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. Arya's avatar
  4. Max Clark's avatar
  5. Kfix's avatar

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

  • Yup, that's right, you heard it here first. Unless you heard it somewhere else first.

    I recently left my job at LucasArts and am moving on to something new. Unlike last time, (and mercifully less wordy) I already have something lined up and I am currently in the process of dealing with the living hell of relocation.

    I will let the world know where I am going once I get there. Unless you already know.

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  • Emeric Thoa, founder and Creative Director of French indie studio The Game Bakers, (and former editorial conception manager on Far Cry 2) put up a pretty interesting analysis of how the Apple App Store generates income for developers, and how the financials seem to work out for different kinds of games – including his own game, SQUIDS.

    He references and links to post-mortems of a few other games, and aggregates a lot of data to draw some conclusions about the 'trade winds' that shape the economic propositions embedded in the App Store and by extension, how those economics impact game development for iOS.

    It's not the industry I work in, but I thought the post was interesting and am linking to it here in order to make sure the information he has drawn together spreads as far as possible.

     

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  • A couple weeks ago, The New Yorker ran a piece about Fumito Ueda, and his games Ico, and Shadow of the Colossus. It’s a good piece, and one that I am extremely happy to see running in such a prestigious publication with an audience broader than the audience for most writing-about-games.

    The piece quotes me in support of its loose thesis that ‘games can be art’. While certainly flattering, and while this is a thesis I support, there is not a small amount of irony that arises from the piece running more or less in parallel to my last post which questions whether or not games should be art.

    I should clarify one thing about the specific quote, which is pulled from Tom Bissell’s book Extra Lives. I said,

    "Finding a way to make the mechanics of play our expression as creators and as artists—to me that’s the only question that matters."

    The quote is accurate; that’s what I said. But then, as now, my own thinking on the subject of ‘how games mean’ was evolving (and has been evolving for some time). What I should have said back then was,

    "Finding a way to make the dynamics of play our expression as creators and as artists—to me that’s the only question that matters."

    Furthermore, the way I would prefer to express that idea today would be to say,

    "Finding a way to make the dynamics of play support the creative expression of players—to me that’s the only question that matters."

    Anyway, putting aside the subtleties related to where meaning in games can reside or where I personally think it ought to reside, the fact that articles like this are appearing with increasing regularity in mainstream publications is both a blessing and a curse. It’s a blessing because it gives game developers an opportunity to gain some much needed traction toward building credibility and artistic legitimacy in the eyes of a real audience of billions instead of a pathetically small audience of tens of millions. It’s a curse because I still supect that most of the people intrigued by such an article and inspired to take a closer look at games will be largely disappointed once they gtet beyond a very small handful of games, such as those of Ueda and a few others.

    As we see more and more articles like this, and as we draw the attention of a real mass market, I worry that the limited depth and breadth of our work (at least our most visible work) cannot sustain and nourish the attention we receive from that mainstream. I suspect that, in the long term, that may be a bigger problem than not receiveing this kind of attention at all.

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  • Recently I was in an email discussion with some friends and colleagues (who will ironically go unnamed here) about the whole ‘game designers getting their name on the box’ debate. Putting the two related (but different) issues of credit standards and the absurdity of boxes themselves aside for another time, I want to talk about what I think having one’s name on the box means. Actually, to say that better, I'd rather not talk about it, because I think the debate is kind of meaningless and backwards looking, but because my perspective on it is so different from the folks with whom I would normally agree, in guess I should clarify my position.

    First, I think there are some obvious, surface level debates about designers having their name on the box. There is the debate about whether or not, given the massively collaborative nature of game development, there ever really is a singular vision holder on a game project who deserves sole top billing. There is also the debate about IP ownership and how, since creatives effectively cannot own IP in the current Platform Holder / Publisher / Developer climate, getting the 'right' to have this kind of top billing is basically impossible anyway. There is also the debate about 'how it works in other industries' (ie: Hollywood), and the questions of whether it should work similarly in games. I think these debates are all fairly well trodden. I also happen to think they are all kind of missing the point.

    I think the idea of a star developer having his or her name on the box is just subscribing to the same floundering cultural models that the Platform Holders and Publishers have necessarily bought into and staked their futures on. It’s about upholding and participating in the culture of brand, personality and celebrity that is the central driver of the author-centric broadcast culture we’re ultimately in the process of tearing down whether we realize it or not. In some ways, the very idea of the ‘name on the box’, or ‘getting top billing’ is emblematic of what I am calling broadcast culture. An Artist has something to say, He creates a work of Art with a Message, He puts His Name on it and we all consume it. That’s what a painting and a poem and a novel and a play and a film and an album are.

