Gestural Controls in Games
Nov 02, 2006
As many designers are wont to do, I've been goofing around with game ideas in my head lately. No doubt being in a period of console platform transition tends to spur this kind of thought, and no console is more inspiring during this particular transition than Nintendo's "Wii".
What the Wii brings to the table is an idea - gestural control input - which is very simple and not at all new. However the fact that it is enabled by default on a device which will be sold by the millions, now that is new, and that gets a person thinking.
What is Gestural Control?
It's hardly coincidence that one of the first demonstrations Nintendo chose to introduce the Wii to the public was a simulation of conducting an orchestra. Orchestral conducting is a completely gestural system. When I was in college I studied music and, among other things, learned the gestures for conducting. Despite how it looks, the conductor actually uses some very specific, pre-defined gestures. So for instance in 4/4 time (by far the most common time signature in music), the gestures are, in sequence: down, left, right, up. For a three-beat time signature (such as 3/4), the gestures are down, right, up.
What makes orchestra conducting interesting is that within these prescribed set of gestures is infinite variability. Western classical music, though written with a "time signature", is rarely designed to be played with a steady "beat" or "groove" (that was an addition of African influence, but that's a whole other story). Rather, the orchestra follows the conductor's interpretation of each division of time, speeding and slowing to match the "feeling" or "meaning" of the piece. To do this, the conductor utilizes analog control. In fact, when you learn conducting, you're taught not to draw straight lines, but rather to make an asymmetrical, curved diamond with the four (or three) beats. All of this is to make the gesture more dramatic and varied, and to provide the infinite variability the conductor needs within each beat.
So, using gestural control is about variability and expressiveness. And once you use it, it's very easy. Conducting is not difficult.
Gestural Control and Computers
Interestingly, computers have had excellent gestural control input devices for more than twenty years, yet have very rarely used them as such. The mouse, with its combination of analog and precision, is a nearly perfect gestural input device. Yet we use it mostly just for "pointing and clicking". When I installed the Firefox plugin "mouse gestures" (highly recommended!), it took some getting used to, but opened up a whole new world: I no longer needed to either point or click in order to do common tasks like closing windows, going forward or backward in a browse sequence, etc. This freeing from the spatiality of the GUI of Firefox is really eye-opening.
A different type of gestural control was popularized by the movie Minority Report, in which the lead character, needing to browse large volumes of information quickly, dons some weird gloves (it's a sci-fi movie - there have to be weird gloves), and moves stuff around a large virtual screen. In fact this kind of interface has been demonstrated (without the goofy gloves) in several different touchscreen-driven forms here in the real world. It looks really cool. One has to imagine that in the future, driven by technologies such as those behind the Tablet PC, nearly all computers will incorporate some sort of touchscreen-driven gestural input systems.
The Limits of Gestures
This is a good time to discuss the limits of gestural controls. If you watch some of the demonstrations of the existing touchscreen systems, they're wonderful for organizing a desktop, for viewing photos and the like. But when it's time to enter data, they always pop up a "virtual" QWERTY keyboard. When I saw this, it reminded me of some other computers that relied on gestural input: the Newton and Palm Pilot.
Apple made the Newton back in the early '90s, and it was revolutionary, a handheld computerized organizer designed to be used by anybody. And a big part of the "fun and easy to use" ethos of the Newton was handwriting recognition. Because of its special software, you could just write on the Newton, and it would accept this input. The problem was, the handwriting recognition software sucked. Turns out, handwriting recognition is one of the Hard Problems of computer science. And the little battery-powered handheld wasn't even remotely up to it. Cataloging "Newton Translations", unintentional jokes created by Newton handwriting recognition errors, was one of the earlier hobbies of the World Wide Web.
Poor Newton. Great idea, bad software.
Right?
Well that's what the guys at PalmPilot thought. They realized that the Newton had just been too ambitious, attempting to recognize "natural" handwriting. If the user could be trained to use a simplified type of handwriting, still gestural but not idiosyncratic, the device could easily recognize the gestures as text.
They were right. And the Palm Pilot made a very crucial good design decision, which was to require letters to be entered in sequence in the same space - this enforced that the user would use independent gestures for each letter, with a start and end. I had a couple different Palm Pilots, and they really did work.
But they were a pain in the ass. Was an "I" a stroke up, or a stroke down? Which stroke first for a "T"? How do I enter capital letters? You eventually learned it, but it took time. Then Palm created a "better" input system, which changed about 20% of the gestures. I had to learn the whole damn thing over again.
The problem was, they were missing the point. Entering text is a shitty use of gestural input. Look at the devices that replaced the Palm - the Blackberry, the Sidekick, even Palm's own Treo - pretty much all of them use keyboards for input. As great as gestural input is for analog or expressive actions, it's just crap for anything that requires speed and/or accuracy. Such as, for instance, entering data.
