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…

  • So this Friday just past, the latest New York Times Magazine ran a piece about the rising 'indie movement' in game development. It's a good piece – providing what I feel is an accessable overview of the current state of the games/art discussion and the rising importance of the indie scene and what these developers are doing.

    I'm sure a lot of people will roll their eyes and say 'games and art again – isn't this discussion over?'. I suppose it is over for us (developers, I mean) as we all know that games are indeed an art form but that just like painting, literature, or music, games can also be just simple entertainment and there is nothing wrong with that. In other words, for those 'in the know' – a game can be a work of art. Full stop.

    That said, I am not convinced that the 'real' population of the world is aware of this yet. An article in New York Times Magazine that talks about it is thus very welcome. I don't mean it is welcome because it is a validation for those of us who stood up and said 'of course games are art', but simply because it means that the 'real' population are now about to step into a world that – for the first time in a century or so – has an entirely new art form in it. That's amazing and wonderful. And even though the article does not represent some giant breaker being flipped in the cultural consciousness, it is one of the more significant bitflips in the grand scheme of games' general acceptance as an important form of art and an important contribution to human culture.

    Anyway – mostly the piece is an interview with Jason Rohrer, but also interviewed are Jon Blow, Jonaton Soderstrom, Jenova Chen, Eric Zimmerman, and several others, myself included. It seems like I get cast in the role as the 'big industry dude who is sympathetic to the cause' – which I suppose is how a lot of people see me. I myself would call that an oversimplification, but hey – it's an overview piece for a broad audience. I'll live.

    There is one thing I want to call out in the article and kind of 'distance myself from' however – and that is the emphasis on the notion of the importance of the 'auteur'. I'm going to be careful not to put words in the mouths of Jason, Jon, Jenova or any of the others, but it feels to me that this article pushes the notion that central to the indie movement, and central to the idea that games are (or can be) art is the need to demonstrate that there are auteur game developers and it is the existence of the auteur that allows games to be art.

    The meme pops up a few times in the article:

    on Page 2, second paragraph

    Even when working on more original fare, the enormous teams that create today’s video games dilute artistic intention. There are exceptions like Will Wright, whose legacy includes The Sims, but they stand out because they are exceptions. “For the most part,” Rohrer said, “there’s no single person trying to bring a specific vision to life.”

    on Page 4, eighth paragraph

    “Braid is something you could show to Roger Ebert and say, ‘Here is a work of authorial intention,’ ” Rohrer says.

    also on Page 4, lower

    "But it does reflect the fact that Braid is both a game and the artistic vision of a single person."

    SoI think it's not unreasonable to read that the article is presenting the stance that the evolution of the status of games from 'toys and entertainment' to 'art' is fundamentally linked to the idea of authorship coming from the singular creative vision of an individual.

    For the record, I strongly disagree with this stance – and furthermore, I feel it is treacherous ground in which to plant the 'games are henceforth art' flag, as I suspect it is ground that will quickly be lost to (or surrendered by) the first generation of artists who even attempt to question it (in fact – for those of us 'in the know' it has been and continues to be, questioned all the time).

    Now – keeping in mind that not that long ago I wrote a post titled 'On Authorship in Games' – a kind of sister post to this one – that championed the notion that there was authorship in games (in an attempt to address Ebert's challenge). How can I say the opposite now?

    Well, frankly, I am not saying the opposite. What I said then was that there is authorship in games and if that is the criteria Ebert needs to have fulfilled in order for him to count games as art – then it exists and the question is closed. I was not arguing that authorship is universally, or even for me, what makes games art.

    For me the criteria is much simpler – games are art because some people believe them to be. That's all that is really required. And it is with that definition safely in my back pocket that I will continue to question the 'auteur' model of meaning and artfulness that seems sometimes espoused by the indie movement and by others (and by the article in question).

    I really, honestly, do not believe that games 'ought to come from the singular creative vision of an individual'. They can, of course, and I celebrate the existence of the Blow's and Rohrer's out there. But for me, the real beauty of games comes (partially) from the collaborative process that creates them (the development process) - which itself parallels the (centrally important) collaborative process that allows them to mean at all (the playing of them).

