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…

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  4. Kfix's avatar

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

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

  • Just yesterday I blogged that Patrick Dugan had provided a very insightful critique/analysis of the game Ayiti: The Cost of Life, and I complained that it was "a shame more games are not reviewed or critiqued with such insight".

    Next thing you know, Jurie, over at Intelligent-Artifice points to Ian Bogost’s brilliant critique of Bully, and the game community’s failure provide critical analysis of the game.

    Excerpt:

    No matter how absurdist the public response to Bully might seem to those deeply immersed in video game culture, the game community’s own responses are framed almost entirely within the language and issues of that public debate. Nowhere do game reviewers, players, journalists, or developers discuss the game’s meaning on its own terms—neither in praise nor riposte. We can understand this state of affairs through the lens of “seriousness.” On the one hand, the public detractors of Bully do take the game seriously, as a threat and a danger but not as a cultural artifact. The video game community, on the other hand, does not take the game seriously at all. It is allowing the legislators and attorneys and media watchdogs define the terms of the debate.

    Now, I’m far from being the first to lament the sorry state of game criticism, but this pretty much nails it on the head. In my opinion, there are three main reasons the industry needs to develop and nurture a stronger community around game criticism and analysis.

    Reason One: Protection

    The first is that such critical analysis ultimately protects us from censorship. It is much harder for a small vocal group of center-leaning democrats to steal away the much needed 2% of the vote by preying on conservative fears about a misunderstood medium when they need to argue their case in face of a huge body of work from professional critics who in fact analyze all of the things these censors claim games do not afford the public. The cry that games are violent and have no redeeming qualities starts to look mighty far-fetched in face of fifty or a hundred thousand pages of critical analysis of those very qualities.

    Without that critical analysis, the defence of, ‘no there is something meaningful behind all the explicit violence’ admittedly looks equally far-fetched. The argument becomes subjective and the Last Defense imparted by First Amendment protection becomes the only defence. It’s a pretty strong defence, but anyone who knows fuck-all about games should know that this is not a good strategy. As much or more than anyone, we should know better.

    Aside on First Amendment protection – while the US Constitution and First Amendment protection technically only has relevance to Americans, there is a functional dependence on US rulings relating to this issue that impacts the entire North American and European game industry (and to a lesser extent the Asian industry). If the sale of games is restricted in the US, it hits the bottom line of the entire industry very hard. Publishers who hope to sell 50% of their titles to a US market will make different decisions about the kinds of games they make if that market is heavily restricted. So while the rest of us technically can’t do anything to impact US court decisions, we can contribute to the critical discussion that could ultimately create the insurmoutable barrier between a few desperate but vocal politicians and their crackpot lawyers, and the US Supreme Court.

    Reason Two: Ownership

    As Bogost points out, our responses to attacks on a game like Bully – indeed, even our simple reviews of it, are increasingly ‘framed in the language and issues of the public debate’. Shouldn’t it be the other way around? After all, we’re the ‘experts’ here. We’re getting sucked into arguments about what games ultimately mean by people who are functionally illiterate in the medium. It is exactly the same as if people who were illiterate (as in couldn’t read) were trying to have certain books censored, and we were arguing with them on their own terms – again, claiming First Amendment protection and trying to assure them they are wrong. We shouldn’t even have to listen to such people – never mind fight them on their own terms. If the body of critical and analytical material were of the depth and breadth it should be, then our illiterate challengers would be easily revealed as such. Additionally, in the cases where legitimate challengers brought forth legitimate concerns, the debate of such issues would be less subjective, less hysterical, and more compellingly argued with the assistance of critics who indeed know what they are talking about.

    Now I’m not claiming we should take ownership of game criticism and analysis so that we can’t be criticised. On the contrary – taking ownership of criticism and analysis greatly increases the depth and complexity of criticism, and forces us as game developers to make better games that have something to say. As Bogost points out, Bully in many ways fails to really provide a strongly compelling look at the difficult life of a teenage boy with weak social skills (I’m paraphrasing him – I haven’t played it yet). Imagine if we were criticising the implementation of that design, rather than the existence of it? By taking ownership of the dialogue of critical analysis we light a fire under our own asses to make games that do provide important, meaningful, and entertaining perspectives on important things. Diffusing the capability of a bunch of wingnuts to argue with us over what we should be allowed to do is only a side benefit.