Gestural Input and Games
Oh yes, games. Gestural input is far from new in games - we've been playing with this for ages. Ironically, Sony was the first to bring real gestural input to consoles with EyeToy, which they first demonstrated at Siggraph in 1998. The EyeToy story is a classic example of why the games business should never be driven by technology. EyeToy was a technology R&D project to test the capabilities of software to recognize and use video input. It was a dramatic success. But what came of it (the brilliantly fun EyeToy: Play) was not great because of its video recognition. It was great because it was an example of gestural input. If you had seen my daughter, only two at the time, play the 'Soapy Window' game endlessly, you'd have clearly seen the potential of gestural input. Or at least, you should have.
EyeToy however is limited by its technology: video input is fussy, and imprecise. So Sony has relegated it to a niche device - a classic case of viewing a product as technology instead of entertainment. Had Sony viewed the success of EyeToy: Play on its merits as an interactive system, rather than a technology demonstration, I have a suspicion that Nintendo would not be the sole console manufacturer offering gestural input this fall.
Gestural input hit the bigtime though with the Nintendo DS. When the DS was launched, it seemed like its key feature was the dual screens (hell, the thing was even called "DS"). Wrong. Two screens actually pretty much sucks. But one of those screens has a touchscreen input, and a stylus is stuck in the back of the device. Aha. With stylus in hand, great new products like Brain Age, the fascinating Electroplankton, and the before-its-time Kirby's Canvas Curse suddenly become possible. And there are many more to come.
Meanwhile Okami has convinced me that gestural control on a traditional analog controller is mostly a lost cause. And though I admire Sony for putting the six-axis momentum sensor in the PS3 controller, it's really just a giant and wonky third analog stick. Its lack of spatiality makes it useless as a gestural device.
That Wii Thing
Honestly, I'm concerned about the Wii's controller as a gestural system. The video I've seen shows the input to be pretty jumpy and imprecise. I really don't think you could do Brain Age on the Wii-mote. It will be wonderful for many things. For others, it will be highly imperfect. Remember: great for expressive and analog; poor for quick and precise. Nintendo were wise to include the "nun-chuck" traditional controller adapter in the box.
Still, it does get the mind turning. I remember how fun EyeToy: Play was, and though it was too primitive to maintain interest, there was something there. And as I turn over these little game ideas in my head, the quick, accurate gestures possible on the DS are really attractive (indeed for me, the DS remains the more attractive of the two, at least for now). I'm not going to tell you my ideas just now, but suffice to say, the potential in gestural control for games is fantastic.
We Need Game Writers
Sep 25, 2006
Most games have stories. There are very good reasons for this, involving how we as a species like to learn and remember things, and how we generally rationalize and understand the world around us. But the bottom line is that games do have stories.
Despite this, alarmingly few games have proper writers.
I think this trend is changing. I see more and more game writers getting work, and the better (or better-known) of them are finding themselves in great demand. This is a Good Thing. But progress is slow, and we should change that. I've been both part of the problem and part of the solution in this regard over the past few months, so I have some perspective on this issue.
The Hypocrisy of the Game Designer
Most game stories that are not written by proper writers are written by game designers. This makes sense of course...the designer is the one who probably devised the game's setting and action in the first place, and good designers (especially lead designers) tend to have very strong verbal skills. It only makes sense that the designer should write the story.
This is of course total crap. And the irony is, designers of all people ought to know better.
It wasn't that long ago that a person carrying the sole title of "designer" was a relative rarity in the game world. If you were going to do design you were expected to bring something else to the table, like the ability to write code or do art. In fact most designers were converted artists or programmers until quite recently. If you didn't have these skills, well then you'd better be good at production, organizing schedules, localization and such. In short, pure 'designers' have had to struggle for acceptance within teams.
What's more, every designer has had the experience, usually a multitude of times, when "everybody's a designer". Or "how hard can it be?" Often, trying to explain the reason for a design idea is frustratingly difficult and time-consuming.
And yet here we are, designers trying to write stories. Tsk tsk tsk.
A Story is More Than Words
The first step that we seem to have taken in the right direction is to stop writing actual dialogue. Those of us that have written dialogue, then heard it read by perfectly good actors and sound like total ass, have been humbled by this experience. So I think it's relatively easy for us to decide early on that a "real writer" will be brought in to write the actual dialogue.
But the thing is, a story is much more than just the dialogue. It's like looking at a game as just its moment-to-moment level design rather than its overall structure. Creating a story that actually resonates, that gives the viewer what they want emotionally and logically, requires great and long effort, and more importantly requires a very specific skillset that isn't obtainable just by reading a couple of books. It takes understanding, study and most importantly, practice.