    I guess what I am saying is that I am concerned that the article conflates two ideas that for me are very separate; one, that there is authorship behind these seemingly unauthored stuctures we call modern games, and two, that games are art. These ideas existing side-by-side seems (in my reading of the article) to suggest a connection between the idea that it is in authorship that the art of games lies. This idea is runs counter to everything I believe about games and I can't accept it.

    I believe very fundamentally that the more authorship is removed, the more room there is in a game for beauty. By extension, I further believe that the more the 'auteur' abdicates his own 'singular vision' to those with whom he is collaborating in the creation of the game, the more room there is in the game for beauty.

    Now this notion of 'leaving room for beauty' is a bit tricky, I admit. There is a lot of room for beauty in the Louvre, but there is also a lot of room for beauty in an abbatoir. How that room is used is kind of central. Clearly, you can much more predictably provide beauty with a well-rounded portion of authorship while still leaving lots of room for players to add to that beauty if they so choose. Clearly, abdicating all authorship means asking the player to be an artist, and that's probably not a very high-yield recipe for art.

    But in some ways, I feel this is the very purpose of games. Every other artistic medium is authored in the traditional sense: the message passes down from author to audience through the medium. But games (as we know) are different. Input is expression, and when players input their expression it passes back into the medium, where it feeds back against predictions the author(s) made about the kinds of things players might express (never reaching the author directly).

    In McLuhan-ian terms the message of all (okay, most) other media is that the Author is 'above' and 'primary' and that meaning and art 'declines' from His Wisdom and Grace. The message of games is that the Author has 'recused' Himself and that he has willingly set himself outside the system of his work so that meaning and art can 'incline' from the Player.

    That's, like, the most beautiful thing ever.

    To me, it does not matter that most of the art will be 'bad'. In fact, the notion that all these player expressions are 'bad art' only exists when we cling to auteur-centric models of what makes good art. It's like the religious notion that morality is not valid unless you subscribe to the religion in question – that even if you lead a 'good' life, you will go to Hell if you don't accept Jesus or some shit. The point is that it doesn't matter if the vast majority of player expressions are nonsensical and seem to be 'bad art' – the beauty comes from the fact that they are player expressions. It doesn't matter if you take Jesus into your heart if you live a good life. If believing in the player's expression condemns me to eternity in player-created-content-purgatory, so be it.

    To me, that's what games are: they are places for players to practice self-expression safely, where they can gain confidence in their ability to express themselves and hopefully one day recognize that all the ways in which they express themselves are beautiful. When all of mankind is able to confidently express themselves beautifully, I believe the work of human culture is done.

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  • Savannah.

    It's hot here – like 25 degrees and sweltering humid. Didn't expect that as I'd been keeping an eye on the temperature in the weeks before we left, but what can you do.

    So far, things have been going very well. After GameX, I did three big schools pretty much back-to-back. First was CMU in Pittsburgh, then MIT in Boston and after that, NYU in Manhattan. Each time I had the pleasure of getting different tours, meeting and talking to lots of students and seeing what they were working on, and each night following the talk, I was lucky enough to get to grab dinner with some faculty or students or local devs or all of the above. So I've gotten to see a lot of cool stuff, and meet a lot of cool people, and eat a lot of great food (dessert at Rouge Tomate – check it out if you're in NY)

    The talk seems to go over well, even though it's a pretty hardcore philosophical talk. Anyway, it was really intended for Masters students, so it's not a typical 'general public' audience, and – judging by the questions that I'm getting grilled with – it shows.

    Tonight, we've got tickets to the Savannah Film Festival. Sounds like we'll getto see Woody Harrelson premiere his latest film (not the zombie one). After that, another fancy dinner at The Pink House – while we watch the kids wander around trick-or-treating in their ghost town of a village.

    Tomorrow I give the talk here at SCAD in Savannah, and then Tuesday I'm off to Atlanta for the last stop.