    But that’s not what a game is. A game can be that, and that’s why that movie-critic dude was wrong; games can be broadcast culture High Art handed down to the masses by Artists. But as our cultural tastes and sensibilities evolve to appreciate how games mean, we will come to recognize that the stuff in games that speaks deeply to us, that resonates, that makes us weep and rejoice does not come from what the Artist Hath Wrought but comes leaping, unforged, naked and honest from the masterfully conducted runtime, often as much a delight to its coders as to its players. So while games can be Art, even High Art, I think subscribing to a games-as-art perspective is kind of relegating games to a pitiful, sorry existence.

    These days, if you attend a game conference, or read a serious essay discussing game culture, or even engage in a moderately rigorous discussion about games, you would not be surprised to hear someone utter the phrase, 'the dominant cultural form of the 21st Century'. The notion that games are the English longbow to the warhorse of television and the armoured knight of cinema is increasingly seen as a real possibility. But while we say it, discuss it's inevitability, ponder it's timeline, and desperately try to monetize it, we don't actually very often talk about what it means. Film and television are in many ways a technological enhancement and hybridization of older broadcast media, such as the novel, the play, or the album, but they are still fundamentally part of the broadcast culture paradigm. Games, I believe, are not part of the same paradigm. Games belong to a different paradigm that includes the oral tradition of storytelling, improvisational music, sport, dance, philosophical debate, improv theatre, and parlour games (among many other cultural forms).

    In many ways, the divide is between creative forms that have a means of encoding an authored message, or a notation, where the 'beautiful part' is crafted by an artist and then played back or read by or for the audience from the notation, and creative forms that do not have a notation, and where the 'beautiful part' is created at runtime by those acting within the space described by the form.

    I'm sure to attract a legion of pedants with that one, and I'm sure not going to defend the notation/non-notation divide as a rigorously defining point of distinction, but it is a fast litmus test. The distinction is too simple for many reasons; chess and dance and baseball all have notations, for example, and in the case of film, the notation (the images and sounds recorded on the film strip) is hard to distinguish from the work (the projection of the information encoded on the strip as an audio-visual landscape), but the distinction between forms that record their beauty for playback and those that have it dynamically synthesized at runtime can broadly and roughly be delineated there. Let's move on.

    Seeing games assume their role as the 'dominant cultural form of the 21st Century' is not merely about the replacement of film and television with 'better film and television that are controlled by a joystick'. It is the wholesale replacement of the author-centric broadcast culture paradigm of 'people who disseminate their beautiful notations for other people to follow' with the totally different cultural paradigm of 'people who beautifully figure out the following step while taking the current one'.

    The way I see it, the 'name on the box' is a derivative of the former, broadcast cultural paradigm and does not have an (important) place in a culture driven by the latter paradigm. The reason we cling to the name on the box is because all of our economic, social and political concepts have been inextricably intertwined with broadcast culture for at least 500, and arguably 3500 years, ever since Socrates made the case against the written word and then went and drank a cup of hemlock. Disentangling the idea of the primacy of the author from the work is at least as complicated a cultural revolution as killing God – and look how complicated that's proving to be.

    It's not just the governments and the banks and the universities and the corporations and all of the beautiful rich and famous people who you should aspire to be like who have an interest in upholding the name on the box. We all have an interest in it, because even those who suffer under it, and those who are oppressed by it, and those who would fight to see it torn down are scared shitless of what it looks like to wake up in a world without it. The name on the box is comforting because it has been a part of what we are for centuries. What if changing it is a mistake? Without Steven Spielberg, without Stephen King, and without Steve Jobs, where will we find our heroes? Who will inspire us to strive to be better than we are?

    I think the answer to that question though, is already well understood. His name is Steve Yzerman or Steve Smith or Steve Nash. People don't go watch the Phoenix Suns play basketball because it's a game designed by Dr. James Naismith. They don't watch it or play it to experience it's design. They go see basketball because it is beautiful to see talented people like Steve Nash play it beautifully, and they play it to perform declarations of self, such as 'I can outmanoeuvre that guy', or 'I can do a lay-up'. And just as we recognize the great authors in the broadcast culture paradigm, we also recognize the great actors in the interactive culture paradigm.