I was making this exact mistake on my current project, feeling that, along with a couple other game developers at the studio, we could get the story all worked out along with the game's macro design, then bring in the writer to make it all sound nice. Then I saw Flint Dille, an accomplished game writer, talk at the Games and Hollywood Summit back in June. He had this great quote, which was "I am so sick and tired of hearing 'Man, I sure wish you were here last December!'" What he meant was, he's frequently brought in just to write the dialogue, but finds a story that's structurally a train wreck. And usually the game is so far along that it's too late to do anything more than a patch job on the story itself.
I felt immediately like an ass. We were struggling with what parts of the story to keep, what to discard, how to pace and structure it. I could just see myself saying "Man, I wish we'd brought in the writer a few months ago." The 'real' writer was brought into the project right away, and the project suddenly took great leaps forward. Hunh, go figure.
Writing is a Skill
What I've learned is, while I and many other designers/artists/etc in the games creating business may very well have the talent to create a great story, we don't have the skill. I think most people have at least some understanding of the difference between ability and skill, but for purposes of this discussion, I'll make a very simple definition:
Skill is ability gained through understanding and practice.
When looked at in this light, I think the typical designer fails in both areas. While I have a bit of an advantage in the first area, having supposedly studied literature (some 20 years ago now, I might add), I don't think that my understanding ever got past the typical academic areas of theme, image and metaphor. I didn't learn much about structure, character, technique... those practical things that make a writer a good, skilled writer. And, just like with game design or art or programming, good writing absolutely requires practice, a dedication specifically to the art of story, words and dialogue.
I'm sure there are a few designers out there, with not only broad skillsets but also tremendous time and dedication, who can study and practice writing enough to perform the writer's role... but why? Most of the time, in my observation, developers who try to wear too many hats end up frustrated, compromised, and holding up the overall progress of a game's development. Though good game writers might be a little hard to locate right now, I know there are a fair number of very good ones available, and that's only going to improve as time goes by.
Because, think about it... we need game writers.
Designing on the Computer (designing backwards, part 2)
May 20, 2006
As many of my colleagues are pleased to point out, I'm approaching 40 years old, meaning I can trace my roots somewhere between the jurassic and triassic in terms of games development. While this is all very amusing, it also means that I find myself in a constant internal debate over whether some of my methods are the result of long experience, or just the luddite tendencies of age.
The use of computers in level design is just such a case.
I insist that designers I work with begin every level design on paper. All the basic thoughts behind the gameplay of the level should be expressed in a paper design before it is ever realized on the computer. While I've met resistance to this idea from time to time, usually designers do just fine on paper...though I do have to bust them from time to time for using the computer inappropriately.
This paper bias is emphatically *not* due to some great drawing skills on my part. I can't draw worth a shit. But I do find that paper (graph paper and a ruler, mind you) is far and away the most liberated way to create the shapes, angles and spatial divisions required for a level design.
You see the trouble is, with a computer, there will always be an easier way to do soemthing, and a harder way to do something. And a designer through no particular fault of his or her own will inevitably end toward the easier. In particular, the computer design tools will tend toward geometric shapes rather than organic shapes. It takes a highly skilled user of the tool to create shapes that don't end up looking like collections of primitives rather than actual places. This is particularly true at the junctions of spaces, which tend not to 'flow' for designers that over-use tools.
At which point I ask, what is the point of using the CAD tool at all? No doubt you've heard the complaint that "all Unreal Engine games look alike". My response is "duh", because I've seen how the UnrealEd tool works. Don't blame the engine folks. Blame the tool. Or rather, blame the designer who uses the tool.
Designing within the game implementation tool is a great example of designing backwards, and brings me to my second reason for insisting on paper rough designs. Computer-aided tools are fantastic for detail. This is why by no means do I denigrate the importance of actual game implementation software, where fine detail and iteration can take a given level from good to great. This emphasis on detail however does not help the initial design process at all.
Initial design, the creative part, should be done in a fractal manner, beginning at the lowest level of detail and working up to the higher detail levels. Indeed the first couple of drafts should probably not even be to scale, as the designer works out the flow and general shape and structure of the space. Next would come relative sizes of the spaces, while preserving the flow, and finally the details of the gameplay and visibility. This top-down approach would be terribly difficult to do even in a flexible 2D CAD program like Adobe Illustrator.
CAD tools by their nature lead toward linear, point-to-point thinking, rather than fractal, outside-in thinking. It's not dissimilar actually from the difference between object-oriented and procedural programming.
Bearing all this in mind it's not difficult to see how designing your game inside your construction tool will lead to designing backwards. Pretty soon you're focused on the details, to the exclusion of the big picture, and the results are predictable, with decent moment-to-moment gameplay but a noticable lack of cohesion and coherence as the player plays for more than five or ten minutes.
