, it seems clear that the debate itself makes a difference and contributes to the shaping of who we are.

    I hope you do not see this new medium that your children have created as being beneath debate and ban-worthy simply because you don’t understand it. Especially not in face of an offer to examine it openly. Perhaps together we’ll find out if The Child is father of the Man after all. (Mr Henderson’s Lit12 class).

  • So I was getting a bit worried having not received my shipping container to send Olsen back to the repair center, but it arrived today. Three days. Totally acceptable considering that Montreal was nuked by like 30cm of snow Tuesday night and is still recovering. We’re expecting another 30cm Saturday, and I assume the storm is engulfing most of the Central/Eastern region. It will probably delay the shipment to the repair center, and back… so I’ll consider 3 days additional transit in the whole equation due to Act of RROD… I mean God.

    Anyway – the set-up was EXACTLY the same as last time. In fact – the foam padding seems a little less firm and seems to be rubbed off on the edges. I wonder if they are recycling the packaging? Regardless – as of this writing Olsen is en-coffin-ated and ready for hearsing off to Purolator tommorrow AM.

    Leave a comment

  • Pat Redding is the Narrative Designer on my project, and he gave a wicked talk at GDC about the narrative design of Far Cry 2. He has recently put his slides up for anyone interested, and they are annotated with the text of what he said, meaning they’re actually usable.

    This is must-have info for anyone interested in the design and implementation of systems that turn control of the story over to the player.

    Leave a comment

  • I feel like Frank Herbert or something… after the first triology becomes two trilogies, and we think it’s all finished, I have to suddenly write another trilogy.

    I came home from work today at around 8:00pm and turned on my new improved Olsen so I could pipe some MP3s over my wireless to play through my 360 connected to my sweet home theatre. Alas… RRRRRRRRROD!. Sure enough, Red Ring of Death, and my heart is filled with sorrow.

    So I open the relevant support page on XBox dotcom and confirm the issue.

    • 3 flashing red lights – CHECK
    • powersupply light is steady green – CHECK
    • turn it off, wait for 10 seconds, try again – same result? CHECK

    He’s dead.

    Well, this saga begins very much the same way the last saga did (ironically both of them started in the same time frame – right around GDC – I wonder if there’s a correlation there?). I phoned 1-800-4MY-XBOX at 21:20, March 3, 2008.

    I spoke with the automaton ‘Max’ who had me in a Support call queue by 21:22.

    I was on hold for about seven minutes until Jarred answered at 21:27

    I explained the problem, confirmed my contact info, gave him my serial number, and had him politely remind me that although my original coverage had expired, due to Microsoft’s generous extension of the warranty, I was still covered under the new 3 year plan.

    I explained the steps I had followed to troubleshoot already, and Jarred put me on hold for another 3 minutes until 21:30. Then he came back on and told me (surprise) that I had a hardware failure and would need to send the box in for repair.

    A shipping container like this one should arrive from Purolator (probably tomorrow or Wednesday if what happened last time is any indication) and then I can pack up poor Olsen and ship him off.

    I have my handy reference number and they say it will two to three weeks. Let’s hope they fare better than last time.

    Leave a comment

  • So this year Mark Leblanc invited me to join the faculty of the Game Design Workshop. The GDW is the 2-day Tutorial that runs on the Monday and Tuesday prior to ‘GDC-proper’ where we conduct a series of design excercises to familiarize designers (or anyone) with important design concepts like paper prototyping, fast iteration, and the MDA framework as a model for looking at, thinking and talking about design.

    I attended the GDW for the first time back in 2006 and loved it. I swore up and down I would go every year, but of course I was super busy come 2007 and couldn’t. I was planning on attending this year when I got got asked on board the faculty and jumped at the chance.

    Ultimately, as much as I got out of it as an attendee (which was a LOT) I honestly think I got even more out of it as a faculty member. Seeing so many people wrestle with challenging design problems was not only enlightening and will certainly make me better at my job, it was also very inspiring. Some of the excercises are HARD and I frequently found myself thinking – "fuck that’s really difficult – they’re all gonna give up before they get half-way" – but not only do the participants rise to the challenge, they typically output very impressive results. And they do so with a positive attitude. They work together. They challenge one another. They put the team and their ego’s aside. They listen and communicate critically and effectively.

    Why can’t school be like that?