    Thanks to everyone who has showed up so far, and I look forward to meeting more of you in the next few days.

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  • So the 'lecture' part of the 'lecture tour' doesn't start until tomorrow but the 'tour' part started late last night with a phonecall from US Airways (all the way to Montreal from Raleigh, NC) saying that my 9:30am flight would be delayed until 11:10.

    That all changed of course with a 6:30 am call saying the 9:30 flight that had been pushed to 11:10 was now jumping forward to 10:40.

    Of course, once we got to the airport everything changed again and we didn;t even get off the ground until well after noon and any hope of a pleasant day in wandering Philadelphia was delayed even further by a nasty headwind that made a 90 minute flight last almost a full two hours and – with renting a car and all that shit didn't get us into town until like 3pm.

    We wandered the touristy center of town, saw the Liberty Bell and then strolled through intermittent rains down to South Street. The highlight of the day was an awesome dinner at a place called Farmicia, which is an organic, local food restaurant that I actually got to be the founder of on Gowalla. Shame on you Philadephians for not founding it yourselves. Fantastic food, healthy, innovative with fresh, organic local and seasonal ingredients. A real winner. I'd come back to town just to eat there again.

    Anyway – unfortunately, GameX is not even really in Philly – it's in some suburb like 30 minutes out of town… which kind of sucks (hopefully they'll remedy that for next year). So now I am back at the hotel doing a final, final (final) FINAL pass on my talk for tomorrow. Anyway, with the messed up sleep I haven;t been getting in the last three weeks – a good long nights rest before my keynote is just what the doctor ordered.

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  • In the beginning, there was nothing

    It's been a long time in coming, but I have finally put the finishing touches on the Click Nothing Tour 2009.

    It's going to be a long and complex one, but it should be fun. One talk, seven cities, ten days.

    The talk, as detailed in a previous post, is about changing notions of what immersion means in the context of social and cultural shift in the face of technological change and generational change.

    The dates and locations, for those who might be intertested in attending, are as follows (though not all are open to the public):

    Sunday, October 25th, 9:30 am
    GameX Convention, Keynote
    (details)

    Monday, October 26th, 3:30 pm
    ETC Carnegie Mellon

    Wednesday, October 28th, 4:00 pm
    MIT, GAMBIT Game Lab
    (details)

    Thursday, October 29th, 6:00 pm
    NYU, New York
    (details pending)

    Monday, November 2nd
    SCAD Savannah
    (details pending)

    Monday, November 3rd
    SCAD and IGDA Atlanta
    (details)

    For a walkthrough of the tour, you can drop this into Google Earth. If you're on Dopplr, friend me and you'll see the specific dates I expect to be around in which towns. If you're on Facebook and/or Twitter, friend or follow me and you'll be able to keep tabs on my frequent updates.

    Since I already gave an early version of the talk at Ubi, here in Montreal, the Twitter stream for the tour and its collected talks is live if you want to listen in on #CNTour09.

    Hopefully, if you had any interest at all in listening to my demented ramblings, I will be coming to somewhere vaguely near where you live – drop by and see the talk and harrass me with questions that I won't be able to answer and then we have a drink and talk less seriously.

    If I'm still not coming anywhere near you or if you have to go to your cousin's wedding on the night I am passing through your city – don't worry. I am currently in the process of building out video for many of my previous talks – including this one – and I hope that over the coming months you'll have access to this material in video format that you can watch in your underwear while eating ice cream, or on your iPhone on the bus – or both.

    Hope to see you somewhere between here and 32 degrees North latitude.

    (No, I don't have t-shirts, but I promise if I survive this and do it again next year, I will have some made.)

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  • Like you didn't notice.

    In preparation for more big stuff coming soon to Click Nothing, I am in the process of overhauling the blog. I don't have a lot of time to mess about, so I'll still be relying heavily on templates but I figured it was time for a change. Anyway – it should be fairly apparent (if only from the banner cleverly saved as a jpeg with ugly compression artifacts and all) that my webskilz perished along with dusty old Web 1.0. I'll get around to polishing out the ugly bits when I can.