    Reason Three: Feedback

    As I mention above, critical analysis of our games improves our ability to make games. Of the 70 or so online reviews of Chaos Theory linked off of Game Rankings, I have read every single one of them. Additionally, I have read a dozen or more print reviews. Sadly, only about three or four of them even offered a single sentence of meaningful critical anaylsis. Admittedly, these are reviews not critical analysis, and they are intended as such. For the most part, the quality of reviews in the game industry is not too bad; but reviewing and providing critical analysis are two different things.

    The point remains, that having worked as the creative lead on one of the most visible titles on the market, I was simply unable to find a range of critical analysis that helped me learn about how successfully the meaning I designed into the game resonated with its audience. It was a year later before I read one single meaningful piece of analysis on the game that was presented publicly, and boy was I happy to see it – and that was only a couple paragraphs about one tiny little element of the game. It’s true that I occasionally find a student thesis in some dark corner of the internet, or I am sent an essay, or other peice of critical analysis that looks at certain aspects of my work, but this is excruciatingly rare.

    On the other hand, I have had scores of meaningful conversations with friends and other developers about my games. I have learned a lot from them. But there is a painfully obvious bias in critical discussion undertaken with ones friends and colleagues. I would pay a thousand dollars cash to overhear two developers who played the shit out of my game tear it apart over beers in a bar. I am reasonably confident that I would make that thousand back ten times over with what I would learn from such an event.

    So – there you go. We need more and better critical analysis of games – of individual games and of games as a medium. Sadly, even though I would love to take the time to write up my thoughts on any of a dozen games I’ve played this year, I just don’t have the time. In fact, I don’t even have the ability. There is an entire field there, and virutally no one is working in it. I try my best to help develop a design vocabulary which is useful for designers, and will hopefully – by extension – be useful to critics. It takes me literally hundreds of hours of my limited free time to come up with, research, write and present a tiny portion of this material in a formal way that is ready for other designers or critics to learn from, challenge and maybe even apply. It’s all linked over on the right – take it – it’s free.

    I know there are other people working on this problem, and in fact – thankfully – the number of people working on this problem is growing. I suppose it is a problem that is being solved, but in my mind, the sooner we – as developers – start getting inundated with this stuff the better.

    While Bogost’s critical analysis of Bully is excellent and insightful – it is only partly that. It is also a critical analysis of the lame state of critical analysis of games. It’s too bad he has to waste half his words chastizing us. InterestingLY though – it is the very fact that he has wasted those words, and that I have wasted this entire post on this topic that makes the point most compelling. We are this close to having an explosion in the field of game critical analysis. When Bogost doesn’t have to spend half his time lamenting, and I don’t have to spend five times as many words reiterating – when there does exist a small but noticable and steady stream of this kind of media analysis, all these wasted words will disappear and be replaced with more criticism and analysis. Bogost and myself and dozens of others will shift from complaining about not having the analysis to actually providing it. It’s a tipping point. Once we reach it the slow linear growth of this kind of material that we see now will shift into a period of exponential growth, and we’ll have arrived.

    The sooner the better.

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  • Jason Della Rocca has moved his blog Reality Panic, and in the process has done a redesign of the site.

    I will miss the giant robot.

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  • Bad me. I hadn’t heard about this game until I read about it on Patrick’s blog yesterday, where he provides a very eloquent analysis of the game, its strategies, and the statements that those strategies ultimately make. It’s a shame more games are not reviewed or critiqued with such insight.

    Thanks Patrick.

    I played the game only three times, and got badly dragged into the negative loops each time, though managed to last longer each time. I didn’t manage to zero in on a successful strategy as Patrick did (I didn’t read his analysis until after I had played it), but am looking forward to going back and seeing if I can do better.

    Also interesting is that the game is made by Gamelab – I’ve met a number a people who work there, including obviously Eric Zimmerman who is way cool, and also Nick Fortugno – one of the three Game Designers listed in the credits. He’s a smart guy. I got to talk with him over a few vodkas last year at GDC after the Experimental Gameplay Sessions where he discussed the design behind his game Downbeat. (more info) So congrats also to the Gamelab team for getting this cool game together.