    Speaking of challenges I didn’t expect anyone to rise up to, my own elective was (I think) particularly brutal. Here’s how it went.

    The Seven Deadly Sins

    Participants were broken into groups of about 4-7 people. Each group was given 1 standard deck of playing cards (52 cards plus 2 jokers). Included in each deck was a slip of paper with one of the Seven Deadly Sins written on it and a brief definition (ripped more or less from Wikipedia) of the sin. The Seven Deadly Sins are Greed, Wrath, Lust, Envy, Gluttony, Sloth and Pride.

    The excercise was to use only the cards, and to design a game that enabled the players of the game to experience – through the mechanics and dynamics of the game – the sin in question. In an hour.

    To be honest, I expected only a couple teams would even come up with a game at all, and that exactly zero of them would succeed in making a game that captured the essence of the sin they were going for. In fact, almost every team came up with a working game, and I would say about half of them had a game that made a significant step toward reaching the experience they were shooting for. A couple of them had very compelling designs. One in paticular has stuck with me, and I will share it (as I understood it).

    Gluttony

    I think there were two gluttony teams, but one of them in particular came up with a game that really surprised me. The rules as I remember them were this:

    • The game supports about 2-6 players. I think 4 is probably ideal.
    • Deal each player 3 cards.
    • Place the remainder of the deck face down in the center of the table.
    • The first player flips a card face up from the deck.
    • Any player who has a matching number in his hand can slap the card down on top of the flipped pile. If he is first to do so, he gets that card (and every card underneath).
    • The next player flips a card from the deck.
    • Repeat until the deck is gone.
    • The winner is the player with the most cards in his hand when the deck is gone.

    Some kind of timer or a way to put pressure for a pace seems to be necessary (they were still wrestling with this as they wrapped up the excercise). Another option would be to have an independant ‘referee’ flip over one card from the deck every 2-3 seconds to enforce a pace.

    Why does this game work?

    Well, in my opinion, any game in which you are rewarded for getting as much of something as possible could be a game about gluttony (or greed for that matter). What I felt was important – and shocking – about this game is that the dynamics of the game are in conflict with the mechanics of the game in a way that makes players feel the ‘sin’ of gluttony. The dynamics, in a sense, make a moral statement about the mechanics.

    When I have 3 cards, and a card that matches one of my cards is flipped, it is very easy for me to parse my three cards, and slap a matching card down on the pile. I am quick because I am ‘light’. As I accumulate cards, it takes longer for me to parse my hand and find a card that matches the card just flipped. My reactions are slowed, and consequently my ability to compete with the other players is reduced as I get ‘fat’.

    Essentially they used a negative feedback loop where the mechanics feed back into the dynamics to cause players in the lead to have a harder time maintaining their lead. The dynamics (players parsing their accumulating hands, finding a match, and slapping it down on the table) are being ‘leveraged against the mechanics’ to give the game a meaning that speaks to our common moral understanding of gluttony.

    The timer they were trying to impose was a response to a weakness in the design they were wrestling with. Without a timer to keep the pressure on they observed players sorting their collected cards – effectively allowing the fatter players to continue to parse their hands as quickly as the thinner players. This had the consequence of working against the meaning. So the team was working to impose a mechanic (forced tempo of play) that would ensure the accumulation of cards became a handicap for the fat players instead of an advantage (messy disordered cards in a chaotic arrangement are signifcantly harder to parse for matches than are ordered cards).

    Anyway – as simple as the game is, I think it was a beautiful and elegant solution to a problem that I didn’t think anyone would solve.

    I think it also provides insight into some of the questions people have asked me regarding my rant thesis – that "the mechanics of trust are not harder to model than the mechanics of rope". Lots of people have lots of qood questions about that. The answer to the vast majority of questions is simply – go and make a game about trust using only a deck of cards and you will find a mountain of fascinating insights into what trust means and how it can be modelled mechanically – then, if you want, you can make a AAA FPS where trust of your squadmates is an actual mechanic in the game.