    But is it fair that you can't sell a recording of the song 'Happy Birthday to You' without paying some absurd amount of money to license the song from the great great great grandchildren of the dude who wrote it decades ago, but that Steve Nash makes more money every time he bounces a basketball than Naismith made in his entire life? In a sad way, and in a way that I suspect most people will disagree with, and most importantly in a way that makes me scared as hell to try to build the future that I'm talking about when I utter the words 'dominant cultural form of the 21st Century', I think the answer has to be 'yes, that's fair'.

    I think it's fair for three reasons.

    First, I think it's fair because when I take stock of the most beautiful things in the games I have worked on; a cold-blooded execution of an Andre Hippolyte; an amateur guard blasted down an elevator shaft; a wounded mercenary immolated in grassy field, I have to admit that I am not the person who created those things. They are beautiful, arresting, heartfelt and profound statements about what we are and what we can be, and being witness to them has enriched my life. I am immeasurably proud to have chalked the lines on the fields where those beautiful events unfolded, but I didn't make them.

    Second, I think it's fair because the argument of who should be paid for what in all this mess would (I believe) become a moot point if games were to truly become the dominant cultural form of the 21st Century in the way I am talking about. The impact of the cultural transformation that would be required for that to actually happen would reverberate through all of our institutions in such a profound way that they would become unrecognizable. The replacement of author-centric broadcast culture with actor-centric dynamic culture throws the persistence of our current concepts of finance and business and even government into question. As with any revolution, you kind of unfortunately have to accept that you need to figure out how to feed people after the King's head is in the basket, not before.

    Finally, I think it's fair because out there, somewhere, there is some kid in elementary school who really wants to grow up and be a game developer like me. He doesn't know who I am, of course, because my name is not on the box, but even despite that, he sees me, or someone like me, as his hero.

    My message to that kid is this: I don't want to be your hero. I want you to be your hero.

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  • Damn. It's sure costing me a lot of money to leave this blog sitting here, doing nothing.

    I havent even had the time to get my GDC slides from 2011 up yet. I have wanted to go back and clean up the end of the talk, as the conclusion never really hung together the way I wanted.

    Looks like I might be giving that talk again in a couple places in the not too distant future which would force me to fix the wishy-washy ending (and convince you all that I really, truly am a communist), and then hipefully get the thing up here (maybe as video??!!) shortly after that.

    We'll see what happens between now and year end…

     

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  • I can't imagine that it is even possible that anyone who would end up on my blog would not have already been aware of this.

    Gamers Heart Japan is an initiative launched by Victor Lucas and Electric Playground to help raise money to support the Red Cross relief effort in Japan. I'm honored that Victor would reach out to me to help with this, and super happy have been able to have the time and the resources and the assistance to get my segment shot and delivered on such short notice.

    To see the hour long video special, with interviews from dozens of the smartest and most talented game developers in the world, go here. From there you are also just one click away from making a donation if your are able.

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  • Part Eight: Future Past

    Seven months ago when I started writing this column, I suspected the things I would be talking about were mostly wishful thinking. The idea that an increasingly entrenched game industry would see value in connecting casual, social or mobile gamers to their blockbuster AAA titles through meaningful gameplay seemed likely to fall by the wayside in favour of more aggressive exploitation of insidiously monetized shovel ware. How could developers – constantly understaffed and struggling to make every deadline – ever find the time to build a Facebook or iPhone game that would meaningfully link casual players to their fifty million dollar Christmas release if they couldn't find the time to make their Beta?

    The World of Warcraft Armoury has been around for quite a while, but let’s face it: Blizzard can afford to put a man on the moon if they want, so they’re not much of a model for the rest. Various Spore browser apps allow you to look at the Sporepedia on a mobile device, but these offer no gameplay, and aren’t even built by EA. The best that the year’s biggest releases could muster – like Modern Warfare 2 – were fan made game guides and various utilities for mobile devices that allowed you to find Intel Drops, know what Perks and Kill Streak Rewards were coming and read some map strategies. None of these things were meaningfully linking different groups of players to a single unified experience.