Maybe I'm just old, but I don't think so. Get yourself a pad of Staedtler engineer's computation graph paper and see if I'm not right.
Sun Seeds, Sports Games and Spyro
May 18, 2006
Today I was working with my design partner-in-crime GMoney, and the phrase "sun seeds" came tripping out of my mouth. I knew it was familiar when I said it, but he immediately busted me.
"Talk about repeating yourself MJ," he said. "Spyro 3 baby."
I was thinking he was probably right, but I couldn't exactly remember. G and I didn't work together back then (we didn't even know each other) so he could have been wrong. So I went to the ever reliable GameFAQs.com to check. Sure enough, there was Sun Seeds, a puzzle from one of the early levels. If memory serves, I think that Brian Allgeier did that one, but memory has a habit of not serving terribly well these days so I can't really say. Regardless, Gmoney had me cold.
Since I had the file open I decided to glance through the FAQ. I hadn't thought about that game in so long, it was a fun trip through the way-back machine. Then I started to get perturbed. There was so much stuff in Spyro 3. And really, though Spyro was a little exceptional, there was a hell of a lot of stuff in a lot of games of that era. I looked through the FAQ and here are some stats for you:
- Five fully playable characters, all with different play mechanics, including one that flies using a helicopter mechanic
- 26 levels, each with its own art design, and built polygon by polygon (no instancing back then)
- 18 main levels, each containing one mini-game.
- 6 mini bosses
- 4 full bosses
- 4 "speed" levels using a fully-3D flying mechanic
- 1 extra level filled with mini-games, accessible only after completing the game 100%
- A skateboarding mini-game sufficiently complex that someone wrote a wholly separate FAQ for it.
- A couple dozen NPCs, all unique models with unique names and personalities; many of them were active participants in the gameplay.
- Secrets, including the now-famous Insomniac 'skill points'.
And this is a game that was done by less than 20 people, in well under a year.
Now imagine pitching this schedule to a publisher today - even as a sequel. You'd be flat laughed out of the room.
Most of the comparison is unfair. The polygon count on the environments is trivially small by comparison to modern games, and on PS1 you got one texture layer - if you were lucky. We didn't have advanced animation blending, because we had neither the processing power nor the animations.
And yet, we were somehow able to produce a great deal more interactive content, in a great deal less time and with a fraction of the staff. Has something gone awry? Or is this the typical "aging game designer comment"? I don't have a good answer for that.
I do know that the kids who played Spyro back in the day were fully engrossed in the world. They believed in the "Dragon Kingdom" (later named 'Avalar') and the crazy characters in it. But maybe with what they see on TV and in other games, that just wouldn't work anymore. The graphics would look too crude and abstract.
Also we've certainly increased our ability to tell story, which has helped somewhat to broaden the audience (particularly in the older age groups). And the level of realism in Call of Duty has to be seen as a positive in the ability to sell a genuine World War 2 experience to the player.
In thinking of the general trend though, where the ratio of player experience to development effort is in a constant decline, in terms of comments that Louis Castle recently made at GDC panel discussion. Castle commented that we need to get more disciplined away from the tendency to put so much content in games, lest we destroy our business proposition. Louis should know - his company, Electronic Arts, thrives on sports simulations, the one type of game I can think of that's immune to this problem.
Though many of us might be loath to admit it, sports games are unique in that, barring a screw-up, they genuinely get better with each iteration and improvement in technology. Because of the inherent constraint of the game's definition, the development staff can focus in on better feel, better UI, better replay. If the producer of NBA Live was told to make it "more epic", the absurdity would be obvious. But practically every day, somewhere in the game development world, word is coming down from on high for an increase in "epicity," to coin an annoying future buzzword. And don't think for a minute that this trend does not come at the cost of actual play.
Good or bad though...like I say, I almost don't feel qualified to say. There's value to an epic adventure, and in the hands of the right player it might be just what the doctor ordered. If I had to answer honestly, I'd probably suggest that this is a bridge that's been crossed and burned, and that we can't ever go back. Most days, I'm fine with this. I know for a fact that Heavenly Sword or 99 Nights couldn't even be contemplated on the old hardwares, and these are games that interest me a great deal. They look like fun.
But every once in a while, in a moment of indulgence, I do miss making all that gameplay, such as silly puzzles involving "sun seeds" that chase away anthropomorphic clouds. That was good stuff.
Genre, continued
May 01, 2006
I finally cut the last entry off, but there's a bit of unfinished business in there, which is that I took care to define the genres in terms of the "relationship to the player". A bit more on that is called for.
I think games should be looked at in terms of two factors: content, and experience. So for example with a licensed title, the content is fairly predictable. But the experience is not, and this is why games with licensed content like Dune 2 or Spider-Man 2 can still be considered interesting - because they provide the player with an important experience that stands outside of the content used to deliver that experience.