    Also of note is the degree of collaboration that seems to have gone on to bring us this game. Gamelab, UNICEF, Global Kids and Microsoft all had a hand in making this game possible. It amazes me how many column inches in both the specialty gaming press and the mainstream press are devoted to covering how evil the game industry is, and how there is little to no coverage of a game like this, nevermind insightful analysis of a game design and it’s meaning as Patrick provided.

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  • I way dig this guy’s blog. Aside from very high calibre layout and design, and his uncanny ability to find brown hues that actually work, he has this wicked ‘tag cloud’ functionality.

    He has a java script that parses all his posts, finds the most commonly used words by month, and the most recently used words, then sizes and colors them and gives you a slider that allows you to scroll back and forth in time to find what he has been talking about most often and for the longest time. Of course, you can click on any of the words in the cloud and it will open a page with all the posts that use that word.

    The word ‘cool’ simply does not have enough ‘o’s in it to capture how cooooool that is. Once I have enough actual content on this blog to make that even remotely useful as a search tool for wanderers, I’ll have to get the same thing.

    I also think there are some interesting practical applications for this tool. It could be used to parse the mass-media, internet wide, to predict trends in pop-culture and get a jump start on developing entertainment that will arrive just as certain concepts boil over in the mass-consciousness. It kind of reminds me of Watchmen, and how Ozymandias parsed the media by watching a bunch of TV channels all at once to understand all of us lesser beings. Anyway, this dude has a billion dollar invention in his hands. He should sell it to Google right now.

    I also think his web-comic ‘Calm Down!’ is hilarious.

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  • Sweet. My GDC 2007 presentation got accepted. It’s about exploration in games. Different kinds of it, how it works, what draws players into exploring, how to design to support it, and how to leverage it to broaden the expressive space of your game. This should be a challenging one.

    One of the things I love about speaking at GDC is that it forces me to come up with a topic that interests me, and spend several months developing a reallt deep understanding of it. It’s like being forced to do research, that I otherwise might be too lazy to do in a thorough way. Anyhow, hopefully some of you will be there.

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  • How the hell did I miss this?

    A year or so ago it started to dawn on me that there were problems with the notion of fun. At first, I started ot think that maybe ‘fun’ was merely a formal quality of games – the same way rhyme and meter were formal qualities of poetry. If that’s true then perhaps fun is no more necessary in a game than rhyme and meter are in a poem. I wrestled with that idea for a good year, before I finally spoke about it in a round-about way at Futureplay.

    Ultimately, the conclusion I came to is not that fun is a formal quality of games that we may or may not need – but rather that fun is a useless concept because it is too subjective.

    The solution I proposed was to stop talking about fun and start talking about an ‘axis of meaning’ that has at one end ‘distraction’ and at the other end ‘engagement’. I think this allows for a richer possibility space than does the notion of ‘fun’, and lets us talk about ways to design mechanics and dynamics that lead to a wider variety of aesthetic experiences for potential players.

    Feel free to challenge this notion, because honestly, while I think it pushes in interesting directions, I don’t think that’s the end of it. Fun – while subjective – is still something a designer can iterate toward and provide feedback to programmers on until he gets it right, and will still yeild a moderate probability of delivering a good game in the end. Iterating on ‘distraction and engagement’ without regard for fun is – I expect – very likely to end up with shitty games as output. So there’s something incomplete with the concept.

    Anyway – while I was wrestling with this concept, and in particular doing first drafts of my Futureplay presentation in the first week of October, The Escapist was publishing supporting material without me even knowing it. I usually pop in a check out The Escapist every week, but I was a bit busy and stressed that week, and missed it.

    I found the response to my presentation to be surprising. A lot of people really seemed to agree with what I was saying. So to find that Warren (whose opinion I respect greatly) was simultaneously coming to the same conclusions, even more suggests that there is something to this notion.

    David Sirlin also picked up on Warren’s article, and blogged about it here. He seems to agree that – at very least – fun is a weak concept, and that games do not need to be fun.

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  • Probably by now, everyone has seen the new Gears of War trailer.