    I wasn't my only non-believer, either. I received plenty of emails skeptical of the idea that some 40 year old executive might want to manage a crime family from his Android phone, and in doing, drive a component of the open world urban crime game his son was playing. More openly hostile emails condemned me for selling out to the marketing vampires I identified in the intro for suggesting we could do everything I was suggesting profitably, while others accused me of undermining the ultimate goal of building the perfect immersive simulation of everything.

    But while my pipe-dreams and prognostications may remain heretical for some, they might also end up coming true. Assassin’s Creed: Brotherhood – developed by my esteemed former co-workers – has done a fantastic job of opening the door for a huge audience of casual and social gamers to peer into the amazing world of Renaissance Italy and the life of Ezio. I had no idea AC: Legacy was being developed, but it achieves many of the things I suggested months ago (and in many ways better than I imagined – which is no surprise knowing who was involved). This is an important first step toward the future that I’m talking about because it challenges the notion that the kinds of fantasies gamers are interested in are inaccessible to a broad audience. We may have always suspected that the fantasy of Assassin’s Creed had a broad appeal beyond the existing audience of a few million hardcore gamers – but we couldn’t prove it. Now we can. Now we will be able to measure the appeal of that fantasy to a real audience.

    Dust 514 – though still in development – openly attempts to link two of the most hardcore audiences of gamers out there: competitive online FPS players and dedicated PvP MMO players. While the potential scope of this intramedia link is smaller than that which would connect Assassin’s Creed on console to Facebook gamers, the data will be just as interesting and important. Will an audience of ‘me first’ shooter players accept the cascade of consequences that emerge from the proposed design? Will they – for example – willingly engage in a battle they can’t win to achieve the strategic goal of a group of players in EVE? Will EVE players be willing to leave their best laid invasion plans in the hands of a bunch of bickering fourteen year-olds with hyper-conductive nervous systems? Is the patience and ruthless plotting of the EVE community compatible with the twitchy thirst for chaos of an FPS community?

    And perhaps the most important question raised by these games is whether or not the connection between different audiences will act as a gateway between the games. Will people who have never played a console game give Assassin’s Creed: Brotherhood a chance if they are invested in Legacy? Will ageing shooter fans invested in Dust 514 decide to give EVE a try as their reflexes fail them and they fall under the curve?

    Before this article ever sees print we'll have answers to these and other questions, and developers will already be hard at work on a second wave of games that strive to do even more than I imagined. As William Gibson once said, "the future is already here, it just isn't evenly distributed yet."

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  • Part Seven: Agency Beyond the Magic Circle

    For the past six months, I have been writing about ways to build connections between different games, and by extension, their audiences. I've imagined fashion design games for portable platforms that feed clothing designs to open world games where avatar clothing customization matters. I've imagined social world building games whose player-authored environments become playable levels used in action adventure games. I've imagined players of organization management games popping on to their mobile devices intermittently throughout the day to allocate resources and assign missions which are then subscribed to by real players playing action games. But all of these imaginary connections beg a fundamental and challenging question; if the interesting results of my decisions and choices are happening in someone else's game – why should I care?

    Agency is the ability of the player to take meaningful action in a game and to witness the results of his decisions and choices. I believe that agency is the very stuff of games. It is fundamentally tied to how games mean, to why we play them, and to why they matter to us as individual players and as participants in the human cultural landscape. Have I imagined my way into a future where games are all interconnected in such a way that the feedback (the 'witnessing the results' part) has been cordoned off from the players who need it in order to feel the agency that makes games matter?

    The short answer is, I don't think so. On the contrary, I think that – done properly – we not only protect the traditional feelings of agency we appreciate (and depend upon), but we also generate feelings of agency in new ways and along new and different axes. To properly achieve this, there are three basic requirements for designing games that cross over and interconnect in the ways I have described.

    First, the internal agency of each game must be protected. Players must still be able to see the results of their decisions and choices within their own game as a standalone experience. An example of a game that has done this poorly is Farmville. When I give a gift to someone, the gift is always an abstract object. A separate screen that allows me to send a Red Christmas Tree to my nephew is totally meaningless. The gift costs me nothing, and the tree itself isn't even really a tree, but is instead a picture of the tree. The tree would be more meaningful to me if it appeared in my world and clicking on it gave me the option to gift it. Even better from an internal agency standpoint would be if I could click on anything on my farm and gift it directly. This would give me more meaningful attachment to the objects I was gifting, even if the cost of gifting was still zero. This is not to dismiss some real design challenges that such a change brings, but the fact remains that gifting in Farmville does not feel meaningful.

