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…

  • Following my presentation at GDC, someone asked me the very compelling question, ‘What is the difference between Intentionality and Strategy?’

    I thought this was a great question, and I did not have a ready answer, though I promised to explore the problem and come up with one.

    It’s a difficult question, and I wrestled with it for a while before finally figuring it out. I’ve written up the answer to it, but the answer is about five pages long so I won’t post it in the body. Instead you can grab it as a document here.

    The short form of the answer is simply that Strategy is a sub-set of Intentionality, but all of the details are in the document for the original questioner or for anyone else interested. I have also re-uploaded the entire zip containing the presentation materials themselves to include the ‘addendum’ that answers this question.

    I’d also like to add that, in my opinion, the discovery, analysis and presentation of formal concepts of design, the defining of their domains and applicability, and the discourse involved in ‘debugging’ those definitions is fundamental to what we do. This is the real challenge that game designers face in transforming what we do from a job into a profession. Answering this question has been one of the best experiences I’ve ever had as a designer. So thanks to Doug Church for starting the ball rolling on this with his short paper on Formal Abstract Design Tools (and also for being the guy who made the initial ‘discovery’ of Intentionality) and thanks to the questioner for keeping me on my toes.

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  • The last issue of The Escapist has a pretty good article by Will Hindmarch about enriching the immersive play experience through the use of NPC dialog. The games he draws on for his examples are Thief: The Dark Project (one of my all time favorite games) and my own last game, Splinter Cell: Chaos Theory.

    What I like is that he is not talking about the quality of the writing. He is talking about the quality of the immersive simulation – and the writing is only one part of it. He points out that in Thief there are dozens of sub-plots carried on through letters, notes, overheard conversations, and other channels, some of which are one-of-a-kind snippets, some of which thread through multiple levels, and some of which become central to the main story. It’s brilliantly handled and under-recognized in Thief.

    Will is right when he points out that you wonder "What’s going to happen in the castle after you’re gone?" And that this is the real achievement here. This attention to detail – the creation of this world of encyclopedic depth – this is what elevates the game from something you play to something you experience. It’s what makes you care. It’s also potentially the only meaningful roadblock to the other Will’s assertion that games are about systems, not about content. It might be a small roadblock, and eventually we’ll be able to detour around it with systems that can procedurally – err… generatively – provide this content, but until then, the argument that we require content to achieve this level of immersion still holds.

    The other great thing about the article is personal to me. The example he uses of the conversation and subsequent interrogation of an NPC in Chaos Theory, and his analysis of what it means kind of blew me away. I’ve uploaded the entire text of the conversation and interrogation here if you’re interested.

    I’ve been in a couple of dozen writing workshops over the course of my education, and in those workshops had dozens of readers read dozens of pieces of my writing. In probably more than a thousand instances of really smart, creative writers looking at my writing and trying to figure out what I meant, ZERO of them ever managed to hit the nail on the head the way Will does here. He says:

    This creates a context for the action you take next. If you kill him unnecessarily (butchering him), you’re un-American. Plus, Sam Fisher’s greatest weapon is fear – is it smart to throw that weapon away, or let the guerilla live to spread fear? Kill him and you bring a poetic symmetry to his story. Leave him unconscious and you change his life, maybe for the better.

    Except none of that’s true. Nothing happens to that guerilla after this level. Outside the game environment, you’re just picking a shoulder button to pull. But if you grabbed the guerilla instead of shooting him because you wanted to hear more of his story, the words affected you. Whether you chose to knock him out or kill him, your choice was informed by his words. If they changed the way you played, the conundrum was real.

    And that is pretty much exactly what I wanted the player to experience. So either I suddenly got a hell of a lot better at writing, or Will is smarter than a Nehru jacket.

    Another interesting point is that of the hundreds of conversations and interrogations in the game – Will chose to examine this one. This one is from the first level of the game, and is one of my 3-4 favorites in the entire game. If I were to be asked by a journalist which one he should write about in his article, I would likely choose this one, even though it’s not my favorite, because it is in the first level and likely has the highest exposure.

    I’ve said hundreds of times ‘If just one person gets it, then I did my job.’ Sure it would be nice if everyone who encounters it gets it, and it would be nicer if ‘everyone’ was a very large set of a few million people, but for me at least the one is the part that gets me out of bed in the morning, the millions more are just gravy.

    So thanks to Will Hindmarch for being the one who got it, and thanks to The Escapist for continuing to publish great articles.

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  • I know I promised them within 48 hours, but 60 hours will have to do. Sorry for the short delay. I expect to get around to posting my overview of the conference in general later this week – maybe in multiple parts.

    A couple of additional things related to this presentation will come soon as well, including my review of David Sirlin’s book ‘Playing to Win: Becoming the Champion’ – a copy of which he kindly handed to me after my presentation.

    Also, someone came up to me afterward and asked the question ‘what is the difference between Intentionality and Strategy’ – a great question, which stumped me on the spot, but to which I have most of an answer now. I’ll formalize that and get it up here shortly.