Content though is still extremely important. Linear media manage to produce powerful forms of entertainment with nothing but content. At the very least, content provides context for the player's action; in the best of cases it provides a sense of meaning that accentuates the overall experience of the game.
I believe that when content and experience are combined, this produces the possibility of the player developing a relationship with the game. Games have the potential of being a highly personal experience; even in the case of the most narrative of productions, the player takes on the role of a participant rather than mere observer...the narrative does not occur without the complicity of the player.
It's my sense also that the quality and depth of this relationship is a great deal of how a game is received, and how it can become beloved. Ask players of Final Fantasy VII about the character Aeris and you're likely to get some first person pronouns. Similarly ask a player of a Grand Theft Auto game and the experience is highly personal. This relational bond between player and game is meaningful to the player, and I believe is the best source for defining genre.
A New Definition of Genre
Apr 24, 2006
As I dive a bit deeper into the various bits of game design theory floating around, encountering terms like "intentionality" and "generative systems", it occurs to me that as designers, we need a revision in how we define the game genres we work in.
Now this may create a disconnect with how we define genres for the consumer, at least in the short term, and that's fine (mind you, I think that as time goes by, the consumer will be looking for a different genre definition as well). But our current genre definitions I think are not doing us service.
By and large we define our genres based on content. So we have "sports" or "adventure" or "RPG". Mostly what this tells us to expect is a certain kind of content. However it does not tell us that much about the experience behind the game. So for example an SSX or NBA Street get lumped together with Madden and NBA Live, though they are very different games, and frankly appeal to very different audiences. Similarly the god-awful acronym "MMORPG" grew out of a need to use existing genre descriptions. (At least we've finally decided on a pronunciation, ugly though it may sound.)
Instead, I think we should use genre descriptors based on the key formal elements of the game. These definitions would cleave much more closely to the type and scope of development effort involved in making the game, and the expertise called for in order to nail its design and key tech. In addition these genre definitions do more accurately reflect the experience of the player, which is after all what are medium is, at its core.
The Descriptors
I would define therefore the following major genres of games:
- Narrative
- Procedural
- Multiplayer
I think that in the coming years, most major game productions will fall into one of those three genre categories. (Notable by its absence is a fourth major category, at least in terms of sales, which is 'Simulation'. I would argue from a designer's point of view that the fidelity of simulation we're seeing even in products such as FIFA or Madden -- not to mention the military sims -- has begun to take them somewhat outside the realm of actual games, and into the area of pure simulation. I think that the general intra-industry distaste for sports games, and the rising popularity of "action sports" games like the abovementioned SSX both offer proof to this point.)
I will also add three minor categories. In the case of smaller productions or 'casual' games, these genres can supply a whole descriptor, but mostly these will be sub-descriptors of larger games, and do not represent the vital core of ambitious productions:
- Action
- Strategy
- Puzzle
And Now, The Definitions
So, here goes:
Narrative
Narrative games are those in which the player's experience is essentially acting out a script created by the designer. The volume of 'linear narrative' content, taken to mean story, is fairly irrelevant, though a good narrative design and a good story do go nicely together.
progenitors: Mario Brothers, Zelda, Final Fantasy
practitioners: Kojima, Ueda, Jaffe
godhead: Shigeru Miyamoto
cute metaphor: The Wizard of Oz (pay no attention to the man behind the curtain!)
Narrative games rely on precise design, because the player is expected to learn something extremely specific, and the game fails if that thing is taught incorrectly. Good narrative games frequently become sentimental favorites, because through their interactivity (and sometimes their story) a strong bond develops between creator and consumer. (Every game I've worked on (save for one notable failure) has been narrative in nature.)
Procedural
Procedural games (as always, we need better terms) rely on systems put in place and tuned precisely by the designer, in order that the player creates his or her own experience. Procedural games generally have no story at all but allow for great expression on the part of the player.
progenitors: SimCity, Civilization, Populous
practitioners: Meier, Wright, Animal Crossing Team
godhead: Will Wright
cute metaphor: A child's favorite toy is a cardboard box
Procedural games rely heavily on careful planning and obsessive game tuning. The rules behind the game must function perfectly, yet must rapidly fade into the background. The best procedural games become favorites not because of the conscious relationship between designer and player, but because of the feeling of control and accomplishment afforded the player within its tight world space.