    For now, since I always wanted a blog that looked like my shoes – I made one.

    Oh – and by the way – www.clicknothing.typepad.com can now be reached by the much simpler www.clicknothing.com as I finally got off my lazy ass and registered my domain. I'm still being hosted at typepad for now so none of your old links should be broken.

    Anyway – thanks for all your continued support, and keep checking back over the coming couple months as I roll out all the cool new stuff.

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  • So for those who missed it in the microsecond that it flew past on Twitter, I will be keynoting the GameX Industry Summit conference taking place in Philadelphia on Oct 24-25. Here are the working title and summary of the talk I plan to give:

    The Territory is not the Map: Hyper Realism and the New Immersion Paradigm

    The games of today unsurprisingly strive to mimic the linear, authored structures of previous generations of media largely because gamers and game developers have grown up in a world where those media are culturally dominant. That is changing. As our media become more richly interactive and as our experience of the world becomes increasingly fragmented and parallelized, a new media culture is disintegrating the old. Games of the future will reflect this cultural shift by themselves becoming more fragmentary, more parallelized, and less focused on rich simulation and traditional notions of immersion.

    This talk examines the potential long-term future of gaming by looking at the accelerating convergence between rising technologies and competing media from the internet, games, music and narrative media to augmented reality and the prominence of portable wireless devices.

    Sorry that the summary sounds so brainy and cerebral – I promise it will be a talk about games and that it will be as chaotically poetic and filled with increasingly obsolete jokes about the first 8 seasons of The Simpsons as the rest of my recent talks.

    But more than just announcing that I'm speaking at GIS, I wanted to announce that I am expanding the trip to do the talk in several other cities. I don't want to announce any places or dates yet, because I'm still putting it together, so I'll let those interested speculate away. I will admit that a part of planning this as a 'tour' was because I am a couple of trips 'in debt' following cancellations resulting from my injury – so if you had been hoping to see me talk a few months ago and were disappointed by a cancellation, odds are good you'll be getting a second chance.

    For the subject of the talk – it spawns out of a lot of the thinking I have been doing recently. Needless to say once you come off a project and get some rest, your narrow, single-minded focus on closing and delivery opens up and you get to look at the big picture again… so that psychological shifting of gears definitely has inspired the core of the talk. Also, recent conversations online – particularly the discussion that evolved out of my debate with Manveer, and even yesterday's discussion on the nature and future of the expressive potential of games between David Jaffe and Anthony Burch (and others) (extended) are all topics that have been close to my heart lately and will be elementary to the talk. I'm hoping to be able to synthesize some of these ideas with my own recent talks about Immersion and Generational Shift. If you really want to get the most of the upcoming 'CN Tour 09' talk, you might want to refresh yourself on those two previous talks…but…

    As an added bonus (and you get all this for free!) - I am also looking toward launching a few other special projects to 'celebrate' the tour that will hopefully increase the utility of Click Nothing as a whole and make the idea of reviewing those old talks a little easier.

    So – to use the most ironic metaphor I can muster - stay tuned – if I can keep a modicum of focus, it's going to be an exciting post-midsummer.

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  • Finally, Jonathan Morin managed to find the time to put up his blog.

    For those who don`t know the name, he was the Lead Level Designer on Far Cry 2 and we worked very closely together on that title for three and a half years. Maybe you know him from solid talks he gave at GDC 08 (which I can`t find on the GDC site, but info and a video is here) and GDC 09 (discussed by Sirlin, and Burch (who I am sure you heard a lot about today already)).

    Anyway, I highly recommend you click your way over there and put some pressure on him to keep blogging his thoughts to get him over the 18 month hump I figure it takes to become a habitual blogger.

    I don`t see his slides and presentation materials posted up there yet, but I can only assume he is planning on getting that up in the near future.

    Welcome aboard Jon.