    Anyway, thanks to all of you who braved a hang-over to be there bright and early Friday morning. If you have any questions about the presentation that you wanted to ask, post them here and I’ll try to tackle them all.

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  • Holy cow… I’m floored.

    Just found out I somehow got stuck on next-gen dot biz’s Top 100 Game Developers list. I started this post by trying to put a few of the really big names that everyone knows and then saying ‘how did I end up on that list?’… but even my short summary of a few key names that everyone knows started getting very, very long and so you might as well check out the list yourself if you care.

    The list is alphabetical so instead of being somewhere near the bottom of the last page I actually get to be somewhere in the middle. 🙂

    Anyway – don’t really know what to say about that – just really, really, really flattered, surprised and honoured. I guess I’ll at least say something besides ‘wow’ and congratulate my fellow Ubi guys Michel Ancel, Yannis Mallat and Steve Reid (at Redstorm).

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  • So I finished reading Ray Kurzweil’s latest book, The Singularity is Near and I have to say it is mighty weird.

    The concept of the Singularity is simply that all human technology, culture and even biology is essentially converging more or less at a rate dictated by Moore’s Law, and will eventually (within the next 200 years in fact) turn us all into a giant happy cloud of benevolent nanites with a shared consciousness gobbling up the universe at probably faster than the speed of light to transform all extant energy and matter into a giant universal computer. Wicked!

    He pins his thesis principally to the convergence of three key technologies, which he calls GNR (Genetics, Nanotechnology and Robotics – with robotics referring not to this, but instead to Strong AI).

    Basically, the rate at which this stuff is accelerating, and the accelerating rate of that acceleration, means that within 30-40 years we should all be sort of functionally immortal. Our brains will be so infused with nanites, and we will be so intimately connected to our information technology that death would really be more akin to a Windows crash with an open document (though hopefully somewhat less frequent). We might lose a few moments of our experience should something catastrophic happen, but our pattern will remain due to the ease and necessity of having a more sparsely distributed self.

    As a side note, this perspective starts solving some nasty existentialist philosophical questions. I remember wrestling with the teleportation problem in a college Philosophy class – if a teleporter can replicate you perfectly at the other end would you mind being disintegrated on this end to solve the problem of having two of you? I would mind that. But on thinking about Ray’s vision of the complete future that would necessarily surround the required technology, the problem becomes less troubling. In a world where such teleportation was commonplace, I would likely consider whatever physical embodiment I was using at the time to be a mere copy of something. Again, like a word document, I really wouldn’t care about one printed version of it. We currently live in a world where we only have one hard copy of ourselves, and the idea of having it destroyed is anathema to us. But in a world where the existence of our patterns is tied into some worldwide source control and versioning system… fuck it… who cares what happens to your body.

    Now Ray is in his fifties, and in a sort of desperate bid to make sure he makes it to the critical date of feasible immortality, he is locked in a moment to moment battle with death. The guy admits to taking over 250 supplements a day, and even regularly cleansing his own blood. The results he reports are admittedly impressive, and if he’s right then his odds of surviving to the stage where immortality is feasible are good. If he’s wrong though, it’s kind of ghoulish and creepy. His unsettling fear of death (which he would likely claim is not fear – but merely a rational approach to a solvable problem) tends to throw his thesis into disrepute because he wants – in fact he needs – to believe in his future vision. He’s trying to prove the result he desires.

    Ray’s perspective on technology growth and convergence should probably not be ignored however. The man has been doing this stuff for a long time. He has a fair amount of compelling insight into some of the challenges, benefits, and potential risks of these emerging technologies. He advises to a number of different government and private bodies that keep their eyes on things like AI research and nanotech development. His book presents an interesting glimpse at a possible future from a guy who invests a lot of his (considerable) brain power to anticipating that future.

    The book’s main problem, in my opinion, is that Ray is just too damn logical. He presents his arguments as ‘If A then B, if B then C, if C then D – therefore-we-will-gobble-up-all-spacetime-as-hyperintelligent-nanodust-within-200-years’. He spends much of the book deflecting counterpoints, and does admirably well, but still it seems to just be too logical. He presents his material as though his vision of the future is inevitable – indeed, as though his logic is an irrefutable proof. Being so logical – he could preface the book by admitting that since so little of the problem is actually knowable, that there exists a near to 100% chance that he is grossly incorrect in at least one place and that very possibly that one error cold cause a cascading failure down his entire chain of reasoning, making everything else wrong. I expect he would strongly refute that idea – and he could probably refute it very effectively because he knows a lot more about chaos theory than I do.

    I admit that his vision of the future is pretty strange, but it’s also pretty cool. It’s not as cool as the future I hoped for as a kid, but it’ll do. And in any case, his future would not prevent me from living in my ideal one, since I could simply create that world for myself to live in with the computing power inherent in a mere kilogram of matter… I hope the rest of you won’t mind if I keep a single kilogram out of the entire universe to create a pocket universe where I can zip around in a flight jacket with my jet-pack and raygun doing battle against chaotic evil Martians.