    With apologies to the gang at Epic (without whose engine I would still be an unemployed writer), I’ll be the first to admit that I’ve had some doubts about Gears. It’s not that I don’t think Gears will be a top-notch adrenaline-pumping shooter with probably the best visuals we will see on 360 this Christmas, and maybe this year. I know it will be that. In fact, I think it will be more than that.

    I think the emphasis on using cover and out-maneuvering the enemy will be exceptionally well balanced, and will open the door for casual players to better appreciate some of the thrills of more tactical combat; combat that is as much (if not more) about movement and position as about circle-strafing and twitch-reflex head-shots. I think it might be the game that bridges the gap between Call of Duty and Brothers in Arms, opening the door for players in each niche to crossover, broadening both markets. At least that’s how I’ve interpreted the promise of the game since I first saw it at E3 last year.

    So what the hell am I talking about when I say ‘I have my doubts about Gears’? Sadly, what I mean is that I’m getting bored of this game. Gears has the potential to be huge – drawing in the combined audience of Halo and GRAW with a perfect mix of run-and-gun and thinkin’ man’s combat. But in the end, I’ve played this game before. I’ve played it dozens of times. And while Gears promises more, the ‘more’ that it promises is more refinement.

    Then comes the trailer.

    This trailer promises something totally revolutionary. It promises me that in playing Gears of War, I will experience something meaningful, something that is unique to Gears and that is not promised by any other shooter ever made. Specifically, it promises me that between iterations of the main gameplay loop (combat sequences) there will be a second gameplay loop in which I will feel an overwhealming sense of loss. I will interact with the ruins of my world and feel what a terrible shame it is to have lived beyond the end of a great culture that has accomplished so much. It promises to put me in situations where I will be tempted to indulge that sorrow and slip into self-indulgent melancholy before yanking me back into what might be a pointless battle for my own survival. Will it deliver on that promise? Well, I’m willing to shell out my eighty bucks to find out. At very least, I expect to get the refinement of shooter mechanics, and maybe I’ll get more.

    Now – some of you will say ‘all that crap you’re asking for is a waste of time – Gears will move 4 million units and make 150 million dollars without it, so why should they bother?’ Others will say ‘the kind of emotional connection you think the trailer promises is impossible to acheive’.

    You’d be wrong on both counts, I think. To respond one at a time:

    It’s a waste of time becase it will sell without it.

    True – it will sell millions. But to whom will it sell millions? It will sell millions to the same old collection of 18-34 year old males that every other great shooter has always sold to. I’m 34. I’ll buy it. But as I said, I’m getting bored of it, and likely a year from now I will have just given up completely on these games. And millions of guys my age are probably in the same boat. And millions have been in the past, and millions more will be in the future. If Gears delivers on the promise of this trailer, it will not only move 4 million units to the 18-34 market, it will move another million to to the rapidly swelling 35-45 market, who have been blowing away aliens with machineguns for like 15 years. We still like blowing away aliens with machineguns, but we want to experience something more than just that. We want to experience what this trailer promises, and we will line up and give you money for delivering that experience. And we have a fucking shitload of money. I, for one, would pay twice the price for that kind of experience – yet at the same time, I’m pissed that I have to pay 10 bucks more for the same old experience I was getting 5 years, 10 years, 15 years ago.

    That kind of emotional connection is impossible to deliver.

    Wrong again. All it takes is to systemically enable the same interactions that make me feel these things in the trailer, give the player goals that push him into using those interactions, and then give the player feedback through Marcus that embodies those interactions with meaning.

    From what I have seen, I am certain the player will develop a powerful empathic connection with Marcus. The way he is animated into the world makes him a strong bridge between the player and the virtual world. Because of this, the player will feel a powerful psychosomatic connection to Marcus. I know this because I’ve seen it happen to players playing Splinter Cell. The accuracy and quality of Sam’s animation glues him to the world, physicalizing the player’s intent and generating agency. When the player presses ‘A’ to open a door, the door doesn’t just swing open magically. Sam grabs the doorknob and turns it, and swings his arm forward – with the entire kinetic chain of his body movement driving the motion. Pressing ‘A’ becomes a physical action that bonds the player to the world through Sam, it is no longer merely a conceptual action that abstracts the world and allows the player to experience it mentally.