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  • So, what started as an experiment by Ben over at Sometimes Life Requires Consequence is starting to pick up steam. It's been tagged a couple times now at Game Set Watch and Kieron Gillen over at Rock Paper Shotgun blasted some buckshot his way in today's Sunday Papers. Already at least a couple other players have taken up the 'challenge' and are trying the same thing. In at least one case, some form of tragedy has ensued (and in some ways the nature of that tragedy is the subject of this post.)

    Not to steal Ben's thunder, but here's some history on how these 'permadeath' playthroughs began.

    Last month, Manveer and I got into a debate about how to design more meanginful and emotionally engaging games. On one branch of that discussion, Manveer had suggested designing a game to make certain decisions irreversible. I was opposing that approach on the grounds that it was relying on what I feel are narrative tools (in particular irreversibility and inevitability).

    I was suggesting that – while we could of course make games more emotionally engaging using narrative tools, I feel we ought to be pursuing (possibly exclusively but at least primarily) the application of ludic tools to this same end. My reasoning is that by leveraging narrative tools the most engaging emotional moments we will create are equivalent to those of narrative media (like film or literature) – whereas by leveraging ludic tools, we can discover something new which is potentially more powerful, more deeply affecting, and more honestly and powerfully about the human condition.

    On a lark, Ben (who I currently rank as the #2 all-time Far Cry 2 fan – but watch out Chris, he's catching up quick) took the abstract discussion and literalized it in most spectacular fashion. He is now playing Far Cry 2 under self-imposed 'permadeath'. No reloading allowed – a la oldskool Iron Man Modes of play – with the ultimate consequence being that if he dies, that's it: game over. He will wipe his save game and that's the end of that.

    Needless to say – this has the effect of making every decision he makes 'irreversible'. It means that if he decides to keep a buddy – say Frank Bilders – on stand-by to rescue him if he gets overwhealmed in battle, then Frank may well be mortally wounded during any rescue attempt.

    With Frank lying on the ground, shaking from a sucking chest wound as his blood seeps into rusty African soil, Ben will pick up his friend and cradle him in his arms… and then what will he do? Frank will ask Ben to inject him with a syrette. The angry shouts of APR reinforcements will be cutting through the jungle canopy getting louder… closer. And when Ben gives him an injection and Frank asks for another… and another… what will happen? Will Ben use his last syrettes to euthanize Frank? Will he save his valuable syrettes and use a bullet instead? Will he abandon Frank to whatever grim fate awaits him if the APR finds him lying helpless in the grass?

    The decisions that Ben will make in these moments will be real decisions. It will be just like life, and from it, Ben will feel something real.

    Or will he?

    Something is very ironic about all of this….

    In fact, the design of Far Cry 2 already innately supports the emotional dilemmas described above. We made it that way on purpose – it was the entire point of the Buddy system – to design an 'out of frying pan, into the fire' system where the player would be baited further and further down a losing path until he ultimately would occasionally be required to make a choice between giving up a limited though not overly rare 'resource' (a buddy) in exchange for not having to reload and redo a lengthy section of the game. Then the limited resource would be 'disguised' as a real human character and the decision of the player to abandon (or 'deny') the resource would be dressed up in classic filmic costume of 'loyal ally dies in your arms'.

    Players would cry.

    The existing design of the Buddy system in Far Cry 2 in some sense is a (soft) solution to Manveer's call for a design that makes certain decisions permanent and allows players to feel 'real' emotional consequence. Yet at the same time, this focus on designing meaning that arises from narrative-like structures is something I am now opposing. Why? Well, in the end, I think that even if we made a hundredfold improvement in the design and realization of the buddy system in Far Cry 2, the very best we could ever achieve in terms of making players feel the death of a buddy in a real and honest way would be equivalent to what they felt when Wade died in Saving Private Ryan.

    It's worth noting that even reading a detached description of the plot points of the film that detail what happened to Wade is more moving than having a buddy die in your arms in Far Cry 2, so we have a lot of room for improvement and maybe going down that path is a good idea.