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  • Finally someone has made a game that allows he player the skirt the edges of the fearsome Kuratowski theorem and open up some whoop-ass on K5 and K3,3 – two bosses that you normally would not want to mess with unless you have a Masters in Graph Theory.

    Actually – I find this little puzzle game strangely hypnotic. It’s interesting because as you progress through the levels you discover new approaches to solving the puzzle at varying stages of complexity. At the beginning – on level 1, you can actually picture the puzzle as a 3d extrusion, and it’s very easy to unfold. At level 2, that approach fails – but you can still use a holistic approach to solving it… by level 4 or 5 you need to start solving the problem in local segments. By level 6 or 7 you need to start breaking the problem down into local clusters – separating those clusters and solving each of them using local solves, then connecting the solved domains one by one (there is an interface failure here where I am unable to drag a selection box around a set of nodes and move them all… so I run out of space on the screen sometimes, which is very annoying).

    I haven’t gone any further than level 8 – except to use the warp to jump to level 100 and watch it crash my computer.

    I think that every second I spent playing this game has paid off in providing me insight into the structure of all kinds of more ‘real’ problems. Seriously – for 20 minutes of your time to do the first 4 or 5 levels of this thing, it’s worth it.

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  • Rented Walk the Line last night, and thought it was pretty good though not great. The bad part comes from the fact that it’s a biopic and it struggles with the inherent problems of that format. Plot and rising action don’t tend to neatly map to any life, and in biopics, these things tend to be either obviously forced or mostly absent. I think – given the choice – I would prefer ‘mostly absent’ which is what this film offers. They let the actors carry it and focus on the inner drama.

    Joaquin Phoenix is very good, and it just blows my mind that he sang all those songs that well. I’m a big Johnny Cash fan, and he left some big black shoes to fill. It wasn’t one of those cases where I could no longer picture Cash himself in my head afterward as the actor had so assumed the role that he overwrote the space in my brain devoted the original. But then I don’t really miss the real Morrison… I would pluck out my own eyes if I lost my data on Johnny. The strength of his performance for me lies in the fact that I think he’s often wrong, fallible, weak and human. His pathetic attempts to please his father are tragic and moving when a lesser actor would have gone for more indignation and self-righteousness – which would be sucky and lame because that’s the father’s domain.

    Reese Witherspoon also did an awesome (and Oscar worthy) job – though I really think there was only one scene from her that floored me – the wonderful, sad, and funny scene in the bus before the final show in Ontario. Not that she wasn’t great in the rest of her scenes – just that ‘the rest’ were few and her drama was not the drama that moved the film – in a sense she plays the antagonist, as she is the one who sets the bar that Johnny has to rise to. Such is the dilemma of women actors in Hollywood I guess – where for every 20 films about a man’s journey you get one about a woman. Sucks. Looking at the list of Best Actresses over the years, the Academy does seem to tend to give the award to a woman in a leading role in a film about a woman – so this time I guess it’s twice the achievement for Miss Witherspoon to win it in a film about a man.

    Also strong in the film was Robert Patrick in a small supporting role as Johnny’s pop. The depth of the compelling father-son conflict would crumble if he wasn’t holding up his end of the bargain. He does the ‘self-righteous disapproving father’ bit so well my knuckles were white. I’d rather go up against his blob of homocidal nanites than have to deal with pleasing him as a father.

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  • I had the pleasure of going out to Sherbrooke University yesterday to give a presentation there as part of their SĂ©rie ExperTIse hiver 2006. Due to relatively short notice and the fact that I was preparing and practicing my GDC 2006 presentation in the same window, I gave the presentation that I had previously done for the Montreal Game Summit called ‘Next – The Game Designers’ Generation’, which is linked to the right.

    I think these kinds of industry-to-university presentations are increasingly important given the current explosive growth in the industry. Any opprotunity to open dialogue with those who will go on – not only to make games – but to study them as cultural artifacts – is invaluable.

    Merci a professeur Denis BĂ©lisle et son equip pour l’invitation, et merci egalement a chacun qui a ete la pour tolerer mon anglais. J’espere que si je suis invitee encore, je pourrai parler en francais.

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  • Made some minor tweaks to the site and some of the content.

    1. Added README’s to the zips containing the various presentations
    2. Added my XBox Live Gamercard so you all can cower before my 1,065 points of Ownage
    3. Added a Recent Films list, and will likely do the occasional review of films that I particularly like or dislike
    4. Minor rearrangements of format for usability

    Feedback on the layout is now more than welcome as it will likely stay in this form for some time. The only planned structural changes now are to add a music links list – this will come with my pending review of GTA:SA as it has pushed me into an old school hip-hop/rap phase that’s dominating my charts right now. The other significant change will be to get an actual banner image at the top to replace the template one… but that’s just eye candy. After all – graphics come second, right?

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  • Here’s my first post… and it got me to thinking… twenty more posts from now it will be my twenty first post… then each of my posts will represent 1/21 of the total number of posts.

    And its a good thing it’s a text format too, because I actually don’t know how to say ‘1/21’.

    Is it one twenty-first-th, or is it one twenty-one-th?

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