    If the player has a powerful empathic connection with Marcus because of a psychosomatic link created by the animation, then the designer can make the player literally feel what Marcus feels. How do we make Marcus feel? And how do we show the player what Marcus feels?

    We make Marcus feel by giving him objectives and interactions that draw his character into emotional spaces. Interactions like picking up a piece of rubble and revealing that what used to be something beautiful is now destroyed. Of course, to make him do that, you have to give him objectives to do it, or reward him for doing it on his own. From what I know of the story, Marcus lost his father. If there was a mystery around that event that Marcus was trying to solve in addition to saving the world, then we’d have a motivation to have him interact with small objects that could be representative of that theme of wasted beauty. Give the player side-objectives to solve that mystery – forcing him to interact with the clues in the mystery, and then you can make Marcus feel (generally you’d do this with authored content so that when he interacts with object X at story beat Y, he will be feeling emotion Z, but you don’t have to – you could make Marcus’s emotional space dynamic, taking constant low-level feedback from the game and using it to generate his emotional state at any given time, so that any given interaction with any given object is going to reflect the players experiences more than the authored emotional state of Marcus).

    Once you make Marcus feel, you show the player what he’s feeling by placing those objects in front of mirrors – or in the case of the trailer – reflecting pools. Facial animation shows how he feels, is reflected back to the player, and made real through the psychosomatic bond. Circle complete.

    If you really want to deliver the promise of trying to draw the player into self-indulgent melancholy, then jerking him out of it, then you only need to layer in a few mechanics. Gears already offers a damage power-up if you ‘hot-reload’ (I think it’s called) – where a successful micro-game performance during the reload animation makes the bullets in your next clip do extra damage. What if instead of putting that mechanic on the reload, it was put on the interaction with these objects. Marcus can dwell on the tragic loss while trying to figure out what happened to his father by looking at bits of ruined junk – but in the facial animation there is a ‘sweet spot’  – drop the object just at the right moment when Marcus is angry, but before he slips into melancholy, and now he does extra damage because he’s pissed. Same mechanic, just transposed onto different objects where the player will be constantly having to confront Marcus’s emotional space, and experiencing it himself due to the psychosomatic bond.

    You could even put different power-ups on those emotions that Marcus is feeling… maybe under certain curcumstances the power-up the player gets from allowing Marcus to drift into melancholy is more valuable than the power-up he gets from being angry. Maybe there are increasing or diminishing returns in the nature of those power-ups over time – baiting the player into self-indulgent melancholy by proxy.

    Of course, I’m pulling this mechanic out of my ass. Just as any other mechanic, creating compelling dynamics and using them to deliver meaningful aesthetics is a question of constant tuning and balancing. It’s nowhere near as easy as this… but the notion that it’s impossible is complete and utter bullshit.

    Next-gen is here. All that remains is for someone to make a next-gen game. Hopefully Gears of War will be the first one.

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  • Dave Brodbeck, a psychology professor at Algoma U, who I met at Futureplay also does a podcast. He grabbed me after my keynote there and we did a little interview. You can listen to it here, or download it for direct from this link.

    Good questions and good interview, thanks Dave. It’s good to have a less formal forum to discuss the stuff I was talking about in the presentation. I think the interview helps put a lot of the issues I was driving at in perspective. Three cheers for dialogue, which is better than monologue… kind of like games.

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  • For those who haven’t noticed, I added a new link list on the right hand side of different web-based game-type-things I’ve come across and enjoyed. Recently added is a link to pjio.com, which I picked up at Ben’s, who got it from Pat, who got it from… well, you know… you’ve probably already seen it.

    Also added is Reflections. This is a game that drove me bat-shit for days and days a few years ago, but then disappeared. Well, it’s back. Go waste your life.

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  • Following up on my recent blathering-on about the Wii and about LiveMove, Patrick over at King Lud IC scratches his head about the business case for casual games on the Wii. I’m about as far as one can be from a casual games developer. I think the kinds of numbers he’s talking about are close to what the teams I’m used to spend on dinners at the office over the course of production, and if that’s the case, then hell yeah, there’s a huge pile of money to be made there.

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