    But I am conceptually opposed to going too far down this path of using narrative techniques - not because we can't make our games much more emotionally engaging than they are currently – but because we already know the limits of this approach. By mastering these narrative techniques and wedding them to our designs (as we did with the Buddy System in Far Cry 2 – but better) we can arrive at Saving Private Ryan. What that means is that 10 or 20 or 50 years from now, we will deliver a brand new entertainment medium that is as powerful and moving as one we already have. That's great, I guess. But if I am going to dedicated my life this, I want to end up with something that is more, something that is better than what we have now. (There is another branch to this argument which has to do with the potential real-world irreversibility of going down this path, which is basically what happened to the comics industry, but that's a different debate that I am not going to go here.)

    All that said – there is something much more important happening with Ben's 'permadeath' experiment. There is something happening at a higher level that is more than just him embracing a narrative constraint to make his playthrough more emotionally moving.

    There is at least one more level of irony here that goes to the core of the future I am looking for.

    Ultimately, when I reject narrative techniques in favor of ludic ones, what I am really saying is that I reject traditional authorship. I reject the notion that what I think you will find emotionally engaging and compelling – and then build and deliver to you to consume – is innately superior to what you think is emotionally compelling. By extension, I reject the idea that I can make you feel the loss of a friend in a more compelling way by authoring an irreversible system than you could make yourself feel by playing with a system wherein a friend can be both dead and alive simultaneously and wherein his very existence can be in flux based on your playful whim.

    What I am saying at a higher level of abstraction is that meaning does not come from playing a game… it comes from playing WITH a game. It is the manipulation not only of the actors in the game that is meaningful, but the manipulation of the game itself. This discussion is not about how to make a game more meaningful. It is about how games mean.

    The irony then is this:

    The reason I think people are paying attention to what Ben is doing is not because he is having a more emotionally engaging narrative experience. It is not because he is playing the game in a more serious way in order to experience more serious emotions.

    It's not that people suddenly want to know what will happen within the fiction of the game – I'll tell you what will happen – the third time any Buddy is downed in combat he will not be able to be revived and the player will be systemically forced to choose between shooting the buddy (he will be automatically given a pistol to enable this decision if he does not already have one), euthanizing the buddy with syrettes (it takes three and he may not have enough, potentially elminating this decision possibility), abandoning the Buddy (which means he will not die and will show up in the end to get his revenge), or reloading the game (which Ben has self-denied).

    The reason I think people are paying attention is because Ben is playing with the game. He is manipulating the game itself. He is playing with the magic circle. He is looking at all sides of it like a Rubik's Cube and even taking the cube apart in order to see how it is built and what are its underlying immutable rules. It is here that people start to pay attention. It is here that Ben is being moved by his experience. It is here that others, too, care about what happens… not to Frank, but to Ben, and to the game itself. They care about what can happen to Frank. The are invested in the expressive possibility space enabled by the game. They care about the real immutable limits of the question and about the limits arbitrarily imposed by the save game system, and by Ben's willful rejigging of the magic circle to exclude it. They care, now, about the Ben/Frank/Far Cry 2 system which is something real. They don't care about whether Frank Bilder's lives or dies… because that is an illusion and they know it.

    Effectively, by attempting to experience the meaning that arises from adding irreversibility to Far Cry 2 and taking away one of the things he was allowed to play with, Ben is playing with the game more, not less. It is not the combination of Far Cry 2 + authored narrative irreversibility that is making the permadeath experiment meaningful to Ben and to others, it is the the fact that he is able to manipulte the game to create this experiment that is bringing meaning.

    My belief is that it is this manipulation of a game's systems that allows us to understand and feel what a game means… not a better implementation and realization of its embedded authored narratives. My fear is that it has taken us too long to figure this out; that those on the authored narrative side have already won… that the next Call of Duty will make me cry when Wade dies in my arms, and it will make you cry when he dies in your arms, and it will make everyone cry when he dies in their arms in exactly the same irreversible, inevitable way it has happened since Achilles irreversibly, inevitably died.

    And we will love it.

    And we'll stop asking what could have been.

    (and I'll go work in film….)