Multiplayer
For an increasing number of games, the multiplayer experience is the core of the game. The designer creates the rules and the core fiction for the play space, but the game literally does not exist without a multiple (sometimes a multitude) of players.
progenitors: MUDs, Ultima Online, Gauntlet, Doom/Quake
practitioners: Koster, NCSoft, Blizzard
godhead: Richard Bartle
cute metaphor: A party of one is just called a drunk
The multiplayer games (which I freely admit to knowing relatively the least about) rely on the ability to foster community in order to succeed. Successful multiplayer games are able to host social communities whose depth and significance far exceeds the planned game context; "game friends" are the norm, not the exception.
A Bit More Detail; Some Case Studies
Like any definition of genre, very few games will fit neatly into any of these categories. However I do believe that they give a particularly useful method of looking at games in a modern way.
And now some recent games in terms of these definitions:
Shadow of the Colossus: This game is pure narrative in genre. Though it includes long portions of very free-roaming gameplay, this does not diminish its narrative nature in any way. (It could even be argued that the long horse riding sections are part of the narrative, enforcing a thoughtful reflection period on the player.) And though the colossi give an initial appearance of openness, there is really only one or two proper ways to defeat them. The game is masterfully done, and you finish the game having had the exact experience that Fumito Ueda wanted you to.
Deus Ex: This game stirred up a ruckus, because it added some key elements of proceduralism to what is really a narrative form. The ability sneak past (or confront) enemies in a variety of ways, all of them equal in the eyes of the designer, is a meaningful departure. The net result (which Clint Hocking and others appropriately label 'intentionality') is a significant increase in immersiveness in a narrative genre game.
Starcraft: Now this does present a conundrum; a game like Starcraft successfully bridges all three genres. Especially in the single-player mode it would be a narrative adventure (though a fairly poor one), but the game does not dictate where you build your base, how you choose to travel up the tech tree, etc., so there's procedural play as well, though compared to Sim City it's pretty limited. Finally, most would say that the true success of Starcraft lies in its multiplayer experience. Just because my genre defintions are useful, doesn't mean a game must fit within one or even two of them!
Backgammon
Apr 12, 2006
A question nobody has ever asked me, but dammit somebody should someday, is if I could give a single, simple piece of advice about making games, what would it be?
Somebody should ask, because, lo, I have an answer!
My answer is the form of a story, and the story is about the game of backgammon. It's also about a lot of other things, but I'll let you figure that out.
In 1990 I was in a very small town in Eastern Thailand called Klong Yai. For reasons I can't quite explain, I found myself there for a month, and after a few days I was well acquainted with the other inhabitants of the 'guest house' I was staying at. One of them was a French-Canadian named Raymond, whom I grew to dislike in greater degrees each day I was there. Raymond had a backgammon set, and he offered to teach me how to play.
Unlike a game like chess or go, every action in backgammon is preceded by an act of pure chance - the roll of two dice. So it's quite easy to view backgammon, and indeed to play backgammon, as a game of chance - a gambling game. But backgammon is not played in casinos, and good players will consistently defeat bad players. And Raymond was kicking my ass. Repeatedly.
It sucked. He seemed to get the rolls he needed just when he needed them, and I never seemed to. It quickly became obvious that he was playing the odds, so I started doing a better job of planning for the right rolls (seven good, twelve bad), and I did a little bit better. And he continued to kick my ass.
As the days went by, my dislike for Raymond was growing, and though it was not just because he was silently kicking my ass at backgammon, that wasn't helping. Finally I swallowed my pride. Dammit Raymond I said, what is the trick to this stinking game?
Why? he asked.
Because you're kicking my ass!
No, he said, the answer is - Why?
Hunh?
Let's play again, he said. So we set up the pieces and began. I rolled the dice, and began to move my pieces.
Why did you do that? Raymond asked me.
Because I rolled a three and a five.
No, why did you choose to move those pieces to those locations? The fact that you rolled a three and a five is irrelevant.
I thought about it. I didn't change my move. But I started winning, about four in ten games. It was simple. What Raymond told me was that when playing backgammon, one must always ask the question, why? The dice are there merely to force the player to revise strategy, not to determine who wins and who loses.
This lesson applies awfully broadly, but I like to apply it to video games, especially as I think designers frequently look at a game and can't quite understand the 'trick' that a good game has that a bad game - perhaps your own game - lacks.
The trick is, it's nothing to do with luck. It's because the designer asked the question, "Why?" Each and every element in your game, from the high points of the story down to the placement of every collectible should be able to satisfy that one simple question - Why? Why did that character in the story do that? Why did you decide to put a double-jump task there instead of a single-jump? Why did you put that move on the circle button? Why did you make that character 20cm taller than your protagonist, instead of 10cm taller?
In a great game, indeed in any object which is the product of excellent design, this question has not only been answered, but the answer is on the tip of the tongue of the designer. Though answering the question Why? does not guarantee success any more than showing up for work in the morning does, failing to answer that question guarantees failure just as surely.