    The GDW teaches us (at least it taught me) that in games more than anywhere else, we learn by doing. Try it, fail. Fix it a bunch of times. Strive to reach a testable aesthetic goal. After a while, you may find your approach sucks. Start again. In a matter of days you can iterate through dozens, even hundreds of mechanical models of whatever you are trying to say with your game. This will help you understand what you are trying to say about trust, duty, honor, gluttony or whatever the fuck you think is important. Once you have a handle on what you want to say, and you are familiar with some mechanics that can lead toward delivering it, you can wrestle with the slower and harder-to-iterate problems of building computer-based dynamics that work with those mechanics to make the player experience those feelings.

    Anyway – the GDW was a big, big highlight of the conference for me. To those who were there, I hope you found it rewarding. To those considering attending, I hope to see you next year whether I am invited back on the faculty or whether I am participating myself.

    Leave a comment

  • Finally got around to posting my slides from both the Game Designer’s Rant and my Immersion talk. You can grab them over on the right along with all the presentations I have ever done. You don’t need my permission to give these presentations to your coworkers or students or do whatever the hell you want with them.

    I’m very pleased at the feedback and the criticism I’ve received from both talks, which I will summarize briefly here.

    The Rant

    It seems like the feedback from the Rant is overwhelmingly positive. I am kind of surprised by that. I expected a few more people to at least challenge the premise that we can make games about concepts like honor or trust. It seems like only a year ago (never mind five) people who suggested such a thing were considered a little bit weird. Last year – putting forth similiar ideas in my exploration talk – I think there were still a lot of people who thought those ideas were a bit flakey and out of touch with production reality. Now it seems like we are ready to simply accept as a fact that we can make games about these sorts of feelings and ideas and get on with the challenging business of doing so. A lot can change in year in terms of our attitude. Let’s hope as much can change in a year in terms of our execution.

    For those looking for other ranter’s slides and materials – I found Jane McGonigal’s stuff here. If you find others let me know.

    Immersion

    There seem to be three camps in terms of how the immersion talk is received.

    The first camp seems to have found it an inspiring and insightful talk and were apparently more than willing to overlook the (many) omissions, errors in reasoning, and lack of structural support for some of the bolder arguments. Apparently there is a lot to be said for covering up the faults in your reasoning with Kirk-and-Spock jokes. To those in the first camp, I would suggest you read a bit deeper and look for some of the flaws – they can be illuminating. Immersion seems to be a powerful tool that is easy to use badly or for the wrong reasons. This talk was never intended to be a promotion of immersion (neither a criticism) but rather a deconstruction and examination of immersion and the techniques used to induce it as formal tools. An excellent starting point for looking deeper into immersion is Rules of Play by Eric Zimmerman and Katie Salen, which was an invaluable resource for me in preparing the talk (in particular refer to Unit 3: Play, Games as the Play of Simulation) – thanks Eric and Katie.

    The second camp seems to have caught on to the weaknesses to a greater or lesser extent, but has been generous in attribution of value to the talk as a whole. Quite a few people have said they thought I was ‘cheating’ my reasoning in a number of places but were nonetheless happy to have any kind of formal examination of a topic that we too often take for granted and pin to the wall as a project objective without consideration for what it means. If nothing has been accomplished with this talk aside from helping this group of people avoid some of the mistakes I have made blindly in the past, I’m more than happy to accept their grace in excusing the weaknesses of the talk. Thanks for not kicking me when I was down. This camp could be called the ‘glass-is-half-full’ camp.

    The third camp would then be the ‘glass-is-half-empty’ camp – and that’s the camp I would put myself into. We are the ones who wanted this talk to be more than it was. We wanted it to be 55 minutes long instead of 35 minutes long. We wanted it to have a middle where the loosely formalized tools of the first part were examined in context and used to expose where existing games may have stumbled or excelled in their application of immersion. We wanted all of that to fit together well enough to justify a hand-wavey ending that – if it can be compellingly demonstrated – is in fact a really, really important notion.

    I have spoken to many of the camp three people at length and they have helped me see how and where the talk falls short. A number of interesting suggestions were made as to how I might tie off some of the squirting arteries dangling from the disembodied heart of the talk. For now I’ll just pinch them off and toss that heart back into the simmering cauldron of my subconcious where it can stew for a while and maybe eventually I can patch the talk with the middle that it probably deserves. Anyway, thanks especially to the group three folks for kicking me when I was down… you can never see the root of a problem until your head has been thoroughly stamped into the dirt.

    I’ll try to follow-up over the week with some more of my thoughts about GDC as a whole. 

    Leave a comment