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  • Manveer over at Design Rampage threw up his Pecha Kucha style slides, notes and audio from his GLS talk about Ethical Decision Making in games.

    He makes more or less the same points that I made in a similar talk back in 2004, linked here as well as in the stack on the right. PK talks are great because they cut right to the point. In all honesty in today's age, I am starting to lose faith in the 1 hour talk format.

    I commented briefly on Manveer's site, but I wanted to recap the point here. One of the four points Manveer identifies in his talk as being important to designing for meaningful ethical decisions is `permanence`. He states in his notes "A dilemma ceases to be a dilemma if you get a do-over. Save games, unfortunately ruin this.".

    I find myself unwilling to accept this. As I said in the comments over on his side, this is seeking to apply an author-centric narrative model to a medium with which it is not compatible. Games (at least modern single-player computer games) allow the ability to redo actions through save-load. This is inherent to what they are and quite possibly need to be.

    In The Iliad, when Hector decides to go and fight Achilles, we know he's going to die… so does everyone else. So does he. And that's the point. Hector can't do anything else because Hector is Hector and that is why we care. Author centric media allow for this inevitability. In fact, they are dependant on it.

    In a game, Hector is not Hector. Hector is the player and the player will keep fighting Achilles until he wins, and this is the way it should be. In fact, making it impossible to change the decision and do it differently – arguably even making it difficult to beat Achilles to try and make the player feel the way Hector feels - is contrary to what both games and difficult decisions are about. The emotional emphasis and resultant challenge should be on the decision to commit to fighting Achilles, not the rote mashing of buttons to launch the combos that will sever the tendon that bears his name and beat him.

    The path forward – in my opinion – is to invent a new ethical decision making model specific to games that embraces what games are instead of rejecting it for the models used in other author-centric media that have been successful up to now. I don't know exactly what that model is shaped like (though I talked about it in my talk), but I know that if we adopt a narrativoid, author-centric model, we may one day manage to make EDMs in games that are as compelling as those in authored media, but we'll never exceed the emotional weight of those media.

    If we truly want to be the dominant culture form of the twenty-first century, we have fight on our own terms, not on their terms. We have to do it the way that works for us. We have to step out on the field of battle and face our own Achilles, even if it means we will lose, because it's in our nature and we can't do it differently anyway…

    Or maybe we can.

    Maybe we can all try it our own different way and collectively solve the problem by trying all the different permutations simultaneously and seeing which way works and comparing notes in real time via the interwebs instead of waiting for someone to write down the authoritative solution and teach it to us.

    That's what I'm talkin' about. How's that for a meta-post.

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  • Wow – two posts in a row about books that I contributed to – albiet this one is only indirectly as I didn't actually write anything for it.

    A few months ago, Ubisoft announced that they would be facilitating the creation of a map editing guide to be written entirely by the Far Cry 2 map editing community.

    It's done (age gated). I finally got my hands on a copy of the finished product yesterday, and I think it's pretty cool. Published by Charles River Media, the guide is hefty and acts mostly as a super-robust handbook for the (already awesome) editor. It discusses all the different classes and game modes and weapons, and breaks out all the different biomes that the game supports, as well as providing a lot of interesting discussion on the design implications of different topolgies, terrains and environments. It touches on the classic pillars of multiplayer map design and even provides detailed indexes of the object libraries (which is very helpful – particularly for the console mapper).

    Since most of my readers here are developers, I'll be honest and say I don't think the book would be of much help to a pro (though it's not just for designers, a lot of programmers on our team played with it and were very happy with the results – I would recommend any programmer, animator, or producer who has never been hands on with a level editor give it a try just to see what they can do). Mostly though, for an amateur or hobbyist, or – perhaps more importantly – someone looking for a way to hone level design skills for a resume, I think the book is a really valuable contribution.

    I'll also say I'm really impressed by a fan community who can organize themselves around the considerable and daunting task of seeing a collaborative book project all the way through from conception to completion in such a short time.

    To see this kind of commitment coming from fans of the game makes me even more proud of it.

    Available from Amazon here.

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