    The second criteria is that of strong reporting. If I use a crafting mobile application to run a shop that is instanced in the open world RPGs of my friends, I need more information than 'Joe bought a Diamond Pickaxe for 100 Gold'. I only feel the agency internal to my own game as it reports the results of my decision to sell a Pickaxe. Better would be if I could fetch detailed reporting on what Joe does with my Pickaxe. Better still would be if that information could be used to help me improve my future crafting of Pickaxes. This would not only enhance my feelings of agency in knowing how the Pickaxe I crafted was meaningful – but the experiencing of that agency would also be of benefit to me.

    The third requirement is that we better facilitate player-to-player reporting. Many of my own greatest moments in gaming have been made even more wonderful and meaningful to me when relating them to friends. Today, the internet is overflowing with thirty second video clips of these spectacular and improbable moments. Leaving players to email each other about the wonderful things they've done with a gifted Red Christmas Tree or purchased Diamond Pickaxe is making it too hard, and we can do better.

    A brute force approach to this would be to design your game to constantly record and overwrite the last sixty seconds of play, saving it aside on demand for editing or immediate upload and sharing. While non-trivial to implement, this approach could facilitate the kind of player-to-player sharing and communication crucial to ensuring that players are able to feel their agency across the boundaries between games. This makes agency a collaborative and social emotion capable of connecting diverse audiences across widely different games.

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  • Part Six: Platform Jumping

    For the last five parts of this series I talked around the issue of Single Player games and their place in the intramedia landscape I have been describing. I've looked at how social world building games like Farmville might seed content into SP game worlds. I've looked at how mobile apps might provide the backbone for a game economy whose principle consumers would be players in SP worlds. I've looked at how organization management games like Mafia Wars could provide a framework of story content to sustain the ongoing life of a SP game. But I've not really talked explicitly about the Single Player game itself and what it might be like in this new intramedia model.

    While I personally feel that modern AAA single player games are too long, the reality is that is not the case for your typically 18-24 year old who does not have an enormous game buying budget and needs a lot of content if he has any hope of keeping himself distracted from studying. I would love to make the argument that the next-generation of Single Player game should be a four hour experience, but I know that's not realistic. That said, with the increasing economic pressure for even SP games to be online (to protect against piracy), I am beginning to suspect the oft-recurring memes of the Episodic SP game, and the game-world-as-platform are finally going to arrive.

    In the case of the more systemic open world games such as Fallout, Borderlands, GTA and others, we already see a trend toward serving players a lot of downloadable content. The reasons for this are obvious; the profit margins on DLC are relatively high for developers and publishers. This means that even if demand is low – say only 5% to 10% of players purchase DLC after they finish the original game – the development costs to shipping what is effectively script into an open world is a tiny fraction of what it costs to build that same content in parallel with the game (especially given that shipped games are stable).

    I think the real question facing Single Player games going forward – particularly in the difficult economic climate of today – is how to reduce the cost of getting the game world into the hands of players, and increase the amount of high-profit-margin content we release post-launch into these stable, proven platforms. This only makes economic sense when you consider that currently only a tiny handful of game releases are profitable and all other game development is funded by a few hits.

    Why is Fallout 3 a one hundred hour experience? Admittedly, even I made time to finish it, and I even downloaded some of the DLC. But it came at a tremendous cost in terms of lost opportunity to play other games. With the world of Fallout 3 sitting on my hard drive, and the ability of the developers to push more content into that world at any time, the real question is, could they have reduced their development costs by shipping me the game in five ten dollar chunks over the course of the two months that it took me to play it?

    When we start to imagine a game like Fallout as being more like a platform for serving content, the integration of some of the other concepts I previously discussed starts to make more sense. The small settlements that dot the landscape can easily be imagined as being served to the platform from a 'manage your wasteland settlement' social game. The shops in those settlements can easily be imagined as shops run by players from their mobile devices. And without the game needing to become a full-blown persistent world MMO, is it trivial to imagine supporting drop-in co-op. Once we have a game world rendered perpetually 'fresh' because of the input of other players, it is also much easier to imagine that I would pay a reasonable price for the game-world-as-platform, even if it only shipped with four hours of developer content. Done correctly, I even suspect the world could be given away for free, with features such as player-generated settlements and player run shops being unlocked by micro transaction. High quality, well polished story content could then be sold at a premium – five to ten dollars for an episode running anywhere between 3-6 hours.