A couple of weeks later, Raymond and I were involved in a rather nasty car accident, and when the vehicle flipped, it flipped onto his side, and he was badly injured. I had to literally carry him back to Bangkok to put him on a plane back to Montreal. Sometimes, it does pay to be lucky.
Smart Bomb
Apr 12, 2006
My Brain Age today: 23!
I just finished reading Smart Bomb by Heather Chaplin and Aaron Ruby. I'd heard good things about the book and I give it a generally positive review.
The first thing I noticed about Smart Bomb is that it's awfully similar to the Nintendo history Game Over and especially to Steve Kent's The Last Quarter. The stories about Willy Higginbotham and Nolan Bushnell are starting to get a little tired for me and I won't be reading any more of them. Hopefully we're getting to a point soon where not everybody writing about videogames feels the need to tell the story about Pong and the overflowing quarter tray. I'm not saying this to be especially harsh on Chaplin and Ruby, more just hoping that games now have enough common history that some of it can be skipped in a book.
Smart Bomb is divided into sections that tell the story of various luminaries in the games business. The choice to start and end with Cliff "CliffyB" Bleczinski is odd, but also kind of smart because CliffyB succeeds as a character frankly better than most of the characters in games. And of course his chameleonlike permanent identity crisis is a metaphor for the identity crisis of this whole games world is going through, trying to figure out what it really means to be mainstream entertainment.
If you haven't read the above books, you'll find the section on Miyamoto-san interesting; if you have, you've pretty much heard it before. The section on Will Wright was particularly illuminating though and probably the most fun read of the whole book. As if we didn't already have enough reasons to have a downright painful combination of admiration and envy for Will...well Smart Bomb is not going to help.
What I don't get frankly, is the inclusion of the chapter on the marriage between the military and games. I mean it's interesting I guess, but I didn't learn anything that surprised me, having seen the increasing presence of the Army at E3 and conferences like DICE. It might have made a nice chapter buried somewhere in the middle of the book, but the choice to title the whole book after this relationship kind of ruins the whole thing for me. Ultimately the question of the military in games is just an exploration of the inevitable, without a lot of real interest. The future of video games depends much more on how we grow our role as entertainers, not war-gamers.
Still, Smart Bomb is well-written, and though it has somewhat less data than The First Quarter, I'd have to give it a slightly higher rating due to far superior readability and this interesting question of how a legion of nerds like CliffyB, and me, have adapted and will adapt to the incredibly mixed blessing of accidentally getting exactly what we want, at the center of one of the world's favorite modes of entertainment.
Who the Hell is Harvey Smith?
Apr 03, 2006
At this year's GDC I discovered I'd been making a terrible error, which was not attending the annual Game Design Challenge. This session, the brainchild of academic guru/GDC court jester Eric Zimmerman, brings some of the better-known figures in game design together to attempt to create a game design around a strange and fun concept clearly pulled straight out of Zimmerman's ass. Unsurprisingly, Will Wright had won the first two. I was in the audience to see the third annual installment.
The contestants this year were:
- Keita Takahashi, creator of the Katamari Damacy games, whose rebellious artist personality has made him as much a celebrity as his cult favorite games.
- Cliff "CliffyB" Blezinski (sorry for the name butchering Cliff), whose actual design bona fides may not be as strong as his public persona would indicate, but I actually like Cliff for injecting a lot of personality into the business.
- Harvey Smith, who took lead design roles on several well-received PC titles including iterations of Deus Ex and Thief
The theme this year was "Nobel Peace Prize". Good luck, lads.
Blezinski's presentation was probably the least impressive; though his concept was clearly thoughtful and extremely faithful to the concept of promoting peace, it also just didn't look like it would be very fun. Trying to get a family out of a refugee situation looked like it would be frequently depressing, not engaging, and one of the flaws really of interactive media is that it must be engaging or else it fails outright. Schindler's List just wouldn't be doable as a game.
Takahashi gave a predictably off-base presentation. I wasn't sure at first whether he had perhaps misunderstood the contest, but I've now decided that from what I know of him, he probably decided quite consciously to subvert it. Rather than presenting a game design, Takahashi presented a marvelously animated powerpoint presentation (well actually created on his Mac in Keynote, which was fitting), talking about the power of games to engender love and essentially to distract people away from war. His presentation was very fun, but undermined its own subversiveness by virtue of being linear - of being everything but a game. While the crowd was appropriately entertained and impressed, he wouldn't have been a deserving winner.
Then was Harvey Smith. Smith actually went first, but his was overwhelmingly the best presentation. Taking to heart Zimmerman's request that the designers reveal a bit of their process as well as their results, he showed first an exploration of some 'serious games' which have already been made dealing with issues such as refugee camps, then a few of his own rejected ideas, some quite light-hearted. Finally he settled on the idea of leveraging an MMO space into something more productive, sort of combining Second Life with something Jimmy Carter might do, bringing MMO participants together in real space to perform volunteer tasks to 'increase the peace'. His Peace Bomb idea also probably wouldn't work, but the thought process and creativity behind it was both fun and inspiring.