    I think the appeal from a publisher and developer standpoint is obvious. This is a powerful way to maximize the efficiency of your staff and to generate higher-margin, lower-risk profit, more steadily. The argument I hear against trying it this way is that it is unproven and conservative executives don't seem to want to be the first to risk their company on unproven business models.

    Perhaps all the executives need is for players to demand it loudly enough – and to support it when it does finally arrive.

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  • Part Five: Gaming Across the Fifth Dimension

    Revolutionary ideas in science, technology and philosophy don’t exist in isolation in academic institutes, government think tanks, or corporate R&D labs, they touch all aspects of our culture. The ideas of Copernicus, Galileo and Darwin undercut millennia of oppression, giving rise to concepts like literacy, democracy and equality. Relativity went hand-in-hand with the dismantling of objectivity in art and literature. Today, as scientists unravel the many-worlds interpretation and similar theories, we see a simultaneous blurring of the boundaries between the online universe and the physical universe. Our sense of the immediate here-and-now is altered by the layer of the internet, its systems, data, and users. This new sense of reality is reflected in our art – and our games.

    Who is ‘there’ when we play Left 4 Dead? Am I hosting the server? Is he? Did it migrate? Is he there or is that a bot? Has he joined another game? Am I alone? What does ‘alone’ even mean where worlds overlap and relocate, and characters’ bodies are intermittently inhabited or automated. We don’t think twice about these things when we play L4D, but the hyperdimensional structure of the game reflects a culture that similarly doesn’t give a second thought to navigating with stitched together photographs taken in different months or years to rendezvous with friends geo-tagging their tweets only to find out they have already left – leaving us in the physical company of one set of friends and the psychological company of someone absent. Even if L4D’s feature set had been technologically possible in 2000, no one would have accepted it. Today, we take it for granted.

    Fifteen years ago it was interesting to set up a LAN in a room full of PCs so we could play co-op Rainbow Six. Today, pop-up notifications that friends have come online, or joined your game are not just normal, they are banal. The New Interesting is not having to grind for twelve hours to be able to safely play Crackdown in co-op. We were too long handcuffed by a wrongheaded desire to protect the coherence of the fiction of our game worlds, and this made allowing players to play co-op games difficult. But our shifting cultural perceptions have loosened those bonds. The story of Crackdown doesn’t break if my friend helps me level up, and we don’t need to explain it with some kind of complicated and fictionally justified side-kicking system. If the system you contrive to protect your fiction is so complicated that it stops people from playing, you’re doing it wrong.

    Demon’s Souls gives us a fantasy realm where the boundaries between the worlds of the living and the damned overlap strangely. I see the apparitions of other players fighting enemies I haven’t yet encountered. I witness the ghosts of their demise like footprints in interdimensional snow. In System Shock 2, these apparitions needed to be explained as neurological side effects of the upgrade system. In Demon’s Souls, we need no such explanation – not because it makes better sense, but simply because we ‘get’ the idea of overlapping universes and are willing to explore those ideas in our art.

    Captain Forever runs in your browser. Conveniently, so does Twitter. Captain Forever saves your entire game history on a server and allows other people to launch a new game using your ship at any point in its history simply by clicking on a tweet. “That’s not fair,” we cried in 1999, “players should have to earn that ship.” Bullshit.

    In order to make the grade as a Captain, Commander Shepard has some things to learn, I think. I’d way rather have a dozen friends playing Mass Effect 3, all playing different characters, and be able to click on their tweets to populate my crew with their leveled up characters and all the relationship history that was developed by them over time than have cleverly authored characters filling out my roster in a branching narrative.

    Mass Effect story die-hards and fanboys will, of course, disagree. Probably so will EA and Bioware. And people will continue to wonder why gaming has such a hard time climbing out of the cultural ghetto inhabited by schlock sci-fi and superhero comics. The answer is simply that until we make more games that address the current human experience using the central voice of the medium we belong in that ghetto.

    Most ‘AAA’ games today use story and character to explore themes we have explored before in other media that – simply put – use story and character to better effect. Demon’s Souls, Left 4 Dead and Captain Forever all explore the way we experience and perceive the very fabric of our world as individuals and collectively through our culture. And they do so using the uniquely meaningful properties of interactive games.

    These are games that have something to say that can’t be said in other media.

    These are the games that are pushing human culture forward.

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