I really applaud Eric Zimmerman for devising this concept and selling it to the GDC. And I especially applaud the very busy designers for investing so much time for no direct personal benefit. There was a lot of love in all three presentations, and wow, is that cool.
Not least though is the opportunity for, at least within the community of game developers, someone besides Shigeru Miyamoto and Will Wright to gain some notoriety. Whereas a guy like CliffyB has already succeeded to a degree, that success has been based more on his wacky shirts and magnetic personality than his work. The Game Design Challenge afforded him the opportunity to change that.
And who the hell is Harvey Smith? Well he's a game designer with a fertile mind and some really fun ideas, that's who. I look forward to watching him defend his title next year!
Wake Up Call
Mar 14, 2006
Daxter hits the streets today, and early reviews have been rolling in on the websites. The reviews have been extremely positive, certainly as high as I could have hoped for, but one curious thing has piqued my interest, which is the critcism of Daxter’s story.
Now the last thing I’m going to do is to try to convince you that Daxter has a great story. It’s a trifle really, and what there is of a story is undermined by the game’s structure. The structure is heavily optimized for game pacing and learning, and since it was somewhat of a retrofit, the storytelling was sacrificed a bit. For me this was an easy decision, and is clearly still the right one.
What was preserved in the game, and is pretty good, is character. The characters are interesting, broadly drawn and well-animated. A few years ago, back in the stone age of game design, this would have been considered more than adequate, as it was for Crash Bandicoot or Twisted Metal or even Tomb Raider. These games were about the characters, not the stories, and the idea was that by placing the player in control of the character, the emotional engagement was built through the gameplay. Obviously, this worked just fine.
No longer.
Now certainly there are plenty of old school gamers out there, represented by the review on Gamespy, for whom these characters are perfectly adequate, and for whom a lot of story would probably get in the way. But for the new generation, better represented by the IGN review, narrative is an expectation.
Like anyone my age, particularly anyone who has had success, I am by nature conservative. So while I find the criticisms valid, I initially recoiled at their ascribed importance. But continued success in any creative field means going to battle daily with that conservatism...so this is a wake up call for me. Games have grown up; even the mass-market platform gamer expects story.
As much as this idea terrifies me, a substantial part of me is secretly thrilled by this revelation. I studied literature in college, I got my degree in it, and I understand that as a species we tend to understand our world and our place in it through stories, and that narrative represents our collective history. My ambition for a time, reflected in a typical 20 year old’s horrifically bad poetry, was to become a part of that. But instead I ended up making games, which though they did have stories in them, were mostly a combination of toy and fantasy. Now it seems I have come full circle...and on my next project it’s more than likely that I will have to give deep consideration to the narrative behind the game. That is really cool.
There are a lot of other implications of this too though...not least of which is that as a group we game makers are fairly lousy at making good stories. I see clumsy and kind of embarrassing attempts at it in a lot of games, and I’m pleased that at least Daxter did not make pretensions of being more narrative-driven than it is. But we’re going to have to get better at it, and those that do will be rewarded. Just have a look at 2005’s AIAS Game of the Year winner to see what I mean.
Also this trend means to me yet another broadening of the medium of games. For all of the increased emphasis on story, there is still room for a highly successful Lumines and Gran Turismo and Madden. Not to mention the almost virulently anti-narrative genius of whatever Will Wright is making. These genres are thriving more than ever, which tells us that though the player may be looking increasingly to interactive media to fulfill his or her narrative jones, it is not coming at a direct expense to the more traditionally non-narrative games.
So it looks like I’ll be dusting off some of my old literary crticism books after all. Postmodernism in games, anyone?
Gamasutra Article Du Jour
Feb 27, 2006
There’s an interesting article today by Tom Heaton at gamasutra.com. There’s a lot of navel-gazing in the ‘theory’ of game design that you read out there, and this article is no exception (the graphics are particularly silly). But Heaton has an interesting idea (probably the idea he should have themed his article around) which is about the importance of scaling the effort (and time) behind an interaction, and its corresponding level of effect on the game state.
I’d like to see an exploration of this in general...especially because I think that rules are probably not very helpful. Heaton singles out Diablo as an example of a game where the “crap” picked up is sometimes not fun because the resultant inventory management does not provide an adequately large tweak to the game state. OK fair enough, but how do you explain then the addictive qualities of Animal Crossing, where no act ever seems to have more than the most trivial effect on the game state. At least - not in the immediate term. I think it has more to do with player expectation, but I’m not sure.